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'''Status effects''' are a recurring element of the [[Dragon Quest (series)|''Dragon Quest'' series]].
'''Status effects''' are a recurring element of the {{DQSeries}}, and come in the negative status ailments and the beneficial status buffs. Both the party and monsters have access to these effects in most titles, and strategic use of both becomes vitally important during an adventure.


Status ailments damage, immobilize or otherwise debilitate a combatant. Almost every status ailment can be lifted with the help of a spell specific to that ailment. Many status ailments disappear immediately after a battle, while others can only be removed with a spell or a visit to the [[church]].
Status ailments damage, immobilize or otherwise debilitate a combatant. Almost every status ailment can be lifted with the help of an item specific to that ailment. Many status ailments disappear immediately after a battle, while others can only be removed with a spell, a night at the [[inn]], or a visit to the [[church]]. Some spells exist expressly to inflict status effects, and some weapons have a small chance of inflicting a status ailment after a successful hit. Occasionally, a special move may have a chance of causing a status effect.  


Some spells exist expressly to inflict status effects, and some weapons have a small chance of inflicting a status ailment after a successful hit. Occasionally, a special move may have a chance of causing a status effect. Some equipment bestows positive or negative status effects.
Status buffs exist to either temporarily raise certain stats of a character or to reduce incoming damage. Typically, buffs will fade in battle after a number of turns have passed, though there are exceptions where a buff will last the entire battle, such as all versions of {{DQ6}}. Only two types of buffs remain in effect after battle, being ''camouflage'' and [[Pep|''pep'']].


A number of these effects can be wiped out by [[Disruptive Wave]].
All positive status effects are removed by the use of [[Disruptive Wave]] and some negative status effects are curable with a [[Perfect panacea|perfect panacea]], if applicable.


==List of recurring status effects==
* Note that in {{DQ11}}, oomph/blunt and buff/sap are tracked as a scale from -2 to +2 (-2, -1, 0, +1, +2). As a default state, all party members (and enemies) are reset to 0 outside of battle.
 
==List of status effects==
===Negative Status Ailments===
===Negative Status Ailments===
{|border="1" cellpadding="1" class="wikitable sortable"
{|border="1" cellpadding="1" class="wikitable sortable"
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!scope="col" style="background:#989898;"|Image
!scope="col" style="background:#989898;"|Image
!scope="col" style="background:#989898;"|Name
!scope="col" style="background:#989898;"|Name
!scope="col" style="background:#989898;"|Effect
!scope="col" style="background:#989898; width: 700px;"|Effect
!scope="col" style="background:#989898;"|
!scope="col" style="background:#989898;"|Debut
!scope="col" style="background:#989898;"|
!scope="col" style="background:#989898;"|Cure
!scope="col" style="background:#989898;"|
! scope="col" style="background:#989898; width: 120px;" |Remains After Battle?
!scope="col" style="background:#989898;"|
|-
| [[File:Beguiled icon.png|center|50x50px]]<!--4:1 from 19x18-->
| '''Beguiled'''{{tt|*|Known as Charm in Dragon Quest Tact}}
| The character has become infatuated with the enemy and will either attack their fellow party members or do nothing at all.
| {{DQ10}}
|
* Physical damage (An ally's "Attack" function/enemy damage) or certain AoE spells (like [[kaboomle]])
* [[Sobering Slap|Sobering slap]] (ability)
| No
|-
| [[File:DQTact ATKDown.png|center|50x50px]]<!--4:1 from 19x18-->
| '''[[Blunt]]ed'''
| Physical attack power is reduced.
| {{DQ9}}
|
* [[Oomphle|Oomph]] or [[Oomphle]](spells), depending on the level of blunt (-1 or -2, respectively)({{DQ11}})
* [[War drum]] ({{DQ11}})
| No
|-
| [[File:DQTact_Hobble.png|center|50x50px]]<!--4:1 from 19x18-->
| '''Bound/Hobbled'''
| The character is rooted to the spot and cannot make any movement until the condition wears off, or the battle ends.
| {{DQTact}}
|
| No
|-
| [[File:DQTact Breath Lock.png|center|50x50px]]<!--4:1 from 19x18-->
| '''[[Gobstopper|Breath Locked]]'''
| The character cannot use [[breath]] skills until the condition wears off, or the battle ends.
| {{DQM}}
|
| No
|-
|-
| [[File:Confused.png|center]]<!--4:1 from 19x18-->
| [[File:Confused.png|center|50x50px]]<!--4:1 from 19x18-->
| '''Confused'''
| '''[[Confusion|Confused]]'''
| Attacks their fellow party members or themselves. May also do nothing at all.
| The character may attack (with lowered accuracy) the enemy, fellow party members or themselves. They might also do nothing at all.
|  
| {{DQ3}}
|  
|
|  
* Physical damage (An ally's "Attack" function/enemy damage) or certain AoE spells
|  
* [[Sobering Slap|Sobering slap]] (ability)
* [[Persecutter]] ([[Dragon Quest XI: Echoes of an Elusive Age]])
* [[Perfect panacea]] (item)
| No
|-
|-
  | [[File:.png|center]]<!--4:1 from 19x18-->
  | [[File:Cursed.png|center|50x50px]]<!--4:1 from 19x18-->
| '''Cursed'''
| '''[[Curses|Cursed]]'''
| The character's statistics are set to 0 as a result of wearing cursed equipment. They can only remove the equipment by visiting a church. In some installments, it is caused by certain attacks.
| One of the character's statistics are set to 0 as a result of wearing cursed equipment, along with suffering paralysis or attacking their friends. They can only remove the equipment by visiting a church. In some installments, it is caused by certain attacks. For this type of curse, the effects are:
|  
*{{HP}} being reduced by 1 every four steps
|  
*{{MP}} being reduced by 1 every four steps
|  
*Randomly becoming stunned during battle
|  
*Spells and skills randomly failing during battle
*Attacking a random ally
Note that in {{DQ11}}, curses can also temporarily reduce a character's maximum HP and are also able to have a random chance each turn of killing a character instantly. Of the above afflictions, curses can only make a character become stunned during battle.
| {{DQ}} (cursed gear), {{DQ2}} (cursed gear in battle) & {{DQ5}} (status efffect)
|
* [[Church|Exorcism/ Benediction (Church)]]
* [[Perfect panacea]] ({{DQ11}})
* [[List of consumables in Dragon Quest Builders 2|Sheen salts]] (item in the [[Dragon Quest Builders (series)|Dragon Quest Builders series]]; breaks all curses on equipped cursed equipment when consumed)
* [[Benediction]] (spell)
* [[Sheen]] (spell)
| Varies (Yes, always, for {{DQ11}}) (can be walked off in the overworld in  some games)
|-  
|-  
| [[File:.png|center]]<!--4:1 from 19x18-->
| [[File:Dazzled.png|center|50x50px]]<!--4:1 from 19x18-->
| '''Dazzled'''
| '''[[Dazzle]]d/Blind'''
| Much more likely to miss with physical attacks, dropping accuracy to 3/8ths.
| The character is much more likely to miss with physical attacks, dropping accuracy to {{fraction|3|8}} or {{fraction|5|8}} depending on the spell or skill used.
|  
| {{DQ2}}
|  
|
|  
* [[Dedazzle]] (spell)
|  
| No
|-
| [[File:Dead icon.png|center|50x50px]]<!--4:1 from 19x18-->
| '''Dead/Death'''
| The character cannot act in any way until they are revived by a spell, item, or at the church. Removes all other status effects.
| {{DQ}}
|
* [[Yggdrasil leaf]] (item)
* [[Zin]], [[Zing]], [[Kazing]] (spells)
* [[Zing Stick|Zing stick]] (ability)
| Yes
|-
| [[File:DQTact AGLDown.png|center|50x50px]]<!--4:1 from 19x18-->
| '''[[Deceleratle|Decelerated]]'''
| {{Agility}} is reduced, causing characters to act later in battle and starting with {{Dragon Quest VIII}}, reduces evasion.
| {{DQ3}}
|
* [[Accelerate]], [[Acceleratle]] (spells)
| No
|-
| [[File:Double Down icon.png|center|50x50px]]<!--4:1 from 19x18-->
| '''[[Double Down]]'''
| The affected character becomes more susceptible to negative status ailments.
| {{DQ10}}
|
| No
|-
| [[File:Envenomated icon.png|center|50x50px]]<!--4:1 from 19x18-->
| '''[[Poison and Envenomation|Envenomated]]'''
| A battle-exclusive ailment. The afflicted character takes damage after each round of battle. Reduces {{HP}} by {{fraction|1|6}} of maximum per turn in {{Dragon Quest V}}. Starting with {{Dragon Quest VI}} this was reduced to {{fraction|1|8}} of the maximum. In {{DQ11}}, being envenomated deals 1~5 damage per turn. It turns into '''poison''' after battle has ended, but will be replaced with envenomation if the party enters a battle again. However, it may have a reduced countdown, which is reliant on how many steps the party took in the overworld.
| {{DQ5}}
|
* [[Squelch]] (spell)
* [[Victimiser]] (ability) ({{DQ11}})
* [[Antidotal herb]],[[Panacea]], [[Perfect panacea]] (items)
* [[Panacea pellet]], [[Perfect panacea pellet]] (items in {{DQTreasures}})
| Yes (can be walked off in the overworld as the status effect '''poison'''.)
|-
| [[File:Fizzled.png|center|50x50px]]<!--4:1 from 19x18-->
| '''[[Fizzle]]d'''
| The character cannot cast spells until the condition wears off, or the battle ends.
| {{DQ}}
|
| No
|-
|-
| [[File:.png|center]]<!--4:1 from 19x18-->
| [[File:Paralysis.png|center|50x50px]]<!--4:1 from 19x18-->
| '''Dead'''
| '''[[Paralysis|Paralysed]]'''
| Cannot act in any way until revived by a spell or the church.
| The character is unable to act during battle. Counts as a party wipe out if everyone is afflicted in ''III'', but not so in later games. Initially cured through [[Tingle|spells]] or [[Moonwort bulb|items]] and walking for 32 steps on the world map, but will wear off in battle after a few turns beginning with ''VI''.  
|  
| {{DQ3}}
|  
|
|  
* [[Tingle]] (spell)
|  
* [[Tingle Shot]] (ability)
* [[List of consumables in Dragon Quest Builders 2|Tingle Tablets]] (item)
* [[Victimiser]] (ability) ({{DQ11}})
* [[Panacea]], [[Perfect panacea]] (items)
| Varies (can be walked off in {{DQB2}})
|-
|-
| [[File:.png|center]]<!--4:1 from 19x18-->
| [[File:Poisoned.png|center|50x50px]]<!--4:1 from 19x18-->
| '''Envenomated'''
| '''[[Poison and Envenomation|Poisoned]]'''
| Takes damage after each round (becomes poisoned after battle). Reduces HP by 1/6th of maximum per turn in [[Dragon Quest V|V]], 1/8th in [[Dragon Quest VI|VI]] to [[Dragon Quest IX|IX]].
| An overworld-exclusive ailment, and will be afflicted on a character if they are '''envenomated''' during battle or if they are walking on a patch of poisonous terrain. The character takes damage while traveling in the overworld. Originally, from {{II}} to {{IV}} it was dealt every four steps; in {{V}} and {{VI}}, it was increased to every eight steps, and from {{VII}} to {{X}} it was reduced to being dealt every single step. Turns into '''envenomation''' when entering a battle, unless it is due to poisounous ground.
|
| {{DQ2}}
|
|
|
* [[Purification|Purification (Church)]]
|  
* [[Squelch]] (spell)
* [[Antidotal herb]],[[Panacea]], [[Perfect panacea]] (items)
| Yes
|-
|-
| [[File:.png|center]]<!--4:1 from 19x18-->
| [[File:DQTact_DEFDown.png|center|50x50px]]<!--4:1 from 19x18-->
| '''Fizzled'''  
| '''[[Sap]]ped'''
| Cannot cast spells until the spell wears off or end of the battle.
| The character's {{Defence}} is decreased.
|  
| {{DQ2}}
|  
|
|
* [[Buff]], [[Kabuff]] (spells)
|
| No
|-
|-
| [[File:.png|center]]<!--4:1 from 19x18-->
| [[File:Shypox icon.png|center|50x50px]]<!--4:1 from 19x18-->
| '''Poisoned'''
| '''[[Shypox]]'''
| Takes 1 point of damage while traveling on the field. Every four steps in ''I''~''IV'', eight steps in ''V''~''VI'', and every step since ''VII''.
| The character suddenly remembers something embarrassing in the middle of battle, stunning them for a single turn.
|  
| {{DQ11}}
|  
|No cure.
|  
| No
|
|-
|-
| [[File:.png|center]]<!--4:1 from 19x18-->
| [[File:Skill Seal icon.png|center|50x50px]]<!--4:1 from 19x18-->
| '''Sapped'''
| '''Skill Sealed'''
| Defence is decreased.
| The character cannot use skills until the condition wears off, or the battle ends.
|  
| {{DQ10}}
|  
|
|  
| No
|-
|-
| [[File:.png|center]]<!--4:1 from 19x18-->
| [[File:Sleep.png|center|50x50px]]<!--4:1 from 19x18-->
| '''Sleep'''
| '''{{Sleep}}'''
| Cannot act until woken by an attack or until a random number of turns have passed.
| The character cannot act until awoken by an attack, or until a random number of turns have passed. A character who has been put into a deep sleep will take even longer to wake up on their own.
|  
| {{DQ}}
|  
|
|  
* Physical damage (enemy)
|  
* [[Sobering Slap|Sobering slap]] (ability)
* [[Persecutter]] (ability)
| No
|-
|-
| [[File:.png|center]]<!--4:1 from 19x18-->
| [[File:Stunned.png|center|50x50px]]<!--4:1 from 19x18-->
| '''Stunned'''
| '''Stunned'''
| Must waste a turn frozen in fear, rolling around laughing, knocked down, grinning after a Puff-Puff, etc.
| The character must waste a turn or two while being frozen in fear, rolling around laughing, knocked down, grinning after a [[Puff-Puff]], etc.
|  
| {{DQ3}}
|  
|No cure.
|  
| No
|
|-
|-
|}
|}


===Positive Status Enhancements===
===Positive Status Effects===
{|border="1" cellpadding="1" class="wikitable sortable"
{|border="1" cellpadding="1" class="wikitable sortable"
|-style="color:white;"
|-style="color:white;"
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!scope="col" style="background:#989898;"|Name
!scope="col" style="background:#989898;"|Name
!scope="col" style="background:#989898;"|Effect
!scope="col" style="background:#989898;"|Effect
!scope="col" style="background:#989898;"|
!scope="col" style="background:#989898;"|Debut
!scope="col" style="background:#989898;"|
|-
!scope="col" style="background:#989898;"|
| [[File:Accelerated.png|center|50x50px]]<!--4:1 from 19x18-->
!scope="col" style="background:#989898;"|
| '''[[Acceleratle|Accelerated]]'''
| Agility is increased. In ''VIII'' onwards, this also increases evasion.
 
* Note that its counter are the spells [[Decelerate]] and [[Deceleratle]] ({{DQ11}}).
| {{DQ3}}
|-
| [[File:Alma Mater icon.png|center|50x50px]]<!--4:1 from 19x18-->
| '''[[Alma Mater]]'''
| Negates the effects of [[Whack|instant death]] once for 7~10 turns, allowing the affected character to survive with 1 HP. In later games, this extended to any fatal damage as long as the character's HP is higher than 50%.
| {{DQ9}}
|-
|-
| [[File:.png|center]]<!--4:1 from 19x18-->
| [[File:nopic.png|center|50x50px]]<!--4:1 from 19x18-->
| '''Accelerated'''
| '''[[Backdraft]]'''
| Agility is increased.
| Reflects breath attacks once.
|  
| {{DQ6}}
|
|
|
|-
|-
| [[File:.png|center]]<!--4:1 from 19x18-->
| [[File:Bounce icon.png|center|50x50px]]<!--4:1 from 19x18-->
| '''Bounce'''
| '''[[Bounce]]'''
| Reflects magic spells.
| Reflects magic spells. Certain games only allow the spell to be used on the caster themselves.
|  
| {{DQ3}}
|
|
|
|-  
|-  
| [[File:.png|center]]<!--4:1 from 19x18-->
| [[File:Buff icon.png|center|50x50px]]<!--4:1 from 19x18-->
| '''Buffed'''
| '''[[Buff]]ed'''
| Defence is increased.
| Defence is increased.
|
 
|
* Note that its counter is the spell [[Sap]] ({{DQ11}}).
|
| {{DQ2}}
|  
|-
|-
| [[File:.png|center]]<!--4:1 from 19x18-->
| [[File:nopic.png|center|50x50px]]<!--4:1 from 19x18-->
| '''Dragon'''
| '''[[Vanish|Camouflaged]]'''
| Morphed into a giant dragon.
| User is less likely to be targeted by monsters, and cannot be seen by foes on the world map.
|
 
|
* Note that this effect lasts even after the battle is finished.
|
| {{DQ9}}
|  
|-
|-
| [[File:.png|center]]<!--4:1 from 19x18-->
| [[File:Cover icon.png|center|50x50px]]<!--4:1 from 19x18-->
| '''Insulated'''
| '''Cover'''
| Damage from fire- and ice-based attacks is decreased.
| The user is taking attacks for either [[Whipping Boy|one character]] or the [[Forbearance|entire party]].
|  
| {{DQ6}}
|
|  
|  
|-
|-
| [[File:.png|center]]<!--4:1 from 19x18-->
| [[File:Divide icon.png|center|50x50px]]<!--4:1 from 19x18-->
| '''Kaclang'''  
| '''[[Divide|Divided]]'''
| Turned into invincible steel.
| Character creates two additional shadow clones of themselves. The next attack or skill will be performed three times the next turn.
|  
| {{DQ11}}
|
|
|-
|-
| [[File:.png|center]]<!--4:1 from 19x18-->
| [[File:Auto Zing icon.png|center|50x50px]]<!--4:1 from 19x18-->
| '''Oomph'''
| '''[[Divine Intervention]]'''
| Attack power doubled.
| Character is automatically revived with 1 HP if they take fatal damage. However, unlike Alma Mater, there is no HP limit.
|  
| {{DQ10}}
|
|
|
|-
|-
| [[File:.png|center]]<!--4:1 from 19x18-->
| [[File:nopic.png|center|50x50px]]<!--4:1 from 19x18-->
| '''Reverse Cycle'''
| '''[[Puff!|Dragon]]'''
| Reflects breath attacks.
| Morphed into a giant dragon. Will alternate between roasting and slashing at enemies while being resistant to fire.
|  
| {{DQ3}}
|
|
|-
|-
| [[File:.png|center]]<!--4:1 from 19x18-->
| [[File:Auto Kazing icon.png|center|50x50px]]<!--4:1 from 19x18-->
| '''Veiled '''
| '''[[Grace of the Goddess]]'''
| Automatically revives the user with at least half or most of their HP if they take fatal damage for 5 turns.
| {{DQ10}}
|-
| [[File:Greatsword Guard icon.png|center|50x50px]]<!--4:1 from 19x18-->
| '''[[Greatsword Guard]]'''
| Increases chance of parrying physical attacks with a greatsword.
| {{DQ10}}
|-
| [[File:Insulated icon.png|center|50x50px]]<!--4:1 from 19x18-->
| '''[[Insulatle|Insulated]]'''
| Damage from [[Breath attack|breath attacks]] is decreased.
| {{DQ3}}
|-
| [[File:Kaclang icon.png|center|50x50px]]<!--4:1 from 19x18-->
| '''[[Kaclang]]'''
| Turned into invincible steel for several turns. The target cannot move during this time.
| {{DQ3}}
|-
| [[File:nopic.png|center|50x50px]]<!--4:1 from 19x18-->
| '''[[Absorb Magic|Magic absorbent]]'''
| Spells that target the user will restore their {{MP}}.
| {{DQ5}}
|-
| [[File:Magic Barrier icon.png|center|50x50px]]<!--4:1 from 19x18-->
| '''[[Magic Barrier]]'''
| Magic resistance increased.
| {{DQ6}}
|-
| [[File:MP Regeneration.png|center|50x50px]]<!--4:1 from 19x18-->
| '''MP Regeneration'''
| Character recovers some MP each turn. Sometimes granted with certain pieces of equipment.
| {{DQ8}}
|-
| [[File:Oomph icon.png|center|50x50px]]<!--4:1 from 19x18-->
| '''[[Oomph]]'''
| Physical attack power increased.
 
* Note that its counter is the spell [[Blunt]] ({{DQ11}}).
| {{DQ3}}
|-
| [[File:nopic.png|center|50x50px]]<!--4:1 from 19x18-->
| '''[[Pep]]ped up'''
| Several stats are increased at once, and access to special techniques are granted.
 
* Note that this effect lasts even after the battle is finished.
| {{DQ11}}
|-
| [[File:Rehealed.png|center|50x50px]]<!--4:1 from 19x18-->
| '''[[Reheal|Regeneration]]'''
| Character recovers some HP each turn. Sometimes granted with certain pieces of equipment.
| {{DQMJ}}
|-
| [[File:Status Ailment Immunity icon.png|center|50x50px]]<!--4:1 from 19x18-->
| '''[[Snap, Crackle, Poof]]ed'''
| Character becomes immune to negative status ailments for a few turns. However, does not protect character from [[Whack|instant death]] or certain abilities such as [[Kaching Kaclang]].
| {{DQ10}}
|-
| [[File:Snub icon.png|center|50x50px]]<!--4:1 from 19x18-->
| '''[[Snub]]bed'''
| Magical attacks have no effect on the target from now on.
| Magical attacks have no effect on the target from now on.
|  
| {{DQ4}}
|  
|-
|  
| [[File:DQTact Tension.png|center|50x50px]]<!--4:1 from 19x18-->
|  
| '''[[Tension]]'''
| The character has psyched themselves up, increasing the amount of damage of their next action, including attacks, spells, and skills. If the character reaches a state of super high tension, they will take reduced damage or become immune to negative status effects.
| {{DQ8}}
|-
|-
|}
|}


{{stub}}
{{clear}}
 
{{Series_mechanics}}
[[Category:Recurring elements]]
[[Category:Recurring elements]]

Latest revision as of 08:20, 30 March 2026

Status effects are a recurring element of the Dragon Quest series, and come in the negative status ailments and the beneficial status buffs. Both the party and monsters have access to these effects in most titles, and strategic use of both becomes vitally important during an adventure.

Status ailments damage, immobilize or otherwise debilitate a combatant. Almost every status ailment can be lifted with the help of an item specific to that ailment. Many status ailments disappear immediately after a battle, while others can only be removed with a spell, a night at the inn, or a visit to the church. Some spells exist expressly to inflict status effects, and some weapons have a small chance of inflicting a status ailment after a successful hit. Occasionally, a special move may have a chance of causing a status effect.

Status buffs exist to either temporarily raise certain stats of a character or to reduce incoming damage. Typically, buffs will fade in battle after a number of turns have passed, though there are exceptions where a buff will last the entire battle, such as all versions of Dragon Quest VI: Realms of Revelation. Only two types of buffs remain in effect after battle, being camouflage and pep.

All positive status effects are removed by the use of Disruptive Wave and some negative status effects are curable with a perfect panacea, if applicable.

  • Note that in Dragon Quest XI: Echoes of an Elusive Age, oomph/blunt and buff/sap are tracked as a scale from -2 to +2 (-2, -1, 0, +1, +2). As a default state, all party members (and enemies) are reset to 0 outside of battle.

List of status effects[edit | edit source]

Negative Status Ailments[edit | edit source]

Image Name Effect Debut Cure Remains After Battle?
Beguiled* The character has become infatuated with the enemy and will either attack their fellow party members or do nothing at all. Dragon Quest X
  • Physical damage (An ally's "Attack" function/enemy damage) or certain AoE spells (like kaboomle)
  • Sobering slap (ability)
No
Blunted Physical attack power is reduced. Dragon Quest IX: Sentinels of the Starry Skies No
Bound/Hobbled The character is rooted to the spot and cannot make any movement until the condition wears off, or the battle ends. Dragon Quest Tact No
Breath Locked The character cannot use breath skills until the condition wears off, or the battle ends. Dragon Quest Monsters No
Confused The character may attack (with lowered accuracy) the enemy, fellow party members or themselves. They might also do nothing at all. Dragon Quest III: The Seeds of Salvation No
Cursed One of the character's statistics are set to 0 as a result of wearing cursed equipment, along with suffering paralysis or attacking their friends. They can only remove the equipment by visiting a church. In some installments, it is caused by certain attacks. For this type of curse, the effects are:
  • HP being reduced by 1 every four steps
  • MP being reduced by 1 every four steps
  • Randomly becoming stunned during battle
  • Spells and skills randomly failing during battle
  • Attacking a random ally

Note that in Dragon Quest XI: Echoes of an Elusive Age, curses can also temporarily reduce a character's maximum HP and are also able to have a random chance each turn of killing a character instantly. Of the above afflictions, curses can only make a character become stunned during battle.

Dragon Quest (cursed gear), Dragon Quest II: Luminaries of the Legendary Line (cursed gear in battle) & Dragon Quest V: Hand of the Heavenly Bride (status efffect) Varies (Yes, always, for Dragon Quest XI: Echoes of an Elusive Age) (can be walked off in the overworld in some games)
Dazzled/Blind The character is much more likely to miss with physical attacks, dropping accuracy to 38 or 58 depending on the spell or skill used. Dragon Quest II: Luminaries of the Legendary Line No
Dead/Death The character cannot act in any way until they are revived by a spell, item, or at the church. Removes all other status effects. Dragon Quest Yes
Decelerated Agility is reduced, causing characters to act later in battle and starting with Dragon Quest VIII, reduces evasion. Dragon Quest III: The Seeds of Salvation No
Double Down The affected character becomes more susceptible to negative status ailments. Dragon Quest X No
Envenomated A battle-exclusive ailment. The afflicted character takes damage after each round of battle. Reduces HP by 16 of maximum per turn in Dragon Quest V. Starting with Dragon Quest VI this was reduced to 18 of the maximum. In Dragon Quest XI: Echoes of an Elusive Age, being envenomated deals 1~5 damage per turn. It turns into poison after battle has ended, but will be replaced with envenomation if the party enters a battle again. However, it may have a reduced countdown, which is reliant on how many steps the party took in the overworld. Dragon Quest V: Hand of the Heavenly Bride Yes (can be walked off in the overworld as the status effect poison.)
Fizzled The character cannot cast spells until the condition wears off, or the battle ends. Dragon Quest No
Paralysed The character is unable to act during battle. Counts as a party wipe out if everyone is afflicted in III, but not so in later games. Initially cured through spells or items and walking for 32 steps on the world map, but will wear off in battle after a few turns beginning with VI. Dragon Quest III: The Seeds of Salvation Varies (can be walked off in Dragon Quest Builders 2)
Poisoned An overworld-exclusive ailment, and will be afflicted on a character if they are envenomated during battle or if they are walking on a patch of poisonous terrain. The character takes damage while traveling in the overworld. Originally, from II to IV it was dealt every four steps; in V and VI, it was increased to every eight steps, and from VII to X it was reduced to being dealt every single step. Turns into envenomation when entering a battle, unless it is due to poisounous ground. Dragon Quest II: Luminaries of the Legendary Line Yes
Sapped The character's Defence is decreased. Dragon Quest II: Luminaries of the Legendary Line No
Shypox The character suddenly remembers something embarrassing in the middle of battle, stunning them for a single turn. Dragon Quest XI: Echoes of an Elusive Age No cure. No
Skill Sealed The character cannot use skills until the condition wears off, or the battle ends. Dragon Quest X No
Sleep The character cannot act until awoken by an attack, or until a random number of turns have passed. A character who has been put into a deep sleep will take even longer to wake up on their own. Dragon Quest No
Stunned The character must waste a turn or two while being frozen in fear, rolling around laughing, knocked down, grinning after a Puff-Puff, etc. Dragon Quest III: The Seeds of Salvation No cure. No

Positive Status Effects[edit | edit source]

Image Name Effect Debut
Accelerated Agility is increased. In VIII onwards, this also increases evasion. Dragon Quest III: The Seeds of Salvation
Alma Mater Negates the effects of instant death once for 7~10 turns, allowing the affected character to survive with 1 HP. In later games, this extended to any fatal damage as long as the character's HP is higher than 50%. Dragon Quest IX: Sentinels of the Starry Skies
Backdraft Reflects breath attacks once. Dragon Quest VI: Realms of Revelation
Bounce Reflects magic spells. Certain games only allow the spell to be used on the caster themselves. Dragon Quest III: The Seeds of Salvation
Buffed Defence is increased. Dragon Quest II: Luminaries of the Legendary Line
Camouflaged User is less likely to be targeted by monsters, and cannot be seen by foes on the world map.
  • Note that this effect lasts even after the battle is finished.
Dragon Quest IX: Sentinels of the Starry Skies
Cover The user is taking attacks for either one character or the entire party. Dragon Quest VI: Realms of Revelation
Divided Character creates two additional shadow clones of themselves. The next attack or skill will be performed three times the next turn. Dragon Quest XI: Echoes of an Elusive Age
Divine Intervention Character is automatically revived with 1 HP if they take fatal damage. However, unlike Alma Mater, there is no HP limit. Dragon Quest X
Dragon Morphed into a giant dragon. Will alternate between roasting and slashing at enemies while being resistant to fire. Dragon Quest III: The Seeds of Salvation
Grace of the Goddess Automatically revives the user with at least half or most of their HP if they take fatal damage for 5 turns. Dragon Quest X
Greatsword Guard Increases chance of parrying physical attacks with a greatsword. Dragon Quest X
Insulated Damage from breath attacks is decreased. Dragon Quest III: The Seeds of Salvation
Kaclang Turned into invincible steel for several turns. The target cannot move during this time. Dragon Quest III: The Seeds of Salvation
Magic absorbent Spells that target the user will restore their MP. Dragon Quest V: Hand of the Heavenly Bride
Magic Barrier Magic resistance increased. Dragon Quest VI: Realms of Revelation
MP Regeneration Character recovers some MP each turn. Sometimes granted with certain pieces of equipment. Dragon Quest VIII: Journey of the Cursed King
Oomph Physical attack power increased. Dragon Quest III: The Seeds of Salvation
Pepped up Several stats are increased at once, and access to special techniques are granted.
  • Note that this effect lasts even after the battle is finished.
Dragon Quest XI: Echoes of an Elusive Age
Regeneration Character recovers some HP each turn. Sometimes granted with certain pieces of equipment. Dragon Quest Monsters: Joker
Snap, Crackle, Poofed Character becomes immune to negative status ailments for a few turns. However, does not protect character from instant death or certain abilities such as Kaching Kaclang. Dragon Quest X
Snubbed Magical attacks have no effect on the target from now on. Dragon Quest IV: Chapters of the Chosen
Tension The character has psyched themselves up, increasing the amount of damage of their next action, including attacks, spells, and skills. If the character reaches a state of super high tension, they will take reduced damage or become immune to negative status effects. Dragon Quest VIII: Journey of the Cursed King