Status effect: Difference between revisions
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| '''Dazzled''' | | '''Dazzled''' | ||
| Much more likely to miss with physical attacks, dropping accuracy to 3/8ths. | | Much more likely to miss with physical attacks, dropping accuracy to 3/8ths. | ||
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| '''Dead''' | | '''Dead''' | ||
| Cannot act in any way until revived by a spell or the church. | | Cannot act in any way until revived by a spell or the church. | ||
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| '''Envenomated''' | | '''Envenomated''' | ||
| 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]]. | | 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]]. | ||
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| '''Fizzled''' | | '''Fizzled''' | ||
| Cannot cast spells until the spell wears off or end of the battle. | | Cannot cast spells until the spell wears off or end of the battle. | ||
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| '''Sapped''' | | '''Sapped''' | ||
| Defence is decreased. | | Defence is decreased. | ||
Revision as of 08:22, 6 November 2016
Status effects are a recurring element of the Dragon Quest series.
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.
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.
A number of these effects can be wiped out by Disruptive Wave.
List of recurring status effects
Negative Status Ailments
| Image | Name | Effect | ||||
|---|---|---|---|---|---|---|
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Confused | Attacks their fellow party members or themselves. May also do nothing at all. | ||||
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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. | ||||
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Dazzled | Much more likely to miss with physical attacks, dropping accuracy to 3/8ths. | ||||
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Dead | Cannot act in any way until revived by a spell or the church. | ||||
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Envenomated | Takes damage after each round (becomes poisoned after battle). Reduces HP by 1/6th of maximum per turn in V, 1/8th in VI to IX. | ||||
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Fizzled | Cannot cast spells until the spell wears off or end of the battle. | ||||
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Poisoned | 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. | ||||
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Sapped | Defence is decreased. | ||||
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Sleep | Cannot act until woken by an attack or until a random number of turns have passed. | ||||
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Stunned | Must waste a turn frozen in fear, rolling around laughing, knocked down, grinning after a Puff-Puff, etc. |
Positive Status Enhancements
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