Here is a deeper look into some more of these:
- Poison: Poison is a quite simple effect, usually. One
takes damage every turn or so. However, different
strengths of poison exist; from Poison/Venom to Toxic to
Leaper poison. Also, some poisons from more complex
universes also cause things like vomiting and
disorientation.
- Radiation: I didn't look into this as much because it is
more complex. Radiation comes in quite different doses,
and resistances vary greatly. A robot will be completely
unaffected, as are mutants who are so mutated anyway they
can't really be perverted anymore. Radiation can come
from such enemies as Iraqi Desolators from C&C RA2,
sources such as radiated water, Resistances:
Being robotic, in environmental body armor, being
extremely mutated... High endurance helps too. Cure:
Rad-Away from Fallout 2 works well.
- Burn: This is similar to Poison, but cured differently.
- Petrify: This merely turns the character to stone. Soft
potions are very easy to get, and numerous Relics protect
against the condition, but if the entire party is turned
to stone, Game Over. The Rifts spell Stone to Flesh also
works.
- Piggy: Piggy is one type of status effect that tends to
transform people into a weak attacker. Pigs can't do too
much damage, so enemies (typically from FF4) will cast
it.
- Toad: Toad transforms people into toads, who are also
pathetic fighters. Resistances: Save vs.
magic. Cure: Remedy or Princess Kiss.
- Moogle: Moogles are wimpy fighters as well, and cannot
even use weapons. However, this is the Secret of Mana
Moogle, so don't expect all Moogles to be wimpy; the FF6
Moogles, especially Mog, are slam-dancing smashing
warriors.
- Mini/Pygmy: This makes the person amazingly small. I
believe it still allows spells to be cast. The Tiny Atlas
Job cannot have Mini cast on it and retains their regular
strength. Resistances: Save vs. magic. Cure:
I believe a Cornucopia cures it, as well as Remedy spells
and items.
- Imp: This spell is another spell making fighters weaker.
I'm not sure if it prevents the victim from casitng all
magic or all magic but Imp, although I believe the former
is correct.
- Slow: This slows down the time it takes for someone's
turn to come around. Irritating, but not fatal.
- Stop: This time-based status condition merely prevents
the character from taking any action. The Time
Singularity power allows for the same kind of thing, but
prevents damage done to that person, making it more like
Stasis Field. They may still be damaged. A group of
Stopped characters will NOT lose the fight.
- Freeze: This occurs in both Pokemon and FF6. Basically,
the character is frozen solid and cannot move. I believe
that a group of frozen characters will not lose the
battle, as Freeze goes away on it's own. Freeze is
typically a byproduct of ice attacks, which makes such
attacks that much more deadly.
- Zombie: This is a debilitating status effect. The
character is reduced to 0 HP and cannot die, but they
will attack their friends. Furthermore, curing is only
possible through a Revivify; not even conventional Life
spells will work. However, if one has the Relic Ring
equipped before they are Zombified, they become quite a
help to the team.
- Confuse: This effect is not quite as devastating as it
can seem. Basically, the character is so muddled that
they will attack friends and enemies alike. Confuse is
easily cured: a single attack (including Rand's Wake)
will get them out of the situation. Furthermore, there is
evidence to suggest that Confused warriors inflict less
damage to both friend and foe. Resistances:
Appropriate Relics or
- Bserk: Bserk is one of the rare Status Effects that is
somewhat good. Bserk characters constantly attack with
physical attacks, albeit with great strength. However,
this can be bad against certain enemies.
- Mute: This is a very simple spell possessed by both Rifts
and FF style mages. Mute merely prevents one to use their
vocal cords. They may still breathe or use a trumpet.
However, shouting for help or (and this is what cripples
other mages) typical spellcasting is impossible.
- Darkness/Blind: There are two levels of severity to this
condition. One is merely a light eyepoke, a spell or
bio-manipulation, or covering the enemy's eyes with ink
or sludge or something. Eyedrops or magical/psionic
countermeasures will suffice. However, a spell or attack
that PERMANENTLY removes the character's eyes is far more
serious, and requires powerful technological, magical or
natural bio-regeneration style healing. Both conditions
have the same effect, the difference is the level of
difficulty required to cure it and the level of
difficulty required to inflict it. Ribbons and other
items and relics that protect against status conditions
can prevent the first, but not the second. Motion
detection and alternate sensory capacities will ease the
problem for both.
- Sleep: This makes the afflicted character just fall down
and go to sleep. If the entire party is sleeping, the
battle is NOT lost. The sleep effect is very light and is
undone by merely attacking the other person. It takes a
person of tremendous skill to use this spell to capture a
group of people.
- Entangle: This FF4 condition just traps the person
temporarily. In FF6, we see similar attacks inflict Stop
and Slow.
- Age: One's attributes constantly goes down. Age can be
crippling in a long-term battle. Age can also be
inflicted by Rifts Temporal Raiders and Magicians.
- Countdown: This spell gives a timer until a character
drops dead.
- Lock: This Chrono Trigger status condition protects one
from using Tech Attacks (magic/psi/techniques) or Items.
In the end, all one can do are attacks.
- K.O.: This is NOT the same as Swoon. It is a temporary
knockout from SOM and comes from a particularly jarring
attack. The temporary K.O. prevents fighting, but a team
of K.O.ed fighters will NOT lose the battle. Furthermore,
K.O.ed fighters have a lower profile and are much less
likely to get hit.
These are some more specific, debilitating status effects.
- Maelstrom: Inflicted by Dark Archons, this irritating
move causes all organics to freeze in their tracks. It
also uncloaks cloaked individuals for the time they are
in the Maelstrom, and can be cast on cloaked individuals
as long as the user knows the location. Resistance:
Maelstrom resistance is typically a combination of level
and psionic resistance. Dodging also works. Cure:
Due to it's temporary nature, very little cures it.
- Stasis Field: This is used by Arbiters and is both a
potent, helpful attack move and a defensive move. The
duration and potential targets of the Stasis Field is the
largest in the game, lasting 30+ seconds and working on
all units. However, to make up for this, the Stasis Field
targets are unable to attack, but also invulnerable to
all forms of attack themselves. It can be used both as an
offensive and a defensive time buyer. A party of people
with Stasis Field on all of them do not lose the battle. Resistances:
Almost none. Cure: Almost none.
- Parasite: This Zerg Queen move implants a Parasite into
the target's body, giving the Queen and her brethren the
exact location and activity of the enemy. Resistances:
If one has the capacity to automatically kill the
parasite or have armor sufficient to avoid ever getting
hit, that will help.
- Xiticix Resin: This resin is somewhat simple to get off
at first, but soon becomes extremely hard. It is best to
get rid of it quickly. Diggers will typically use this
attack. Resistances: None, really; it's
just concrete stuff. Cure: Breaking it
off, burning it.
- Light Target: This minor curse comes from Rifts and just
makes the person glow. This makes them a target. Typical
magical remedies will suffice to remove a target of it. Resistances:
Standard save vs. magic. Cure: Normal,
anti-curse measures will work.
- Chest Burster/Internal Monster: These are some sort of
egg or similar beast that infests the target and grows,
usually killing them when it's done. These are VERY
difficult to get rid of, usually involving powerful or
specific magic or extensive surgery. In addition, there
is a problem with diagnosing the problem. Resistances:
Having skin sufficient to protect against the invasion,
or having an alien enough metabolism that the alien
creature cannot grow. Cure: Surgery,
powerful magic.
- Iron Maiden: This Diablo II curse makes the target take
some amount of damage for every hit they inflict on the
enemy! Resistances: Almost none. Cure:
Anti-curse remedies will work.
- Circle: As far as I know, only Omega Weapon has this. For
the duration of battle, one is completely wiped out of
existence! Resistances: I dunno. Cure:
I dunno.
- Tranquilized: Typically, Tranquilizer darts do not
instill full sleep to superhumans, but cause grogginess
and decreased attack effectiveness. Resistances:
In the case of tranquilizer rifles, armor, poison
resistances, and similar will protect. Cure:
Tranquilizer antidotes.
- Amplify Damage: Another Necromancer spell, the damage a
character takes is multiplied by 2. This can be quite
deadly. Resistances: Standard saves vs.
magic. Cure: Anti-curse mechanisms.
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