Status Ailments: Difference between revisions

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'''Status ailments''' bring some form of hindrance to a given person or creature. They are most often inflicted by the abilities of creatures throughout Endiness, but they are also applied with a select number of weapons and magical items that the player may acquire. Some ailments expire over time, while others remain until a cure is administered.  
'''Status ailments''' are conditions that negatively modify the combat behavior of party characters and minor enemies. Bosses are always immune to all status ailments. Status ailments are most often inflicted against the party by enemy abilities, but the party may also apply them to enemies with a select number of weapons and magical items. Some ailments expire over time while others remain until a cure is administered.  


Status ailments come in two primary classes: body and mind. Body effects include Poison, Stun, and Arm-blocking. Mind effects include Bewitchment, Confusion, Fear, and Dispiriting. The final ailment, Petrification, is usually a more difficult effect to recover from.  
Status ailments come in two primary classes: body and mind. Body effects include Poison, Stun, and Arm-blocking. Mind effects include Bewitchment, Confusion, Fear, and Dispiriting. Petrification is in a unique class by itself. Can't Combat is another unique effect.


In general, all ailments can be prevented by using Guard in battle, having a [[Rainbow Earring]] equipped, or being in Dragoon form. They are generally cured with recovery items, a Dragoon transformation, or the use of Meru's Rainbow Breath magic.
In general, all ailments can be prevented by using [[Tutorials#Defense|Guard]], having a [[Equipment#rainbowearring|Rainbow Earring]] equipped, or being in Dragoon form. Certain status ailments can be prevented by more specific means listed in their respective sections. All status ailments can be cured with a particular [[Items#Recovery Items|recovery item]], by transforming into a Dragoon, or the use of [[Meru#Magic|Meru's Rainbow Breath spell]].


== Poison ==
== Poison ==
After '''poison''' is inflicted, the target will take damage equal to 10% of their maximum HP each time their turn begins. If the effect is still active at the end of battle, it will remain until cured or the character loses all hit points.  
When '''poisoned''', the target will take damage equal to 10% of their maximum HP each time their turn begins. If the effect is still active at the end of battle, it will remain until cured or the character loses all hit points.  


The effect can be prevented with the following equipment: [[Rainbow Dress]], [[Armor of Yore]], and [[Poison Guard]].
The effect can be prevented with the following equipment: [[Equipment#rainbowdress|Rainbow Dress]], [[Equipment#armorofyore|Armor of Yore]], [[Equipment#satorivest|Satori Vest]], and [[Equipment#poisonguard|Poison Guard]].


The effect can be inflicted as follows:  
The effect can be inflicted as follows:  
* From a foe's ability
* From a foe's ability
* [[Poison Needle]]
* With the item [[Items#poisonneedle|Poison Needle]]
* [[Virulent Arrow]]
* With the weapon [[Equipment#virulentarrow|Virulent Arrow]]


The effect can be cured as follows:
The effect can be cured as follows:
* Use of [[Body Purifier]]
* Use of [[Items#bodypurifier|Body Purifier]]
* Enter Dragoon form: self or via ally's use of Special.
* Enter Dragoon form either normally or via ally's use of Special.
* Clinic
* Clinic


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When '''stunned''', the target will be unable to take actions for three turns. If the effect is still active at the end of battle, it will expire immediately. Unlike other status effects, this one can be cleared just by receiving an incoming attack - the character will take the next available turn.
When '''stunned''', the target will be unable to take actions for three turns. If the effect is still active at the end of battle, it will expire immediately. Unlike other status effects, this one can be cleared just by receiving an incoming attack - the character will take the next available turn.


The effect can be prevented with the following equipment: [[Rainbow Dress]], [[Armor of Yore]], and [[Stun Guard]].
The effect can be prevented with the following equipment: Rainbow Dress, Armor of Yore, Satori Vest, and [[Equipment#stunguard|Stun Guard]].


The effect can be inflicted as follows:  
The effect can be inflicted as follows:  
* From a foe's ability
* From a foe's ability
* [[Stunning Hammer]]
* With the item [[Items#stunninghammer|Stunning Hammer]]
* Weapons: [[Flamberge]], [[Beast Fang]], [[Great Axe]]
* With the weapons [[Equipment#flamberge|Flamberge]], [[Equipment#beastfang|Beast Fang]], [[Equipment#heavymace|Heavy Mace]], and [[Equipment#greataxe|Great Axe]]


The effect can be cured as follows:
The effect can be cured as follows:
* Use of [[Body Purifier]]
* Use of Body Purifier
* Enter Dragoon form via ally's use of Special.
* Enter Dragoon form via ally's use of Special.


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When '''arm-blocking''' is in effect, a character will be unable to physically attack for three turns. If the effect is still active at the end of battle, it will expire immediately.
When '''arm-blocking''' is in effect, a character will be unable to physically attack for three turns. If the effect is still active at the end of battle, it will expire immediately.


The effect can be prevented with the following equipment: [[Rainbow Dress]], [[Armor of Yore]], and [[Protector]].
The effect can be prevented with the following equipment: Rainbow Dress, Armor of Yore, Satori Vest, and [[Equipment#protector|Protector]].


The effect can only be inflicted from a foe's ability.
The effect can only be inflicted from a foe's ability. All enemies are immune to Arm-Blocking


The effect can be cured as follows:
The effect can be cured as follows:
* Use of [[Body Purifier]]
* Use of Body Purifier
* Enter Dragoon form via self or ally's use of Special.
* Enter Dragoon form either normally or via ally's use of Special.


== Bewitchment ==
== Bewitchment ==
'''Bewitchment''' enthralls the affected character, causing them to attack themselves or their allies for three turns. If the effect is still active at the end of battle, it will expire immediately.
'''Bewitchment''' enthralls the affected character, causing them to attack themselves or their allies for three turns. If the effect is still active at the end of battle, it will expire immediately.


The effect can be prevented with the following equipment: [[Phoenix Plume]], [[Magic Ego Bell]].
The effect can be prevented with the following equipment: [[Equipment#phoenixplume|Phoenix Plume]] and [[Equipment#magicegobell|Magic Ego Bell]].


The effect can only be inflicted from a foe's ability.
The effect can only be inflicted from a foe's ability. All enemies are immune to Bewitchment.


The effect can be cured as follows:
The effect can be cured as follows:
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Characters under the effect of '''confusion''' will take random action during their turn automatically. For three turns, the character may try to attack themselves or an ally, guard, or attempt to run from battle.  
Characters under the effect of '''confusion''' will take random action during their turn automatically. For three turns, the character may try to attack themselves or an ally, guard, or attempt to run from battle.  


The effect can be prevented with the following equipment: [[Phoenix Plume]], [[Panic Guard]].
The effect can be prevented with the following equipment: Phoenix Plume and [[Equipment#panicguard|Panic Guard]].


The effect can be inflicted as follows:  
The effect can be inflicted as follows:  
* From a foe's ability
* From a foe's ability
* Weapons: [[Mind Crush]], [[Bemusing Arrow]].
* With the item [[Equipment#panicbell|Panic Bell]]
* With the weapons [[Equipment#mindcrush|Mind Crush]] and [[Equipment#bemusingarrow|Bemusing Arrow]].


The effect can be cured as follows:
The effect can be cured as follows:
* Use of [[Items#mindpurifier|Mind Purifier]]
* Use of Mind Purifier
* Enter Dragoon form via ally's use of Special.
* Enter Dragoon form via ally's use of Special.


== Fear ==
== Fear ==
A '''fearful''' character will receive double damage from all foes, and deal half damage to them. Once applied, the effect will remain indefinitely.  
A '''fearful''' character will receive double damage from all sources and deal half damage. Once applied, the effect will remain indefinitely.  


The effect can be prevented with the following equipment: [[Phoenix Plume]], [[Bravery Amulet]].
The effect can be prevented with the following equipment: Phoenix Plume and [[Equipment#braveryamulet|Bravery Amulet]].


The effect can be inflicted as follows:  
The effect can be inflicted as follows:  
* From a foe's ability
* From a foe's ability
* Weapon: [[Spear of Terror]].
* With the item [[Items#midnightterror|Midnight Terror]]
* With the weapon [[Equipment#spearofterror|Spear of Terror]].
* By [[Rose#Magic|Rose's Dragoon spell Death Dimension]]


The effect can be cured as follows:
The effect can be cured as follows:
* Use of [[Items#mindpurifier|Mind Purifier]]
* Use of Mind Purifier
* Enter Dragoon form via self, or ally's use of Special.
* Enter Dragoon form either normally or via or ally's use of Special.
* Clinic
* Clinic


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A character that is '''dispirited''' will not generate any Spirit Points when they use additions. If the effect is still active at the end of battle, it will remain until cured or the character loses all hit points.  
A character that is '''dispirited''' will not generate any Spirit Points when they use additions. If the effect is still active at the end of battle, it will remain until cured or the character loses all hit points.  


The effect can be prevented with the following equipment: [[Phoenix Plume]], [[Active Ring]].
The effect can be prevented with the following equipment: Phoenix Plume and [[Equipment#activering|Active Ring]].


The effect can only be inflicted from a foe's ability.
The effect can only be inflicted from a foe's ability. All enemies are immune to Dispiriting.


The effect can be cured as follows:
The effect can be cured as follows:
* Use of [[Items#mindpurifier|Mind Purifier]]
* Use of Mind Purifier
* Enter Dragoon form via self, or ally's use of Special.
* Enter Dragoon either normally or via ally's use of Special.
* Clinic
* Clinic


== Petrification ==
== Petrification ==
A '''petrified''' character will be unable to take actions, as with Stun, but there are many differences. Petrification will last the entire battle if not addressed, however it ''will'' expire at the end of battle. At that time, any characters who are still petrified will not receive experience points. Further: if all living characters in the party become simultaneously petrified, the battle will result in a loss. The player will then need to start over from their most recent save file.  
A '''petrified''' character behaves as if their HP is zero. The affected character cannot act in battle and will not receive EXP if they are still petrified at the end of battle. However, Petrification will expire after the battle. If all three party members are either knocked out or affected by Petrification simultaneously, the battle is lost and results in a Game Over.  


The effect can only be prevented with a [[Destone Amulet]] or the aforementioned general-prevention Guard and Dragoon form.
The effect can be prevented with a [[Equipment#destoneamulet|Destone Amulet]].


The effect can only be inflicted from a foe's ability.
The effect can only be inflicted from a foe's ability. All enemies are immune to Petrification.


The effect can be cured as follows:
The effect can be cured as follows:
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== Can’t Combat ==
== Can’t Combat ==
Test for Cannot Combat call
'''Can't Combat''' is not a status ailment and is not equivalent to a character's HP being zero. It is a trait of some abilities and weapons that ignores defenses and instantly sets the target's HP to zero without respect for damage. Can't Combat is included in this article because it is similar to status ailments in terms of application and prevention.
 
The effect can be prevented with the following equipment: [[Equipment#talisman|Talisman]] and [[Equipment#roseshairband|Rose's Hairband]]. It cannot be prevented with a Rainbow Earring.
 
The effect can be inflicted as follows:
 
* From a foe's ability
* With the item [[Items#totalvanishing|Total Vanishing]]
* With the weapons [[Equipment#gladius|Gladius]], [[Equipment#brassknuckle|Brass Knuckle]], and [[Equipment#indorasaxe|Indora's Axe]]
* By Rose's Dragoon spell Demon's Gate
 
 


== Trivia ==
== Trivia ==


# In the game's code all minor enemies are immune to Arm-blocking, Bewitchment, Petrification, and Dispiriting by default. There is no way to inflict these status ailments without modding the game, however the minor enemies may not have been programmed to handle said ailments; making this a failsafe measure.
# In the game's code all minor enemies are immune to Arm-blocking, Bewitchment, Petrification, and Dispiriting by default. There is no way to inflict these status ailments without modding the game. However, the minor enemies may not have been programmed to handle said ailments, making this a failsafe measure.
# It is possible for allied characters to become stun-locked. This is due to a particular enemy, the [[Salamander]], having a basic attack that can inflict Stun. As there is a battle formation with two of them present in [[Volcano Villude]], it is easy for many players to witness one or more characters become stun-locked as the Salamanders attack them over and over again. The reason this happens, is that even though the next Salamander attack breaks the old Stun effect, that new attack often applies a ''new'' instance of the ailment.  
# It is possible for allied characters to become stun-locked. This is due to a particular enemy, the [[Salamander]], having a basic attack that can inflict Stun. As there is a battle formation with two of them present in [[Volcano Villude]], it is easy for many players to witness one or more characters become stun-locked as the Salamanders attack them over and over again. The reason this happens, is that even though the next Salamander attack breaks the old Stun effect, that new attack often applies a ''new'' instance of the ailment.  


[[Category:Game Mechanics]]
[[Category:Game Mechanics]]

Latest revision as of 22:16, 18 April 2025

Status ailments are conditions that negatively modify the combat behavior of party characters and minor enemies. Bosses are always immune to all status ailments. Status ailments are most often inflicted against the party by enemy abilities, but the party may also apply them to enemies with a select number of weapons and magical items. Some ailments expire over time while others remain until a cure is administered.

Status ailments come in two primary classes: body and mind. Body effects include Poison, Stun, and Arm-blocking. Mind effects include Bewitchment, Confusion, Fear, and Dispiriting. Petrification is in a unique class by itself. Can't Combat is another unique effect.

In general, all ailments can be prevented by using Guard, having a Rainbow Earring equipped, or being in Dragoon form. Certain status ailments can be prevented by more specific means listed in their respective sections. All status ailments can be cured with a particular recovery item, by transforming into a Dragoon, or the use of Meru's Rainbow Breath spell.

Poison

When poisoned, the target will take damage equal to 10% of their maximum HP each time their turn begins. If the effect is still active at the end of battle, it will remain until cured or the character loses all hit points.

The effect can be prevented with the following equipment: Rainbow Dress, Armor of Yore, Satori Vest, and Poison Guard.

The effect can be inflicted as follows:

The effect can be cured as follows:

  • Use of Body Purifier
  • Enter Dragoon form either normally or via ally's use of Special.
  • Clinic

Stun

When stunned, the target will be unable to take actions for three turns. If the effect is still active at the end of battle, it will expire immediately. Unlike other status effects, this one can be cleared just by receiving an incoming attack - the character will take the next available turn.

The effect can be prevented with the following equipment: Rainbow Dress, Armor of Yore, Satori Vest, and Stun Guard.

The effect can be inflicted as follows:

The effect can be cured as follows:

  • Use of Body Purifier
  • Enter Dragoon form via ally's use of Special.

Arm-Blocking

When arm-blocking is in effect, a character will be unable to physically attack for three turns. If the effect is still active at the end of battle, it will expire immediately.

The effect can be prevented with the following equipment: Rainbow Dress, Armor of Yore, Satori Vest, and Protector.

The effect can only be inflicted from a foe's ability. All enemies are immune to Arm-Blocking

The effect can be cured as follows:

  • Use of Body Purifier
  • Enter Dragoon form either normally or via ally's use of Special.

Bewitchment

Bewitchment enthralls the affected character, causing them to attack themselves or their allies for three turns. If the effect is still active at the end of battle, it will expire immediately.

The effect can be prevented with the following equipment: Phoenix Plume and Magic Ego Bell.

The effect can only be inflicted from a foe's ability. All enemies are immune to Bewitchment.

The effect can be cured as follows:

  • Use of Mind Purifier
  • Enter Dragoon form via ally's use of Special.

Confusion

Characters under the effect of confusion will take random action during their turn automatically. For three turns, the character may try to attack themselves or an ally, guard, or attempt to run from battle.

The effect can be prevented with the following equipment: Phoenix Plume and Panic Guard.

The effect can be inflicted as follows:

The effect can be cured as follows:

  • Use of Mind Purifier
  • Enter Dragoon form via ally's use of Special.

Fear

A fearful character will receive double damage from all sources and deal half damage. Once applied, the effect will remain indefinitely.

The effect can be prevented with the following equipment: Phoenix Plume and Bravery Amulet.

The effect can be inflicted as follows:

The effect can be cured as follows:

  • Use of Mind Purifier
  • Enter Dragoon form either normally or via or ally's use of Special.
  • Clinic

Dispiriting

A character that is dispirited will not generate any Spirit Points when they use additions. If the effect is still active at the end of battle, it will remain until cured or the character loses all hit points.

The effect can be prevented with the following equipment: Phoenix Plume and Active Ring.

The effect can only be inflicted from a foe's ability. All enemies are immune to Dispiriting.

The effect can be cured as follows:

  • Use of Mind Purifier
  • Enter Dragoon either normally or via ally's use of Special.
  • Clinic

Petrification

A petrified character behaves as if their HP is zero. The affected character cannot act in battle and will not receive EXP if they are still petrified at the end of battle. However, Petrification will expire after the battle. If all three party members are either knocked out or affected by Petrification simultaneously, the battle is lost and results in a Game Over.

The effect can be prevented with a Destone Amulet.

The effect can only be inflicted from a foe's ability. All enemies are immune to Petrification.

The effect can be cured as follows:

  • Use of Depetrifier
  • Enter Dragoon form via ally's use of Special.

Can’t Combat

Can't Combat is not a status ailment and is not equivalent to a character's HP being zero. It is a trait of some abilities and weapons that ignores defenses and instantly sets the target's HP to zero without respect for damage. Can't Combat is included in this article because it is similar to status ailments in terms of application and prevention.

The effect can be prevented with the following equipment: Talisman and Rose's Hairband. It cannot be prevented with a Rainbow Earring.

The effect can be inflicted as follows:


Trivia

  1. In the game's code all minor enemies are immune to Arm-blocking, Bewitchment, Petrification, and Dispiriting by default. There is no way to inflict these status ailments without modding the game. However, the minor enemies may not have been programmed to handle said ailments, making this a failsafe measure.
  2. It is possible for allied characters to become stun-locked. This is due to a particular enemy, the Salamander, having a basic attack that can inflict Stun. As there is a battle formation with two of them present in Volcano Villude, it is easy for many players to witness one or more characters become stun-locked as the Salamanders attack them over and over again. The reason this happens, is that even though the next Salamander attack breaks the old Stun effect, that new attack often applies a new instance of the ailment.