During your character's many battles, he or she will inevitably be plagued with some sort of status changing effect, and unfortunately, most of them will be debilitating, such as Poison or Heat. Information about the effects and effectiveness of the individual ailments can be found under their entry here. Status Effects are inflicted in three ways: as a Weapon Augment (noted in the Weapons as <Status>strike, such as Poisonstrike or Stonestrike), from spells (such as Mute, Float, Haste or Stone), or monster abilities (which will have the same notations as a Weapon Augment).
If an enemy has a special ability that emulates one of those ailments, it will often default to the description of the effect here for determining effectiveness, unless otherwise stated. Each Status effect has four components: Name, Effect, and Cured By? These should be self-explanatory; Status Effects have a base duration of 2 actions, with an additional 1 for every ability that the caster has (so a Knight who uses Power Break and has 6 of the Knight's Abilities, the Power Break status lasts for 8 actions); the exception to this are a few Status Effects that have a duration marked ad I when inflicted with them (such as Petrify). All Status Effects, except those with a duration of I noted in their description, end after combat.
Negative Status Effects
Negative Status Effects cover any and all effects that can inconvenience, injure, or even incapacitate a PC or an enemy. Negative Status Effects generally have at least two methods of being cured.
| Name | Effect | Cured By |
|---|---|---|
| Blind | The character afflicted by this Effect finds their vision impaired, and cannot strike as effectively. Blind reduces a character's Attack Skill by half (rounded down), before Attack Skill vs. Evasion comparison in combat. | Eyedrops, Blindna, Esuna |
| Charmed | The character that is Charmed is overcome by a mystical compulsion that drives them to assist their enemies, viewing their allies as their true foes. A Charmed character will attack their own party members/allies, until Charmed expires. Staff on-scene may have particular suggestions for a Charmed character's actions, such as suggestions to use particular spells or abilities. This Status Effect is heavily reliant of responsible roleplay, and may be adjudicated by on-scene staff or GMs if there are complaints or abuse. | Chime, Dispel |
| Confused | Under the effects of Confused, a character will perform a random action due to mental trauma or mystical effects. +roll 1d10 and consult the list below to determine what your character does. If there is more than one target for an attack, pick randomly. If you can’t do a particular thing, roll again. 1-2: Attack an ally. 3-4: Attack an enemy. 5: Attack yourself (you may dodge). 6: Use an Ability or Spell on an ally. 7: Use an Ability or Spell on an enemy. 8: Use an Ability or Spell on yourself. 9: Defend. 10: Flee. | Physical Damage |
| Critical | When a character has taken damage and their HP Bar is at or below 25%, the character will go into the Critical Status. Generally, Critical has no particular benefits unless paired with certain Augments, such as any of the SOS-<Ability> Augments. | Potion, Hi-Potion, X-Potion, Elixir, Megalixir, Cure, Cura, Curaga, Curaja, Renew |
| Cursed | A character who has been Cursed has two major negatives: their Burst Bar (located in +status) will not fill under any Burst Mode, and any healing effect (such as Potion, Hi-Potion or Cure) will have it's effectiveness halved (the Healing Power of these items will be cut in half, rounded down). | Holy Water, Dispel |
| Disable | A character who is inflicted with Disable is unable to take any offensive action. Mechanically for the MUSH, this means that for the duration of Disable, a character is locked out of most of the coded +-commands related to combat (such as +cast, +attack, +use, and others). Disable does not effect +flee or +defend. | Bandage, Remedy, Dispel |
| Doom | A character affected by Doom has a limited number of actions before they are immediately Knocked Out; unlike most Status Effects, whose timer is 2 + the user's ability total, Doom has a 4 counter (so a character may take 4 actions before succumbing to the effect). After four actions, regardless of remaining HP Bar, Defense or other factors, the character is immediately Knocked Out. | Finish the battle before the counter ends |
| Freeze | Freeze uses cold and ice-based magical effects to encase the target in an aura of sub-zero conditions, effectively locking them in place. Freeze is much like Stop in that it stops all ATB advancement (other than the invisible 'count' that determines the counter for the Effect); however, in addition, Freeze has one additional effect: if the character is struck with a Physical attack, he or she is immediately Knocked Out regardless of HP Bar or Defense. | Fire-based spell or effect, Heat Gem |
| Gradual Petrify | A lesser version of Petrify and a cousin to Doom, the effect Gradual Petrify gives a character a counter of 6. At the end of this period, if the effect has not been neutralized or the battle ended, the character will be inflicted with the Petrify Status, regardless of HP Bar or Defense. For Petrify, see below. | Gold Needle, Stona |
| Heat | The opposite of Freeze, the effect of Heat produces a debilitating temperature change in the target. The target's body is so hot that, after taking any +-command action in combat, the character is immediately Knocked Out regardless of HP Bar or Defense. | Any Ice-based Effect, Frost Gem |
| Knocked Out | ||
| Mini | A character inflicted with Mini is reduced to a fraction of their normal size and height. Damage done by the character is divided by 10 (so doing 40% damage is reduced to 4% damage), and the character's Defense takes a penalty of 10. | Cornucopia, Mini Spell, Remedy |
| Paralyze | ||
| Petrify | A cousin to Stop, but much more dangerous, Petrify turns the target into a stone statue. Petrify is one of few Negative Status effects that do not end after battle; instead, it must be cured before the character can continue to perform. | Gold Needle, Stona |
| Poison | ||
| Sap | ||
| Seal | A character inflicted with Seal is incapable of using their magical capabilities, whether this be White or Black Magic, or even Sword Arts and Dark Sword. Mechanically, this locks out the +cast command from the Combat System; the MUSH has opted to use the Seal Status as the limiter for all types of abilities, rather than dividing them up for Addle, Amnesia and Silence. | Echo Herbs, Remedy |
| Sleep | A character affected with Sleep is, as the name implies, asleep in combat. The character is unable to take any actions while under the effects of Sleep, though the ATB timer will still 'count' turns for Sleep's timer. | Physical attack, Remedy, Esuna |
| Slow | The character under the effect of Slow finds their actions sluggish, struggling to keep up with others. Slow adds 2 to ATB Total (8, making it 10) for the duration of the effect. Multiple uses of Slow cannot stack. | Golden Hourglass, Silver Hourglass, Haste |
| Stop | The character under the effect of Stop finds themselves out of sync with normal time, and cannot move or take any action. Stop prevents any ATB Advancement for the purposes of acting, for the duration of Stop. Stop, however, will still 'count' when a character would normally act, for Stop's duration. Multiple uses of Stop cannot stack. | Golden Hourglass, Silver Hourglass, Haste |
| Toad | The character inflicted with the Toad Status turns into a miniature (though larger than a real) toad version of themselves, usually colored as a dominant color of the character's wardrobe. Toad reduces the Damage done by the character to 1%, and locks out the use of +cast, except for using the Toad spell. | Maiden's Kiss, Esuna, Remedy, Toad Spell |
| <Type> Break | A character inflicted with the <Type> Break Status (generally inflicted by a Knight or power similar to a Break power such as an Ogre's Power Smash) has a relevant Secondary Attribute halved (rounded up), before any comparisons: for Power Break, the Damage of the character is halved before calculation of Damage vs. Defense; for Armor Break, Defense is halved before calculation of Damage vs. Defense; for Speed Break, the character's Evasion is halved before calculation of Attack Skill vs. Evasion; and for Magic Break, the character's Magic Skill is halved before calculation of Magic Skill vs. Status Resistance. | Dispel |
| Venom | Blahblahblah. | Dispel |
| Zombie | Blahblahblah. | Dispel |
Positive Status Conditions
| Name | Effect | Cured By |
|---|---|---|
| Blink | ||
| Bubble | ||
| En<Element> | ||
| Haste | The character under the effect of Haste moves faster than anything else of the battlefield, except other Hasted individuals. Haste subtracts 2 from the Act Total (10, making it 8) for the duration of the effect. Multiple Hastes cannot stack. | Slow, Stop |
| Nul<Element> | ||
| Protect | ||
| Reflect | ||
| Refresh | ||
| Regen | ||
| Shell | ||
| Wall |
Neutral Status Conditions
| Name | Effect | Cured By |
|---|---|---|
| Berserk | ||
| Float | ||
| Flying |





