A condition is a positive or negative effect (usually temporary) on a character. Conditions are separated into Buffs, which provide positive effects to the affected character, and Debuffs, which provide negative effects to the affected character. Each buff and debuff has a set number of turns that it lasts, regardless of which ability or attack was used to apply it, although this can be further modified by the Passive abilities Resilience and Permanence.
If a character already has a condition, trying to give them the same condition will automatically fail - conditions do not stack duration like in some other games. Instead, the Spells Refresh and Pile On can be used to refresh the duration of buffs/debuffs on a target.
Buffs[edit | edit source]
Below is a list of every buff in the game. Any effect that removes buffs from a target will remove every buff the character has. Some buffs can be permanently granted with specific rare equipment (e.g. Cap of Ages) - buffs granted this way cannot be removed under any situation.
|ATK Up||Increases character's ATK by 20%.||3 turns|
|MND Up||Increases character's MND by 20%.||3 turns|
|DEF Up||Increases character's DEF by 25%.||3 turns|
|RES Up||Increases character's RES by 25%.||3 turns|
|CRIT Up||Increases character's CRIT by 25%.||3 turns|
|Thorns||Reflects a portion of damage received to the attacker (regardless of distance).||4 turns|
|Haste||Character gets its turn 33% faster.||3 turns|
|Renew||Character recovers 12.5% of their max HP at the end of the turn.||3 turns|
|Rebirth||Character will revive with 20% of max HP when killed.||Permanent until triggered|
|Mirage||Character will evade next attack.||3 turns, or until triggered|
|Barrier||Prevents the next Debuff the character would be inflicted with.||Permanent until triggered|
|Elemental Affinity||Character deals 35% additional damage with a specific element.||3 turns|
|Fleet of Foot||Increases character's Move by 1.||3 turns|
|Focus||Character deals 2x damage on their next attack or ability (does not affect items or the second attack while Dual Wielding).||2 turns, or until triggered|
|Boon||Character's next non-item attack or ability will crit (even if that character could not normally crit with abilities).||2 turns, or until triggered|
|Elemental Aegis||Character has 75% increased resistance against a specific element.||3 turns|
|Dark Barrier||Increases resistance by 25 each.||3 turns|
Debuffs[edit | edit source]
Below is a list of every debuff in the game. The chance for a debuff to be applied depends on the Ability and/or Weapon (e.g. Toothed Sword) used to inflict the debuff. Characters can have immunities to specific debuffs granted through Equipment or Passive Abilities. Certain Monsters and Bzil Classes also have immunities to various debuffs based on their type.
|ATK Down||Decreases character's ATK by 20%.||3 turns|
|MND Down||Decreases character's MND by 20%.||3 turns|
|DEF Down||Decreases character's DEF by 25%.||3 turns|
|RES Down||Decreases character's RES by 25%.||3 turns|
|Poison||Character loses 20% of max HP at the end of each turn (cannot kill the character).||3 turns|
|Bleed||Character loses 12.5% of max HP at the end of each turn (cannot kill the character).||5 turns|
|Blind||Character has -50% Accuracy.||2 turns|
|Root||Character cannot move.||2 turns|
|Mute||Character cannot use Spells.||3 turns|
|Cripple||Character cannot use Skills.||3 turns|
|Sleep||Character will skip their turn and cannot evade attacks or abilities. This Debuff is removed upon taking damage.||3 turns|
|Berserk||Character cannot be controlled and will only use Regular Attacks against the nearest target, whether friend or foe.||2 turns|
|Charm||Character cannot be controlled and will take actions that benefit the Charmer's team. If the character receives damage, this debuff will be removed.||2 turns|
|Slow||Character's turn comes 34% slower.||3 turns|
|Weaken||Character cannot receive direct healing.||3 turns|
|Exhaust||Character cannot benefit from Quicken effects||2 turns|
Debuff Chance[edit | edit source]
The chance to inflict a debuff is primarily determined by the source. Check the Weapons page for the base debuff chance of debuff-inflicting weapons, or the individual Class page for any abilities that inflict debuffs. The chance can then be modified by the following:
- Level Differential: Your chance to inflict a debuff is 1% higher for each level higher you are than your target, and 1% lower for each level lower. This bonus/penalty cannot exceed 5%. If the base chance to inflict a debuff is 100%, then level differentials will not be applied.
- Malice: The Malice passive increases the chance to inflict a debuff by 10% in most cases.
- Critical Hits: A Critical Hit will always inflict a debuff if applicable.
If an ability could inflict a debuff multiple times, each attempt will be rolled separately. For example the weapon Dirk has a 62% chance to inflict Blind, while the scoundrel ability Dirty Hit also has a 62% chance to inflict blind. Because Dirty Hit inflicts the debuff of your weapon, both 62% chances will be rolled separately for an overall chance of 86%.
Chilling Touch, Deep Wounds, and Sunder have a unique formula for determining their chance to inflict a debuff. The odds to inflict a debuff are 150%/(n+1), where n is the number of targets. As such, 1 target has a 75% chance of inflicting the debuff, 2 targets has a 50% chance, and so on. When paired with Malice, the odds of at least one target being inflicted with the debuff increases by 10% instead of each individual target having a +10% chance of being inflicted with that debuff.
Opposing Conditions[edit | edit source]
If a buff and debuff have opposite effects (for example, ATK Up and ATK Down, or Haste and Slow), only the most recently applied condition will be in effect; the other will be removed. This means that if a character has Slow and an Alchemystic casts Haste on them, their Slow debuff will be removed and they will gain the benefits of the Haste buff. However, if that same unit got hit with another Slow effect, their Haste buff would be removed and replaced with Slow.
An exception to this rule is if a piece of equipment permanently grants a buff. In this case, they would receive the debuff as normal, which would cancel out their equipment buff, instead of dispelling it completely. For example, if a unit with the Guardian Sword is inflicted with DEF Down, their DEF stat would go back to its normal value while the debuff is active. Once the debuff is removed, their DEF will go back to its boosted value.
The following conditions are considered opposed:
|ATK Up||ATK Down|
|MND Up||MND Down|
|DEF Up||DEF Down|
|RES Up||RES Down|