Status effects are special conditions that a character is put into or applied onto the enemy via using a certain skill, ability or from an in-game effect. These effects can affect positively or negatively the affected characters.
These effects can be show in battle in form of icons above the HP bar from the affected character or
Usually new gyees offer new status effects on their skill kit, but in most cases these effects works like old ones and what change are the names of those. Status effects can be classified in: Buff, Debuff, Crowd Control, Curses and Shields.
Status effects that affects positively a character, usually giving them a boost in a certain stat (STR, INT, SPD, etc) or a condition that prevent them to get damage, debuffs, crowd controls or curses. In battle, these effects are represented by a blue icon.
Hide
Energy
God
Buff name
Effect description
Casted by
Skill source
Removed by
Damage boost
The source/character increase the damage that comes from skills, this boost affects physical, magical or both type of damage. It can be applied to the character themselves or others.
Dispel
Critical damage boost
The source/character increase the damage that comes from critical hits. It can be applied to the character themselves or others.
Critical damage chance boost
The source/character increase the probability to do a critical hit. It can be applied to the character themselves or others.
Guaranteed critical damage
The source/character guarantees that a skill will do critical hit. It can be applied to the character themselves or others.
Defense boost
The source/character increase the defenses of a unit. It can be applied to the character themselves or others.
Dispel
Physical defense boost.
The source/character only increase the physical defenses of a unit. It can be applied to the character themselves or others.
Magical defense boost
The source/character only increase the magical defenses of a unit. It can be applied to the character themselves or others.
Singular defense boost
The source/character increase the defenses against one-target skills, be magical, physical or both. It can be applied to the character themselves or others.
Single melee defense boost
The source/character increase the defenses against hand-to-hand one-target skills. It can be applied to the character themselves or others.
Single ranged defense boost
The source/character increase the defenses against ranged one-target skills. It can be applied to the character themselves or others.
Multiple defense boost
The source/character increase the defenses against two+ target or AoE (attack on everyone) skills, be magical, physical or both. It can be applied to the character themselves or others.
Speed boost
The source/character increase the speed of action of a unit. It can be applied to the character themselves or others.
First strike
The source/character guarantees a unit will move before anyone else. It can be applied to the character themselves or others.
Heal increase
The source/character increase the amount of heals that comes from healing skills. It isn't the same as heal boost (critical heal). It can be applied to the character themselves or others
God
The source/character guarantees that a unit won't recieve any kind of debuff, curses or others status effects that affects negatively a unit. It also can purifies but the debuff must allow it (it can be dispel). It can be applied to the character themselves or others.
Invincibility
The source/character guarantees that a unit won't be affected by any kind of negative status effects and also give damage immunity. It can be applied to the character themselves or others.
Damage immunity
The source/character garantees that a unit won't recieve any damage from any source. It can be applied to the character themselves or others.
Hide
The source/charatcers allow a unit being untargetable by offensive skills, it also give immunity to crowd control and a defense boost of 75%, still hiden units can be affected by certain status or be damage as a second effect from AoE skills. It can be applied to the character themselves or others.
Visibility
The source/character allow a unit see enemies under hiden buff, this doesn't mean the unit will be able to apply crow effects or skip the 75% defense boost from hidden units. It can be applied to the character themselves or others.
Blood lock/ Death Immunity
The source/character prevents that a unit's HP goes below a certain % (it will depend on the skill itself) it can be applied to the character themselves or others. Sometimes, if the skill allow it, it can heal the affected unit.
Damage-to-cure/vampirism
The source/character turns the damage from skills into healing, the amount depend on the skill itself. It can be applied to the character themselves or others.
Protection
The character guards a unit against melee attacks, so instead the unit recieve damage is the character that is protecting them.
Dodge
The source/character prevents a units to be hit by offensive skills, being melee, ranged or both. It can be applied to the character themselves or others.
Block
The source/character that gives this buff allow units recieve less damage from melee skills. It can be applied to the character thsmelves or others.
Purification/dispel
The source/character guarantees that a unit is no longer affect by a certain debuff, the debuff that can purified depends on the skill itself. It can be applied to the character themselves or others.
Dodge skip
The source/character let a unit ignores any kind of dodge and so their skills never miss. It can be applied to themselves or others.
Shield skip
The source/character let a unit ignores any kind of shields and so their damage will reach the enemy's HP. It can be applied to themselves or others.
Block skip
The source/character let a unit ignores block and so their melee attack's damage won't be decrease. It can be applied to themselves or others.
React
The source/character let a character move one more time on their turn. It can be applied to themselves or others.
Damage reflect
The source/character turns back the damage inflicted by an enemy to them. It can be applied to themselves or others.
CC reflect
The source/character turns back the crowd effects inflicted by an enemy to them. It can be applied to themselves or others.
CC immunity
The source/character guarantees that certains crowd effects won't affect the team. The immunity depends on the skill itself. It can be applied to themselves or others.
Regeneration
The source/character allows character restore a certain kind of resources: mana, rage, health points, etc. The resource that can be restored depends on the skill itself. It can be applied to themselves or others.
Debuffs[]
Status effects that affects negatively a character by decreasing their stats, being their damage, defense or others; or by preventing them get a buff. In some cases, debuff can be stacked or unable to dispell despite using a buff that can purify. In battle, these effects are represented by a red icon.
damage down
Inverse Moon
Delay
Debuff name
Effect description
Casted by
Skill source
Removed by
Damage reduction
The source/character decrease the skill damage made by the affected units being magical, physical or both.
Defense reduction
The source/character decrease the defenses from the affected units.
Singular defense reduction
The source/character decrease the defense against single target skills from the affected units, being magical, physical or both.
Multiple defense reduction
The source/character decrease the defense against AoE or multiple target skills from the affected units, being magical, physical or both.
Physical defense reduction
The source/character decrease the physical defenses from the affected units.
Magical defense reduction
The source/character decrease the magical defenses from the affected units.
Healing reduction
The source/character decrease the heals from healing skills that receive the affected units.
Speed reduction
The source/character decrease the speed of action from the affected units.
Last move
The source/character guarantees that the affected units will always move last in X turn, if there's many with this debuff, the one with less speed will move last.
Null heal
The source/character guarantees that the affected units won't receive any heal from healing skills.
Cure-to-damage
The source/character turns part of the heal that the affected units receive into damage, the amount depends on the skill itself.
Anti-hide
The source/character guarantee that the affected units can't get the hide buff. The duration of this debuff depends on the skill itself.
Anti-buff
The source/character guarantees that the affected units can't get any kind of buff, in cases it can steal said buffs.
Ablaze
The source/character guarantees that the affected units can't get other effect status that also clasify as "Ablaze".
Anti-shield
The source/character guarantees that the affected unit can't get shields, in cases it also steals said shield. The kind of shield they can prevent depends on the skill itself.
Share damage
The source/character make that the damage received by the affected units is shared by their allies, depend on the situation this can be saw also as a buff but only when there's also a damage reduction buff.
Permanent death
The source/character guarantees that the affected unit won't be able to return to battle no matter what, they are permanently dead until end of battle.
Interruption
The source/character stop the chanelling or casting of skills that are still active after 1 turn.
Resources reduction
The source/character takes away, apart health points, resources from the enemy like mana, rage, concentrations or others that are needed to cast skills.
Crowd Control[]
Status effects that affects negatively a character by stopping them from acting on their turn and so skip or by stopping them from use certains skills. In battle, these effects are represented by a red icon, but unlike debuff this can't be stacked but their dureation depends on the caster's skill.
Stun
Taunt
Silence
Crowd control name
Crowd control description
Casted by
Skill source
Removed by
Stun
The source/character makes an enemy unit unable to move in any way and so loss their turn.
Taunt
The source/character makes an enemy unit loss control of their actions and force them to attack the caster with their basic skill.
Sleep
The source/character makes an enemy unit unable to move in any way and loss their turn, until they receive a direct damage or the effect turns off.
Cover
The source/character makes an enemy unit be unable to use ranged skills.
Paralysis
The source/characters makes an enemy unit be unable to move in any way, loss their turn and also be unable to receive any type of healing skills being directly or indirectly.
Cannye Spy
Brainwashed
The source/character force an enemy unit to attack their own allies.
Silence
The source/character makes an enemy unit be unable to use their skills except their basic skill.
Chaos
The source/character makes an enemy unit loss control of their actions and attack any unit, ally or enemy, with their basic skills.
Tremble
The source/characters makes an enemy unit unable to use melee attacks
Fear
The source/character makes an enemy unit be unable to attack the caster in any way be directly or indirectly.
Morph
The source/character turns an enemy unit into a creature, making them unable to use their skills and only be able to attack with the creature's basic skill.
Mr.Banner
Imprision
The source/character locks an enemy unit, making them unable to use any of their skills and forcing them to defend.
Opression
The source/character locks an enemy unit in confusion, making them loss their turn.
Interuption
The source/character interumps the casting or channeling from an enemy unit, stoping their skill. Sometimes they directly don't allow enemy units do channeling skills.
??
Out of the battlefield
The source/character takes out an enemy unit from the battlefiled, making them loss their turn and also be untargetable.
Freeze
The source/character freeze an enemy unit on the spot, making them unable to use melee skills.
Deform
The source/character transform an enemy unit into a monster, making them unable to use their own skills.
Seal
The source/character prevents an enemy unit from use skills, unlike silence the seal can affect one or both skills apart the basic skill from the target.
Damage Over Time[]
Status effects that affects negatively a character, unlike other states, this one didn't decrease or increase any stat or aspect of the character, instead it directly cause damage to the character per turn as long it is active, also it can be stacked and depend on the caster's skill sometimes it can't be purified with buffs. In battle it is represented by a red icon.
Bleed
Burn
Poison
Damage over time Name
Damage over time description
Casted by
Skill source
Removed by
Bleeding
The source/character hurts physically an enemy unit each time their turns arrives. Usually it can stack.
Curse
The source/character hurts magically an enemy unit each time their turns arrives. Usually it can stack.
Poison
The source/character hurts, be magical or physical, an enemy unit each time their turns arrives.
Burn
The source/character hurts magicaly an enemy unit each time their turns arrives.
Shields[]
Status effects that affects positively a character, unlike other states, this one didn't decrease or increase any stadistic from the character, instead it directly protect the affected character from a kind of damage, as long it is active or doesn't break. Sometimes shields can gives buff when they are set or when it's shattered, it will depend on the caster's skills. In battle it is represented by a red icon.
Shield effect - Shadow Stalker
Shield effect - Rom
Shield effect - Batur
Shield Name
Damage over time description
Casted by
Skill source
Removed by
General
The source/character protects allies from all kind of damage. The number of affected allies depends on the skill, also it can be applied to themselves or to others. Some shields brings buff or debuff after being broken or endure long enough.
Physical
The source/character protects allies from physical damage. The number of affected allies depends on the skill, also it can be applied to themselves or to others. Some shields brings buff or debuff after being broken or endure long enough.
Magical
The source/character protects allies from all magical damage. The number of affected allies depends on the skill, also it can be applied to themselves or to others. Some shields brings buff or debuff after being broken or endure long enough.
Damage Over Time (DOT)
The source/character protects allies from damage under DOT category. The number of affected allies depends on the skill, also it can be applied to themselves or to others. Some shields brings buff or debuff after being broken or endure long enough.
Masteries[]
Status effects that affects positively a character, unlike other states, masteries are unique so no mastery would work the same and so are different from each other, but they can be clasify on certain groups using the "mastery" stadistic that usually increase the character damage, healing, defense and unique, all depending on their class.
Warriors, rangers and mages usually have damage masteries that apart their benefict, it gives them a boost on their skill damage.
Tanks have defense masteries that gives them a boost on their defenses, sometimes this boost isn't general meaning some masteries only increase physical or magical defense.
Supports have healing masteries that gives them a boost on their heal, the higher their mastery stadistic, the higher they will heal.
Even if masteries can be classify in these three groups, there's a group that works so unusual that the mastery stat don't increase directly any stadistic said before and so these mastery are completly unique.
Damage mastery/warrior
Defense mastery/tank
Healing mastery/supp
Mastery name
Damage over time description
Owned by class
Damage
This kind mastery directly increase the damage that a unit can inflict.
Defense
This kind mastery directly increase the damage that a unit can endure.
Healing
This kind mastery directly increase the healing that a unit can inflict.
Unique
This kind mastery directly doesn't increase any stat of a unit, instead it gives them a condition that after be meet it gives them a certain boost, this boost depend on the mastery itself.
Notes[]
It is known that the English translation isn't the best, which leads to descriptions which can be confusing.
There are skills that grant or inflict status effects which are similar to another effect, but have different names; However, sometimes these names still refer to the same status effect. Some of these effects are:
Raikoh's [Thunder Prison], which should inflict a Paralysis-like status of the same name, but instead inflicts the very same [Paralysis] as Bernard, Yan, and Yang
Exorcist - Discipline's [Redemption] and [Salvation] effects are the same and named Redemption as a buff.
There are status effects with different names, despite having the same effect, and are treated the same by dispelling effects. For example:
Lin Hu's [Worship] is effectively the same as the status [Sleep], and it is also dispelled by Osmond's sleep cancel.
Yaen's [Deform] and Mr. Banner's [Complete Mutation] both transform you into monsters, and are cured by Mercy and Osmond.
There are Gyees that grant or inflict status effects, which aren't found in their skill descriptions. These are believed to be the old effects of their skills prior to getting buffed/ nerfed/ reworked; or these effects are just badly translated through the skill descriptions.
-Generally, buffs are displayed as a Blue icon on top of the HP Bars and debuffs are Red. One such effect which does not follow this is [Accelerated Metabolism] which is Blue, despite having negative effects.
Several of these effects, as well as cures, are only available through unlocking some of the skill's passives.