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({{s|Poison}} (Green bubbles))
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== Positive status effects ==
 
== Positive status effects ==
 
=== '''{{s|Auto-Revive}}''' / Autolife (Gold halo / white feather) ===
 
=== '''{{s|Auto-Revive}}''' / Autolife (Gold halo / white feather) ===
*[[File:EBF5 Status Auto Revive.png|frame|<small>in 3+</small>]][[File:EBF2 Status Auto Revive.png|frame|in 2]] '''Typical cause:''' Certain [[skills]] and the passive effects of some equipment.
+
*[[File:EBF5 Status Auto Revive.png|frame|in 3+]][[File:EBF2 Status Auto Revive.png|frame|in 2]] '''Typical cause:''' Certain [[skills]] and the passive effects of some equipment.
 
* '''Effects:''' The target immediately comes back to life when its HP hits 0, retaining stat (de)buffs and most status effects except Auto-Revive itself, and regains a portion of its HP. In ''EBF2'', only stat (de)buffs are retained, as with normal revival.
 
* '''Effects:''' The target immediately comes back to life when its HP hits 0, retaining stat (de)buffs and most status effects except Auto-Revive itself, and regains a portion of its HP. In ''EBF2'', only stat (de)buffs are retained, as with normal revival.
 
* '''Cure:''' Dispel (except in ''EBF3''), defeat the target, or wait for it to wear off (except if on ''EBF2'' [[Spirit]]).
 
* '''Cure:''' Dispel (except in ''EBF3''), defeat the target, or wait for it to wear off (except if on ''EBF2'' [[Spirit]]).
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=== '''{{s|Bless}}''' (Four-leaf clover) ===
 
=== '''{{s|Bless}}''' (Four-leaf clover) ===
*[[File:EBF5 Status Bless.png|frame|<small>in 5</small>]][[File:Status Bless.png|right]] '''Typical cause:''' Certain healing skills and the passive effects of some equipment. [[Weather#Breeze|Breeze]] weather.
+
*[[File:EBF5 Status Bless.png|frame|in 5]][[File:Status Bless.png|right]] '''Typical cause:''' Certain healing skills and the passive effects of some equipment. [[Weather#Breeze|Breeze]] weather.
 
* '''Effects:''' The target is immune to be inflicted with "negative" status effects, including (but not limited to) Dispel, Doom and Instant Death, as well as Wet and most instances of Berserk. Doesn't clear already inflicted status effects. Doesn't affect self-induced statuses, such as [[Bone Armor]]'s Curse. Doesn't affect stat debuffs.
 
* '''Effects:''' The target is immune to be inflicted with "negative" status effects, including (but not limited to) Dispel, Doom and Instant Death, as well as Wet and most instances of Berserk. Doesn't clear already inflicted status effects. Doesn't affect self-induced statuses, such as [[Bone Armor]]'s Curse. Doesn't affect stat debuffs.
 
* '''Cure:''' As it cannot be Dispelled, the only cure is to wait for it to wear off with time.
 
* '''Cure:''' As it cannot be Dispelled, the only cure is to wait for it to wear off with time.
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=== '''{{s|Brave}}''' (Red axe) ===
 
=== '''{{s|Brave}}''' (Red axe) ===
*[[File:EBF5 Status Brave.png|frame|<small>in 5</small>]][[File:Status Brave.png|right]] '''Typical cause:''' Certain buffing skills and the passive effects of some equipment. [[Weather#Sunny|Sunny]] weather.
+
*[[File:EBF5 Status Brave.png|frame|25px|in 5]][[File:Status Brave.png|right]] '''Typical cause:''' Certain buffing skills and the passive effects of some equipment. [[Weather#Sunny|Sunny]] weather.
 
* '''Effects:''' The target has a greatly increased critical hit chance (base% * 2 + 20) and immunity to being struck by a critical hit (except if affected by Stagger).
 
* '''Effects:''' The target has a greatly increased critical hit chance (base% * 2 + 20) and immunity to being struck by a critical hit (except if affected by Stagger).
 
* '''Cure:''' Dispel or wait for it to wear off.
 
* '''Cure:''' Dispel or wait for it to wear off.
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=== '''{{s|Morale}}''' (Green helmet) ===
 
=== '''{{s|Morale}}''' (Green helmet) ===
*[[File:EBF5 Status Morale.png|frame|<small>in 5</small>]][[File:Status Morale.png|right]] '''Typical cause:''' Passive effects of some equipment and the [[Kitten Fort]] summon. [[Weather#Sunny|Sunny]] weather.
+
*[[File:EBF5 Status Morale.png|frame|in 5]][[File:Status Morale.png|right]] '''Typical cause:''' Passive effects of some equipment and the [[Kitten Fort]] summon. [[Weather#Sunny|Sunny]] weather.
 
* '''Effects:''' The target cannot be killed in one hit if their HP is above or equal 49%; a lethal blow will only reduce them to 1 [[Stats#Health Points (HP)|HP]]. This includes Instant Death, Doom and [[The Glitch|the "overflow" attack]], but not the [[Sacrifice]] skill.
 
* '''Effects:''' The target cannot be killed in one hit if their HP is above or equal 49%; a lethal blow will only reduce them to 1 [[Stats#Health Points (HP)|HP]]. This includes Instant Death, Doom and [[The Glitch|the "overflow" attack]], but not the [[Sacrifice]] skill.
 
* '''Cure:''' Dispel or wait for it to wear off.
 
* '''Cure:''' Dispel or wait for it to wear off.
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=== '''{{s|Regen}}''' (Green cross) ===
 
=== '''{{s|Regen}}''' (Green cross) ===
*[[File:EBF5 Status Regenerate.png|frame|<small>in 5</small>]][[File:Status Regen.png|right]] '''Typical cause:''' The effects of some equipment, skills, and summons. [[Weather#Sacred Land|Sacred Land]] weather
+
*[[File:EBF5 Status Regenerate.png|frame|in 5]][[File:Status Regen.png|right]] '''Typical cause:''' The effects of some equipment, skills, and summons. [[Weather#Sacred Land|Sacred Land]] weather
 
* '''Effects:''' Restores some of the target's HP at the beginning of their side's turn ''(EBF4)'', or during the foes-to-players turn transition, before Poison ''(EBF2&3)''.
 
* '''Effects:''' Restores some of the target's HP at the beginning of their side's turn ''(EBF4)'', or during the foes-to-players turn transition, before Poison ''(EBF2&3)''.
 
* '''Cure:''' Dispel or wait for it to wear off. Alternatively, a damage-over-time effect like Poison may offset the HP gain.
 
* '''Cure:''' Dispel or wait for it to wear off. Alternatively, a damage-over-time effect like Poison may offset the HP gain.
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=== '''{{s|Burn}}''' (Orange embers/flames) ===
 
=== '''{{s|Burn}}''' (Orange embers/flames) ===
*[[File:EBF5 Status Burn.png|frame|<small>in 5</small>]][[File:Status Burn.png|right]] '''Typical cause:''' {{e|Fire}}-based skills.
+
*[[File:EBF5 Status Burn.png|frame|in 5]][[File:Status Burn.png|right]] '''Typical cause:''' {{e|Fire}}-based skills.
 
* '''Effects:''' Target takes Fire damage at the end of their side's turn; damage affected by Fire resistance but not the # of Burn inflicted.
 
* '''Effects:''' Target takes Fire damage at the end of their side's turn; damage affected by Fire resistance but not the # of Burn inflicted.
 
* '''Cure:''' Hitting the target with a {{e|Water}}- or an {{e|Ice}}-based skill (including non-damaging [[Cloudburst]]), as well as standard methods.
 
* '''Cure:''' Hitting the target with a {{e|Water}}- or an {{e|Ice}}-based skill (including non-damaging [[Cloudburst]]), as well as standard methods.
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=== '''{{s|Curse}}''' (Black vortex/Three dark circles) ===
 
=== '''{{s|Curse}}''' (Black vortex/Three dark circles) ===
*[[File:EBF5 Status Curse.png|frame|<small>in 5</small>]][[File:Status Curse.png|right]] '''Typical cause:''' {{e|Dark}}-based skills. Some equipment inflicts this on the user.
+
*[[File:EBF5 Status Curse.png|frame|in 5]][[File:Status Curse.png|right]] '''Typical cause:''' {{e|Dark}}-based skills. Some equipment inflicts this on the user.
 
* '''Effects:''' Target's [[Stats#Defence|Defence]] and [[Stats#Magic Defence|Magic Defence]] are debuffed by 10% each turn, with the usual stat (de)buff fading (by 5%) going afterwards — in total, the debuff would be 15% per turn when the affected has corresponding stat buffs, or 5% otherwise. Also increases {{e|Holy}}-elemental damage taken by 50%, which consumes one turn of Curse per hit.
 
* '''Effects:''' Target's [[Stats#Defence|Defence]] and [[Stats#Magic Defence|Magic Defence]] are debuffed by 10% each turn, with the usual stat (de)buff fading (by 5%) going afterwards — in total, the debuff would be 15% per turn when the affected has corresponding stat buffs, or 5% otherwise. Also increases {{e|Holy}}-elemental damage taken by 50%, which consumes one turn of Curse per hit.
 
* '''Cure:''' Standard methods.
 
* '''Cure:''' Standard methods.
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=== '''{{s|Doom}}''' (Black/gray skull) ===
 
=== '''{{s|Doom}}''' (Black/gray skull) ===
*[[File:EBF5 Status Doom.png|frame|<small>in 5</small>]][[File:Status Death.png|frame|<small>in 4</small>]][[File:Status Doom.png|frame|<small>in 3</small>]] '''Typical cause:''' {{e|Dark}}-based skills, [[Weather#Cursed Land|Cursed Land]] weather.
+
*[[File:EBF5 Status Doom.png|frame|in 5]][[File:Status Death.png|frame|in 4]][[File:Status Doom.png|frame|in 3]] '''Typical cause:''' {{e|Dark}}-based skills, [[Weather#Cursed Land|Cursed Land]] weather.
 
* '''Effects:''' Applies Instant Death onto the target when the status expires (its "timer" reaches zero), OR light non-elemental damage if Death was resisted. Cannot be stacked. "Timer" will jump to 1 if Bad Luck is applied while active, and will immediately cause Instant Death if inflicted on a target already suffering from Bad Luck.
 
* '''Effects:''' Applies Instant Death onto the target when the status expires (its "timer" reaches zero), OR light non-elemental damage if Death was resisted. Cannot be stacked. "Timer" will jump to 1 if Bad Luck is applied while active, and will immediately cause Instant Death if inflicted on a target already suffering from Bad Luck.
 
* '''Cure:''' Standard methods except waiting it out. During the "countdown", you can apply Bless or change equipment to get Death immunity.
 
* '''Cure:''' Standard methods except waiting it out. During the "countdown", you can apply Bless or change equipment to get Death immunity.
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=== '''{{s|Freeze}}''' (Ice crystal) ===
 
=== '''{{s|Freeze}}''' (Ice crystal) ===
*[[File:EBF5 Status Freeze.png|frame||right]][[File:Status Freeze.png|right]] '''Typical cause:''' {{e|Ice}}-based skills, being hit by a skill that causes Chill while Wet.
+
*[[File:EBF5 Status Freeze.png|frame|in 5]][[File:Status Freeze.png|frame|in 4]] '''Typical cause:''' {{e|Ice}}-based skills, being hit by a skill that causes Chill while Wet.
 
* '''Effects:''' Target skips their turn as long as they are Frozen. They take increased damage from the next attack that hits them, which cancels Freeze. In ''EBF4'', Poison and Burn will not cause damage, yet continue to tick down.
 
* '''Effects:''' Target skips their turn as long as they are Frozen. They take increased damage from the next attack that hits them, which cancels Freeze. In ''EBF4'', Poison and Burn will not cause damage, yet continue to tick down.
 
* '''Cure:''' Damaging (including cases when damage is nullified by elemental resistance) or healing the target; Purify and Cleanse will not help. For players, "forced" movement also helps, such as catching items, intro animations of certain [[summons]] and Limit Breaks (except in ''EBF3''), and in ''EBF2'' cheering after clearing a wave. Additionally, ''EBF3'' Freeze lasts forever until disrupted, thus waiting it out wouldn't work.
 
* '''Cure:''' Damaging (including cases when damage is nullified by elemental resistance) or healing the target; Purify and Cleanse will not help. For players, "forced" movement also helps, such as catching items, intro animations of certain [[summons]] and Limit Breaks (except in ''EBF3''), and in ''EBF2'' cheering after clearing a wave. Additionally, ''EBF3'' Freeze lasts forever until disrupted, thus waiting it out wouldn't work.
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=== '''{{s|Poison}}''' (Green bubbles) ===
 
=== '''{{s|Poison}}''' (Green bubbles) ===
*[[File:EBF5_Status_Poison.png|right]][[File:Status Poison.png|right]] '''Typical cause:''' {{e|Poison}}-based skills. Some equipment inflicts this on the user.
+
*[[File:EBF5_Status_Poison.png|frame|in 5]][[File:Status Poison.png|right]] '''Typical cause:''' {{e|Poison}}-based skills. Some equipment inflicts this on the user.
 
* '''Effects:''' Target takes Poison/Bio damage at the end of their side's turn ''(EBF4)'', or during the foes-to-players turn transition, after Regen ''(EBF1-3)''. Damage affected by Poison resistance and the # of Poison inflicted.
 
* '''Effects:''' Target takes Poison/Bio damage at the end of their side's turn ''(EBF4)'', or during the foes-to-players turn transition, after Regen ''(EBF1-3)''. Damage affected by Poison resistance and the # of Poison inflicted.
 
* '''Cure:''' Standard methods (although prior to ''EBF4'', Poison did not wear off naturally).
 
* '''Cure:''' Standard methods (although prior to ''EBF4'', Poison did not wear off naturally).
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=== '''{{s|Stagger}}''' (Exclamation mark) ===
 
=== '''{{s|Stagger}}''' (Exclamation mark) ===
*[[File:EBF5 Status Stagger.png|frame|' Epic Battle Fanta]][[File:Status Stagger.png|right]] '''Typical cause:''' {{e|Bomb}}-, {{e|Wind}}- and {{e|Earth}}-based skills. [[Weather#Earthquake|Earthquake]] weather.
+
*[[File:EBF5 Status Stagger.png|frame|in 5]][[File:Status Stagger.png|right]] '''Typical cause:''' {{e|Bomb}}-, {{e|Wind}}- and {{e|Earth}}-based skills. [[Weather#Earthquake|Earthquake]] weather.
 
* '''Effects:''' Target is guaranteed to suffer a critical hit from the next attack to hit them. Has priority over Brave's critical hit immunity. Cannot be stacked and lasts only one turn.
 
* '''Effects:''' Target is guaranteed to suffer a critical hit from the next attack to hit them. Has priority over Brave's critical hit immunity. Cannot be stacked and lasts only one turn.
 
* '''Cure:''' Standard methods.
 
* '''Cure:''' Standard methods.
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=== '''{{s|Stun}}''' (Yellow circle with a lightning arc) ===
 
=== '''{{s|Stun}}''' (Yellow circle with a lightning arc) ===
*[[File:EBF5 Status Stun.png|frame|rk) ===
+
*[[File:EBF5 Status Stun.png|frame|in 5]][[File:Status Stun.png|right]] '''Typical cause:''' {{e|Thunder}}-based skills and strong physical attacks (such as stabs or body slams). [[Weather#Electric|Electric]] weather.
*[[File:EBF]][[File:Status Stun.png|right]] '''Typical cause:''' {{e|Thunder}}-based skills and strong physical attacks (such as stabs or body slams). [[Weather#Electric|Electric]] weather.
 
 
* '''Effects:''' Target skips their turn as long as they are Stunned. In ''EBF4'', it also increases {{e|Earth}}-elemental damage taken by 50%, which consumes one turn of Stun per hit.
 
* '''Effects:''' Target skips their turn as long as they are Stunned. In ''EBF4'', it also increases {{e|Earth}}-elemental damage taken by 50%, which consumes one turn of Stun per hit.
 
* '''Cure:''' Standard methods.
 
* '''Cure:''' Standard methods.
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=== '''{{s|Syphon}}''' / Seal (Six-pointed star in a circle) ===
 
=== '''{{s|Syphon}}''' / Seal (Six-pointed star in a circle) ===
*[[File:EBF5 Status Syphon.png|frame| '''{{s|Stun}}''' (]][[File:Status Syphon.png|frame|<small>in 2+</small>]][[File:Status Syphon EBF1.png|frame|<small>in 1</small>]] '''Typical cause:''' Certain skills.
+
*[[File:EBF5 Status Syphon.png|frame|in 5]][[File:Status Syphon.png|frame|in 2+]][[File:Status Syphon EBF1.png|frame|in 1]] '''Typical cause:''' Certain skills.
 
* '''Effects:''' For players, blocks [[Stats#Mana Points (MP)|MP]]-consuming skills from use ([[Limit Break]]s are still available, and magic spells that are auto-cast by certain equipment still work); for enemies, switches them to an alternative pattern for varying effects, ''usually'' restricting the affected to regular physical attacks.
 
* '''Effects:''' For players, blocks [[Stats#Mana Points (MP)|MP]]-consuming skills from use ([[Limit Break]]s are still available, and magic spells that are auto-cast by certain equipment still work); for enemies, switches them to an alternative pattern for varying effects, ''usually'' restricting the affected to regular physical attacks.
 
* '''Cure:''' Standard methods.
 
* '''Cure:''' Standard methods.
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=== '''{{s|Tired}}''' (White/green arrow/Car tire) ===
 
=== '''{{s|Tired}}''' (White/green arrow/Car tire) ===
*[[File:EBF5 Status Tired.png|frame|<small>in 5</small>]][[File:Status Tired.png|frame|<small>in 4</small>]] '''Typical cause:''' {{e|Earth}}-based skills. Some equipment inflicts this on the user.
+
*[[File:EBF5 Status Tired.png|frame|in 5]][[File:Status Tired.png|frame|in 4]] '''Typical cause:''' {{e|Earth}}-based skills. Some equipment inflicts this on the user.
 
* '''Effects:''' Target's [[Stats#Accuracy|Accuracy]] and [[Stats#Evade|Evade]] are debuffed by 10% each turn, with the usual stat (de)buff fading (by 5%) going afterwards — in total, the debuff would be 15% per turn when the affected has corresponding stat buffs, or 5% otherwise. Also increases Bio damage received by 50%.
 
* '''Effects:''' Target's [[Stats#Accuracy|Accuracy]] and [[Stats#Evade|Evade]] are debuffed by 10% each turn, with the usual stat (de)buff fading (by 5%) going afterwards — in total, the debuff would be 15% per turn when the affected has corresponding stat buffs, or 5% otherwise. Also increases Bio damage received by 50%.
 
* '''Cure:''' Standard methods.
 
* '''Cure:''' Standard methods.
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=== '''{{s|Weaken}}''' (White explosion/Broken bone) ===
 
=== '''{{s|Weaken}}''' (White explosion/Broken bone) ===
* [[File:EBF5 Status Weak.png|frame|<small>in 5</small>]][[File:Status Weaken.png|right]]'''Typical cause:''' {{e|Holy}}-based skills.
+
* [[File:EBF5 Status Weak.png|frame|in 5]][[File:Status Weaken.png|right]]'''Typical cause:''' {{e|Holy}}-based skills.
 
* '''Effects:''' Target's [[Stats#Attack|Attack]] and [[Stats#Magic Attack|Magic Attack]] are debuffed by 10% each turn, with the usual stat (de)buff fading (by 5%) going afterwards — in total, the debuff would be 15% per turn when the affected has corresponding stat buffs, or 5% otherwise. Also increases {{e|Dark}}-elemental damage taken by 50%, which consumes one turn of Weaken per hit.
 
* '''Effects:''' Target's [[Stats#Attack|Attack]] and [[Stats#Magic Attack|Magic Attack]] are debuffed by 10% each turn, with the usual stat (de)buff fading (by 5%) going afterwards — in total, the debuff would be 15% per turn when the affected has corresponding stat buffs, or 5% otherwise. Also increases {{e|Dark}}-elemental damage taken by 50%, which consumes one turn of Weaken per hit.
 
* '''Cure:''' Standard methods.
 
* '''Cure:''' Standard methods.
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== Neutral status effects ==
 
== Neutral status effects ==
 
=== '''{{s|Berserk}}''' (Red "X"/cross vein / flame) ===
 
=== '''{{s|Berserk}}''' (Red "X"/cross vein / flame) ===
*[[File:EBF5 Status Berserk.png|frame|<small>in 5</small>]] [[File:Status Berserk.png|frame|<small>in 4</small>]][[File:Status Berserk EBF3.png|frame|<small>in 3</small>]] '''Typical cause:''' {{e|Fire}}-based skills and passive effects of some equipment. [[Bears]] will go berserk when hit by a powerful attack.
+
*[[File:EBF5 Status Berserk.png|frame|in 5]] [[File:Status Berserk.png|frame|in 4]][[File:Status Berserk EBF3.png|frame|in 3]] '''Typical cause:''' {{e|Fire}}-based skills and passive effects of some equipment. [[Bears]] will go berserk when hit by a powerful attack.
 
* '''Effects:''' Players become uncontrollable and use their [[standard attack]] on random foes; in ''EBF4'', they may occasionally use stronger physical skills instead. Foes switch to an alternative pattern for varying effects, ''usually'' blocking magical attacks from use or/and forcing to use certain attack over and over. Both sides receive a damage boost. In ''EBF3'', players also gain Freeze immunity, while foes also half physical damage taken.
 
* '''Effects:''' Players become uncontrollable and use their [[standard attack]] on random foes; in ''EBF4'', they may occasionally use stronger physical skills instead. Foes switch to an alternative pattern for varying effects, ''usually'' blocking magical attacks from use or/and forcing to use certain attack over and over. Both sides receive a damage boost. In ''EBF3'', players also gain Freeze immunity, while foes also half physical damage taken.
 
* '''Cure:''' Standard anti-negative methods, Dispel (only in ''EBF4''), or hitting the affected with a {{e|Water}}- or {{e|Ice}}-based attack (Ice only in ''EBF3'').
 
* '''Cure:''' Standard anti-negative methods, Dispel (only in ''EBF4''), or hitting the affected with a {{e|Water}}- or {{e|Ice}}-based attack (Ice only in ''EBF3'').
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=== '''{{s|Wet}}''' (Blue water droplet) ===
 
=== '''{{s|Wet}}''' (Blue water droplet) ===
*[[File:EBF5 Status Wet.png|frame|<small>in 5</small>]][[File:Status Wet.png|frame|<small>in 4</small>]] '''Typical cause:''' {{e|Water}}-based skills, [[Weather#Rain|Rain]] weather
+
*[[File:EBF5 Status Wet.png|frame|in 5]][[File:Status Wet.png|frame|in 4]] '''Typical cause:''' {{e|Water}}-based skills, [[Weather#Rain|Rain]] weather
 
* '''Effects:''' Increases {{e|Thunder}}- and {{e|Ice}}-elemental damage taken by 50%, halves {{e|Fire}}-elemental damage taken; all consume one turn of Wet per hit. Doubles the chance of getting Frozen. Will cause Frozen if hit by an attack that would normally cause Chill.
 
* '''Effects:''' Increases {{e|Thunder}}- and {{e|Ice}}-elemental damage taken by 50%, halves {{e|Fire}}-elemental damage taken; all consume one turn of Wet per hit. Doubles the chance of getting Frozen. Will cause Frozen if hit by an attack that would normally cause Chill.
 
* '''Cure:''' Standard anti-negative methods (only in ''EBF4''), anti-neutral methods, or be hit by a move that causes Dry. Dispel will not work.
 
* '''Cure:''' Standard anti-negative methods (only in ''EBF4''), anti-neutral methods, or be hit by a move that causes Dry. Dispel will not work.

Revision as of 17:36, January 27, 2019

Status

EBF4 Status Effects, with a certain foe having immunity to all of them.

Status effects, commonly shortened to just statuses, are special conditions in the Epic Battle Fantasy series. They can be inflicted during battle, hindering or helping their prowess in a variety of ways. Since Epic Battle Fantasy 3, hovering the cursor over an inflicted status effect will show its description.

Negative status effects are often referred to as "ailments" or "debuffs", while positive status effects may be called "buffs". However, they should not be confused with abilities or equipment that modify stats (although some status effects also affect the target's stats).

Additionally,

  • Most negative and many neutral status effects can be cured. Standard methods include Garlic (since EBF3) / Antidote (EBF1&2) as consumable items, Purify, Medipack (since EBF3) and Cleanse (EBF4) as ordinary skills, Heaven's Gate's and Seraphim's Unleashes (EBF3 only) as self-heals, and Kyun (since EBF2) as a Limit Break. Dying also works.
  • Most status effects also fade/wear off over time/turns.
  • All status effects will be cleared upon returning to overworld (since EBF3) or reaching a checkpoint (EBF1&2).
  • Most of status effects can be stacked, e.g. inflicting tier 2 Poison three times on the same target will result in tier 6 Poison, not considering status fading. However, for most statuses it only increases their duration and not the strength of their effects.
  • The division between positive, negative and neutral statuses is purely for user convenience and may not accurately reflect their technical category in-game.

Positive status effects

Auto-Revive / Autolife (Gold halo / white feather)

  • EBF5 Status Auto Revive

    in 3+

    EBF2 Status Auto Revive

    in 2

    Typical cause: Certain skills and the passive effects of some equipment.
  • Effects: The target immediately comes back to life when its HP hits 0, retaining stat (de)buffs and most status effects except Auto-Revive itself, and regains a portion of its HP. In EBF2, only stat (de)buffs are retained, as with normal revival.
  • Cure: Dispel (except in EBF3), defeat the target, or wait for it to wear off (except if on EBF2 Spirit).
  • First appeared in: Epic Battle Fantasy 2, under the name Autolife; renamed into Auto-Revive in Epic Battle Fantasy 4.

Bless (Four-leaf clover)

  • EBF5 Status Bless

    in 5

    Status Bless
    Typical cause: Certain healing skills and the passive effects of some equipment. Breeze weather.
  • Effects: The target is immune to be inflicted with "negative" status effects, including (but not limited to) Dispel, Doom and Instant Death, as well as Wet and most instances of Berserk. Doesn't clear already inflicted status effects. Doesn't affect self-induced statuses, such as Bone Armor's Curse. Doesn't affect stat debuffs.
  • Cure: As it cannot be Dispelled, the only cure is to wait for it to wear off with time.
  • First appeared in: Epic Battle Fantasy 4.

Brave (Red axe)

  • EBF5 Status Brave

    in 5

    Status Brave
    Typical cause: Certain buffing skills and the passive effects of some equipment. Sunny weather.
  • Effects: The target has a greatly increased critical hit chance (base% * 2 + 20) and immunity to being struck by a critical hit (except if affected by Stagger).
  • Cure: Dispel or wait for it to wear off.
  • First appeared in: Epic Battle Fantasy 4.

Charge (Yellow spark)

  • Status Charge
    Typical cause: Certain skills and the passive effects of some equipment. On higher difficulties, some enemies enter the battle with the status on them already.
  • Effects: Allows the target to launch certain powerful attack (i.e. Hyper Beam for Lance, Ion Cannon for Praetorian), expending the status. Doesn't vanish upon death.
  • Cure: None; either defeat the affected foe or disable them (preferably with Stun or Freeze; Syphon and Berserk may or may not work, depending on the foe) and wait it out.
  • First appeared in: Epic Battle Fantasy 4, but similar effects existed since the first Epic Battle Fantasy.

Defend (Yellow shield)

For special effects of the "Defend" command prior to Epic Battle Fantasy 4, see Tactics#Defend.
  • Status Defend
    Typical cause: Certain skills and summons, as well as the "Defend" command (for players).
  • Effects: Halves non-status damage taken during the next turn. Cannot be stacked. Blocks counterattacks.
  • Cure: Dispel or wait a turn for it to wear off.
  • First appeared in: Epic Battle Fantasy 4, but similar effects existed since the first Epic Battle Fantasy.

Epic (Golden flame)

  • EBF5 Status Epic
    Typical cause: Fight against God.
  • Effects: A powerful aura gives crazy buffs every turn. Status cannot be removed.
  • Cure: None.
  • First appeared in: Epic Battle Fantasy 5.

Good Luck (Golden horseshoe)

  • EBF5 Status Good Luck
    Typical cause: Certain skills and summons. Sacred Land weather.
  • Effects: Attacks have 25% more accuracy, 25% more critical hit chance and 5% more chance to cause status effects and debuffs. Incoming attacks have 10% less accuracy, 30% less critical hit chance, 25% less chance to cause status effects and debuffs. Incoming Instant Death becomes Stagger
  • Cure: Wait for it to wear off.
  • First appeared in: Epic Battle Fantasy 5.

Haste (Blue watch)

  • EBF5 Status Haste
    Typical cause: Encore skill and Viking Monolith summon. Cherry Blossom weather.
  • Effects: The target can perform a second action in the same turn.
  • Cure: None, it last one one turn.
  • First appeared in: Epic Battle Fantasy 5.

Lovable (Pink hearts)

  • EBF5 Status Lovable
    Typical cause: Cherish, Loving Aura and 7th Heaven skills, Rescue Dog summon.
  • Effects: Prevents the afflicted from being targeted by most single-target attacks.
  • Cure: Wait for it to wear off.
  • First appeared in: Epic Battle Fantasy 5.

Morale (Green helmet)

  • EBF5 Status Morale

    in 5

    Status Morale
    Typical cause: Passive effects of some equipment and the Kitten Fort summon. Sunny weather.
  • Effects: The target cannot be killed in one hit if their HP is above or equal 49%; a lethal blow will only reduce them to 1 HP. This includes Instant Death, Doom and the "overflow" attack, but not the Sacrifice skill.
  • Cure: Dispel or wait for it to wear off.
  • First appeared in: Epic Battle Fantasy 4.

Regen (Green cross)

  • EBF5 Status Regenerate

    in 5

    Status Regen
    Typical cause: The effects of some equipment, skills, and summons. Sacred Land weather
  • Effects: Restores some of the target's HP at the beginning of their side's turn (EBF4), or during the foes-to-players turn transition, before Poison (EBF2&3).
  • Cure: Dispel or wait for it to wear off. Alternatively, a damage-over-time effect like Poison may offset the HP gain.
  • First appeared in: Epic Battle Fantasy 2.

Negative status effects

Bad Luck (Black horseshoe)

  • EBF5 Status Bad Luck
    Typical cause: Some spells and summons.
  • Effects: Attacks have 20% less accuracy, 20% less critical hit chance, 20% less chance to cause status effects and debuffs. Incoming attacks have 10% more accuracy, 30% more critical hit chance, 25% more chance to cause status effects and debuffs. Incoming Doom becomes Instant Death.
  • Cure: Good Luck status or wait for it to wear off.
  • First appeared in: Epic Battle Fantasy 5.

Blind (Pricked out eyes)

  • Status Blind
    Typical cause: Shiny attacks and particle sprays.
  • Effects: Target's Accuracy is halved.
  • Cure: Standard methods.
  • Appears only in Epic Battle Fantasy 2, is replaced in next installments by the ability to debuff Accuracy like other stats.

Brimstone

  • EBF5 Status Brimstone
    Typical cause: Fight against Annabelle.
  • Effects: Buff effects are reversed. Debuffs are still bad. Status cannot be removed.
  • Cure: None.
  • First appeared in: Epic Battle Fantasy 5.

Burn (Orange embers/flames)

  • EBF5 Status Burn

    in 5

    Status Burn
    Typical cause: Fire-based skills.
  • Effects: Target takes Fire damage at the end of their side's turn; damage affected by Fire resistance but not the # of Burn inflicted.
  • Cure: Hitting the target with a Water- or an Ice-based skill (including non-damaging Cloudburst), as well as standard methods.
  • First appeared in: Epic Battle Fantasy 4.

Confuse (White question mark)

  • EBF5 Status Confuse
    Typical cause: Some foe's skills.
  • Effects: The affected becomes uncontrollable and uses a random skill.
  • Cure: Standard methods.
  • First appeared in: Epic Battle Fantasy 5.

Curse (Black vortex/Three dark circles)

  • EBF5 Status Curse

    in 5

    Status Curse
    Typical cause: Dark-based skills. Some equipment inflicts this on the user.
  • Effects: Target's Defence and Magic Defence are debuffed by 10% each turn, with the usual stat (de)buff fading (by 5%) going afterwards — in total, the debuff would be 15% per turn when the affected has corresponding stat buffs, or 5% otherwise. Also increases Holy-elemental damage taken by 50%, which consumes one turn of Curse per hit.
  • Cure: Standard methods.
  • First appeared in: Epic Battle Fantasy 4.

Delete (Red cross)

  • EBF5 Status Delete
    Typical cause: The Devourer's "Delete Earth" attack, used when it reaches roughly 25% HP.
  • Effects: Earth has been deleted. Players will take more and more damage every turn. Status cannot be removed.
  • Cure: None.
  • First appeared in: Epic Battle Fantasy 5.

Disable

  • Status Syphon EBF1
    Typical cause: Some foe's skills.
  • Effects: Some of the skills become unusable for a few turns.
  • Cure: None.
  • First appeared in: Epic Battle Fantasy 5.

Dispel / Debuff (Broken yellow disk)

  • Status Dispel
    Typical cause: Certain skills. Stormy weather.
  • Effects: The target loses any buffs and "positive" status effects it had. The status isn't lasting, thus doesn't prevent applying the buffs again. Doesn't affect Wet, EBF3 Berserk and EBF3 Auto-Revive.
  • Cure: Buff back. Try to prevent Dispel via corresponding status resistance or Bless.
  • First appeared in: Epic Battle Fantasy, under the name Debuff (not to be confused with stat debuffs); renamed into Dispel in Epic Battle Fantasy 3.

Doom (Black/gray skull)

  • EBF5 Status Doom

    in 5

    Status Death

    in 4

    Status Doom

    in 3

    Typical cause: Dark-based skills, Cursed Land weather.
  • Effects: Applies Instant Death onto the target when the status expires (its "timer" reaches zero), OR light non-elemental damage if Death was resisted. Cannot be stacked. "Timer" will jump to 1 if Bad Luck is applied while active, and will immediately cause Instant Death if inflicted on a target already suffering from Bad Luck.
  • Cure: Standard methods except waiting it out. During the "countdown", you can apply Bless or change equipment to get Death immunity.
  • First appeared in: Epic Battle Fantasy 3.

Freeze (Ice crystal)

  • EBF5 Status Freeze

    in 5

    Status Freeze

    in 4

    Typical cause: Ice-based skills, being hit by a skill that causes Chill while Wet.
  • Effects: Target skips their turn as long as they are Frozen. They take increased damage from the next attack that hits them, which cancels Freeze. In EBF4, Poison and Burn will not cause damage, yet continue to tick down.
  • Cure: Damaging (including cases when damage is nullified by elemental resistance) or healing the target; Purify and Cleanse will not help. For players, "forced" movement also helps, such as catching items, intro animations of certain summons and Limit Breaks (except in EBF3), and in EBF2 cheering after clearing a wave. Additionally, EBF3 Freeze lasts forever until disrupted, thus waiting it out wouldn't work.
  • First appeared in: Epic Battle Fantasy 2.

Hungry (Fork and knife)

  • EBF5 Status Hungry
    Typical cause: Some foe's skills, caused by Mammoths upon dying.
  • Effects: The affected becomes uncontrollable and eats a random food.
  • Cure: Wait it out.
  • First appeared in: Epic Battle Fantasy 5.

Instant Death / Death (Black skull)

  • Status Death
    Typical cause: Dark-based skills, being hit by a skill that causes Doom when Bad Luck is active.
  • Effects: The target dies, regardless of its health remaining. The status isn't lasting.
  • Cure: Revive. Corresponding status resistance (including Bless) is the only way to prevent Instant Death; otherwise, Auto-Revive and Morale can be used to minimize the harm. Good Luck status will cause Instant Death to be reduced to Stagger instead.
  • First appeared in: Epic Battle Fantasy 3, but similar effects existed since Epic Battle Fantasy 2.

Poison (Green bubbles)

  • EBF5 Status Poison

    in 5

    Status Poison
    Typical cause: Poison-based skills. Some equipment inflicts this on the user.
  • Effects: Target takes Poison/Bio damage at the end of their side's turn (EBF4), or during the foes-to-players turn transition, after Regen (EBF1-3). Damage affected by Poison resistance and the # of Poison inflicted.
  • Cure: Standard methods (although prior to EBF4, Poison did not wear off naturally).
  • First appeared in: Epic Battle Fantasy.

Random (Rainbow question mark)

  • Status Random
    Typical cause: Certain weapons.
  • Effects: Has an equal chance to become either of the following:
    • 5x Burn
    • 9x Curse
    • Dispel
    • 3x Doom
    • 3x Freeze
    • Instant Death
    • 5x Poison
    • 4x Stun
    • 5x Syphon
    • 9x Tired
    • 9x Weaken
    • 5x Wet
    • Nothing
  • Cure: Depends.
  • First appeared in: Epic Battle Fantasy 4.

Repulsion

  • EBF5 Status Repulsion
    Typical cause: Fight against Lancelot.
  • Effects: Summons and automatic skills cannot be used. Status cannot be removed.
  • Cure: None.
  • First appeared in: Epic Battle Fantasy 5.

Scorch (Red flames)

  • EBF5 Status Scorch
    Typical cause: Rare Fire-based skills, the Chili Pepper item.
  • Effects: Similar to Burn, but does more damage and also debuffs Max HP each turn it is active.
  • Cure: Same as Burn.
  • First appeared in: Epic Battle Fantasy 5.

Shroud (Dark gray cloud)

  • EBF5 Status Shroud
    Typical cause: Some foe's skills.
  • Effects: It prevents the player from viewing the afflicted's HP bar, stats, and status conditions except for Shroud itself.
  • Cure: Standard methods.
  • First appeared in: Epic Battle Fantasy 5.

Slimed (Green slime)

  • Status Slimed
    Typical cause: Being hit by a Slime; occurs rarely and at random.
  • Effects: Target is transformed into a Slime, unable to take turns and catch items. Damage taken is doubled. The status cannot be inflicted again as long as any player is currently Slimed.
  • Cure: Waiting for the effect to wear off, or having the afflicted target die (even with Auto-Revive). Other standard methods will not work.
  • Appears only in Epic Battle Fantasy 4.

Stagger (Exclamation mark)

  • EBF5 Status Stagger

    in 5

    Status Stagger
    Typical cause: Bomb-, Wind- and Earth-based skills. Earthquake weather.
  • Effects: Target is guaranteed to suffer a critical hit from the next attack to hit them. Has priority over Brave's critical hit immunity. Cannot be stacked and lasts only one turn.
  • Cure: Standard methods.
  • First appeared in: Epic Battle Fantasy 4.

Stuffed (A barred fork)

  • EBF5 Status Stuffed
    Typical cause: Some foe's skills, side effect of using some items.
  • Effects: The affected becomes stuffed and can't eat any food.
  • Cure: Wait it out.
  • First appeared in: Epic Battle Fantasy 5.

Stoned

  • EBF5 Status Stoned
    Typical cause: Fight against Matteus.
  • Effects: Cannot use Limit Breaks, and it's Game Over when time runs out. Status cannot be removed.
  • Cure: None.
  • First appeared in: Epic Battle Fantasy 5.

Stun (Yellow circle with a lightning arc)

  • EBF5 Status Stun

    in 5

    Status Stun
    Typical cause: Thunder-based skills and strong physical attacks (such as stabs or body slams). Electric weather.
  • Effects: Target skips their turn as long as they are Stunned. In EBF4, it also increases Earth-elemental damage taken by 50%, which consumes one turn of Stun per hit.
  • Cure: Standard methods.
  • First appeared in: Epic Battle Fantasy 2.

Syphon / Seal (Six-pointed star in a circle)

  • EBF5 Status Syphon

    in 5

    Status Syphon

    in 2+

    Status Syphon EBF1

    in 1

    Typical cause: Certain skills.
  • Effects: For players, blocks MP-consuming skills from use (Limit Breaks are still available, and magic spells that are auto-cast by certain equipment still work); for enemies, switches them to an alternative pattern for varying effects, usually restricting the affected to regular physical attacks.
  • Cure: Standard methods.
  • First appeared in: Epic Battle Fantasy, under the name Seal; renamed into Syphon in Epic Battle Fantasy 3.

Target (Red target)

  • EBF5 Status Target
    Typical cause: Some foe's skills. Some Flairs inflict this on the wearer when defending.
  • Effects: The afflicted becomes the target of all single-target attacks.
  • Cure: Standard methods.
  • First appeared in: Epic Battle Fantasy 5.

Tired (White/green arrow/Car tire)

  • EBF5 Status Tired

    in 5

    Status Tired

    in 4

    Typical cause: Earth-based skills. Some equipment inflicts this on the user.
  • Effects: Target's Accuracy and Evade are debuffed by 10% each turn, with the usual stat (de)buff fading (by 5%) going afterwards — in total, the debuff would be 15% per turn when the affected has corresponding stat buffs, or 5% otherwise. Also increases Bio damage received by 50%.
  • Cure: Standard methods.
  • First appeared in: Epic Battle Fantasy 4.

Undead

  • EBF5 Status Undead
    Typical cause: Fight against Natalia.
  • Effects: Fire and Holy resistance is decreased by 100%, and healing magic has no effect. Status cannot be removed.
  • Cure: None.
  • First appeared in: Epic Battle Fantasy 5.

Virus (Purple blob)

  • EBF5 Status Virus
    Typical cause: Rare Poison skills.
  • Effects: Deals twice as much Bio damage per turn as Poison, and has a chance of inflicting Virus on anyone else on the field each turn. Does not go away with time.
  • Cure: Standard methods, but will not wear off on its own. May need to be re-cured as the condition may spread back to a previously cured target.
  • First appeared in: Epic Battle Fantasy 5.

Weaken (White explosion/Broken bone)

  • EBF5 Status Weak

    in 5

    Status Weaken
    Typical cause: Holy-based skills.
  • Effects: Target's Attack and Magic Attack are debuffed by 10% each turn, with the usual stat (de)buff fading (by 5%) going afterwards — in total, the debuff would be 15% per turn when the affected has corresponding stat buffs, or 5% otherwise. Also increases Dark-elemental damage taken by 50%, which consumes one turn of Weaken per hit.
  • Cure: Standard methods.
  • First appeared in: Epic Battle Fantasy 4.

Neutral status effects

Berserk (Red "X"/cross vein / flame)

  • EBF5 Status Berserk

    in 5

    Status Berserk

    in 4

    Status Berserk EBF3

    in 3

    Typical cause: Fire-based skills and passive effects of some equipment. Bears will go berserk when hit by a powerful attack.
  • Effects: Players become uncontrollable and use their standard attack on random foes; in EBF4, they may occasionally use stronger physical skills instead. Foes switch to an alternative pattern for varying effects, usually blocking magical attacks from use or/and forcing to use certain attack over and over. Both sides receive a damage boost. In EBF3, players also gain Freeze immunity, while foes also half physical damage taken.
  • Cure: Standard anti-negative methods, Dispel (only in EBF4), or hitting the affected with a Water- or Ice-based attack (Ice only in EBF3).
  • First appeared in: Epic Battle Fantasy 3.

Chill (White snowflake)

  • EBF5 Status Chill
    Typical cause: Ice based skills, Hugh Hail weather
  • Effects: Increases Ice and Water-elemental damage taken by 50%, halves Bio-elemental damage taken; all consume one turn of Chill per hit. Will cause Frozen instead if effect triggers against a target that is currently Wet.
  • Cure: Standard anti-neutral methods. Dispel will not work.
  • First appeared in: Epic Battle Fantasy 5.

Dry (Yellow wavy lines)

  • EBF5 Status Dry
    Typical cause: Fire based skills, Sandstorm weather.
  • Effects: Increases Fire and Bomb-elemental damage taken by 50%, halves Ice and Thunder-elemental damage taken; all consume one turn of Dry per hit. Doubles the chance of being Burned or Scorched. Water also removes a turn of Dry per hit but its damage will not be affected by Dry.
  • Cure: Standard anti-neutral methods, or be hit by a move that causes Wet. Dispel will not work.
  • First appeared in: Epic Battle Fantasy 5.

Enchanted (Golden slime)

  • EBF5 Status Enchanted
    Typical cause: Some foes' skills, can be triggered by some equipment when defending.
  • Effects: The target is immune to all magical damage but physical damage is doubled.
  • Cure: Wait it out, Cutie Worm summon.
  • First appeared in: Epic Battle Fantasy 5.

Heavy (Yellow arrow down)

  • EBF5 Status Heavy
    Typical cause: Dark based skills, High Gravity weather.
  • Effects: Increases Earth damage taken by 50%, halves Wind damage taken.
  • Cure: Standard anti-neutral methods, or be hit by a move that causes Light. Dispel will not work.
  • First appeared in: Epic Battle Fantasy 5.

Invisible (Black slime)

  • EBF5 Status Invisible
    Typical cause: Some foes skills, some pieces of equipment when defending.
  • Effects: The target is immune to all physical damage but magical damage is doubled.
  • Cure: Wait it out, Cutie Worm summon.
  • First appeared in: Epic Battle Fantasy 5.

Light (Green arrow up)

  • EBF5 Status Light
    Typical cause: Wind based skills, Low Gravity weather.
  • Effects: Increases Wind damage taken by 50%, halves Earth damage taken.
  • Cure: Standard anti-neutral methods, or be hit by a move that causes Heavy. Dispel will not work.
  • First appeared in: Epic Battle Fantasy 5.

Surrender (White flag)

  • EBF5 Status Surrender
    Typical cause: When scared the foe either surrenders and flees or goes Berserk.
  • Effects: The foe will flee on its turn.
  • Cure: None
  • First appeared in: Epic Battle Fantasy 5.

Wet (Blue water droplet)

  • EBF5 Status Wet

    in 5

    Status Wet

    in 4

    Typical cause: Water-based skills, Rain weather
  • Effects: Increases Thunder- and Ice-elemental damage taken by 50%, halves Fire-elemental damage taken; all consume one turn of Wet per hit. Doubles the chance of getting Frozen. Will cause Frozen if hit by an attack that would normally cause Chill.
  • Cure: Standard anti-negative methods (only in EBF4), anti-neutral methods, or be hit by a move that causes Dry. Dispel will not work.
  • First appeared in: Epic Battle Fantasy 4.
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