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Status

During battle, these may be afflicted to party members or opponents. All status effects can be cleansed by either items or Natalie's spells.

Statuses

Blessed

  • Certain healing moves cause this. Some equipables can cause this.
  • Blessed targets will not be afflicted with negative status effects, even dispel won't work.
  • A number next to the status shows how many turns the target stays Blessed.
  • Becoming Blessed again will extend how many turns it will take to be naturally dispelled.
  • This status effect is positive on the party members, and therefore will not be cleansed. If it appears on enemies, it can't be dispelled.

Bravery

  • Certain buff moves cause this. Some equipables can cause this.
  • Target will have very high Critical Hit chance and will not take Critical Hits for as long as it is buffed.
  • A number next to the status shows how many turns the status will last.
  • Earning Brave again will extend how many turns it will take to be naturally dispelled.
  • This status effect is positive on the party members, and therefore will not be cleansed. If it appears on enemies, it can be dispelled.

Morale

  • Certain buff moves cause this. Some equipables can cause this.
  • Cannot be killed in one hit if HP is above 50%. Target will be left with 1 hp.
  • A number next to the status shows how many turns the status will last.
  • Earning Morale again will extend how many turns it will take to be naturally dispelled.
  • This status effect is positive on the party members, and therefore will not be cleansed. If it appears on enemies, it can be dispelled.

Regeneration

  • Certain equipables can cause this.
  • Certain summons cause this.
  • Target will regain health at the start of every turn.
  • A number next to the status shows how many turns the status will last.
  • Regenerating again will extend how many turns it will take to be naturally dispelled.
  • This status effect is positive on the party members, and therefore will not be cleansed. If it appears on enemies, it can be dispelled.

Burning

  • Fire affiliated moves may cause this.
  • Burned targets will take fire damage at the end of a turn, damage modified by resistances.
  • A number next to the status shows how severe the Burn is, and how many turns it will take for it to be naturally dispelled.
  • Afflicting additional Burn on Burned targets extends the amount of turns they stay Burned.
  • Wetting the victim will dispel Burns.
  • This tatus effect is negative on party mebers, thus it can be cleansed.

Stun

  • Electricity affilitated moves may cause this.
  • Stunned targets cannot make a move and suffer 50% more damage from Earth-based attacks.
  • A number next to the status shows how many turns it will take for it to be naturally dispelled.
  • Afflicting additional Stun on stunned targets will extend the amount of turns they stay Stunned.
  • Wet targets are more likely to be Stunned (unconfirmed)

Frozen

  • Ice affiliated moves may cause this.
  • Frozen targets cannot make a move.
  • Frozen foe/party member will stay Frozen until attacked again or cleansed. The status will be naturally dispelled after one turn if the target didn't take any damage during the turn.
  • The next attack will deal twice damage and unfreeze the victim. Use this strategically, either isolate a foe to be dealt with later, or take advantage of the automatic critical with a single, high damage move.
  • Frozen cannot stack, instead they take damage, are thawed, and then re-frozen.
  • Wet targets are more likely to be Frozen (unconfirmed)

Tired

  • Some Earth moves may cause this. Matt's Legend  always self-afflicts this, no matter what your resistances are.
  • At the end of every turn, Tired targets will lose 5 Accuracy and 5 Evade. These debuffs will stack until the target is no longer tied, and they will decay by 5 per turn after the victim is no longer tired.
  • A number next to the status shows how many turns it will take for it to be naturally dispelled.
  • Afflicting additional Tired on Tired targets will extend the amount of turns they stay Tired.

Poisoned

  • Poison affiliated moves may cause this.
  • Poisoned targets will take poison damage at the end of a turn, damage modified by resistances.
  • A number next to the status shows how severe the Poison is, and how many turns it will take for it to be naturally dispelled.
  • Afflicting additional Poison on Poisoned targets extends the amount of turns they stay Poisoned.

Dispel Resistance

  • Dispel resistance decreases the chance of dispelling positive buffs and statuses from enemies and party members. Does not effect negative statuses on enemies, and does not affect positive statuses on allies.

Stagger

  • Bomb and some Wind moves may cause this.
  • Staggered targets will take critical damage on the next hit.
  • Staggered foe/party member will stay Staggered until attacked again or cleansed. The status will be naturally dispelled after one turn if the target didn't take any damage during the turn.
  • Stagger cannot stack, instead they take damage, lose the status, and then are re-afflicted.

Syphon

  • Special Syphoning moves cause this.
  • Syphoned targets cannot use moves that require mana. For enemies (they dont have mana) they are unable to use magic (Monoliths, Crystal bits, etc).
  • A number next to the status shows how long the target will be Syphoned for.
  • Afflicting additional Syphon on Syphoned targets will extend the amout of turns they stay Syphoned.

Wet

  • Water affiliated moves may cause this.
  • Wet targets take 50% damage from Ice and Electric attacks bit take half damage from Fire attacks. Wet targets are also more likely to be Stunned or Frozen (unconfirmed)
  • A number next to the status shows how Wet the target is. Each Ice or Electric hit will decrease the number by 1 and deal extra damage. At the end of each turn, the number decreases by 1 and will be dispelled naturally at 0.
  • Afflicting additional Wetness on Wet targets increases the number and the amount of turns/attacks they stay Wet for.

Weaken

  • Holy affiliated moves may cause this.
  • A number next to the status shows how many turns it will take for it to be naturally dispelled.
  • Afflicting additional Weaken on Weakened targets extends the amount of turns they stay Weakened.
  • Attack and Magic Attack decrease at the end of each turn by 5 until dispelled.

Cursed

  • Dark affiliated moves may cause this.
  • Cursed targets take 50% more damage from Holy attacks.
  • A number next to the status shows how many turns it will take for it to be naturally dispelled.
  • Afflicting additional Curse on Cursed targets extends the amount of turns they stay Cursed.
  • Defence and Magic Defence decrease at the end of each turn by 5 until dispelled.

Frighten

  • Dark affiliated moves may cause this.
  • Frightened targets take 50% more damage from Dark attacks.
  • A number next to the status shows how many turns it will take for it to be naturally dispelled.
  • Afflicting additional Frighten on Frightened targets extends the amount of turns they stay Frightened.
  • In EBF4 the effect has beed replaced by a status effect with the same icon as Frighten called "Curse". It functions just like tired, only the target looses 5 defence and 5 magic defence instead of 5 accuracy and 5 evade at the end of every turn.

Doom

  • Some Dark moves may cause this.
  • Unless cleansed, each turn the number next to the status shows how many turns the target will stay alive for. When it reaches 0, Death is applied.
  • Cannot stack or rush.

Auto-Revive

  • Certain Holy and Healing moves will cause this.
  • Unless dispelled, while the number next to the status is > than 0, if the target dies, it will be revived with a percentage of its health, depending on the strength of the spell that afflicted the Auto-Revive.
  • Cannot stack or rush.

Slimed

  • This status effect has been added in EBF4.
  • Only a Slime can cause this. Some people have a fetish for this sort of thing.
  • Victims will not be able to attack, catch items, or really do anything.
  • There are only 2 cures - Death, or time.
  • Very rare affliction, may only ever happen once or twice during the average play-through.
  • Getting one of the party members slimed will earn you a medal called "Slimy Situation".

Berserked

  • Certain skills can cause this effect. Some foes will go berserk when hit by a powerful attack.
  • When a character is berserked it'll randomly use attacks, but with more damage. That counts as a turn.
  • A number next to the status shows how many turns it will take for it to be naturally dispelled. The status effect can be cleansed.

Defend

  • Certain skills can cause this. All party members (and also some foes) can use the "defend" move to apply the status to themselves. A summon can cause this.
  • This status effect lasts only one turn. It does not stack.
  • All damage received by the defended target is reduced by 50%.
  • This status effect is positive on the party members, and therefore will not be cleansed. If it appears on enemies, it can be dispelled.

Some other things (please add).

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