Type
Status conditions
Entries in this list: 51
StunnedCan still act, but its central strikes deal no damage.
FrozenCannot act at all until the ice breaks.
SleepingCannot act, and incoming attacks slip past its walls to strike its other cards.
ParalyzedForced to repeat the last card it used, over and over.
SilencedNone of its abilities can trigger.
BlindedEverything it deals — damage and effects alike — lands 30% weaker.
ConfusedThe lower, central and upper damage of its cards are shuffled at random.
FearedCannot target whatever caused the fear, unless no other target is left.
DistractedEvery attack has a 50% chance of striking a random combatant instead of the chosen target.
Mind-controlledWhoever applied it plays this fighter's turn in its place.
BurningTakes fire damage at the start of each turn: 1% of max health per stack, up to 10 stacks. Every new application adds a stack and refreshes the duration.
PoisonedTakes poison damage at the end of each turn: 1% of max health per stack, up to 10 stacks. Every new application adds a stack and refreshes the duration.
BleedingTakes physical damage at the start of each turn: 1% of max health per stack, up to 10 stacks. Every new application adds a stack and refreshes the duration.
WeakenedEach stack lowers all three resistances by 5 points.
FuryEach stack raises your global damage by 5%. Stacks granted by abilities fade by one at the end of your turn.
CursedSuffers one or two random stat penalties until the curse wears off.
DoomedNo healing can reach it, and when the timer runs out the doom is lethal — bosses instead lose a capped share of their maximum health.
ImmortalDamage still lands, but none of its cards can drop below 1 health.
DisabledThis card cannot be used.
TauntingEnemies must attack this target before any other.
Last standThe first blow that would be fatal is survived at 1 health, followed by a turn of immortality.
RegeneratingHeals 1% of max HP per stack at the end of the turn.
InvisibleCannot be singled out by enemy attacks — area effects still hit, and attacking breaks the invisibility.
IrradiatedTakes radiation damage spread across all its cards at the start of each turn: 1% of max health per stack, up to 10 stacks. Every new application adds a stack and refreshes the duration.
AnchoredOnce per battle, cancels a hit that would destroy one of its cards, then grants immortality and damage reflection for a few turns.
Doublecast readyThe next attack that deals damage strikes again for half its total, then the charge is spent.
Echo cascadeWhen one of its cards is destroyed, the on-destruction abilities of the cards to its right also fire, at fading power.
EclipsedAt the start of each turn one of its buffs is corrupted into the matching debuff.
IntangibleDamage passes through this card and lands on the next one instead.
MarkedEvery hit against this target is a critical strike while the mark lasts.
PrioritizedActs first in the turn order.
BerserkThe more health it is missing, the more damage it deals.
Guard loweredThis armor's guard is down until its owner's next turn: it grants no protection against central strikes.
FortitudeEach stack raises all three resistances by 5 points.
AcumenEach stack raises critical chance by 5 points.
PrecisionEach stack raises chance to hit by 5 points.
VigorEach stack raises stamina recovery by 5 points.
FrenzyEach stack: +5% global damage, −5 points damage reduction.
EntrenchedEach stack: +5 points damage reduction, −5% global damage.
WardedEach stack raises damage reduction by 5 points.
RuthlessEach stack raises the critical multiplier by 5 points.
SoothedEach stack raises healing received by 5 points.
SteadfastEach stack raises status resistance by 5 points.
ElusiveEach stack raises evasion by 5 points.
HexingEach stack raises the chance to apply conditions by 5 points.
SanguineEach stack raises bleeding potency by 5 points.
InaccurateEach stack lowers chance to hit by 5 points.
EnfeebledEach stack lowers global damage by 5%.
SlowedEach stack lowers speed by 5%.
HastenedEach stack raises speed by 5%.
ThornyEach stack raises thorns by 5 points: attackers take part of the damage back.