List of status effects

The following is a list of status effects organized alphabetically, with all buffs before all debuffs, along with concise descriptions of each. For a more detailed description of a given ailment, see its article. For all the concise descriptions below, X refers to the intensity of the effect.

Buffs

 * Barrier - gives +X resistance to debuffs for four rounds.
 * Cleanse - instantly removes X debuffs. Does not remove the effects of Decay.
 * Enhance - grants +X offense with the given element for four rounds.
 * Filter - grants +X defense against the given element for four rounds.
 * Focus - grants +X Magical offense for four rounds.
 * Haste - unit may perform two actions in a turn that only count for one action, or may perform one action which counts for 0 actions and is completely free. Lasts X rounds.
 * Protect - gives +X Physical defense for four rounds.
 * Regen - grants +X HP regeneration.
 * Relife - unit automatically revives on death with X HP, EP, and DP. Mechanical units can't be revived by Relife. Revival cannot occur more than once per battle.
 * Restore - restores X traits previously removed by Decay.
 * Revive - instantly revives a defeated unit with X HP, EP, and DP. Mechanical units can't be revived by Revive. Revival cannot occur more than once per battle.
 * Shell - gives +X Magical defense for four rounds.
 * Shield - blocks the next X direct HP damage a unit would receive in the next three rounds. Doesn't prevent HP loss from status effects. Damage to the shield can't be reduced by dodging.
 * Soothe - grants +X HP regeneration for three rounds.
 * Temper - grants +X Physical offense for four rounds.

Debuffs

 * Addle - −X Magical offense for four rounds. Can bring offense below 0.
 * Banish - unit becomes completely removed from the battlefield for X rounds; vitals cannot change, but limited-time status effects still tick down. When Banish ends on a unit, that unit gains immunity to Banish for three rounds.
 * Break - −X Physical defense for four rounds. Can bring defense below 0.
 * Burn - unit has −X HP regeneration for three rounds. Can bring regeneration below 0.
 * Dampen - −X offense with the given element for four rounds. Can bring offense below 0.
 * Decay - unit loses X traits of the inflicting unit's choice; lasts until the end of the current battle.
 * Degen - unit has −X HP regeneration. Can bring regeneration below 0.
 * Disarm - disables unit's Physical techniques for X rounds. Disarm is a Disable.
 * Dispel - instantly removes X buffs.
 * Dominate - unit is controlled by the inflicting unit for X rounds.
 * Drain - unit has −X HP regeneration; can bring regeneration below 0. In addition, for as long as the debuff persists and the affected unit is present on the battlefield, the inflicting unit has +X HP regeneration.
 * Curse - −X Magical defense for four rounds. Can bring defense below 0.
 * Enrage - unit must move to the front row of its party and cannot move between rows. All unit's non-damaging techniques are disabled. Lasts X rounds.
 * Fester - unit's HP cannot be restored, by any means, for X rounds.
 * Hex - −X defense against the given element for four rounds. Can bring defense below 0.
 * Immobilize - unit cannot dodge, move between rows, or use Melee techniques against units that did not use a Melee technique on it at least once since its last turn; lasts X rounds. This effect is a Disable.
 * Impair - DP spent to dodge increased by 25% for X rounds.
 * Leak - unit has −X EP regeneration for three rounds. Can bring regeneration below 0.
 * Lull - unit cannot act, move, or dodge for X rounds or until damage is received from an enemy. HP loss as a result of status effects or non-damage sources does not end Lull. This effect is a Disable.
 * Paralyze - unit cannot act, move, or dodge for X rounds. This effect is a Disable.
 * Provoke - unit instantly moves to the front row of its party and cannot move between rows; it cannot target units other than the inflicting unit, unless that unit is untargetable, for X rounds.
 * Silence - disables unit's Magical techniques for X rounds. Silence is a Disable.
 * Siphon - unit has −X EP regeneration; can bring regeneration below 0. In addition, for as long as this debuff persists and the affected unit is present on the battlefield, the unit that inflicted it has +X EP regeneration.
 * Slow - unit's actions count as 2 actions, forcing the party to pay an additional action cost if it acts. If unit performs an action, it cannot act next turn and Slow's remaining duration increases by 1 round. Initially lasts X rounds.
 * Weaken - −X Physical offense for four rounds. Can bring offense below 0.
 * Wear - unit has −X EP regeneration. Can bring regeneration below 0.