Title:           Ailments
Author:          xplodingbrain
Pastebin link:   http://pastebin.com/xBhu8Ydq
First Edit:      Friday 10th of July 2015 09:53:08 PM CDT
Last Edit:       Last edit on: Thursday 24th of November 2016 06:00:01 AM CDT

Many attacks and combo strings will deal additional effects. The debilitating effects are listed as below:

>Addled:
  Target loses 1 AP at the start of turn and cannot combo skills.

>Stunned:
  Target cannot act for their turn.

>Curse:
  Target's damage output is reflected if they fail to combo.

>Petrify:
  Target takes double damage next turn.

>Blind:
  Target will miss the next three attacks.

>Pinned/Locked/Paralysis:
  Attacks have a significantly higher chance to land, and enemy attack effectiveness overall is reduced.

>Poison:
  Target takes damage depending on AP conserved.

>Vulnerable:
  All status effects will land this turn.



There are also beneficial effects that apply during combo strings as well


>Life/Manatap:
  Caster receives HP/MP for damage dealt to target.

>Siphon:
  Caster receives half the AP spent at the end of turn.

>True Sight:
  Caster's critical hit rate is raised, and the next attack is guaranteed to land.

>Adrenaline:
  Caster's damage output is raised by 50%

>Shell:
  Caster's defenses are raised by 50%

>Guard/Intercept:
  Caster will swap places with target for one attack.

>Piercing:
  Attacks will puncture shields and defenses.

Be aware that there will be some race-specific and enemy-specific ailments. When these show up, a brief description will reveal the effects.
