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.