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Status effect

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43: 172:, or remaining in a particular location. Meeting certain criteria may result in the character acquiring a condition, which can have a status effect associated with it; for example: if their hunger level is high they may acquire a 'starving' condition, which produces a status effect that reduces their health regeneration. Some games offer permanent status effects which persist for an entire level and act as modifications to the game's native 388:
which confer beneficial status effects or attribute bonuses to any friendly units that enter within a certain radius of the hero. This makes the hero unit an important factor in an engagement as, in addition to their formidable combat skills and powerful abilities, they also make the units around
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In addition, many games have weapons, armor, or other equipment that can mitigate status effects or prevent a character from getting one in the first place. Depending on the game, some increase the chance to escape suffering the effect each time the player may potentially receive it, while others
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The process of removing a status effect varies. Some status effects expire after a certain amount of time has elapsed. Most games contain items capable of healing specific status effects, or rarer items which can heal all of them. Many games also include magic spells that can eliminate status
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A status effect in the abstract is a persistent consequence of a certain in-game event or action, and as such innumerable variants exist across the gaming field. Status effects may result from one character performing a certain type of attack on another. Players may acquire status effects by
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effects. Status effects are often removed at the end of a battle or once the originating enemy is defeated, however some may persist until they are explicitly cured. Games which allow players to rest may remove some status effects when that action is taken. If a game has multiple
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There are countless other debuffs, depending on the game played, though all share the same concept: to make a certain target less powerful in one or more aspects. Both buffs and debuffs are generally of a temporary nature, wearing off after a certain period of time.
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grant complete immunity. However, sometimes the equipment that is resisting an effect, will in exchange, as a penalty, increase vulnerability against a different effect, offering the player the opportunity to make tactical choices.
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can be applied both to changes that provide a character an advantage (increased attributes, defensive barriers, regeneration), and those that hinder the character (decreased attributes, incapacitation, degeneration). Especially in
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is the term generically used to describe a positive status effect that affects mainly player or enemy statistics (usually cast as a
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are commonly used to describe status effects. Some spells or powers may debuff an enemy while buffing an ally at the same time.
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Some heroes and spellcaster units can also confer or inflict buffs, debuffs, and other status effects to units as spells.
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consuming items, casting spells on themselves or each other, activating devices in the world, interacting with
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Removing the target's health over time (either for a period of time OR while a status effect is active).
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Decreasing the amount of actions the target can perform in a turn (or even skipping the target's turn).
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Healing the target's health over time (either for a period of time OR while a status effect is active).
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Making the player character act on his/her own, usually not to the player's interest.
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Decreasing the resistance of the target to various elements or forms of attack.
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Increasing the resistance of the target to various elements or forms of attack.
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If at least two such sources cannot be found, the article may be considered for
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that usually comes into play when special powers and abilities (such as
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Increasing Stealth to avoid the enemy detecting or hitting the player.
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Being Spotlighted and being unable to avoid or redirect enemy attack.
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Increasing the amount of actions the target can perform in a turn.
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Temporary modification to a game character's original set of stats
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Making any enemy within range act in the player's best interest.
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For the usage of the term buff in relation to game updates, see
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Decreasing Stealth to detect the target or hit them easier.
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Taunting the enemy to avoid other players getting attacked.
162: 130:) are used, often during combat. It appears in numerous 959: 75:of the topic, and adding it to this article. 511: 262:Increasing the movement speed of the target. 297:Decreasing the target's physical strength. 294:Increasing the target's physical strength. 270:Increasing the attack speed of the target. 265:Reducing the movement speed of the target. 518: 504: 321:Lowering the damage output of the target. 318:Boosting the damage output of the target. 302:Increasing the target's physical defense. 232:. Some examples of buffs and debuffs are: 273:Reducing the attack speed of the target. 220:are effects that may negatively impact a 98:Learn how and when to remove this message 305:Lowering the target's physical defense. 151:, beneficial effects are referred to as 525: 14: 960: 740:Turns, rounds and time-keeping systems 228:in some way other than reducing their 499: 163:Acquiring and removing status effects 286:Increasing the stats of the target. 278:Increasing the target's perception. 191: 36: 281:Crippling the target's perception. 155:, and hindering effects are called 24: 289:Reducing the stats of the target. 25: 979: 480: 118:is a temporary modification to a 41: 452: 428: 13: 1: 421: 65:enough to warrant an article. 537:Glossary of video game terms 69:at least one reliable source 7: 415:Pathfinder Roleplaying Game 395: 67:Please help by identifying 10: 984: 29: 909: 856: 835: 760: 610: 579: 543: 534: 460:"Status Effect (Concept)" 768:Destructible environment 371: 140:role-playing video games 132:computer and video games 253:Decreasing the maximum 246:Increasing the maximum 968:Video game terminology 408:Dungeons & Dragons 810:Procedural generation 389:them more effective. 597:Non-player character 226:non-player character 73:significant coverage 836:Movement techniques 620:Collision detection 138:, most commonly in 122:’s original set of 32:Nerf (video gaming) 917:Advance And Secure 378:real-time strategy 112:role-playing games 955: 954: 932:Last man standing 715:Scripted sequence 365: 364: 192:Buffs and debuffs 108: 107: 100: 16:(Redirected from 975: 947:King of the hill 922:Capture the flag 805:Persistent world 773:Instance dungeon 700:Random encounter 695:Quick time event 602:Player character 561:Experience point 520: 513: 506: 497: 496: 474: 473: 471: 470: 456: 450: 449: 447: 446: 436:"Status Effects" 432: 235: 234: 222:player character 103: 96: 92: 89: 83: 58:reliable sources 45: 37: 21: 983: 982: 978: 977: 976: 974: 973: 972: 958: 957: 956: 951: 905: 852: 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The term 71:that gives 927:Deathmatch 910:Game modes 800:Open world 710:Saved game 680:Permadeath 670:Paper doll 635:Fog of war 580:Characters 544:Attributes 527:Video game 491:Giant Bomb 469:2021-11-16 464:Giant Bomb 445:2021-11-16 422:References 382:hero units 230:hit points 174:difficulty 869:Nonlinear 822:Overworld 640:Game over 612:Mechanics 440:TV Tropes 52:does not 962:Category 942:Survival 864:Emergent 848:Strafing 815:Map seed 795:Mini-map 788:Minigame 720:Spawning 685:Power-up 675:Password 625:Cutscene 529:concepts 396:See also 196:In many 134:of many 79:deletion 761:Scenery 241:Debuff 218:Debuffs 198:MMORPGs 182:classes 157:debuffs 149:MMORPGs 63:notable 874:Twitch 827:Skybox 551:Health 402:MMORPG 206:debuff 136:genres 128:spells 778:Level 725:Stats 690:Quest 566:Magic 386:auras 372:Auras 238:Buff 224:or a 214:spell 153:buffs 124:stats 745:Warp 655:Item 587:Boss 556:Life 210:Buff 204:and 202:buff 170:NPCs 114:, a 56:any 54:cite 645:HUD 592:Bot 489:at 216:). 176:. 110:In 964:: 462:. 438:. 159:. 519:e 512:t 505:v 472:. 448:. 101:) 95:( 90:) 86:( 82:. 34:. 20:)

Index

Status effects
Nerf (video gaming)

cite
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role-playing games
game character
stats
spells
computer and video games
genres
role-playing video games
MMORPGs
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difficulty
classes
MMORPGs
spell
player character
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hit points
health points
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real-time strategy
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