Amalgamation: Endgame/Status Effects

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This page lists all the status effects in Amalgamation: Endgame. Note that status effects that are currently being inflicted by passive skills cannot be removed by anything. Terminology:

  • The Afflicted: The one that has the status effect on them.
  • The Aggressor: The one doing something to the afflicted.

Death

Name Description
K.O.ed

Inflicted when at 0 or less health, and not inflicted with Ghost. Prevents the inflicted from doing anything, including generating BP. The afflicted can still be targeted.
Removed when healed above 0 health, or after a battle ends. If you are K.O.ed when a battle ends, you are revived with a small amount of HP.
Counts as dead for the purposes of Game Overs. Does not prevent the player from getting after-battle rewards. Removes all negative statuses from the afflicted.

Dead

Inflicted when taking damage while K.O.ed. Prevents the inflicted from doing anything, including generating BP. The afflicted cannot be targeted anymore, unless the aggressor is using an action that specifically revives the dead.
Can only be removed by a Phoenix Down, or some other item or spell that specifically states it revives the dead.
Counts as dead for the purposes of Game Overs. Prevents the player from getting after-battle rewards.

Petrified

Inflicted by the Break and Breakga Green Magic spells, or under special circumstances. Prevents the inflicted from doing anything, including generating BP. The afflicted can still be targeted.
Can be removed by a Gold Needle or some other item or spell that specifically states it removes Petrification or Petrified status.
Counts as dead for the purposes of Game Overs. Prevents the player from getting after-battle rewards. Removes all negative statuses from the afflicted.

Negative Statuses

Name Description (no worries, Heal (MQ) isn't in the game anymore)
Doomed

Inflicted under special circumstances. Wears off in a specific number of turns, decided by the skill that inflicted the status.
When the skill naturally wears off, the afflicted's health is set to 0.

Gradual Petrification

Inflicted under special circumstances. Can be cured by a Gold Needle. Wears off in a specific number of turns, decided by the skill that inflicted the status.
When the skill naturally wears off, the afflicted is Petrified.

Stunned

Inflicted under special circumstances. Wears off after a while.
The afflicted will lose their next turn. Any moves or attacks that require a turn or more to charge in progress will be cancelled.

Frozen

Inflicted under special circumstances. Can be cured with an Ice Heal. Removed when taking Fire damage.
The afflicted cannot do anything.

Sleeping

Inflicted under special circumstances. Can be cured with an Alarm Clock. Removed when taking any damage.
The afflicted cannot do anything.

Swallowed

Inflicted under special circumstances. Removed under special circumstances.
The afflicted can only use Struggle, which does a.ATK/2 - b.DEF damage five times to whatever inflicted Swallow on them.

Stopped

Inflicted by the Stop Time Magic, or under special circumstances. Can be cured with a Chronos Tear. Wears off after a while.
The afflicted cannot do anything.

Charmed

Inflicted under special circumstances. Hexlyia can never be inflicted with this status effect, due to lacking emotions. Removed when taking any damage.
The afflicted relinquishes control of their character to Falconpunch, who will use them to their allies' detriment.

Berserk

Inflicted under special circumstances. Hexlyia can never be inflicted with this status effect, due to lacking emotions.
The afflicted relinquishes control of their character to Falconpunch, who will use standard attacks on... random targets? The afflicted also gets a 1.5x buff to Attack, and a 0.5x debuff to Defense.

Scared

Inflicted under special circumstances. Hexlyia can never be inflicted with this status effect, due to lacking emotions. Wears off after an amount of time unique to each character's personality.
The afflicted gets a 0.5x debuff to Attack, Defense, Intelligence, Resistance, Speed, Accuracy, and Evasion.

Taunted

Inflicted under special circumstances. Hexlyia can never be inflicted with this status effect, due to lacking emotions. Wears off after a while.
The afflicted must target the one who inflicted this status on them with any single-target attack they use.

Misled

Inflicted under special circumstances. Hexlyia can never be inflicted with this status effect, due to lacking emotions. Wears off after a while.
The afflicted cannot target the one who inflicted this status on them with any single-target attack they use.

Paralyzed

Inflicted under special circumstances. Can be cured with a Massage Herb. Wears off after a while.
The afflicted has a 50% chance to simply not do anything on every turn.

Confused

Inflicted under special circumstances. Removed when taking any damage.
The afflicted has a 50% chance to target the wrong party with their action on every turn.

Dizzy

Inflicted under special circumstances. Wears off after a while.
The afflicted will do one of four things on their turn: What they wanted to do, what they wanted to do but targeting the wrong party, a completely random action, or nothing.

Blind

Inflicted under special circumstances. Can be cured with Eye Drops. Wears off after a while.
The afflicted has a 50% chance to miss their target. Does not apply to moves that target all foes or magic.

Drunk

Inflicted under the influence... and special circumstances. Can be cured with alka-seltzer. Wears off after a good sleep. Meddy is immune to this status effect.
The afflicted can only use skills that deal a.ATK*2 damage or less, and they must be physical skills. The afflicted also gets a 1.25x evasion buff.

Drowning

Inflicted when unable to breathe. Removed when able to breathe again. Meddy is immune to this status effect.
The afflicted will take 1*(2^turns afflicted) damage at the end of every game update. Effectively, the damage taken by the afflicted will double on every turn the afflicted stays under the surface.

Poisoned

Inflicted under special circumstances. Can be cured with an Antidote. Wears off after a while.
The afflicted takes 5% of their maximum health as Poison damage at the end of every game update.

Burning

Inflicted under special circumstances. Can be cured with a Burn Heal. Wears off after a while.
The afflicted takes 10% of their maximum health as Fire damage at the end of every game update. Additionally, the afflicted gets a 0.75x debuff to Attack and Defense if they do not absorb Fire damage.

Bleeding

Inflicted by the Bleed Green Magic, or under special circumstances. Wears off outside battle.
The afflicted takes 15% of their maximum health as damage at the end of every game update. Additionally, the afflicted gets a 0.75x debuff to Attack, Defense, Intelligence, and Resistance.

Toxic

Inflicted by either the Pokemon move Toxic or the Toxify Green Magic. Can be cured with an Antidote. Turns into Poisoned outside battle.
The afflicted takes 3.125%*(2^turns afflicted) of their maximum health as damage at the end of every game update. Effectively, the damage taken by the afflicted will double on every turn they're affected by Toxic.
The damage inflicted by this status effect cannot go higher than 50% of the afflicted's maximum health.

Aging

Inflicted by the Old Green Magic. Can be cured with a Chronos Tear. Removed outside of battle.
The afflicted temporarily loses one level at the end of every game update.
If the afflicted doesn't have any level-up progression, then their stats are permanently set to (current level/max level) of their original stats.

Vulnerable

Inflicted under special circumstances. Wears off after a while.
The afflicted is treated as though they have 0 Defense.

Eroding

Inflicted under special circumstances. Wears off after a while.
The afflicted is treated as though they have 0 Resistance.

Dread

Inflicted by the Fear Green Magic, and other special circumstances. Can be cured with Basalm. Wears off outside battle.
The afflicted is only able to use one skill per turn. Hexlyia is restricted to 0.5 actions, and Naka is unable to use Multicast.

Silenced

Inflicted by the Fog, Silence, and Silencega Green Magic, and other special circumstances. Can be cured with Echo Herbs. Wears off outside battle.
The afflicted is unable to cast magic.

Piggled

Inflicted by the Pig Green Magic, or other special circumstances. Can be cured with Diet Rations or the Pig Green Magic. Wears off after a while.
The only magic the afflicted is able to cast is the Pig spell. The afflicted is unable to use any other active skill that was not available to them at the start of the game. Additionally, the afflicted takes on the physical appearance of a pig. Pokemon are immune to this status.

Forgetful

Inflicted by the Addle Green Magic, or other special circumstances. Wears off after a while.
The afflicted is unable to use any active skill that was not available to them at the start of the game. Pokemon are immune to this status.

Toad

Inflicted by the Toad Green Magic, or other special circumstances. Can be cured by a Maiden's Kiss (the item, not the action), or the Toad Green Magic. Wears off after a while.
The afflicted is unable to cast magic other than the Toad spell, and the afflicted's Attack and Defense are temporarily set to 1. Additionally, the afflicted takes on the physical appearance of a toad.

Scarecrowed

Inflicted by the move S'crow Funk, or other special circumstances. Wears off after a while.
The afflicted is unable to use any active skill that deals damage and doesn't spend Special Points or a tertiary resource. Additionally, the afflicted takes on the physical appearance of a scarecrow.

Imped

Inflicted by the Imp Green Magic, or other special circumstances. Can be cured by a Green Apple, or the Imp Green Magic. Wears off after a while.
Provided the afflicted is not wearing Imp equipment, their Attack, Defense, Intelligence, Resistance, Speed, Accuracy, and Evasion are all temporarily set to 1. Additionally, the afflicted takes on the physical appearance of a kappa.

Shrunk

Inflicted by the Mini Green Magic, or other special circumstances. Can be cured by a Magic Mallet, or the Mini Green Magic. Wears off after a while.
The Attack and Defense of the afflicted is temporarily set to 1. Additionally, the afflicted takes on the physical appearance of a midget.

Slow

Inflicted under special circumstances. Can be cured by a Chronos Tear. Wears off after a while.
The afflicted can only act once every two turns, unless they use Brave Points to act; in which case the afflicted only regenerates Brave Points on every second turn. Slow World and Citadel stack multiplicatively, meaning that the afflicted can only act or regenerate Brave Points once every four turns.

Sluggish

Inflicted by the Slow and Slowga Time Magic, and other special circumstances. Can be cured by a Chronos Tear. Wears off after a while. Removed outside battle.
The afflicted has their maximum movement distance halved.

Immobilized

Inflicted by the Slowja and Immobilize Time Magic, and other special circumstances. Can be cured by a Chronos Tear. Wears off after a while. Removed outside battle.
The afflicted cannot move to a new space on the battlefield.

Oiled

Inflicted by the Oil Green Magic, or other special circumstances. Can be cured by a Handkerchief. Wears off after taking Fire damage.
The afflicted takes 3x Fire damage.

Zombified

The afflicted cannot be healed, and instead takes damage equal to how much they'd be healed. Damage taken this way is magical, and magic defense is half as effective as usual at reducing it.

Sopping

The afflicted is soaking wet, and is more vulnerable to certain types of damage. Wears off after taking Fire or Electric damage, or after being Frozen.
The afflicted takes 3x Electric damage, 3x damage from attacks that can inflict Frozen, and 0.5x Fire damage.

Positive/Neutral Statuses

Name Description
Floating

Inflicted by the Float Green Magic, or other special circumstances. Wears off after walking a long distance out of battle. Casting Float again refreshes this timer.
The afflicted is completely immune to Earth element damage.

Undead

Inflicted by the Undead passive skill, the Zombie Green Magic, or other special circumstances. Wears off when the Undead passive skill is unequipped.
The afflicted will absorb Dark/Unholy attacks or spells, turning the damage that would normally be dealt into health gained. If they are hit by a healing spell, they will be hurt for that amount instead. Light/Holy spells will deal double damage before damage reduction occurs.

Bubbled

Inflicted by the Bubble Green Magic. Wears off at the end of battle.
The afflicted's max health is doubled. As an effect of the Bubble spell, the afflicted's current health is doubled too.

Hasty

Inflicted under special circumstances. Wears off after a while.
The afflicted can act twice every turn, unless they use Brave Points to act; in which case the afflicted regenerates two Brave Points instead of one.

Blink

Inflicted by the Blink Green Magic, or other special circumstances. A maximum of two stacks of Blink can be held at any time. Wears off after battle.
The afflicted will dodge the next physical attack aimed at them. When dodging an attack this way, the afflicted loses a stack of Blink.

Invisible

Inflicted by the Invisible and Invisiga Time Magic, or other special circumstances.
The afflicted gets a 1.75x buff to their Evasion.

Invincible

Inflicted by the Dragoon skills "Jump", "High Jump", and "Super Jump", the Green Magic "Leap", and Red Essence. Wears off under special circumstances.
The afflicted is immune to all sources of damage, including damage from Doomed, and is cured of Gradual Petrification.

Incorporeal

Inflicted by the Dragoon skills "Jump", "High Jump", and "Super Jump", the Green Magic "Leap", and the Ghost and Dead status. Wears off when not Ghosted, Dead or Jumping.
The tile the afflicted is occupying may be occupied by someone else. If the tile the afflicted is occupying is occupied by someone else when this status wears off, then the afflicted is moved to the nearest unoccupied tile, determined in a clockwise fashion.

Untargetable

Inflicted by the Dragoon skills "Jump", "High Jump", and "Super Jump", the Green Magic "Leap", or under special circumstances.
The afflicted cannot be targeted by any attacks.

Fiery

Inflicted by passive skills.
The afflicted is immune to Fire damage. Making direct contact with the afflicted deals 5% of the aggressor's max health as Fire damage to the aggressor.

Zappy

Inflicted by passive skills.
The afflicted is immune to Electric damage. Making direct contact with the afflicted deals 5% of the aggressor's max health as Electric damage to the aggressor.

(Element) Spikes

Inflicted by (Element) Spikes Green Magic. Wears off outside battle.
The afflicted will counterattack any direct contact with a.ATK*2 - b.DEF (Element) damage.

Auspice

Inflicted by the Auspice Green Magic. Wears off after a while.
The afflicted deals 1.5x damage with all attacks. Also, the afflicted deals Holy damage in addition to any other damage elements their attack would use.

Reflecting

Inflicted by the Reflect Green Magic. Wears off after a while.
Any magic casted on the afflicted targets the aggressor. Per FF6 rules, group-cast magic gets entirely bounced back, and targets only the one who cast it. Spells are allowed to pierce the Reflect status in their description.

Reprisal

Inflicted by the Reprisal Green Magic. Wears off after a while.
The afflicted activates any counterattacks they have available upon being damaged, as well as the counterattack's original activation rules.

(Element)Storm

Inflicted by Storm skills. Only one Storm may be active at once. Wears off outside battle.
The afflicted deals 1.5x (Element) damage.

(Element) Weakness

Inflicted by Storm skills, or other special circumstances. Wears off after a while.
The afflicted takes 2x (Element) damage, overriding any resistances, immunities, or absorptions they would otherwise have. For example, if Aleksandr is inflicted with Electric Weakness, he would not be immune to Electric attacks for the duration of the effect, but he would still be immune to Paralysis.

Runic

Inflicted by the Magic Drain spell. Wears off after a while.
Stops the aggressors' spells from hitting the afflicted and converts them to Special Points. The amount converted is equal to their casting cost. If the spell doesn't cost anything to use, Runic doesn't trigger. If the afflicted is hit by a spell of an element they're weak to, the amount of Special Points converted is doubled.