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<title>Status effect</title>
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<span id="openzim-page-title" class="mw-page-title-main"><span class="mw-page-title-main">Status effect</span></span>
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</style><div role="note" class="hatnote navigation-not-searchable">For the usage of the term buff in relation to game updates, see <a href="Nerf_(video_gaming)" class="mw-redirect" title="Nerf (video gaming)">Nerf (video gaming)</a>.</div><style data-mw-deduplicate="TemplateStyles:r1305433154">
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<p>In <a href="Role-playing_game" title="Role-playing game">role-playing games</a>, a <b>status effect</b> is a temporary modification to a <a href="Player_character" title="Player character">game character</a>’s original set of <a href="Statistic_(role-playing_games)" title="Statistic (role-playing games)">stats</a> that usually comes into play when special powers and abilities (such as <a href="Magic_(games)" class="mw-redirect" title="Magic (games)">spells</a>) are used, often during combat.<sup id="cite_ref-1" class="reference"><a href="#cite_note-1"><span class="cite-bracket">[</span>1<span class="cite-bracket">]</span></a></sup> It appears in numerous <a href="Computer_and_video_game" class="mw-redirect" title="Computer and video game">computer and video games</a> of many <a href="Genre" title="Genre">genres</a>, most commonly in <a href="Role-playing_video_game" title="Role-playing video game">role-playing video games</a>. The term <i>status effect</i> 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).<sup id="cite_ref-2" class="reference"><a href="#cite_note-2"><span class="cite-bracket">[</span>2<span class="cite-bracket">]</span></a></sup> Especially in <a href="MMORPG" class="mw-redirect" title="MMORPG">MMORPGs</a>, beneficial effects are referred to as <b>buffs</b>, and hindering effects are called <b>debuffs</b>.
</p>
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<div class="mw-heading mw-heading2"><h2 id="Acquiring_and_removing_status_effects">Acquiring and removing status effects</h2></div>
<p>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 consuming items, casting spells on themselves or each other, activating devices in the world, interacting with <a href="Non-player_character" title="Non-player character">NPCs</a>, 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 <a href="Balance_(game_design)" class="mw-redirect" title="Balance (game design)">difficulty</a>.
</p><p>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 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 <a href="Character_class" title="Character class">classes</a>, one will often be a class capable of healing, who will have a greater ability to remove negative status effects than other classes.
</p><p>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 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.
</p>
<div class="mw-heading mw-heading2"><h2 id="Buffs_and_debuffs">Buffs and debuffs</h2></div>
<p>In many <a href="MMORPG" class="mw-redirect" title="MMORPG">MMORPGs</a>, the terms <b>buff</b> and <b>debuff</b> are commonly used to describe status effects. Some spells or powers may debuff an enemy while buffing an ally at the same time.
<i>Buff</i> is the term generically used to describe a positive status effect that affects mainly player or enemy statistics (usually cast as a <a href="Magic_(gaming)" class="mw-redirect" title="Magic (gaming)">spell</a>). <i>Debuffs</i> are effects that may negatively impact a <a href="Player_character" title="Player character">player character</a> or a <a href="Non-player_character" title="Non-player character">non-player character</a> in some way other than reducing their <a href="Hit_points" class="mw-redirect" title="Hit points">hit points</a>. Some examples of buffs and debuffs are:
</p>
<table class="wikitable">
<tbody><tr>
<th>Buff
</th>
<th>Debuff
</th></tr>
<tr>
<td>Increasing the maximum <a href="Health_points" class="mw-redirect" title="Health points">health points</a> of the target.
</td>
<td>Decreasing the maximum <a href="Health_points" class="mw-redirect" title="Health points">health points</a> of the target.
</td></tr>
<tr>
<td>Increasing the movement speed of the target.
</td>
<td>Reducing the movement speed of the target.
</td></tr>
<tr>
<td>Increasing the attack speed of the target.
</td>
<td>Reducing the attack speed of the target.
</td></tr>
<tr>
<td>Increasing the target's perception.
</td>
<td>Crippling the target's perception.
</td></tr>
<tr>
<td>Increasing the stats of the target.
</td>
<td>Reducing the stats of the target.
</td></tr>
<tr>
<td>Increasing the target's physical strength.
</td>
<td>Decreasing the target's physical strength.
</td></tr>
<tr>
<td>Increasing the target's physical defense.
</td>
<td>Lowering the target's physical defense.
</td></tr>
<tr>
<td>Healing the target's health over time (either for a period of time OR while a status effect is active).
</td>
<td>Removing the target's health over time (either for a period of time OR while a status effect is active).
</td></tr>
<tr>
<td>Boosting the damage output of the target.
</td>
<td>Lowering the damage output of the target.
</td></tr>
<tr>
<td>Taunting the enemy to avoid other players getting attacked.
</td>
<td>Being Spotlighted and being unable to avoid or redirect enemy attack.
</td></tr>
<tr>
<td>Increasing Stealth to avoid the enemy detecting or hitting the player.
</td>
<td>Decreasing Stealth to detect the target or hit them easier.
</td></tr>
<tr>
<td>Increasing the resistance of the target to various elements or forms of attack.
</td>
<td>Decreasing the resistance of the target to various elements or forms of attack.
</td></tr>
<tr>
<td>Making any enemy within range act in the player's best interest.
</td>
<td>Making the player character act on his/her own, usually not to the player's interest.
</td></tr>
<tr>
<td>Increasing the amount of actions the target can perform in a turn.
</td>
<td>Decreasing the amount of actions the target can perform in a turn (or even skipping the target's turn).
</td></tr></tbody></table>
<p>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.
</p>
<div class="mw-heading mw-heading2"><h2 id="Auras">Auras</h2></div>
<p>Many modern <a href="Real-time_strategy" title="Real-time strategy">real-time strategy</a> games have <b>hero units</b>, single units that are powerful, but limited in number (usually only one of a single type allowed). In addition to their normally very high stats, many heroes also have <b>auras</b> 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 them more effective.
</p><p>Some heroes and spellcaster units can also confer or inflict buffs, debuffs, and other status effects to units as spells.
</p>
<div class="mw-heading mw-heading2"><h2 id="See_also">See also</h2></div>
<ul><li><a href="MMORPG" class="mw-redirect" title="MMORPG">MMORPG</a></li>
<li><i><a href="Dungeons_%26_Dragons" title="Dungeons &amp; Dragons">Dungeons &amp; Dragons</a></i></li>
<li><i><a href="Pathfinder_Roleplaying_Game" title="Pathfinder Roleplaying Game">Pathfinder Roleplaying Game</a></i></li></ul>
<div class="mw-heading mw-heading2"><h2 id="References">References</h2></div>
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<li id="cite_note-1"><span class="mw-cite-backlink"><b><a href="#cite_ref-1">^</a></b></span> <span class="reference-text"><style data-mw-deduplicate="TemplateStyles:r1238218222">
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</style><cite class="citation web cs1"><a rel="nofollow" class="external text" href="https://tvtropes.org/pmwiki/pmwiki.php/Main/StatusEffects">"Status Effects"</a>. <i>TV Tropes</i><span class="reference-accessdate">. Retrieved <span class="nowrap">2021-11-16</span></span>.</cite></span>
</li>
<li id="cite_note-2"><span class="mw-cite-backlink"><b><a href="#cite_ref-2">^</a></b></span> <span class="reference-text"><cite class="citation web cs1"><a rel="nofollow" class="external text" href="https://www.giantbomb.com/status-effect/3015-671/">"Status Effect (Concept)"</a>. <i>Giant Bomb</i><span class="reference-accessdate">. Retrieved <span class="nowrap">2021-11-16</span></span>.</cite></span>
</li>
</ol></div></div>
<div class="mw-heading mw-heading2"><h2 id="External_links">External links</h2></div>
<ul><li><a rel="nofollow" class="external text" href="http://www.giantbomb.com/status-effects/92-671/">Status Effects</a> at <a href="Giant_Bomb" title="Giant Bomb">Giant Bomb</a></li></ul>
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</style><div id="Video_game_concepts152" style="font-size:114%;margin:0 4em"><a href="Video_game" title="Video game">Video game</a> concepts</div></th></tr><tr><td class="navbox-abovebelow" colspan="2"><div><a href="Glossary_of_video_game_terms" title="Glossary of video game terms">Glossary of video game terms</a></div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Attributes</th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Health_(game_terminology)" title="Health (game terminology)">Health</a></li>
<li><a href="Life_(video_games)" title="Life (video games)">Life</a></li>
<li><a href="Experience_point" title="Experience point">Experience point</a></li>
<li><a href="Magic_(game_terminology)" title="Magic (game terminology)">Magic</a></li>
<li><a href="Critical_hit" title="Critical hit">Critical hit</a></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Characters</th><td class="navbox-list-with-group navbox-list navbox-even" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Boss_(video_games)" title="Boss (video games)">Boss</a></li>
<li><a href="Video_game_bot" title="Video game bot">Bot</a></li>
<li><a href="Non-player_character" title="Non-player character">Non-player character</a></li>
<li><a href="Player_character" title="Player character">Player character</a></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%"><a href="Game_mechanics" title="Game mechanics">Mechanics</a></th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Collision_detection" title="Collision detection">Collision detection</a></li>
<li><a href="Cutscene" title="Cutscene">Cutscene</a></li>
<li><a href="Dialogue_tree" title="Dialogue tree">Dialogue tree</a></li>
<li><a href="Fog_of_war#In_video_games" title="Fog of war">Fog of war</a></li>
<li><a href="Game_over" title="Game over">Game over</a></li>
<li><a href="HUD_(video_gaming)" class="mw-redirect" title="HUD (video gaming)">HUD</a></li>
<li><a href="Invisible_wall" title="Invisible wall">Invisible wall</a></li>
<li><a href="Item_(game_terminology)" title="Item (game terminology)">Item</a></li>
<li><a href="Line_of_sight_(video_games)" title="Line of sight (video games)">Line of sight</a></li>
<li><a href="Loading_screen" title="Loading screen">Loading screen</a></li>
<li><a href="Paper_doll_(video_games)" class="mw-redirect" title="Paper doll (video games)">Paper doll</a></li>
<li><a href="Password_(video_games)" class="mw-redirect" title="Password (video games)">Password</a></li>
<li><a href="Permadeath" title="Permadeath">Permadeath</a></li>
<li><a href="Power-up" title="Power-up">Power-up</a></li>
<li><a href="Quest_(video_games)" title="Quest (video games)">Quest</a></li>
<li><a href="Quick_time_event" title="Quick time event">Quick time event</a></li>
<li><a href="Random_encounter" title="Random encounter">Random encounter</a></li>
<li><a href="Replay_value" title="Replay value">Replay value</a></li>
<li><a href="Saved_game" title="Saved game">Saved game</a></li>
<li><a href="Scripted_sequence" title="Scripted sequence">Scripted sequence</a></li>
<li><a href="Spawning_(video_games)" title="Spawning (video games)">Spawning</a></li>
<li><a href="Statistic_(role-playing_games)" title="Statistic (role-playing games)">Stats</a></li>

<li><a href="Tank_controls" title="Tank controls">Tank controls</a></li>
<li><a href="Turns%2C_rounds_and_time-keeping_systems_in_games" class="mw-redirect" title="Turns, rounds and time-keeping systems in games">Turns, rounds and time-keeping systems</a></li>
<li><a href="Warp_(video_games)" title="Warp (video games)">Warp</a>
<ul><li><a href="Fast_travel" title="Fast travel">Fast travel</a></li></ul></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Scenery</th><td class="navbox-list-with-group navbox-list navbox-even" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Destructible_environment" title="Destructible environment">Destructible environment</a></li>
<li><a href="Instance_dungeon" title="Instance dungeon">Instance dungeon</a></li>
<li><a href="Level_(video_games)" title="Level (video games)">Level</a>
<ul><li><a href="Bonus_stage" title="Bonus stage">Bonus stage</a></li>
<li><a href="Minigame" title="Minigame">Minigame</a></li></ul></li>
<li><a href="Mini-map" title="Mini-map">Mini-map</a></li>
<li><a href="Open_world" title="Open world">Open world</a></li>
<li><a href="Persistent_world" title="Persistent world">Persistent world</a></li>
<li><a href="Procedural_generation" title="Procedural generation">Procedural generation</a>
<ul><li><a href="Map_seed" title="Map seed">Map seed</a></li></ul></li>
<li><a href="Overworld" title="Overworld">Overworld</a></li>
<li><a href="Skybox_(video_games)" title="Skybox (video games)">Skybox</a></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Movement techniques</th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Rocket_jumping" title="Rocket jumping">Rocket jumping</a></li>
<li><a href="Strafing_(video_games)" title="Strafing (video games)">Strafing</a></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Game modes</th><td class="navbox-list-with-group navbox-list navbox-even" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Multiplayer_video_game" title="Multiplayer video game">Multiplayer</a>
<ul><li><a href="Cooperative_video_game" title="Cooperative video game">Cooperative</a>
<ul><li><a href="Player_versus_environment" title="Player versus environment">PVE</a></li></ul></li>
<li><a href="Player_versus_player" title="Player versus player">PVP</a></li>
<li><a href="Esports" title="Esports">Competitive</a></li>
<li><a href="Advance_and_secure" title="Advance and secure">Advance and secure</a></li>
<li><a href="Capture_the_flag" title="Capture the flag">Capture the flag</a></li>
<li><a href="King_of_the_hill_(game)" title="King of the hill (game)">King of the hill</a></li>
<li><a href="Deathmatch_(video_games)" title="Deathmatch (video games)">Deathmatch</a>
<ul><li><a href="Last_man_standing_(video_games)" title="Last man standing (video games)">Last man standing</a></li></ul></li>
<li><a href="Campaign_(gaming)" title="Campaign (gaming)">Campaign</a></li></ul></li>
<li><a href="Single-player_video_game" title="Single-player video game">Single-player</a></li>
<li><a href="Survival_mode" title="Survival mode">Survival</a></li>
<li><a href="New_Game_Plus" title="New Game Plus">New Game Plus</a></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Miscellaneous</th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Emergent_gameplay" title="Emergent gameplay">Emergent gameplay</a></li>
<li><a href="Nonlinear_gameplay" title="Nonlinear gameplay">Nonlinear gameplay</a></li>
<li><a href="Twitch_gameplay" title="Twitch gameplay">Twitch gameplay</a></li>
<li><a href="Speedrunning" title="Speedrunning">Speedrunning</a></li></ul>
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This article is issued from <a class="external text" title="Last edited on 2024-09-07" href="https://en.wikipedia.org/wiki/?title=Status_effect&amp;oldid=1244526353">Wikipedia</a>. The text is available under <a class="external text" href="https://creativecommons.org/licenses/by-sa/4.0/deed.en">Creative Commons Attribution-Share Alike 4.0</a> unless otherwise noted. Additional terms may apply for the media files.
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