Atheist
3 turns
Faith pinned to 0.
From Doubt
62 conditions
Durations are counted in the bearer's own turns, not in ticks — a slow unit keeps a poison longer in wall-clock terms, and a hasted one burns through it.
Each badge below is the painting the game shows: when a status lands, its tile and its name appear over the unit — a curse drops in, a kindness rises — and the tile then settles into the unit's badge row. The frame says which kind it is: green is a blessing, red is an affliction, slate is a state of action.
Stripped by Cleanse. What an enemy does to you.
3 turns
Faith pinned to 0.
From Doubt
3 turns
-30% PA.
From Weapon Break, Sunder, Faltering Step
2 turns
Off the board: untargetable and out of the turn order until it returns; breaks any charge in progress.
From Out of Time
2 turns
+50% PA; cannot cast magic (physical abilities still work); breaks any charge in progress.
From Blood Rage
3 turns
Loses 8% of max HP at each of its turns.
From Bleed Strike, Venom Fang
2 turns
Accuracy ×0.5.
From Blinding Dust, Flash Powder, Disillusion +1 more
3 turns
Loses 5% of max HP per stack at each of its turns; stacks to 3 — each application deepens it.
From Napalm
2 turns
Fights for the other side; ends when the bearer takes damage.
From Steal Heart, Persuade
2 turns
Attacks at random, friend or foe; ends when the bearer takes damage.
From Rabble-Rouse, Muramasa, Mind Flay
3 turns
-30% DEF.
From Vial of Acid, Barbed Arrow, Armor Break +3 more
2 turns
Cannot use anything the weapon delivers (spells and words still work).
From Palsy
2 turns
Cannot act (moving is still allowed); cannot evade.
From Pressure Point, Hesitation
2 turns
Cannot move (acting is still allowed).
From Shield Rush, Pinning Shot, Briar Snare +5 more
3 turns
KOs the bearer when it runs out.
From Death Knell
2 turns
Deals 35% of max HP when it runs out (curing it defuses it).
From Time Bomb
3 turns
+50% PA; takes ×1.5 physical damage.
From Goad
3 turns
Walks only: no jump, teleport, float or swap.
From Earthbind
3 turns
CT gain ×0.85, compounding per stack; stacks to 3 — each application deepens it.
From Arrears
3 turns
Cannot evade.
From Single Out
3 turns
Takes ×2 Fire damage (the first such hit burns it off).
From Oil
until cured
Cannot act or move; out of the fight: takes no turns and counts as down; cannot evade.
From Induration
3 turns
Loses 12% of max HP at each of its turns.
From Vial of Venom, Venom Dart, Nightshade +1 more
3 turns
When the bearer falls, whoever marked it recovers 20% of their max MP.
From Mark the Quarry
2 turns
Loses 8% of max HP for every tile moved (never lethal).
From Rupture
2 turns
A mark: the ability that applied it lands at ×(1 + depth) against the bearer, up to ×3.
From Sap
2 turns
Cannot cast magic (physical abilities still work).
From Hushing Round, Gag Aria, Hush
2 turns
Cannot act or move; takes ×1.5 physical damage; cannot evade; ends when the bearer takes damage.
From Silent Dirge, Repose
2 turns
CT gain ×0.5.
From Leg Shot, Speed Break, Mire +6 more
1 turn
Cannot act or move; its clock stops: no CT, no turns; cannot evade.
From Stasis Sword, Stop
1 turn
Cannot act or move; cannot evade.
From Shield Bash, Bear Paw, Deadfall +2 more
2 turns
Can only Attack; takes ×1.5 physical damage; cannot evade.
From Toad
3 turns
Healing harms it.
From Corruption
3 turns
Takes ×1.4 magic damage.
From Dissonant Chord, Frailty
Stripped by Dispel. What you do for yourself.
3 turns
+30% PA.
From Accumulate, Battle Chant
2 turns
Blows from the front or side land ×0.5 (the back is the way through).
From Bulwark
3 turns
+30% DEF.
3 turns
Faith pinned to 100.
From Conviction
3 turns
Floats: terrain costs and height stop mattering.
From Float, Updraft, Levitation
3 turns
Recovers 20% of max HP at each of its turns.
From Mass Regen, Healing Chord
2 turns
CT gain ×1.5.
From Quicksilver, Masamune, Quicken +1 more
1 turn
Hidden from the enemy: they cannot pick it out, though areas and shots through its lane still find it; shown again the moment any ability reaches it, friend or foe; ends when the bearer takes damage.
From Vanish in Smoke
3 turns
+30% MA.
3 turns
Takes ×0.67 physical damage.
From Protect, Rampart, Wyvern Guard +1 more
3 turns
Single-target spells rebound onto their caster.
3 turns
Recovers 10% of max MP at each of its turns.
From Refresh, Hymn of Still Waters
3 turns
Recovers 10% of max HP at each of its turns.
Not applied by any action ability — it comes from a reaction, an item or the terrain.
2 turns
A blow cannot take the bearer below 1 HP.
From Not Yet
until spent
Stands back up at 33% HP when KO'd, spending itself.
From Reraise
1 turn
Takes no damage from blows.
From Sanctuary
3 turns
Takes ×0.67 magic damage.
From Shell
2 turns
+30% Speed.
From Inspire, War Anthem
3 turns
Swallows the next single-target spell aimed at the bearer, then breaks.
From Paradox
2 turns
No ailment can land on the bearer.
From Warding Hymn
3 turns
+50 evade; +50 magic evade; ends when the bearer takes damage; ends at the first attack roll made against the bearer, hit or miss.
From Vanish
3 turns
Takes ×0.67 damage.
From Wall
Action states — neither Cleanse nor Dispel touches them, so an enemy Esuna cannot cancel your charge.
until shed
The bearer wears the bear's body and fields its skills in place of the human kit; -1 Move; +8 PA; takes ×0.67 physical damage; takes ×1.3 magic damage.
From Bear Form
until the charge resolves
Takes ×1.5 physical damage; cannot evade.
Worn by the caster of any of the 121 charged abilities while it winds up. A Jump is the exception: the jumper is off the board instead.
1 turn
Evade ×2.
From Defend
3 turns
The bearer wears the dragon's body and fields its skills in place of the human kit; +6 PA; +6 MA; floats: terrain costs and height stop mattering.
From Dragon Form
until shed
The bearer wears the hawk's body and fields its skills in place of the human kit; +1 Move; +15 evade; floats: terrain costs and height stop mattering; takes ×1.25 damage.
From Hawk Form
1 turn
Off the board: untargetable and out of the turn order until it returns; returns on its own next turn and takes it.
From Phase Out
until shed
The bearer wears the wolf's body and fields its skills in place of the human kit; +1 Move; +5 PA; +2 Speed.
From Wolf Form
Six things an ability does that leave no badge behind. They still announce themselves over the unit they hit, in the same painted register and the same frames.