Conditions

A condition is a positive or negative effect (usually temporary) on a character. Conditions are separated into Buffs, which provide positive effects to the affected character, and Debuffs, which provide negative effects to the affected character. Each buff and debuff has a set number of turns that it lasts, regardless of which ability or attack was used to apply it, although this can be further modified by the Passive abilities Resilience and  Permanence.

If a character already has a condition, trying to give them the same condition will automatically fail - conditions do not stack duration like in some other games. Instead, the Spells Refresh and  Pile On can be used to refresh the duration of buffs/debuffs on a target.

Buffs
Below is a list of every buff in the game. Any effect that removes buffs from a target will remove every buff the character has. Some buffs can be permanently granted with specific rare equipment (e.g. Cap of Ages) - buffs granted this way cannot be removed under any situation.

Debuffs
Below is a list of every debuff in the game. The chance for a debuff to be applied depends on the Ability and/or Weapon (e.g. Toothed Sword) used to inflict the debuff. Characters can have immunities to specific debuffs granted through Equipment or Passive Abilities. Certain Monsters and  Bzil Classes also have immunities to various debuffs based on their type.

Debuff Chance
The chance to inflict a debuff is primarily determined by the source. Check the Weapons page for the base debuff chance of debuff-inflicting weapons, or the individual Class page for any abilities that inflict debuffs. The chance can then be modified by the following:


 * Level Differential: Your chance to inflict a debuff is 1% higher for each level higher you are than your target, and 1% lower for each level lower. This bonus/penalty cannot exceed 5%. If the base chance to inflict a debuff is 100%, then level differentials will not be applied.
 * Malice: The Malice passive increases the chance to inflict a debuff by 10% in most cases.
 * Critical Hits: A Critical Hit will always inflict a debuff if applicable.

If an ability could inflict a debuff multiple times, each attempt will be rolled separately. For example the weapon Dirk has a 62% chance to inflict Blind, while the scoundrel ability Dirty Hit also has a 62% chance to inflict blind. Because Dirty Hit inflicts the debuff of your weapon, both 62% chances will be rolled separately for an overall chance of 86%.

Chilling Touch, Deep Wounds, and Sunder have a unique formula for determining their chance to inflict a debuff. The odds to inflict a debuff are 150%/(n+1), where n is the number of targets. As such, 1 target has a 75% chance of inflicting the debuff, 2 targets has a 50% chance, and so on. When paired with Malice, the odds of at least one target being inflicted with the debuff increases by 10% instead of each individual target having a +10% chance of being inflicted with that debuff.

Opposing Conditions
If a buff and debuff have opposite effects (for example, and, or  and ), only the most recently applied condition will be in effect; the other will be removed. This means that if a character has and an Alchemystic casts  on them, their Slow debuff will be removed and they will gain the benefits of the Haste buff. However, if that same unit got hit with another Slow effect, their Haste buff would be removed and replaced with Slow.

An exception to this rule is if a piece of equipment permanently grants a buff. In this case, they would receive the debuff as normal, which would cancel out their equipment buff, instead of dispelling it completely. For example, if a unit with the Guardian Sword is inflicted with, their DEF stat would go back to its normal value while the debuff is active. Once the debuff is removed, their DEF will go back to its boosted value.

The following conditions are considered opposed: