Statuses can be inflected by a Status Attack. A Status attack will, rather than dealing damage and will thus not reveal what element and weaponkind you have, but will instead inflict a Status on the target. The status inflicted depends on the TokenClass of the inflictor; each TokenClass can inflict one status. There are seven statuses. Each one can be a status weakness, as described on the damage page. In addition, each status has an effect that occurs once at the beginning of each of the inflicted token's turn. All statuses wear off three turns after they are inflicted.
Although not implemented, there is also the plan to have stepping on certain Spaces also inflict statuses.
This will prevent a unit from moving. It will still be able to attack. One can either use this to temporarily disable a unit and run away, or perhaps use it to get on the units' weak side
This is still a start-of-turn effect since this is implemented by setting the tokens spaces to move to zero at the start of the turn
This is inflicted by Frost-elementals strangely often, more often than anything that would cause people to become sleepy. Seems more like a "Frozen" than a "Sleep", then?
This will deal two times the standard attack damage at the beginning of each turn. In this release, this is 16 hitpoints worth of damage.
This appears to be one of the stronger statuses in my experience.
This will prevent a unit from attacking. They will still be able to move.
At the beginning of the turn, a unit will make up to three random one-space moves, moving one space in a random direction, either moving to that spot if it is empty or trying to attack what it in that spot if it has another unit in it. Friendly fire is still off, so units will still not attack friendly units. A unit will make three attempts to move - if the token chooses a space that it can neither attack nor move to, the random move will be consumed, but since it didn't move it will be able to perform that move after the player regains control of the unit.
A possible use for this status is to force an opponent to reveal its attack abilities. You can't control an enemy unit, but by surrounding a confused unit with your units, it is more than likely to try to attack one of your units, and thus reveal it's attacking statuses.
Alternatively, a unit inflicted will attempt to move three times, so it can force a token to reveal whether it does in fact have only two moves per turn or not.
At the beginning of a turn, a unit will make random one-space moves see Confuse, then take one standard attack (8 hit points) worth of damage.
This is inflicted by Electric-elementals strangely often, kind of a general brain damage thing. When/If non-human units are added, this will probably be more common with them than other statuses.
At the beginning of a turn, a unit's movement will be cut to one see Sleep, then take one standard attack (8 hit points) worth of damage.
This is a relatively rare status effect, both in units that deal it and units that are weak to it. When/If non-human units are added, this will probably be more common with them than other statuses.
At the beginning of a turn, a unit's hitpoints is increased by one standard attack (8 hit points) worth of damage.
I don't know any use for it. Again, friendly fire is off, so units can't inflict a status on their teammate. Ergo, no healing your teammates. Only one unit can inflict this status. And I can't think of any reason for keeping opponents alive. I await finding out the broken strategy that depends on this status.