Details about status effects and how they work in SaGa: Emerald Beyond.
Status Effects Guide for SaGa: Emerald Beyond (SaGa: EB)
Status Effects Mechanics
Status effects can stack up to three times and some are permament.
It is possible to stack buffs and debuffs. These status effects are permanent while in battle and some are eligible to be stack up to three times. Note that buffs and debuffs can cancel each other.
Applying a buff will undo debuff that you may have received. Applying buffs will undo debuffs applied to you. It is also feasible to do the opposite, using debuffs to neutralize your enemy's buffs.
List of All Buffs
Buff |
Description |
Speed Up |
As your speed increases, you will be able to take action faster, and your accuracy will also increase as well. |
Attack Up |
As your attack power increases, the damage you deal using physical or non-magical attacks increases. |
Defense Up |
The damage you receive decreases as your defense increases. |
Magic Up |
As your magic power increases, the damage you deal using magic attacks or spells increases. |
List of All Debuffs
Debuff |
Description |
Speed Down |
If your speed decreases, your order of action will be slowed, and your accuracy will also be decreased. |
Attack Down |
If your attack power decreases, the damage you deal using physical or non-magical attacks decreases. |
Defense Down |
The damage you receive increases when your defense is reduced. |
Magic Down |
If your magic power decreases, the damage you deal using magic attacks or spells decreases. |
Status Ailments Mechanics
The fewer HP a character has remaining, the higher the chance you get inflicted with status ailments.
If your HP is low, you are at greater risk of receiving status ailments. Keep in mind that you can inflict status ailment on enemies regardless of their remaining HP as long as "Invalid" is not showing on the screen. All you have to do is keep trying to apply the status ailment until it successfully lands.
Status ailments usually expires after a couple of turns have been made.
After a predetermined number of turns, status ailments usually disappear or expire. The petrify status ailment is the only one that deviates from this.
List of All Status Ailments
Status Ailment |
Description |
Stun |
When stunned, you will be unable to act, and your actions for the upcoming turn will be forfeited. A spell that you cast while stunned will likewise be nullified. Your chances of being stunned increase with the amount of HP you have remaining. |
Paralyze |
When paralyzed, you will be unable to move for some time. You are more likely to get paralyzed the fewer HP you have remaining. This status ailment disappears when a predetermined number of turns have been made. |
Poison |
When poisoned, you will receive damage every turn. The likelihood of being poisoned increases if your remaining HP is low. This status ailment disappears after a predetermined number of turns have been made. |
Darkness |
Decreases Hit Rate. The likelihood of being inflicted with Darkness increases if your remaining HP is low. This status ailment disappears after a predetermined number of turns have been made. |
Bad Smell |
Stops you from linking combo ranges through Techs and Spells. The lower your remaining HP is, the higher the chance of being inflicted with Bad Smell. This status ailment disappears when a predetermined number of turns have been made. If you have recovered from Bad Smell before taking action on your turn, combo ranges will be regained. |
Anger |
You will be thrown into the Anger state if you are struck by a Tech that has the Provoke effect and your aggro grows high. The character with Anger will concentrate their attacks on a single target and deal more damage. This status ailment disappears if the character inflicted with Anger is defeated in battle or after a predetermined number of turns have been made. |
Confuse |
Makes the character act independently for a period of time. It prohibits linking combo ranges through Techs and Spells. Characters that are confused also instinctively follow other characters, which disrupts unity. The likelihood of being confused increases with the amount of HP you have remaining. This status ailment disappears after a predetermined number of turns have been made. |
Chant Extension |
Increases the duration of spell casting. The likelihood of being inflicted with this status ailment increases with the amount of HP you have remaining. |
Petrify |
Prohibits a character from executing an action, but it also neutralizes incoming damage and effects. Note that you will lose the game if everyone in the party becomes petrified. You are more prone to be petrified the lower your HP is. This status ailment cannot be canceled even after a turn has been made. |
Instant Death |
The target becomes instantly incapacitated if Instant Death is successful. The likelihood of being inflicted with this status ailment increases with the amount of HP you have remaining. |
List of All Mechanical Status Ailments
Status Ailment |
Description |
Mecha Stun |
A status condition exclusive to characters of the Mecha race. It cancels actions and renders the target useless for the entire turn. The likelihood of being inflicted with this status ailment increases with the amount of HP you have remaining. |
Mecha Paralyze |
A status condition exclusive to characters of the Mecha race. It prohibits the target from taking any action for a certain period of time. The likelihood of being inflicted with this status ailment increases with the amount of HP you have remaining. |
List of All Special Effects
Special Effect |
Description |
Damage Nullified |
A special effect that nullifies damage once. It lasts permanently, but the effect expires once an incoming attack is nullified. |
Status Ailments Disabled |
Neglects status ailments. Its effect lasts for several turns. |
Mecha Ailments Disabled |
Neglects the effects of Mecha Stun and Mecha Paralyze. It lasts for several turns. |
BP Cost Up/Down |
The effect of BP Cost Up/Down lasts for several turns, but sometimes lasts for the entirety of a battle. |
Tech Power Up/Down |
Affects Techs and Skills (increases or decreases). After a predetermined number of turns, the effect becomes weaker. |
Combo Range Expansion |
Broadens the combo range, increasing the likelihood of coordinated attacks. This has an effect that lasts for the entirety of the battle. |
List of All Other Effects
Effect |
Description |
Bump |
Reverses the target's action order. When blocked or guarded, the Bump's effect will fail. |
Unblockable |
Unblockable Techs cannot be defended, yet they can be evaded. |
Provoke |
Enemies will become Angered when you use a Tech that has a provoking effect. The character in the Anger state will attack the one who inflicted Provoke on them. |
Chant Shortening |
The spell is cast for a shorter number of turns. There is no effect if the casting turn has already begun. |
Stealth |
Makes it harder for enemies to attack you. When an enemy targets you and you enter Stealth, the enemy will switch their attention to another ally after they are unable to detect you. Eliminates the Provoke effect from enemies who are trying to attack you while they are Angered. |
Aggro Removal |
Disables the target's Anger. The aggro levels of all allies, or how quickly they may be targeted, will likewise be reset. |
BP Up/Down |
Changes the next turn's BP. |
Status Ailment Recovery |
Cures all status ailments. |
Mecha Repair |
Cures Mecha Paralysis. |
Special Effect Cancel |
Negates special effects. |
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