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Status Effects are game mechanics within LISA: The Pointless. Typical of any other RPG, Status Effects can be inflicted in various ways - from using skills, being damaged by certain skills, eating specific consumables, or doing actions within the overworld.

Status Effects can be both beneficial and disadvantageous. Most linger for a short while before wearing off; but some are permanent and debilitating.

Found in Status Manual I

Icon Name Effects Duration
Scared

Scared

Locks you in place

Can't act. Evasion Rate -100%

1-3 turns. Removed after combat.
Wary

Wary

Makes defense thrice weaker

Defense -70%

1-2 turns.
Weird

Weird

Offence and defense softened

Attack -20% and Defense -30%

4-5 turns. Removed after 8 steps.
Nasty

Nasty

Makes you go slow

Speed -40%

2-3 turns. Removed after 60 steps.
Stun

Stun

Can't move

Can't act.

1-2 turns. Removed after combat.
Party

Party Mode

A political power play

Attack +40%, Sp. Atk +40%, Speed +60%, Luck +40%, Weak to Stun

4-8 turns. Removed after combat.
Rage

Rage

More crits, weak to stun

Crit Chance +30%, Defense -40%, Weak Scared, Spooked and Stun

5 turns. Removed after combat.
Pissed

Pissed

Makes you attack at random

Attacks at random. Hit Rate -60%, Crit Chance +50%

3-6 turns. Removed after combat.
Geared up

Geared Up

Ready for a brutal attack

Attack +90%, Resist to Paralysis, Stun, Scared, and Fallen

2 turns. Removed after combat.
Ironbody

Ironbody

Defense is increased

Takes 60% less physical damage

3 turns. Removed after combat.
Dodged

Dodged

Can only be hit by ranged

Can't act. Evasion Rate +100%

2 turns. Removed after combat.
Fallen

Fallen

Can't do much while fallen

Can't act. Evasion Rate -100%. Weak to Crushing attacks.

1 turn. Removed after combat.
Off balance

Off Balance

Can't stance, weak to fall

Alex can no longer use Stances. Weak to Fallen and Stun.

3 turns. Removed after combat.
Hide

Hide

Off the grid, hard to hit

Evasion Rate +60%. Less likely to be targeted.

5 turns. Removed after combat.
Crying

Crying

Reduces accuracy

Hit Rate -50%

3-5 turns. Removed after combat.
Taunt

Taunt

Begging for a slamming

Chance to be targeted +1000%

Removed after combat or after taking damage (40% chance).
Stinky

Stink

Makes you unappealing

Evasion Rate +30%. Much less likely to be targeted.

1-3 turns. Removed after 200 steps.
Grossed out

Gross Out

25% reduced SP

Max SP -25%.

Situational.
Poison

Poison

Can't be good

Takes 2% worth of max HP per turn.

4-7 turns. Removed after 100 steps.
Deep poison

Deep Poison

Can't be good

Takes 4% worth of max HP per turn.

1-5 turns. Removed after 300 steps.
Dangerous

Dangerous

Get out or die

Defence +20%. Resist Sleep, Crying, Flustered, Fallen, Stun, and Confusion. Foreshadows an extremely powerful attack.

2 turns.

Found in Status Manual II

Icon Name Effects Duration
Spooked

Spooked

Very weak to Scared

Makes it highly likely to be scared.

5-7 turns OR if struck with an attack. Removed after combat.
Blind

Blind

Vastly reduced accuracy

Hit Rate -50%

3-5 turns. Removed after combat.
Tense

Tense

Resist stuns, easily disturbed

Resist Paralysis and Stun. Weak to Wary, Weird and Nasty.

5-6 turns. Removed after 60 steps.
Paralyze

Paralysis

Can't move or dodge

Can't move. Evasion Rate -100%.

1-3 turns. Removed after combat.
Fire

Burning

Call firefighters

Takes 5% worth of max HP per turn.

1-3 turns. Removed after combat.
Flustered

Flustered

Gets all touchy

Spends more time using Back Rub, Grin, Taste, and Grope.

1-3 turns. Removed after combat.

Sleep

Good for nothing until woken

Can't move. Evasion Rate -100%.

1-3 turns. Removed after combat or taking damage.
Winded

Winded

Has a break, weak to fall, stun

Can't move. Weak to Stun, Paralysis, and Fallen.

2 turns. Removed after combat.
Presence

Presence

Regen SP, low target rate

Target Rate -70%. Regenerates 10% worth of max SP per turn.

6 turns. Removed after combat or when Taunt is applied.
Solid

Solid

High defense, immune: fall, stun

Defense +30%. Physical damage -90%. Immune to Fallen and Stun.

4-5 turns. Removed after combat.
Floating

Levitate

Only hit by airborne attack

Immune to Physical, Piercing, Basic attacks. Immune to Fallen.

Removed after combat or taking damage.
Confusion

Confusion

A good slap will rid of it

Can't move.

2-5 turns. Removed after combat. Removed after taking damage 70% of the time.
Bullied

Bullied

Became the punching bag

Speed -10%. Defense -30%. SP cost +10%. Target Rate +1000%.

3-4 turns. Removed after combat.
Grease

Oiled Up

Weak to special attacks

Weak to Fire attacks. Special Defense -20%. Target Rate +1000%.

1-6 turns.
Drunk

Drunk

More damage, less everything

Hit Rate -30%. Evasion Rate -20%. Crit Rate +70%. Attack +15%. Sp. Attack -60%. Defense -70%.

4-5 turns. Removed after 100 steps.
Bleed

Bleed

Makes your health leak out

Takes 2% worth of max HP per turn.

2-4 turns. Removed after 100 steps.

Broken Bones

Off. and Def. shattered Attack -70%. Defence -70%. Permanent until treated.
Brain damage

Brain Damage

SP and special stats down

Hit Rate -70%. Sp. Attack -90%. Sp. Defense -90% Max SP -50%.

Permanent until treated.
Rupture

Rupture

Bleed but much worse

Weak to Bleed, Poison, and Deep Poison. Takes 6% worth of max HP per turn.

Permanent until treated.
Heart attack

Heart Attack

Low HP and real slow

Speed -40%. Max HP -50%.

Permanent until treated.

Misc.

Icon Name Effects Duration
Ko

KO'd

Prevents the effected from fighting Until revival
Armed

Armed

Higher Damage and Can use specific moves. Permanent until Disarmed.
Disarmed

Disarmed

Damage Softened and can't use specific moves. Removed until Pick Weapon Up.
Guard

Guard

Normal Guard command. +5 SP 1 turn. Removed after combat.
Guard

Defend

Physical Damage Received * 10% 3 turns. Removed after combat.
Cool

Cool

+3% HP Regen. 3-8 turns. Removed after combat.
Super cool

Super Cool

+6% HP Regen. 4-8 turns. Removed after combat.
Depressed

Depressed

ATK -80%. DEF -70%. AGI 70%. 3-4 turns. Removed after combat.
Joy

Joyed

Hit Rate +80%. Crit Rate +100%. Defense +100%. Magic Defense +100%. +5% HP Regen. +15 MP Regen. 6-10 turns.
Withdrawal

Withdrawal

Attack -90%. Defense -50%. Agility -60%. Max HP -30%. Luck -30%. Evasion Rate -60%. Hit Rate -20%. 20-30 turns.
Twisted

Twisted

Target Rate * 400%. Skills cost 20% less MP. 3 turns. Removed after combat.
Swelter

Swelter

No effect in battle. Constantly drains HP. Makes you hallucinate in the Dark Day of the Soul. -1 HP per Second. Starting in the Endless Wastes. Ends when reaching Downtown.
Infinitized

Infinitized

No effect in or out of battle. Removed after combat.
Fluid

Fluid

Evasion Rate +100%. 5 turns. Removed after combat.
Brave

Brave

Immunity to Spooked and Scared. Removed after combat.
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