Some equipment will inflict status effects when used- here's what they do!
Reduces damage from every attack this turn by the number of armor on the user.
In the parallel universe, armor blocks (number of armor inflicted) status effects instead of damage.
Armor can stack.
Counter reduces by one on each turn. If it reaches zero, transform into a bear.
Bear Transform can stack.
A random buff chosen from the following list is given to the user.
The user cannot see the value of (number of blind inflicted) dice.
In the parallel universe, the blinded party can’t see how much HP they have left.
Blind can stack.
Burn sets the next (number of burn inflicted) dice rolled on fire. Burning dice cost 2HP to use.
In the parallel universe, burning dice can be used on equipment without losing HP, but will disable that equipment for the rest of the turn and for the next turn.
Burn can stack.
Confuse shuffles the slots of and obscures equipment for the current turn.
In the parallel universe, confused characters cannot see the values of their dice.
Confuse CANNOT stack.
All enemy dice that roll [input dice] are locked.
In the parallel universe, all enemy dice that roll [input dice] must be used first.
Counter CANNOT stack.
If you exceed the CPU target, reduce CPU by the excess.
CPU Protect CANNOT stack.
Curse gives all equipment a 50% chance to fail. Curse disappears once triggered.
In the parallel universe, curse gives all equipment a 50% chance to switch target. Curse disappears once triggered.
Curse can stack.
Roll an extra dice next turn if the enemy rolls a [input dice].
In the parallel universe, you roll an extra [input dice] next turn if the enemy rolls a [input dice]. CANNOT stack.
Dice Trigger CANNOT stack.
Dodge avoids the next attack. Dodge can stack.
In the parallel universe, there’s a 50% chance to avoid the next attack, which lasts until something triggers it. Dodge CANNOT stack in the parallel universe.
Place two copies of the next spell you cast.
Double Cast can stack.
Do [input dice/value] extra damage with each attack this turn.
Extra can stack.
After this turn, take an extra turn.
Extra Turn CANNOT stack.
Freeze turns the highest (number of freeze inflicted) dice rolled into a 1.
In the parallel universe, freeze reduces all dice values by the amount of freeze inflicted.
Freeze can stack.
Fury allows the next equipment to be used twice.
In the parallel universe, the next equipment will be used twice, but cannot be used next turn.
Fury can stack.
Heals [input dice/value] HP.
Healing CANNOT stack.
Stash some dice for next turn.
CANNOT stack.
In [input dice/value] turns, an effect happens.
Unknown if jinx stacks.
Items that depend on luck have a higher chance to succeed.
Luck CANNOT stack.
Items that depend on luck work 100% of the time.
Luck+ CANNOT stack.
Lock makes the inflicted character unable to use (number of lock inflicted) dice.
In the parallel universe, locked dice need to be used in the order they are rolled before you can use any other dice.
Lock can stack.
Mana is used to grant bonus powers on certain cards. Disappears at the end of the battle. Utilized by Witch in the parallel universe.
Mana can stack.
Next attack ignores shields.
Pierce can stack.
Poison makes the inflicted character lose (number of poison inflicted) health at the start of their turn. Poison Ignores shields.
In the parallel universe, a random piece of equipment is poisoned. The countdown (equal to amount of poison inflicted) must be reduced to zero by the end of your turn, or you take (number of poison inflicted) damage.
Poison can stack.
All equipment becomes reusable.
Recycle CANNOT stack.
The next equipment you use can be used again on this turn.
In the parallel universe, the next used dice can be reused this turn.
Re-equip can stack.
If defeated, reflect any excessive damage back at you.
Reflect CANNOT stack.
The next roll won't exceed the CPU target.
Safe Bet can stack.
Shield blocks (number of shield inflicted) incoming damage. Shield carries over between turns if not depleted. Shield does not block poison.
In the parallel universe, shield restores (number of shield inflicted) health at the start of your next turn. (Shield disappears after healing.)
Shield can stack.
Shock temporarily disables (number of shock inflicted) random pieces of equipment. A dice is required to unshock shocked equipment.
In the parallel universe, shock temporarily disables (number of shock inflicted) random equipment. Shocked equipment costs 3 hp to unshock.
Shock can stack.
Silence prevents contestants from using special character skills or limit breaks.
In the parallel universe, silence makes limit breaks less powerful.
Silence CANNOT stack.
Roll an extra [input dice] next turn.
Stash can stack.
Survive the next fatal blow. CANNOT stack.
In the parallel universe, you cannot be killed by anything. Counter reduces by one on each turn. If it reaches zero, you die. CAN stack.
Thorns causes the enemy to take (number of thorns inflicted) damage if they attack this turn.
In the parallel universe, thorns restore (number of thorns inflicted) health with each attack this turn.
Thorns can stack.
Can only be killed with a wooden stake.
In the parallel universe, this restores all health when defeated, once.
Vampire CANNOT stack.
Vanish causes duplicate dice to immediately disappear.
Vanish CANNOT stack.
When you use equipment, increase CPU by [input dice/value].
Virus can stack.
Weaken temporarily causes (number of weaken inflicted) random equipment to becomes less powerful.
In the parallel universe, weaken causes (number of weaken inflicted) extra damage to be taken per attack.
Weaken can stack.