List of Status Conditions

From Golden Sun Universe
(Redirected from Delusion)
"Poison" redirects here. For the unused Psynergy, see List of unacquirable Psynergy.
The Poison status condition.

In the Golden Sun games, a Status Condition is something that afflicts a player character or an enemy with an abnormal, usually harmful effect. Status Conditions come in two forms; those that go away after a battle, and those that stay until they are healed. In both cases, they can be resisted; the higher the target's luck, the better the chance.

For chances for these and other secondary effects to land, see the article for Luck.

Temporary Conditions

The following is a list of all Status Conditions that last only during battle. These conditions can fade away on their own, or can be healed by the Restore Psynergy or by using an Elixir or, in Golden Sun: Dark Dawn, a Dried Lizard.

Delusion
A very minor effect. Delusion converts an opponent's odds of missing with a regular attack from 1/32 to 3/5, and while it can last a maximum of seven turns, the end of each turn can see the affected combatant shaking it off with 30% success rate. Against more advanced enemies that use enhanced attacks deriving from their physical attack, it is effectively useless, but simpler opponents that rely on standard attacks can be highly inhibited by it.
Stun
The equivalent of being paralyzed. The afflicted character/enemy is incapable of doing anything as long as the effect is in place. While it can last a maximum of seven turns, the end of each turn can see the affected combatant shaking it off with 40% success rate. The manual to the North American version of The Lost Age refers to this effect as "Sting" in one instance.
Sleep
The afflicted is put into an enchanted sleep. In essence, Sleep is the same as Stun, but slightly inferior because the afflicted can shake it off with 50% success rate, and being damaged on any turn from the third turn onward will produce a 25% chance to awaken the user prematurely. However, sources of Sleep have a slightly higher chance to affect targets.
Seal
This effect results in the afflicted losing their ability to cast any PP-costing effect (or Psy Drain). While it can last a maximum of seven turns, the end of each turn can see the affected combatant shaking it off with 30% success rate. Against enemies that have no Psynergy, it is useless.
Death Curse
Called "Curse" in-game. Death Curse is a rare, fairly pointless effect; if the afflicted isn't healed before executing seven actions, they're instantly downed. Due to the vast amount of time available to heal it, and the fact that few things can cause it, Death Curse is little more than a gambler's Psynergy; however, it can afflict very few bosses, bringing its usefulness down even further. Also, enemies that can inflict the Curse status will not target enemies already afflicted by it; however, if Curse is applied to a target already afflicted, the countdown timer will be forwarded one measure. It should be noted that, when an ally is afflicted with a Death Curse, the countdown will be paused if the Adept in question is not in the currently battling party.
Temporary Stun
This effect is often regarded as one of the most useful. If the user of an attack that can cause this condition hits an enemy before they've attacked (in the case of enemies with multiple attacks, if they still have attacks left), the target cannot attack. As soon as their attack turn is over, the effect wears off. Against enemies with multiple attacks, this condition is considered highly valuable, as it reduces their total number of attacks.

Permanent Effects

The following is a list of all possible Status Conditions that require healing to be removed. All of them can be removed at a Sanctum, but other ways to heal them exist.

Downed
The equivalent of being unconscious. A Downed character cannot do anything, including receive experience points. Typically, this is reached only when a character hits 0 HP; monsters die when they reach this point (although creatures in the Phoenix enemy line are capable of bringing them back). Exceptions include certain unleashed weapon effects (e.g. Crystal Rod) and the Condemn Psynergy. Water of Life, certain Djinn (e.g. Quartz, Tinder, Dew, etc.), and the Revive Psynergy can remove this condition.
Poison/Venom
These two effects are identical in function; the only difference between them is their strength. Poison causes the afflicted to lose some HP after they attack; Venom (also referred to as Deadly Poison) causes them to lose a lot of HP. Cure Poison, the Unicorn Ring, the Djinn Tonic and Salt, and Antidote can remove this condition. If an enemy loses the last of its HP due to poison or venom, the message: "(Enemy)'s strength was exhausted!" appears and the enemy dies.
Equipment Curse
See also; Cursed item
This effect is rather unique, as it is caused by equipment. Certain pieces of equipment have a curse on them; this curse means that the wielder cannot remove the equipment once equipped, and they will on occasion lose the ability to move when it comes their turn to attack. The equipment's paralysis effect can be nullified by giving the wielder the Cleric's Ring; however, the equipment itself can only be removed at a Sanctum.
Haunt
The rough equivalent of being possessed, Haunt causes a ghost or demon to follow the afflicted around, taking the appearance of a ghostly spirit circling them. Whenever someone afflicted with Haunt deals damage, they have a 25% chance to take damage equal to 25% of the damage dealt. Haunts can be especially deadly if the Haunted character has low HP and deals a large amount of damage; this may well be enough to Down them. Haunts can be removed at a Sanctum, as well as by the Djinn Tonic and Salt.
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