Difference between revisions of "RyonaRPG/Status"
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{{RyonaRPG}} | {{RyonaRPG}} | ||
| − | + | RyonaRPG uses a custom action-combat system, so status effects often change movement, charging, recovery or the on-map controls rather than following normal turn-based RPG Maker rules. The status display shows active conditions, but the symptoms on screen are often the quickest way to identify one. | |
| − | + | Most ordinary ailments can be treated with a '''Remedy''', '''Esuna''' or '''Panacea'''. Several physical restraints use a '''Teleport Stone''' instead. Persistent, equipment-driven and event-driven conditions must be resolved through their own item or event. | |
| − | Most | + | |
| + | An equipment '''curse level''' is a separate system that controls whether an item can be removed. See [[RyonaRPG/Curse Level|Curse Level]] for cursed equipment and removal methods. | ||
| + | |||
| + | __TOC__ | ||
| + | |||
| + | == Quick reference == | ||
| + | |||
| + | {| class="wikitable sortable" | ||
| + | ! Status | ||
| + | ! Main effect | ||
| + | ! Usual recovery | ||
| + | |- | ||
| + | | Poison | ||
| + | | Gradual HP loss; Attack falls; natural HP recovery stops | ||
| + | | Antidote, Remedy, Esuna or Panacea | ||
| + | |- | ||
| + | | Blindness | ||
| + | | The play area becomes dark | ||
| + | | Eye Drops, Remedy, Esuna, Panacea or time | ||
| + | |- | ||
| + | | Silence | ||
| + | | Active magic cannot be cast | ||
| + | | Book of Curing Silence, Remedy, Esuna, Panacea or time | ||
| + | |- | ||
| + | | Paralysis | ||
| + | | Movement becomes much slower | ||
| + | | Gold Needle, Remedy, Esuna, Panacea or time | ||
| + | |- | ||
| + | | Knockdown | ||
| + | | The character falls and cannot act normally | ||
| + | | Mash the attack key or use a Teleport Stone | ||
| + | |- | ||
| + | | Bleeding | ||
| + | | Gradual HP loss; Defense falls; natural HP recovery stops | ||
| + | | Hemostat, Remedy, Esuna or Panacea | ||
| + | |- | ||
| + | | Captured | ||
| + | | An enemy restrains the character | ||
| + | | Mash the attack key or use a Teleport Stone | ||
| + | |- | ||
| + | | Slime-Coated | ||
| + | | Movement becomes extremely slow | ||
| + | | Holy Water, Remedy, Esuna, Panacea or time | ||
| + | |- | ||
| + | | Fear | ||
| + | | Gradual MP loss; weapon and magic charging are disabled | ||
| + | | Stimulant, Remedy, Esuna, Panacea or time | ||
| + | |- | ||
| + | | Freeze | ||
| + | | The character is immobilized and cannot attack | ||
| + | | Mash the attack key or use a Teleport Stone | ||
| + | |- | ||
| + | | Stun | ||
| + | | The character cannot act | ||
| + | | Time | ||
| + | |- | ||
| + | | ??? | ||
| + | | Movement and charging slow; the EX gauge rises | ||
| + | | Lower EX, use the appropriate recovery item, or endure the effect | ||
| + | |- | ||
| + | | Fatigue | ||
| + | | Movement slows and attacks cannot be charged | ||
| + | | Time | ||
| + | |- | ||
| + | | Enfeeblement | ||
| + | | Accumulated weakness lowers all major stats | ||
| + | | Rest, Restoration or a weakness-recovery item | ||
| + | |- | ||
| + | | Shame | ||
| + | | Exposed clothing causes a small stat penalty | ||
| + | | Change clothing or remove the cause | ||
| + | |- | ||
| + | | Ecstasy | ||
| + | | Scripted status marker; it has no direct stat or action effect | ||
| + | | Hidden Church status recovery | ||
| + | |- | ||
| + | | Parasitism | ||
| + | | A parasite occupies an equipment slot and applies its own effects | ||
| + | | Dewormer, church help, a specific item or the parasite's event | ||
| + | |- | ||
| + | | Hypnosis | ||
| + | | Effects depend on the event that applied it | ||
| + | | Hypnosis Antidote where supported, or resolve the event | ||
| + | |- | ||
| + | | Digestion | ||
| + | | The character is trapped inside a creature or hazard and takes damage | ||
| + | | Escape through the active event | ||
| + | |- | ||
| + | | Malfunction | ||
| + | | Character-specific mechanical failure | ||
| + | | Resolve the character or event-specific cause | ||
| + | |} | ||
| + | |||
| + | == Ordinary ailments == | ||
=== Poison === | === Poison === | ||
| − | + | Poison steadily drains HP, lowers Attack by 20%, and stops natural HP recovery. It does not normally disappear by itself. Use an '''Antidote''', '''Remedy''', '''Esuna''' or '''Panacea'''. The '''Ironguts''' reaction reverses poison's HP effect instead of treating it normally. | |
| − | |||
| − | === | + | === Blindness === |
| − | + | Blindness darkens the play area but does not stop the character from attacking. It eventually wears off. Use '''Eye Drops''', '''Remedy''', '''Esuna''' or '''Panacea''' for immediate recovery. Some abilities deliberately reward fighting while blind. | |
| − | |||
=== Silence === | === Silence === | ||
| − | Silence prevents | + | Silence prevents active magic from being cast. Support effects that were already applied are not removed, and ordinary weapon attacks still work. It wears off with time or can be cured with the '''Book of Curing Silence''', '''Remedy''', '''Esuna''' or '''Panacea'''. |
| − | |||
=== Paralysis === | === Paralysis === | ||
| − | + | Paralysis greatly reduces movement speed, although attacks remain available. It wears off with time. Use a '''Gold Needle''', '''Remedy''', '''Esuna''' or '''Panacea''' to recover sooner. | |
| − | + | ||
| + | === Knockdown === | ||
| + | A knocked-down character is nearly immobile and cannot attack normally. Press the attack key repeatedly to stand up; stronger blows may require more presses. A '''Teleport Stone''' also clears Knockdown. | ||
=== Bleeding === | === Bleeding === | ||
| − | + | Bleeding steadily drains HP, lowers Defense by 20%, and stops natural HP recovery. It does not normally disappear by itself. Use a '''Hemostat''', '''Remedy''', '''Esuna''' or '''Panacea'''. | |
| − | |||
| − | === | + | === Captured === |
| − | + | Some enemies can restrain the character and prevent normal actions. Press the attack key repeatedly to escape. The required effort and escape chance depend on the enemy and attack. A '''Teleport Stone''' can break the standard Captured state, although scripted captures may continue through their own event. | |
| − | + | ||
| + | === Slime-Coated === | ||
| + | Slime-Coated reduces movement to roughly half the speed of Paralysis. It wears off with time or can be removed with '''Holy Water''', '''Remedy''', '''Esuna''' or '''Panacea'''. Slime-producing equipment or an ongoing event may immediately reapply it or prevent ordinary removal. | ||
=== Fear === | === Fear === | ||
| − | + | Fear steadily drains MP and prevents both weapon-charge attacks and charged magic. It wears off with time. Use a '''Stimulant''', '''Remedy''', '''Esuna''' or '''Panacea'''. | |
| − | + | ||
| + | === Freeze === | ||
| + | A frozen character is almost completely immobilized and cannot attack. Press the attack key repeatedly to break free, or use a '''Teleport Stone'''. | ||
| + | |||
| + | === Stun === | ||
| + | Stun briefly prevents all action. It clears after enough time has passed. | ||
=== ??? === | === ??? === | ||
| − | + | This condition makes concentration difficult. Movement slows, weapon and magic charge more slowly, and taking a hit may interrupt charging. The EX gauge also rises; movement becomes slower as the gauge approaches its limit. Reaching the limit causes a climax and applies '''Fatigue'''. | |
| − | |||
| − | |||
| − | |||
| − | |||
| − | + | '''Sedative''' and its improved form lower EX. '''Endure Pleasure''' can also reduce EX while active, and the condition clears once EX is brought sufficiently low. A '''Personal Mushroom''' and some general recovery effects can clear the status itself, but an active piece of equipment or event may reapply it. | |
| − | |||
| − | |||
| − | == | + | == Persistent and special conditions == |
| − | |||
| − | |||
| − | === | + | === Fatigue === |
| − | + | Fatigue sharply reduces movement and prevents charged attacks. It commonly follows a climax and can also be applied by certain attacks or spells. It normally clears after about ten seconds. | |
| − | |||
| − | === | + | === Enfeeblement and accumulated weakness === |
| − | The | + | The game tracks a long-term weakness value as adverse conditions accumulate. Once it exceeds 300, '''Enfeeblement''' is applied. The stat penalty scales with the stored value: every 10 points of weakness lowers the major stats by about 1%. |
| − | |||
| − | + | Resting at an inn reduces weakness; better rooms generally provide better recovery. '''Virgin First Pressing''' and '''Restoration''' also reduce it, and a meal at the [[RyonaRPG/Locations/Full Moon Pavilion|Full Moon Pavilion]] can help. The value can be checked through the character-data menus. Weakness accumulation is disabled on V-MAX difficulty. | |
| − | |||
| − | |||
| − | + | The separate database state named '''Weakened''' is used by particular attacks and events. Its duration and treatment depend on the source; it should not be confused with the long-term weakness counter described above. | |
| − | |||
| − | + | === Shame === | |
| + | Shame occurs when the character's clothing exposes more than she is comfortable with. It slightly lowers her stats, with the amount depending on both the equipment and character. Changing into suitable clothing removes the normal condition. Characters with '''Exhibitionism''' may gain EX while ashamed instead of reacting like other characters. | ||
| − | + | === Ecstasy === | |
| + | '''Ecstasy''' is separate from both the EX gauge and '''???''', even though the same event usually raises EX and applies ??? at the same time. Ecstasy itself has no built-in stat modifier, action restriction, HP or MP effect, timed duration or scripted penalty. No gameplay routine checks whether the character has the state. | ||
| − | + | Only two normal gameplay systems apply Ecstasy: the '''Invasive Parasite''' progression routine and the parallel '''Tentacler Z''' self-evolution routine. Each can apply it through the same four treatments: | |
| − | + | * A mouth-feeding refinement when '''My Dick''' is active and the parasite or machine has stored fluid available. This adds 0–20 EX. | |
| − | + | * From progression stage 2 onward, an automatic treatment can trigger on a 1-in-11 routine check while the character is poisoned. It clears Poison, Blindness, Silence and Paralysis, then adds 0–10 EX. | |
| − | * | + | * The same automatic treatment can respond to Bleeding. It clears Bleeding, Slime-Coated and Freeze, then adds 0–6 EX. |
| + | * It can instead respond to Fear. It clears Fear and Stun, then adds 0–15 EX. | ||
| − | + | Every one of these treatments applies '''???''' and '''Ecstasy''' after changing EX. The status is therefore evidence that one of those parasite or Tentacler Z treatments ran; merely raising the EX gauge does not apply it. | |
| − | |||
| − | + | The sister's status-recovery service in the [[RyonaRPG/Locations/Hidden, the Lurking Town|Hidden Church]] explicitly removes Ecstasy, clears ??? and resets EX to zero. | |
| − | |||
| − | === | + | === Parasitism === |
| − | + | Parasitism means that a parasite has attached itself to the character, usually by occupying an equipment slot. Each parasite has its own effects and many are cursed. Depending on the parasite, removal may require a '''Dewormer''', help from a church, a dedicated item or completion of its event. See [[RyonaRPG/Parasites|Parasites]] and [[RyonaRPG/Curse Level|Curse Level]]. | |
=== Hypnosis === | === Hypnosis === | ||
| − | + | Hypnosis is controlled by the event that applies it, so its gameplay and dialogue effects vary. A '''Hypnosis Antidote''' breaks supported sorcery-based hypnosis. Other forms last until their associated event or location state is resolved. | |
| − | + | ||
| − | + | === Digestion === | |
| + | Digestion is used when the character is trapped inside a creature or similar hazard. It deals damage while the event continues. Escape through the event's own controls or outcome rather than relying on a general status cure. | ||
| + | |||
| + | === Malfunction === | ||
| + | Malfunction is used by mechanical characters and character-specific events. Its effects and recovery rules depend on the source event. | ||
| + | |||
| + | === Brand === | ||
| + | Brand is primarily an event marker. Its consequences depend on the event or equipment that applied it rather than a universal recovery item. | ||
| + | |||
| + | == Buffs and transformations == | ||
| + | |||
| + | '''Protect''' halves physical damage, '''Shell''' halves magic damage, '''Haste''' increases movement speed, '''Slow''' reduces movement speed, and '''Regen''' gradually restores HP. Equipment may apply these effects permanently while worn. | ||
| − | == | + | '''Loli''' and '''Frog''' are special transformation states. Their duration and recovery are controlled by the event that caused them. |
| − | + | ||
| + | == Resistance and prevention == | ||
| + | |||
| + | Equipment descriptions may list a status as '''Guard''', '''Immunity''' or '''Resistance'''. A guard or immunity prevents the named effect; resistance improves the chance to avoid it but is not always absolute. Some abilities also alter resistance to traps, restraint or EX damage while imposing their own trade-offs. | ||
| + | |||
| + | == See also == | ||
| + | * [[RyonaRPG/Curse Level|Curse Level]] — equipment locks and removal methods | ||
| + | * [[RyonaRPG/Equipment|Equipment]] — equipment effects and resistances | ||
| + | * [[RyonaRPG/Abilities|Abilities]] — reactions, passive effects and status resistance | ||
| + | * [[RyonaRPG/Parasites|Parasites]] — parasite effects and removal | ||
| + | * [[RyonaRPG/Game system|Game system]] — controls and action-combat basics | ||
Latest revision as of 04:34, 4 September 2026
|
Japanese release Download the latest English edition Gameplay: Technical help: External links: The Japanese uploader and board may require a Japanese VPN on some networks. |
RyonaRPG uses a custom action-combat system, so status effects often change movement, charging, recovery or the on-map controls rather than following normal turn-based RPG Maker rules. The status display shows active conditions, but the symptoms on screen are often the quickest way to identify one.
Most ordinary ailments can be treated with a Remedy, Esuna or Panacea. Several physical restraints use a Teleport Stone instead. Persistent, equipment-driven and event-driven conditions must be resolved through their own item or event.
An equipment curse level is a separate system that controls whether an item can be removed. See Curse Level for cursed equipment and removal methods.
Contents
Quick reference
| Status | Main effect | Usual recovery |
|---|---|---|
| Poison | Gradual HP loss; Attack falls; natural HP recovery stops | Antidote, Remedy, Esuna or Panacea |
| Blindness | The play area becomes dark | Eye Drops, Remedy, Esuna, Panacea or time |
| Silence | Active magic cannot be cast | Book of Curing Silence, Remedy, Esuna, Panacea or time |
| Paralysis | Movement becomes much slower | Gold Needle, Remedy, Esuna, Panacea or time |
| Knockdown | The character falls and cannot act normally | Mash the attack key or use a Teleport Stone |
| Bleeding | Gradual HP loss; Defense falls; natural HP recovery stops | Hemostat, Remedy, Esuna or Panacea |
| Captured | An enemy restrains the character | Mash the attack key or use a Teleport Stone |
| Slime-Coated | Movement becomes extremely slow | Holy Water, Remedy, Esuna, Panacea or time |
| Fear | Gradual MP loss; weapon and magic charging are disabled | Stimulant, Remedy, Esuna, Panacea or time |
| Freeze | The character is immobilized and cannot attack | Mash the attack key or use a Teleport Stone |
| Stun | The character cannot act | Time |
| ??? | Movement and charging slow; the EX gauge rises | Lower EX, use the appropriate recovery item, or endure the effect |
| Fatigue | Movement slows and attacks cannot be charged | Time |
| Enfeeblement | Accumulated weakness lowers all major stats | Rest, Restoration or a weakness-recovery item |
| Shame | Exposed clothing causes a small stat penalty | Change clothing or remove the cause |
| Ecstasy | Scripted status marker; it has no direct stat or action effect | Hidden Church status recovery |
| Parasitism | A parasite occupies an equipment slot and applies its own effects | Dewormer, church help, a specific item or the parasite's event |
| Hypnosis | Effects depend on the event that applied it | Hypnosis Antidote where supported, or resolve the event |
| Digestion | The character is trapped inside a creature or hazard and takes damage | Escape through the active event |
| Malfunction | Character-specific mechanical failure | Resolve the character or event-specific cause |
Ordinary ailments
Poison
Poison steadily drains HP, lowers Attack by 20%, and stops natural HP recovery. It does not normally disappear by itself. Use an Antidote, Remedy, Esuna or Panacea. The Ironguts reaction reverses poison's HP effect instead of treating it normally.
Blindness
Blindness darkens the play area but does not stop the character from attacking. It eventually wears off. Use Eye Drops, Remedy, Esuna or Panacea for immediate recovery. Some abilities deliberately reward fighting while blind.
Silence
Silence prevents active magic from being cast. Support effects that were already applied are not removed, and ordinary weapon attacks still work. It wears off with time or can be cured with the Book of Curing Silence, Remedy, Esuna or Panacea.
Paralysis
Paralysis greatly reduces movement speed, although attacks remain available. It wears off with time. Use a Gold Needle, Remedy, Esuna or Panacea to recover sooner.
Knockdown
A knocked-down character is nearly immobile and cannot attack normally. Press the attack key repeatedly to stand up; stronger blows may require more presses. A Teleport Stone also clears Knockdown.
Bleeding
Bleeding steadily drains HP, lowers Defense by 20%, and stops natural HP recovery. It does not normally disappear by itself. Use a Hemostat, Remedy, Esuna or Panacea.
Captured
Some enemies can restrain the character and prevent normal actions. Press the attack key repeatedly to escape. The required effort and escape chance depend on the enemy and attack. A Teleport Stone can break the standard Captured state, although scripted captures may continue through their own event.
Slime-Coated
Slime-Coated reduces movement to roughly half the speed of Paralysis. It wears off with time or can be removed with Holy Water, Remedy, Esuna or Panacea. Slime-producing equipment or an ongoing event may immediately reapply it or prevent ordinary removal.
Fear
Fear steadily drains MP and prevents both weapon-charge attacks and charged magic. It wears off with time. Use a Stimulant, Remedy, Esuna or Panacea.
Freeze
A frozen character is almost completely immobilized and cannot attack. Press the attack key repeatedly to break free, or use a Teleport Stone.
Stun
Stun briefly prevents all action. It clears after enough time has passed.
???
This condition makes concentration difficult. Movement slows, weapon and magic charge more slowly, and taking a hit may interrupt charging. The EX gauge also rises; movement becomes slower as the gauge approaches its limit. Reaching the limit causes a climax and applies Fatigue.
Sedative and its improved form lower EX. Endure Pleasure can also reduce EX while active, and the condition clears once EX is brought sufficiently low. A Personal Mushroom and some general recovery effects can clear the status itself, but an active piece of equipment or event may reapply it.
Persistent and special conditions
Fatigue
Fatigue sharply reduces movement and prevents charged attacks. It commonly follows a climax and can also be applied by certain attacks or spells. It normally clears after about ten seconds.
Enfeeblement and accumulated weakness
The game tracks a long-term weakness value as adverse conditions accumulate. Once it exceeds 300, Enfeeblement is applied. The stat penalty scales with the stored value: every 10 points of weakness lowers the major stats by about 1%.
Resting at an inn reduces weakness; better rooms generally provide better recovery. Virgin First Pressing and Restoration also reduce it, and a meal at the Full Moon Pavilion can help. The value can be checked through the character-data menus. Weakness accumulation is disabled on V-MAX difficulty.
The separate database state named Weakened is used by particular attacks and events. Its duration and treatment depend on the source; it should not be confused with the long-term weakness counter described above.
Shame
Shame occurs when the character's clothing exposes more than she is comfortable with. It slightly lowers her stats, with the amount depending on both the equipment and character. Changing into suitable clothing removes the normal condition. Characters with Exhibitionism may gain EX while ashamed instead of reacting like other characters.
Ecstasy
Ecstasy is separate from both the EX gauge and ???, even though the same event usually raises EX and applies ??? at the same time. Ecstasy itself has no built-in stat modifier, action restriction, HP or MP effect, timed duration or scripted penalty. No gameplay routine checks whether the character has the state.
Only two normal gameplay systems apply Ecstasy: the Invasive Parasite progression routine and the parallel Tentacler Z self-evolution routine. Each can apply it through the same four treatments:
- A mouth-feeding refinement when My Dick is active and the parasite or machine has stored fluid available. This adds 0–20 EX.
- From progression stage 2 onward, an automatic treatment can trigger on a 1-in-11 routine check while the character is poisoned. It clears Poison, Blindness, Silence and Paralysis, then adds 0–10 EX.
- The same automatic treatment can respond to Bleeding. It clears Bleeding, Slime-Coated and Freeze, then adds 0–6 EX.
- It can instead respond to Fear. It clears Fear and Stun, then adds 0–15 EX.
Every one of these treatments applies ??? and Ecstasy after changing EX. The status is therefore evidence that one of those parasite or Tentacler Z treatments ran; merely raising the EX gauge does not apply it.
The sister's status-recovery service in the Hidden Church explicitly removes Ecstasy, clears ??? and resets EX to zero.
Parasitism
Parasitism means that a parasite has attached itself to the character, usually by occupying an equipment slot. Each parasite has its own effects and many are cursed. Depending on the parasite, removal may require a Dewormer, help from a church, a dedicated item or completion of its event. See Parasites and Curse Level.
Hypnosis
Hypnosis is controlled by the event that applies it, so its gameplay and dialogue effects vary. A Hypnosis Antidote breaks supported sorcery-based hypnosis. Other forms last until their associated event or location state is resolved.
Digestion
Digestion is used when the character is trapped inside a creature or similar hazard. It deals damage while the event continues. Escape through the event's own controls or outcome rather than relying on a general status cure.
Malfunction
Malfunction is used by mechanical characters and character-specific events. Its effects and recovery rules depend on the source event.
Brand
Brand is primarily an event marker. Its consequences depend on the event or equipment that applied it rather than a universal recovery item.
Buffs and transformations
Protect halves physical damage, Shell halves magic damage, Haste increases movement speed, Slow reduces movement speed, and Regen gradually restores HP. Equipment may apply these effects permanently while worn.
Loli and Frog are special transformation states. Their duration and recovery are controlled by the event that caused them.
Resistance and prevention
Equipment descriptions may list a status as Guard, Immunity or Resistance. A guard or immunity prevents the named effect; resistance improves the chance to avoid it but is not always absolute. Some abilities also alter resistance to traps, restraint or EX damage while imposing their own trade-offs.
See also
- Curse Level — equipment locks and removal methods
- Equipment — equipment effects and resistances
- Abilities — reactions, passive effects and status resistance
- Parasites — parasite effects and removal
- Game system — controls and action-combat basics