The following are common statuses players (PCs) can apply to enemies:
- Singed
- Singed does nothing on its own. However, if an enemy is Singed twice in the same turn, they are Scorched.
- Scorched
- The enemy takes an additional 3 fire damage from each attack.
- Note that this fire damage is applied against their mage armor as if it were a separate attack that does magical damage.
- The enemy takes an additional 3 fire damage from each attack.
- Chilled
- Chilled does nothing on its own. However, if an enemy is Singed twice in the same turn, they are Frozen.
- Frozen
- The enemy gains 1 temporary armor, but cannot take an action or move unless they discard an Ability Card. When that armor is shredded, they “shatter” and are no longer frozen.
- Weakened
- The enemy’s next attack’s damage is halved, rounded down.
- Charm
- Charmed does nothing on its own. However, if an enemy is Charmed twice in the same turn, they are Lovestruck with the last person who Charmed them.
- Lovestruck
- The enemy cannot target the player with whom they are lovestricken.
- Poisoned
- The enemy takes 1 damage for each ability it uses on its turn. This damage ignores armor.
- Dazed
- Withdrawing from an enemy who is Dazed costs no dice.
- Stunned
- The enemy discards an ability card.
- Queasy
- The enemy cannot use Strong Abilities without discarding an ability card.
- Provoked
- The enemy must attack their provoker.
- Scry X
- The enemy reveals X ability cards.
- Banished
- The enemy skips their turn, but cannot be interacted with.
- Prone
- The enemy must discard an ability card to move.
- Push
- The enemy moves back one distance modifier (next to -> near, near -> far, far -> distant)
- Pull
- The enemy is moved from wherever they are to you.
- Blinded
- The enemy’s next attack or ability incurs a doom die
- Scared
- Scared does nothing on its own. However, if an enemy is Scared twice in the same turn, they are Panicking.
- Panicking
- The enemy must discard an ability card or move away from their target in fear.