In The World, a player character's condition can be altered by various status effects, both detrimental and beneficial. There are effects that affect stat values (such as attack or defense, either raising or lowering them, commonly referred to as buffs and debuffs) and effects that can hinder the player (for example paralysis or a crippling strike), cause them to suffer (for example poisoning or being set on fire) or act strangely (such as attacking allies).
Status conditions last for a set amount of time unless removed through the use of magical effects or items. Duration is measured in posts. Note that this refers to the posts of the target affected by the status condition, and only posts made in that single instance. In other words, if you are poisoned, the posts your fellow players make won't decrease the duration of the poison, and the same goes for posts you make outside of the thread (where you are, in terms of timeline, not affected by poison).
In addition to this, almost all status conditions are dispelled upon exiting an area and entering a Root Town (exceptions to this rule will be noted as such). Note that this rule does not apply if the status condition is put into play while the target is already in a Root Town.
Please note that .Hack//Infinity is not a rules-heavy game, and we abide by the law of Story over Rules. I've used percentages and "hard" mechanics in the list below, but there's no need for you to keep track of your hit points when poisoned or roll a die to choose a target when confused (unless you want to, of course!). It's purely RP fodder apart from certain events.
With the exception of GM'd scenarios (such as dungeons, or site events, where a referee is in charge), you are - within reason, of course - free to alter the effects - chiefly duration - of status conditions to suit the flow of your story. If it's necessary for your character to be asleep for five posts and miss a crucial part of the battle, you are free to let them sleep.
This list of Status Conditions (excluding Curses) was written by Sapling. Please PM me with ideas and suggestions.
> Poison A devastating poison that slowly drains the life from your body. Lasts: 6 posts. Effect: The target's HP is reduced by 10% of its maximum value every post (total damage over all 6 ticks: 60% of maximum HP). If a character afflicted by poison would be reduced to zero HP, they are instead left with 1 HP, but the poison remains until cured or after 6 posts.
> Flinch You are momentarily stunned. Lasts: 1 post. Effect: The target cannot take any action except to speak and observe. Flinch effects cannot stack; if you receive two or more Flinch effects before your turn, you are still only stunned for that one turn.
> Cripple You are crippled, reducing your mobility. Lasts: 3 posts. Effect: The target's movements are slowed significantly, and their attack speed is greatly reduced. While the effect lasts, the target cannot jump.
> Rend Causes a gashing wound that cannot be healed through normal means. Lasts: 5 posts. Effect: The target's HP is reduced by 5% of its maximum value every post (total damage over all 5 ticks: 25% of maximum HP). While under the effect of Bleed, the effectiveness of healing done to the target is reduced by 50%. A character can be slain by the damage tick from Bleed.
> Paralysis A shocking effect impairs your mobility. Lasts: 3 posts. Effect: Player cannot move or use skills or spells that would transport them elsewhere. They may still cast other skills and spells and attack as normal.
> Freeze A terrible chill lances throughout your body, numbing arms and legs. Lasts: 6 posts. Effect: The target's movement speed is significantly reduced. While frozen, the target becomes very brittle and takes bonus damage from physical attacks. Spells and effects that produce heat, such as a fireball, will remove the Freeze effect if used on the target.
> Burn Your body is set on fire, causing lasting damage. Lasts: 5 posts. Effect: The target's HP is reduced by 5% of its maximum value every post (total damage over all 5 ticks: 25% of maximum HP). While on fire, there is a chance that nearby players or enemies may be set ablaze as well. Spells and effects that pelts the target with water or deprives the fire of oxygen will remove the Burn effect. A character can be slain by the damage tick from Burn
> Sleep You fall asleep. Lasts: 3 posts. Effect: The target cannot take any action except in their dreams. Being hit by any form of attack that isn't mental in nature will wake the target.
> Fear You are terrified. Lasts: 1 post. Effect: The target is struck by fear of the cause of this effect (usually the enemy that cast it) and cannot take any action except to flee from the cause of the fear.
> Blind You are robbed of your sight. Lasts: 2 posts. Effect: The target becomes temporarily blind, causing a blurry filter to appear on the display screen or FMD. While blind, the target cannot land physical attacks or skills, and magical attacks have a 50% chance of missing completely.
> Berserk You enter a frenzied state, causing you to attack your target with no regard to your own safety. Lasts: 4 posts or until all nearby enemies are defeated. Effect: The target becomes physically empowered, greatly raising their physical damage, but their defensive stats are moderately lowered. While the effect lasts, the target may not cast spells, and may not use any skills that do not cause damage. The target will repeatedly pursue and attack nearby foes until no enemies remain in the vicinity.
> Confusion You lose the ability to tell friend from foe. Lasts: 2 posts. Effect: The target goes mad, and begins to strike at nearby targets - both allies and enemies - indiscriminately using physical attacks. The target will not attack themselves.
> Charm You are placed under the influence of an enemy, causing you to obey their commands. Lasts: 2 posts. Effect: The target goes mad, and begins to relentlessly attack any nearby allies using physical attacks. The target will not attack themselves.
> Seal A magical force seals away your abilities. Lasts: 2 posts. Effect: Player cannot use spells or skills. Items that would produce skill- or spell-like effects are exempt from this rule.
> Despised Curse Lasts: Indefinitely until spell is broken. Effect: Morphs affected player character into any specific beast/animal. Chant: "Here be the sinner, whom has wronged and shall be punished for his crimes."
> Accursed True Name Lasts: Indefinitely until spell is broken. Effect: Morphs affect player character model into a grunty version of itself (R:2 Version). Chant: "Let the cursed words ring through the vileness in your hearts. May you become the creatures you've regressed to!"
> Crimson Lasts: Indefinitely unless removed. Description: A curse that emblazons the user with tribal markings across the body. Effect: Allows for the skill Flash Fire, which imbues all attacks with fire element damage, but burns the user in return (see Burn).
> Jade Lasts: Indefinitely unless removed. Description: A curse that emblazons the user with tribal markings across the body. Effect: Allows for the skill Poison Spores, which imbues all attacks with earth element damage and grants a 25% chance of inflicting poison upon enemies, but poisons the user in return (see Poison)
> Onyx Lasts: Indefinitely unless removed. Description: A curs that emblazons the user with tribal markings across the body. Effect: Allows for the skill Dark Fate, which imbues all attacks with dark element damage and grants a 35% chance of inflicting bleed upon enemies, but bleeds the user in return (see Rend).