[When demons are inflicted with “Panic” in NINE, their model becomes discoloured and they begin spinning around as seen here.]
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[When demons are inflicted with “Panic” in NINE, their model becomes discoloured and they begin spinning around as seen here.]
Status Conditions
POISON
Poison can take the form of a chemical poison, a natural poison or venom, or even a virus.
Poisoned creatures have disadvantage on ability checks and attack rolls. In initiative, they take 1d6 Poison damage at the start of their turn. Outside of initiative, they take that damage every 10 minutes. Poison also adds 1 level of Fatigue.
Poison can be cured by antidotes or healing skills/spells. Otherwise, it passes naturally after 8 hours.
CONFUSION
A Confused creature is usually one in a state of panic or disorientation, or otherwise not fully aware of its bearings or the situation it's in. Its actions tend to be random and unfocused.
Any player controlling a Confused creature in combat must roll a d4 at the start of their turn. Upon landing a 1, the player chooses a direction for the character to move in, as far as they can go straight in that direction. Upon landing a 2 or 3, the creature makes an attack (NOT A SKILL OR SPELL) against the nearest creature, be it friend or foe, at disadvantage. If there is no target within range, move toward the nearest one, as close as possible. Upon landing a 4, the creature uses a random skill they know, including signature skills, against the nearest foe (use a number generator or roll for it). If the creature does not have enough SP for this, choose a normal attack. If there is no target within range, move toward the nearest one, as close as possible.
Confusion ends when combat is over, or when the creature is “snapped out of it” outside of combat. It can also be cured with healing skills/spells.
LAG
Lagging is typically indicative of a poor connection to the server of whichever Digital World you happen to be in, but can also be described as a form of stun or paralysis.
Lagging creatures move at half speed, cannot take reactions, and automatically fail Strength and Dexterity saving throws. Attack rolls made against them are at advantage. That can also speak only falteringly.
A Lagging creature stops lagging either when the cause is neutralized, or when combat ends. It can also be cured through healing skills/spells.
SLEEP
A Sleeping creature counts as resting, whether they are asleep by their own will or not. Unless by a special case, the creature cannot take actions or move.
A Sleeping creature can be woken up by a number of means, but those put to sleep unnaturally must be cured by a skill/spell, or they will wake up on their own as according to the cause of their sleep.
BURN
A creature suffering from a Burn deals half damage for any physical attack it makes, rounding up. It also takes 1d4 damage at the start of its turn every turn until the burn is soothed. Outside of initiative, this damage is instead dealt every 10 minutes.
A Burn is naturally soothed after one hour in normal climates, 30 minutes in Cold, and does not naturally heal in Heat, but may also be cured by medicine or healing skills/spells.
FREEZE
A Frozen creature is completely encased in ice, along with any object it is wearing or carrying. Its weight increases by a factor of 10, and it ceases aging. The creature cannot take actions or reactions and can't move or speak, but remains aware of its surroundings. Attack rolls against the creature have advantage. The creature automatically fails Strength and Dexterity saving throws. The creature has Resistance to all damage (even damage they would normally be immune or weak to) except Fire. The creature is immune to all other statuses, ailments, and diseases, though any of these already in effect are suspended, not cured.
A Frozen creature thaws after 2 hours pass in a normal climate, or one hour in Heat. This status can also be cured with healing skills/spells.
BLINDNESS
A Blinded creature can't see and automatically fails any ability check that requires sight. Attack rolls made against the creature have advantage, while the creature's attack rolls have disadvantage.
This status passes naturally after 3 hours, but can also be cured via healing spells/skills.
FEAR
Sometimes you'll come across some frightening things in the Digital World, and sometimes the effect of Fear will be instilled within you by an attack or spell.
A Frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within sight. The creature can't willingly move closer to the source of its fear.
This status passes naturally when the cause of the creature's Fear is neutralized, or when cured by healing skills/spells.
PRONE
A Prone creature is generally one who has been knocked to the ground and made vulnerable.
A Prone creature's only movement option is to crawl unless it gets up, thereby ending the condition. A Prone creature has disadvantage on attack rolls, and attack rolls made against it have advantage so long as the attacker is within 5 feet of the creature. Otherwise, attack rolls made against it are at disadvantage.
RESTRAINT
A Restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. Attack rolls made against the creature have advantage, and the creature's attack rolls have disadvantage. The creature also has disadvantage on Dexterity saving throws.
UNCONSCIOUS
An Unconscious creature can't take actions or reactions, can't move or speak, and is unaware of their surroundings. The creature drops whatever it's holding and falls prone. The creature automatically fails Strength and Dexterity saving throws. Attack rolls made against it have advantage. Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
DEAF
A Deafened creature can't hear and automatically fails any ability check that requires hearing. This status passes as according to the cause.
FATIGUE
Some hazards and conditions, such as starvation, lack of rest, or long-term exposure to extreme temperatures, lead to Fatigue. There are 6 levels of Fatigue, and their effects (which stack) are as follows:
1: Disadvantage on ability checks
2: Speed halved
3: Disadvantage on attack rolls and saving throws
4: Hit Point maximum halved
5: Speed reduced to 0
6: Death
Levels of Fatigue can be removed by resting.
PETRIFICATION
A Petrified creature is transformed, along with any non-magical object it is wearing or carrying, into a solid inanimate object (usually stone). Its weight increases by a factor of 10, and it ceases aging. The creature cannot take actions or reactions, can't move or speak, and is unaware of its surroundings. Attack rolls against the creature have advantage. The creature automatically fails Strength and Dexterity saving throws. The creature has Resistance to all damage (even damage they would normally be immune or weak to). The creature is immune to all other statuses, ailments, and diseases, though any of these already in effect are suspended, not cured.
This status passes only as according to the cause.
INVISIBILITY
An Invisible creature is impossible to see without the aid of Magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can still be detected by any sense other than vision, however. Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.
This status passes only as according to the cause.
GRAPPLING
A Grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. The condition ends if the grappler is unable to make actions or reactions. The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect.
Prompto shooting Igis
A taxonomy of enemies in Classic™ JRPGs:
weak enough that you can just use brute force against them, inflicting status ailments on them is a waste of time and resources.
strong enough that status ailments would be helpful, but also they're immune to any and all status ailments. this includes every single boss.
gimmicky fights which require an infuriatingly-precise strategy. this is not indicated in any way in advance, let alone what the necessary strategy actually is. generally a subset of 2.
What kinda status ailment hell is this?
So I finally was able to get my Lost Dimension screenshots transferred to the laptop. Obviously the first thing to do is to go through and sort them. Well... I come across this one.
Uhhhhhh Mana...
Mana I... Are you certain that you’re absolutely 100% calm? Because that seriously looks like you got a case of the berserk status. I mean... YOU HAVE THE CLOUDS SWIRLING AROUND YOU HEAD
Sho I advise you run
(under the cut is a bonus behind the scenes shenanigans)
Shadow Teddie is fucking terrifying. I’m so glad I brought Parvarti.
NO WHY DID I BUTTON MASH?? I used Tarukaja on YUKIKO! Oh well, may as well Agilao it. Aaaand now she’s silenced.
I just noticed that Chie’s idle animation has her bounce in time to the beat of “Starships”. Huh.
Don’t bother lowering our defence, I have Dekunda!
Let’s try some Almighty, then. That was not as good as I’d hoped.
...Teddie, I can and will spam Dekunda through this entire fight. Stop trying.
Ooooh crap here comes the big one. A turn of damage-dealing, then a turn of guarding!
Time to swap to Dominion, it has Zionga. And please, Chie, make use of that Tarukaja...
Ah fuck, Mind Charge. Yukiko may want to guard. Me, I’m putting up Parvarti. Yup, Mabufula. Crap, that almost took out Yosuke!
Rrrrrgh this boss is SUCH A FUCKING DAMAGE SPONGE. AND IT SILENCED YU. FUCK. Man fuck this I’m gonna throw ball lightning at it.
IT’S NOT EVEN AT HALF HEALTH YET. And great it Mind Charged again. >:(
Okay, time to make creative use of items. Assault Signal go!
Great Yukiko’s dizzy. NOPE YOSUKE WOKE HER UP. Nice!
Okay we’re at below half. Good work, everyone. Chie, hit that Tarukaja. Yukiko, keep healing. Media isn’t great but it’s something. Teddie, need I remind you that I HAVE DEKUNDA?
YOU ARE NOT ALLOWED TO USE NULLITY GUIDANCE TWICE IN A ROW ON THE TWO FASTEST PARTY MEMBERS. NO. Thank you for pulling me up, Chie.
Yosuke is screwed if Nihil Hand gets him. Thank god I had a Hiranya left.
HOW DOES IT STILL HAVE A QUARTER OF ITS HP. HOW.
RAAAR I JUST ACCIDENTALLY TARUKAJA’D YUKIKO *AGAIN*.
Oh crap Yu is almost out of SP. That could be bad. Wait, I have Chewing Souls! Crisis averted. :)
HE’S REELING! SHADOW TEDDIE IS REELING!
Joy. He got a Mabufula off and used the one more to break Parvarti’s ice resistance. >:(
Just keep hitting him guys, we’re almost there.
SHIT. MARAKUNDA. YU IS SILENCED AND I CAN’T HEAL IT. Yukiko, spam Media!
Oh thank fuck he recovered. Mediarama has saved my ass so many times in this fight.
C’mon, he’s at a sliver! We’re spamming standard attacks -
CHIE RECOVERED!
YUKIKO TOOK HIM OUT WITH A FUCKING FAN! HOLY SHIT!
Brave Frontier Status Ailments
In Brave Frontier hack there are many aspects that relate to the real world. One such aspect of the game is status ailments. These are things like drowsiness at work, a concussion after a sporting event, or maybe even being sore getting out of bed. Some other games that have status ailments are Final Fantasy and Pokemon games. These status ailments could cost a unit its life. As the gamer in charge of the units, you should know how to deal with the ailments and what causes them.
The first status ailment is poison, which leads to losing health points every turn. Think of it like real poison where you are dying as more time passes when you don’t receive the antidote. The only way to get rid of poison in Brave Frontier is to give a unit an antidote. This is a blue vase that eradicates any poison in an ally. The next status ailment is weakness. Weakness causes a unit’s defensive strength to decrease. Imagine someone coming up to you in a battle and stealing your shield right from your arms. This is pretty much weakness is. It destroys some of your defense. Another ailment similar to weakness is sickness; which decreases recovery strength. This can play a big role in quests since you need it to help your unit’s health to get higher between battles or they will die eventually. The last ailment similar to these two is injury; which decreases attack strength. This plays a big role in fights if this happens to your lead character that you rely on so heavily. This would be like someone coming up to you and replacing your Excalibur of a sword with an old rusted piece of crap. Don’t let any of these last three ailments hurt your team. To get rid f any one of them you will want to use a tonic, which is in the yellow vase in Brave Fronier hack tool.
Paraylsis causes your unit to be unable to perform actions for a certain period of time. This can be one of the most annoying status ailments in the game. If you ever played a pokemon game you will remember how bad it sucks not being able to attack while this happens to your starter pokemon. The item to remove paralysis is a stimulant; which is in the black cauldron. The last status ailment in Brave Frontier is curse. Curse causes your brave burst to not fill up and become unusable. This can lead to a downfall if you rely on a certain characters Brave Burst. The item that removes curse is holy water, which is a golden cauldron. There are also some other important items that help increase resistance against these status ailments. The items are light spheres. You can get one for every ailment in the game deciding on which one you think hurts your team the most during quests and battles.