For More OV goodness: One Vision Guide

This is a guide meant to clarify the full extent of the changes different status effects have, since many have secondary effects that are far from obvious, but are pretty interesting when you think about it (Such as units not in their right mind being immune to Persuasion abilities). I will break these down into different categories for convenience.

Note: Many of these numbers are noted as “around”, because their real numbers can be misleading. For Exact calculations for all version, check out Raics’ excellent damage calculator HERE. In essence, though the bonuses for most things is around 25%, it can have an effect closer to 15-40%. In the mod, all of these should be more noticeable, as the original version’s passive buffs caused many of these effects to be practically over-written, such as the Evasion penalty on Leaden going unnoticed for years. I will be updating this section with any new discoveries, since even now, almost a decade later, there’s still more to uncover. It should also be noted that many debuff/buff times are exclusive, so most similar ones with over-write each other. This means you can’t have Spellcraft and Strengthen at the same time, for example.

Shutdown Debuffs

These are all of the effects that can effectively stop a unit from being useful for at least their next turn. They are your best counter to a unit that you can’t immediately stop, and generally render your characters useless for 1-7 turns.

Stun –

50% chance to fail when taking an Action

Skills and Movement are unaffected

Prevents Counter, Mind’s Eye, and Preempt

Stop –

Stops unit from taking their

Over-writes Shackle and Bind

Shackle –

Prevents use of primary actions

Movement and Skills are still use-able

Prevents Counter and Preempt

Over-writes Bind and Stop

Asleep/Sleep –

Unit falls to the ground and takes a nap

Any damage at all, including poison will awaken them.

Missing a status effect, or adding a non-damaging status effect will not disrupt their nap.

Cannot be Persuaded. Testing on Snorlax was inconclusive.

Petrified –

Turns target to stone

Flying targets turned to stone and knocked off a cliff will instantly die.

Reduces incoming magic damage by about 80%

Cannot be Persuaded

Over-writes Poison and Envenom

Charm –

Unit temporarily switches sides

Any damage or status effect will revert this status.

Cannot be Persuaded

Skills still only affect their intended targets (The AI may try to use Lament of the Dead or similar moves on their own team, to no effect)

Bewitch –

Unit temporarily switches sides

Loyalty drops with every turn (Which may never do anything, but it’s a nice touch.)

Damage does not revert this status

Cannot be Persuaded

Skills still only affect their intended targets (The AI may try to use Lament of the Dead or similar moves on their own team, to no effect)

Movement Debuffs:

These are the ones that will primarily be affecting movement, but usually have an extra effect that went unnoticed.

Leaden –

Reduces vertical movement range by 1

Grounds flying/hovering units

Reduces evasion by around 40% (Note that this also makes debuffs more likely to land)

Hobble –

Reduces movement range by 1

Bind/Bound –

Prevents unit from moving

Status Buffs/Debuffs:

These are your more common or general purpose debuffs.

Silence –

Prevents use of all Spells, most Art of War, Persuasion, and Vocal Skills

Non-Song Skills are unaffected.

Slow/Slowed –

Slows RT ticks by around half

Poison –

Around 5% damage per tick, 1-2 times per normal turn

Cannot fall asleep

Envenom –

Around 10% damage per tick, 1-2 times per normal turn

Cannot fall asleep

Strengthen/Strengthened –

Around 20% boost in max physical damage

Weaken –

Around 20% drop in max physical damage

Fortify/Fortified –

Around 20% drop in enemy max physical damage taken

Breach –

Around 20% increase in enemy max physical damage taken

Trueflight –

Around a 40% increase in Ranged Accuracy

Sidestep –

Around a 20% increase in Ranged Evasion

Falseflight –

Around a 20% drop in Ranged Accuracy

Misstep –

Around a 20% drop in Ranged Evasion

Truestrike –

Around a 20% increase in Melee Accuracy

Falsestrike –

Reduces melee accuracy by Around 30%

Dodge –

Around a 20% increase in Melee Avoidance

Stagger –

Around a 20% drop in Melee Evasion

Spellstrike –

Around a 20% increase in Spell Accuracy

Rupture/Enfeeble –

Around 20% drop in Magic Defense

Resilient –

Around 20% increase in Magic Defense

Feeblemind/Spoilspell –

Around 20% drop in Max Magic Damage

Spoilheal –

Around a 5 HP drop in healing potential. Usually combined with Addle.

Unreasonably disappointing, but unchangeable

[Element] Averse –

Around 15% extra damage from [Element]

Resist [Element] –

An around 15% reduction in damage from a particular element that scales up from armor and opposite element augment rank.

Frightened/Fright –

Around 20% drop in Damage/Defense/Evasion

Cannot be Persuaded

Curse/Cursed –

20% drop in Max HP/MP

Cannot Counter

Cannot be Persuaded

Life Debuffs:

Near Death –

Unit turns into a strobe light so that you know to heal their major boo boos

Often a trigger for story dialogue, and usually the fight end trigger when a unit is able to retreat.

Sharply increases Recruit chances

Incapacitated –

Unit has 0 health, and begins their bleedout timer

Can be turned into a Zombie with Living Corpse if a generic character.

Can be revived with a Hallowing Stone

Can be evacuated with a Blessing Stone

Stilled –

Undead unit with 0 health

Will revive in 3 turns

Can be Exorcised or Sanctified to prevent revival

Zombie –

Unit can revive, but does not gain Exp or Skill Points

Weak to Divine, immune to Dark

Skeletons are immune to Poison

Human Zombies are classed as Umbra for recruitment and racial skills

Beasts, Dragons, Etc are still their normal races for hiring and racial skills.

Rare or Unique Debuffs

Paranoia –

Ogre Armor use effect

Causes unit to not be heal-able

Cannot be Persuaded

Addled/MP Down –

Lowers MP by 20%

Lower MP also means slower MP generation

Wither –

Lowers HP by 20%

Movement Buffs



Lavawalk –

Walk over Lava as if it were land

Expiring while walking on Lava leaves the unit trapped.

Flight/Windwalk –

Gain the ability to fly (Vertical movement set at 32)

Ignores Rampart Aura

Can only land on

Warp/Blinkwalk –

Teleport to anywhere laterally within range

Vertical movement is increased, but not infinite.

Still affected by Rampart aura and impermanent objects.

Levitate/Cloudwalk –

Hovers over same-height gaps

Ignore traps

Losing Cloudwalk while over a pit results in instant death

Unit cannot stop above lava.

Waterwalk –

Walk on water as if it was Land

No additional accuracy bonuses

Nimble –

Ignore Terrain

Still affected by Rampart Aura

Over-Written By Leaden

Battering Ram –

Ignore Rampart Aura

Usually paired with Renewal

Sanctified –

Undead cannot approach within 1 tile.

User is also Bound

Survivability Buffs

Renewal –

Recover HP at about 5% per tick, 1-3 times per turn.

Gives a small 10% health heal up front.

Healcraft –

Increase healing by about 5 HP, cue the slow clap

(Note, this is apparently hard coded, and currently unlikely to be improved)

Spike Skin/Pain Aura –

Reflects incoming damage back on attackers until next round

Over-written by any other Ready Skill

General and Weapon Buffs

Silence-Bringer –

All attacks with a Weapon inflict Silence on hit

Poison-Bringer –

All attacks with a Weapon inflict Poison on hit

Stun-Bringer –

All attacks with a Weapon inflict Stun on hit

[Element] Touched –

15% bonus damage from [Element] added to weapon

Scales by about 5% extra per Augment rank (Added to the bonus, not the original hit)

Quickened –

Increases RT ticks by about 50%

This also means Buffs/Debuffs fall off faster

Negate –

Ignore one Magic effect

This includes friendly buffs and healing, including weapon buffs

Nullify –

Ignore the next Physical effect

This includes Items and friendly War Dances/Weapon Buffs

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