From The PSPedia2
Status effects are additional effects that weapons, Technics and enemy attacks can possess. They can be divided into two types:
- Status abnormalities are temporary effects represented by an icon. With the exception of charm, they can apply to both players and enemies.
- Special effects are effects only found on weapons that may take effect immediately upon a weapon attack. Only players can use special effects, and only with certain weapons.
Burn deals damage equal to 2% of the target's total HP every two seconds. Higher levels of burn extend the duration of the effect, leading to more overall damage. Targets cannot be killed by the burn effect, as it will leave them with 1 HP.
Poison deals damage equal to 3% of the target's total HP every three seconds. Higher levels of poison extend the duration of the effect, leading to more overall damage. Targets cannot be killed by the poison effect, as it will leave them with 1 HP.
Poison deals more damage than burn over the full duration of the effect, but does less damage per second.
Infection lowers the target's status abnormality resistance (STA), making it easier to hit them with other status abnormalities. Higher levels of infection extend the duration of the effect.
Freeze encases the target in a block of ice, rendering them unable to move, defend against attacks or perform any action. Attacks may shatter the ice block early, freeing the target. Higher levels of freeze extend the duration of the effect.
Sleep sends the target to sleep, rendering them unable to move, defend against attacks or perform any action. A single attack will usually wake the target up. Higher levels of sleep extend the duration of the effect.
Stun completely paralyzes the target, rendering them unable to move, defend against attacks or perform any action. Unlike sleep and freeze, attacks will not free the target from the stun effect. Higher levels of stun extend the duration of the effect.
Confusion has different effects depending on whether a player or enemy is confused. If a player is confused, they will move and attack in random directions regardless of the direction the player intends to move or attack towards. If an enemy is confused, they will attack friend and foe alike, and Technics cast by confused enemies will pass harmlessly through players. Higher levels of confusion extend the duration of the effect.
Charm entices enemies to attack the player who charmed them, and only that player. Players cannot be charmed. Higher levels of charm extend the duration of the effect.
Drain heals the player by a percentage of damage dealt (rounded down) whenever the player damages an enemy, but does not affect damage dealt. Higher levels of drain increase the healing done to the player.
Damage reflect (ダメージ反射)
Damage reflect reflects a percentage of damage dealt (rounded down) back onto the player. Higher levels presumably reflect more damage back onto the player.
Rage ( 憤怒)
Rage boosts the player's offensive power as their HP drops. Higher levels presumably provide a bigger boost.
Incapacitate gives the player's attacks a fixed chance to instantly kill targets regardless of their HP. Players will gain EXP as normal for enemies defeated in this way. Some enemies (such as bosses) are completely immune to the incapacitate effect. Higher levels presumably increase the chance of incapacitation.
Fire boost increases the power of fire attribute Technics.
Ice boost increases the power of ice attribute Technics.
Lightning boost increases the power of lightning attribute Technics.
Ground boost increases the power of ground attribute Technics.
Light boost increases the power of light attribute Technics.
Dark boost increases the power of dark attribute Technics.
Recovery boost increases the amount healed by Resta.