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These are the different types of character status that can affect the party in the Might and Magic RPGs.
Unconscious[]
Unconsciousness occurs when a character's hit points go below zero. An unconscious character will not be able to fight or do anything at all. It can be cured by casting a healing spell, thus bringing the current hit points over zero, visiting a temple, or simply resting and healing. As with all character-incapacitating conditions, if the entire party falls unconscious, the party is defeated.
Dead[]
Death is a self-explanatory condition where the character passes away. There are several ways a character can die: one is when their HP falls to below the negative value of their Endurance stat, which is preceded by unconsciousness. For instance, a character with an effective endurance of 30 will die when their HP reaches -31. This can result from several causes: monster attacks, damage from traps, own splash damage, or a potion mixing accident. Death can also afflict perfectly healthy characters: it can be the price of drinking water from certain unsafe wells or fountains or result from an instant kill, which some monsters possess as an ability attached to their attacks. It is also possible to die from an extended lack of rest, usually a few days, whereby death occurs unpredictably at random (usually following weakness and then insanity). Lastly, very elderly characters (80-100 and above) have a high chance of simply dying of old age during resting. Dead characters can obviously take no actions of any kind, nor do they receive any experience for the actions of the remainder of the party. Death can be reversed with the use of the Raise Dead, Resurrection or Divine Intervention spells or at a temple. In MMVII only, characters can also be raised from death as zombies using the Dark Magic spell Reanimate. Death does not progress to Eradication on its own, even if the deceased character continues receiving damage indirectly, such as from splash damage.
Eradicated[]
Characters struck by a particular attack effect present on some powerful monsters will become "eradicated", and the character portrait will be replaced by a skull on a bright red background. Eradication is a condition even worse than death - while dead, eradicated characters also have their bodies destroyed, either turned to ash or completely vaporized - and thus most if not all of their equipment becomes broken upon sustaining this condition (not only what is worn, but also much of the items simply present in the inventory). Eradication can also be incurred when making an erroneous mix involving a black potion or by drinking from certain wells or fountains. This can be cured by the Spirit Magic spell Resurrection. Divine Intervention works in the newer games, but not in the older ones. Likewise, in some games up to M&M VI not all temples are capable of raising characters from eradication.
Paralyzed[]
Paralyzed characters are rendered incapable of taking any action or gaining experience from the actions of their party, making the condition functionally similar to death. However, it is much easier to get rid of than raising a dead character would be - it involves using the Cure Paralysis spell or potion. Divine Intervention or any temple will also be able to cure it. Paralysis does not wear off on its own no matter how much time has passed, nor does resting help. Paralyzed characters are still valid targets for direct and indirect damage alike - enemy monsters will actively target them and they will continue to take damage from traps or other sources of splash damage, meaning it is entirely possible for them to fall unconscious and even die or get eradicated. If the entire party gets paralyzed, the party is defeated just the same as if they had died.
Stoned/Petrified[]
This condition is similar to paralysis, although worse and harder to get rid of - the character simply gets turned to stone. This usually happens from the abilities of certain monsters, although magical traps, genie lamps or fountains/wells can also inflict this condition. Stoned characters can't act or receive experience, but unlike paralyzed ones, they can also no longer be targeted by monsters or take damage in any other form, becoming invulnerable. Still, the entire party getting stoned will mean defeat. Stoning is cured by the Stone to Flesh spell or black potion, Divine Intervention or at a temple, where it tends to be one of the most expensive conditions to clear.
Drunk[]
Drunkenness is a condition with several effects: Might, Intellect, Personality and Endurance are lowered by 50%, Accuracy by 90% and Speed by 80%. Conversely, Luck is increased by 100%. Getting drunk involves having drinks at taverns (in the games that allow this), taking sips from certain wells and fountains, or being inflicted the condition by certain monsters' attacks. All that's needed to sober up is a good night's rest, although temples can also alleviate the condition instantly at a fee.
Weak[]
Weakness is a condition that is at the same time the most debilitating (out of those that don't outright incapacitate the character), while at the same time being the easiest to get rid of. Weakness drastically reduces all the damage a character does, be it from melee or ranged physical attacks or spells. Weakness is incurred after going too many hours without resting, when the Haste spell wears off on a character that had it cast on them, or directly as an effect of a monster attack or other magical effect. The best way to cure weakness is getting proper rest. It can also be removed by the Cure Weakness spell or potion, each of which being among the easiest to access for most characters. However, if weakness is cured without resting, it will return sooner next time, and when too much time without resting has elapsed, possibly progress to insanity or even death.
Cursed[]
The cursed condition does not physically debilitate characters, but instead afflicts their spirit. It can be incurred from attacks by certain monsters, the effect of some wells and fountains, genie lamps or other objects in the world. The effect is that the character's actions will fail 50% of the time. This includes attacks missing, but is most apparent in spells failing to have any effect when cast half the time. Curses can be lifted via the Remove Curse spell or potion, or at any temple.
Poisoned[]
A character who is struck by poisonous units such as nagas, spiders, cobras, and wyverns will be inflicted with the Poison status. Their face will turn green, eyes will swell, and the mouth will partly open. The only way to fix the status problem is to cast the Body Magic spell Cure Poison, or visit a temple. It cannot be cured by resting, and all stats will be decreased until it finally is cured. When resting with the poison status, the character will start the new day with only a fraction of their hit points (depending on the severity of the poisoning), regardless of the amount of hit points the character had before resting. Poison can start out mild (as shown by the status text being green), but then progressively worsen to orange or red status, each with progressively bigger penalties to stats. It can also start out more severe, depending on the monster inflicting the poison. Poison status shares many similarities with the diseased status.
Diseased[]
A character struck by certain monsters such as bats, rats, werewolves, and devils will become "diseased". The status can also be gained by messing around in trash heaps and sewer grates. The face of a diseased character is exactly the same as the poisoned face, but it is a little more yellow in color in the older games, while displaying sores and blisters instead in the newer RPGs. It is similar to the poison status, it also decreases all stats, and only a fraction of the hit points will be present after resting. It can also come in three worsening levels of severity, each of which is even more debilitating than the respective level of the Poison condition. Ways of curing it includes the Body Magic spell Cure Disease and visiting a Temple.
Insane[]
When inflicted with insanity, the character will, on their portrait, have their eyes wide open with a sinister look and their mouth agape. Many characters will also foam at the mouth. The condition lowers the character's Intellect and Personality by 90%, but raise their Might by 100%, Endurance by 50% and Speed by 20%. Insanity will also prevent spell points from replenishing via resting - in fact an insane character will always wake up with zero spell points (although it does not prevent time-based spell point regeneration effects when not sleeping). The condition does therefore seem entirely beneficial to pure melee fighter classes such as Knights, but crippling for mages. Ways of curing it includes the Mind Magic spell Cure Insanity and visiting a Temple.
Afraid[]
Afraid characters will have their intellect, personality, and accuracy lowered by 50%, but the fight-or-flight coordination their minds are put in raises their might and speed by 20%. Fear can be cured by the Remove Fear spell, visiting a temple, or simply resting and healing.
Zombie[]
Exclusive to M&M VII, zombification happens when a deceased character is revived necromantically rather than "properly" (i.e. via Spirit Magic). There are two ways for it to happen - one is casting the Reanimate spell on a deceased party member, and the other is to visit an Evil-aligned temple where dead characters will be raised as zombies in lieu of resurrection. Reanimate will not work on Liches or Stoned or Eradicated characters, but all three will also be brought back as zombies at evil temples. Zombification reduces the character's Intellect and Personality by almost 99% (which can go down to 0, if originally low enough) and their Accuracy and Speed by 50%. Furthermore, the zombie is afflicted with both health and mana degeneration at a rate of 10 points per hour. This degeneration will settle at half the maximum HP, but the mana will drain completely. After resting, Zombies awake with 50% HP and zero mana (much like Insane characters, in the latter case). They also cannot be healed to above 50% HP with either spells or potions, though can surpass that level if they've got a sufficient regeneration effect (such as from the Body Magic spell). Evil-aligned temples will first revive Zombies at 100% HP and Mana and can later restore them to these values via normal healing, meanwhile the Reanimate spell will resurrect a Zombie with full health, but no mana. To cure this condition the only way is to get healed at a non-Evil-aligned temple - not even the Divine Intervention spell will remove it.
