Status ailmentsMinor spoilers
Whether poison can be lethal remains unverified; separate tables cover Poison, Confusion, Silence, Immobilize, cures, and status-based combos.

Poison deals damage every turn. Cure it when HP is low; do not rely on poison being nonlethal to keep a unit alive.
Whether poison can kill a unit is still unresolved. There is no reliable evidence from this game showing poison damage leaving a low-HP unit at 1 HP or reducing it to 0.
On maps with many enemies that inflict Poison, bring
Antitoxin or deploy someone who can cast
Restore. Antitoxin removes existing Poison and also prevents it for 3 turns. Those 3 turns are the immunity period after curing Poison; they do not establish how long Poison itself lasts.
Poison damage and cures
| Rule to check | What is currently confirmed |
|---|---|
| What happens when poisoned | The unit takes damage every turn |
| When damage is applied | Guide descriptions place it at the start of the poisoned unit's next turn to act; there is no reliable evidence establishing the resolution order between player and enemy units |
| Damage per tick | One guide puts it at around 6 in most cases; there is no reliable evidence establishing whether this is a fixed amount or a percentage of maximum HP |
| Whether HP can fall to 0 | No reliable evidence yet |
| How long it lasts without treatment | The number of turns until it wears off naturally has not been established |
Poison's chip damage only pays off on the next turn. If you leave an enemy alive to wait for poison damage when you could have defeated it, you give it another opportunity to attack. A more immediate use is to inflict Poison, then finish the enemy with a combat art that gains damage against poisoned targets. The bonuses are listed in the combo table below.

Confusion and action restrictions
| Status | Effect | Duration and natural recovery | Cure |
|---|---|---|---|
| Poison | Deals damage every turn | Not established | Antitoxin, Coffee, Restore, Paired Purify |
| Confusion | Prevents counterattacks; ordinary Confusion does not remove the unit's action on its next turn | No general duration established; special maps have separate rules | Restore |
| Silence | Prevents the use of magic | Not established | Restore, Bakul Juice |
| Immobilize | Restricts movement | Durations for the different ways of inflicting it have not been established | Restore |
Confusion lets your allies attack afterward without taking counterattacks, but the enemy can still act on its next turn. Silence only restricts magic, and Immobilize only restricts movement. The enemy can still use attacks that are not restricted.
Curing ailments and preventing reapplication
| Method | Cure and prevention | Use conditions |
|---|---|---|
| Cures Poison and grants immunity to Poison for 3 turns | 3 uses per item; costs 400G at shops | |
| Cures Poison and grants immunity to Poison until the end of the map | 1 use per item | |
| Cures Silence and grants immunity to Silence until the end of the map | 1 use per item | |
| Cures an ally's status ailments | White magic; Range 1–3 | |
Paired Purification | At the start of the player phase, has a 50% chance to cure the user's Poison | Cavalry mount ability |
Paired Purification+ | Cures the user's Poison at the start of the player phase | Cavalry mount ability |
Restore is white magic that removes status ailments. Plan HP recovery and status cures separately; check for the Poison icon even after healing. Paired Purify only cures the user's own Poison, and the base version has a chance to fail. Its resolution order relative to poison damage at the start of the phase has not been established.

Attacks that inflict status ailments
| Source | Status and trigger |
|---|---|
| Inflict Poison on hit; poison weapons do not inflict Poison when they deal 0 damage | |
Toxic Wind from | Inflicts Poison on hit and cannot make a follow-up attack; this is a sword combat art that uses magic-based damage |
| Magic attacks have a 50% chance to inflict Poison on hit | |
| Inflicts Confusion | |
Song of Madness | Inflicts Confusion on enemies in range; once per map |
| Magic attacks have a 20% chance to inflict Confusion on hit | |
Crash, Crash+ | Have a 5% and 10% chance, respectively, to inflict Confusion on hit; cannot make a follow-up attack |
| Inflicts Silence | |
Calamitous Shot | Inflicts both Silence and Immobilize on hit; cannot make a follow-up attack |
| Inflict Immobilize; Banshee θ must hit | |
One-on-One, One-on-One+ | Inflict Immobilize when the attack hits |
Although poison weapon descriptions say “on hit,” you still need to check whether the attack will deal damage. A Venin Edge or Venin Bow that deals 0 damage cannot set up a later damage bonus.
What to use after inflicting Poison
| Combo | Requirement | Benefit |
|---|---|---|
Poison Harvest | The enemy is poisoned; equip a Venin Edge and have access to this combat art | Restores HP equal to half the damage dealt |
Poison Burial | The enemy is poisoned; use | Attack +8 |
Poisoner's Talent | The enemy is poisoned; equip a Venin Bow +3 or higher | Attack +8, Hit +20 |
| The enemy you attack is poisoned | Multiplies damage dealt by 1.3 | |
| The enemy attacking you is poisoned | Reduces damage taken to 80% | |
Tyranny on Kiroc | The enemy in combat has a status ailment | Attack +3, Critical +10 |
| The enemy you attack is confused | Multiplies damage dealt by 1.5 | |
| The user is confused | Avoid +30 |
The bonuses from Poison Harvest, Poison Burial, and Poisoner's Talent all require the enemy to be poisoned already. These bonuses are separate from inflicting Poison. A magic unit using Poisonbone Chain to apply Poison, followed by an ally with Poisonhunt Gem, fits these rules. The drawbacks are the 50% chance to inflict Poison and the accessories' added Weight, which means you need to check Attack Speed again.

Talimun's short-duration debuffs
The Blaze Arts of
Talimun also inflict the five stat changes below. They expire after 1 combat or 1 turn. Poison, Confusion, and Silence each follow their own duration rules.
| Debuff and corresponding combat art | Simplified Chinese status name | Other removal methods |
|---|---|---|
Halves Hit ( Collapsing Curse) | Not established | Not established |
| Halves Attack Speed | Not established | Not established |
| Halves Luck | Not established | Not established |
| Swaps Strength and Magic (combat art: Str/Mag Curse) | Not established | Not established |
| Swaps Defense and Resistance (combat art: Def/Res Curse) | Not established | Not established |
Special maps have target-specific rules
| Situation | Special rule |
|---|---|
Residents in Anatolia's paralogue | The boss's area attack leaves residents disoriented and unable to follow your guidance; move an ally adjacent and call out to them to remove it |
Boss in Leda's Chapter 2 | Uses Toxic Wind to inflict Poison; keep track of remaining HP after a unit is poisoned |
Atlas Bear in Leda's paralogue | Has an ability that inflicts Poison; prepare Antitoxin or Restore before entering |
Digamma in Anatolia's paralogue | Can inflict Poison; use Antitoxin or Restore to deal with it, and defeat certain enemies to obtain more Antitoxin |
War Elephant in Dietrich's Chapter 7 | Destroying the bell tower changes its behavior for 3 turns; it attacks nearby units, so do not treat this as ordinary Confusion that only prevents counterattacks |
Paired Purification
Toxic Wind
Song of Madness
Crash
Calamitous Shot
One-on-One
Poisoner's Talent
Mu
Tyranny
Kiroc
Anatolia
Leda
Dietrich