Sleep (status)

Sleep, also known as Psyche, is a recurring status effect in the Final Fantasy series. It is also the name of a spell, usually available through Black Magic, that will induce this effect; although later games have re-classified the spell as Green or Arcane magic. A character who is hit by a sleep-inducing attack will be rendered unable to act for the duration of the sleep effect. These attacks have in the past take the form of pollen, dust, a spell, or a Bard's lullaby.

Sleep generally does not last a great period of time and will wear off if a character is either cured (for example, by use of Esuna or a Remedy) or physically damaged, meaning that magic attacks can still be used without risk of waking up the target. Inflicting other status ailments and any associated damage that occurs as a result of the ailment (for example, Poison) generally do not wake the targets either.

Final Fantasy
Sleep renders a unit unable to act. While physically attacking the afflicted unit will not wake them up, there is a chance of recovery at the end of each turn and does not last after battle. The only way the party can inflict Sleep is through the use of the spells Sleep and Sleepra, while the enemies Mummy and King Mummy can inflict it through their physical attacks.

Final Fantasy II
Sleep renders a unit unable to act. While physically attacking the afflicted unit will not wake them up, there is a chance of recovery at the end of each turn and does not last after battle. It can be cured with Basuna at level 2 or higher.

Final Fantasy III


In addition, the enemies Queen Lamia, Dracrocotta, and Demon Horse can inflict Sleep by physically attacking.

Final Fantasy IV
A character cannot act until the status is cured or wears off. The status wears off more quickly with higher spirit. Haste also speeds recovery, while Slow delays it. Wears off regardless after combat.

Very few abilities in the game inflict the Sleep status effect. The only enemy ability that inflicts Sleep is Sleeping Gas, while the only ways for the party to inflict Sleep are either through attacking with the Dream Harp or Sleep Sword, using the Bardsong Lullaby, or using the Black Magic spell Sleep.

Final Fantasy IV -Interlude-
The Sleep status returns as a status effect in the sequel of Final Fantasy IV, and it functions the same way as its predecessor.

Final Fantasy IV: The After Years
Once again, very few abilities offer the chance to inflict Sleep, both from enemies and allies. The Black Magic spell Sleep and the weapons Cat Claws, Dream Harp, and Sleep Blade can all be utilized by the player to inflict Sleep on the enemy, while enemies only have access to Sleep and the ability Slap to inflict the status on the player.

Final Fantasy V
The Samurai's Mineuchi ability can be used to substitute for the regular Fight command, but it doesn't remove an opponent's Sleep status on hit, like a regular attack would.

Final Fantasy VI
Was called Psyche in the Super Nintendo release, it was later change to Sleep. Sleep will automatically cure itself after exactly 38 seconds from the time the status is inflicted, unless the target is struck physically first. While a target is asleep, all attacks will automatically hit. If Terra falls asleep while tranced, and the trance bar runs out during her sleep, she will be permanently tranced for the duration of the battle.

Final Fantasy VII
Sleep is a status effect that is caused by the spell Sleepel.

Final Fantasy VIII
Sleep lasts for around 13.3 seconds, and will automatically end if a target is struck physically, whether it hits or not. The target's Evasion is not reduced while under Sleep. Other status effects are halted during sleep, meaning Regen will not heal a sleeping target and statuses like Protect will not wear off. Many early bosses are vulnerable to this status, so if a player uses a GF's ST-Atk-J ability with the Sleep status, and plans accordingly, many early bosses can be defeated without taking any damage.

Final Fantasy IX
Unlike previous games, in Final Fantasy IX the sleeping character's ATB gauge will still charge up, and if a command is issued but the character is put to sleep before taking that command, that command is canceled and their ATB gauge is reset.

Final Fantasy X
Sleep lasts for a specific number of turns depending on the attack that causes the status. physical and magic attacks against sleeping units inflict 50% more damage than normal.

Final Fantasy XI


There are dozens of additional spells, creature abilities, and Job abilities that can cause Sleep status in Final Fantasy XI.

Final Fantasy XII


Sleeping targets receive one-and-a-half times the normal damage. Sleeping characters can be used to trigger the Immobilize Glitch.

Final Fantasy XII: Revenant Wings
The Sleep status causes a unit to become temporarily unconscious until it is damaged by an attack or after a period of time. However, it the unit is struck by an attack that causes Sleep while it is asleep, he will not wake up. The timer of the unit remaining asleep will, however, not reset.

Diabolos's attack, Nightmare, inflicts Sleep and deals damage to one foe. Fran has an ability called Sleep Arrow that adds the ability to inflict Sleep to her attacks for fifteen seconds.

Final Fantasy XIV
The Sleep status puts enemies to sleep for 30 seconds, rendering them completely inactive as long as they are not damaged. Abilities that do not inflict direct damage will not wake sleeping enemies. Thaumaturges can inflict sleep through their Sleep spell learned at level 10, and Conjurers learn a similar spell at level 26 called Repose that has the same effect.

Final Fantasy Tactics
When inflicted with Sleep it is signified by a dialogue balloon with 'ZZZ' above character's head. The unit's CT stops incrementing and any characters attacking a sleeping unit will receive a PA bonus (new PA = [PA * 3/2]). Sleeping units cannot evade or use reaction abilities (including Blade Grasp and Abandon, which will be inactive while a character is asleep). Sleeping characters are immune to Speechcraft. Sleep lasts for 60 ticks.

Final Fantasy Crystal Chronicles: My Life as a Darklord
This status can be added with Templar's Sleep, a Mystic's Repose, Will-o'-the-Wisp, Forbidden Dance, Bad Breath, Dark Whisper, Sleep Touch, Toot, Grand Cross, Nightmare, and Sleepja.

Protect Ring, Grand Helmet, Barette and Ribbon can all be equipped to prevent Sleep.

Final Fantasy Tactics Advance
Sleep is caused through the use of the Blue Magic spells Bad Breath and Night, the Red Magic spell Sleep, the Assassin ability Nightmare, the Animist ability Sheep Count, and the Gadgeteer ability Chroma Gem.

Final Fantasy Tactics A2: Grimoire of the Rift
Sleep can be inflicted onto targets through the Blue Magic spell Night, the Green Mage spell Sleep, the Assassin ability Nightmare, the Spellblade ability Sleep Blade, the Tinker ability Chroma Gem, and through the enemy abilities Cloying Breath, Deep Sleep, Eternal Sleep, Shining Darkness, Sleep Touch, Sleet, and Soporific Cloud.

Units affected with sleep will skip their turns until after some time or until they are damaged, which includes poison. Their Evasion is reduced to 0 and any abilities as well as status ailments are sure to hit them unless they are immune to them.

Final Fantasy Mystic Quest
A sleeping character will not be able to have his/her turn, but a character can be release from it when enough time has pass. It can be removed with either a Heal Potion or the Heal spell.

Final Fantasy Legend II
A unit That is asleep will not act in battle, essentially losing their turn(s) until they wake up.

Final Fantasy Legend III
The sleeping target cannot act, and it wears off over time. Can be removed by Heal, Sleep, Cycle, and Awake.

Gallery
Schlaf (Zustand)