Paralysis



Paralysis, also appearing as Daze , Threaten or Para, is a recurring negative status effect in the series, which prohibits characters from taking action. It is different from Stop in that it does not last as long.

Final Fantasy
Paralysis prevents the afflicted unit from participating in battle. There is a 25% chance of recovery at the end of each turn and the status does not last after battle. For enemies, they have a 9.8% chance of recovering each turn. The status can be caused through a variety of means on the party, such as physical attacks mainly from undead enemies like Lich, the spells Stun, Bind, and Stop, and skills such as Gaze.

Final Fantasy II
Paralyze prevents the afflicted unit from participating in battle. There is a chance of recovery at the end of each round and does not last after battle. It can be removed by the spell Basuna at level 5 or higher. This is the only status effect that is mentioned in the game's Bestiary if a particular enemy is weak against it.

Final Fantasy III
Paralysis can be caused by the level 4 Black Magic spell Shade and Ramuh's white effect and enemy ability Mind Blast. It is also inflicted by the weapons Ancient Sword and Earthen Bell, as well as the enemy ability Bad Breath. Paralysis can also be inflicted through the physical attacks of the enemies Ruinous Wave, Parademon, Barometz, Stroper, Roper, and Nemesis.

Final Fantasy IV
Paralyze prevents the character from participating in battle for a short period of time, but wears off eventually. The status wears off more quickly with higher Spirit. Haste also speeds recovery, while Slow delays it. It wears off regardless after combat.

It is inflicted by the summon Mindflayer and the magic Hold. It can be removed with the spell Esuna.

Characters with metallic equipment whilst inside the Lodestone Cavern before the Dark Elf is defeated will be in a magnetized state during battle. This form of paralyze will remain for the remainder of the battle and cannot be cured, therefore characters under this form of paralysis are considered defeated. Because of this, if all characters held metallic equipment within Lodestone Cavern, the party will be annihilated and the game will be over as soon as a battle initiates.

Final Fantasy IV -Interlude-
The Paralyze 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
Paralyze can only be inflicted through the White Magic spell Hold, the ability Pressure, and the enemy abilities Binding Glare, Blaster, and Slap.

Final Fantasy V
Paralysis is caused by the Dark Arts ability Chaos Drive and the Blue Magic spells Death Claw and Mind Blast. The Beastmaster's non-elemental whips can randomly paralyze enemies. The Samurai's Minuchi was meant to paralyze opponents, but due to a bug in game coding, never does so.

The player can immunize their party against Paralysis with Hermes Sandals, Genji Gloves and Genji Shield.

Final Fantasy VII
When a unit is paralyzed they freeze on the spot and can't act. Paralyzed lasts a shorter while than Stop and, unlike in Stop, the characters' Limit Break gauges don't fill when they are attacked while paralyzed.

In the 1996 demo release, it was Cloud's Limit Break Braver, rather than "Cross-slash" that inflicted Paralyze. This was corrected in the later 1997 demo version.

Crisis Core -Final Fantasy VII-
Stun is a status effect that temporarily stops action. The player can immunize themselves against it with Aegis Armlet, Headband, Mountain Chocobo Armlet, River Chocobo Armlet, Sea Chocobo Armlet, Sky Chocobo Armlet, Ribbon and Super Ribbon.

Final Fantasy X
Threaten is a Special ability found in Auron's section of the Sphere Grid.

When an Enemy is under Threaten it becomes Immobilized and is unable to move (this doesn’t affect Evasion). Also, while enemies with counterattacks remain in this status not can use these abilities. It costs 12 MP to use. The Threaten status lasts until the caster's next turn. Shiva's special attack is called Heavenly Strike, which does ice damage and inflicts Threaten to enemy (the in-game description erroneously calls it "delay").

Final Fantasy XI
Paralysis is an enfeebling effect that is caused by countless abilities and spells, most notably Paralyze. It frequently prevents attacks and spells that the paralyzed player or enemy attempts, resetting the recast times on halted abilities.

Final Fantasy XIII


Daze is a status ailment that prevents the victim from taking any action. It lasts for a short time and can be removed by being damaged. The attack that takes the target out of Daze will do double the damage it normally does. If this attack is a multiple attack, such as Sazh's Blitz, all hits will receive double damage. The effects of healing abilities like Cure will also be doubled without removing the status ailment. Saboteurs are capable of inflicting this status ailment.

Daze is classified as a debilitating spell of the Saboteur role and is learned by Sazh, Snow and Fang. The area of effect version, Dazega, is learned by Snow, Hope and Fang. The player can resist against Daze with Rainbow Anklet, Moonbow Anklet, Ribbon and Super Ribbon.

Final Fantasy XIII-2
Daze reappears as a status, but unlike in Final Fantasy XIII, it can only be inflicted by enemies.

Final Fantasy XIV
While under paralysis, there is a chance of the character being stunned with each passing tick. Whilst stunned, the character may not move or perform any actions and any action that was being cast at the time of the stun will be interrupted. Each stun will last for about a second. The character may still be able to move and use actions between stuns.

Vagrant Story
Paralysis is a status effect that disables physical attacks as well as Break Arts. Ashley can cast it using the Grimoire Paralysie and later on the Sorcery Spell Stun Cloud. Ashley can also use his Chain ability Paralysis Pulse to inflict Paralysis on a single enemy. Two weapons, the Dagger and the Great Sword teach Shadoweave and Thunderwave respectively, which also causes Paralysis to a target. Stepping on the Paralysis Trap also inflicts the status.

It may be removed using the Grimoire Mollesse and later on the Shaman spell Restoration, or the Grimoire Purifier and later on the Shaman spell Clearance. Items that remove it include Yggdrasil's Tears and Panacea. The Cure Panel Trap also removed Paralysis among other status. Ashley can also use his Chain ability Ward to defend against Paralysis. Equipping the Dark Queen gem to a shield increases status evasion by 20%.

Final Fantasy Mystic Quest
A paralyzed 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.

The Final Fantasy Legend
In Para status, a unit will be unable to act for one or more turns. It can be removed with the Shocker item, or may recover randomly.

Final Fantasy Legend II
A unit that is paralyzed will not act in battle, losing their turns until they break out of paralysis.

Final Fantasy Legend III
The paralyzed target cannot act. Can be removed by Heal, Para, Cycle, Relax, and Elixir.

Etymology
is loss of muscle function for one or more muscles.