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The following is a list of status effects found in the 2D versions of Final Fantasy IV. The status description that is displayed during battle is the one that has the greatest priority. The list here starts with the status that has the greatest priority and continues with the ones with the least priority unless otherwise specified, a player cannot inflict a status with a lower priority on a target that has a status of higher priority.

For example, Pig cannot be inflicted on a target that has Toad status because of the status priority. However, Toad can be inflicted on a target that has the Pig status.

List of statuses[]

KO[]

Petrify[]

Toad[]

Mini[]

Pig[]

Silence[]

Blind[]

Poison[]

Curse[]

Float[]

Paralyze[]

Sleep[]

Confuse[]

Berserk[]

Gradual Petrify (2/3)[]

Gradual Petrify (1/3)[]

Magnetize[]

Magnetize can be a permanent or temporary status depending on the player's choice, and the status cannot be removed during battle. This status can occur when a character has a metallic piece of equipment equipped when going through the Lodestone Cavern before the Dark Elf is defeated.

During battle, the player can inflict themselves with this status by equipping a metallic equipment and execute a command. Having this status counts as dead for determining a game over, but it doesn't have the same properties as KO and Petrify. Characters under this status have their ATB bar frozen, and can be targeted by physical and magical attacks.

Stop[]

Egg[]

Egg is a temporary monster specific status that wears off when the monster receives damage. Monsters inflicted by this status will have their graphics look like an egg. Some monster formations start with this status, which is defined by their group data. The Egg status is set when battle begins and ignores priority.

While under this status, the monster will not run any of its battle script until they hatch. Monsters with this status do nothing until attacked, the monster in the egg will use Hatch to remove the Egg status and run its normal battle script. Monsters that have been berserked while under this status will attack the player, and they will also never hatch themselves.

Defend[]

Defend is a temporary status that wears off when the character's next turn comes up. When the player choose the command to defend, this status is used. The status is also applied after using Brace. While under this status, the defense of the character increases by a factor of 2.

The player won't see a status description while the status is granted on the character when they are selecting a Cure or Esuna spell or healing items.

Charging[]

Charging is a temporary status that wears off when the command is actually executed. The Charging status is timed, and having high Agility reduces the duration of this timer. A powered up attack is the result of the timer ending normally. It's impossible to reset this status.

When the player chooses the command Focus and Deadly, this status is used. While under this status, the Magic Evasion of the character drops to 0. The status ends when the character makes the powered up attack.

The player won't see a status description while the status is granted on the character when they are selecting a Cure or Esuna spell or healing items.

Twincast[]

Twincast is a temporary status that wears off when the spell to be cast is determined. The Twincast status is timed, and having high Agility reduces the duration of this timer. The characters involved in this status are casting simultaneously. A dual cast of the spell is the result of the timer ending.

It is impossible to reset this status. This status is set when the Twincast command is invoked. Regardless of the success or failure of this spell, the status automatically ends. This status can be removed when Stop, Silence, Petrify, KO, Sleep, Paralyze, or Berserk is inflicted on any character involved with the Twincast command.

The player won't see a status description while the status is granted on the character when they are selecting a Cure or Esuna spell or healing items.

Jump[]

Jump is a temporary status that wears off when the command is completed. The Jump status is timed, and having high Agility reduces the duration of this timer. The character jumps into the air and eventually lands on the monster. A powered up attack is the result of the timer ending normally.

This status is granted when the Jump command is executed. All physical attacks on this target are redirected. All single targeted magical attacks on this target are ignored or missed. All multi-target magical attacks subtract targets with this status in the magic damage algorithm. Any status effect that has a timer is temporarily stopped. Once the character lands on the target, the status is removed. Any status effect that has a timer continues to run afterwards.

The player won't see a status description while the status is granted on the character when they are selecting a Cure or Esuna spell or healing items.

Doom[]

Hide[]

Hide is a temporary status that wears off when the command Return is chosen. When executing the Hide command, the status is granted. All other timers are stopped for the duration of this status. All physical attacks targeting this character are re-targeted, and all single targeted magic will automatically fail on the character. All multi-targeted magic will subtract this target from the split damage factor. This status ends when the Return command is executed.

The player won't see a status description while the status is granted on the character when they are selecting a Cure or Esuna spell or healing items.

Sap[]

Reflect[]

Reflect is a temporary status that wears off after battle, and it can be removed by Black Hole enemy ability. This status can be granted by the Reflect spell, the Light Curtain, and the Lunar Curtain. A target under this status will reflects all reflectable magic to the opposing side.

The Reflect status is timed. Haste causes it to wear off more quickly, while Slow prolongs it. Stop can also pause the status's timer. When the timer ends, this status is removed. This status can be reset by another Reflect spell.

Monsters don't use elemental magic counter scripts with reflected spells such as a reflected Holy on a Behemoth will invoke a physical attack instead of Maelstrom. Also, Reflect ignores priority and can be set even if higher-priority status effects, except KO or Petrify are already present.

Barrier[]

Barrier is a temporary status that wears off after battle, and it can be removed by Dispel and Black Hole enemy ability. This status can be granted by the Light Curtain and Lunar Curtain. A target under this status will make all physical attacks automatically miss when targeted.

This status shared some properties with Blink. Barrier also ignores priority and can be set even if higher-priority status effects, except KO or Petrify are already present.

Blink (2)[]

Blink (2) is a temporary status that wears off after battle, and it can be removed by Dispel and Black Hole enemy ability. This status can be granted by the Blink, the Ninjutsu's Mirage, and the Decoy item.

Two flickering images appear behind the character with this status. A target under this status will avoid the next physical attack when targeted, then becomes Blink (1) is set. If the Barrier status was set previously, the Blink (2) status does not change.

Blink (2) ignores priority and can be set even if higher-priority status effects, except KO or Petrify are already present.

Blink (1)[]

Blink (1) is a temporary status that wears off after battle, and it can be removed by Dispel and Black Hole enemy ability. This status can be granted by the Mist Dragon when Rydia is equipped with the Mist Ring and after losing one "image" from Blink (2). A target under this status will make all physical attacks automatically miss when targeted.

One flickering image appear behind the character with this status. A target under this status will avoid the next physical attack when targeted, then the status will be removed. If the Barrier status was set previously, the Blink (1) status does not change.

Blink (1) ignores priority and can be set even if higher-priority status effects, except KO or Petrify are already present.

Cover[]

Cover is a temporary status that is removed when the Cease Cover command is chosen. This status can be granted when the Cover command is executed, and this status is set on the targeted character. The character with the Cover command will takes all physical damage from "covered" target. If the target is a monster or the character with the Cover command, this status does nothing.

The player won't see a status description while the status is granted on the character when they are selecting a Cure or Esuna spell or healing items.

Critical[]

Critical is a temporary status. This status is automatically set when the current HP of the character is less than 1/4 their max HP, and this status is automatically removed when the current HP of the character is greater than 1/4 their max HP.

Cover and Critical status share the same properties. The character with the Cover command automatically defends all physical attacks for the character with this status. Defend status on the character with Cover prevents this status from having any impact. If the character with the Cover command is unavailable (KO, Petrify, Stop, Paralyze, or Sleep), that character cannot cover targets.

The player won't see a status description while the status is inflicted on the character when they are selecting a Cure or Esuna spell or healing items.

Tornado will automatically set this status if it lands on a target. No regular enemy in the 2D versions of the game is immune unless they have the Boss bit, unless struck by the Abel's Lance. In the 3D versions of the game, the following are immune to Tornado's effects:

Ahriman, Armor Construct, Armored Fiend, Behemoth, Belphegor, Bloodbones, Blue Dragon, Bone Dragon, Centaur Knight, Centaurion, Clockwork Dragon, Clockwork Soldier, Deathmask, Dinozombie, Flan Princess, Gargoyle, Ghoul, Gold Dragon, Gorgon, Green Dragon, Lamia, Lamia Matriarch, Li'l Murderer, Malboro, Medusa, Imp, Moonmaiden, Mystery Egg, Naga, Nagaraja, Red Dragon, Revenant, Silver Dragon, Skeleton, Skuldier, Spirit, Yellow Dragon, Zemus's Breath, Zemus's Malice, Zombie, Zu, All bosses except Barbariccia, Elemental Archfiends, Mindy, Monk, Mopingway

Regen[]

Regen is a temporary status, and this status is granted by the Regen command is chosen. It places the Regen status on the entire party, and all characters will be healed by 10 HP at the same time at set intervals.

The Regen status is timed. The number of intervals of healing decreases with greater Agility. When the timer ends, the status is removed. The timer can be reset when the Regen command is executed again, but it's only officially doable in the Advance version.

The player won't see a status description while the status is granted on the character when they are selecting a Cure or Esuna spell or healing items.

Gallery[]

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