The following is a list of statuses from Final Fantasy Tactics.
List of statuses[]
Status effects are divided into the following categories found within the status effects tutorial on the Final Fantasy Tactics: War of the Lions: Action States (results of action), Beneficial Effects, Status Ailments, Physical States (due to HP loss), and Other (can be beneficial or detrimental). The player can learn how the various status effects can be removed. They can also check the help messages for abilities, items, and the status effects themselves.
Action states[]
Charging[]
The unit is readying an ability. Initiating another action will disrupt the effect.
Description (The War of the Lions)
The "afflicted" unit is preparing to execute an ability, such as a magick or Aim. A unit that is charging an attack cannot evade attacks. A unit physically attacking a unit with Charging has their physical attack increased by 50%, increasing the damage dealt and the accuracy of skills which factor in physical attack (suck as Arts of War skills).
Performing[]
The unit is reciting poetry or dancing.
Description (The War of the Lions)
The unit is continuously singing or dancing. A unit that is performing cannot evade attacks. The only way to end performing is to manually cancel the ability on the affected unit's next Active Turn.
Defending[]
The unit has assumed a defensive stance, enabling it to respond quickly to attacks.
Description (The War of the Lions)
The unit has taken a defensive posture, doubling their evasion stats. This status lasts until they take another turn.
Jumping[]
A unit who has selected the Dragoon's "Jump" ability will leap high upwards, going off-screen, and cannot be targeted while in this condition. The unit will return to the field later in a given turn, landing in the tile they targeted.
Beneficial effects[]
Float[]
Units with Float are positioned 1h above the ground, and are unaffected by move penalties. They are also immune to earth-elemental attacks. Once applied, Float does not wear off.
Reraise[]
When a unit with Reraise gains 100 CT and gets KO'd, rather than have their death counter decreased by 1, they will instead revive with 10% of their maximum HP (rounded up) and take their turn as normal, removing Reraise. Reraise does not naturally wear off outside of the affected unit being revived, or if the recipient is doomed; the Doom and Reraise statuses will nullify each other when the Doom counter reaches zero. If an undead character has Reraise (this can only be accomplished with Auto-Reraise), Reraise will have no effect other than to prevent the player from seeing the Dead counter, and to block the 50% chance of auto-revival normally associated with Undead status.
Invisible[]
If an invisible unit attacks another unit, all of the target unit's evasion stats are ignored, whether the performed action is physical or magical in nature. In addition, units with Invisible are ignored by the AI. Invisible is removed whenever the affected unit performs an action other than moving or is attacked. This status only benefits player units; when an enemy unit is under the "invisible" status, the unit is still visible to the player who can commence direct attack to that unit.
Regen[]
At the end of each of their turns, a unit with Regen recovers ⅛ of their maximum HP. It lasts for 32 clock ticks.
Protect[]
A unit physically attacking another unit with Protect has their effective physical attack reduced by ⅓. The status lasts for 32 clock ticks.
Shell[]
A unit magickally attacking another unit with Shell has their effective magickal attack reduced by ⅓. This affects the damage of most attack spells, as well as the accuracy of status spells and percentage damage attack. The status lasts for 32 clock ticks.
Haste[]
The unit gains 50% more CT each clock tick, allowing them to act more often. This does not directly affect the unit's Speed. Haste lasts for 32 clock ticks.
Status ailments[]
Sleep[]
Units afflicted with sleep will not gain CT, evade, or be able to use their reaction abilities. They are immune to Speechcraft. A unit attacking a sleeping unit will have their physical attack raised by 50%. A sleeping unit wakes up whenever they take any type of HP damage, magickal or physical. Sleep lasts for 60 ticks.
Poison[]
A unit afflicted with Poison glows green. At the end of their turn, they take damage equal to ⅛ of their maximum HP. Poison lasts for 36 ticks. Poison is opposed to Regen.
Blind[]
If a blind unit uses a physical attack against a target, all of their evade rates will be doubled. Blind lasts until the end of battle, or until cured.
Oil[]
A unit afflicted with Oil becomes weak to fire attacks, doubling the damage they take. After any fire attack hits the affected unit, it is removed; otherwise, Oil remains until the end of battle. Due to a glitch, Oil does nothing in the original PlayStation version.
Stone[]
Stone status immobilizes target and flags them as defeated. The target's CT does not increment, and the target cannot do anything or take damage. If all characters are turned to stone, the game is over.
Confuse[]
Confused characters randomly flail their arms and take random actions, some of which make no sense. Evasion percentages of targets attacked by a Confused unit will be doubled. Confusion also prevents the use of reaction abilities and special effect-generating move abilities like Move-HP Up and Move-Get Exp. Confusion will be cancelled if the afflicted character takes damage.
Silence[]
A character inflicted with Silence cannot use White Magick, Black Magick, Time Magick, Mystic Arts, Summon, Speechcraft, Sky Mantra, Nether Mantra, Bio, or Ultima. Bardsong is not disabled nor are any of the Templar's Spellblade attacks. Silence lasts for 36 ticks.
Toad[]
Toad status limits the unit's action to Attack command and no reaction ability will be activated. When a unit under Toad status attacks, it deals damage equal to [PA * Br/100]. Attacking a toad will receive 1.5 times Physical Attack bonus. Weapon attacks that normally have a vertical 3 tolerance when attacking from above will only have a vertical 2 tolerance if the target is a toad. Berserk status has no effect on toads' attack damage. KO does not remove this status automatically; the status will sustain until actively healed.
Slow[]
When a unit is afflicted with Slow their sprite moves more slowly. The character's effective speed is halved (round down). Slow lasts for 32 ticks and is opposed to Haste.
Stop[]
When afflicted with Stop, a unit stops moving and it freezes the character's CT meter. Stopped characters cannot evade or use reaction abilities. Stop will wear off on its own after 20 ticks.
Immobilize[]
While under the status, the unit cannot move, and at the end of an AT, a unit will have its CT decremented as if the unit had moved. Immobilize lasts for 24 ticks.
Disable[]
Disable makes a unit unable to act, evade, or use reaction abilities. At the end of an AT, a disabled unit will have their CT decremented as if they had acted. Disable lasts 24 ticks.
Doom[]
When doomed, a red counting bubble starting at three will appear upon the unit, same counter that appears when the unit is KO'd; the unit will be KO'd when reached the fourth active turn. Doom status can be negated by Reraise or equipment that protects from instant death when the doom counter reaches zero. If the unit is undead and the counter reaches zero, the Doom effect is lifted. In all these cases the unit will lose its turn when the effect is lifted.
Vampire[]
A unit under the status can only use the attack Vampire and will automatically use it to any enemy. All evade percentages will drop to 0, and the character will be unable to use reaction abilities and certain movement abilities like Lifefont and Accrue EXP. Monsters are immune to Vampire. If there is no enemy but ally within the Vampire unit's moving range, they will go for the ally instead. If all members of Ramza's party are afflicted by Vampire, the game is over.
Undead[]
The afflicted unit's HP cannot be restored by normal means, as it now damages the target. Raise/Arise also incur HP damage and the Death spell will fully heal them.
Chicken[]
Chicken occurs when a character's Bravery is below 10. The character literally turns into a chicken, and runs away from all units, each turn restores its Bravery by 1. The status is removed when the Bravery stat is above 10. Characters attacking a chicken will receive a Physical Attack bonus (new PA = [PA * 3/2]). Weapon attacks that normally have a vertical 3 tolerance when attacking from above will only have a vertical 2 tolerance if the target is a chicken.
Charm[]
A charmed unit perceives enemies as allies, and allies as enemies. The only effect of charming an allied unit is to put that unit under AI control until Charm is removed. Charm lasts for 32 ticks. Charm can only affect units that are of the opposite gender as the caster. Both genders can affect monsters with Charm.
Traitor[]
A Traitor leaves their party and joins the opposing party. When afflicted, the target's portrait will either display Guest if the target joins the player's party, or Enemy if they defect to the enemy's side. Guest targets can be recruited into the party permanently. The AI will never try to invite the player's units, even under Confuse, and even if Invite is the only option possible. Any number of units may be Invited during a battle.
Physical States[]
Critical[]
The unit is severely wounded and near collapse. Remove by restoring HP.
Description (PSP)
The unit's HP is below 20% of its maximum. Critical doesn't do anything by itself; it simply serves as a visual indicator of the unit's health, and is required to activate "Critical:"-type reaction abilities.
KO[]
A unit is KO'd when their HP reaches 0. While dead, a unit's CT still increases; whenever it reaches 100 and they would gain an active turn, the counter above their head instead drops by 1 (from 3). If they gain an active turn while the counter is at 0, they will either turn into a crystal or become a treasure chest. This count restarts every time the unit is KO'd.
Crystal[]
After a unit has been left KO'd for three turns, it may become either a crystal or a treasure chest (with the exception of Ramza; if he is KO'd and three turns pass, it's Game Over). Crystals allow an active unit to either fully restore HP and MP or acquire some of the deceased's abilities upon stepping in its tile. If a unit has reached the crystal status, it is considered dead and may not return. It cannot be targeted.
Treasure[]
After a unit has been left KO'd for three turns, it will become either a crystal or a treasure chest (with the exception of Ramza; if he is KO'd and three turns pass, it's Game Over). Treasure chests will grant an item, weapon or piece of equipment to the unit who steps on their tiles.
This status will not occur in monsters who are killed by a unit with the Poacher ability; the poached monster disappears and the player can later buy a new item in the Poacher's Den.
Units who become treasure chests are considered dead and may not return. They cannot be targeted.
Other[]
Berserk[]
A unit with Berserk has their effective physical attack increased by 50%, but cannot be controlled and instead attacks nearby enemies. They cannot use their reaction abilities, nor certain movement abilities, such as Lifefont. This status never naturally wears off, and needs to be healed with methods such as Esuna.
Atheist[]
A character affected by Atheist loses all faith in the gods and magicks. Their Faith will fall to zero, making magick attacks used by that character ineffective. Additionally, all magick cast on that character will have no effect. Nether Mantra will not work on the character, rendering zero damage. Atheist lasts for 32 ticks and cannot be protected against or healed.
Faith[]
While under Faith, a unit is treated as if they have maximum (100) Faith points without inflicting the consequence of raising the permanent Faith statistic too high, which would cause the unit to leave party after the fight. This can be positive or negative as it raises spellcasting ability, but also raises the effect of spells cast on that unit. The opposite of the status Faith is Atheist. Faith lasts for 32 ticks.
Reflect[]
Magicks marked with ☇ are reflected, with the target tile changing from the target to a tile in the same position as if the target were casting that spell. It lasts for 32 clock ticks.
Dummied statuses[]
Dark/Evil Looking[]
This enigmatic status is left unused. It colors the unit in a dark shading and freezes the unit's animation as if it were afflicted by Stop. The afflicted unit can still move and act.
Wall[]
The unit is in a fully defensive stance.
Description (The War of the Lions)
Wall is a dummied out status effect that protects the unit from anything, making all attack's hit rate against the unit 0%. This includes HP and MP restoration, HP and MP damage, status affliction and status healing, along with stats increase or decrease. The status does not protect from abilities that costs a small amount of HP each time they are used, such as Squire's Chant and Construct 8's Task skills.