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{{sideicon|FFVI}}
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{{DISPLAYTITLE:List of ''Final Fantasy VI'' statuses}}
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{{DISPLAYTITLE:''Final Fantasy VI'' statuses}}
 
[[File:FFVI Will-O'-The-Wisp.png|right|250px|thumb|The party under various statuses.]]
 
[[File:FFVI Will-O'-The-Wisp.png|right|250px|thumb|The party under various statuses.]]
 
The following is a list of statuses from ''[[Final Fantasy VI]]''.
 
The following is a list of statuses from ''[[Final Fantasy VI]]''.
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==List of statuses==
 
==List of statuses==
 
===Regular statuses===
 
===Regular statuses===
There are 32 status effects in the game while not counting the [[#Specialized statuses|specialized ailments]]. The following statuses are place in the order found within the game's data when fighting during battle. Note that some of these statuses are left intentionally blank within the data because they are specific statuses and they cannot be cured except for Frozen. These statuses are Magitek, Dance, Interceptor Guard, Hidden, Chanting, Trance, Frozen, and Normal. Notice that while initially fighting [[Ymir (Final Fantasy VI)|Ymir]], the character(s) will never be listed as being under the effect of [[Slow (status)|Slow]] because Magitek takes precedence.
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There are 32 status effects in the game while not counting the [[#Specialized statuses|specialized ailments]]. The following statuses are place in the order found within the game's data when fighting during battle. Note that some of these statuses are left intentionally blank within the data because they are specific statuses and they cannot be cured except for Frozen. These statuses are Magitek, Dance, Interceptor Guard, Hidden, Chanting, Trance, Frozen, and Normal. Notice that while initially fighting [[Ymir (Final Fantasy VI)|Ymir]], the character(s) will never be listed as being under the effect of [[Slow (Final Fantasy VI status effect)|Slow]] because Magitek takes precedence.
   
 
====[[Knocked Out|KO]]====
 
====[[Knocked Out|KO]]====
The KO'd character can't do anything, and it counts as dead for [[Game Over (term)|game over]] purposes, and s/he is a valid target only for items, abilities, and spells that remove this status. If enough damage is done to a character and his/her HP drops to 0, they'll be KO'd. Certain monsters are also incapacitated if their MP reaches 0. It can be removed with [[List of Final Fantasy VI items#Phoenix Down|Phoenix Down]], [[List of Final Fantasy VI items#Tent|Tent]], [[Magic (Final Fantasy VI command)#Raise|Raise]] spell, [[Magic (Final Fantasy VI command)#Arise|Arise]] spell, and the [[Esper (Final Fantasy VI)#Phoenix|Phoenix]]'s Flames of Rebirth. Can be prevented by the Reraise status.
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The KO'd character can't do anything, and it counts as dead for [[Game Over (term)|game over]] purposes, and s/he is a valid target only for items, abilities, and spells that remove this status. If enough damage is done to a character and his/her HP drops to 0, they'll be KO'd. Certain monsters are also incapacitated if their MP reaches 0. It can be removed with [[Phoenix Down (Final Fantasy VI)|Phoenix Down]], [[Tent (Final Fantasy VI)|Tent]], [[Raise (Final Fantasy VI)|Raise]] spell, [[Arise (Final Fantasy VI)|Arise]] spell, and the [[Phoenix (Final Fantasy VI)|Phoenix]]'s Flames of Rebirth. Can be prevented by the Reraise status.
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Indication: character is lying on the ground in battle, tagged as ''Wounded'' in the menu.
   
 
====[[Petrify (status)|Petrify]]====
 
====[[Petrify (status)|Petrify]]====
 
[[File:FFVI Petrify Symbol.PNG|right]]
 
[[File:FFVI Petrify Symbol.PNG|right]]
The petrified character cannot act, his/her ATB bar stops, cannot dodge, and counts as dead for [[Game Over (term)|game over]] purposes. The [[Ultima Weapon (weapon)|Ultima Weapon]] still deals 1 damage thanks to its unusual damage modifiers. Petrified monsters inflicted by Petrify will die immediately.
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The petrified character cannot act, his/her ATB bar stops, cannot dodge, and counts as dead for [[Game Over (term)|game over]] purposes. The [[Ultima Weapon (weapon)|Ultima Weapon]] still deals 1 damage thanks to its unusual damage modifiers. Monsters inflicted by Petrify will die immediately.
   
The status can be removed with the [[List of Final Fantasy VI items#Gold Needle|Gold Needle]], [[List of Final Fantasy VI items#Remedy|Remedy]], [[List of Final Fantasy VI items#Sleeping Bag|Sleeping Bag]], [[List of Final Fantasy VI items#Tent|Tent]], [[Magic (Final Fantasy VI command)#Esuna|Esuna]] spell, [[Esper (Final Fantasy VI)#Unicorn|Unicorn's]] Healing Horn, Sabin's Soul Spiral, Strago's [[Lore (Final Fantasy VI)#Transfurion|Transfusion]], and the [[Dance (Final Fantasy VI)|Dance's]] Forest Healing from Forest Nocturne, Tarpir from Love Serenade, along with Raccoon from Water Harmony.
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The status can be removed with the [[Final Fantasy VI items#Gold Needle|Gold Needle]], [[Final Fantasy VI items#Remedy|Remedy]], [[Final Fantasy VI items#Sleeping Bag|Sleeping Bag]], [[Final Fantasy VI items#Tent|Tent]], [[Esuna (Final Fantasy VI)|Esuna]] spell, [[Esper (Final Fantasy VI)#Unicorn|Unicorn's]] Healing Horn, Sabin's Soul Spiral, Strago's [[Lore (Final Fantasy VI)#Transfurion|Transfusion]], and the [[Dance (Final Fantasy VI)|Dance's]] Forest Healing from Forest Nocturne, Tarpir from Love Serenade, along with Raccoon from Water Harmony.
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Indication: character is gray in battle, tagged with a green crystal in the menu.
   
 
====[[Imp (status)|Imp]]====
 
====[[Imp (status)|Imp]]====
 
[[File:FFVI Imp Symbol.PNG|right]]
 
[[File:FFVI Imp Symbol.PNG|right]]
All abilities except [[Attack (command)|Attack]], [[Magic (Final Fantasy VI command)|Magic]], [[Dualcast]], [[Item]], and [[Shock (ability)|Shock]] are disabled. All magic except for [[Magic (Final Fantasy VI command)#Imp|Imp]] are also disabled. All weapons except for the Impartisan provide only 1 [[List of Final Fantasy VI stats#Attack|attack power]], and all armor except the [[List of Final Fantasy VI armor#Tortoise Shield|Tortoise Shield]], [[List of Final Fantasy VI armor#Saucer|Saucer]], and [[List of Final Fantasy VI armor#Reed Cloak|Reed Cloak]] provide only 1 [[List of Final Fantasy VI stats#Defense|defense power]]. However, those [[Imp equipment|four items]] give their listed power instead of their usual 1. Most monsters use 1 as their attack power under Imp status, but some instead retain full attack power and always get critical hits.
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All abilities except [[Attack (command)|Attack]], [[Magic (Final Fantasy VI command)|Magic]], [[Dualcast]], [[Item]], and [[Shock (ability)|Shock]] are disabled. All magic except for [[Imp (Final Fantasy VI)|Imp]] are also disabled. All weapons except for the Impartisan provide only 1 [[Final Fantasy VI stats#Attack|attack power]], and all armor except the [[Final Fantasy VI armor#Tortoise Shield|Tortoise Shield]], [[Final Fantasy VI armor#Saucer|Saucer]], and [[Final Fantasy VI armor#Reed Cloak|Reed Cloak]] provide only 1 [[Final Fantasy VI stats#Defense|defense power]]. However, those [[Imp equipment|four items]] give their listed power instead of their usual 1. Most monsters use 1 as their attack power under Imp status, but some instead retain full attack power and always get critical hits.
   
Monsters in Imp status get an uglier sprite with a coloration based on the monster's palette. It can be removed with [[List of Final Fantasy VI items#Green Cherry|Green Cherry]], [[List of Final Fantasy VI items#Remedy|Remedy]], [[List of Final Fantasy VI items#Sleeping Bag|Sleeping Bag]], [[List of Final Fantasy VI items#Tent|Tent]], Imp spell, Sabin's Soul Spiral, or Mog's Tapir from Love Serenade.
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Monsters in Imp status get an uglier sprite with a coloration based on the monster's palette. It can be removed with [[Final Fantasy VI items#Green Cherry|Green Cherry]], [[Final Fantasy VI items#Remedy|Remedy]], [[Final Fantasy VI items#Sleeping Bag|Sleeping Bag]], [[Final Fantasy VI items#Tent|Tent]], Imp spell, Sabin's Soul Spiral, or Mog's Tapir from Love Serenade.
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Indication: character sprite is replaced with an Imp in battle, a crowned, green Imp head in the menu.
   
 
====[[Invisible (status)|Invisible]]====
 
====[[Invisible (status)|Invisible]]====
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A character with the Invisible status will always evade all physical attacks, even those that are unblockable, but they will never evade magic spells. Due to a bug, this status negates [[Instant Death|Death]] protection, leading to the infamous [[Vanish-Doom bug|Vanish/Doom]] exploit. This status also prevents the user from activating his/her [[Desperation Attack]].
 
A character with the Invisible status will always evade all physical attacks, even those that are unblockable, but they will never evade magic spells. Due to a bug, this status negates [[Instant Death|Death]] protection, leading to the infamous [[Vanish-Doom bug|Vanish/Doom]] exploit. This status also prevents the user from activating his/her [[Desperation Attack]].
   
It can be removed with anything the game considers magic, the enemy ability [[List of Final Fantasy VI enemy abilities#Northern Cross|Northern Cross]] doesn't remove Invisible status when it fails to inflict Frozen. The [[List of Final Fantasy VI items#Sleeping Bag|Sleeping Bag]], and [[List of Final Fantasy VI items#Tent|Tent]].
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It can be removed with anything the game considers magic, the [[Final Fantasy VI items#Sleeping Bag|Sleeping Bag]], and the [[Final Fantasy VI items#Tent|Tent]]. The enemy ability [[Final Fantasy VI enemy abilities#Northern Cross|Northern Cross]] doesn't remove Invisible status when it fails to inflict Frozen.
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Indication: character is just an outline in battle, a question mark with a green hat in the menu.
   
 
====[[Magitek (command)|Magitek]]====
 
====[[Magitek (command)|Magitek]]====
 
The first command slot is replaced with the Magitek command. All other commands except [[Magic (command)|Magic]], [[Dualcast]], and [[Item]] are disabled. Terra gets more Magitek abilities than the others characters. It's impossible to have only part of the party with this status without cheating, but if it happens, everyone is shown on a Magitek Armor, even those who doesn't actually have the status. Those without it set retain their usual battle commands. This status cannot be inflicted or removed by the player, but events do inflict and remove it for the player.
 
The first command slot is replaced with the Magitek command. All other commands except [[Magic (command)|Magic]], [[Dualcast]], and [[Item]] are disabled. Terra gets more Magitek abilities than the others characters. It's impossible to have only part of the party with this status without cheating, but if it happens, everyone is shown on a Magitek Armor, even those who doesn't actually have the status. Those without it set retain their usual battle commands. This status cannot be inflicted or removed by the player, but events do inflict and remove it for the player.
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Indication: obvious in battle, no difference in menu.
   
 
====[[Poison (status)|Poison]]====
 
====[[Poison (status)|Poison]]====
 
[[File:FFVI Poison Symbol.PNG|right]]
 
[[File:FFVI Poison Symbol.PNG|right]]
A character will periodically be hit with [[List of Final Fantasy VI elements#Poison|Poison]]-elemental damage. The amount inflicted starts out relatively low, but has a multiplier that increments each time the damage occurs, up to a maximum of 8 times the base value. The amount has some random variation. The higher the stamina stat is, the more damage from poison, as does a higher max HP, up to a point (damage before variation and multiplier is capped at 255). Attackers have a 25% penalty to the hit rate versus those affected. Outside of battle, the poisoned character(s) will lose 1/32 of their max HP with each step, but will only go down to 1 HP. The poisoned character doesn't lose any HP when walking on stairs.
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A character will periodically be hit with [[Final Fantasy VI elements#Poison|Poison]]-elemental damage. The amount inflicted starts out relatively low, but has a multiplier that increments each time the damage occurs, up to a maximum of 8 times the base value. The amount has some random variation. The higher the stamina stat is, the more damage from poison, as does a higher max HP, up to a point (damage before variation and multiplier is capped at 255). Attackers have a 25% penalty to the hit rate versus those affected. Outside of battle, the poisoned character(s) will lose 1/32 of their max HP with each step, but will only go down to 1 HP. The poisoned character doesn't lose any HP when walking on stairs.
   
The status can be removed with [[List of Final Fantasy VI items#Antidote|Antidote]], [[List of Final Fantasy VI items#Remedy|Remedy]], [[List of Final Fantasy VI items#Sleeping Bag|Sleeping Bag]], [[List of Final Fantasy VI items#Tent|Tent]], [[Magic (Final Fantasy VI command)#Poisona|Poisona]] spell, [[Magic (Final Fantasy VI command)#Esuna|Esuna]] spell, [[Esper (Final Fantasy VI)#Unicorn|Unicorn's]] Healing Horn, Sabin's [[Blitz (Final Fantasy VI)#Chakra|Chakra]] and Soul Spiral, Mog's Forest Healing from Forest Nocturne, Tapir from Love Serenade, and Raccoon from Water Harmony, Stragos's [[Lore (Final Fantasy VI)#Transfusion|Transfusion]], Setzer's Mysidia Rabbit from [[Slot (Final Fantasy VI)|Slot]].
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The status can be removed with [[Final Fantasy VI items#Antidote|Antidote]], [[Final Fantasy VI items#Remedy|Remedy]], [[Final Fantasy VI items#Sleeping Bag|Sleeping Bag]], [[Final Fantasy VI items#Tent|Tent]], [[Poisona (Final Fantasy VI)|Poisona]] spell, [[Esuna (Final Fantasy VI)|Esuna]] spell, [[Esper (Final Fantasy VI)#Unicorn|Unicorn's]] Healing Horn, Sabin's [[Blitz (Final Fantasy VI)#Chakra|Chakra]] and Soul Spiral, Mog's Forest Healing from Forest Nocturne, Tapir from Love Serenade, and Raccoon from Water Harmony, Stragos's [[Lore (Final Fantasy VI)#Transfusion|Transfusion]], Setzer's Mysidia Rabbit from [[Slot (Final Fantasy VI)|Slot]].
   
Because damage from Poison has the Poison trait, it is affected accordingly by resistance (Halves), absorption (Absorbs), immunity (Negates), or weakness (Increases). Immunity to the Poison-element additionally confers immunity to Poison status, rather than simply negating the damage, with two minor caveats. First, equipping a status immunity item when out of combat normally cures the affected status if afflicted with it, but equipping something with Poison trait immunity won't immediately cure Poison status. However, the status will be removed upon entering combat. Second, equipping a Poison-elemental immunity item such as the [[List of Final Fantasy VI armor#Paladin's Shield|Paladin's Shield]] during battle while afflicted with Poison status won't remove the status, but will cause it to deal zero damage.
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Because damage from Poison has the Poison trait, it is affected accordingly by resistance (Halves), absorption (Absorbs), immunity (Negates), or weakness (Increases). Immunity to the Poison-element additionally confers immunity to Poison status, rather than simply negating the damage, with two minor caveats. First, equipping a status immunity item when out of combat normally cures the affected status if afflicted with it, but equipping something with Poison trait immunity won't immediately cure Poison status. However, the status will be removed upon entering combat. Second, equipping a Poison-elemental immunity item such as the [[Final Fantasy VI armor#Paladin's Shield|Paladin's Shield]] during battle while afflicted with Poison status won't remove the status, but will cause it to deal zero damage.
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Indication: purple skin, emitting green bubbles in battle, a flask containing green liquid in the menu.
   
 
====[[Zombie (status)|Zombie]]====
 
====[[Zombie (status)|Zombie]]====
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A character inflicted by Zombie will become uncontrollable, and counts as dead for [[Game Over (term)|Game Over]] purposes. The character will keep attacking even if HP is displayed as 0. May attack either enemies or allies, and has a 1/16 chance each of inflicting Blind or Poison on hit. Attackers have a 25% bonus to hit rate against those affected. This status also prevents the user from activating their [[Desperation Attack]]s. Getting inflicted by Zombie status removes Blind, Poison, Critical, Berserk, Confuse, and Sleep, regardless of the target is immune to any of these.
 
A character inflicted by Zombie will become uncontrollable, and counts as dead for [[Game Over (term)|Game Over]] purposes. The character will keep attacking even if HP is displayed as 0. May attack either enemies or allies, and has a 1/16 chance each of inflicting Blind or Poison on hit. Attackers have a 25% bonus to hit rate against those affected. This status also prevents the user from activating their [[Desperation Attack]]s. Getting inflicted by Zombie status removes Blind, Poison, Critical, Berserk, Confuse, and Sleep, regardless of the target is immune to any of these.
   
It can be removed with [[List of Final Fantasy VI items#Holy Water|Holy Water]], [[List of Final Fantasy VI items#Sleeping Bag|Sleeping Bag]], [[List of Final Fantasy VI items#Tent|Tent]], Sabin's Soul Spiral, Mog's Tapir from Love Serenade and Raccoon from Water Harmony, Strago's [[Lore (Final Fantasy VI)#Transfusion|Transfusion]].
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It can be removed with [[Final Fantasy VI items#Holy Water|Holy Water]], [[Final Fantasy VI items#Sleeping Bag|Sleeping Bag]], [[Final Fantasy VI items#Tent|Tent]], Sabin's Soul Spiral, Mog's Tapir from Love Serenade and Raccoon from Water Harmony, Strago's [[Lore (Final Fantasy VI)#Transfusion|Transfusion]].
   
 
Inflicting the Zombie status on enemies results in making that enemy untargetable with no way of killing them, literally rendering them invincible for the duration of the battle. The Zombified enemies are treated as dead upon the defeat of all enemies. The status on enemies still work in the same manner as it does for affected party members, these enemies will attack the party and their own allies randomly.
 
Inflicting the Zombie status on enemies results in making that enemy untargetable with no way of killing them, literally rendering them invincible for the duration of the battle. The Zombified enemies are treated as dead upon the defeat of all enemies. The status on enemies still work in the same manner as it does for affected party members, these enemies will attack the party and their own allies randomly.
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Indication: green skin in battle, skull and crossbones in the menu.
   
 
====[[Blind (status)|Darkness]]====
 
====[[Blind (status)|Darkness]]====
 
[[File:FFVI Blind Symbol.png|right]]
 
[[File:FFVI Blind Symbol.png|right]]
A character inflicted by Darkness will halving the affected's hit rate and giving attacks vs. the affected a 25% bonus to hit. This status also prevents Strago from learning Lore spells.
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A character inflicted by Darkness will halving the affected's hit rate and giving attacks vs. the affected a 25% bonus to hit. This status also prevents Strago from learning Lore spells. In the SNES release, the [[evade bug]] meant that the changes to hit rate had no effect.
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It can be removed with: [[Final Fantasy VI items#Eyedrops|Eyedrops]], [[Final Fantasy VI items#Remedy|Remedy]], [[Final Fantasy VI items#Sleeping Bag|Sleeping Bag]], [[Final Fantasy VI items#Tent|Tent]], [[Esuna (Final Fantasy VI)|Esuna]] spell, [[Esper (Final Fantasy VI)#Unicorn|Unicorn's]] Healing Horn, Sabin's Soul Spiral and [[Blitz (Final Fantasy VI)#Chakra|Chakra]], Mog's Forest Healing from Forest Nocturne, Tapir from Love Serenade, and Raccoon from Water Harmony, Strago's [[Lore (Final Fantasy VI)#Transfusion|Transfusion]], and Setzer's Mysidia Rabbit from [[Slot (Final Fantasy VI)|Slot]].
   
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Indication: wearing shades in battle, some green swirl in the menu.
It can be removed with: [[List of Final Fantasy VI items#Eyedrops|Eyedrops]], [[List of Final Fantasy VI items#Remedy|Remedy]], [[List of Final Fantasy VI items#Sleeping Bag|Sleeping Bag]], [[List of Final Fantasy VI items#Tent|Tent]], [[Magic (Final Fantasy VI command)#Esuna|Esuna]] spell, [[Esper (Final Fantasy VI)#Unicorn|Unicorn's]] Healing Horn, Sabin's Soul Spiral and [[Blitz (Final Fantasy VI)#Chakra|Chakra]], Mog's Forest Healing from Forest Nocturne, Tapir from Love Serenade, and Raccoon from Water Harmony, Strago's [[Lore (Final Fantasy VI)#Transfusion|Transfusion]], and Setzer's Mysidia Rabbit from [[Slot (Final Fantasy VI)|Slot]].
 
   
 
====[[Sleep (status)|Sleep]]====
 
====[[Sleep (status)|Sleep]]====
The affected character(s) can't take any action or evade attacks, the character's ATB bar stops. It can be removed with any physical damage that hits the afflicted, [[Magic (Final Fantasy VI command)#Esuna|Esuna]] spell, [[Esper (Final Fantasy VI)#Unicorn|Unicorn's]] Healing Horn, Sabin's Soul Spiral, Strago's [[Lore (Final Fantasy VI)#Transfusion|Transfusion]], Setzer's Mysidia Rabbit from [[Slot (Final Fantasy VI)|Slot]], Mog's Forest Healing from Forest Nocturne, Tapir from Love Serenade, and Raccoon from Water Harmony. Additionally, if Sleep lasts long enough, a tapir will automatically appear and remove the status. The status is also removed at the end of battle.
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The affected character(s) can't take any action or evade attacks, the character's ATB bar stops. It can be removed with any physical damage that hits the afflicted, [[Esuna (Final Fantasy VI)|Esuna]] spell, [[Esper (Final Fantasy VI)#Unicorn|Unicorn's]] Healing Horn, Sabin's Soul Spiral, Strago's [[Lore (Final Fantasy VI)#Transfusion|Transfusion]], Setzer's Mysidia Rabbit from [[Slot (Final Fantasy VI)|Slot]], Mog's Forest Healing from Forest Nocturne, Tapir from Love Serenade, and Raccoon from Water Harmony. Additionally, if Sleep lasts long enough, a tapir will automatically appear and remove the status. The status is also removed at the end of battle.
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Indication: crouched over, snoring in battle.
   
 
====[[Sap (status)|Sap]]====
 
====[[Sap (status)|Sap]]====
 
A character will periodically take damage. This status inflicts damage more often than the Poison status, but the damage is non-elemental and doesn't increase over a period of time. The amount has some random variation. The higher stamina will increase damage taken, as will higher max HP, to a point (damage before variation is capped at 255). Attackers have a 25% penalty to hit rate against those affected.
 
A character will periodically take damage. This status inflicts damage more often than the Poison status, but the damage is non-elemental and doesn't increase over a period of time. The amount has some random variation. The higher stamina will increase damage taken, as will higher max HP, to a point (damage before variation is capped at 255). Attackers have a 25% penalty to hit rate against those affected.
   
It can be removed with [[List of Final Fantasy VI items#Remedy|Remedy]], [[Magic (Final Fantasy VI command)#Poisona|Poisona]] spell, [[Magic (Final Fantasy VI command)#Esuna|Esuna]] spell, [[Esper (Final Fantasy VI)#Unicorn|Unicorn's]] Healing Horn, Sabin's [[Chakra]] and Soul Spiral, Strago's [[Lore (Final Fantasy VI)#Transfusion|Transfusion]], Mog's Forest Healing from Forest Nocturne, Tapir from Love Serenade, and Raccoon from Water Harmony. The status is also removed at the end of battle.
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It can be removed with [[Final Fantasy VI items#Remedy|Remedy]], [[Poisona (Final Fantasy VI)|Poisona]] spell, [[Esuna (Final Fantasy VI)|Esuna]] spell, [[Esper (Final Fantasy VI)#Unicorn|Unicorn's]] Healing Horn, Sabin's [[Chakra]] and Soul Spiral, Strago's [[Lore (Final Fantasy VI)#Transfusion|Transfusion]], Mog's Forest Healing from Forest Nocturne, Tapir from Love Serenade, and Raccoon from Water Harmony. The status is also removed at the end of battle.
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Indication: periodic small HP loss in battle.
   
 
====[[Confuse (status)|Confuse]]====
 
====[[Confuse (status)|Confuse]]====
 
The affected acts at random with inverted targeting were he/she will attack allies and heal enemies. Confused characters will never use [[Item]], [[Trance (Final Fantasy VI)|Revert]], [[Throw (ability)|Throw]], [[Control (ability)|Control]], [[Slot (Final Fantasy VI)|Slot]], [[Leap]], [[Defend (ability)|Defend]], [[Summon (command)|Summon]], or Possess. Any commands entered but not yet executed before the status occurred will continue normally, but with reversed targeting. Confused monsters use the command list that appears when Relm [[Control (ability)|Controls]] them, which frequently includes abilities not in their normal battle script. Attackers will have a 25% bonus to hit rate against those affected. This status also prevents the user from activating his/her [[Desperation Attack]].
 
The affected acts at random with inverted targeting were he/she will attack allies and heal enemies. Confused characters will never use [[Item]], [[Trance (Final Fantasy VI)|Revert]], [[Throw (ability)|Throw]], [[Control (ability)|Control]], [[Slot (Final Fantasy VI)|Slot]], [[Leap]], [[Defend (ability)|Defend]], [[Summon (command)|Summon]], or Possess. Any commands entered but not yet executed before the status occurred will continue normally, but with reversed targeting. Confused monsters use the command list that appears when Relm [[Control (ability)|Controls]] them, which frequently includes abilities not in their normal battle script. Attackers will have a 25% bonus to hit rate against those affected. This status also prevents the user from activating his/her [[Desperation Attack]].
   
It can be removed with any physical attack that hits the afflicted, [[Magic (Final Fantasy VI command)#Esuna|Esuna]] spell, [[Esper (Final Fantasy VI)#Unicorn|Unicorn's]] Healing Horn, Sabin's Soul Spiral, Strago's [[Lore (Final Fantasy VI)#Transfusion|Transfusion]], Mog's Forest Healing from Forest Nocturne, Tapir from Love Serenade, and Raccoon from Water Harmony. The status is also removed at the end of battle.
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It can be removed with any physical attack that hits the afflicted, [[Esuna (Final Fantasy VI)|Esuna]] spell, [[Esper (Final Fantasy VI)#Unicorn|Unicorn's]] Healing Horn, Sabin's Soul Spiral, Strago's [[Lore (Final Fantasy VI)#Transfusion|Transfusion]], Mog's Forest Healing from Forest Nocturne, Tapir from Love Serenade, and Raccoon from Water Harmony. The status is also removed at the end of battle.
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Indication: spinning, with green swirl above her/his head in battle.
   
 
====[[Berserk (status)|Berserk]]====
 
====[[Berserk (status)|Berserk]]====
 
A character affected with Berserk will attack enemies uncontrollably with a physical damage bonus of +50%. Affected enemies will always use normal physical attacks. The affected character(s) can use Attack or any of the following commands if available: [[Attack (command)|Attack]], [[Mug]], [[Jump (ability)|Jump]], [[Rage (Final Fantasy VI command)|Rage]], or [[Magitek (command)|Magitek]]. Note that Attack appears twice; the first is always available, instance were it allows the character(s) without the command to use it, and increases the odds for everyone else. Adding Berserk status to the Rage status does not seem to affect the behavior as the character will continue to use whatever abilities the Rage makes available, but still provides the damage bonus. Adding Berserk status to the Dance status appears to have no effect at all. Any commands entered, but has yet to be executed before the status is inflicted will continue normally, with the damage bonus taking effect if applicable.
 
A character affected with Berserk will attack enemies uncontrollably with a physical damage bonus of +50%. Affected enemies will always use normal physical attacks. The affected character(s) can use Attack or any of the following commands if available: [[Attack (command)|Attack]], [[Mug]], [[Jump (ability)|Jump]], [[Rage (Final Fantasy VI command)|Rage]], or [[Magitek (command)|Magitek]]. Note that Attack appears twice; the first is always available, instance were it allows the character(s) without the command to use it, and increases the odds for everyone else. Adding Berserk status to the Rage status does not seem to affect the behavior as the character will continue to use whatever abilities the Rage makes available, but still provides the damage bonus. Adding Berserk status to the Dance status appears to have no effect at all. Any commands entered, but has yet to be executed before the status is inflicted will continue normally, with the damage bonus taking effect if applicable.
   
It can be removed with [[Magic (Final Fantasy VI command)#Dispel|Dispel]] spell, Sabin's Soul Spiral, Strago's [[Lore (Final Fantasy VI)#Transfusion|Transfusion]], Mog's Tapir from Love Serenade and Raccoon from Water Harmony. The status is also removed at the end of battle.
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It can be removed with [[Dispel (Final Fantasy VI)|Dispel]] spell, Sabin's Soul Spiral, Strago's [[Lore (Final Fantasy VI)#Transfusion|Transfusion]], Mog's Tapir from Love Serenade and Raccoon from Water Harmony. The status is also removed at the end of battle.
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Indication: red skin, fuming in battle.
   
 
====[[Silence (status)|Silence]]====
 
====[[Silence (status)|Silence]]====
A character inflicted by Silence cannot use [[Magic (command)|Magic]], [[Dualcast]], or [[Lore (Final Fantasy VI)|Lore]]. It can be removed with [[List of Final Fantasy VI items#Echo Herbs|Echo Herbs]], [[List of Final Fantasy VI items#Remedy|Remedy]], [[Magic (Final Fantasy VI command)#Esuna|Esuna]] spell, [[Esper (Final Fantasy VI)#Unicorn|Unicorn's]] Healing Horn, Sabin's [[Chakra]] and Soul Spiral, Strago's [[Lore (Final Fantasy VI)#Transfusion|Transfusion]], Mog's Forest Healing from Forest Nocturne, Tapir from Love Serenade, and Raccoon from Water Harmony. The status is also removed at the end of battle. The Silence status was probably suppose to persist even after the battle since Echo Screen is usable outside of battle or it might simply be the developer's oversight.
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A character inflicted by Silence cannot use [[Magic (command)|Magic]], [[Dualcast]], or [[Lore (Final Fantasy VI)|Lore]]. It can be removed with [[Final Fantasy VI items#Echo Herbs|Echo Herbs]], [[Final Fantasy VI items#Remedy|Remedy]], [[Esuna (Final Fantasy VI)|Esuna]] spell, [[Esper (Final Fantasy VI)#Unicorn|Unicorn's]] Healing Horn, Sabin's [[Chakra]] and Soul Spiral, Strago's [[Lore (Final Fantasy VI)#Transfusion|Transfusion]], Mog's Forest Healing from Forest Nocturne, Tapir from Love Serenade, and Raccoon from Water Harmony. The status is also removed at the end of battle. The Silence status was probably suppose to persist even after the battle since Echo Screen is usable outside of battle or it might simply be the developer's oversight.
  +
  +
Indication: speech bubble with '...' in battle.
   
 
====[[Blink (status)|Image]]====
 
====[[Blink (status)|Image]]====
 
A character with Image status will automatically evade physical attacks, but each evade has a 25% chance of removing the status. However, a character will not evade while also under the Sleep, Petrify, Frozen, or Stop status. When attacked from the back, or when the attack is unblockable, but hits taken in these cases will never cancel the status either. This status also prevents the user from activating his/her [[Desperation Attack]].
 
A character with Image status will automatically evade physical attacks, but each evade has a 25% chance of removing the status. However, a character will not evade while also under the Sleep, Petrify, Frozen, or Stop status. When attacked from the back, or when the attack is unblockable, but hits taken in these cases will never cancel the status either. This status also prevents the user from activating his/her [[Desperation Attack]].
   
It can be removed with [[Magic (Final Fantasy VI command)#Dispel|Dispel]] spell, randomly removed after evading. The status is also removed at the end of battle.
+
It can be removed with [[Dispel (Final Fantasy VI)|Dispel]] spell, randomly removed after evading. The status is also removed at the end of battle.
  +
  +
Indication: multiple blinking figures in battle.
   
 
====[[HP Critical|Critical]]====
 
====[[HP Critical|Critical]]====
 
The Critical status can triggers some equipment special effects and gives a small chance of using the character's [[Desperation Attack]] instead of attacking with his/her equipped weapon when using the [[Attack (command)|Attack]] command. Attackers will have a 25% penalty to hit rate against those affected.
 
The Critical status can triggers some equipment special effects and gives a small chance of using the character's [[Desperation Attack]] instead of attacking with his/her equipped weapon when using the [[Attack (command)|Attack]] command. Attackers will have a 25% penalty to hit rate against those affected.
  +
  +
Indication: crouched in battle, no difference in menu (apart from low HP).
   
 
====[[Doom (status)|Doom]]====
 
====[[Doom (status)|Doom]]====
The Doom status will inflicts KO when the timer runs out, so the status is harmless until the timer runs out. The spells [[Magic (Final Fantasy VI command)#Haste|Haste]] and [[Magic (Final Fantasy VI command)#Slow|Slow]] affects the countdown timer of Doom, Haste increases the countdown while Slow reduces the countdown timer. It can be removed with Sabin's Soul Spiral, Strago's [[Lore (Final Fantasy VI)#Transfusion|Transfusion]], Mog's Tapir from Love Serenade and Raccoon from Water Harmony. The status is also removed at the end of battle.
+
The Doom status will inflicts KO when the timer runs out, so the status is harmless until the timer runs out. The spells [[Haste (Final Fantasy VI)|Haste]] and [[Slow (Final Fantasy VI)|Slow]] affects the countdown timer of Doom, Haste increases the countdown while Slow reduces the countdown timer. It can be removed with Sabin's Soul Spiral, Strago's [[Lore (Final Fantasy VI)#Transfusion|Transfusion]], Mog's Tapir from Love Serenade and Raccoon from Water Harmony. The status is also removed at the end of battle.
  +
  +
Indication: countdown timer above her/his head in battle.
   
 
====[[Reflect (status)|Reflect]]====
 
====[[Reflect (status)|Reflect]]====
 
Reflect will reflect most magic spells aimed at the target so that the spell instead affects an enemy of the target. This reflection affects not only most Attack spells, but also most Effect and all Healing spells. The strength of a reflected spell is halved. Once reflected, a spell cannot be reflected back again. Only targets with the Reflect status are affected by Strago's [[Reflect???]].
 
Reflect will reflect most magic spells aimed at the target so that the spell instead affects an enemy of the target. This reflection affects not only most Attack spells, but also most Effect and all Healing spells. The strength of a reflected spell is halved. Once reflected, a spell cannot be reflected back again. Only targets with the Reflect status are affected by Strago's [[Reflect???]].
   
It can be removed with [[Magic (Final Fantasy VI command)#Dispel|Dispel]] spell. This status also eventually wears off on its own, and it is also removed at the end of battle.
+
It can be removed with [[Dispel (Final Fantasy VI)|Dispel]] spell. This status also eventually wears off on its own, and it is also removed at the end of battle.
  +
  +
Indication: blue outline in battle.
   
 
====[[Protect (status)|Protect]]====
 
====[[Protect (status)|Protect]]====
A character with the Protect status will have physical damage reduced by approximately 1/3, except for defense-ignoring attacks. This status can be removed with [[Magic (Final Fantasy VI command)#Dispel|Dispel]] spell, and it is also removed at the end of battle.
+
A character with the Protect status will have physical damage reduced by approximately 1/3, except for defense-ignoring attacks. This status can be removed with [[Dispel (Final Fantasy VI)|Dispel]] spell, and it is also removed at the end of battle.
  +
  +
Indication: yellow outline in battle.
   
 
====[[Shell (status)|Shell]]====
 
====[[Shell (status)|Shell]]====
A character with the Shell status will have magical damage reduced by approximately 1/3, except for defense-ignoring attacks. This status can be removed with [[Magic (Final Fantasy VI command)#Dispel|Dispel]] spell, and it is also removed at the end of battle.
+
A character with the Shell status will have magical damage reduced by approximately 1/3, except for defense-ignoring attacks. This status can be removed with [[Dispel (Final Fantasy VI)|Dispel]] spell, and it is also removed at the end of battle.
  +
  +
Indication: green outline in battle.
   
 
====[[Stop (status)|Stop]]====
 
====[[Stop (status)|Stop]]====
 
A character affected by Stop will have his/her ATB bar stop, the character will not act or evade attacks. It also pauses the timer on most effects that wear off over time such as the Reflect status.
 
A character affected by Stop will have his/her ATB bar stop, the character will not act or evade attacks. It also pauses the timer on most effects that wear off over time such as the Reflect status.
   
It can be removed with [[Magic (Final Fantasy VI command)#Esuna|Esuna]] spell, [[Magic (Final Fantasy VI command)#Dispel|Dispel]] spell, [[Esper (Final Fantasy VI)#Unicorn|Unicorn's]] Healing Horn, Sabin's Soul Spiral, Strago's [[Lore (Final Fantasy VI)#Transfusion|Transfusion]], Mog's Forest Healing from Forest Nocturne, Tapir from Love Serenade, and Raccoon from Water Harmony. This status also eventually wears off on its own, and it is also removed at the end of battle.
+
It can be removed with [[Esuna (Final Fantasy VI)|Esuna]] spell, [[Dispel (Final Fantasy VI)|Dispel]] spell, [[Esper (Final Fantasy VI)#Unicorn|Unicorn's]] Healing Horn, Sabin's Soul Spiral, Strago's [[Lore (Final Fantasy VI)#Transfusion|Transfusion]], Mog's Forest Healing from Forest Nocturne, Tapir from Love Serenade, and Raccoon from Water Harmony. This status also eventually wears off on its own, and it is also removed at the end of battle.
  +
  +
Indication: pink outline in battle.
   
 
====[[Haste (status)|Haste]]====
 
====[[Haste (status)|Haste]]====
 
The ATB bar fills up more quickly which is nearly 1/3 faster than usual, so turns come more often. It also speeds time for the effects like the Poison status and causes effects that wear off on their own to do so more quickly. Attackers will have a 25% penalty to hit rate against those affected. Note that Haste and Slow are mutually exclusive status effects. Anything that sets Haste automatically cancels Slow in the process, and vice versa. Haste will affect the [[Doom (status)|Doom]] status, Haste will increase the countdown timer on the afflicted.
 
The ATB bar fills up more quickly which is nearly 1/3 faster than usual, so turns come more often. It also speeds time for the effects like the Poison status and causes effects that wear off on their own to do so more quickly. Attackers will have a 25% penalty to hit rate against those affected. Note that Haste and Slow are mutually exclusive status effects. Anything that sets Haste automatically cancels Slow in the process, and vice versa. Haste will affect the [[Doom (status)|Doom]] status, Haste will increase the countdown timer on the afflicted.
   
It can be removed with [[Magic (Final Fantasy VI command)#Slow||Slow]] spell, [[Magic (Final Fantasy VI command)#Slowga|Slowga]] spell, and [[Magic (Final Fantasy VI command)#Dispel|Dispel]] spell. This status is removed at the end of battle.
+
It can be removed with [[Slow (Final Fantasy VI)|Slow]] spell, [[Slowga (Final Fantasy VI)|Slowga]] spell, and [[Dispel (Final Fantasy VI)|Dispel]] spell. This status is removed at the end of battle.
  +
  +
Indication: red outline in battle.
   
 
====[[Slow (status)|Slow]]====
 
====[[Slow (status)|Slow]]====
 
The ATB bar fills up more slowly which is half the normal speed, so turns come less often. It also slows time for effects like the Poison status and causes effects that wear off on their own to do so more slowly. Attackers will have a 25% bonus to hit rate against those affected. Note that Slow and Haste are mutually exclusive status effects. Anything that sets Slow automatically cancels Haste in the process, and vice versa. Slow will affect the [[Doom (status)|Doom]] status, Slow will decrease the countdown timer on the afflicted.
 
The ATB bar fills up more slowly which is half the normal speed, so turns come less often. It also slows time for effects like the Poison status and causes effects that wear off on their own to do so more slowly. Attackers will have a 25% bonus to hit rate against those affected. Note that Slow and Haste are mutually exclusive status effects. Anything that sets Slow automatically cancels Haste in the process, and vice versa. Slow will affect the [[Doom (status)|Doom]] status, Slow will decrease the countdown timer on the afflicted.
   
It can be removed with [[Magic (Final Fantasy VI command)#Esuna|Esuna]] spell, [[Magic (Final Fantasy VI command)#Haste|Haste]] spell, [[Magic (Final Fantasy VI command)#Hastega|Hastega]] spell, [[Magic (Final Fantasy VI command)#Dispel|Dispel]] spell, [[Esper (Final Fantasy VI)#Unicorn|Unicorn's]] Healing Horn, Sabin's Soul Spiral, Strago's [[Lore (Final Fantasy VI)#Transfusion|Transfusion]], Mog's Forest Healing from Forest Nocturne, Tapir from Love Serenade, Meerkat from Desert Lullaby, and Raccoon from Water Harmony. This status is removed at the end of battle.
+
It can be removed with [[Esuna (Final Fantasy VI)|Esuna]] spell, [[Haste (Final Fantasy VI)|Haste]] spell, [[Hastega (Final Fantasy VI)|Hastega]] spell, [[Dispel (Final Fantasy VI)|Dispel]] spell, [[Unicorn (Final Fantasy VI)|Unicorn's]] Healing Horn, Sabin's Soul Spiral, Strago's [[Lore (Final Fantasy VI)#Transfusion|Transfusion]], Mog's Forest Healing from Forest Nocturne, Tapir from Love Serenade, Meerkat from Desert Lullaby, and Raccoon from Water Harmony. This status is removed at the end of battle.
  +
  +
Indication: white outline in battle.
   
 
====[[Regen (status)|Regen]]====
 
====[[Regen (status)|Regen]]====
 
A character with the Regen status will periodic recover a small amount of HP. The effect is the opposite of the Sap status. The amount has some random variation. The higher the stamina stat is, the more HP the character will be healed, as will higher max HP, to a point (healing before variation is capped at 255).
 
A character with the Regen status will periodic recover a small amount of HP. The effect is the opposite of the Sap status. The amount has some random variation. The higher the stamina stat is, the more HP the character will be healed, as will higher max HP, to a point (healing before variation is capped at 255).
   
It can be removed with [[Magic (Final Fantasy VI command)#Dispel|Dispel]] spell, and the status is removed at the end of battle.
+
It can be removed with [[Dispel (Final Fantasy VI)|Dispel]] spell, and the status is removed at the end of battle.
  +
  +
Indication: periodic small HP gain in battle.
   
 
====[[Dancing|Dance]]====
 
====[[Dancing|Dance]]====
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It can be removed with Petrify status, KO status, and the Imp status will replace the dances with normal attacks, but it won't remove the status.
 
It can be removed with Petrify status, KO status, and the Imp status will replace the dances with normal attacks, but it won't remove the status.
  +
  +
Indication: behavior in battle.
   
 
====[[Float (status)|Float]]====
 
====[[Float (status)|Float]]====
 
[[File:FFVI Float Symbol.PNG|right]]
 
[[File:FFVI Float Symbol.PNG|right]]
Characters with the Float status will be protected from [[Earth (element)|Earth]]-elemental attacks which will miss automatically, but they will become vulnerability to Locke's [[List of Final Fantasy VI weapons#Hawkeye|Hawkeye]] and Sniper weapons will increased. [[Flying]] enemies normally have this status permanently set.
+
Characters with the Float status will be protected from [[Earth (element)|Earth]]-elemental attacks which will miss automatically, but they will become vulnerability to Locke's [[Final Fantasy VI weapons#Hawkeye|Hawkeye]] and Sniper weapons will increased. [[Flying]] enemies normally have this status permanently set.
   
It can be removed with [[List of Final Fantasy VI items#Sleeping Bag|Sleeping Bag]], [[List of Final Fantasy VI items#Tent|Tent]], and [[Magic (Final Fantasy VI command)#Dispel|Dispel]] spell.
+
It can be removed with [[Final Fantasy VI items#Sleeping Bag|Sleeping Bag]], [[Final Fantasy VI items#Tent|Tent]], and [[Dispel (Final Fantasy VI)|Dispel]] spell.
  +
  +
Indication: hovering in battle, a single wing in the menu.
   
 
====[[Interceptor (Final Fantasy VI)|Interceptor Guard]]====
 
====[[Interceptor (Final Fantasy VI)|Interceptor Guard]]====
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Shadow starts with this status, and normally keeps it for the entire game except for the brief interruption Floating Continent. However, [[Rippler]] can swap it, even though it's not [[Rippler bug|supposed to]], so Shadow can lose Interceptor's assistance permanently. It's best to keep Shadow away from enemies that can use Rippler.
 
Shadow starts with this status, and normally keeps it for the entire game except for the brief interruption Floating Continent. However, [[Rippler]] can swap it, even though it's not [[Rippler bug|supposed to]], so Shadow can lose Interceptor's assistance permanently. It's best to keep Shadow away from enemies that can use Rippler.
  +
  +
Indication: none.
   
 
====[[Eject|Hidden]]====
 
====[[Eject|Hidden]]====
This status is not named in-game, there are several actions that gives the Hidden status, which makes the target un-selectable and renders the target un-hittable by neither physical attacks nor magical attacks. The target becomes hidden from sight and cannot be manually targeted. This status occurs when a character is taken out of the action, such as the [[Jump (ability)|Jump]] command, the esper [[Quetzalli]]'s Sonic Dive, [[Escape (command)|running away]], Sabin's Spiral Soul, Strago's [[Lore (Final Fantasy VI)#Transfusion|Transfusion]], Humbaba's [[List of Final Fantasy VI enemy abilities#Humbaba Breath|Humbaba Breath]], and the ejection ability [[List of Final Fantasy VI enemy abilities#Snort|Snort]] used by certain monsters.
+
This status is not named in-game, there are several actions that gives the Hidden status, which makes the target un-selectable and renders the target un-hittable by neither physical attacks nor magical attacks. The target becomes hidden from sight and cannot be manually targeted. This status occurs when a character is taken out of the action, such as the [[Jump (ability)|Jump]] command, the esper [[Quetzalli]]'s Sonic Dive, [[Escape (command)|running away]], Sabin's Spiral Soul, Strago's [[Lore (Final Fantasy VI)#Transfusion|Transfusion]], Humbaba's [[Final Fantasy VI enemy abilities#Humbaba Breath|Humbaba Breath]], and the ejection ability [[Final Fantasy VI enemy abilities#Snort|Snort]] used by certain monsters.
   
 
When all the party members are ejected (or some ejected and the others [[Knocked Out|KO'd]]), the battle is considered a draw. Neither EXP is awarded nor there is a [[Game Over (term)|Game Over]]. If this happens in the [[Dragon's Neck Coliseum]], the player retains the wager.
 
When all the party members are ejected (or some ejected and the others [[Knocked Out|KO'd]]), the battle is considered a draw. Neither EXP is awarded nor there is a [[Game Over (term)|Game Over]]. If this happens in the [[Dragon's Neck Coliseum]], the player retains the wager.
   
 
This status is removed at the end of battle.
 
This status is removed at the end of battle.
  +
  +
Indication: character not shown in battle.
   
 
====[[Control (status)|Chanting]]====
 
====[[Control (status)|Chanting]]====
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It can be removed when the controlled monster is killed or any successful physical attack on the controlled monster. This status removed at the end of battle.
 
It can be removed when the controlled monster is killed or any successful physical attack on the controlled monster. This status removed at the end of battle.
  +
  +
Indication: chanting in battle.
   
 
====[[Trance (status)|Trance]]====
 
====[[Trance (status)|Trance]]====
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The status can be removed with when the duration expires, Terra's chooses the Revert command, or at the end of battle.
 
The status can be removed with when the duration expires, Terra's chooses the Revert command, or at the end of battle.
  +
  +
Indication: Terra needs a haircut.
   
 
====[[Reraise (status)|Reraise]]====
 
====[[Reraise (status)|Reraise]]====
If the character with the Reraise status enters KO status, either through a [[Instant Death|Death]] attack or when his/her HP reaches 0, this status automatically casts the [[Magic (Final Fantasy VI command)#Raise|Raise]] spell on the affected and removes the Reraise status afterwards. However, Sabin's Soul Spiral and Strago's [[Lore (Final Fantasy VI)#Transfusion|Transfusion]] [[Eject|removes]] the user from battle and this status will not work on them. Attackers will have a 25% bonus to hit rate versus those affected.
+
If the character with the Reraise status enters KO status, either through a [[Instant Death|Death]] attack or when his/her HP reaches 0, this status automatically casts the [[Raise (Final Fantasy VI)|Raise]] spell on the affected and removes the Reraise status afterwards. However, Sabin's Soul Spiral and Strago's [[Lore (Final Fantasy VI)#Transfusion|Transfusion]] [[Eject|removes]] the user from battle and this status will not work on them. Attackers will have a 25% bonus to hit rate versus those affected.
   
The status can be removed with [[Magic (Final Fantasy VI command)#Dispel|Dispel]] spell, or when they are KO'd. The status is removed at the end of battle.
+
The status can be removed with [[Dispel (Final Fantasy VI)|Dispel]] spell, or when they are KO'd. The status is removed at the end of battle.
   
 
Enemies can start out with the Reraise status, but the developers [[Dummied content|never made use of it]]. If some of the enemies in the game would have had this status, [[Gau]] would have inherited this status when using the specific Rage.
 
Enemies can start out with the Reraise status, but the developers [[Dummied content|never made use of it]]. If some of the enemies in the game would have had this status, [[Gau]] would have inherited this status when using the specific Rage.
  +
  +
Indication: none.
   
 
====[[Freeze (status)|Frozen]]====
 
====[[Freeze (status)|Frozen]]====
 
The status is not named in-game, the word Frozen is used in the flavored text of the inflicting abilities. Those afflicted by this status will have their ATB bar halted. The affected can't act or evade attacks. It can be removed with any [[Fire (element)|Fire]]-elemental attack or spells even though this will still causes damage as usual, Sabin's Soul Spiral, Mog's Raccoon from Water Harmony. This status will also eventually wears off on its own, though it takes nearly twice as long as Stop or Sleep status. The status is removed at the end of battle.
 
The status is not named in-game, the word Frozen is used in the flavored text of the inflicting abilities. Those afflicted by this status will have their ATB bar halted. The affected can't act or evade attacks. It can be removed with any [[Fire (element)|Fire]]-elemental attack or spells even though this will still causes damage as usual, Sabin's Soul Spiral, Mog's Raccoon from Water Harmony. This status will also eventually wears off on its own, though it takes nearly twice as long as Stop or Sleep status. The status is removed at the end of battle.
  +
  +
Indication: character turns blue in battle.
  +
 
====[[Rage (Final Fantasy VI command)|Rage]]====
 
This status is not named in-game except as a battle command, this is the state entered by using the Rage command. A character will automatically either [[Attack (command)|attack]] or uses the ability associated with the current Rage. The inflicted will gain that monster's trait which includes elemental properties, status protections, and other traits such as human, undead, and 0 MP equals death.
  +
 
This status can be removed with the Petrify status and KO statuses. The Imp status will force normal attacks, but it will not remove the status. If [[Strago Magus|Strago]] is inflicted with the Rage status, it will prevent him from learning [[Lore (Final Fantasy VI)|Lore]] spells. This status has no known effects on monsters.
  +
  +
Indication: fuming in battle.
   
 
====Normal====
 
====Normal====
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This status has been given a name in the GBA release, it appears inside the [[Bestiary (Final Fantasy VI)|Bestiary]] as Death found under the Status Immunity section of the enemy entry. This status instantly kills the target regardless of the current amount of HP they have remaining. This status can be prevented by being immune to Death with the [[Safety Bit (equipment)|Safety Bit]] and Memento Ring.
 
This status has been given a name in the GBA release, it appears inside the [[Bestiary (Final Fantasy VI)|Bestiary]] as Death found under the Status Immunity section of the enemy entry. This status instantly kills the target regardless of the current amount of HP they have remaining. This status can be prevented by being immune to Death with the [[Safety Bit (equipment)|Safety Bit]] and Memento Ring.
   
Being immune to this status also makes the target immune to the following abilities that do not inflict Death when the ability or spell hits: [[Tools (command)#Air Anchor|Air Anchor]], [[List of Final Fantasy VI enemy abilities#Cave In|Cave In]], [[List of Final Fantasy VI enemy abilities#Cyclonic|Cyclonic]], [[List of Final Fantasy VI enemy abilities#Hailstone|Hailstone]], [[List of Final Fantasy VI enemy abilities#Snowball|Snowball]], [[List of Final Fantasy VI enemy abilities#Missile|Missile]], [[List of Final Fantasy VI enemy abilities#Launcher|Launcher]], [[List of Final Fantasy VI enemy abilities#Gravity Bomb|Gravity Bomb]], [[List of Final Fantasy VI enemy abilities#Shamshir|Shamshir]], [[Dance (Final Fantasy VI)#Sonic Boom|Sonic Boom]], [[List of Final Fantasy VI enemy abilities#Gravity|Gravity]], [[List of Final Fantasy VI enemy abilities#Graviga|Graviga]], [[List of Final Fantasy VI enemy abilities#Break|Break]], [[Dance (Final Fantasy VI)#Cockatrice|Cockatrice]], [[List of Final Fantasy VI enemy abilities#Doom|Doom]], [[List of Final Fantasy VI enemy abilities#Dischord|Dischord]], [[Bushido (Final Fantasy VI)#Tiger|Tiger]], and [[Catoblepas (summon)|Catoblepas]].
+
Being immune to this status also makes the target immune to the following abilities that do not inflict Death when the ability or spell hits: [[Tools (command)#Air Anchor|Air Anchor]], [[Final Fantasy VI enemy abilities#Cave In|Cave In]], [[Final Fantasy VI enemy abilities#Cyclonic|Cyclonic]], [[Final Fantasy VI enemy abilities#Hailstone|Hailstone]], [[Final Fantasy VI enemy abilities#Snowball|Snowball]], [[Final Fantasy VI enemy abilities#Missile|Missile]], [[Final Fantasy VI enemy abilities#Launcher|Launcher]], [[Final Fantasy VI enemy abilities#Gravity Bomb|Gravity Bomb]], [[Final Fantasy VI enemy abilities#Shamshir|Shamshir]], [[Dance (Final Fantasy VI)#Sonic Boom|Sonic Boom]], [[Final Fantasy VI enemy abilities#Gravity|Gravity]], [[Final Fantasy VI enemy abilities#Graviga|Graviga]], [[Final Fantasy VI enemy abilities#Break|Break]], [[Dance (Final Fantasy VI)#Cockatrice|Cockatrice]], [[Final Fantasy VI enemy abilities#Doom|Doom]], [[Final Fantasy VI enemy abilities#Dischord|Dischord]], [[Bushido (Final Fantasy VI)#Tiger|Tiger]], and [[Catoblepas (summon)|Catoblepas]].
 
====[[Rage (Final Fantasy VI command)|Rage]]====
 
This status is not named in-game except as a battle command, this is the state entered by using the Rage command. A character will automatically either [[Attack (command)|attack]] or uses the ability associated with the current Rage. The inflicted will gain that monster's trait which includes elemental properties, status protections, and other traits such as human, undead, and 0 MP equals death.
 
 
This status can be removed with the Petrify status and KO statuses. The Imp status will force normal attacks, but it will not remove the status. If [[Strago Magus|Strago]] is inflicted with the Rage status, it will prevent him from learning [[Lore (Final Fantasy VI)|Lore]] spells. This status has no known effects on monsters.
 
   
 
====[[Charm (status)|Charm]]====
 
====[[Charm (status)|Charm]]====
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====[[HP Leak]]====
 
====[[HP Leak]]====
This status is not named in-game, it is however similar to Poison and Sap statuses. HP Leak cannot be cured, and it overrides any current Regen status set on the character(s) including those from inherent sources like the [[Angel Ring]] relic. It can only be caused by the attack called [[List of Final Fantasy VI enemy abilities#Poltergeist|Poltergeist]], an attack used by both [[Chadarnook (Final Fantasy VI)|Chadarnook (Goddess)]] and [[Death Rider (Final Fantasy VI)|Death Rider]].
+
This status is not named in-game, it is however similar to Poison and Sap statuses. HP Leak cannot be cured, and it overrides any current Regen status set on the character(s) including those from inherent sources like the [[Angel Ring]] relic. It can only be caused by the attack called [[Final Fantasy VI enemy abilities#Poltergeist|Poltergeist]], an attack used by both [[Chadarnook (Final Fantasy VI)|Chadarnook (Goddess)]] and [[Death Rider (Final Fantasy VI)|Death Rider]].
   
 
====[[Heat (status)|Heat]]====
 
====[[Heat (status)|Heat]]====
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====[[Runic]]====
 
====[[Runic]]====
This status is not named in-game except as a battle command. This is the status granted by using the Runic command. [[Celes Chere/Gameplay|Celes]] and [[Gogo (Final Fantasy VI)/Gameplay|Gogo]] are the only characters who can gain this status.
+
This status is not named in-game except as a battle command. This is the status granted by using the Runic command. [[Celes (Final Fantasy VI party member)|Celes]] and [[Gogo (Final Fantasy VI party member)|Gogo]] are the only characters who can gain this status.
   
 
Once the status is granted, it will absorb the first spell no matter who cast it as long as it is not a spell that ignores Runic. The spell will be absorbed by the user instead of doing what it was supposed to do, and gives the user its MP cost. Runic isn't permanent. Once a spell has been absorbed, the player will have to chose the Runic command again to apply the status. Once the user enters another command, the Runic status is lost. However, a [[Knocked Out|KO'd]] user will not remove the Runic status. So if the user does Runic, gets KO'd, is then revived, and then a spell is cast they'll still absorb it.
 
Once the status is granted, it will absorb the first spell no matter who cast it as long as it is not a spell that ignores Runic. The spell will be absorbed by the user instead of doing what it was supposed to do, and gives the user its MP cost. Runic isn't permanent. Once a spell has been absorbed, the player will have to chose the Runic command again to apply the status. Once the user enters another command, the Runic status is lost. However, a [[Knocked Out|KO'd]] user will not remove the Runic status. So if the user does Runic, gets KO'd, is then revived, and then a spell is cast they'll still absorb it.
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====Grab====
 
====Grab====
This status is not named in-game except as a enemy ability, [[List of Final Fantasy VI enemy abilities#Grab|Grab]] is an ability used by the [[Tentacle (Final Fantasy VI boss)|Tentacles]] boss found in [[Figaro]]'s Basement.
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This status is not named in-game except as a enemy ability, [[Final Fantasy VI enemy abilities#Grab|Grab]] is an ability used by the [[Tentacle (Final Fantasy VI boss)|Tentacles]] boss found in [[Figaro]]'s Basement.
   
The affected character goes in the clutches of the enemy, who is slowly draining a small amount of HP from the victim at regular intervals. Those that are captured can be selected with the [[cursor]] to make a character attack or cast a spell, but said attack or spell will be aborted when their turn comes up, the animation will play such as physically attacking said character or the casting of the spell, but no effect will occur on the captured target. So healing cannot be preform on captured targets. The caster can release the character on its own via the [[List of Final Fantasy VI enemy abilities#Release|Release]] ability, can be forced to release when the character dies from the HP drain, or can be forced to by being [[Knocked Out|KO'd]].
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The affected character goes in the clutches of the enemy, who is slowly draining a small amount of HP from the victim at regular intervals. Those that are captured can be selected with the [[cursor]] to make a character attack or cast a spell, but said attack or spell will be aborted when their turn comes up, the animation will play such as physically attacking said character or the casting of the spell, but no effect will occur on the captured target. So healing cannot be preform on captured targets. The caster can release the character on its own via the [[Final Fantasy VI enemy abilities#Release|Release]] ability, can be forced to release when the character dies from the HP drain, or can be forced to by being [[Knocked Out|KO'd]].
   
 
====[[Invincible (status)|Invincible]]====
 
====[[Invincible (status)|Invincible]]====
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====[[Cover (status)|Cover]]====
 
====[[Cover (status)|Cover]]====
This status is not named in-game, [[List of Final Fantasy VI enemy abilities#Overture|Overture]] is an ability used by [[Goddess (Final Fantasy VI)|Goddess]], [[Glutturn]] (Yellow), [[Vilia (Final Fantasy VI)|Vilia]], and [[Coco (Final Fantasy VI)|Coco]].
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This status is not named in-game, [[Final Fantasy VI enemy abilities#Overture|Overture]] is an ability used by [[Goddess (Final Fantasy VI)|Goddess]], [[Glutturn]] (Yellow), [[Vilia (Final Fantasy VI)|Vilia]], and [[Coco (Final Fantasy VI)|Coco]].
   
 
The affected will cover for the caster, much like they would for a [[HP Critical|Critical]] character when wearing the Knight's Code relic. This can be broken by taking out either the original caster or the affected character with [[Knocked Out|KO]], [[Zombie (status)|Zombie]], [[Petrify (status)|Petrify]], or making that character [[Flee|run away]]. It is also broken if Overture is used by the original caster again on another target and successfully inflicts the status on the new target.
 
The affected will cover for the caster, much like they would for a [[HP Critical|Critical]] character when wearing the Knight's Code relic. This can be broken by taking out either the original caster or the affected character with [[Knocked Out|KO]], [[Zombie (status)|Zombie]], [[Petrify (status)|Petrify]], or making that character [[Flee|run away]]. It is also broken if Overture is used by the original caster again on another target and successfully inflicts the status on the new target.
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FFVI Android Frozen Status.png|Frozen.
 
FFVI Android Frozen Status.png|Frozen.
 
FFVI iOS Earthen Wall.png|Golem.
 
FFVI iOS Earthen Wall.png|Golem.
</gallery>{{galleryincomplete|Imp|Magitek|Sleep|Sap|Berserk|Silence|Reflect|Protect|Shell|Slow|Dance|Float|Interceptor Guard|Hidden|Chanting|Trance|Reraise|Normal|Death|Rage|Charm|HP Leak|Heat|Runic|Grab|Invincible|Cover}}
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</gallery>{{Gallery incomplete|Imp|Magitek|Sleep|Sap|Berserk|Silence|Reflect|Protect|Shell|Slow|Dance|Float|Interceptor Guard|Hidden|Chanting|Trance|Reraise|Normal|Death|Rage|Charm|HP Leak|Heat|Runic|Grab|Invincible|Cover}}
   
 
{{Navbox FFVI}}
 
{{Navbox FFVI}}
{{Status}}
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{{navbox statuses}}
   
   
 
[[ru:Список статусов Final Fantasy VI]]
 
[[ru:Список статусов Final Fantasy VI]]
[[Category:Final Fantasy VI]]
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[[Category:Status effects in Final Fantasy VI]]
 
[[Category:Status effect lists]]
 
[[Category:Status effect lists]]

Revision as of 04:59, 17 June 2020

Template:Sideicon

FFVI Will-O'-The-Wisp

The party under various statuses.

The following is a list of statuses from Final Fantasy VI.

List of statuses

Regular statuses

There are 32 status effects in the game while not counting the specialized ailments. The following statuses are place in the order found within the game's data when fighting during battle. Note that some of these statuses are left intentionally blank within the data because they are specific statuses and they cannot be cured except for Frozen. These statuses are Magitek, Dance, Interceptor Guard, Hidden, Chanting, Trance, Frozen, and Normal. Notice that while initially fighting Ymir, the character(s) will never be listed as being under the effect of Slow because Magitek takes precedence.

KO

The KO'd character can't do anything, and it counts as dead for game over purposes, and s/he is a valid target only for items, abilities, and spells that remove this status. If enough damage is done to a character and his/her HP drops to 0, they'll be KO'd. Certain monsters are also incapacitated if their MP reaches 0. It can be removed with Phoenix Down, Tent, Raise spell, Arise spell, and the Phoenix's Flames of Rebirth. Can be prevented by the Reraise status.

Indication: character is lying on the ground in battle, tagged as Wounded in the menu.

Petrify

The petrified character cannot act, his/her ATB bar stops, cannot dodge, and counts as dead for game over purposes. The Ultima Weapon still deals 1 damage thanks to its unusual damage modifiers. Monsters inflicted by Petrify will die immediately.

The status can be removed with the Gold Needle, Remedy, Sleeping Bag, Tent, Esuna spell, Unicorn's Healing Horn, Sabin's Soul Spiral, Strago's Transfusion, and the Dance's Forest Healing from Forest Nocturne, Tarpir from Love Serenade, along with Raccoon from Water Harmony.

Indication: character is gray in battle, tagged with a green crystal in the menu.

Imp

All abilities except Attack, Magic, Dualcast, Item, and Shock are disabled. All magic except for Imp are also disabled. All weapons except for the Impartisan provide only 1 attack power, and all armor except the Tortoise Shield, Saucer, and Reed Cloak provide only 1 defense power. However, those four items give their listed power instead of their usual 1. Most monsters use 1 as their attack power under Imp status, but some instead retain full attack power and always get critical hits.

Monsters in Imp status get an uglier sprite with a coloration based on the monster's palette. It can be removed with Green Cherry, Remedy, Sleeping Bag, Tent, Imp spell, Sabin's Soul Spiral, or Mog's Tapir from Love Serenade.

Indication: character sprite is replaced with an Imp in battle, a crowned, green Imp head in the menu.

Invisible

A character with the Invisible status will always evade all physical attacks, even those that are unblockable, but they will never evade magic spells. Due to a bug, this status negates Death protection, leading to the infamous Vanish/Doom exploit. This status also prevents the user from activating his/her Desperation Attack.

It can be removed with anything the game considers magic, the Sleeping Bag, and the Tent. The enemy ability Northern Cross doesn't remove Invisible status when it fails to inflict Frozen.

Indication: character is just an outline in battle, a question mark with a green hat in the menu.

Magitek

The first command slot is replaced with the Magitek command. All other commands except Magic, Dualcast, and Item are disabled. Terra gets more Magitek abilities than the others characters. It's impossible to have only part of the party with this status without cheating, but if it happens, everyone is shown on a Magitek Armor, even those who doesn't actually have the status. Those without it set retain their usual battle commands. This status cannot be inflicted or removed by the player, but events do inflict and remove it for the player.

Indication: obvious in battle, no difference in menu.

Poison

A character will periodically be hit with Poison-elemental damage. The amount inflicted starts out relatively low, but has a multiplier that increments each time the damage occurs, up to a maximum of 8 times the base value. The amount has some random variation. The higher the stamina stat is, the more damage from poison, as does a higher max HP, up to a point (damage before variation and multiplier is capped at 255). Attackers have a 25% penalty to the hit rate versus those affected. Outside of battle, the poisoned character(s) will lose 1/32 of their max HP with each step, but will only go down to 1 HP. The poisoned character doesn't lose any HP when walking on stairs.

The status can be removed with Antidote, Remedy, Sleeping Bag, Tent, Poisona spell, Esuna spell, Unicorn's Healing Horn, Sabin's Chakra and Soul Spiral, Mog's Forest Healing from Forest Nocturne, Tapir from Love Serenade, and Raccoon from Water Harmony, Stragos's Transfusion, Setzer's Mysidia Rabbit from Slot.

Because damage from Poison has the Poison trait, it is affected accordingly by resistance (Halves), absorption (Absorbs), immunity (Negates), or weakness (Increases). Immunity to the Poison-element additionally confers immunity to Poison status, rather than simply negating the damage, with two minor caveats. First, equipping a status immunity item when out of combat normally cures the affected status if afflicted with it, but equipping something with Poison trait immunity won't immediately cure Poison status. However, the status will be removed upon entering combat. Second, equipping a Poison-elemental immunity item such as the Paladin's Shield during battle while afflicted with Poison status won't remove the status, but will cause it to deal zero damage.

Indication: purple skin, emitting green bubbles in battle, a flask containing green liquid in the menu.

Zombie

A character inflicted by Zombie will become uncontrollable, and counts as dead for Game Over purposes. The character will keep attacking even if HP is displayed as 0. May attack either enemies or allies, and has a 1/16 chance each of inflicting Blind or Poison on hit. Attackers have a 25% bonus to hit rate against those affected. This status also prevents the user from activating their Desperation Attacks. Getting inflicted by Zombie status removes Blind, Poison, Critical, Berserk, Confuse, and Sleep, regardless of the target is immune to any of these.

It can be removed with Holy Water, Sleeping Bag, Tent, Sabin's Soul Spiral, Mog's Tapir from Love Serenade and Raccoon from Water Harmony, Strago's Transfusion.

Inflicting the Zombie status on enemies results in making that enemy untargetable with no way of killing them, literally rendering them invincible for the duration of the battle. The Zombified enemies are treated as dead upon the defeat of all enemies. The status on enemies still work in the same manner as it does for affected party members, these enemies will attack the party and their own allies randomly.

Indication: green skin in battle, skull and crossbones in the menu.

Darkness

A character inflicted by Darkness will halving the affected's hit rate and giving attacks vs. the affected a 25% bonus to hit. This status also prevents Strago from learning Lore spells. In the SNES release, the evade bug meant that the changes to hit rate had no effect.

It can be removed with: Eyedrops, Remedy, Sleeping Bag, Tent, Esuna spell, Unicorn's Healing Horn, Sabin's Soul Spiral and Chakra, Mog's Forest Healing from Forest Nocturne, Tapir from Love Serenade, and Raccoon from Water Harmony, Strago's Transfusion, and Setzer's Mysidia Rabbit from Slot.

Indication: wearing shades in battle, some green swirl in the menu.

Sleep

The affected character(s) can't take any action or evade attacks, the character's ATB bar stops. It can be removed with any physical damage that hits the afflicted, Esuna spell, Unicorn's Healing Horn, Sabin's Soul Spiral, Strago's Transfusion, Setzer's Mysidia Rabbit from Slot, Mog's Forest Healing from Forest Nocturne, Tapir from Love Serenade, and Raccoon from Water Harmony. Additionally, if Sleep lasts long enough, a tapir will automatically appear and remove the status. The status is also removed at the end of battle.

Indication: crouched over, snoring in battle.

Sap

A character will periodically take damage. This status inflicts damage more often than the Poison status, but the damage is non-elemental and doesn't increase over a period of time. The amount has some random variation. The higher stamina will increase damage taken, as will higher max HP, to a point (damage before variation is capped at 255). Attackers have a 25% penalty to hit rate against those affected.

It can be removed with Remedy, Poisona spell, Esuna spell, Unicorn's Healing Horn, Sabin's Chakra and Soul Spiral, Strago's Transfusion, Mog's Forest Healing from Forest Nocturne, Tapir from Love Serenade, and Raccoon from Water Harmony. The status is also removed at the end of battle.

Indication: periodic small HP loss in battle.

Confuse

The affected acts at random with inverted targeting were he/she will attack allies and heal enemies. Confused characters will never use Item, Revert, Throw, Control, Slot, Leap, Defend, Summon, or Possess. Any commands entered but not yet executed before the status occurred will continue normally, but with reversed targeting. Confused monsters use the command list that appears when Relm Controls them, which frequently includes abilities not in their normal battle script. Attackers will have a 25% bonus to hit rate against those affected. This status also prevents the user from activating his/her Desperation Attack.

It can be removed with any physical attack that hits the afflicted, Esuna spell, Unicorn's Healing Horn, Sabin's Soul Spiral, Strago's Transfusion, Mog's Forest Healing from Forest Nocturne, Tapir from Love Serenade, and Raccoon from Water Harmony. The status is also removed at the end of battle.

Indication: spinning, with green swirl above her/his head in battle.

Berserk

A character affected with Berserk will attack enemies uncontrollably with a physical damage bonus of +50%. Affected enemies will always use normal physical attacks. The affected character(s) can use Attack or any of the following commands if available: Attack, Mug, Jump, Rage, or Magitek. Note that Attack appears twice; the first is always available, instance were it allows the character(s) without the command to use it, and increases the odds for everyone else. Adding Berserk status to the Rage status does not seem to affect the behavior as the character will continue to use whatever abilities the Rage makes available, but still provides the damage bonus. Adding Berserk status to the Dance status appears to have no effect at all. Any commands entered, but has yet to be executed before the status is inflicted will continue normally, with the damage bonus taking effect if applicable.

It can be removed with Dispel spell, Sabin's Soul Spiral, Strago's Transfusion, Mog's Tapir from Love Serenade and Raccoon from Water Harmony. The status is also removed at the end of battle.

Indication: red skin, fuming in battle.

Silence

A character inflicted by Silence cannot use Magic, Dualcast, or Lore. It can be removed with Echo Herbs, Remedy, Esuna spell, Unicorn's Healing Horn, Sabin's Chakra and Soul Spiral, Strago's Transfusion, Mog's Forest Healing from Forest Nocturne, Tapir from Love Serenade, and Raccoon from Water Harmony. The status is also removed at the end of battle. The Silence status was probably suppose to persist even after the battle since Echo Screen is usable outside of battle or it might simply be the developer's oversight.

Indication: speech bubble with '...' in battle.

Image

A character with Image status will automatically evade physical attacks, but each evade has a 25% chance of removing the status. However, a character will not evade while also under the Sleep, Petrify, Frozen, or Stop status. When attacked from the back, or when the attack is unblockable, but hits taken in these cases will never cancel the status either. This status also prevents the user from activating his/her Desperation Attack.

It can be removed with Dispel spell, randomly removed after evading. The status is also removed at the end of battle.

Indication: multiple blinking figures in battle.

Critical

The Critical status can triggers some equipment special effects and gives a small chance of using the character's Desperation Attack instead of attacking with his/her equipped weapon when using the Attack command. Attackers will have a 25% penalty to hit rate against those affected.

Indication: crouched in battle, no difference in menu (apart from low HP).

Doom

The Doom status will inflicts KO when the timer runs out, so the status is harmless until the timer runs out. The spells Haste and Slow affects the countdown timer of Doom, Haste increases the countdown while Slow reduces the countdown timer. It can be removed with Sabin's Soul Spiral, Strago's Transfusion, Mog's Tapir from Love Serenade and Raccoon from Water Harmony. The status is also removed at the end of battle.

Indication: countdown timer above her/his head in battle.

Reflect

Reflect will reflect most magic spells aimed at the target so that the spell instead affects an enemy of the target. This reflection affects not only most Attack spells, but also most Effect and all Healing spells. The strength of a reflected spell is halved. Once reflected, a spell cannot be reflected back again. Only targets with the Reflect status are affected by Strago's Reflect???.

It can be removed with Dispel spell. This status also eventually wears off on its own, and it is also removed at the end of battle.

Indication: blue outline in battle.

Protect

A character with the Protect status will have physical damage reduced by approximately 1/3, except for defense-ignoring attacks. This status can be removed with Dispel spell, and it is also removed at the end of battle.

Indication: yellow outline in battle.

Shell

A character with the Shell status will have magical damage reduced by approximately 1/3, except for defense-ignoring attacks. This status can be removed with Dispel spell, and it is also removed at the end of battle.

Indication: green outline in battle.

Stop

A character affected by Stop will have his/her ATB bar stop, the character will not act or evade attacks. It also pauses the timer on most effects that wear off over time such as the Reflect status.

It can be removed with Esuna spell, Dispel spell, Unicorn's Healing Horn, Sabin's Soul Spiral, Strago's Transfusion, Mog's Forest Healing from Forest Nocturne, Tapir from Love Serenade, and Raccoon from Water Harmony. This status also eventually wears off on its own, and it is also removed at the end of battle.

Indication: pink outline in battle.

Haste

The ATB bar fills up more quickly which is nearly 1/3 faster than usual, so turns come more often. It also speeds time for the effects like the Poison status and causes effects that wear off on their own to do so more quickly. Attackers will have a 25% penalty to hit rate against those affected. Note that Haste and Slow are mutually exclusive status effects. Anything that sets Haste automatically cancels Slow in the process, and vice versa. Haste will affect the Doom status, Haste will increase the countdown timer on the afflicted.

It can be removed with Slow spell, Slowga spell, and Dispel spell. This status is removed at the end of battle.

Indication: red outline in battle.

Slow

The ATB bar fills up more slowly which is half the normal speed, so turns come less often. It also slows time for effects like the Poison status and causes effects that wear off on their own to do so more slowly. Attackers will have a 25% bonus to hit rate against those affected. Note that Slow and Haste are mutually exclusive status effects. Anything that sets Slow automatically cancels Haste in the process, and vice versa. Slow will affect the Doom status, Slow will decrease the countdown timer on the afflicted.

It can be removed with Esuna spell, Haste spell, Hastega spell, Dispel spell, Unicorn's Healing Horn, Sabin's Soul Spiral, Strago's Transfusion, Mog's Forest Healing from Forest Nocturne, Tapir from Love Serenade, Meerkat from Desert Lullaby, and Raccoon from Water Harmony. This status is removed at the end of battle.

Indication: white outline in battle.

Regen

A character with the Regen status will periodic recover a small amount of HP. The effect is the opposite of the Sap status. The amount has some random variation. The higher the stamina stat is, the more HP the character will be healed, as will higher max HP, to a point (healing before variation is capped at 255).

It can be removed with Dispel spell, and the status is removed at the end of battle.

Indication: periodic small HP gain in battle.

Dance

The status is not named in-game except as a battle command. This is the state entered by using the Dance command successfully. A character will automatically uses a random ability from the current dance set every turn.

It can be removed with Petrify status, KO status, and the Imp status will replace the dances with normal attacks, but it won't remove the status.

Indication: behavior in battle.

Float

Characters with the Float status will be protected from Earth-elemental attacks which will miss automatically, but they will become vulnerability to Locke's Hawkeye and Sniper weapons will increased. Flying enemies normally have this status permanently set.

It can be removed with Sleeping Bag, Tent, and Dispel spell.

Indication: hovering in battle, a single wing in the menu.

Interceptor Guard

This status is not named in-game. This is an internal flag normally found on Shadow, except on the Floating Continent. Interceptor will randomly blocks physical attacks, even attacks from behind which are normally unblockable, for the character, and occasionally will counterattacking with Takedown or Wild Fang. There is a 50% chance of each being picked.

Shadow starts with this status, and normally keeps it for the entire game except for the brief interruption Floating Continent. However, Rippler can swap it, even though it's not supposed to, so Shadow can lose Interceptor's assistance permanently. It's best to keep Shadow away from enemies that can use Rippler.

Indication: none.

Hidden

This status is not named in-game, there are several actions that gives the Hidden status, which makes the target un-selectable and renders the target un-hittable by neither physical attacks nor magical attacks. The target becomes hidden from sight and cannot be manually targeted. This status occurs when a character is taken out of the action, such as the Jump command, the esper Quetzalli's Sonic Dive, running away, Sabin's Spiral Soul, Strago's Transfusion, Humbaba's Humbaba Breath, and the ejection ability Snort used by certain monsters.

When all the party members are ejected (or some ejected and the others KO'd), the battle is considered a draw. Neither EXP is awarded nor there is a Game Over. If this happens in the Dragon's Neck Coliseum, the player retains the wager.

This status is removed at the end of battle.

Indication: character not shown in battle.

Chanting

This status is not named in the game, this is the state Relm or Gogo enters when controlling an enemy with the Control command. If a character enters this status by any other means like Rippler, the game is likely to freeze when it tries to show the battle menu for that character, it's best to avoid that.

It can be removed when the controlled monster is killed or any successful physical attack on the controlled monster. This status removed at the end of battle.

Indication: chanting in battle.

Trance

This status is not named in-game except as a battle command. This is the state Terra enters when using her Trance command, and her normal sprite will change into that of her Esper form. This status adds a +100% bonus to physical and magical damage except for defense-ignoring attacks, and halves magic damage taken except defense-ignoring attacks.

The status can be removed with when the duration expires, Terra's chooses the Revert command, or at the end of battle.

Indication: Terra needs a haircut.

Reraise

If the character with the Reraise status enters KO status, either through a Death attack or when his/her HP reaches 0, this status automatically casts the Raise spell on the affected and removes the Reraise status afterwards. However, Sabin's Soul Spiral and Strago's Transfusion removes the user from battle and this status will not work on them. Attackers will have a 25% bonus to hit rate versus those affected.

The status can be removed with Dispel spell, or when they are KO'd. The status is removed at the end of battle.

Enemies can start out with the Reraise status, but the developers never made use of it. If some of the enemies in the game would have had this status, Gau would have inherited this status when using the specific Rage.

Indication: none.

Frozen

The status is not named in-game, the word Frozen is used in the flavored text of the inflicting abilities. Those afflicted by this status will have their ATB bar halted. The affected can't act or evade attacks. It can be removed with any Fire-elemental attack or spells even though this will still causes damage as usual, Sabin's Soul Spiral, Mog's Raccoon from Water Harmony. This status will also eventually wears off on its own, though it takes nearly twice as long as Stop or Sleep status. The status is removed at the end of battle.

Indication: character turns blue in battle.

Rage

This status is not named in-game except as a battle command, this is the state entered by using the Rage command. A character will automatically either attack or uses the ability associated with the current Rage. The inflicted will gain that monster's trait which includes elemental properties, status protections, and other traits such as human, undead, and 0 MP equals death.

This status can be removed with the Petrify status and KO statuses. The Imp status will force normal attacks, but it will not remove the status. If Strago is inflicted with the Rage status, it will prevent him from learning Lore spells. This status has no known effects on monsters.

Indication: fuming in battle.

Normal

The status is not named in-game, but characters that are not afflicted by any statuses listed above will have this status by default. This status is removed when a character is afflicted by any of the above statuses.

Specialized statuses

These statuses are not handled like the others and are problematic to cure, if not outright impossible without simply ending the battle. There is no immunity for most of these statuses either. These statuses are not named within the game, and their names usually comes from the ability or command that grants the status or from similar status effects found in other Final Fantasy games. The exception to the previous statement is the Death status.

Death

This status has been given a name in the GBA release, it appears inside the Bestiary as Death found under the Status Immunity section of the enemy entry. This status instantly kills the target regardless of the current amount of HP they have remaining. This status can be prevented by being immune to Death with the Safety Bit and Memento Ring.

Being immune to this status also makes the target immune to the following abilities that do not inflict Death when the ability or spell hits: Air Anchor, Cave In, Cyclonic, Hailstone, Snowball, Missile, Launcher, Gravity Bomb, Shamshir, Sonic Boom, Gravity, Graviga, Break, Cockatrice, Doom, Dischord, Tiger, and Catoblepas.

Charm

This status is not named in-game, and this is a special status effect caused only by the Entice ability. This works similar to the Confuse status, but it's more complicated in how it is applied, and more insidious in that it can't be cured or prevented unless the characters evades the attack.

A single caster may have only one charmed victim at a time and the ability fails automatically if a current victim still exists. A successful use of Entice by a different caster on the same target will leave the target charmed, but it now counts as the second caster's victim, allowing the first caster to successfully use Entice on a different target or the same one, which again resets the victim's link and frees the second caster to use Entice on someone else.

The Charm status can also exist alongside the Confuse status. In this case, actions are randomized as usual, but targeting is inverted twice, so the affected will attack enemies and heal allies.

The status will be removed at the end of battle, it can also be removed when the caster dies, or the afflicted character becomes KO'd. Other than blocking or dodging the Entice ability, it cannot be prevented. Not even the bosses are immune to it.

HP Leak

This status is not named in-game, it is however similar to Poison and Sap statuses. HP Leak cannot be cured, and it overrides any current Regen status set on the character(s) including those from inherent sources like the Angel Ring relic. It can only be caused by the attack called Poltergeist, an attack used by both Chadarnook (Goddess) and Death Rider.

Heat

This status is not named in-game, but acts the same way as the status called Heat which appears in Final Fantasy IX. The Heat status can only be caused by Edgar's Air Anchor. Air Anchor's special effect is that once the enemy is hit, it can take one more turn and then it automatically dies. However, if the target also has HP Leak, Poison, Regen, or Sap, that may not happen, as Heat treats these as a turn and kills the victim if any of these statuses triggers the healing or damage. This status can be prevented by being immune to Death.

Runic

This status is not named in-game except as a battle command. This is the status granted by using the Runic command. Celes and Gogo are the only characters who can gain this status.

Once the status is granted, it will absorb the first spell no matter who cast it as long as it is not a spell that ignores Runic. The spell will be absorbed by the user instead of doing what it was supposed to do, and gives the user its MP cost. Runic isn't permanent. Once a spell has been absorbed, the player will have to chose the Runic command again to apply the status. Once the user enters another command, the Runic status is lost. However, a KO'd user will not remove the Runic status. So if the user does Runic, gets KO'd, is then revived, and then a spell is cast they'll still absorb it.

The enemy Bit and the Gold Dragon from the Dragon's Den have a permanent Runic status on them at all time.

Grab

This status is not named in-game except as a enemy ability, Grab is an ability used by the Tentacles boss found in Figaro's Basement.

The affected character goes in the clutches of the enemy, who is slowly draining a small amount of HP from the victim at regular intervals. Those that are captured can be selected with the cursor to make a character attack or cast a spell, but said attack or spell will be aborted when their turn comes up, the animation will play such as physically attacking said character or the casting of the spell, but no effect will occur on the captured target. So healing cannot be preform on captured targets. The caster can release the character on its own via the Release ability, can be forced to release when the character dies from the HP drain, or can be forced to by being KO'd.

Invincible

This status is not named in-game and its an enemy exclusive status, this status is granted on the Guardian and on Humbaba when Terra faces him alone. This status reduces all damage to 0, making the afflicted immune to all physical and magical attacks. There are three instances where the Guardian will have the Invincible status.

Cover

This status is not named in-game, Overture is an ability used by Goddess, Glutturn (Yellow), Vilia, and Coco.

The affected will cover for the caster, much like they would for a Critical character when wearing the Knight's Code relic. This can be broken by taking out either the original caster or the affected character with KO, Zombie, Petrify, or making that character run away. It is also broken if Overture is used by the original caster again on another target and successfully inflicts the status on the new target.

The Knight's Code relic grants the status, and the wearer intercept physical attacks against allies in Critical status. If multiple characters are equipped with Knight's Code, multiple characters will cover the ally and a random covering character will take the damage.

Enemies can start out with the Cover status, but the developers never made use of it. If some of the enemies in the game would have had this status, Gau would have inherited this status when using the specific Rage.

Golem

This status is not named in-game, the summon Golem places this status on every party members in the party during battle. After he has been summoned, his hand will protect the party and block any physical attack the enemy makes against the party. This status will last until Golem's HP has been depleted, his HP is equal to the caster's HP when summoned.

Gallery

SNES/PS/GBA
iOS/Android
Relm-ffvi-snes-battleThis gallery is incomplete and requires Imp, Magitek, Sleep, Sap, Berserk, Silence, Reflect, Protect, Shell, Slow, Dance, Float, Interceptor Guard, Hidden, Chanting, Trance, Reraise, Normal, Death, Rage, Charm, HP Leak, Heat, Runic, Grab, Invincible and Cover added. You can help the Final Fantasy Wiki by uploading images.