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- Expand, and confirm stone and petrify names.
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The following is a list of status effects in Final Fantasy XII. The game uses visual cues to show when a unit is afflicted by a status effect, often in the form of an icon over them on the field. The duration a status lasts is determined by Vitality. If no duration is listed, the status will not wear off over time. Haste and Slow do not affect the length other status effects will last, but Stop will halt the duration of other statuses.
List of statuses[]
X-Zone[]
X-Zone is a negative status effect inflicted on the party through Telega, a magick that only Demon Wall has access to. It casts one character into another dimension, making that character disappear and unable to be controlled. As it flags them defeated, X-Zone is essentially the same as KO and Petrify, or eject in other games in the series. If all characters disappear, it is Game Over. X-Zone lingers after battle and can only be cured by leaving the current area.
KO[]
When a character's HP reaches 0 by receiving damage or from an instant KO ability triggering on them, they are considered defeated, unable to take any action, and will disappear from the field and appear with a red portrait in the menu. Most other status effects are removed, except Blind, Silence, Oil, and Disease, as well as any auto-effects. KO'd party members do not receive EXP or LP. A Phoenix Down can revive a KO'd ally, but without the right augment licenses, will only be revived right before the HP Critical threshold. It is not possible to fully protect against instant KO abilities, but chance may be halved with Shell.
Petrify[]
Petrify slowly turns a character to Stone, represented by a counter starting at 10 that ticks down every ~4.5 seconds. As the timer runs down, the physical damage both received and dealt by the afflicted unit gradually decreases in increments of 10%, rendering them almost immune to such attacks by the time the countdown reaches 1. Petrify can be cured with Esuna, but once the timer runs out and the character turns to Stone, they can only be cured by Stona or a Gold Needle.
The player can inflict Petrify via the Break spell, requiring the Time Magick 3 license, costing the player 30 LP, or with the Ancient Sword or the Stone Shot. Fuzzy Miter and Ribbon protect against the status.
Stone[]
Turning to stone defeats the target outright, similar to KO. Petrified party members simply vanishes from the battlefield, but can be returned to battle using Stona, a Gold Needle, or by touching a Save Crystal. If all characters are turned to Stone, the game is over. Characters do not instantly turn to stone, rather, the status comes about as a result of Petrify countdown expiring.
Stop[]
While a target is stopped, other status effects are also halted. For example, Sap will stop draining HP for the duration of Stop, and its duration will be paused until Stop has run its course. This can be abused by casting Reverse followed by Stop on a character, thus allowing the character to absorb all forms of damage until Stop wears off. A stopped character is immune to Decoy. A stopped character can be used to trigger the Immobilize glitch.
Stop is removed by Chronos Tear, Remedy (once the Remedy Lore 3 has been purchased), and Dispel. The accessories Power Armlet and Ribbon make the wearer immune to Stop. The player can inflict Stop onto targets with the Stop Time Magicks spell and with items when their effects are reversed with Nihopalaoa. Many enemies have attacks that inflict Stop.
Doom[]
The Doom status can be inflicted by the Time Magick Countdown, the Doom Mace weapon, and by enemies' abilities. When afflicted, the unit will be killed after 10 ticks, unless cured by a Remedy when the user has learned Remedy Lore 3.
Stop halts the countdown, and Doom and Petrify cannot coexist on the same target; whichever status the character has first, they are immune to the other. The only exception is using a Remedy with a Nihopalaoa, which inflicts both Doom and Petrify.
Enemies defeated with Doom forgo EXP or LP, but do give CP. Like Stone and Poison, enemies defeated with Doom will not affect an enemy chain, though they will not drop loot in this case.
Confuse[]
Characters afflicted with Confuse randomly target members of the party and are uncontrollable, still attacking even when the player initiates Flee. Confuse may be inflicted by the trap Befuddlement, the weapons Chaos Mace and Karkata (Zodiac only), and the Technick Charm. Confused characters cannot act as a party leader or perform Quickenings. If an enemy kills itself with confusion, it will not drop items or give EXP or LP.
Confusion is removed by being attacked physically, the spells Esuna and Esunaga, and the items Nu Khai Sand (Smelling Salts) and Remedy (requires the purchasing of Remedy Lore 2.) The accessories Bowline Sash and Ribbon make the user immune to Confuse.
Sleep[]
Sleeping targets receive 1.5x damage and will wake up after a while or when damaged by a physical attack. Some enemies can spawn with the status already in place, such as the Shield Wyrm, Black Chocobo, and Pumpkin Head. Sleeping party members can be used to trigger the Immobilize glitch. The player can use Sleep and Sleepga spells to inflict enemies.
Disease[]
Disease makes a target's Current HP into their new Maximum HP. Even though the target receives damage, the health bar does not drop while their actual HP does, but even Libra cannot detect the actual current HP. Enemies may combine Disease with Poison and/or Sap, which will eventually reduce a character's HP to 1/1 (in such a state, the character is not regarded as HP Critical).
Disease is cured with a Serum (Vaccine), the White Magick Cleanse, the spell Bubble or a Remedy, provided the character has the required license, Remedy Lore 3. Characters who are currently in Bubble status will be immune to Disease, and vice versa. A KO'd character with Disease status will have only 1/1 HP when revived. With the accessory Nihopalaoa equipped, a character can inflict Disease on enemies by using Serum on them; Remedy with Remedy Lore 3 will inflict Disease and other statuses as well.
Reverse[]
Reverse can be bestowed by the Arcane Magick (original) or Green Magicks (Zodiac versions) spell of the same name that causes healing and damage to have the opposite effect. The spell has a 70% base success rate, which is also affected by the user's Magick Power and the target's Vitality. Reverse has the shortest effect duration of all status effects.
Actions unaffected by Reverse include Drain, Leech, Syphon, Poison, Sap, Regen, Phoenix Down, Knot of Rust, Dark Matter, Quickenings, Technicks, and Zodiark's Final Eclipse.
Ultima uses Holyja when fought as a boss, which can inflict Reverse. Zalera's Lv.5 Reverse ability can inflict the status to characters as well.
Slow[]
Slow status halves unit's ATB gauge speed, forcing them to take action less frequently. It can be inflicted via the Slow and Slowga Time Magicks, Long Bolts, Kagenui, Iron Pole, Heavy Lance, and the Orichalcum Dirk. The Ensanguined Shield inflicts Slow for the bearer.
Slow can be healed by Haste, Dispel, or Remedy. Sash and Ribbon immunize against Slow, and Hermes Sandals cancels out the effect.
Slow does not affect the rate other statuses last.
Disable[]
Disabled units cannot take action, but can still move. It is caused by the Time Magick spell of the same name and by Sledgehammer and Orochi weapons, as well as the Stone Bolts.
Disable can be healed with Esuna and a Remedy with Remedy Lore 1. Black Belt and Ribbon immunize against it.
Immobilize[]
Immobilized units cannot move, but can still perform actions like attacks, magicks, and Technicks as long as the target is within their range. This can be exploited to trigger the Immobilize glitch where all nearby enemies are made to disappear.
Immobilize is caused by the Time Magick spell of the same name. The status effect can be removed with Esuna, Esunaga or with Remedy after the user has unlocked Remedy Lore 1. In the original version, the accessories Jackboots and Ribbon immunize the user against Immobilize. In the Zodiac version, the Black Belt protects against both Disable and Immunize. The weapons Ragnarok, Platinum Dagger, and the Lead Bolts inflict opponents with the status as well.
Silence[]
Silence makes one unable to use magicks and persists after KO. In the original version, being silenced makes one unable to partake in Quickenings, but this was changed in the Zodiac versions. The player can inflict Silence onto others with the Silence and Silencega spells, and the Mage Masher dagger. It is healed with Vox and Esuna, though one with Silence cannot use magick to heal themselves and can use an Echo Herbs or Remedy instead, or touch a Save Crystal. The Rose Corsage and Ribbon accessories immunize against Silence status.
Blind[]
Blind reduces physical attacks' accuracy by 50% and persists after KO. The Technick Sight Unseeing causes the target's HP to drop drastically, but this can only work if the user is blinded. The player can inflict the status with Blind and Blindga spells and cure it with Blindna and Esuna (and Eye Drops and Remedy). The Argyle Armlet and Ribbon inoculate against Blind.
Poison[]
Poison damages the target for 6.25% of their max HP at certain intervals, but wears off over time. It can be cured using the items Antidote and Remedy and the spells Poisona, Esuna, and Esunaga. An enemy's death by Poison does not count toward chain level, allowing the team to eliminate an enemy without breaking chains if the foe is vulnerable to Poison. The damage from Poison is also unaffected by Reverse.
The status is inflicted with Poison and Toxify spells, as well as the Thorned Mace, Yakei, Bamboo Arrows, and Poison Bombs weapons. The Ensanguined Shield inflicts its wearer with ailments, including Poison. The Tourmaline Ring and Ribbon accessories protect against Poison status.
Oil[]
Oil is a status effect that triples the damage an affected target takes from fire-based abilities. It is removed by using a Handkerchief or a Remedy (with the correct Remedy Lore). It persists after KO.
The status is inflicted by the spell of the same name and certain enemies and traps can also inflict the status, such as Firaja, the boss Belias's special move. The Gillie Boots accessory makes their wearer immune to Oil.
Sap[]
Sap decreases the afflicted's HP at a fixed rate of 10 HP/second. It is similar to Poison status in that both deal passive damage and one can be afflicted with both simultaneously. Sap is inflicted by the abilities Bleed, Bio, and Scourge, by the Chopper and Blood Sword weapons, and by equipping the Ensanguined Shield. It is cured via Regen and Esuna, and the item Remedy with the Remedy Lore 1 augment. The Quasimodo Boots make the wearer immune to Sap, and in the Zodiac versions, Tourmaline Ring also has this effect.
Inflicting enemies with Sap is fairly pointless as the health drain does not scale with HP (like Poison does in Final Fantasy XIII); dealing damage in any other way is superior to 10 HP/s.
Sap can be used to counter the Regen status effect. Accessories with the Regen effect do not provide immunity, but both statuses active simultaneously causes no overall change in HP totals. Unlike the past games, Sap only reduces the victim's HP to 1. Some special enemy attacks that inflict Sap, however, can inflict KO if not treated. Sap is unaffected by Reverse.
In the Zodiac versions, the Sap status can be inflicted upon one enemy using the offensive item Meteorite (A) and the new mace weapon, Bonebreaker. The Tourmaline Ring accessory now makes the user immune to both Poison and Sap.
HP Critical[]
The character is gravely injured but can still move and act normally. Remove by restoring HP.
Description
When the unit's remaining HP is below 15%, they will flash red, meaning they are close to being knocked out. There are several passive abilities that are triggered when the unit is in HP Critical status, making it potentially a beneficial status at times. Enemies have these innately, and the player can often observe their attack power and defense increasing greatly while in low HP. Some enemies enter special battle phases in HP Critical and gain access to new attacks. Some enemies, when reaching critical state, gain a massive boost in their overall stats, some may even ready Growing Threat.
The player characters can access several of these enhancements by purchasing augments in the License Board or by equipping accessories. The number of hits performed during a hit combo increases drastically when the user is below 6.25% of their max HP.
There are some enemies that only spawn if the player characters are on critical health.
Lure[]
While Lure is in effect, it will provoke creatures to attack a specific player character, allowing the player to control the damage the party takes by focusing enemy attention on characters with high defense. Lure only draws the attention of enemies that are present when it is bestowed. Lure cannot coexist with Stop and is removed with Dispel. Lure does not work if the Lured party member is not in the enemy's detection range. Multiple allies can have the Lure status at once.
Reflect[]
Reflect, Reflectga, Reflectga Mote, a Ruby Ring, and Mirror Mail bestow the status to the party. The Opal Ring allows the player to use magick on targets without it bouncing back. Reflect is ignored when using Motes or Decoy, and many enemies have Piercing Magick augment that lets them bypass Reflect. If an area spell is reflected off multiple targets, it bounces back multiple times as well.
Protect[]
Shell[]
Haste[]
Bravery[]
Faith[]
Invisible[]
Regen[]
Float[]
Berserk[]
Bubble[]
Libra[]
The character can perceive detailed information about foes. The effect is temporary.
Description
Libra provides battle information about enemies, like HP (99,999 HP is the maximum it can show), level and elemental weakness(es). Pressing displays enemy information mid-battle. It also reveals traps. Many tougher enemies are immune to its effects.
The formula for the duration is:
Libra is bestowed by the Libra Technick, and automatically applied by the Bangle accessory, as well as Ribbon and Baltoro Seed in the Zodiac versions.