Oh, shut up and help me remodel the Final Fantasy XI statuses page!
The following is a list of status effects found in Final Fantasy XI. Most status effects are not displayed affecting the character themselves, with the exception of KO, Invisible, and Costume (where changing the player's appearance is the whole point). All other status effects only show up as icons on the player's screen. As such, knowledge of status effects and communication between players is key in dealing with negative status effects appropriately.
Stat down effects can be removed with the white magic Erase, the Dancer ability "Healing Waltz", or certain items. Healing Waltz will remove most status effects in the game. In some cases, such as with Slow, players can gain the opposite, in this case Haste, and overwrite the negative effect, however some versions of debilitations cannot be overwritten; these generally are from Notorious Monsters, but some high level enemies also can inflict them.
In general for curing a negative status, use a white magic "-na" level spell for it (Poisona, Paralyna, etc). If not, use Erase or Healing Waltz.
The Accuracy Boost status effect boosts the accuracy of its target. This ability may be removed manually by the target if they so choose, and the ability may also be Dispelled or stolen by an enemy, or overwritten by some Accuracy Down effects. The exact amount accuracy is boosted by depends on the ability that triggered it.
|Ecliptic Howl||Blood Pact||Increases Accuracy and Evasion. The exact amount of accuracy increased varies by the phases of the moon, with accuracy's effect directly proportionate to the fullness of the moon. The accuracy bonus is a minimum of +1 during a new moon, and a maximum of +25 during a full moon.|
|Focus||Job Ability||Increases accuracy by 20, or 30 with the Monk-exclusive Temple Crown equipped.|
|Warm-Up||Blue Magic||Increases Accuracy and Evasion by 10.|
The Accuracy Down status effect reduces the accuracy of its target until such a time as the status wears off. It may be inflicted by either the player or the enemy, and it may be removed through Erase, Esuna if the White Mage has the status effect themselves as well as Afflatus Misery active, or Healing Waltz. It may also be overwritten by certain Accuracy Boost effects.
|Barbed Crescent||Blue Magic||Deals damage to a target and reduces accuracy by 30.|
|Bilgestorm||Blue Magic||Deals damage in an area of effect and reduces accuracy by 10, as well as attack and defense by 25%.|
|Blade: Kamu||weapon skill||Deals damage and inflicts Accuracy Down effect, with the length of the effect varying with TP.|
|Despoil||Job Ability||Steals an item from the target and inflicts a random negative status effect, such as Accuracy Down.|
|Full Break||weapon skill||Deals damage and lowers attack, defense, accuracy, and evasion. Attack and defense are lowered by 12.5%, and accuracy and evasion are lowered by 20.|
|Head Butt||Enemy Ability* while Head Butt is a Blue Magic spell, three different enemy abilities with different effects are named Head Butt, and this particular ability is not available to players.||Deals damage to a single target, as well as inflicting Accuracy Down and delivering severe Knockback.|
|Lunar Cry||Blood Pact||Decreases the accuracy and evasion of the target. The exact amount of accuracy decreased varies by the phases of the moon, with accuracy's decrease directly proportionate to the fullness of the moon. The accuracy penalty is a minimum of -1 during a new moon, and a maximum of -31 during a full moon.|
|Onslaught||weapon skill||Inflicts damage and Accuracy Down.|
|Reverie Frolic||NPC Ability||Inflicts Dia, Accuracy Down, and Magic Accuracy Down on enemies within range. Only usable by Sonia.|
|Rotten Stench||Enemy Ability||Reduces accuracy and magic accuracy of targets within range.|
|Sandspin||Blue Magic||Deals Earth elemental damage to targets within area of effect. Additional effect: Accuracy Down|
|Slipstream||Enemy Ability||Reduces accuracy of targets within range.|
|Spiral Spin||Blue Magic||Deals damage to a target. Additional effect: Accuracy Down. Chance of effect varies with TP.|
|Supersonics||Enemy Ability||Reduces accuracy of targets in range.|
|Vertical Thrust||Enemy Ability||Deals damage to a single target. Additional effect: Accuracy Down.|
Addle decreases an enemy's Magic Accuracy and increases spellcasting time.
Afterglow is only available to those in a party with a player who is wielding a Relic Weapon, Mythic Weapon, or Empyrean Weapon that has been fully upgraded and glows with power, or a shield of similar power (Aegis Shield or Ochain). When that player uses their weapon's special weapon skill (or the job ability Shield Bash for Aegis and Ochain), they will for a brief time become the center of a Sphere-type effect. Party members within the effect gain this status. The weapon user themselves will instead get Aftermath status, which overwrites and prevents Afterglow.
Aftermath can only be gained by the wielders of some of the most powerful weapons in existence: Relic Weapons, Mythic Weapons, and Empyrean Weapons. Each of these powerful weapons gives its wielder the ability to use a special weapon skill; it is using these weapon skills that triggers the Aftermath effect. If the weapon has been upgraded to its ultimate extent, it will also bestow the Afterglow status on nearby party members.
Aftermath comes in three different levels. Which level of Aftermath the weapon wielder gains is dependent on how many Tactical Points they had when they used the weapon skill that triggered it; 100-199 TP is a level 1 Aftermath, 200-299 TP is a level 2 Aftermath, and 300 TP is a level 3 Aftermath. Higher level Aftermaths will overwrite lower level ones.
Its effects are dependent on what weapon it has been bestowed by. Common effects include gaining a chance to attack twice in one attack round, similar to Double Attack, or having a chance to have damage doubled.
AGI Boost grants an increase to the Agility stat. It can have different sources including the White and Red Mage spells Boost-AGI and Gain-AGI respectively, as well as the Dark Knight spell Absorb-AGI. It can also be given from temporary items, or by a Fenrir Blood Pact: Ward which increases all stats.
AGI Down decreases the Agility stat.
Amnesia was introduced during or after the Chains of Promathia expansion, or subspecies of old enemies that only appear in areas after Chains of Promathia. Amnesia prevents afflicted targets from accessing their abilities or weapon skills. The only known way to cure Amnesia is with an Ecphoria ring, but it will only work on certain types of amnesia. There are ways to reduce the risk of receiving Amnesia, however, as Baramnesra will reduce the risk of affected targets receiving amnesia, and using the temporary item Amnesia Screen will prevent the status from being afflicted for two minutes.
|Ecphoria Ring||Item||Cures certain types of Amnesia. Will not cure amnesia inflicted by Ladybugs, Rafflesia, or Promathia, and is not guaranteed to work for other types of Amnesia.|
|Hysteroanima||Item||Prevents Empty monsters the item is used on from activating TP abilities.|
|Abrasive Tantara||Enemy Ability||Inflicts Amnesia on targets within an area of effect.|
|Amnesia Screen||Item||Prevents Amnesia from being afflicted for two minutes.|
|Choke Chain||Enemy Ability||Inflicts Bind, Silence, and Amnesia on a single target.|
|Disorienting Waul||Enemy Ability||Inflicts Amnesia on targets within an area of effect.|
|Eerie Eye||Enemy Ability||Gaze attack that causes Amnesia and Silence to afflict the target.|
|Feather Maelstrom||Enemy Ability||Sends a storm of feathers at a single target. Additional effects: Bio and Amnesia|
|Flowerpot||Enemy Ability||Deals damage to a target. Additional effects: Bind, Stun, and Amnesia.|
|Grating Tantara||Enemy Ability||Deals damage to targets and inflicts Amnesia.|
|Haymaker||Enemy Ability||Deals damage to all targets in front of the user. Additional effect: Amnesia|
|Hypnotic Sway||Enemy Ability||Gaze attack that inflicts Amnesia on a single target.|
|Kibosh||Enemy Ability||Inflicts Amnesia on a single target.|
|Lethe Arrows||Enemy Ability||Deals ranged damage to a single target. Additional effects: Knockback, Bind, and Amnesia.|
|Lightning Spear||Enemy Ability||Charges up electricity in the horn, then unleashes it in a fan-shaped area of effect. Additional effect: Amnesia|
|Nepenthean Hum||Enemy Ability||Inflicts Amnesia on targets within area of effect.|
|Shell Charge||Enemy Ability||Deals damage in a fan-shaped area around the target. Additional Effects: Knockback, Amnesia.|
|Slug Notorious Monsters||Enemies||Certain Slug notorious monsters have the ability to "stick" to a target, following it around. This sticking has a side effect of inflicting the target with status effects such as Silence and Amnesia until the target leaves the slug's reach. Known Notorious Monsters to induce this effect include Dyinyinga and Gummy Guillarme.|
|Thousand Spears||Enemy Ability||Impales enemies in range, dealing significant damage to them. Only Eccentric Eve's Thousand Spears will inflict Amnesia.|
|Veil of Chaos||Enemy Ability||Inflicts Light elemental damage to targets within area of effect. Additional effects: Knockback and Amnesia.|
|Washtub||Enemy Ability||Deals damage to targets within area of effect. Additional effects: Amnesia and Stun|
|Winds of Oblivion||Enemy Ability||Inflicts Amnesia on targets within area of effect.|
Aquaveil is granted by the white magic spell Aquaveil. It reduces the spell-interrupt rate from being attacked.
Atma can only be obtained in Abyssea from certain NPCs or can be chosen to activate during Voidwatch events. This status effect gives a very powerful status enhancement dependent on what atma was infused. The Atma status stacks with itself up to three times—once per Lunar Abyssite the player has, and there are a total of three in the game.
Attack Down reduces the Attack stat.
Attack Up increase the Attack stat ad the amount depends on the source. The possible sources include the Monk job ability Boost, the Blue Magic spell Fantod, certain temporary items, or from food, however stat boosts from food are grouped together in the Food icon.
Battlefield is also a status effect that players who participate in a battlefield have for the duration. It isolates players from outside aid. It is only given when entering certain areas, generally for a mission/quest fight or for a Burning Circle fight.
Barblizzard increases a character's resistance to Ice, decreasing the damage taken from Ice-based elemental spells and attacks. It can be obtained through the use of the White Mage spell Barblizzara, the Red Mage spell Barblizzard.
Barfire increases the target's resistance to Fire based on the caster's Enhancing Magic skill. It can be obtained through the use of the White Mage spell Barfira, the Red Mage spell Barfire, or the item Barfire Ointment.
Barthunder increases the player's resistance to the Lightning-based elemental damage caused by spells, attacks, and status effects. The spells Barthunder and Barthundra, accessible by the Red Mage and White Mage respectively, can give the Barthunder status.
Barwater increases a player's character resistance to Water. Its effectiveness changes depending on the player's Enhancing Magic skill. Barwater, from Red Mages, and Barwatera, from White Mages, can impart this effect.
Bind causes the player to be unable to move until the effect wears off. Some forms of bind can be removed with the white magic Erase or a Flee effect.
Bio is a Damage over Time (DoT) Dark-type magic. Three tiers are available to players, with a fourth being available only to NPCs. It causes HP loss over a period of time as well as decreased Attack. HP and Attack loss varies with tier of Bio inflicted.
Blaze Spikes is the Fire element of the Spike family of spells. When the player is physically attacked, enemies will take a small amount of Fire damage.
Burn is an elemental DoT spell available only to Black Mages. It inflicts Fire damage over time and reduces the Strength stat. It can be stacked with Shock and Choke, or Rasp. Burn overwrites Frost and is overwritten by Drown.
Bust can only be given by Corsairs. It is the effect of rolling a 1 when using the Corsair's Roll abilities. Players who receive this effect no longer gain the bonus from the roll, and Corsairs have one of their two roll slots taken up until the effect wears off.
Charm is mostly used by Notorious Monsters. It causes the player to follow the monster around and attack any players who come within range.
Chocobo is caused by the player riding a Chocobo. It can be removed by entering the command "/dismount" or opening the menu and choosing "Dismount".
Choke is an elemental DoT spell available only to Black Mages. It inflicts Wind damage and reduces Agility stat. It can stack with Burn and Shock or Drown. Choke overwrites Rasp and is overwritten by Frost.
CHR Boost increases the Charisma stat. It can have different sources including the White and Red Mage spells Boost-CHR and Gain-CHR respectively, as well as the Dark Knight spell Absorb-CHR. It can also be given from temporary items, or by a Fenrir Blood Pact: Ward which increases all stats.
CHR Down decrease the Charisma stat.
Confrontation forces a confrontation between a character or character party and a specific monster or monster group. It does this by preventing the player from receiving external aid, or from attacking or affecting monsters other than the specially designated monsters—such actions simply are not allowed to occur. Also, when Confrontation is inflicted, the affected players will have their Pets dismissed.
It is gained by initiating certain optional battles and cannot be removed by any means other than completing the battle, whether by victory or by defeat.
Copy Image is given by casting the Ninja spell Utsusemi. The number of shadow images created is based on the spell. Having Ninja set as your main job gives 3 shadows for casting Utsusemi: Ichi and gives 4 for casting Utsusemi: Ni. Ninja as a support job will only get 3 shadows from either spell. Equipping fully upgraded Ninja Empyrean foot armor increases the number of shadows gained from both spells by 1.
Costume alters the player's appearance. It is usually given by Rare/EX items, but sometimes an effect of certain Notorious Monsters in addition to being charmed. Players can only move, use emotes, and chat without removing the effect.
There are a few places where a costume status have additional effects. This includes the costume in Mamook, which turns a player into a Mamool Ja but also inflicts a Poison upon the player, which the player voluntarily has to obtain. The Poroggo special attacks like Frog Song that turn a player into a frog, but is also accompanied by a Charm effect.
Curse reduces MP and TP over time. It can be removed with the white magic Cursna or with certain items, though success is based on Healing magic skill for Cursna or based on the item used. Chances of removal via magic can be increased with certain armor.
Dark Maneuver can only be obtained when the main or subjob is Puppetmaster. It increases all of the Automaton's stats by a small amount and activates equipped Dark-type attachments. It also increases the Overload rate for the Dark element.
Dedication gives a temporary EXP boost. Boosted EXP percentage and duration of the effect depend on the source of the effect.
Defense Down lowers the defense stat of the character. It can be inflicted in many ways, such as Sonic Boom or the side effect of Berserk (increases Attack but also lowers Defense).
Deodorize hides the player's scent from enemies. For example, if a player is running from a mob, casts Sleep, then Deodorize and runs, the mob cannot follow the player because it cannot smell them.
DEX Boost increases the Dexterity stat. It can have different sources including the White and Red Mage spells Boost-DEX and Gain-DEX respectively, as well as the Dark Knight spell Absorb-DEX. It can also be given from temporary items, or by a Fenrir Blood Pact: Ward which increases all stats.
DEX Down decreases the Dexterity stat.
Dia is a Damage over Time (DoT) Light type magic. Three single-target tiers are available to players, with a fourth being available only to NPCs, as well as two multi-target tiers (Diaga I/II) for players and a third for NPCs. It causes HP loss over time as well as decreased Defense. HP and Defense loss varies with tier of Bio inflicted.
Dia used to be considered a Divine Magic, however in an update it was changed Enfeebling Magic, which is why Red Mage have Dia and the Divine Magic skill, but no Divine Magic natively.
Drown is an elemental DoT spell available only to Black Mages. It inflicts Water damage and reduces Mind stat. It can stack with Rasp and Frost or Choke. Drown overwrites Burn and is overwritten by Shock.
EF Badge status allows players to participate in Expeditionary Force. In order to gain the status players must speak to one of their Conquest overseers and choose to participate in an Expeditionary Force and select a beastman-controlled region to try and conquer.
Egg is a harmless status effect that alters a character's appearance into that of an egg. The affected character will be unable to move and interact with NPCs or objects while this effect is active.
Embrava is granted through the use of the Embrava spell for the Scholar. It gives substantial Haste, Regen, and Regain effects. It cannot be dispelled and is removed only by death or receiving the Kaustra status, which overwrites it.
Encumbrance is a rare status effect which removes some or even all equipment pieces from those affected and prevents them from re-equipping it for the duration of the effect. This status can be inflicted by special moves of monsters of several different families, and cannot be removed by any means short of death or its duration expiring.
Encumbrance inflicted as part of the Pathos of Alzadaal on those who dare venture deep into the Ruins of Alzadaal to take part in Salvage. It is removed by leaving the ruins, or by obtaining and using cells that will unrestrict one or two equipment slots at a time. Being KO'd does not remove the status.
Enchantment imbues the user of an item with an unusual effect not accounted for by normal status effect icons. Enchantment lasts until it wears off or is removed. The enchantment status is separate from normal status effects gained from enchanted items.
Ensphere is a beneficial status. The bonuses received depend on the source of the effect. Ensphere effects with bonuses of different types stack (for example, players in the same party could benefit simultaneously from the Reraise bestowed by the Atmacite of Provenance infused by their White Mage, the Fast Cast bonus from that same white mage's equipped Heka's Kalasiris, and the Double Attack bonus provided by their Paladin's equipped Mekira Meikogai).
Evasion Boost temporarily increased evasion. It can be granted using the Monk's job ability Dodge, temporary items, or certain enchanted items.
Evasion Down decreases evasion.
Flash is a harmful status effect that temporarily blinds the player until it wears off or is removed. Afflicted targets have their melee accuracy greatly reduced, and afflicted monsters gain enmity toward the source of the effect. This effect stacks with Blind.
Flabra adds Wind damage to attacks. Depending on the Rune Fencers' level, the ability can be used multiple times and will stack. Other elements may instead be combined, such as Flabra with Umbra instead of two Flabras. This lowers the add. eff. damage but can be helpful when using Rune Fencer job abilities for adding to elemental resistances.
Flee increases movement speed for a time. It is usually gained from the Thief's Flee job ability, it can also be gained from certain items.
The other Flurry status is a rare random positive effect that occurs while investigating Nyzul Isle. It is called Flurry in Japanese (フラーリー, Furārī?), and has the same effect as Haste but stacks with it.
Food gives a wide variety of effects based on the food eaten. Once a player consumes food, they cannot eat anything else until the food effect wears off or they use the item Antacid.
Frost is an elemental DoT spell available only to Black Mages. It inflicts Ice damage and reduces Intelligence stat. It can stack with Rasp and Drown or Shock. Frost overwrites Choke and is overwritten by Burn.
Gelus adds Ice damage to attacks. Depending on the Rune Fencers' level, the ability can be used multiple times and will stack. Other elements may instead be combined, such as Gelus with Umbra instead of two Gelus. This lowers the add. eff. damage but can be helpful when using Rune Fencer job abilities for adding to elemental resistances.
Ice Maneuver can only be obtained when the main or subjob is Puppetmaster. It increases Automaton's Intelligence stat. It is very useful with the Spiritreaver (Black Mage) head, but as with all Maneuvers be cautious of Overloading.
Ice Spikes is the Ice element of the Spike family of spells. When the player is physically attacked, enemies will take a small amount of Ice damage and includes a chance to Paralyze attackers.
Ignis adds Fire damage to attacks. Depending on the Rune Fencers' level, the ability can be used multiple times and will stack. Other elements may instead be combined, such as Ignis with Umbra instead of two Ignis. This lowers the add. eff. damage but can be helpful when using Rune Fencer job abilities for adding to elemental resistances.
Impairment blocks the use of any job abilities as well as weapon skills and pet commands. However, it does not affect job traits. It is removed when an Opacus Cell is used.
INT Boost increases the Intelligence stat. It can have different sources including the White and Red Mage spells Boost-INT and Gain-INT respectively, as well as the Dark Knight spell Absorb-INT. It can also be given from temporary items, or by a Fenrir Blood Pact: Ward which increases all stats.
INT Down decreases the Intelligence stat.
Invisible makes the character invisible to enemies. This is very useful for running by monsters which are aggressive via Sight. Some high level monsters and most Notorious Monsters have True Sight, making Invisible useless against them. Enemies that detect by Sight can usually be avoided by running behind them, however with certain monsters (such as Diremites) it is difficult to tell what direction they face.
Level Restriction is given from entering a battlefield, this (generally) lowers the players level to a pre-determined number. Ex: Entering most original Burning Circle fights, the party's max level becomes 30 for the duration of the fight.
Level Sync was introduced as a way to help players level up. For example, if a level 20 Dragoon and their level 25 White Mage friend want to adventure, normally there would be an EXP penalty because of the difference in their levels. However using Level Sync to the Dragoon, both player's levels become 20, eliminating the EXP penalty.
The only requirements for using Level Sync are a party of at least 2 players, and the syncee must be at least level 10.
Lux adds Light damage to attacks. Depending on the Rune Fencers' level, the ability can be used multiple times and will stack. Other elements may instead be combined, such as Lux with Umbra instead of two Lux. This lowers the add. eff. damage but can be helpful when using Rune Fencer job abilities for adding to elemental resistances.
Max HP Down
Max HP Down temporarily reduces the player's maximum HP.
Max MP Down
Max MP Down temporarily reduces the player's maximum MP. A common source of this effect is the Manticore mob using Riddle on a player.
Max TP Down
Max TP Down temporarily reduces the player's maximum TP.
Medicated is inflicted by using certain recovery and status boosting items. While in effect, the player cannot use any item that would inflict the Medicated status. The status can only be removed by waiting for its time to expire; this time depends on the particular item that inflicted it and can range from five minutes to two hours.
Migawari is gained from using the Ninja spell of the same name. It gives the player ability to avoid severe damage one time before wearing off.
MND Boost increases the Mind stat. It can have different sources including the White and Red Mage spells Boost-MND and Gain-MND respectively, as well as the Dark Knight spell Absorb-MND. It can also be given from temporary items, or by a Fenrir Blood Pact: Ward which increases all stats.
MND Down decreases the Mind stat.
Muddle is a rare status effect that prevents the use of items until it wears off (or the victim dies). There are no other ways to remove this status, but there are several monster special attacks that inflict it.
Obliviescence is inflicted as part of the Pathos of Alzadaal on those who dare venture deep into the Ruins of Alzadaal to take part in Salvage. It is removed by leaving the ruins, or by obtaining and using a Duplicatus Cell.
Omerta is a variation on Silence status. It is inflicted as part of the Pathos of Alzadaal on those who dare venture deep into the Ruins of Alzadaal to take part in Salvage. It is removed by leaving the ruins, or by obtaining and using a Praecipitatio Cell (in this case, not even dying will help).
Overload is the result of either misfortune or using the same Maneuver too many times in a row. It can only be removed by waiting for it to wear off. Until such a time, the Puppetmaster cannot use Maneuvers as well as thier Automaton being subject to a slightly changed version of Weakness. While Overloaded, the Automaton has a slower movement speed and attack speed.
Paralyze gives a chance for an action to fail and cause no effect when the afflicted character attempts to perform a standard melee/ranged attack, spell, job ability, or use an item. The chance for paralysis to halt an action varies with the source of the effect.
Pax temporarily reduces the player's enmity generation and also prevents the use of the Scholar Stratagems Equanimity and Tranquility. It is granted by the Gnostic's Drink item and the Scholar ability, Animus Minuo.
It can be removed manually or when changing areas. It can be overwritten by Enmity Boost.
Poison causes HP loss over time. The amount lost depends on the source. In some events, players will use a Poison Potion on themselves to override a Sleep effect generally given by a Notorious Monster. Though it seems counter productive, doing so is more effective than being re-slept the entire fight.
Potency temporarily gives the player an increased critical hit rate on physical attacks.
Protect increases the player's Defense. There are 5 tiers of Protect spells, with each providing move Defense than the last. In addition, there are two different versions of the spell. Protect I/II/III/IV/V only affect one character, while Protectra I/II/III/IV/V affect the caster's party (provided they are within range) and can only be cast on the caster. Protectra V is only available to White Mages by using Merit Points, though Scholar can achieve a similar effect by using their Stratagem abilities.
Prowess is given by completing one Grounds of Valor page. The effect is randomly chosen and will be lost when the player exits the area they obtained it from. Prowess will not be re-awarded after leaving an area until another GoV page is completed.
Refresh causes MP to be recovered each tick. The most common way to obtain Refresh status is by having a Red Mage cast Refresh or Refresh II. Other ways include casting the Blue Magic Battery Charge, using juice-type Food, the Enchantment of the Refresh Musk equipment, and obtaining Refresh Field Support in Fields of Valor or Grounds of Valor.
Refresh can be cancelled manually, have its (usually rather short) status duration expire, be lost due to death, or be dispelled or stolen by any effect capable of dispelling or stealing positive status.
Regain gradually restores TP. There are several ways of attaining Regain, the Scholar spell Embrava, or the Monarch Drink, which is a common temporary item in Besieged. Regain granted by the drink adds +3 TP per tick for the duration of the effect.
Regen restores the target's HP over time and is gained by the White Magic spell, Regen, or the Blue Magic spell, Regeneration. A trait called Auto-Regen can be learned by White Mages, Blue Mages, and the avatar Carbuncle that gives the same effect. Also, Carbuncle's Favor grants HP regeneration to party members near him.
Reive status is obtained by entering a Reive. It signifies the players ability to harm objects and creatures within the Reive. If a player exits a Reive before its completion, they will be unable to participate in another for 5 minutes.
Reraise functions as the Raise spell of the same level. It can only be cast on oneself. White Mages, Red Mages, and Scholars under the effect of Addendum: White can cast Reraise spells, though certain items can provide the same effect to other jobs. Field Manuals and Grounds tomes for Fields of Valor and Grounds of Valor respectively can also provide Reraise.
This effect is also given to players when Arise is cast on them (Arise functions as Raise III and also bestows Reraise III on the receiving player).
Roll is given by Corsairs, Rolls have a wide variety off effects based on what Roll is used. Each Roll has a certain lucky and unlucky number from 1 to ___, with ___ always giving the best effect.
Sanction gives Imperial Standing, hich can be used to buy items and equipment from gate guards. It can also be exchanged for Imperial Currency, which functions on Bronze, Silver, Mithril, and Gold instead of gil (though gil is used by almost all vendors). Sanction can also be used to purchase a pass to use the Runic Portal which provides easy transportation to and from various Staging Points.
For the exchange of 100 Imperial Standing, a player can get a Regen, Refresh, or an effect to increase the duration of food. The Regen and Refresh effect is 1 HP or 1 MP per tick whenever the player is below a variable percentage of their total HP or MP, respectively. The extension on food is upwards of doubling the total time. These effects are actually dependent upon the Imperial Defense Standing at the time.
Shell increases player's Magic Defense. There are five tiers of Shell spells with each providing more Magic Defense than the last. In addition, there are two different versions of the spell. Shell I/II/III/IV/V only affect one person, while Shellra I/II/III/IV/V affect the caster's party (provided they are within range) and can only be cast on the caster. Shellra V is only available to White Mages by using Merit Points, though Scholar can achieve a similar effect by using their Stratagem abilities.
Shock is an elemental DoT spell available only to Black Mages. It inflicts Lightning damage and reduces Dexterity stat. It can stack with Choke and Burn or Frost. Shock overwrites Drown and is overwritten by Rasp.
Shock Spikes is the Lightning element of the Spike family of spells. When the player is physically attacked, enemies will take a small amount of Lightning damage and includes a chance to Stun attackers.
Sigil can be obtained from certain NPCs in the Wings of the Goddess zones. It will grant will grant a bonus to the Allied Notes earned for killing creatures that grant experience to the player, this only applies to area that are in the Campaign system.
Sigil can be improved in duration by increasing the strong of the Ribbons and Medals. Additional bonuses, such as latent regen, latent refresh, and increased meal duration can be purchased for 50 Allied notes. The effect will remain active so long as the Sigil is in effect and only within zones on the Campaign Map.
Signet is obtained from Conquest Overseers in each country and in most original and Rise of the Zilart zones. It will prevent the player's TP from decreasing while healing. It also does not go away, as all other status effects aside from Dedication, upon the player being KO'd.
Silence causes the player to be unable to cast spells of any kind. It is removable either with Echo Drops, the Dancer job ability Healing Waltz, or by having another player cast the healing magic Silena on the affected.
Although players are unable to do this, monsters can cast Silena on themselves even when silenced. Though it seems unfair at first glance, it does make sense as monsters will not cast any other spells until they successfully cast Silena.
SJ Restriction makes the player unable to access their subjob and anything connected to it including job abilities, job traits, and bonus HP/MP. It is usually given when fighting bosses for the 70-75 Limit Break or at the beginning of the Nyzul Isle event.
Sleep causes the player to be unable to move or act. Most kinds can be removed by casting Cure on the afflicted or by being struck by an enemy.
Slow reduces the player's attack speed. Some forms can be overwritten by the spell Haste, and some forms will overwrite Haste.
Sneak makes the character soundless when they move. Enemies will be unable to detect them via Sound unless it has True Sound. Sound detection is done in a circle from the enemy, so players can be detected from behind something.
Song is given when a Bard casts a spell. Both player and enemies' songs affect their sides in the same way. An enemy casting a Minuet spell affects all enemies within the area of effect, similar to a player, though PC Bards affect only their party members. Without using certain instruments, Bards can give two songs to their party at a time, though with precise planning and teamwork a good Bard can have different songs on different party members, ex: mages stand near each other and get two songs then the Bard moves to the DD and casts two different songs on them.
When no Instrument is equipped, Bards can only give one song at a time, but, with the same teamwork as above, can affect their party with different songs at the same time.
Stoneskin effectively gives the player a set amount of extra health. The amount of health in the pool can only be changed by wearing certain rare armor while casting the white magic Stoneskin. Blue Mages can also obtain spells which give Stoneskin, though the amount is significantly less. A Scholar utilizing the correct Strategem can provide Area of Effect Stoneskin for their party.
STR Boost increases the Strength stat. It can have different sources including the White and Red Mage spells Boost-STR and Gain-STR respectively, as well as the Dark Knight spell Absorb-STR. It can also be given from temporary items, or by a Fenrir Blood Pact: Ward which increases all stats.
STR Down decreases the Strength stat.
Sulpor adds Lightning damage to attacks. Depending on the Rune Fencers' level, the ability can be used multiple times and will stack. Other elements may instead be combined, such as Sulpor with Umbra instead of two Sulpor. This lowers the add. eff. damage but can be helpful when using Rune Fencer job abilities for adding to elemental resistances.
Stun is a short lasting effect that renders the player unable to take any action. It can be removed with Erase though the caster would have to be very quick to remove Stun before it wears off.
Synthesis Image Support
Synthesis Image Support grants characters an increase to one craft skill for a short period of time.
Tellus adds Earth damage to attacks. Depending on the Rune Fencers' level, the ability can be used multiple times and will stack. Other elements may instead be combined, such as Tellus with Umbra instead of two Tellus. This lowers the add. eff. damage but can be helpful when using Rune Fencer job abilities for adding to elemental resistances.
Tenebrae adds Dark damage to attacks. Depending on the Rune Fencers' level, the ability can be used multiple times and will stack. Other elements may instead be combined, such as Tenebrae with Umbra instead of two Tenebrae. This lowers the add. eff. damage but can be helpful when using Rune Fencer job abilities for adding to elemental resistances.
Terror freezes targets in fear, preventing them from acting for a short time. It also freezes the target's character model until the effect wears off. There is no way to remove the terror status effect, only time will cure its effects.
Transcendency is gained by using the Abyssea-specific temporary item Primeval Brew. The Transcendent one "converge[s] with the primordial forces of nature", and gains godlike power. Most stats increase nearly tenfold—Strength, Dexterity, Agility, Vitality, Intelligence, Wisdom, and Charisma all increase to 999; HP and MP increase to 9999; Magic Attack Bonus is boosted by +900; and Damage Taken is reduced by -90%. Furthermore, the Transcendent one's HP and MP regenerate at 300/tick, and TP are gained at a rate of 500/tick (allowing the use of a weapon skill roughly every 6 seconds).
Unda adds Water damage to attacks. Depending on the Rune Fencers' level, the ability can be used multiple times and will stack. Other elements may instead be combined, such as Unda with Umbra instead of two Unda. This lowers the add. eff. damage but can be helpful when using Rune Fencer job abilities for adding to elemental resistances.
Visitant is a status obtained by a Conflux Surveyor in Abyssea regions. The visitant status is necessary in order for players to remain in Abyssea for a length of time above five minutes, and is necessary in order to speak to some residents or exit the base camp area. Players can set the length of the visitant effect by giving Traverser Stones to the Conflux Surveyor. The base rate is 30 minutes of real-life time in Abyssea for each traverser stone, though the time per stone can be enhanced with certain abyssite.
VIT Boost increases the Vitality stat. It can have different sources including the White and Red Mage spells Boost-VIT and Gain-VIT respectively, as well as the Dark Knight spell Absorb-VIT. It can also be given from temporary items, or by a Fenrir Blood Pact: Ward which increases all stats.
VIT Down decreases the Vitality stat.
Voidwatcher is given by participating in a Voidwatch event. It wears off upon completion. While the player has Voidwatcher, they cannot be harmed by monsters that are not part of the Voidwatch event, and similarly cannot harm those same monsters.
Weakness is a debilitating status effect that usually only is caused by being Raised in the field. It lasts for 5 minutes (1 minute in Besieged). It decreases the player's attack speed and stats, including maximum HP and MP. Usually players recommend resting (/heal) as soon as one is raised to lessen the time it takes to recover once Weakness wears off.
Weight will reduce the land speed of a character and also lower their evasion characteristic. This will make it harder for the effected target to avoid attacks and also almost impossible for it to run away or catch up to a target. Some forms will overwrite Flee and others will be overwritten by it.