The following is a list of status effects found in Final Fantasy.
Mechanics[]
Status-inflicting spells and abilities use the standard spell hit formula:
- Hit Successful if Random ( 0 ... 200 ) < [ Base Hit Chance + Spell Accuracy - Target Magic Defense ]
Base chance to hit starts at 148. If the target resists the spell element, base chance to hit has 148 subtracted from it. If the target is weak to the spell element, base chance to hit is increased by 40.
For status-inflicting physical attacks used by enemies, the formula is similar:
- Status applied if random(0...200) <= Base Hit Chance - Target Magic Defense
For these attacks, the base chance is 100. If the target resists the element of the attack, it is reduced by 100. A select few enemies (Mindflayers and Scarmiglione) have non-elemental status inflicting attacks, meaning there is no way to resist the status effect outside of Magic Defense. These attacks are ineffective against other enemies in the event they are Confused.
In both formulas, the status will always be applied if the random number rolled in 0. As such, it is impossible to be completely resistant to status effects in most releases. This is changed in the Pixel Remaster release, which adds status immunities independently of elemental resistances.
List of statuses[]
Darkness[]

Darkness causes afflicted units to miss more often, reducing their base hit rate by 40. Blind units are also easier to hit, and provide a bonus of 40 to the base hit rate to any physical attack that targets them.
Confuse[]
Confuse can be inflicted on monsters with the Confuse spell. When confused, a monster randomly attacks itself or its allies. Enemies have a 25% chance to recover from confusion each turn. Player characters cannot be confused.
KO[]
KO is the state a unit enters when its HP reaches 0. It is also possible for certain abilities to directly apply this status without dealing damage, reducing HP to 0 in the process. For enemies this removes them from the battle. For player characters, they remain on the field, but cannot take any action, cannot receive damage, healing or buffs, or have any other status effect inflicted. When a character is knocked out, all other status effects and any modifications to stats and resistances (Nul-spells, Protect, Focus, etc.) are removed. This status persists after battle. If the entire party is Stoned or KO'd, a game over occurs.
Paralysis[]

Paralysis prevents the afflicted unit from taking action, although they can still be damaged, healed, buffed, or debuffed. When targeted by a physical attack, a paralyzed target has their Evasion ignored, and their attacker deals 25% more damage.
Poison[]

Poison removes a portion of the afflicted character's maximum HP at the end of every turn. This status remains after battle and will remove 1 HP every time the player takes a step in the field.
Silence[]

A silenced unit is unable to use Magic. In the original NES release, this extended farther: silenced player characters cannot drink potions or use equipped items, while silenced enemies cannot access skills. Silence wears off by the end of the battle.
Sleep[]
Acting similarly to Paralysis, sleeping characters cannot take any action but can still be damaged or healed or buffed. When targeted by a physical attack, asleep targets have their Evasion ignored, and the attacker deals 25% more damage. A sleeping unit has a chance to wake up at the end of every turn. The higher the afflicted's maximum HP is, the greater the chance that they awaken.
Stone[]

Stone incapacitates the target. Enemies are removed from the battle, acting essentially as KO. Player characters' HP remains the same but they cannot take action, be damaged, or have any other status inflicted upon them. If all player characters are Stoned or KO'd, a game over occurs.