Status Effects
April 4, 2017
15:20
There's quite a bit of confusing on what exactly some status effects do.  This section covers them all.
Berserk
Increases Attack Power to 150% of its normal value (Specifically power, not Multiplier, meaning it can help overcome high defenses)
Causes the character to automatically attack
Negates enemy AI scripts - all they will do is attack.  This even disables Reaction actions, script changes, and more.
SNES only: If all living characters are Berserked, your escapes will fail
iOS only: Berserked characters always target front row targets first, instead of completely random
Sources: White Mage (Berserk), Blue Mage (Moon Flute), Chemist (!Mix), Power Staff (Staff)
Blind
The accuracy of physical attacks is reduced to 25% of normal
Sources: Blue Mage (Flash), Hunter (Darkness Bow), Chemist (!Mix), Ranger (!Animals), Geomancer (!Gaia, location limited)
Blink
Guarantees evasion against the next physical attack, then wears off
When applied via a command, you actually have "two" layers of Image, used one at a time
Images are not used up if you would've avoided the attack normally (!)
Sources: White Mage (Image), Ninja (!Image), Chemist (!Mix), Mirage Vest (Medium Armor, start of battle only unless a trick is used)
Confuse
Causes characters or enemies to attack allies whenever possible
On Party Members: May use available Black/White/Red spells against the party/to assist enemies
On Enemies: Enemies will use Control-only commands on their own
Disables Reaction actions by enemies
Physical evasion reduced to 0
Disables special "blocking" equipment (e.g. Elf Cape)
Cancelled when receiving physical damage
Important to Blue Mages
Sources: White Mage (Confuse), Red Mage (Confuse), Dancer (Tempting Tango !Dance), Dancing Dagger (Dagger, see its details), Bard (Lamia Harp), Geomancer (!Terrain)
Dead
Ur dead, moron
I won't bother listing how many things can cause instant death because there's actually a LOT
Skills vary on whether they factor in enemy instant death immunity, heavy flag, both, or none(!?)
Pay attention to the specifics of each skill and use them freely, they're great
Doom
Creates a timer above the character or enemy's head
When reaching 0, the character is instantly killed, ignoring instant death resistance
Only source: Blue Mage (Doom)
Float
Grants immunity to Earth element attacks
Doesn't wear off between battles(!)
Also makes you immune to damaging floors in a couple dungeons
Sources: Time Mage (Float), Blue Mage (Mighty Guard)
Note that some enemies can be charmed into casting Float on you (e.g. Gala Cats on North Mountain)
Haste
Doubles the fill rate of the ATB
Haste and Slow are mutually exclusive; having one then receiving the other completely replaces the first
Sources: Time Mage (Haste/Hastega), Chemist (!Mix and !Drink), Samurai (Use Masamune), Hermes Sandals (Accessory)
Mini
Sets Defense to 0
Sets Attack Power to 3
Does NOT impact spellcasting
Doubles physical evade rate
For characters, that's physical evade via shields/etc., NOT "% chance of blocking physical attacks"
Meaning the rates of things like Elven Mantle and Main Gauche do not get doubled
On the other hand, Mini + Genji Shield = 100% Physical Evade, so...
Sources: White Mage (Mini), Red Mage (Mini), Blue Mage (Lilliputian Lyric)
Old
On allies: All core stats (Strength/Agility/Vitality/Magic) steadily decrease towards 1
On enemies: Steadily reduces the enemy's level and Speed stats towards 1
Decreasing enemy level renders them more vulnerable to status ailments and reduces their magic power
This has no effect on enemy physical attack power, however
Sources: Time Mage (Old), Blue Mage (Time Slip; Level 2 Old), Ancient Sword (Sword)
Paralysis
Prevents all actions
Sets Physical Evasion to 0
Disables special "blocking" equipment (e.g. Elf Cape)
Sources: Summoner (Remora), Blue Mage (Death Claw/Mind Blast), Beastmaster (Some whips), Ranger (!Animals)
Petrify
On enemies: Instant kill when inflicted
On allies: Essentially counts the character as 'dead' until cured
Sources: Black Mage (Break), Magic Knight (Break), Summoner (Catoblepas)
Poison
Deals 1/16th of the user's max HP in damage every so often
Can reduce you to 0 HP
Doesn't naturally wear off
Sources: Black Mage (Poison), Red Mage (Poison), Magic Knight (Poison), Berserker (Poison Axe), Ranger (!Animals), Chemist (!Mix)
Protect
Halves the multiplier on all incoming physical attacks
Because of the way multiplier works, this means physical damage received is reduced by AT LEAST half
Stacks to hilarious effect by being in the back row
Sources: White Mage (Protect), Red Mage (Protect), Blue Mage (Mighty Guard), Chemist (!Mix and !Drink), Knight (Equip & Use Defender)
Regen
Steadily recovers HP
HP is recovered based on Vitality & Level
Sources: Time Mage (Regen), Bard (Mighty March), Chemist (!Mix), Protect Ring (Light Accessory)
Reflect
If targeted by a reflectable spell, it 'bounces back' and strikes a random target on the other group
Spells can only bounce once maximum
So to get around an enemy with Reflect, bounce a spell off your own Reflect!
Only removable via Dispel, death, or its duration elapsing
Sources: White Mage (Reflect), Summoner (Carbuncle), Chemist (!Mix), Reflect Ring (Accessory)
Sap
HP gradually decreases with each 'tick' of the ATB
Only goes away when its duration ends
Literally nothing in the game is immune to this
Sources: A lot
Shell
Halves the multiplier on all incoming magical attacks
Because of the way multiplier works, this means magical damage received is reduced by AT LEAST half
Also reduces the chance of being affected by Hit% spells by half(!)
Sources: White Mage (Shell), Blue Mage (Mighty Guard), Chemist (!Mix), Magic Knight (Magic Shell)
Silence
Disables White, Black, Time, Summon, Magic Sword, and Song effects
Blue Magic is NOT disabled
When inflicted by the "Mute" spell, Mute CANNOT be cured except by battle ending
Sources: White Mage (Silence), Red Mage (Silence), Magic Knight (Silence), Ranger (Rune Bow), Time Mage (Mute - Affects everyone), Mage Masher (Knife, wieldable by almost anyone!)
Sleep
Prevents all actions
Sets Physical Evasion to 0
Disables special "blocking" equipment (e.g. Elf Cape)
Cured when struck with a physical attack
Sources: Black Mage (Sleep), Red Mage (Sleep), Magic Knight (Sleep), Bard (Dream Harp), Blue Mage (Time Slip), Sleep Sword (Sword)
Slow
Halves the fill rate of the ATB
Haste and Slow are mutually exclusive; having one then receiving the other completely replaces the first
Sources: Time Mage (Slow/Slowga), Geomancer (!Gaia, location limited)
Stop
Prevents all actions
Prevents physical evasion/blocking
Timer-based effects, such as Poison's damage, Regen, and even Doom do not progress while Stopped
Sap, for some reason, still does
You will need Dispel or a Panacea to cure this, or just letting time pass
Sources: Time Mage (Stop), Bard (Romeo's Ballad), Beastmaster (!Calm)
Toad
Sets Defense and Magic Defense to 0
Sets Attack Power to 3
Sets physical evasion rate to 0%
Prevents spellcasting, other than the Toad spell itself
Sources: Black Mage (Toad), Red Mage (Toad), Blue Mage (Pond's Chorus), Chemist (!Mix)
Zombie
Target possesses 0 HP, is uncontrollable, and attacks random allies with Fight
Grants immunity to Blind, Float, Mini, Toad, Petrification, and Instant Death
Only Holy Water can cure it
Don't confuse it with being Undead (via Bone Mail)