Ailments

Ailments in the Final Fantasy Zero game are negative status effects — things that characters must labor under, that they're often interested in removing as early as possible.

Each ailment has a level, which is the normal minimum level for being able to inflict that ailment, and a keyword that describes if it affects the creature mentally or bodily. It also has methods for removal (often using Saving Throws). Unless otherwise mentioned, the esuna spell and the Remedy item will remove the status as well. Being KO'd removes all ailments

It is possible to use certain ailments (such as Berserk) as part of a strategy to enhance your party, due to some of their positive side-effects. However, they are included in the "ailments" category due to the fact that some creatures may be immune to them — there are no creatures with immunity to enhancements.

Certain ailments are special: Instants are ailments that come and go before anyone can react, so they cannot be removed in the common ways (e.g.: a remedy only removes ailments currently affecting an individual). Permenants are ailments that will not end on their own, and, generally, will not be removed with a Safe Crystal, either. Until pro-active action is taken, the ailment will remain.

Ailments

Berserk

Berserk
Level 3 Ailment
You must make a basic melee attack every turn, though you can determine the target. Any hits deal double damage.
Removal: End the encounter.

Charm

Charm
Level 15 Ailment
The creature who caused this ailment dictates the actions for the creature afflicted, choosing any ability at the afflicted's disposal.
Removal: End the encounter. This is also is removed if the afflicted creature takes damage.

Confuse

Confuse
Level 5 Ailment
You automatically use a basic attack every round, but your targets are random — assign each creature in combat a number on a die, and roll to determine who you attack.
Removal: Saving Throw. This is also is removed if the afflicted creature takes damage, or by the use a Smelling Salt.

Curse

Curse
Level 15 Ailment
You cannot use Limit Breaks or Espers.
Removal: Safe Crystal. Curse cannot be removed with esuna or a Remedy.

Disable

Disable
Level 9 Ailment
You cannot use Job abilities.
Removal: Saving Throw, Safe Crystal, or a Bandage.

Disease

Disease
Level 13 Ailment
You cannot Recover HP
Removal: Safe Crystal.

Doom

Doom
Level 9 Ailment
After 5 rounds, you suffer Instant KO.
Removal: End the encounter.

Eject

Eject
Level 13 Ailment
You suffer Instant KO, and can't be targeted by anything anymore (making it impossible to revive you).
Removal: End the encounter.

Frog

Frog
Level 11 Ailment
You cannot use any job abilities, and your Weapon Power becomes 1.
Removal: Safe Crystal, a Maiden's Kiss, or being hit with the same status again.

Immobilize

Immobilize
Level 3 Ailment
You cannot use the Move action: you cannot change rows, flee, or use any special movement abilities you have.
Removal: Saving Throw, Safe Crystal, a Bandage, or gaining the Float enhancement.

Instant KO

Instant KO
Level 11 Instant
You gain the KO status.
Removal: This status wears off as soon as it takes effect.

KO

KO
Level 0 Status
You cannot take actions. You have 0 hp, and cannot be Healed.
Removal: Safe Crystal, or any Life effect.

Mini

Mini
Level 7 Status
Your Weapon Power becomes 1.
Removal: Safe Crystal, a Mallet, or being hit with the status again.

Petrify

Petrify
Level 13 Permenant
You cannot take any actions.
Removal: A Golden Needle. Petrify cannot be removed with esuna or a Remedy.

Poison

Poison
Level 1 Ailment
You take Shadow damage equal to 10% of your maximum HP every round.
Removal: Saving Throw, Safe Crystal, an Antidote, or gaining the Regen enhancement.

Seal

Seal
Level 7 Ailment
You cannot use Spells.
Removal: Saving Throw, Safe Crystal, or an Echo Herb.

Sleep

Sleep
Level 3 Ailment
You cannot take any actions.
Removal: Saving Throw. This is also removed if the afflicted creature takes any damage, or by the use a Smelling Salt.

Slow

Slow
Level 5 Ailment
Your SPD on each turn is halved, and your Wait Time for each action you take is doubled.
Removal: Saving Throw. This can also be removed with a Chronos Tear, or by gaining the Haste enhancement.

Stop

Stop
Level 11 Ailment
You cannot take actions.
Removal: Saving Throw. This can also be removed with a Chronos Tear.

Umbra

Umbra
Level 1 Ailment
When making a Physical attack, you must make a successful Saving Throw to hit.
Removal: Saving Throw or Safe Crystal.This can also be removed with an Eye Drop.

Vulnerability

Vulnerability
Level 3 Ailment
Vulnerability has an elemental property. Damage from that element is doubled.
Removal: Vulnerability lasts until you make a Saving Throw.

Zombie

Zombie
Level 15 Permenant
You endure the following effects:
1: You automatically use a basic attack every round, but your targets are random. Assign each creature in combat a number on a die, and roll to determine who you attack.
2: You have 0 hp.
3: Any healing effect that has the Holy element actually damages you instead of healing you. The damage is equal to the healing you would have normally recieved. Correlated to this, any Life effect acts as Instant KO instead.
4: Any damaging effect that has the Shadow element actually heals you instead of damaging you. The healing is equal to the damage you would have normally received. Correlated to this, any Instant KO effect instead recovers all of the zombie's HP.
5: Any Drain effect is reversed on you. If you are the target of a drain effect, you are healed and the original user of the effect is damaged. If you use a drain effect, you are damaged and your target is healed.
Removal: A Holy Water. Zombie cannot be removed with esuna or a Remedy.

Level Ailment List

Level 0

Level 1

Level 3

Level 5

Level 7

Level 9

Level 11

Level 13

Level 15

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