Statuses

Statuses in FFZ are a class of special effects that are placed on creatures via specific abilities. They are ongoing effects that characters acquire (or have forced on them) that last for an extended period of time (usually, until the end of a combat, but sometimes even after that, and most can be removed in some manner before then). They are a major strategic dimension in the game — every combat will likely involve them in some form or another, and applying, removing, and laboring under or flourishing with statuses will be things every character becomes familiar with.

Statuses come in two basic varieties: positive statuses (called enhancements) and negative statuses (called ailments).

Statuses are vaguely associated with level, in that they begin fairly weak and merely annoying, and graduate to powerful and devastating by the end of the campaign. This is not a hard-and-fast association, and depends more on whether you are low-level, mid-level, or high-level. Like many things with a level rating, a status can be found out of context, but it tends to be very binary when it is too far out of context (either devastating or irrelevant).

Removing Ailments

If you have any Luck, you can try to remove ailments early in the same way that you would achieve a critical hit: by a Luck roll opposed against the person that inflicted the ailment on you. You can trigger this roll by taking the Defend action and spending one Luck point. When you Defend to remove an ailment, you don't gain any of the usual bonuses of your Defend action. If you win the Luck check, you throw the ailment off early.

Only ailments that end with the combat can be removed like this (so you cannot remove Petrify, for instance, but you can try to remove Stop, or Eject), and nothing stops them from applying the ailment again (except that you may throw it off with another Luck check, assuming you have Luck to spend).

Status List

Levels 1-4
Ailments
Poison Loose 10% of Max HP every round
Umbra 50% miss chance on each attack
Vulnerability Target takes +50% damage from an element
Sleep Target misses their next turn unless they take damage
Immobilize Target cannot change rows or flee
Confuse The target for your abilities is randomly determined
Slow -5 SPD and all wait times are doubled
Enhancements
Regen Heal 10% of Max HP every round
Ward Target takes half damage from an element
Berserk Target deals 2 x damage, but can only make basic attacks.
Blink Gain a 50% dodge chance that goes away after a miss.
Protect/Shell Gain +10 Stamina/Willpower
Bravery/Faith Gain +10 Weapon Power/Spell Power
Levels 5-8
Ailments
Mini Weapon Power becomes 1
Seal Cannot use Spells
Disable Cannot use Abilities
Doom KO in 5 rounds
Charm You attack allies until damaged
Disease You can't be healed
Enhancements
Refresh Recover 10% of Max MP every round
Null Negate an element's damage
Haste +5 SPD and wait times are halved
Vanish/Antimagic Immune to physical attacks until a magic attack hits you (or vice-versa)
Bubble Double your Max HP
Levels 9-12
Ailments
Frog Weapon Power becomes 1, cannot use Abilities or Spells
Instant KO Automatically KO's target
Stop No actions until the end of combat
Eject Instant KO + can't be raised (you return automatically at the end of combat)
Petrify No actions. This status does not wear off.
Curse Cannot use Limit Breaks or Espers
Zombie Undead status + attack allies
Enhancements
Reraise If KO'd, you revive instantly
Eater Take an element's damage as healing
Balloon Double your Max MP
Invincible You take no damage (can still be afflicted with ailments)
Reflect You are immune to spells, which are reflected back at their user.

Ailments

Enhancements

Level Statuses List

Level 0

Level 1

Level 3

Level 5

Level 7

Level 9

Level 11

Level 13

Level 15

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