With there being various positive and negative status effects in the game, each effect is listed here below, including more in-depth effects of each one (if applicable) and how to remove negative effects.

Negative Effects

Sleep

  • Cannot gain CT, evade attacks, or trigger Reaction abilities.
  • You are immune to Speechcraft abilities.
  • A unit attacking another unit affected by Sleep will have its Physical Attack increased by 50%.
  • Sleep lasts for 60 clock ticks.
  • Remove: Take any HP damage, use Remedy, or cast Esuna.

Poison

  • At the end of the unit’s Active Turn, they take damage equal to 1/8th of their maximum HP.
  • Poison lasts for 36 clock ticks.
  • Remove: Use Antidote, Remedy, or cast Esuna.

Blind

  • A target being attacked by a blinded unit has its evasion rates doubled during that battle.
  • Remove: Use Eye Drops, Remedy, or cast Esuna.

Oil

  • Take double damage from a fire-based ability or attack.
  • Lasts until you have taken fire-based damage.
  • Remove: Take fire-based damage from an ability or attack, or use Remedy.

Confuse

  • The unit becomes uncontrollable, selecting random actions during their Active Turn.
  • Reaction abilities cannot be triggered while confused; Movement abilities like Accrue Exp or Accrue JP do not work while in this state.
  • The evasion rates of a unit under attack by a confused unit are doubled during that battle.
  • Remove: Taking any HP damage, use Remedy, or cast Esuna

Stone

  • The unit can no longer move and their CT does not increase.
  • A stoned unit cannot take any form of damage and can also not declare an action.
  • If your entire party has stone status, the game/battle is over.
  • Guest characters in the Story are immune to this status effect.
  • Remove: Use Golden Needle, Remedy, or cast Esuna.

Silence

  • The unit cannot use White Magicks, Black Magicks, Time Magicks, Mystic Arts, Summon, Speechcraft, Sky Mantra, Nether Mantra, Bio, or Ultima abilities.
  • Bardsong and Spellblade abilities are unaffected by silence.
  • Remove: Use Echo Herbs, Remedy, or cast Esuna.

Toad

  • The unit becomes a frog reducing its actions to only Move and Attack commands.
  • Reaction abilities do not trigger while affected by Toad.
  • If a Toad-affected unit attacks, the damage formula becomes: [PA * Bravery/100].
  • A unit attacking a Toad-affected unit receives a [1.5 * PA] bonus to their Physical Attack.
  • Having berserk status does not increase a Toad-affected unit’s Physical Attack.
  • Weapon attacks that count up to 3 Height can only go up to 2 Height if targeting a Toad-affected unit.
  • Remove: Use Maiden’s Kiss, Remedy, or cast Toad or Esuna.

Slow

  • The unit’s Speed is reduced by half, rounded down.
  • Slow lasts for 32 clock ticks.

Stop

  • The unit stops moving and cannot gain CT while in this state.
  • Reaction abilities will not trigger and the unit cannot evade attacks.
  • Stop lasts for 20 clock ticks.
  • A KO’d unit being revived will still have stop until it is removed.
  • Remove: Cast Choco Esuna (from a Chocobo monster).

Immobilize

  • The unit cannot use the Move command.
  • At the end of the unit’s Active Turn, CT is still decreased as if the unit did declare a Move.
  • Immobilize lasts for 24 clockticks.
  • Remove: Cast Esuna.

Disable

  • The unit cannot act, evade, or trigger Reaction abilities.
  • At the end of the unit’s Active Turn, CT is still decreased as if the unit did declare an Action.
  • Disable lasts for 24 clock ticks.
  • Remove: Use Remedy, cast Esuna, Choco Esuna, Purification, or Dragon’s Gift.

Doom

  • A countdown of 3 will appear above the affected unit.
  • After the unit’s fourth Active Turn, the unit will be KO’d.
  • An Undead-affected unit that has doom status will not be KO’d but will instead lose its turn.
  • Remove: Reraise (as a direct counter).

Vampire

  • You can only use the “Vampire” command while affected.
  • The unit’s evasion rates become 0 and will be unable to trigger Reaction abilities or use Movement abilities like Accrue Exp.
  • Monsters are immune to vampire status.
  • If your entire party has vampire status, the game/battle is over.
  • Remove: Use Holy Water.

Chicken

  • Automatically occurs if the unit’s Bravery becomes 9 or less.
  • The unit will run away from others and becomes uncontrollable.
  • Each Active Turn will increase your Bravery by 1.
  • A unit attacking a chicken-affected unit’s Physical Attack becomes [PA = PA * 3/2].
  • Weapon attacks that count up to 3 Height can only go up to 2 Height if targeting a chicken-affected unit.
  • Remove: Raise your Bravery to 10 or higher.

Charm

  • It can only be applied to a unit of the opposite gender if the target is human.
  • Monsters can be charmed by either gender.
  • A charmed unit views allies as enemies, and enemies as allies.
  • The charmed unit becomes uncontrollable and makes actions that may be disadvantageous to your party.
  • Charm lasts for 32 clock ticks.
  • Remove: Taking physical HP damage.

Traitor

  • The unit switches sides, joining the enemy party.
  • The traitor will have a “Guest” label above the unit’s picture frame.
  • You can recruit units this way into your party roster post-battle.
  • Remove: The effect ends at the end of the battle.

KO

  • The unit’s current HP has become 0, making them unable to act entirely. A KO counter appears above them starting at 3.
  • The unit’s CT gauge continues to increase. At each Active Turn, a KO counter (similar to Doom) will decrement, and if it reaches 0, that unit becomes either a Crystal (either can restore HP/MP or learn one of that character’s abilities) or a Treasure Chest (drops a random item).
  • If revived and then later KO’d, the KO counter resets back to 3.
  • Remove: Use Phoenix Down or cast Raise, Arise, or Reraise (prior to KO)

Berserk

  • Cannot use any acts other than Attack.
  • Becomes uncontrollable, but their Physical Attack becomes [PA = PA * 1.5].
  • Reaction abilities will not trigger, and Movement abilities like Accrue Exp do not function.
  • Remove: Cast Esuna.

Undead

  • Most abilities that restore HP now cause HP loss (such as the Cure magicks, Raise, and Summons that heal). Exceptions to this are Chakra, Chant, and Lifefont.
  • Phoenix Down and Arise will cause an instant KO, while Raise will deal damage equal to half the undead’s max HP.
  • Attacks that drain HP from you now restore HP instead.
  • When an undead’s death counter reaches 0, there is a 50% chance the character will revive with a random amount of HP restored, otherwise they are crystalized or vanished (in multiplayer).

Positive Effects

Haste

  • The unit’s CT increases by 50% more with each tick.
  • This does not affect the unit’s Speed though mentioned in the game text it does.
  • Lasts for 32 clock ticks.

Shell

  • Reduces all incoming damage from magic attacks and abilities by 1/3.
  • Also reduces the accuracy and percentages of magic-based attacks.
  • Lasts for 32 clock ticks.

Protect

  • Reduces all incoming damage from physical attacks or abilities by 1/3.
  • Also reduces the accuracy and percentage of physical-based attacks (like Art of War).
  • Lasts for 32 clock ticks.

Regen

  • Restore HP equal to 1/8 of your maximum HP.
  • Lasts for 32 clock ticks.

Reraise

  • When a unit that is KO’d with this status effect reaches 100 CT, they are revived with 10% of their maximum HP, rounded up.
  • Removes Reraise status after the unit has been revived and does not skip the Active Turn this effect activates.

Float

  • Considered 1 Height off the tile you are currently positioned on.
  • Immune to all earth-elemental abilities and attacks.
  • Does not naturally remove itself once applied.

Invisible

  • Ignores the physical and magical evasion rates of a unit while you are invisible and attacking.
  • AI ignores an invisible unit in battle.
  • Removed once you perform an action or are attacked.

Neutral Effects

Faith

  • The unit’s Faith is considered at 100 temporarily, though this will not cause the unit to leave mid-battle.
  • Lasts for 32 clock ticks.
  • Remove: Cast Harmony (Mystic ability)

Atheist

  • The unit’s Faith is considered at 0 temporarily
  • Lasts for 32 clock ticks.

Reflect

  • Most magicks bounce off the character and strike another tile instead. The new tile is in the same direction and distance from the target as the target was from the caster.
  • Lasts for 32 clock ticks.