Status effects and explanations from...

Final Fantasy VI

I refer to these often enough elsewhere that I figured it would help to have explanations around. For extra usefulness, I've listed every way I can find for player characters to cause and cancel all of them, not counting Gau's Rage skills or Relm using Sketch or Control, except in a few special cases (since it would take more time and effort than I feel like spending to figure out all of them).

Stragus's Ripple will exchange 'darkness', 'zombie', 'poison', 'Sorcerous Armor', 'transparent', 'kappa', 'petrified', 'incapacitated', 'death sentence', 'near death', 'decoy', 'silence', 'berserk', 'confusion', 'slip', 'sleep', 'dance', 'regenerate', 'slow', 'haste', 'stop', 'shell', 'protect', 'reflect', 'rage', 'frozen', 'reraise', 'transformed', 'chanting', 'Interceptor guard', and 'levitate' status between the caster and the target. It would interchange 'incapacitated' and 'hidden' as well, but it's impossible to cast with affected by either of those statuses and also impossible to cast on a target that has either of them. Ripple is not supposed to affect 'Sorcerous Armor', 'petrified', 'incapacitated', 'near death', 'dance', 'rage', 'frozen', 'transform', 'chanting', 'hidden', or 'Interceptor guard', but does anyway due to a bug.

Monsters look no different from usual under most status effects. All symptoms that involve appearance apply only to player characters unless otherwise noted.

Note that, with very few special exceptions, a given status can neither be applied nor removed if the target has it flagged as a locked status (typically called an immunity), even if it would normally wear off on its own. For player characters, this normally means a status effect granted by an accessory, such as the Reflect Ring.


暗闇(くらやみ) Darkness Dark
darkness

Effects: Prevents Stragus from learning Memorized Techniques, and that's it. The same problem that causes the evade bug prevents 'darkness' from having its intended effect of halving the affected's hit rate and giving attacks vs the affected a 25% bonus to hit.

Symptoms: Black gunk over the eyes. Or cool shades, if you prefer.

Cause with: Edgar's Sunbeam, Stragus's Reflect???? (only to targets with 'reflect' status) and Foul Breath

Remove with: Eyedrops, Panacea, Sleeping Bag, Tent, Esuna spell, Unicorn summon Heal Horn, Mash's Spiral Soul and Chakra, Mog's Basking in the Forest (Forest Nocturne), Tapir (Love Serenade), and Raccoon (Water Harmony), Stragus's Fusion, Setzer's Mysidia Rabbit (Slots)

Prevent with: Silver-Rimmed Glasses, Amulet, Fairy Ring, Ribbon

ゾンビ Zombie Zombie
zombie

Effects: Character is uncontrollable, counts as dead for game over purposes, and keeps attacking even if HP is 0. May attack either enemies or allies, and has a 1/16 chance each of inflicting 'darkness' or 'poison' on hit. Attackers are supposed to have a 25% bonus to hit rate against those affected, but the evade bug keeps this from working. This status also prevents the user from activating a secret deathblow skill. Finally, entering 'zombie' status removes 'darkness', 'poison', 'near death', 'berserk', 'confusion', and 'sleep', even if the target is immune to any of these (which normally makes then unremovable). Zombified monsters die immediately.

Symptoms: Green skin, vacant stare, attacks automatically, indiscriminately, and even with 0 HP. Might mumble, "Braaaiinnnsss..." if the game had speech.

No player skill causes 'zombie'.

Remove with: Holy Water, Sleeping Bag, Tent, Mash's Spiral Soul, Mog's Tapir (Love Serenade) and Raccoon (Water Harmony), Stragus's Fusion

Prevent with: Amulet, Ribbon, Memento Ring, Safety Bit

毒(どく) Poison Poison
poison

Effects: Periodically hits the affected with Poison damage. The amount inflicted starts out relatively low, but has a multiplier that increments each time the damage occurs, up to a maximum of 8 times the base value. The amount has some random variation. Higher stamina increases damage from poison, as does a higher max HP, up to a point (damage before variation and multiplier is capped at 255). Attackers are supposed to have a 25% penalty to hit rate vs those affected, but the evade bug keeps this from working. Remains out of combat, where poisoned characters will lose 1/32 of their max HP with each step, but only down to 1 HP.

Symptoms: Purple skin, green bubbles around head, crouched over, periodically takes damage without being attacked

Cause with: Poison Rod, Dark Claw, Poison spell, Bio spell, Sorcery skill Bio Blaster (Tina only), Edgar's Bio Blast, Stragus's Foul Breath, Mog's Poison Frog (Darkness Requiem)

Remove with: Antidote, Panacea, Sleeping Bag, Tent, Poisona spell, Esuna spell, Unicorn summon Heal Horn, Mash's Chakra and Spiral Soul, Mog's Basking in the Forest (Forest Nocturne), Tapir (Love Serenade), and Raccoon (Water Harmony), Stragos's Fusion, Setzer's Mysidia Rabbit (Slots)

Prevent with: Star Pendant, Amulet, Fairy Ring, Ribbon, Hero's Shield, Sleepy Cat Suit, Chocobo Suit, Moogle Suit

Because damage from 'poison' has the Poison trait, it is affected accordingly by weakness, resistance, or absorption of the same. Immunity to the Poison trait additionally confers immunity to 'poison' status, rather than simply negating the damage, with two minor caveats. First, equipping a status immunity item when out of combat normally cures the affected status if afflicted with it, but equipping something with Poison trait immunity won't immediately cure 'poison' status. However, the status will be removed upon entering combat. Second, equipping a Poison trait immunity item (the Hero's Shield) during combat while afflicted with 'poison' status won't remove the status, but will cause it to inflict zero damage.

魔導アーマー(まどうアーマー) Sorcerous Armor Magitek Armor

Not named in-game. This status is set when the party is riding Imperial Sorcerous Armor.

Effects: The Battle command is replaced with the Sorcery command. All other commands except Magic, Chain Magic, and Item are disabled. Tina gets more Sorcery abilities than the others. Umaro or characters under 'berserk' will randomly use Fire Beam, Ice Beam, or Thunder Beam every round.

Symptoms: Riding a big mech around. It's impossible to have only part of the party with this status without cheating, but if it happens, everyone is shown on a mech, even those who don't actually have the status. Those without it set retain their usual commands.

Cause with: Storyline only

Remove with: Storyline only

Prevent with: N/A

透明(とうめい) Transparent Clear
transparent

Effects: Always dodge all physical attacks (even unblockable ones), but never dodge magic. Having 'transparent' status also prevents 'reflect' status from working. This status prevents the user from activating a secret deathblow skill. Due to a bug, this status also negates instant death protection, leading to the infamous Vanish/Doom exploit.

Note that negating instant death protection works for all spells that normally check it, not just those that actually inflict death outright. This includes most petrifying attacks, various percent-based attacks (like the Gravity spell), and the oddball Eerie Soundwave. Since Vanish/Doom is an obvious bug and cheap tactic, I'll be largely ignoring it.

Symptoms: Only the character's outline is visible. Monsters with 'transparent' are simply not displayed.

Cause with: Vanish spell, Phantom summon Vanishing Body, Konoha Gakure (use with Throw, affects user)

Remove with: Anything the game considers magic, Sleeping Bag, Tent

Prevent with: N/A

カッパ Kappa Imp
kappa

The kappa is a supernatural water creature of Japanese folklore with a tendency to play tricks on (or do nastier things to) humans.

Effects: All abilities except Battle (or Jump), Magic (or Chain Magic), and Item are disabled, and all spells except Kappa are also disabled. All weapons except Sagojou's Spear provide only 1 attack power (including unarmed, which normally gives 10), and all armor except the Carapace Shield, Dish, and Armor Kappa provide only 1 defense power. However, these four items give their listed power instead of their usual 1. Most monsters use 1 as their attack power under 'kappa' status, but some instead retain full attack power and always get critical hits.

Symptoms: Turned into a funny-looking green creature with a blue shell and beak, and water on the head. Monsters in 'kappa' status get a similar, but uglier, sprite, with coloration based on the monster's palette.

Cause with: Kappa spell, Stragus's Foul Breath

Remove with: Yellow Cherry, Panacea, Sleeping Bag, Tent, Kappa spell, Mash's Spiral Soul, Mog's Tapir (Love Serenade)

Prevent with: White Cape, Ribbon

石化(せきか) Petrified Petrify
petrified

Effects: The affected cannot act, cannot dodge, and counts as dead for game over purposes, but is immune to nearly every form of attack, for what it's worth. The Ultima Weapon still deals 1 damage thanks to its unusual damage modifiers. Petrified monsters die immediately.

Symptoms: Character turns gray and is essentially invincible but can't act, time bar stops

Cause with: Break Blade, Break spell, Catoblepas summon Demon's Eye, Mog's Cockatrice (Wind Rhapsody)

Remove with: Gold Needle, Panacea, Sleeping Bag, Tent, Esuna spell, Unicorn summon Heal Horn, Mash's Spiral Soul, Strago's Fusion, Mog's Basking in the Forest (Forest Nocturne), Tapir (Love Serenade), and Raccoon (Water Harmony)

Prevent with: Jewel Ring, Ribbon, Memento Ring, Safety Bit

戦闘不能(せんとうふのう) Incapacitated Wound

Effects: The affected can't do anything, counts as dead for game over purposes, and is a valid target only for items, skills, and spells that remove this condition.

Symptoms: Lying flat on the ground with 0 HP, stopped time bar

Cause instantly (but heal undead) with: Assassin Dagger, Soul Saber, Ichigeki Blade, Wing Edge, Critical Darts, Death spell, Stragus's Death Roulette

Cause instantly only to undead with: X-Potion, Elixir, Last Elixir (only targets allies), Phoenix Tail, Holy Water, Raise spell, Araise spell, Phoenix summon Flames of Reincarnation (only targets allies)

Cause instantly, undead or not, with: Zantetsuken (weapon), Dejon spell, Odin summon Zantetsuken, Raideen summon True Zantetsuken, Sorcery skill Dejonater (Tina only), Cayenne's Sever, Setzer's Joker Death (Slots), Stragus's Level 5 Death, Mog's Ant Lion (Desert Lullaby) and Pit (Love Serenade, Darkness Requiem, and Snowman Rondo), Stragus's secret deathblow Sever Soul, Relm's secret deathblow Star Prism, Ghost's Possess (also eliminates user). Additionally, Mash's Spiral Soul and Stragos's Fusion kill the user.

Cause regardless with: Enough damage to drop HP to 0. Certain monsters are also incapacitated if their MP reaches 0.

Remove with (fails on undead): Phoenix Tail, Tent, Raise spell, Araise spell, Phoenix summon Flames of Reincarnation

Prevent instant causes with: Memento Ring, Safety Bit. Additionally, the Ring of the Dead renders the wearer undead, affecting vulnerabilities as noted above. Joker Death ignores instant death protection, and Mash's Spiral Soul and Stragos's Fusion kill the user regardless.

Prevent all causes with: 'reraise' status (fails on undead). This works against Joker Death, but Mash's Spiral Soul and Stragos's Fusion kill the user regardless.

死の宣告(しのせんこく) Death Sentence Condemned

Effects: Inflicts 'incapacitated' when the timer runs out, harmless until then. However, immunity to instant death will prevent the deadly part from working, and the undead will recover full health instead of dying. The countdown length is influenced by the caster's level, with higher levels tending to produce shorter countdowns.

Symptoms: Timer counting down over the affected's head.

Cause with: Stragus's Death Sentence

Remove with: End of combat, Mash's Spiral Soul, Stragus's Fusion, Mog's Tapir (Love Serenade) and Raccoon (Water Harmony).

Prevent with: N/A, but some causes fail if the target has instant death protection, and anything that prevents instant death makes it impotent anyway.

瀕死(ひんし) Near Death Near Fatal

Effects: Triggers some equipment special effects and gives a small chance of using a secret deathblow instead of attacking when using the Battle command. Attackers are supposed to have a 25% penalty to hit rate against those affected, but the evade bug keeps this from working. Gau and Umaro have no Battle command, so they have no secret deathblows.

This status is normally set and cleared automatically depending on the character's HP, but certain skills can temporarily bypass this (Ripple), and immunity to 'near death' (typically from a Rage) can prevent it from being removed once set.

Symptoms: Character is crouched over, but not from poison or other status effects.

Cause by: Lowering HP below 1/8 of maximum

Remove by: Raising HP above 1/8 of maximum

Prevent by: Keeping HP high enough

分身(ぶんしん) Decoy Image

'Decoy' is not truly an adequate translation of 'bunshin', but it's close enough for our purposes.

Effects: Automatically dodge physical attacks, but each such dodge has a 25% chance of removing the status. However, you still can't dodge while also under 'sleep', 'petrify', 'frozen', or 'stop' status, when attacked in the back, or when the attack is unblockable, but hits taken in these cases will never cancel the status either. This status also prevents the user from activating a secret deathblow skill.

Symptoms: Multiple blinking figures

Cause with: Mirage Vest (when worn), Kage Bunshin (use with Throw, affects user only), Fenrir summon Howling Moon

Remove with: End of combat, Dispel spell, randomly removed after dodging

Prevent with: N/A

沈黙(ちんもく) Silence Mute

Effects: Can't use Magic, Chain Magic, or Memorized Techniques.

Symptoms: Speech bubble with '...'

Cause with: Silence spell, Siren summon Lunatic Voice, Stragus's Reflect???? (only on targets with 'reflect' status) and Foul Breath

Remove with: End of combat, Echo Smokescreen, Panacea, Esuna spell, Unicorn summon Heal Horn, Mash's Chakra and Spiral Soul, Stragus's Fusion, Mog's Basking in the Forest (Forest Nocturne), Tapir (Love Serenade), and Raccoon (Water Harmony)

Prevent with: White Cape, Ribbon

バーサク Berserk Berserk

Effects: The affected attacks enemies uncontrollably with a physical damage bonus of +50%. Affected enemies will always use normal physical attacks. Affected player characters may use Battle or any of the following commands if available: Battle, Mug, Jump, Rage, or Sorcery (note that Battle appears twice; the first always-available instance allows characters without the command to use it, and increases the odds for everyone else). Adding 'berserk' status to 'rage' status does not seem to affect behavior (the character continues to use whatever abilities the Rage makes available), but still provides the damage bonus. Adding 'berserk' status to 'dance' status appears to have no effect at all. Any commands entered but not executed before the status occurs will continue normally, with the damage bonus taking effect if applicable.

Symptoms: Character turns bright red, fumes, and attacks uncontrollably

Cause with: Berserk spell

Remove with: End of combat, Dispel spell, Mash's Spiral Soul, Stragus's Fusion, Mog's Tapir (Love Serenade) and Raccoon (Water Harmony)

Prevent with: Tranquil Ring, Ribbon

混乱(こんらん) Confusion Muddled

Effects: The affected acts at random with inverted targeting (attacks allies and heals enemies). Confused characters will never use Item, Revert, Throw, Control, Slots, Leap, Defend, Summon, or Possess. Any commands entered but not executed before the status occurs will continue normally, but with reversed targeting. Confused monsters use the command list that appears when Relm Controls them, which frequently includes abilities not in their normal action script. Attackers are supposed to have a 25% bonus to hit rate against those affected, but the evade bug keeps this from working. This status also prevents the user from activating a secret deathblow skill.

Symptoms: Wild spinning in place and green crescent whirling above head. Monsters under 'confusion' have their sprites flipped.

Cause with: Confuse spell, Cait Sith summon Cat Rain, Edgar's Blast Voice, Stragus's Level 3 Confuse, Foul Breath, and Stoning, Mog's Apparition (Love Serenade and Water Harmony)

Remove with: End of combat, any physical damage that hits, Esuna spell, Unicorn summon Heal Horn, Mash's Spiral Soul, Stragus's Fusion, Mog's Basking in the Forest (Forest Nocturne), Tapir (Love Serenade), and Raccoon (Water Harmony). Being thrown by Umaro will also remove 'confusion'.

Prevent with: Tranquil Ring, Ribbon

スリップ Slip Seizure

Effects: Periodically damages the affected. Inflicts damage more often than 'poison', but the damage isn't elemental and doesn't increase over time. The amount has some random variation. Higher stamina will increase damage taken, as will higher max HP, to a point (damage before variation is capped at 255). Attackers are supposed to have a 25% penalty to hit rate against those affected, but the evade bug keeps this from working.

Note that 'slip' and 'regenerate' are mutually exclusive status effects. Anything that sets 'slip' automatically cancels 'regenerate' in the process, and vice versa.

Symptoms: Periodic small damage without being attacked. No other visual indications.

Cause with: Sorcery skills Bio Blaster and Sorcery Missile (both Tina only), Cayenne's Tiger, Shadow's Shadow Fang, Mog's Sonic Boom (Earth Blues), Cave In (Darkness Requiem), and Snowball (Snowman Rondo)

Remove with: End of combat, Panacea, Poisona spell, Esuna spell, Regenerate spell, Qilin summon Holy Brighten, Unicorn summon Heal Horn, Mash's Chakra and Spiral Soul, Stragus's Fusion, Mog's Basking in the Forest (Forest Nocturne), Tapir (Love Serenade), and Raccoon (Water Harmony)

Prevent with: Angel's Ring, Miracle Shoes, Ribbon

睡眠(すいみん) Sleep Psyche

Effects: The affected can't take action or evade attacks.

Symptoms: Crouched over and snoring, stopped time bar

Cause with: Sleepel spell, Stragus's Foul Breath

Remove with: End of combat, any physical damage that hits, Esuna spell, Unicorn summon Heal Horn, Mash's Spiral Soul, Stragus's Fusion, Setzer's Mysidia Rabbit (Slots), Mog's Basking in the Forest (Forest Nocturne), Tapir (Love Serenade), and Raccoon (Water Harmony). Additionally, if 'sleep' lasts long enough, a tapir will appear and remove the status automatically. Being thrown by Umaro will also remove 'sleep'.

Prevent with: Ribbon

おどる Dance Dance

Not named in-game except as a command. This is the state entered by using the Dance command successfully.

Effects: Character automatically uses a random ability from the current dance set every turn.

Symptoms: Uncontrollable dancing

Cause with: Dance command (affects user)

Remove with: End of combat, 'petrified' status, 'incapacitated' status. 'Kappa' status will replace the dances with normal attacks, but won't remove the status. Randomly stumbling due to mismatched terrain will also remove the status, but that's only possible on the initial turn unless you have two characters using different dances.

Prevent with: Avoid the Dance command

リジェネ Regenerate Regen

Effects: Periodic small HP recovery. The effect is opposite that of the 'slip' status. The amount has some random variation. Higher stamina will increase the amount healed, as will higher max HP, to a point (healing before variation is capped at 255).

Note that 'regenerate' and 'slip' are mutually exclusive status effects. Anything that sets 'regenerate' automatically cancels 'slip' in the process, and vice versa.

Symptoms: Periodic HP recovery

Cause with: Angel's Ring (when worn), Miracle Shoes (when worn), Regenerate spell, Qilin summon Holy Brighten

Remove with: End of combat, Dispel spell, Sorcery skills Bio Blaster and Sorcery Missile (both Tina only), Cayenne's Tiger, Shadow's Shadow Fang, Mog's Sonic Boom (Earth Blues), Cave In (Darkness Requiem), and Snowball (Snowman Rondo).

Prevent with: N/A

スロウ Slow Slow

Effects: Time bar fills more slowly (half normal speed), so turns come less often. Also slows time-linked effects like 'poison' status and causes effects that wear off on their own to do so more slowly. Attackers are supposed to have a 25% bonus to hit rate against those affected, but the evade bug keeps this from working.

Note that 'slow' and 'haste' are mutually exclusive status effects. Anything that sets 'slow' automatically cancels 'haste' in the process, and vice versa.

Symptoms: Glowing white outline, sluggish time bar

Cause with: Slow spell, Slowga spell, Stragus's Reflect???? (only if target has 'reflect' status)

Remove with: End of combat, Esuna spell, Haste spell, Hastega spell, Dispel spell, Unicorn summon Heal Horn, Mash's Spiral Soul, Stragus's Fusion, Mog's Basking in the Forest (Forest Nocturne), Tapir (Love Serenade), Meerkat (Desert Lullaby), and Raccoon (Water Harmony)

Prevent with: Hermes's Shoes, Miracle Shoes

ヘイスト Haste Haste

Effects: Time bar fills more quickly (nearly 1/3 faster than usual), so turns come more often. Also speeds time-linked effects like 'poison' status and causes effects that wear off on their own to do so more quickly. Attackers are supposed to have a 25% penalty to hit rate against those affected, but the evade bug keeps this from working.

Note that 'haste' and 'slow' are mutually exclusive status effects. Anything that sets 'haste' automatically cancels 'slow' in the process, and vice versa.

Symptoms: Glowing red outline, speedy time bar

Cause with: Hermes's Shoes (when worn), Miracle Shoes (when worn), Haste spell, Hastega spell, Mog's Meerkat (Desert Lullaby)

Remove with: End of combat, Slow spell, Slowga spell, Dispel spell, Stragus's Reflect???? (only if target has 'reflect' status)

Prevent with: N/A

ストップ Stop Stop

Effects: Time bar halts. The affected can't act or evade attacks. Probably pauses 'poison' and similar time-based effects, but I haven't tested this. Pauses the timer on most effects that wear off over time.

Symptoms: Glowing pink outline, stopped time bar.

Cause with: Stop spell

Remove with: End of combat, Esuna spell, Dispel spell, Unicorn summon Heal Horn, Mash's Spiral Soul, Stragus's Fusion, Mog's Basking in the Forest (Forest Nocturne), Tapir (Love Serenade), and Raccoon (Water Harmony). This status also eventually wears off on its own.

Prevent with: N/A

シェル Shell Shell

Effects: Magic damage taken reduced by approximately 1/3, except defense-ignoring attacks.

Symptoms: Glowing green outline

Cause with: Force Shield (when worn), Barrier Ring (activates in 'near death' status when worn), Princess Ring (activates in 'near death' status when worn), Protection Bracelet (when worn), Miracle Shoes (when worn), Shell spell, Zone Seeker summon Magic Shield, Stragus's Mighty Guard

Remove with: End of combat, Dispel spell

Prevent with: N/A

プロテス Protect Safe

Effects: Physical damage taken reduced by approximately 1/3, except defense-ignoring attacks.

Symptoms: Glowing yellow outline

Cause with: Mithril Bracer (activates in 'near death' status when worn), Princess Ring (activates in 'near death' status when worn), Protect Ring (when worn), Protection Bracelet (when worn), Miracle Shoes (when worn), Protect spell, Stragus's Mighty Guard

Remove with: End of combat, Dispel spell

Prevent with: N/A

リフレク Reflect Wall

Effects: Reflects most, but not all, magic at half strength, without discriminating between harmful and helpful spells. Once reflected, a spell cannot be reflected again. Spells will not be reflected if the target also has 'transparent' status. Finally, only targets with 'reflect' status are affected by Stragus's Reflect????.

Symptoms: Glowing blue outline, spells bounce off

Cause with: Reflect Ring (when worn), Reflect spell, Carbuncle summon Ruby Light

Remove with: End of combat, Dispel spell. This status also eventually wears off on its own.

Prevent with: N/A

あばれる Rage Rage

Not named in-game except as a command. This is the state entered by using the Rage command.

Effects: Character automatically either attacks or uses the ability associated with the current Rage.

Symptoms: Fuming, automatic actions

Cause with: Rage command (affects user)

Remove with: End of combat, 'petrified' status, 'incapacitated' status. 'Kappa' status will force normal attacks, but not remove the status.

Prevent with: Avoid the Rage command

Frozen

Not named in-game, but it's pretty obvious what's going on.

Effects: Time bar halts. The affected can't act or evade attacks.

Symptoms: Character turns blue and can't act, time bar stops

Cause with: Nothern Cross from Gau's Dragonfiend Rage.

Remove with: End of combat, any Flame attack (though this still causes damage as usual), Mash's Spiral Soul, Mog's Raccoon (Water Harmony). This status also eventually wears off on its own, though it takes nearly twice as long as 'stop' or 'sleep'.

Prevent with: N/A

リレイズ Reraise Life 3

Effects: If the affected enters 'incapacitated' status, either through instant death or HP loss, this automatically casts the Raise spell on the affected and cancels 'reraise' status. However, Mash's Spiral Soul and Stragos's Fusion kill the user regardless. Attackers are supposed to have a 25% bonus to hit rate vs those affected (safety breeding carelessness?), but the evade bug keeps this from working.

Symptoms: None

Cause with: Reraise spell

Remove with: End of combat, Dispel spell, enter 'incapacitated' status

Prevent with: N/A

トランス Transform Morph

Not named in-game except as a command. This is the state Tina enters by using her Transform command.

Effects: Adds a +100% bonus to physical and magical damage (except defense-ignoring attacks), halves magic damage taken (except defense-ignoring attacks).

Transformation additionally doubles the effect of 'regenerate' and 'slip' status, and also seems to affect 'poison' similarly.

Symptoms: The "supernatural being" look is unmistakable.

Cause with: Tina's Transform command

Remove with: End of combat, duration expires, Tina's Revert command

Prevent with: Avoid the Transform command

Chanting

Not named in the game. This is the state Relm (or Gogo) enters when Controlling an enemy. If a character enters this status by any other means (i.e., Ripple), the game is likely to freeze when it tries to show the command menu for that character, so avoid that.

Effects: Use Controlled enemy's Control command list

Symptoms: Continuous chanting

Cause with: Control command (sets on user if successful)

Remove with: End of combat, kill the Controlled monster, any successful physical attack to Controlled monster, (interrupt the affected's actionability?)

Prevent with: Avoid Control command

Hidden

Not named in-game.

Effects: Not shown at all, can't be targeted or hit.

Symptoms: Not displayed on screen

Cause with: Unsure, but probably nearly anything that takes someone out of the action, such as the Jump command, the Quetzal summon Sonic Dive, running away, Mash's Spiral Soul, Stragus's Fusion, and the ejection skills used by certain monsters.

Remove with: End of combat, or if Jumping caused it, wait for the jump to end

Prevent with: Avoid abilities that cause it, otherwise N/A

Interceptor Guard

Not named in the game. This is an internal flag normally found on Shadow (except on the Mystic Continent) and only on Shadow.

Effects: Interceptor randomly blocks physical attacks (even attacks from behind, which are normally unblockable) for the character, occasionally counterattacking with Hound Tackle or Wild Fang as well.

Shadow starts with this status, and normally keeps it for the entire game except the brief interruption noted above. However, Ripple can swap it, even though it's not supposed to, so Shadow can lose Interceptor's assistance permanently. Keep Shadow away from enemies that use Ripple!

レビテト Levitate Float
levitate

Effects: Ground-based attacks miss automatically, but vulnerability to Lock's Hawkeye and Sniper weapons is increased (rarely an issue for player characters). Flying enemies normally have this status permanently set.

Symptoms: Hovering a few feet off the ground

Cause with: Angel Wings (when worn), Levitate spell

Remove with: Sleeping Bag, Tent, Dispel spell

Prevent with: N/A

Charmed

Not named in-game. This is a special status effect caused only by the Temptation skill (refer to enemy skills). It's also incredibly abusable.

Effects: This works like the 'confusion' status effect, but is more complicated in how it is applied, and more insidious in that it can't be cured or (short of blocking the attack) prevented.

A single caster may have only one 'charmed' victim at a time (the skill fails automatically if a currect victim exists). A successful use of Temptation by a different caster on the same target will leave the target 'charmed', but it now counts as the second caster's victim, allowing the first caster to successfully use Temptation on a different target (or the same one, which again resets the victim link and frees the second caster to use Temptation on something else).

The 'charmed' status can also exist alongside the 'confusion' status. In this case, actions are randomized as usual, but targeting is inverted twice, so the affected will attack enemies and heal allies. Sometimes two wrongs do make a right, sort of.

Symptoms: Other than behavior, none.

Cause with: Enemy skill Temptation from Gau's Roflesh Meadow Rage (monster #51, Nightshade in NA version).

Remove with: End of combat, caster dies, affected dies

Prevent with: Other than blocking or dodging the Temptation skill, you can't. Not even bosses are immune!


There are a few other special status effects, and I intend to cover them eventually, but most only appear in a single battle.

E-mail comments, corrections, etc.

Return to FF6 main page
Return to translations page