Status effects, attempted translations, and related information from...

Final Fantasy V

Effects are listed in the order the game internally stores the names, followed by unnamed statuses in no particular order.

As explained elsewhere, the usual damage formula is (A - D) * M. Several status effects modify these values as noted.

 

せんとうふのう Incapacitated

Menu Indicator: Collapsed, with no job graphic and 0 HP.

Appearance: Characters appear dead, with 0 HP and no job graphic. Monsters are removed from the display.

Effects: Cannot act, and is only a valid target for effects that can target 'incapacitated' or 'petrified'. Counts as dead for determining Game Over. This status will remove all other status effects except 'darkness', 'minimum', and 'toad'.

Note that instant death immunity will only prevent some causes of instant death. There are others, such as [timespace] Dejon, that ignore instant death immunity, but fail against Heavy targets. Still others, including Level 5 Death, have their own limitations, but ignore both. Don't think immunity to instant death makes you invincible... but also remember that it works both ways, leading to some very nasty ways to kill certain enemies.

せきか Petrified

Menu Indicator: Crouched and grayscale, with [stone] icon

Appearance: Characters appear to be made of stone. Monsters are removed from the display and treated as dead.

Effects: Cannot act, and is only a valid target for effects that can target 'incapacitated' or 'petrified'. Counts as dead for determining Game Over. On the plus side, such as it is, 'petrified' at least confers immunity to instant death.

かえる Toad

Menu Indicator: [toad] icon. Character portrait and map sprite also change to toads.

Appearance: Looks like a toad.

Effects: Disables all magic (including monster skills) other than [black magic] Toad. While under 'toad' status, defense = 0, evade = 0, and magic defense = 0. Additionally, when attacking, A = 3 (no bonuses or variation), D = target defense, and M = (level * strength) / 128, or monster attack multiplier for monsters.

ミニマム Minimum

Menu Indicator: [mini] icon. Character portrait and map sprite also change to very small people.

Appearance: Looks like a doll.

Effects: As with 'toad', defense = 0, and attack damage uses A = 3 (no bonuses or variation), D = target defense, and M = (level * strength) / 128, or monster attack multiplier for monsters. However, 'minimum' has no magic defense penalty, and actually increases evasion to double its usual amount.

レビテト Levitate

Menu Indicator: [levitate] icon.

Appearance: Hovering.

Effects: Ground-based attacks, such as earthquakes, automatically miss targets with 'levitate'.

もうどく Deadly Poison

I'll refer to this simply as 'poison' elsewhere for convenience.

Menu Indicator: [poison] icon.

Appearance: Sickly purple skin tone.

Effects: Periodically inflicts damage equal to 1/16 of maximum HP (rounded down). Outside of combat, affected players lose 1/64 of maximum HP (rounded up) per step taken, down to a minimum of 1 remaining HP.

ゾンビー Zombie

Menu Indicator: [zombie] icon.

Appearance: Green skin, vacant stare, attacks automatically, indiscriminately, and even with 0 HP.

Effects: Automatically attacks a random ally each turn. Counts as dead for Game Over purposes. HP is set to 0, and further damage has no effect. 'Zombie' confers immunity to 'petrified', 'toad', 'minimum', 'levitate', 'darkness', and (for what it's worth) 'incapacitated'.

くらやみ Darkness

Menu Indicator: [darkness] icon.

Appearance: Dark mask over character's eyes.

Effects: Hit rate for physical attacks is reduced to one fourth of its usual value. Bad for fighters, but generally useless against mages.

じょじょにろうか Gradually Aging

I'll refer to this simply as 'aging' elsewhere for convenience.

Appearance: Character has gray hair.

Effects: For player characters, Strength, Agility, Stamina, and Magic Power gradually drop to 1. For monsters, Level and monster speed gradually drop to 1. This will reduce the M value for the monster's magic, but not for physical attacks.

すいみん Sleep

Appearance: Sleep bubble over character.

Effects: Can't act while the status remains active. All physical attacks against the victim automatically hit (unless prevented by 'decoy' status), but 'sleep' status is removed when hit. Also prevents the Aegis Shield's magic blocking effect from working.

まひ Paralysis

Appearance: An energy field surrounds the character.

Effects: Can't act while the status remains active. All physical attacks against the victim automatically hit (unless prevented by 'decoy' status). Also prevents the Aegis Shield's magic blocking effect from working. 'Paralysis' wears off on its own after enough time passes.

こんらん Confusion

Appearance: Swirling animation over character's head, character turns to face allies.

Effects: Uncontrollable. Player characters will attack or use White or Black Magic (if available), targeting allies instead of enemies and vice versa. Monsters instead use a random command from the same list used for the Beast Tamer's !Control, with similarly reversed targeting (this also disables counterattacks and other special scripted actions). All physical attacks against the victim automatically hit (unless prevented by 'decoy' status), but 'confusion' status is removed when hit. Also prevents the Aegis Shield's magic blocking effect from working. Finally, 'confusion' confers immunity to 'berserk' and 'controlled'.

Thanks to freestorageaccount for noticing that 'confusion' status skips evasion checks.

バーサク Berserk

Appearance: Reddened skin (usually), attacks automatically.

Effects: Uncontrollable. Automatically attacks a random enemy target each turn, with a 50% bonus to A. This also disables monster counterattacks and other special scripted actions, which is incredibly abusable given that one result from the Chemist's !Mix causes 'berserk' regardless of immunity. Finally, 'berserk' confers immunity to 'confusion' and 'controlled'.

Being a Berserker and equipping the Berserker's Berserk ability each work slightly differently than the usual 'berserk' status, though the most important points are the same, except that neither of these can be cured or otherwise dispelled during combat. Refer to the Berserker job for details.

ちんもく Silence

Appearance: Blank speech bubble over character.

Effects: Disables White Magic, Black Magic, Timespace, Summon, Magic Sword, and Sing. However, Blue Magic, other enemy skills, and spells cast by weapons still work normally. 'Silence' wears off on its own after enough time passes, or when combat ends.

ぶんしん Decoy

'Decoy' is not a truly adequate translation of bunshin, but it's close enough for our purposes. I'll refer to this as 'decoy (2)' when necessary to differentiate form 'decoy (1)', below.

Appearance: Two flickering images appear behind the character.

Effects: The next physical attack that would otherwise have hit misses, and this status effect is then replaced with 'decoy (1)'.

ぶんしん Decoy

'Decoy' is not a truly adequate translation of bunshin, but it's close enough for our purposes. I'll refer to this as 'decoy (1)' when necessary to differentiate form 'decoy (2)', above.

Appearance: A flickering image appears behind the character.

Effects: The next physical attack that would otherwise have hit misses, and this status effect is then removed.

リフレク Reflect

Appearance: Outline flickers blue.

Effects: Reflects reflectable magic to the opposing side. 'Reflect' wears off on its own after enough time passes, unless granted by the Reflect Ring.

プロテス Protect

Appearance: Outline flickers yellow.

Effects: Halves M (and therefore damage) when attacked physically.

シェル Shell

Appearance: Outline flickers green.

Effects: Halves both M (and therefore damage) and hit rate (for spells that don't automatically hit) when attacked magically.

ストップ Stop

Appearance: Outline flickers dark red.

Effects: Can't act while the status remains active. The victim has an effective 0% evasion against physical attacks and loses any benefit from the Samurai's Blade Grab ability, the parrying effect of the Main Gauche, Defender, and Sasuke's Katana, the Elf Manteau's dodging effect, and the Aegis Shield's magic blocking effect. However, attacks with less than 100% hit rate may still miss (in other words, the victim gets no evade check, but attackers still have to pass their hit check). Additionally, being under 'stop' status pauses most other timers and time-based effects (status durations other than its own, countdown timers, poison damage, and so on), but does not prevent 'slip' status from continually draining HP. 'Stop' wears off on its own after enough time passes.

ヘイスト Haste

Appearance: Outline flickers orange.

Effects: Halves wait time between command inputs.

スロウ Slow

Appearance: Outline flickers white.

Effects: Doubles wait time between command inputs.

むてきじょうたい Invulnerable

Appearance: None

Effects: Immune to all forms of attack.

This is a special monster-only status effect.

リジェネ Regenerate

Appearance: Periodic HP recovery

Effects: Periodically restores HP equal to (Level * Stamina)/16, rounded down.

"Near Death"

No actual name given.

Appearance: Character is crouched over.

Effects: Triggers the Sword Mage's Magic Barrier ability, and allows other characters with the Knight's Cover ability to automatically protect this character. This status is set when a character's HP is under 1/8 of maximum, and removed when it rises above that amount.

"Death Sentence"

No actual name given.

Appearance: Timer over head.

Effects: Inflicts 'incapacitated' status when the timer runs out, ignoring immunities.

"Slip"

No actual name given.

Appearance: HP decreases on its own.

Effects: HP continually decreases. 'Slip' wears off on its own after enough time passes. Note that 'stop' status will halt the timer but not the HP loss. The Timespace spell Quick effectively sets 'stop' status on everyone but the caster, causing the same result. Also note that no monster is immune to 'slip'.

"Controlled"

No actual name given.

Appearance: Facing the wrong way.

Effects: The monster is under the effects of the Beast Tamer's !Control. This disables AI (including counterattacks and other special scripted actions), instead letting the controlling character select actions from a preset list of up to four commands, determined by monster. Any physical attack that hits, even if for zero damage, dispels the status. Additionally, 'controlled' confers immunity to 'berserk' and 'confusion'.

Other

The ongoing 'singing' effect when using some Minstrel Song abilities, the 'hidden' state from the Minstrel's Hide command, the 'jumping' state from the Wyrmknight's Jump command, and a few other things are presumably handled as status effects internally, but are barely worth mentioning here.


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