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< Back              Final Fantasy X - Status Effects

Adverse Status Effects


NameEffects and Potential Remedies
BerserkYour character(s) start(s) flashing red every few seconds. While Strength is boosted over 90 or so, you should be able to inflict 8,000 to 9,999 Hit Points damage, and turns occur faster, you have absolutely no control over your character(s). Equip your characters with armor having Berserkproof, Berserk Ward, to counteract Berserk. Being already on Berserk or Petrify is also effective. Use Confuse, Esuna, the end of the Battle, KO, or Provoke, Remedy, or Threaten, to cure it.

ConfuseTwo yellow stars float about your character(s) or enemy(ies) head(s) and they(he/she/it) become(s) disoriented, making him(her/it/them) loose control and start attacking allies and enemies indiscriminately. It tends to be the most annoying status change in RPG's. Prevent it by Equip your characters with armor having Confuseproof, Confuse Ward, or a Ribbon. Use Berserk, Esuna, Eye Drops, the end of the Battle, KO, Physical Attack, Provoke, Remedy, or Threaten, to cure it.

CurseYour character(s) start(s) flashing black every few seconds. While not the most dangerous, this effect can be nasty when used against your character(s), particularly in the cases of Species, Original, or Area Creations of Monster Arena. It prevents your characters from using Overdrive, and affects aeons as well. Equip your characters with armor having the Curseproof ability to counteract Curse. Use Holy Water, the end of the Battle, or KO, to cure it. It of course can't be use against enemies as they don't have Overdrives. Nor in aeon fights or against the final boss Braska's Final Aeon, even though they may have Overdrives and Overdrive Gauges.

DarknessBlack fog appears in front of victims' faces, blinding them and dramatically decreasing Accuracy, which causes them to miss their physical attacks much more frequently than usual. Use Black Magic against the elemental enemies, or Flare, Ultima, or Holy otherwise. Equip your characters with armor having Darkproof, Dark Ward, or a Ribbon to counteract Darkness. Use Esuna, Eye Drops, the end of the Battle, KO, or Remedy, to cure it. It's well worth using against strong enemies with high Accuracy using Dark Attack or Dark Buster, which are attack skills, found on Wakka's Sphere Grid section. Dark Buster has better chance of making contact and Darkness lingers longer. It can also be induced by using a weapon equipped with Darkstrike or Darktouch. If an enemy is immune to this status effect, "Immune" will pop up and the Darkness status will fail.

DelaySlows down a character's(s') turns for a set period, then returns to normal. It can be prevented by Auto-Haste, SOS Haste (if a hit occurs while under Delay, which causes Hit Points to reach the Critical state). Use Haste, Hastega, a Chocobo Wing, a Chocobo Feather, or Haste-inducing Mixes, to cure it. Haste can be used advantageously, by casting Delay Attack or Delay Buster, learned on either massive Sphere Grid (Original or Expert).

DoomA timer or counter with red numbers, appears above your character(s) head(s) and begins a count down usually from four. If the timer runs out during the battle, the affected character(s) or enemy(ies) are knocked out. It can be prevented by wearing a Ribbon. Use Esuna, Holy Water, or Remedy to cure it. This status can be inflicted upon most all enemies with Kimahri's Ronso Rage. If an enemy is immune to this status effect, "Immune" will pop up and the Doom status will fail. However if it's effective, a set amount of turns, ranging from one to two hundred fifty-five, will transpire before the enemy is knocked out. Obviously if it turns out to be a number at the higher end of the range, Doom will very likely not be inflicted.

KO (Knock Out)Your character(s) fall(s) to the ground and appear(s) to be dead when KO (Death) status only occurs when an attack's(s') damage exceeds your character's (s') available Hit Points. Characters in KO status, can be cured with Life, Full-Life, Phoenix Down, Mega Phoenix, Final Phoenix (Mix), Mega Phoenix (Mix), the end of the Battle (the character is granted a single Hit Point). If all your party members are Knocked Out, it's Game Over. Equip your characters with armor having Deathproof, Death Ward, or the Auto-Life attribute. Zombie Status will also prevent it. Physical attack, Skills, some Special attacks, Black Magic, and Holy, can inflict KO status upon an enemy. You must inflict KO to win a battle (unless a Bribe is performed). While no enemies are immune to KO, some are immune to Doom or Death. You can also inflict it by the weapon abilities Deathstrike, Deathtouch, Farplane Wind, or Farplane Shadow.

Nul SpellThere are four forms: NulBlaze (negates Fire with red bubbles rotating about the target), NulFrost (negates Ice with white bubbles rotating about the target), NulShock (negates Lightning with yellow bubbles rotating about the target), and NulTide (negates Water with blue bubbles rotating about the target). The spell is lost when the matching element is used against a character or enemy with that nullification, and it must be recast to remain in effect. Prevent it with Reflect or have another of the same Nul spell in place. Cast NulBlaze, SOS NulBlaze, NulFrost, SOS NulFrost, NulIce, SOS NulIce, NulWater, SOS NulWater, Mighty Guard, NulAll, Mega NulAll, Hyper NulAll, Ultra NulAll to inflict or use it. Use Aerospark, Dispel, Purifying Salt, to cure it, or cast a Fire, Ice, Lightning, or Water, spell against whichever Nul spell(s) is(are) in effect. It is dissipated if the target is Knocked Out, or the Battle Ends. It's can be used against enemies to your advantage. If your party is facing enemies, which use all elements or any combos, cast Nul spells against them.

PetrificationYour character(s) and enemy(ies) is(are) frozen into Stone statues in whatever position they were in when afflicted. They can't take any action until revived, or suffer damage from any attacks, except "shattering" attacks. It's game over when all of your active characters are Petrified. Equip your characters with armor having Stoneproof, Stone Ward, or a Ribbon (which is only in PAL/International video mode) to counteract to counteract Petrification. Use Esuna, the end of the Battle, Remedy, Shattering, or Soft, to cure it. It can be effective against an otherwise tough enemy. Although many enemies are susceptible to Petrify, there are few ways to inflict it. Equip (a) weapon(s) with Stonestrike or Stonetouch. If an enemy is immune to this status effect, "Immune" will pop up and the Petrification status will fail.

PoisonGreen bio-hazard bubbles float about an afflicted character's or enemy's head. A poisoned character suffers a random amount of damage on each turn. Enemies lose a fixed per centage of hit points. Poison can be placed on enemies with Bio, Poisonstrike, or Poisontouch enhanced attacks. If an enemy cannot be affected by it, "Immune" will pop up and the Sleep status will fail. Equip your characters with armor having Poisonproof or Poison Ward abilities, or a Ribbon to counteract Poison. Use Antidote, Esuna, the end of the Battle, KO, or Remedy, to cure it.

SilenceThe commonly used silenced cartoon thought/speech bubble, containing an ellipsis ("...") appears above (a) character's(s') head(s). It prevents the use of magic attacks, including Black Magic and White Magic. However it does not prevent your characters from using Kimahri's Blue Magic which is his Ronso Rage nor does it prevent them from using Skills or Special attacks in battle. It usually lasts for about three turns, unless cured sooner. Equip your characters with armor having the Silenceproof or Silence Ward (less effective), or a Ribbon, to counteract Silence. Use Echo Screen, Esuna, the end of the Battle, KO, or Remedy, to cure it. Silence is only useful against Magic invoking enemies (e.g. Flans). It can be induced by using a weapon equipped with Silencestrike or Silencetouch.

SleepYour characters or their enemies fall asleep and "ZZZ's" emanate from them as they Sleep. They are incapable of taking any action until awakening. Sleep period lengths are random, usually ranging between three and eight turns, unless cured sooner. Equip your characters with armor having the Sleepproof or Sleepward attributes, or a Ribbon to counteract Sleep. Use Esuna, Physical Attack, Remedy, the end of the Battle, or KO to cure Sleep. When your party casts Sleep, it usually only lasts for one to four turns. Wakka's Sleep Attack or Buster are very effective against aerial enemies. Use Sleepstrike or Sleeptouch on your characters' weapons. If an enemy cannot be affected by it, "Immune" will pop up and the Sleep status will fail.

SlowCharacters move more slowly and turns occur less often. If your entire party is under this status effect, twice as many enemy turns will occur, while if the enemy or enemies have the Haste status, about four times as many enemy turns will occur. The reverse is also true (i.e. your party will get about twice as many turns if your enemies are inflicted with Slow and four times as many turns if your party has the Haste status). Equip your characters with armor having the Slowproof or Slow Ward attributes or a Ribbon to counteract Slow. Use Esuna, Haste, Remedy, the end of the Battle Ends, or KO, to cure Slow. Customize character's(s') weapon(s) with Slowstrike or Slowtouch. If an enemy is immune to this status effect, "Immune" will pop up and the Slow status will fail.


ZombieThe entire character's body turns greenish and an undead aura floats around his or her head, while the status is in effect. Use of restorative items (e.g. a Potion) or curative magic (e.g. Curaga) inflict damage instead of healing. Attacks which inflict Death (e.g. Death or Doom), have no effect. However attacks with Deathstrike or Deathtouch, negate status but do inflict damage. Equip your characters with armor, which has the Zombieproof or Ward attributes or a Ribbon to counteract Zombie. If an enemy can inflict Zombie via multiple attack, ensure all armor items are so equipped. Use Holy Water, Remedy, Dispel, the end of the Battle, or KO to counter Zombie. The three Fallen Monks in the Zanarkand Ruins are the only enemies, which appear under Zombie status. You'll want to use restorative items, which work on the entire party (e.g. Mega-Potion, or Mega Phoenix) instead of three singles. If your party is facing a difficult enemy or a boss with susceptibility to Zombie, you can use Auron's Zombie Attack, or add Zombiestrike or Zombietouch to a weapon. Once inflicted, hit the enemy with restorative items and/or cast white magic spells. If an enemy is immune to this status effect, "Immune" will pop up and the Zombie status will fail.

Positive Status Effects


NameEffects and Potential Remedies
HasteFirst, an orangey set of circles appears upon your character(s). Next your characters start doing everything much faster during battle, and your characters turns occur about twice as fast (unless the enemies are enhanced with Haste, but four times as fast if they've been detracted by Slow). This status is one of the most useful throughout the game, particularly for the difficult special bosses (e.g. Penance/Dark aeons and Original/Species/Area Creations in the Monster Arena). Normally Haste is beneficial to your characters except when they are afflicted with Poison, Confusion, etc. Haste and Hastega can prevented by having Reflect placed on a single character, or Hastega upon all characters. Use Aerospark, Dispel, the end of the Battle, KO, Slow, Slowga (for the Hastega ailment), Provoke, or Threaten, to cure Haste. You can add Haste onto your characters with Haste, Hastega, a Chocobo Feather, a Chocobo Wing, and a few Mixes, etc. You can also put Slow on enemies to really speed things along, unless they're immune, in which case "Immune" will pop up and the Slow status will fail. Placing Delay on a single enemy while that enemy is enhanced with Haste, yields lots more turns but for a much shorter time, unless it's immune, in which case "Immune" will pop up and the Delay status will fail.

RegenLittle lights swirl about the target as the spell is first cast, followed by little lights and sparkles when it's taken effect. Another extremely useful positive status effect in battle. It's a White Magic skill and has the opposite effect of Poison, where the target's(s') Hit Points are replenished somewhat during every participant's battle turns. If Poison and Regen are in effect at the same time, Poison is cancelled out if enough turns occur while Poisoned. Prevent it with Reflect when it's likely to be cast on an enemy. Use Aerospark, Dispel, Purifying Salt, Provoke, Threaten, or allow enough turns to elapse, the Battle Ends, or Knock Out occurs, to cure it. It can also be acquired by using a Healing Springs. Use Regen on a character or apply the Auto-Regen ability to a character's(s') armor. You can also apply the SOS Regen ability, but it only takes effect once your character's(s') Hit Points turn yellow, so it's not truly recommended. Cast Zombie followed by Regen on enemies for extra damage unless they're immune, in which case "Immune" will pop up and the Zombie status will fail.

ProtectPlaces a White Magic protective blueish honeycomb like barrier in front of character(s), both when cast, and hit, which halves most physical damage, except in some cases, when special physical attacks are performed by some bosses. It's best prevented by having Protect already in place. Use Aerospark, Dispel, Purifying Salt, to cure it. It's dissipated if the character is Knocked Out, or the Battle Ends. It can be cast with Auto-Shell, Mighty Guard, Shell, SOS Shell, and by using some Mixes.

ReflectPlaces a reflective spell on your character(s), which causes most (except Auto-Life, Demi, Dispel, Holy, Reflected magic, and Ultima) magic spells to ricochet back upon the caster, thus damaging the caster. It's taken into account if the reflected upon enemy is immune to, can absorb, or is weak against magic sent back (e.g. if it's an elemental or Holy). Party members and enemies can cast Reflect. Cast this spell with Reflect White Magic, Auto-Reflect, SOS Reflect, or Star Curtain, to cause a whitish blue barrier to appear around your character(s), which shines when magic is cast against it. Prevent it by having Reflect already in place. Use Aerospark, Purifying Salt, or Dispel to cure it. It's dissipated if the character or enemy is Knocked Out or the Battle Ends. Use Reflect any time you don't like the kind or amount of damage being inflicted by an enemy magic caster (but bear in mind the above list). A good time to use it is when an enemy or boss can use restorative magic on itself. Cast Reflect against that foe to reap its intended benefits.

ShellPlaces a protective reddish orange honeycomb like barrier in front of character(s), both when cast, and hit, which halves the damage caused by magic cast against it, except in some cases, when special magic is cast by some bosses. Use Shell against heavy magic users and against enemies, who heal with elements or restorative magic, to halve their effects. Cast Shell with Auto-Shell, Lunar Curtain, Mighty Guard, Shell, SOS Shell, or some Mixes. It can best be prevented by having it already in place. Use Aerospark, Dispel, or Purifying Salt, to cure it. It's dissipated when a character or enemy is Knocked Out or the Battle Ends.


Miscellaneous Status


NameEffects and Potential Remedies
CriticalWhen your character's(s') or enemy's(ies') Hit Points drop under 50% of maximum and the hit point numerals turn yellow, a character(s) drops to his or her knees (the lower the Hit Points fall, the higher the critical value and the more the character(s) sags) and into critical Hit Points state. Use Restorative items or spells to prevent and cure it.

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