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Curse is a status effect which lowers all stats on the afflicted target, making them weaker and easier to defeat. Curse lasts after battle until cured. It can be cured with a Cross or Esuna at level 2 or higher.
The Ancient Swords can inflict this status on an enemy, although it has a low chance of being inflicted on enemies.
The Curse status cuts base strength and defense attributes on afflicted characters in half. It can be cured using a Cross, or Esuna. Players can also inflict the Curse status through the Curse Augment.
The Curse status returns as a status effect in the sequel of Final Fantasy IV, and it functions the same way as its predecessor.
When Zack is afflicted with Curse, the DMW will stop spinning. The Cursed Ring accessory grants a stat increase while inflicting a permanent Curse status, while The Heike Soul accessory "unleashes all kinds of powers, but with a curse". It is won after completing every mission.
A cursed character is incapable of performing a Limit Break. It can be cured with a Remedy, a Remedy+, a Tent, Esuna, an Aura Stone, Aura, or the Treatment command. The status lasts around 21.3 seconds. If a character has chosen their Limit Break before Curse is in effect, the Limit Break will still be used.
Curse prevents characters from using their Overdrives, and stops their Overdrive meter from filling. Curse is the only affliction the aeons are not protected against. It can be cured by using Dispel or a Holy Water.
Curseproof protects a unit against Curse. Curse Ward is an dummied ability that works the same as Curseproof; the reason for this is that unlike the majority of statuses which have infliction chances and resistance amounts, Curse operates — much like most of the positive statuses — on a basis of either being immune or not; there is no in-between.
Curse prohibits the party from changing their dresspheres.
Curse (呪い, Noroi?) combines a general drop in abilities, a temporary reduction in maximum HP and MP, and also slowing physical movement speed notably. Different creatures have different strength of curses. Some, such as ghost types, have relatively weak curses that only reduce HP and MP by about 25%. Others, like the Rank 3 dragons fought in Burning Circle battles, can reduce players' max HP and MP by as much as 75%. Curse can be removed by Cursna or Holy Water.
Doom (死の宣告, shi no senkoku?, lit. "death sentence") is also categorized as a curse in Final Fantasy XI, and while it also can be cured by Cursna or Holy Water, the likelihood of this succeeding is low.
A few rare monsters use a special, more powerful form of curse once known as "ST20" (because this was displayed instead of an actual effect name in the game's log window when the effect was first introduced) and now often referred to as "Zombie", which prevents the affected character from recovering any HP or MP by any means until the effect is removed. Officially, the status effect is still called Curse but the help text distinguishes it as a "powerful" curse and the game engine internally considers it to be a separate status effect than any of the other three types of curse statuses.
Finally, there is an extremely rare form of Curse status, called Bane (呪詛, juso?, lit. "curse"), which is somewhat stronger than most normal curses but is removed the same way. It can only be acquired from the normal attacks of Lost Souls in The Eldieme Necropolis, or from the Bane attack of the Notorious Monster Fear Gorta in Abyssea. It exists seemingly for the sole purpose of being collected by the player for a quest, 'Catch It If You Can!' which involves a tarutaru mage seeking to treat extremely rare status ailments.
A cursed character's attacks are interrupted more often by enemy attacks, while the affected character's own ability to interrupt an opponent's attacks is halved. It can be removed by Esuna or the Holy Water item, and can be cancelled out with the Vigilance status.
Curse causes 33% more Wound damage to be inflicted to the target, and makes the target more vulnerable to interruptions. It can be removed with a Unicorn Horn, Esuna, Holy Water, or Remedy, and cancelled out by the Vigilance status.
|King||Armor||Grants resistance to Fire, Ice, Elec, Poison, Stone, Para, Weapon, and Quake.|
|Arthur||Armor||Grants resistance to Stone and Para.|
|Dragon||Helmet||Grants resistance to Stone, Para, Weapon, and Quake.|
|Band||Helmet||Grants resistance to Fire, Ice, Elec, Poison, Stone, Para, Weapon, and Quake.|
|Aezis||Shield||Grants the party Stone, Para, Weapon, and Quake resistance with 100% success.|
|King||Shield||Grants the party Ice, Stone, Para resistance with 255% success.|
|Gaze||Enemy Ability||Inflicts Curs on enemy group.|
|All||Enemy Ability||Resists Fire, Ice, Elec, Pois, Ston, Para, Weapon, and Quake.|
|Change||Enemy Ability||Resists Ston, Para, and Weapon.|
|Par/Wp||Enemy Ability||Resists Para and Weapon.|
|Para||Enemy Ability||Resists Dead, Blin, Slep, Conf, Curs, and Para.|
|CursSong||Enemy Ability||Inflicts Curs on all enemies.|
|Gaze||Enemy Ability||Inflicts Curs; one group.|
A character inflicted with curse will be reduced to half defense and half magic defense. This can be removed by Heal, Pure, and Cycle. There is also another kind of curse found on the Muramas, when the equipped character attacks with it, 50% of the total damage dealt is inflicted back on the cursed character.
|Pure||Lost Magic||Inflicts Curse||Curses one enemy or cure Curse.|
|Gaze (2)||Enemy Ability||Inflicts Curse||Curses one enemy.|
|CursSong||Enemy Ability||Inflicts Curse||Curses one enemy or enemy group.|
In this game, Curse prevents characters from using class abilities for the duration of the battle. It can be cured with a Cross, a Remedy, or the Esuna spell.
Curse is a status effect in Final Fantasy Dimensions. It is cured with a Sacred Candle. It lowers base states.