The following is a list of status effects in Final Fantasy VII.
Certain enemies absorb status attacks, similar to how elemental attacks can be absorbed. For example, Dragon Zombie, Ghost, Ghost Ship and Zenene will absorb the Death status, gaining full recovery from being hit by it. Some enemies are weak to certain statuses and take double damage from any attack that attempts to inflict that status.
Players enter the Death status when their HP reaches 0.
The player can add the instant death attribute to a character's physical attacks by linking Destruct Materia or Odin Materia with Added Effect Materia in the character's weapon. Equipping the pair in the character's armor will make him/her immune to instant death, instead.
It is possible to have a party of three Dead characters if the party is assembled as such outside of battle by killing the party leader's allies during a battle, using the PHS to swap them with two alive characters, starting another battle to kill off the party leader, and using PHS to get the two KO'd characters back into the party. If the player enters any battle with three KO'd party members they get an instant Game Over.
If Sneak Attack is used to revive fallen party members their ATB bars will never fill up.
If the player triggers a damage overflow glitch and the attacker has HP Absorb linked to an ability that does the overflow, the attacker instant dies when the HP Absorb Materia tries to restore the HP to the user from the overflown attack.
|Death Force||Enemy Skill||Prevents Death.|
|L5 Death||Enemy Skill||Inflicts Death on all enemies whose levels are a multiple of 5.|
|Roulette||Enemy Skill||Inflicts Death on a random target.|
|Flash||Command||Inflicts Death to all enemies. It is the 2nd level ability of the Slash-All Materia.|
|Steel Bladed Sword||Summon||Summon Odin and inflicts Death on all enemies. If resistant, Gunge Lance is used instead.|
|Death Joker||Limit Break||Inflicts Death to the player party if the player rolls two Cait Siths and a Bar in Cait Sith's Slots Limit Break.|
|Dragon Dive||Limit Break||Inflicts 6 non-elemental attacks with a chance of Death to random enemies.|
|Finishing Touch||Limit Break||Inflicts Death on all enemies. Doesn't work on all enemies.|
|Hyper Jump||Limit Break||Inflicts major non-elemental damage with a chance of Death to all enemies.|
|Game Over||Limit Break||Inflicts Death on any enemy regardless of immunities if the player rolls three Cait Siths in Cait Sith's Slots Limit Break.|
|Hammerblow||Limit Break||Ejects an enemy. Doesn't work on all enemies.|
|Satan Slam||Limit Break||Inflicts extreme non-elemental damage and a chance of Death to all enemies.|
|Hidden One||Enemy Attack||Inflicts Death.|
|Joker||Enemy Attack||Inflicts Death. Doesn't always work.|
|Knife||Enemy Attack||Inflicts Death.|
|L4 Death||Enemy Attack||Inflicts Death on party whose levels are a multiple of 4.|
|Scissor Attack||Enemy Attack||Inflicts minor non-elemental damage and Death. Used as a counterattack when HP is 50% or less.|
|Suffocation Song||Enemy Attack||Inflicts Death. Only used if Gighee is alive, and if at least one opponent has Sadness.|
|Safety Bit||Accessory||Prevents Death.|
|Kiss of Death||Item||Inflicts Death on all enemies with 68% precision.|
Near-death is listed in the manual as both ANEMIC and CRITICAL. The party members' HP digits in the battle menu turn yellow when they hit critical health at below 25% max health, and the characters appear exhausted on the screen.
The final bosses use several attacks that reduce the party's health to critical.
Sleep is caused by the spell Sleepel and by certain enemy attacks. Sleeping units cannot act until awoken. They are vulnerable to magic damage as magic damage doesn't wake them, but being hit by a physical attack removes the status.
|Bad Breath||Enemy Skill||Inflicts Sleep as well as other statuses to all enemies.|
|Frog Song||Enemy Skill||Inflicts or cures Frog and Sleep.|
|AB Cannon||Enemy Attack||Inflicts non-elemental damage and Sleep.|
|Big Pollen||Enemy Attack||Inflicts moderate non-elemental damage and Sleep to party.|
|Combo||Enemy Attack||Fourth hit version inflicts non-elemental damage and Sleep.|
|Firing Line||Enemy Attack||Inflicts non-elemental damage as well as Sleep and Poison to party.|
|Hell Bubble||Enemy Attack||Inflicts Sleep.|
|Pollen||Enemy Attack||Inflicts Sleep and non-elemental damage on party.|
|Refuse||Enemy Attack||Inflicts Sleep and non-elemental damage.|
|Sleep Scales||Enemy Attack||Inflicts Sleep.|
|Smoke Bullet||Enemy Attack||Inflicts Sleep and Darkness.|
|Dream Powder||Item||Inflicts Sleep on all enemies with 80% precision.|
Poison periodically inflicts Poison-elemental physical damage upon the afflicted unit and does not remain after battle. It can be cured using an Antidote and Remedy items, Poisona and Esuna spells and White Wind and Angel Whisper Enemy Skills, as well as Aeris's status healing Limit Breaks.
Poison can be avoided by using the Resist spell which is the third spell of the Heal Materia, as well as the accessories Ribbon, Poison Ring, Star Pendant and Fairy Ring, and linking Poison+Added Effect or Hades+Added Effect in a character's armor.
Afflicted target takes 1/32 of Max HP of physical Poison-elemental damage every 2.5 units of time ignoring Defense and Barrier statuses. The status last till the end of battle or until cured. The damage from the Poison status functions as if it is the player doing damage to themselves. Therefore, when in both the Poison status and the All Lucky 7s status the Poison will deal 7777 damage. As the requirement of being in the All Lucky 7s status is to have 7777 health, the player will have both these statuses removed, and be inflicted with the Death status. If the poisoned character is trying to Defend the defensive stance is canceled out whenever the character takes damage.
Because the Poison status deals Poison-elemental damage, the player can absorb it if they make the character absorbent to Poison, such as with the Poison Materia linked with a mastered Elemental Materia. If the character is immune to the Poison element (take no damage from it), they are also immune to the Poison status.
|Bio||Magic||Inflicts minor Poison-elemental damage and Poison.|
|Bio2||Magic||Inflicts moderate Poison-elemental damage and Poison.|
|Bio3||Magic||Inflicts major Poison-elemental damage and Poison.|
|Bad Breath||Enemy Skill||Inflicts Poison as well as other statuses to all enemies.|
|Abnormal Breath||Enemy Attack||Dragon Zombie attack. Inflicts moderate non-elemental damage and Poison.|
|Acid Rain||Enemy Attack||Inflicts moderate Poison-elemental damage and Poison.|
|Bio Gas||Enemy Attack||Inflicts moderate non-elemental damage and Poison.|
|Bug Needle||Enemy Attack||Inflicts minor non-elemental damage as well as Poison and Sadness.|
|C Cannon||Enemy Attack||Inflicts moderate non-elemental damage and Poison.|
|Combo||Enemy Attack||2nd hit version. Inflicts moderate non-elemental damage and Poison.|
|Firing Line||Enemy Attack||Inflicts non-elemental damage as well as Poison and Sleep to party.|
|Left Revenge||Enemy Attack||Reduces MP by 15/32 and inflicts Poison and Slow Numb.|
|Left Thrust||Enemy Attack||Reduces MP by 25/32 and inflicts Poison and Slow Numb.|
|Liquid Poison||Enemy Attack||Inflicts Poison.|
|Northern Cross||Enemy Attack||Inflicts Poison.|
|Piazzo Shower||Enemy Attack||Inflicts minor Poison-elemental damage and Poison.|
|Poison Blow||Enemy Attack||Inflicts Poison.|
|Poison Breath||Enemy Attack||Inflicts moderate Poison-elemental damage and Poison.|
|Poison Fang||Enemy Attack||Inflicts minor non-elemental damage and Poison. If used by Unknown3, inflicts extreme physical damage and Poison.|
|Poison Storm||Enemy Attack||Inflicts Poison.|
|Refuse||Enemy Attack||Second version. Inflicts minor Poison elemental damage and Poison.|
|Scorpion's Tail||Enemy Attack||Inflicts moderate non-elemental damage and Poison.|
|Shady Breath||Enemy Attack||Inflicts Poison to all enemies.|
|Smog||Enemy Attack||Inflicts minor non-elemental damage and Poison.|
|Smog Alert||Enemy Attack||Inflicts moderate non-elemental damage as well as Poison, Darkness, Silence, and Sadness.|
|Stigma||Enemy Attack||Inflicts major non-elemental damage as well as Poison and Slow to the party.|
|Toxic Barf||Enemy Attack||Inflicts Poison and Slow.|
|Toxic Powder||Enemy Attack||Inflicts moderate Poison-elemental damage and Poison to the party.|
|Star Pendant||Accessory||Prevents Poison.|
|Poison Ring||Accessory||Prevents Poison and makes user absorb Poison damage.|
|Fairy Ring||Accessory||Prevents Poison along with some other status effects.|
|Deadly Waste||Item||Casts Bio2 on all enemies.|
|M-Tentacles||Item||Casts Bio3 on all enemies.|
Sadness makes the affected character take 30% less damage from physical and magical attacks, but also halves the rate the Limit gauge fills. The effect can be positive or negative, depending on the party's situation. Sadness is the opposite of Fury. When a character is under Sadness status, their Limit bar is displayed in blue, rather than the normal pink.
This status is healed by Hyper, Remedy, Esuna, White Wind, and Aeris's Breath of the Earth Limit Break. It can be created by using a Tranquilizer, or through an enemy attack. Hypers and Tranquilizers can be bought in shops.
|Absorb||Enemy Attack||Inflicts moderate non-elemental damage as well as Sadness.|
|Bad Mouth||Enemy Attack||Inflicts moderate non-elemental damage as well as Sadness.|
|Bug Needle||Enemy Attack||Inflicts minor non-elemental damage as well as Sadness and Poison.|
|Creepy Touch||Enemy Attack||Inflicts Sadness. Used only as a counterattack.|
|High/Low Suit||Enemy Attack||Inflicts Sadness. Always used twice in a row, and only if Gighee is alive.|
|Lick||Enemy Attack||Inflicts non-elemental damage and Sadness.|
|Pale Horse||Enemy Attack||Inflicts moderate non-elemental damage as well as Sadness, Frog, and Small.|
|Para Tail||Enemy Attack||Inflicts moderate physical damage and Sadness.|
|Shower||Enemy Attack||Inflicts minor non-elemental damage and Sadness.|
|Smog Alert||Enemy Attack||Inflicts moderate non-elemental damage as well as Sadness, Poison, Darkness, and Silence.|
|Teardrop||Enemy Attack||Inflicts moderate non-elemental damage and Sadness.|
|Triclops||Enemy Attack||Inflicts Sadness and Slow-numb. Only used when all Grangalan Jr. Jr.s are dead.|
|War Cry||Enemy Attack||Inflicts Sadness.|
|Peace Ring||Accessory||Prevents Fury, Sadness, and Berserk.|
|Hyper||Item||Cures Sadness, but inflicts Fury if used while normal.|
|Tranquilizer||Item||Cures Fury, but inflicts Sadness if used while normal.|
Fury reduces the character's hit rate for both physical and magical attacks by 3/10, but also doubles the rate at which the Limit gauge fills; so it can be a positive or negative status effect, depending upon the situation.
There is an opposing status effect, called Sadness, which decreases physical damage taken, but also decreases the rate at which the Limit gauge fills. The effect is nullified by the item Tranquilizer, and can be created with the opposite item, Hyper. Both can be bought in shops.
Fury affects Hit% in the following formula:
Fury status can also affect enemies, but this is difficult since Hypers cannot normally be given to enemies, and there are no attacks in the player's possession that can inflict the status. If a character chooses to use a Hyper, but is then immediately Confused, they will use the Hyper on the enemy party instead. If enemies are afflicted by Fury their Hit% is negatively affected, making the Fury status the only way to do this as the Darkness status is broken in that it doesn't actually hamper enemies' hit chance, only the player party's.
|Extreme Bomber||Enemy Attack||Inflicts major non-elemental damage and Fury.|
|Flaming Peck||Enemy Attack||Inflicts minor non-elemental damage and Fury.|
|Guitar Slap||Enemy Attack||Inflicts moderate non-elemental damage and Fury.|
|High/Low Suit (alternate version)||Enemy Attack||Inflicts Fury. Used twice in a row, but due to a bug in Christopher's AI, is never used.|
|Rage Bomber||Enemy Attack||Inflicts moderate non-elemental damage and Fury.|
|Repeating Slap||Enemy Attack||Inflicts major non-elemental damage and Fury.|
|Slap||Enemy Attack||Inflicts non-elemental damage and Fury.|
|Spaz Voice||Enemy Attack||Inflicts Fury.|
|Peace Ring||Accessory||Prevents Fury, Sadness, and Berserk.|
|Hyper||Item||Cures Sadness, but inflicts Fury if used while in normal status.|
|Tranquilizer||Item||Cures Fury, but inflicts Sadness if used while in normal status.|
The afflicted player character loses control and will randomly attack allies, but will always carry out the last command the player input; however, if possible, it will always be against the player party. Confused enemies will continue to use their AI script, but with the definition of allies and enemies reversed.
|Bad Breath||Enemy Skill||Inflicts Confuse as well as other statuses to all enemies.|
|Abnormal Breath||Enemy Attack||Inflicts Confuse. Unknown 2's attack.|
|Bewildered||Enemy Attack||Inflicts Confuse.|
|Bite||Enemy Attack||Bandersnatch's attack. Inflicts non-elemental damage and Confuse.|
|Confu Missile||Enemy Attack||Inflicts moderate non-elemental damage and Confuse.|
|Confu Scales||Enemy Attack||Inflicts non-elemental damage and Confuse.|
|Fascination||Enemy Attack||Inflicts Confuse.|
|Flying Muddle||Enemy Attack||Inflicts non-elemental damage and Confuse. Is never used.|
|Flying Zip Confuse||Enemy Attack||Inflicts non-elemental damage and Confuse. Is never used.|
|Funny Breath||Enemy Attack||Inflicts Confuse on the party.|
|L2 Confu||Enemy Attack||Inflicts Confuse if the target's level is a multiple of 2.|
|Muyddle Mallet||Enemy Attack||Inflicts non-elemental damage and Confuse.|
|Neo Turk Light||Enemy Attack||Inflicts Confuse.|
|Ruby Ray||Enemy Attack||Inflicts extreme non-elemental damage and Confuse.|
|Supernova||Enemy Attack||Reduces HP by 15/16 and inflicts Confuse, Silence, and Slow to the party.|
|Uppercut||Enemy Attack||Crazy Saw's attack. Inflicts moderate non-elemental damage and Confuse.|
|Zip Confu||Enemy Attack||Inflicts non-elemental damage and Confuse. Is never used.|
|Loco weed||Item||Inflicts Confuse on all enemies.|
|Peace Ring||Accessory||Protects against Confuse among other statuses (although it doesn't say so on the accessory description).|
|Ribbon||Accessory||Protects against Confuse as well as all other statuses.|
|Mute Mask||Item||Inflicts Silence with 80% precision.|
|Bad Breath||Enemy Skill||Inflicts Silence as well as other statuses to all enemies.|
|Seal Evil||Limit Break||Inflicts Silence and Stop on all enemies.|
|Curses||Enemy Attack||Inflicts Silence.|
|Diamond Flash||Enemy Attack||Reduces HP by 7/8 and inflicts Silence to the party.|
|Magic Extinguish||Enemy Attack||Inflicts Silence. Used as a counter to magic attacks.|
|Smog Alert||Enemy Attack||Inflicts non-elemental damage as well as Silence and other statuses.|
|Sun||Enemy Attack||Inflicts Silence and Darkness.|
|Super Nova||Enemy Attack||Reduces HP by 15/16 and inflicts Silence, Confuse, and Slow to the party.|
|Ultrasound||Enemy Attack||Inflicts non-elemental damage and Silence.|
|Voice of Ages||Enemy Attack||Inflicts non-elemental damage and Silence. Used as a counter to magic attacks.|
Haste increases the target's speed making their ATB gauge fill out twice as fast as normal. As a downside all timed effects like Barrier and Slow-numb run out double the pace. If a target is immune to Haste, the target will also be immune to Slow.
As well as the spell, Red XIII's Limit Break, Lunatic High, grants Haste. The Enemy Skill Big Guard also grants Haste to the party, with the added benefits of Barrier and MBarrier. The item Speed Drink casts Haste and the accessory Sprint Shoes also grants Auto-Haste. The effect can be removed by DeSpell. Auto-Haste cannot be dispelled.
Slow makes a target's ATB gauge fill out half the normal speed, but the pace of all timed effects, such as Barrier and Slow-numb is halved as well. Linking Added Effect with Time in a character's armor makes the character immune to Slow (but, curiously, also immune to Haste). The effect can be removed with DeSpell, White Wind and Angel Whisper.
|Abnormal Shell||Enemy Attack||Inflicts minor non-elemental damage, as well as Slow and Darkness.|
|Dance||Enemy Attack||Inflicts minor non-elemental damage and Slow to party.|
|Eyesight||Enemy Attack||One of four versions. Inflicts Slow and Darkness, but is only used as a counter to physical attacks.|
|Silk||Enemy Attack||Inflicts Slow.|
|Slow Dance||Enemy Attack||Inflicts minor non-elemental damage and Slow.|
|Stigma||Enemy Attack||Inflicts major non-elemental damage as well as Slow and Poison to the party.|
|Super Nova||Enemy Attack||Inflicts damage equal to 15/16 of character's HP as well as Slow, Confuse, and Silence to party.|
|Support Beam||Enemy Attack||Inflicts Slow.|
|Toxic Barf||Enemy Attack||Inflicts Poison and Slow.|
|Jem Ring||Accessory||Protects against Petrify and Slow.|
|Spider Web||Item||Inflicts Slow on all enemies.|
Stop halts the time counter for the afflicted target, preventing their ATB gauge from filling, but also halting time based effects such as Barrier or Regen. Linking Added Effect Materia with Contain, Time or Choco/Mog makes the character immune to the effect. It can be cured by DeSpell, White Wind, Angel Whisper or Aeris's status healing Limit Breaks.
|Freeze||Magic||Inflicts major Ice-elemental damage and inflicts Stop with 68% precision.|
|Stop||Magic||Inflicts Stop with 60% precision.|
|Hourglass||Item||Inflicts Stop with 80% precision.|
|Seal Evil||Limit Break||Inflicts Stop and Silence to all enemies.|
|Stop Eye||Enemy Attack||Inflicts Stop. Is never used.|
|Stop Web||Enemy Attack||Inflicts Stop.|
|Thread||Enemy Attack||Inflicts Stop. Only used if target is in Slow.|
|World||Enemy Attack||Inflicts Stop.|
In addition to the spell found on the Transform Materia, an enemy skill called Frog Song causes the status along with Sleep. The Frog status prevents all commands except Attack, Item (including W-Item), and the spell Frog if the player has it equipped. Frogs can't use Limit Breaks.
It also decreases the unit's attack power by 1/4th of their base damage and, unlike most other status effects in the game, does not disappear when a character is KO'd. Linking Added Effect with either Transform or Hades makes the character immune to Frog.
|Toad||Magic||Inflicts or cures Frog.|
|Bad Breath||Enemy Skill||Inflicts Frog as well as other statuses.|
|Frog Song||Enemy Skill||Inflicts and/or cures Frog and Sleep.|
|Frog Jab||Enemy Attack||Inflicts or cures Frog.|
|Pale Horse||Enemy Attack||Inflicts Frog, Small, and Sadness.|
|Petrified Frog||Enemy Attack||Inflicts Frog and Slow-numb.|
|Right Revenge||Enemy Attack||Inflicts Frog and Slow-numb, as well as reducing the target's HP by 15/32.|
|Right Thrust||Enemy Attack||Inflicts Frog and Slow-numb, as well as reducing the target's HP by 15/16.|
|White Cape||Accessory||Prevents Frog and Small.|
|Ribbon||Accessory||Prevents Frog and all other status effects.|
|Impaler||Item||Inflicts or cures Frog.|
|Maiden's Kiss||Item||Cures Frog.|
A unit afflicted with the Small status will have their Attack Power reduced to 1, therefore never doing more than 1 damage with physical attacks. Unlike most other statuses, Small is not removed of a character is KO'd. The enemy Hungry can eat a character in Small status, removing them from battle and flagging them as defeated.
|Mini||Magic||Inflicts or cures Small.|
|Bad Breath||[[Enemy Skill Materia|Enemy Skill]]||Inflicts Small as well as other statuses to all enemies.|
|L4 Suicide||[[Enemy Skill Materia|Enemy Skill]]||Reduces HP by 31/32 and inflicts Small to enemies whose levels are a multiple of 4.|
|Pale Horse||Enemy Attack||Inflicts major non-elemental] damage as well as Frog, Small, and Sadness.|
|Right Revenge||Enemy Attack||Reduces HP by 15/32 and inflicts Small and Slow-numb.|
|Right Thrust||Enemy Attack||Reduces HP by 15/16 and inflicts Small and Slow-numb.|
|White Cape||Accessory||Prevents Frog and Small.|
Called Slow-numb, characters with this condition are petrified after 60 seconds.
|Left Revenge||Enemy Attack||Reduces MP by 15/32 and inflicts Poison and Slow-numb.|
|Left Thrust||Enemy Attack||Reduces MP by 25/32 and inflicts Poison and Slow-numb.|
|Petrif-Eye||Enemy Attack||Inflicts Slow-numb.|
|Petrified Frog||Enemy Attack||Inflicts Frog and Slow-numb.|
|Petrify Smog||Enemy Attack||Inflicts Slow-numb.|
|Rock Finger||Enemy Attack||Inflicts moderate non-elemental damage and Slow-numb.|
|Stone Stare||Enemy Attack||Inflicts Slow-numb.|
|Triclops||Enemy Attack||Inflicts Sadness and Slow-numb. Only used if all Grangalan Jr. Jr.s are dead.|
The Petrify status flags the target as defeated and is thus similar to the Death status. When petrified, targets can't change in any way at all, not gain or lose HP or MP, and not be applied with any other status effect. The Contain Materia has the effect, and the player can either add the effect to physical attacks or prevent against it by pairing it with the Added Effect Materia.
|Break||Magic||Inflicts major Earth elemental damage as well as Petrify with 32% accuracy.|
|Vagyrisk Claw||Item||Inflicts Petrify on one target with 68% accuracy.|
|White Wind||Enemy Skill||Restores HP equal to caster's current HP and cures all statuses (including Petrify).|
|Deadly Needles||Enemy Attack||Inflicts minor non-elemental damage and Petrify.|
|Petrif-Eye||Enemy Attack||Inflicts Petrify and moderate non-elemental damage.|
|Stone Stare||Enemy Attack||Inflicts Petrify.|
|Jem Ring||Accessory||Prevents Petrify and Slow.|
|Safety Bit||Accessory||Prevents Petrify and Instant Death.|
A unit under Regen will gain HP continually while they glow orange until the status wears off. Unlike most games with Regen status, which restore 1/32 of a character's max HP every 4 seconds, Regen in Final Fantasy VII causes HP to continuously rise until the effect wears off. This negates weaker enemy attacks, as the unit will regenerate too fast for the damage to register. If a target has Regen and not enough HP to survive an attack the time an enemy's attack is cast, but gains some HP from Regen during the cast animation, they will still die when the animation is finished, resulting in a KO with HP still remaining.
Regen runs during a spell's "charge up" animation, as well as throughout Limit Break animations. Regen running even when the rest of the action is halted can be exploited through opening the game console's disc tray during battle.
The player can only cast Regen through the Regen ability.
Barrier halves physical damage taken and can be gained by using the Barrier Materia or using the Wall spell or the Protect Ring accessory. The item Light Curtain can be used to grant protect to all allies. The Enemy Skill Big Guard casts Barrier along with MBarrier and Haste.
Barrier's duration is indicated by a depleting gauge in the player's battle menu. The effect runs faster under Haste, and is slowed down by Slow and halted by Stop. When an affected unit is attacked with a physical attack a transparent shield appears to block it, getting smaller as the effect runs out.
The spells MBarrier, Big Guard, and Wall grant MBarrier status to a party member, while the Protect Ring grants MBarrier at the start of the battle. MBarrier halves magical damage taken and its duration is indicated by a depleting gauge in the player's battle menu. MBarrier depletes faster with Haste and slower with Slow and is halted entirely by Stop.
The accessory Reflect Ring, the spell Reflect, the item Mirror, and the enemy ability Materia-jammer all cast Reflect to either one unit or the whole party. Reflect bounces magic back to the caster for up to four times.
Reflect is different in Final Fantasy VII as opposed to other games in the series, as a spell bounced off Reflect will continuously bounce back and forth between the targets if they both have Reflect up, until a target's Reflect status runs out after four hits. With Auto-Reflect (Reflect Ring and the enemy Mirage) the spell is bounced only once. The spell is reflected either back to the caster, or to a random member of the opposing party if an ally reflects a spell off an ally. The effect can be removed by DeBarrier or DeSpell.
The following spells cannot be reflected:
- Comet 2
- White Wind
- Big Guard
- Angel Whisper
- Dragon Force
- Death Force
- Bad Breath
- Death Sentence
- L5 Death
- Magic Breath
- Goblin Punch
Dual is a dummied status effect that does nothing. It does not visually change the player model and lasts until the end of battle. As with most other statuses, the only things that protect a player from it are Peerless, Petrify, and Resist.
There is nothing that may suggest what the status was originally meant for left in the data.
Shield is a positive status effect given by the spell of the same name. When under its effect, the target voids all normal attacks and absorbs all elemental damage, though they can still be damaged by items (not when used in W-Item) and non-elemental special attacks. Shield status can be removed by DeBarrier and DeSpell.
Death-sentence is applied through the Enemy Skill Death Sentence, which sets the timer to 60 seconds (30 if the target is in Haste). The accessory Curse Ring also applies Death-sentence to the character equipped with it, and will not reset if they are KO'd and then revived.
The Manipulate status is induced through the Manip command. It cannot be applied on allies and one character can control only one enemy at a time. Units under this status turn cyan and face the opposite way, the same way the players are facing. The status lasts for the duration of the battle unless removed by being attacked with a physical attack or via White Wind. Units in the Petrify, Resist, Sleep, Stop, or Paralyzed statuses cannot be manipulated. Petrify, Sleep, Stop, and Paralyzed also cancel out the Manipulate status.
Manipulate is the lowest status on the color priority chart meaning that if an enemy has another color-affecting status, it will not be cyan but the other color. If they have more than one other color-affecting status, the one with the higher priority will show on top. It has the lowest priority due to it being more obvious to the player besides the color due to other visual differences. Also, in this status, it is more useful to know what other statuses the unit has contracted.
The SOLDIER:2nd enemy is susceptible to the status. If there is more than one left in battle, and the manipulated unit is requested to attack another unit of the same kind, the second unit will retaliate, relinquishing the status, but triggering the first unit to attack the second. This will continue until either one dies, or the player attacks them.
The Manipulate status can be used to have full control during a battle situation. It is commonly used so players can damage themselves so their last two digits of a character's HP are 77. Doing this, they can restore themselves with a number of Potions to initiate the All Lucky 7s status.
Berserk increases the unit's physical attack damage by x1.5 at the cost of losing control, only physically attacking a random enemy at every chance they get.
An amusing glitch results with some enemies that are not immune to Berserk but do not have a specified attack to use when Berserked. When this happens, the game falls back on having them use a spell that costs more MP than they will ever have, and thus continually will give the message "[Enemy]'s skill power is used up". Pairing the Mystify Materia with Added Effect lets the player add the status to a character's physical attacks, or defend against the status, depending whether the combination is set in a character's weapon or armor.
|Berserk||Magic||Inflicts Berserk 80% of the time when used on enemies, and 100% of the time when used on allies.|
|War Gong||Item||Inflicts Berserk 80% of the time when used on enemies, and 100% of the time when used on allies.|
|Howling Moon||Limit Break||Inflicts Berserk and Haste on user, and increases Attack by 60%.|
|Berserk Needle||Enemy Attack||Inflicts minor non-elemental damage and Berserk.|
|Crazy Claw||Enemy Attack||Inflicts minor non-elemental damage and Berserk.|
|Peace Ring||Accessory||Prevents Berserk, Fury, and Sadness.|
Peerless makes characters immune to all physical and magical attacks for a short time, and effectively works as a Resist status regarding status attributes, locking any previous statuses in and preventing the application of new ones. The status also gives immunity against MP remove attacks.
When a unit is paralyzed they freeze on the spot and can't act. Paralysis lasts a shorter while than Stop and, unlike in Stop, the characters' Limit Break gauges don't fill when they are attacked while paralyzed.
|Hades||Summon||Inflicts Paralyzed as well as other statuses and non-elemental damage to all enemies.|
|Cross-Slash||Limit Break||Inflicts non-elemental damage and Paralyzed.|
|? Needle||Enemy Attack||Inflicts Paralyzed. Used as a counter to physical attacks when HP is 25% or less.|
|Big Swing||Enemy Attack||Inflicts extreme physical damage and Paralyzed to party.|
|Bone||Enemy Attack||Inflicts major non-elemental damage and Paralyzed.|
|Death Claw||Enemy Attack||Inflicts minor non-elemental damage and Paralyzed.|
|Electro-Mag Rod||Enemy Attack||Inflicts Lightning-elemental damage as well as Paralyzed.|
|Halt Whip||Enemy Attack||Inflicts minor non-elemental damage and Paralyzed.|
|Havoc Wing||Enemy Attack||Inflicts extreme non-elemental damage and Paralyzed/Darkness.|
|Hell Spear||Enemy Attack||Inflicts minor non-elemental damage and Paralyzed.|
|Needle||Enemy Attack||Inflicts very minor non-elemental damage and Paralyzed.|
|Paralaser||Enemy Attack||Inflicts non-elemental damage as well as Paralyzed.|
|Paralyzer Needle||Enemy Attack||Inflicts minor non-elemental damage and Paralyzed.|
|Stare Down||Enemy Attack||Inflicts Paralyzed.|
|Whip Sting||Enemy Attack||Inflicts moderate physical damage and Paralyzed.|
|Jem Ring||Accessory||Prevents Petrify, Slow-numb and Paralyzed.|
Darkness is mainly usable by enemies. The player only has access to the status through the Ink item. Darkness is of little tactical use to players, as most enemies do not suffer from the status. Darkness halves the physical accuracy of weapon-based attacks, but due to poor programming the status only affects the commands Attack, Morph, Deathblow, Mug, Slash-All, Flash, 2x Cut, and 4x Cut. Because enemies do not use the above commands they are unaffected by it, making inflicting opponents with the status pointless.
|Abnormal Shell||Enemy Attack||Inflicts non-elemental damage as well as Slow and Darkness.|
|Autumn Leaves||Enemy Attack||Moderate non-elemental damage as well as Darkness to party.|
|Combo||Enemy Attack||Moderate physical damage and Darkness. Third part of the whole attack.|
|Dance||Enemy Attack||Inflicts minor non-elemental damage as well as Slow and Darkness to party.|
|Dark Dragon Breath||Enemy Attack||Moderate non-elemental damage and Darkness to party.|
|Dark Eye||Enemy Attack||Inflicts Darkness. Only used if Grangalan Jr. is destroyed.|
|Dark Needle||Enemy Attack||Inflicts minor non-elemental damage and Darkness.|
|Erupt||Enemy Attack||Inflicts minor non-elemental damage and Darkness.|
|Evil Poison||Enemy Attack||Moderate Poison elemental damage and Darkness.|
|Eyesight||Enemy Attack||Inflicts Darkness and Slow. Only used as a counter to physical attacks.|
|Great Gale||Enemy Attack||Inflicts moderate Wind-elemental damage and Darkness to party.|
|Havoc Wing||Enemy Attack||Inflicts extreme physical damage as well as Paralyzed and Darkness.|
|Isogin Smog||Enemy Attack||Moderate non-elemental damage and Darkness.|
|Sandgun||Enemy Attack||Inflicts Darkness.|
|Sandstorm||Enemy Attack||Inflicts moderate Earth-elemental damage and Darkness to party.|
|Seed Shot||Enemy Attack||Inflicts Darkness.|
|Smog||Enemy Attack||Inflicts minor non-elemental damage and Darkness.|
|Smog Alert||Enemy Attack||Moderate non-elemental damage as well as Poison, Darkness, Silence, and Sadness.|
|Smoke Bullet||Enemy Attack||Inflicts Sleep and Darkness.|
|Sun||Enemy Attack||Inflicts Silence and Darkness.|
|Swamp Shoot||Enemy Attack||Inflicts minor non-elemental damage and Darkness.|
|Silver Glasses||Accessory||Prevents Darkness.|
|Fairy Ring||Accessory||Prevents Poison and Darkness.|
|Ink||Item||Inflicts Darkness on an enemy.|
Seizure can only be inflicted by Bottomswell's Waterball attack, which places Seizure and Imprisoned statuses on a character (despite the status screen saying it places Death and Imprisoned). The victim can be cured by defeating the Waterball by casting magic on it.
Death Force can be cast using the Enemy Skill Materia, and although the Adamantaimai possess the skill, it never uses it in battle, meaning only the player can ever use it.
Death Force protects against all forms of Instant Death with the exception of Cait Sith's Death Joker. If Death-sentence is cast upon a character with Death Force up, although the timer will continue to count down, once it is finished, the character will not die.
Resist is granted by the spell Resist from the Heal Materia and by the Vaccine item. It locks in status effects for the target, both making them immune to all status effects including Instant Death, and locking any current status effects the character has on them, positive or negative. It does not protect against statuses granted as handicaps on the Battle Square, meaning that when applied it is more detrimental than it is helpful as the player cannot then remove the negative status effects applied.
Cait Sith's Limit Break Lucky Girl allows all party members to deal critical hits every time they attack, whether it be a regular physical attack, a command attack such as Slash-All, or a Limit Break. The Lucky Girl is a possible combination in Cait Sith's Level 2 Limit Break, Slots, and is executed by lining up three heart symbols.
There are only three instances of this status being inflicted, each being boss battles. The player's party lacks access to means of inflicting enemies with this status (aside from possibly hacking the game).
Imprisoned immobilizes the afflicted target and flags it as defeated (although they retain their current HP). Thus a Game Over is triggered if all party members become Imprisoned. When inflicted, an entrapment (which is technically an enemy) is spawned in place of the affected party member. To remove this state, one must attack said entrapment until it is defeated.
When Turks:Reno adds this effect, Pyramid is spawned as the entrapment. Characters imprisoned by the Pyramid are flagged as non-targets, meaning attacks and curative magic or items have no effect on them until they are freed.
|Arm Grab||Enemy Attack||Inflicts Imprisoned on one opponent.|
|Pyramid||Enemy Attack||Inflicts Imprisoned on one opponent, revives a Pyramid with full HP.|
|Waterball||Enemy Attack||Inflicted Imprisoned and Seizure on one opponent. Revives a Waterpolo.|
Back Row halves the damage taken by party members but also halves the damage dealt. It affects all normal attack commands; the Attack, Morph, Deathblow, Mug, Slash-All, Flash, 2x Cut, and 4x Cut. This damage reduction can be bypassed using the Long Range Materia, as well as several long ranged weapons (which can be wielded by Barret, Red XIII, Yuffie and Vincent). While enemies have defined rows, they do not have a set back row like characters do.
Defend halves all damage taken until their next turn begins, and is usable by any character via the Defend command.
A status effect that appears most as an Easter Egg, All Lucky 7s triggers when a unit's HP falls on 7,777. Once the status effect is achieved, an "All Lucky 7s!" battle message will display, and every move the unit performs results in either 7,777 damage or 7,777 heal. Player characters become uncontrollable and attack enemies repeatedly for a total of 489,951 damage and following this, the their damage/heal will always be 7,777. Enemies will continue by their normal AI but every attack deals 7,777 damage.
All Lucky 7s lasts for the duration of the battle, as once ended, the characters' HP becomes 1.