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The following is a list of status effects found in Final Fantasy XI. Final Fantasy XI is an unusual game in the series in that most status effects are not displayed affecting the character themselves, with the exception of KO, Invisible, and Costume (where changing the player's appearance is the whole point). All other status effects only show up as icons on the player's screen. As such, knowledge of status effects and communication between players is key in dealing with negative status effects appropriately.
Stat down effects can be removed with the white magic Erase, the Dancer ability "Healing Waltz", or certain items. Healing Waltz will remove most status effects in the game. In some cases, such as with Slow, players can gain the opposite, in this case Haste, and overwrite the negative effect, however some versions of debilitations cannot be overwritten; these generally are from Notorious Monsters, but some high level enemies also can inflict them.
In general for curing a negative status, use a white magic "-na" level spell for it (Poisona, Paralyna, etc). If not, use Erase or Healing Waltz.
As its name implies, the Accuracy Boost status effect boosts the accuracy of its target. This ability may be removed manually by the target if they so choose, and the ability may also be Dispelled or stolen by an enemy, or overwritten by some Accuracy Down effects. The exact amount accuracy is boosted by depends on the ability that triggered it.
|Ecliptic Howl||Blood Pact||Increases Accuracy and Evasion. The exact amount of accuracy increased varies by the phases of the moon, with accuracy's effect directly proportionate to the fullness of the moon. The accuracy bonus is a minimum of +1 during a new moon, and a maximum of +25 during a full moon.|
|Focus||Job Ability||Increases accuracy by 20, or 30 with the Monk-exclusive Temple Crown equipped.|
|Warm-Up||Blue Magic||Increases Accuracy and Evasion by 10.|
The Accuracy Down status effect reduces the accuracy of its target until such a time as the status wears off. It may be inflicted by either the player or the enemy, and it may be removed through Erase, Esuna if the White Mage has the status effect themselves as well as Afflatus Misery active, or Healing Waltz. It may also be overwritten by certain Accuracy Boost effects.
|Barbed Crescent||Blue Magic||Deals damage to a target and reduces accuracy by 30.|
|Bilgestorm||Blue Magic||Deals damage in an area of effect and reduces accuracy by 10, as well as attack and defense by 25%.|
|Blade: Kamu||Weapon Skill||Deals damage and inflicts Accuracy Down effect, with the length of the effect varying with TP.|
|Despoil||Job Ability||Steals an item from the target and inflicts a random negative status effect, such as Accuracy Down.|
|Full Break||Weapon Skill||Deals damage and lowers attack, defense, accuracy, and evasion. Attack and defense are lowered by 12.5%, and accuracy and evasion are lowered by 20.|
|Head Butt||Enemy Ability*while Head Butt is a Blue Magic spell, three different enemy abilities with different effects are named Head Butt, and this particular ability is not available to be learned by players.||Deals damage to a single target, as well as inflicting Accuracy Down and delivering severe Knockback.|
|Lunar Cry||Blood Pact||Decreases the accuracy and evasion of the target. The exact amount of accuracy decreased varies by the phases of the moon, with accuracy's decrease directly proportionate to the fullness of the moon. The accuracy penalty is a minimum of -1 during a new moon, and a maximum of -31 during a full moon.|
|Onslaught||Weapon Skill||Inflicts damage and Accuracy Down.|
|Reverie Frolic||NPC Ability||Inflicts Dia, Accuracy Down, and Magic Accuracy Down on enemies within range. Only usable by Sonia.|
|Rotten Stench||Enemy Ability||Reduces accuracy and magic accuracy of targets within range.|
|Sandspin||Blue Magic||Deals Earth elemental damage to targets within area of effect. Additional effect: Accuracy Down|
|Slipstream||Enemy Ability||Reduces accuracy of targets within range.|
|Spiral Spin||Blue Magic||Deals damage to a target. Additional effect: Accuracy Down. Chance of effect varies with TP.|
|Supersonics||Enemy Ability||Reduces accuracy of targets in range.|
|Vertical Thrust||Enemy Ability||Deals damage to a single target. Additional effect: Accuracy Down.|
Lowers magical accuracy.
Increased Agility stat. Can have different sources including the White and Red Mage spells "Boost-AGI" and "Gain-AGI" respectively, as well as the Dark Knight spell "Absorb-AGI". Can also be given from temporary items, or by a Fenrir Blood Pact: Ward which increases all stats.
Decreases the Agility stat.
Amnesia is a status effect that did not exist in the original game, only appearing with enemies introduced during or after the Chains of Promathia expansion, or subspecies of old enemies that only appear in areas after Chains of Promathia. Amnesia prevents afflicted targets from accessing their abilities or Weapon Skills. At this time, the only known way to cure Amnesia is with an Ecphoria ring, but it will only work on certain types of amnesia. There are ways to reduce the risk of receiving Amnesia, however, as Baramnesra will reduce the risk of affected targets receiving amnesia, and using the temporary item Amnesia Screen will prevent the status from being afflicted for two minutes.
|Abrasive Tantara||Enemy Ability||Inflicts Amnesia on targets within an area of effect.|
|Amnesia Screen||Item||Prevents Amnesia from being afflicted for two minutes.|
|Choke Chain||Enemy Ability||Inflicts Bind, Silence, and Amnesia on a single target.|
|Disorienting Waul||Enemy Ability||Inflicts Amnesia on targets within an area of effect.|
|Ecphoria Ring||Item||Cures certain types of Amnesia. Will not cure amnesia inflicted by Ladybugs, Rafflesia, or Promathia, and is not guaranteed to work for other types of Amnesia.|
|Eerie Eye||Enemy Ability||Gaze attack that causes Amnesia and Silence to afflict the target.|
|Feather Maelstrom||Enemy Ability||Sends a storm of feathers at a single target. Additional effects: Bio and Amnesia|
|Flowerpot||Enemy Ability||Deals damage to a target. Additional effects: Bind, Stun, and Amnesia.|
|Grating Tantara||Enemy Ability||Deals damage to targets and inflicts Amnesia.|
|Haymaker||Enemy Ability||Deals damage to all targets in front of the user. Additional effect: Amnesia|
|Hypnotic Sway||Enemy Ability||Gaze attack that inflicts Amnesia on a single target.|
|Hysteroanima||Item||Prevents Empty monsters the item is used on from activating TP abilities.|
|Kibosh||Enemy Ability||Inflicts Amnesia on a single target.|
|Lethe Arrows||Enemy Ability||Deals ranged damage to a single target. Additional effects: Knockback, Bind, and Amnesia.|
|Lightning Spear||Enemy Ability||Charges up electricity in the horn, then unleashes it in a fan-shaped area of effect. Additional effect: Amnesia|
|Nepenthean Hum||Enemy Ability||Inflicts Amnesia on targets within area of effect.|
|Shell Charge||Enemy Ability||Deals damage in a fan-shaped area around the target. Additional Effects: Knockback, Amnesia.|
|Slug Notorious Monsters||Enemies||Certain Slug notorious monsters have the ability to "stick" to a target, following it around. This sticking has a side effect of inflicting the target with status effects such as Silence and Amnesia until the target leaves the slug's reach. Known Notorious Monsters to induce this effect include Dyinyinga and Gummy Guillarme.|
|Thousand Spears||Enemy Ability||Impales enemies in range, dealing significant damage to them. Only Eccentric Eve's Thousand Spears will inflict Amnesia.|
|Veil of Chaos||Enemy Ability||Inflicts Light elemental damage to targets within area of effect. Additional effects: Knockback and Amnesia.|
|Washtub||Enemy Ability||Deals damage to targets within area of effect. Additional effects: Amnesia and Stun|
|Winds of Oblivion||Enemy Ability||Inflicts Amnesia on targets within area of effect.|
Given by the white magic spell Aquaveil; reduces spell-interrupt rate from being attacked.
Reduces the Attack stat.
Increased Attack stat. Amount depends on the source. Possible sources include the Monk job ability "Boost", the Blue Mage spell "Fantod", certain temporary items, or from food, however stat boosts from food are grouped together in the Food icon.
Only given when entering certain areas, generally for a mission/quest fight or for a Burning Circle fight.
Causes the player to be unable to move until the effect wears off. Some forms of bind can be removed with the white magic Erase or a Flee effect.
A Damage over Time (DoT) Dark type magic. Three tiers are available to players, with a fourth being available only to NPCs. Causes HP loss over time as well as decreased Attack; HP and Attack loss varies with tier of Bio inflicted.
Fire element of the Spike family of spells. When the player is physically attacked, enemies will take a small amount of Fire damage.
Burn is an elemental DoT spell available only to Black Mages. Inflicts Fire damage over time and reduces the Strength stat. Can be stacked with Shock and Choke OR Rasp. Burn overwrites Frost and is overwritten by Drown.
Can only be given by Corsairs. Bust is the effect of rolling a 1 when using the Corsair's "Roll" abilities. Players who receive this effect no longer gain the bonus from the roll, and Corsairs have one of their two roll slots taken up until the effect wears off.
Mostly used by Notorious Monsters. Causes the player to follow the monster around and attack any players who come within range.
Caused by the player riding a Chocobo. Can be removed by entering the command "/dismount" or opening the menu and choosing "Dismount".
Similar to Burn but Wind damage and reduces Agility stat. Can stack with Burn and Shock OR Drown. Choke overwrites Rasp and is overwritten by Frost.
Increases Charisma stat. Can be obtained in similar was as with "AGI boost".
Decreased Charisma stat.
Given by casting the Ninja spell "Utsusemi". The number of shadow images created is based on the spell. Having Ninja set as your main job gives 3 shadows for casting Utsusemi: Ichi and gives 4 for casting Utsusemi: Ni. Ninja as a support job will only get 3 shadows from either spell. Equipping fully upgraded Ninja Empyrean foot armor increases the number of shadows gained from both spells by 1.
Alters the player's appearance. Usually given by Rare/EX items, but sometimes an effect of certain Notorious Monsters in addition to being charmed. Players can only move, use emotes, and chat without removing the effect.
Reduces MP and TP over time. Can be removed with the white magic "Cursna" or with certain items, though success is based on Healing magic skill for Cursna or based on the item used. Chances of removal via magic can be increased with certain armor.
Main or subjob must be set to Puppetmaster to obtain this effect. Increases all of the Automaton's stats by a small amount and activates equipped Dark-type attachments. As with all maneuvers, it also increases the Overload rate for the Dark element.
Gives a temporary EXP boost. Boosted EXP percentage and duration of the effect depend on the source of the effect.
Lowers the defense stat of the character. Can be inflicted in many ways, such as "Sonic Boom" or the side effect of Berserk (increases Attack but also lowers Defense).
Hides the player's scent from enemies. Ex: The player is running from a mob, casts Sleep and Deodorize and runs. The mob cannot follow the player because it cannot smell them.
Increases the Dexterity stat. Can be obtained in a similar way as "AGI Boost".
Decreases the Dexterity stat.
A Damage over Time (DoT) Light type magic. Three single-target tiers are available to players, with a fourth being available only to NPCs, as well as two multi-target tiers (Diaga I/II) for players and a third for NPCs. Causes HP loss over time as well as decreased Defense; HP and Defense loss varies with tier of Bio inflicted.
Dia used to be considered a Divine Magic, however in an update Square Enix changed it to Enfeebling Magic, which is why Red Mages have Dia and the Divine Magic skill, but no Divine Magic natively.
Only available to characters with their main job set to Dark Knight, Dread Spikes is similar to Blaze Spikes to a point. For example, if an enemy hits a player with Dread Spikes for 100 damage, Dread Spikes will absorb 100 HP from the enemy to the Dark Knight.
Temporarily increased evasion. Ways to obtain include using the Monk's Job Ability Dodge, temporary items, or certain enchanted items.
Flash is a harmful status effect that temporarily blinds the player until it wears off or is removed. Afflicted targets have their melee accuracy greatly reduced, and afflicted monsters gain enmity toward the source of the effect. This effect stacks with Blind.
Adds Wind damage to attacks. Depending on Rune Fencer level, the ability can be used multiple times and will stack. Other elements may instead be combined, such as Flabra with Umbra instead of two Flabras. This lowers the add. eff. damage but can be helpful when using RUNs Job Abilities for adding to elemental resistances.
Increases movement speed for a time. Usually gained from the Thief's Flee Job Ability, it can also be gained from certain items.
Gives a wide variety of effects based on the food eaten. Once a player consumes food, they cannot eat anything else until the food effect wears off or they use the item Antacid.
As Flabra but Ice element.
As Dark Maneuver, but increases the Automaton's Intelligence stat. Very useful with the Spiritreaver (Black Mage) head, but as with all Maneuvers be cautious of Overloading.
As Blaze Spikes but Ice damage, and includes a chance to Paralyze attackers.
As Flabra but Fire element.
Increases the Intelligence stat. Can be obtained in similar ways as "AGI Boost".
Decreases the Intelligence stat.
Makes the character Invisible to enemies. This is very useful for running by monsters which are aggressive via Sight. Note that some high level monsters and most Notorious Monsters have True Sight, making Invisible useless against them. Enemies that detect by Sight can usually be avoided by running behind them, however with certain monsters (such as Diremites) it is difficult to tell what direction they face.
Given from entering a battlefield, this (generally) lowers the players level to a pre-determined number. Ex: Entering most original Burning Circle fights, the party's max level becomes 30 for the duration of the fight.
A beautiful thing introduced by Square Enix as a way to help players level up. For example, if a level 20 Dragoon and their level 25 White Mage friend want to adventure, normally there would be an EXP penalty because of the difference in their levels. However using Level Sync to the Dragoon, both player's levels become 20, eliminating the EXP penalty.
The only requirements for using Level Sync are a party of at least 2 players, and the syncee must be at least level 10.
As Flabra but Light element.
Max HP DownEdit
Temporarily reduces the player's maximum HP.
Max MP DownEdit
Temporarily reduces the player's maximum MP. Common source of this effect is the Manticore mob using "Riddle" on a player.
Max TP DownEdit
Some powerful consumable items give this effect which renders the player unable to use similar caliber items for a certain amount of time. Amount of time is dependent on the item consumed.
Gained from using the Ninja) spell of the same name. Gives the player ability to avoid severe damage 1 time before wearing off.
Increases the Mind stat. Can be obtained in a similar way to "AGI Boost".
Decreases the Mind stat.
The result either misfortune or using the same Maneuver too many times in a row. Can only be removed by waiting for it to wear off. Until such a time, the Puppetmaster cannot use Maneuvers as well as his Automaton being subject to a slightly changed version of Weakness. While Overloaded, the Automaton has a slower movement speed and attack speed.
Occasionally stops the player from acting. Rate of effect depends with the source.
HP loss over time. Amount lost depends on the source.
In some events, players will use a Poison Potion on themselves to override a Sleep effect generally given by a Notorious Monster. Though it seems counter productive, doing so is more effective than being re-slept the entire fight.
Increases Critical Hit rate.
Increases the player's Defense. There are 5 tiers of Protect spells in the game, with each providing move Defense than the last. In addition to this, there are two different versions of the spell. Protect I/II/III/IV/V only affect one person, while Protectra I/II/III/IV/V affect the caster's party (provided they are within range) and can only be cast on the caster. Protectra V is only available to White Mages by using Merit Points, though Scholar can achieve a similar effect by using their Stratagem abilities.
Given by completing one Grounds of Valor page. The effect is randomly chosen by the game, and will be lost when the player exits the area they obtained it from. Prowess will NOT be re-awarded after leaving an area until another GoV page is completed.
Gradually recovers HP. The spell family Regen is known to White and Red Mages as well as Scholars. WHM can learn Regen 1-4, RDM 1-2, and SCH 1-5. Only White Mages specifically get armor for increasing Regen's effect (amount of HP returned and longer lasting).
Obtained by entering a Reive. Signifies the players ability to harm objects and creatures within the Reive. If a player exits a Reive before its completion, they will be unable to participate in another for 5 minutes.
Functions as the Raise spell of the same level. Can only be cast on oneself. White Mages, Red Mages and Scholars under the effect of Addendum: White can cast Reraise spells, though certain items can provide the same effect to other jobs. Field Manuals and Grounds tomes for Fields of Valor and Grounds of Valor respectively can also provide Reraise.
This effect is also given to players when Arise is cast on them (Arise functions as Raise III and also bestows Reraise III on the receiving player).
Given by Corsairs, Rolls have a wide variety off effects based on what Roll is used. Each Roll has a certain lucky and unlucky number from 1 to ___, with ___ always giving the best effect.
"Brother" to Signet, Sigil, and Ionis. Provides similar effects. If the Astral Candescence is in Al Zahbi, players can also choose to have a slight Regen or Refresh effect (1 HP/MP per tick) or longer lasting food, though these effects only work while in Treasures of Aht Urhgan zones.
Increases player's Magic Defense. There are five tiers of Shell spells in the game with each providing more Magic Defense than the last. In addition to this, there are two different versions of the spell. Shell I/II/III/IV/V only affect one person, while Shellra I/II/III/IV/V affect the caster's party (provided they are within range) and can only be cast on the caster. Shellra V is only available to White Mages by using Merit Points, though Scholar can achieve a similar effect by using their Stratagem abilities.
As Blaze Spikes but Lightning damage and includes a chance to Stun attackers.
"Brother" to Signet, Sanction, and Ionis. Obtained from certain NPCs in the Wings of the Goddess zones, Sigil provides similar effects to Signet. Only useful in WotG zones.
The original. "Brother" to Sigil, Sanction, and Ionis. Obtained from Conquest Overseers in each country and in most original and Rise of the Zilart zones. Signet gives players a bonus to defense provided they fight monsters of Even Match or higher, as well as allowing players to collect elemental crystals form enemies of Easy Prey or higher. Only useful in original and RotZ zones.
Causes the player to be unable to cast spells of any kind. Removable either with Echo Drops, the Dancer Job Ability Healing Waltz, or by having another player cast the healing magic Silena on the affected.
Although players are unable to do this, monsters can cast Silena on themselves even when silenced. Though it seems unfair at first glance, it does make sense as monsters will not cast any other spells until they successfully cast Silena.
Makes the player unable to access their subjob and anything connected to it including Job Abilities, Job Traits, and bonus HP/MP. Usually given when fighting bosses for the 70-75 Limit Break or at the beginning of the Nyzul Isle event.
Sleep causes the player to be unable to move or act. Most kinds can be removed by casting Cure on the afflicted or by being struck by an enemy.
Reduces the player's attack speed. Some forms can be overwritten by the spell Haste, and some forms will overwrite Haste.
Makes the character soundless when they move. Enemies will be unable to detect them via Sound unless it has True Sound. Sound detection is done in a circle from the enemy, so you can be detected from behind something.
Given when a Bard casts a spell. Both player and enemies' songs affect their sides in the same way. An enemy casting a Minuet spell affects all enemies within the area of effect, similar to a player, though PC Bards affect only their party members. Without using certain instruments, Bards can give two songs to their party at a time, though with precise planning and teamwork a good Bard can have different songs on different party members, ex: mages stand near each other and get two songs then the Bard moves to the DD and casts two different songs on them.
Note that with no Instrument equipped, Bards can only give one song at a time, but, with the same teamwork as above, can affect their party with different songs at the same time.
Effectively gives the player a set amount of extra health. The amount of health in the pool can only be changed by wearing certain rare armor while casting the white magic Stoneskin. Blue Mages can also obtain spells which give Stoneskin, though the amount is significantly less. As with most other Enhancing magic, a Scholar utilizing the correct Strategem can provide Area of Effect Stoneskin for their party.
Increases the Strength stat. Can be obtained in a similar way as "AGI Boost".
Decreases the Strength stat.
As Flabra but Lightning element.
A short lasting effect that renders the player unable to take any action. Can be removed with Erase though the caster would have to be very quick to remove Stun before it wears off.
As Flabra but Earth element.
As Flabra but Dark element.
Similar to Stun though only used in higher level areas. Player stops mid-motion, and is unable to act for an extended period of time (compared to Stun).
As Flabra but Water element.
Increases the Vitality stat. Can be obtained in a similar way as "AGI Boost".
Decreases the Vitality stat.
Given by participating in a Voidwatch event. Wears off upon completion. While the player has Voidwatcher, they cannot be harmed by monsters that are not part of the Voidwatch event, and similarly cannot harm those same monsters.
As Dark Maneuver but increases the Automaton's Mind stat.
Debilitating status effect that usually only is caused by being Raised in the field. Lasts for 5 minutes (1 minute in Besieged). Decreases player's attack speed and stats, including maximum HP and MP. Usually players recommend resting (/heal) as soon as one is raised to lessen the time it takes to recover once Weakness wears off.
Decreases movement speed. Some forms will overwrite Flee and others will be overwritten by it.
As Dark Maneuver but increases the Automaton's Agility stat.