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Dark:
Dark is supposed to make it harder to hit with physical attacks, but due to the same bug that makes Evade useless, Dark does not decrease your chance to hit with physical attacks. The only effect Dark has is that Strago can't learn new lores while blinded.
Zombie:
While in Zombie status, a character is uncontrollable and automatically attacks. Characters in Zombie status do not die when reduced to 0 HP. When a zombie character hits, they have a 1 in 16 chance of inflictingDark status on the target, and a 1 in 16 chance of inflicting Poison status on the target.
Poison:
While a character is poisoned, they will periodically take poison damage. Damage from poison is taken approximtely once every 17 seconds, more often if you're hasted, less often if you're slowed (see M-Tek:
While in this status, the character is wearing Magitek Armor, they can't used their normal commands and instead can only use M-Tek commands. Terra has extra M-Tek commands that other characters don't. If Umaro has this status, he will use a random M-Tek attack rather than his standard attacks
This status is only used three times in the game, in the beginning, in the camp in the desrt, and in a part of Cyan's Dream.
Clear:
This status is inflicted by casting Vanish, physical attacks will always miss the target, and magical attacks will always hit.
Any magical attack will remove the clear status.
Imp:
While in Imp status a character can only use fight, item, and magic commands. The only magic that can be cast is Imp.
While an Imp, the Battle Power of the character's weapon is not added to their base battle power when determining damage, unless equipped with an Imp Halberd.
For monsters, their battle power is instead considered to be 1 while an Imp.
Some monsters however, retain their full battle power while imped, and do automatic critical hits as well.
Petrify:
While in petrify status, the character cannot act. Their HP is reduced to 0, but they don't die.
All damage done to a petrified character is reduced to 0 (see step 8 in damage calculation). Note that the Atma weapon adds 1 to the damage after this and thus can do 1 damage to a petrified character.
Attacks always hit a character with petrify status (see step 4a in hit determination).
If a monster is ever inflicted with petrify status, then they are automatically killed.
Wound:
This means the character is dead, and cannot act until revived
Condemned:
In Condemned status, the character has a countdown over their head. When this countdown reaches 0, the character dies. The value that the countdown starts at is determined as follows:
Timer = 79 - a random number from level to ((2 * level) - 1) If this value is less than 20 then the countdown is set to 20 instead Level refers to the level of the monster/character that cast the spell that caused Condemned status.
The countdown timer is decreased by 1 approximately once every 2 seconds, more often if you're hasted, and less often if you're slowed (see the Battle Timing section for exact details).
Near Fatal:
This status means the character is below 1/8 of their max HP. Characters can use desperation attacks while in weak status.
Image:
While in image status, all physical attacks will miss the character. Every time the character is missed by a physical attack, there is a 1 in 4 chance of the image status being removed.
Mute:
While in mute status, a character can't cast spells or lores. If a spell or lore is confirmed before the character gets Muted, or if they're casting it via Rage or Sketch, they'll still be able to use it if it *normally* costs 0 MP (Rage/Sketch making it free won't matter).
Berserk:
While in berserk status, a character is uncontrollable, and will automatically attack a random enemy. In berserk status characters do more damage (see step 5in damage calculation). To determine which command the character uses, a list is created. Each of these comands: Fight, Capture, Jump, Rage, and Magitek, that the character can use is added to the list. An extra Fight command is added as well (even if the character can't normally use the Fight command). One of the commands from the list is randomly chosen to be used. Monsters always do a standard attack while berserked. If a character selects a command before being berserked, but before they act, then the command selected is still executed.
Muddle:
Muddled characters are uncontrollable and will take random actions. If the action would normally target the enemy, it targets your characters instead. If the action would normally target your characters, it targets the enemies instead. The following commands will never be used when muddled: Item, Revert, Throw, Control, Slot, Leap, Def., Summon, and Possess.
Being hit by a physical attack will remove Muddle status. If a character selects a command before being muddled, but before they act, then the command selected is still executed, although the target(s) change.
Seizure:
Seizure status causes periodic damage to the character, just like poison. The amount of damage done is the same as poison, except the damage does not increase over time.
Damage from seizure is taken approximtely once every 8.5 seconds, more often if you're hasted, less often if you're slowed (see the Battle Timing section for exact details).
Since seizure status is not poison, spells / relics that prevent or cure poison will have no effect against seizure.
Sleep:
While asleep characters can not select commands. While asleep, the character's ATB gauge does not increase. (see section 2.8 Battle Timing)
All attacks will automatically hit a character with sleep status (see step 4a in hit determination), and any physical attack will remove sleep status. A tapir will appear and wake up the monster/character after approximately 38 seconds, faster if you're hasted, slower if you're slowed (see the Battle Timing section for exact details)
Dance:
This is the status you receive when you successfully dance. While in dance status, a character is uncontrollable and instead randomly uses dance moves. See the Dance command for more info.
Regen:
While in regen status, a character will be periodically healed. The amount of HP healed is calculated as follows:
Max HP Gained = (Max HP * stamina / 1024) + 2 (if this value is greater than 255 it is set to 255) HP Gained = Max HP Gained * ([224..255]) / 256
HP is gained from Regen approximtely once every 8.5 seconds, more often if you're hasted, less often if you're slowed (see the Battle Timing section for exact details).
Slow:
Slow status causes the character's ATB gauge increase at a slower than normal rate (See the section on Battle Timing)
Haste:
Haste status causes the character's ATB gauge increase at a faster than normal rate (See the section on Battle Timing)
Stop:
While stopped, a character's ATB gauge does not increase. Wears off after a short period of time.
Attacks always hit a character with stop status (see step 4a in hit determination).
Shell:
Shell status causes a character to take 170/256 normal damage from magical attacks. (see step 6c in Damage Calculation) Defense ignoring attacks ignore shell status.
Safe:
Safe status causes a character to take 170/256 normal damage from physical attacks (see step 6c in Damage Calculation) Defense ignoring spells ignore safe status
Reflect:
Reflect status causes spells to be reflected back at the caster's party. Reflected spells deal half normal damage. Not all spells are reflectable. Wears off after approximately 55 seconds, less time if you're hasted, and more time if you're slowed (See the Battle Timing section for exact details)
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