s t a t u s  e f f e c t s  i n t r o d u c t i o n
one key part of advanced combat in any tactical role-playing game are the status effects, which alter the state of your character for better or sometimes for worse. many monsters and villains will harness the power of negative as well as positive status effects to gain an advantage in combat, meaning it is important for the players to also have a understanding of the effects and how they work. below you will find a full list of all the negative and positive status effects that come into play here on ffviii annihilation, if you have any questions about the effects please feel free to post them on the ( questions board )

a u r a  ( duration: 3 rounds )
the aura status effect is a very rare one that can only be achieved by having the aura magic spell cast on your character. this effect mimics that of the limit break state and allows a character a 50% chance at gaining their limit break. at the beginning of the players turn the DM modding the battle will use a dice roller to determine if the limit break was gained or not.
›› ( effects ) :: ( 50% chance at gaining the use of your limit break. )
›› ( remedy ) :: ( the aura effect wears off on its own or can ve cancelled out by character KO or by casting dispel. )

b e r s e r k  ( duration: 3 rounds )
berserk is a very interesting effect with both positive and negative effects for the character. on the plus side, when a character is inflicted with the berserk effect their physical attacks do 25% more damage then normal, but the draw back is the player loses control of the character which will only physically attack the enemy until the berserk effect wears off or is cured.
›› ( effects ) :: ( physical attacks +25%, all other commands locked. )
›› ( remedy ) :: ( berserk can be cured with the use of a remedy, or by the esuna spell. )

b l i n d  ( duration: 5 rounds )
blind can only be called a negative effect, when a character is blinded they loose the ability to properly target opponents. blinded characters only have a 50% chance of their physical attacks being successful, while all other abilities remain normal. a DM will determine if attacks are successful or not.
›› ( effects ) :: ( 50% chance of missing physical attacks. )
›› ( remedy ) :: ( blind can be cured by the use of an eye drops or a remedy, or by the esuna spell. )

c o n f u s e  ( duration: 3 rounds )
confuse is one of the worst negative status effects which causes the complete and utter loss of control of a character until the effect is cured. until the confuse effect is cured or wears off naturally a DM will randomly determine the actions which the confused characters will perform.
›› ( effects ) :: ( DM randomly chooses character actions until effect is cured. )
›› ( remedy ) :: ( confuse can be negated by using a remedy or by the esuna spell. )

c u r s e  ( duration: until cured )
for the most part characters will not be hampered by the curse effect as it only has a minor influence on them. when a character is cursed they loose the ability to use their limit breaks under any circumstance until it is cured, including when aura is cast on them.
›› ( effects ) :: ( character cannot use limit breaks. )
›› ( remedy ) :: ( the use of a remedy, or casting esuna. )

d e a t h  ( duration: until revived )
while a character is not actually dead when in this state, the death effect is basically being KO’d. this effect can be caused by the death spell, or by simply being knocked out in combat from normal battle actions, like being attacked. a character will remain ‘dead’ until revived and the player will not be able to participate at all.
›› ( effects ) :: ( character is dead, can not participate. )
›› ( remedy ) :: ( the use of a phoenix down or casting the life or life 2 spells will revive a character. )

f l o a t  ( duration: 5 rounds )
while most probably view the float effect as pretty useless, it’s not. when a character has float cast on their character they are levitated above the ground for five rounds. while levitated the character is immune to all earth based attacks, but at the same time becomes weak to all wind based attacks.
›› ( effects ) :: ( earth damage negated, wind damage +50% )
›› ( remedy ) :: ( wears off on it’s own after 5 rounds, or by casting the dispel spell. )

h a s t e  ( duration: 3 rounds )
haste is by far one of the most useful combat oriented status effects. when the haste spell is cast on a character they become energized which in turn boosts the speed of that character for the duration of the effect. the speed boost allows the character to preform an extra combat action per round, which is a major advantage in combat.
›› ( effects ) :: ( character can preform an extra combat action. )
›› ( remedy ) :: ( wears off after 3 rounds, can be dispelled. )

p e t r i f y  ( duration: until cured )
petrify is one of the most dangerous of the negative status effect, when effected by this ailment a character is turned to stone and can not participate in combat. if all characters on one team are petrified then the battle is over and they have lost, as none of them can attack.
›› ( effects ) :: ( character is turned to stone, cannot participate in combat. )
›› ( remedy ) :: ( the use of a soft, the use of a remedy, or casting esuna. )

p o i s o n  ( duration: until cured )
poison is a negative effect that drains a person of their life force over an extended period of time. when effected with the poison status effect a character loses 1/20th their max HP each round of combat until it is cured, or the player’s hit points reach zero, knocking him/her out.
›› ( effects ) :: ( character loses 1/20th max HP per round. )
›› ( remedy ) :: ( use an antidote or a remedy, cast esuna, or become KO’d. )

r e f l e c t  ( duration: 5 rounds )
reflect is a very interesting status which depending on how it’s used can either be very helpful or a real pain. when a character is under the reflect status a magic shield is put in place that bounces all magic cast on the character back at the opponent, even helpful spells like cure.
›› ( effects ) :: ( all magic reflected towards opponent. )
›› ( remedy ) :: ( wears of after 5 rounds, can be dispelled. )

r e g e n  ( duration: 5 rounds )
regen is by far one of the most useful status effects, and is basically like the opposite of poison. when a character is under the regen status effect 1/20th of the characters max hit point is healed at the end of each combat round, make the regen effect like an auto cure which is really helpful in tough fights.
›› ( effects ) :: ( 1/20th max hit points healed each combat round. )
›› ( remedy ) :: ( wears of after 5 rounds, can be dispelled. )

s i l e n c e  ( duration: 3 rounds )
silence is one of the most basic status negative status effects which limit a single character action in combat. when a character is silenced they loose the ability to cast any magic, draw stock, draw cast, and the ability to summon a guardian force into combat. silence effectively limits a character to physical combat.
›› ( effects ) :: ( cannot use any kind of magic, summon, or draw abilities. )
›› ( remedy ) :: ( wears off after 3 rounds, use of an echo screen or remedy, cast esuna. )

s l e e p  ( duration: 4 rounds )
sleep is a very basic negative effect, when the sleep spell or an item inducing sleep is used on a character that character falls to sleep and can not participate in combat. unlike other combat limiting effects sleep is easily cured, one physical attack on a sleeping character will wake them up.
›› ( effects ) :: ( character falls asleep, cannot participate in combat. )
›› ( remedy ) :: ( wears off after 4 rounds, use of a remedy, physical attack. )

s l o w  ( duration: 4 rounds )
the slow effect can be thought of as the opposite of haste, where as when a character has had the slow spell or an item which causes the slow effect used on them they cannot preform but one combat action in every two rounds of combat, halving what they can do until the effect wears off or is cured.
›› ( effects ) :: ( character can attack only once every 2 rounds. )
›› ( remedy ) :: ( wears off after 4 rounds, use of a remedy, casting haste. )

s l o w  d e a t h  ( duration: 5 rounds )
slow death is a very dangerous status effect that in itself doesn’t cause any harm, however when a character is inflicted with the slow death status a count down from five starts (with it decreasing at the end of each combat round) when the count down reaches zero the character is KO’d.
›› ( effects ) :: ( count down from five to zero starts that ends in KO. )
›› ( remedy ) :: ( using a remedy, casting esuna. )

s l o w  p e t r i f y  ( duration: 5 rounds )
much like the slow death status effect, slow petrify is not outright harmful but also starts a count down from five to zero, decreasing once per combat round, when the count down reaches zero a character is put into the petrify status and until cured cannot participate in combat.
›› ( effects ) :: ( count down from five to zero starts that ends in petrify. )
›› ( remedy ) :: ( using a remedy, casting esuna. )

s t o p  ( duration: 3 rounds )
the stop effect is much like that of sleep where as when a character has the stop spelled cast on them or an item used that causes the status they become frozen. unlike sleep a stopped character will not regain motion if attacked and cannot participate in combat until the effect wears off or is cured.
›› ( effects ) :: ( character cannot participate in combat. )
›› ( remedy ) :: ( using a remedy, casting esuna, casting haste. )

z o m b i e  ( duration: until cured )
zombie is a very unique status that could be considered both good or bad. when a character is under the zombie status they become immune to death and petrify effects and spells (except KO), however they become weak to curative magic and items which do damage rather then curing.
›› ( effects ) :: ( count down from five to zero starts that ends in petrify. )
›› ( remedy ) :: ( using a remedy, casting esuna. )