List of Final Fantasy statuses The following is a list of statuses found in " Final Fantasy " . List of Statuses . Darkness . Darkness causes afflicted units to miss more often , reducing their Hit Rate by 40 . Blind units are also easier to hit , and provide a bonus of 40 to Hit Rate to any physical attack that targets them . It can be cured with the Eyedrops item or the White Magic spell Blindna , but does not last beyond the end of battle . It is inflicted through the physical attacks of Shadow , the spells Dark and Blind , and the attacks Snorting , Ink , and Flash . Paralysis . Paralysis prevents the afflicted unit from taking actions , although they can still be damaged , healed , buffed or debuffed . When targeted by a physical attack , a paralyzed target has their Evasion ignored , and their attacker has their damage boosted by 25 % . There is a 25 % chance of recovery at the end of each turn , and the status does not last after battle . For enemies , they have a 9 . 8 % chance of recovering each turn . The status can be caused through a variety of means on the party , such as physical attacks mainly from undead enemies like Lich , the spells Hold , Stun , and Stop , and enemy skills such as Gaze . Poison . Poison removes 1 / 20 of the afflicted character ' s maximum HP at the end of every turn . This status remains after battle and , if not cured , will remove one HP every time the player takes a step in the field , reducing the victim to just 1 HP in the worst - case scenario . This status can be removed by an Antidote and the White Magic spell Poisona . This status can be inflicted on the party through the use of the attack Poison Darts and through a majority of physical attacks , including those of the Ooze , Snake , and Wolf family . Due to a bug in the game , enemies cannot be Poisoned , though it is impossible to do so regardless , as there is no way of inflicting the status on enemies . Silence . A silenced unit is unable to use Magic . In the original NES release , this extended farther : silenced player characters can not drink potions or use equipped items , while silenced enemies can not access skills . Silence wears off by the end of the battle . Silence can be inflicted through the use of the Silence spell . Silence can only be removed through the use of the White Magic spell Vox , the use of Echo Grass . Stone . Also known as petrification , Stone renders a target into a solid stone statue . For enemies , they are removed from the battle , acting essentially as death . For player characters , their HP remains the same as before . They cannot take action , be damaged or have any other status inflicted upon them . If all player characters are either petrified or KO ' d , then a game over occurs . Stone can be caused by the black magic spell Break and the enemy skills Gaze and Poison Gas ( special version used by Rhyos ) . Petrification can be removed with a Gold Needle or with the Stona spell . Sleep . Acting very similarly to paralysis , characters that are asleep cannot take any action but can still be damaged or be healed or buffed . When targeted by a physical attack , asleep targets have their Evasion ignored , and the attacker ' s damage is increased by 25 % . A sleeping unit has a chance to wake up at the end of every turn . The higher the afflicted ' s maximum HP is , the greater the chance that they awaken . Sleep wears off at the end of the battle . Sleep is inflicted by Sleep , Sleepra and the attacks of Mummies and their upgraded form King Mummies . KO . Also known as Death , KO is the state of unconsciousness a unit enters when his HP reaches 0 . For enemies this removes them from the battle . For player characters , they remain on the field , but cannot take any actions , cannot receive damage , healing or buffs , or have any other status effect inflicted . When a character is knocked out , all other status effects and any modifications to stats and resistances ( Nul - spells , Protect , Focus , etc . ) are removed . This status persists after battle . Characters can be revived through by going to a church and paying the fee , which revives a KO ' d character with a single point of HP . Additional methods include the White Magics Life ( which restores 1 HP ) and Full - Life ( which restores to the character ' s maximum HP ) , and in later remakes the item Phoenix Down ( restores 1 HP ) . Before " " , characters could not be revived in battle . The enemy abilities Death , Earthquake , Glare , Kill , Scourge , Snort , and Wormhole all inflict KO instantly . The White Magic NulDeath protects the party from most attacks that cause instant KO . If the entire party is petrified or KO ' d , a game over occurs . Confusion . Confusion can be inflicted on monsters with the Confuse spell . When confused , a monster randomly attacks itself or its allies . Enemies have a 25 % chance to recover from confusion each turn . Player characters cannot be confused . In the NES version , confused enemies do not attack and instead cast Fire on itself and allies . Mechanics of Status Resistance . Status inflicting spells ( and enemy abilities ) use the standard spell hit formula : The base chance starts at 148 . If the target is weak to the element of the spell , the base chance has 40 added to it . If the target is resistant to the element , it instead becomes 0 . From Dawn of Souls onward , the chance to hit is modified slightly . For spell accuracy , the value is multiplied by one plus the caster ' s intelligence divided by 10 rounded down ( eg , an intelligence rating of 99 yields a x10 multiplier on spell accuracy ) . For status inflicting physical attacks , the formula is similar : For these attacks , the base chance is 100 . If the enemy ' s attack has an elemental attribute , then weakness and resistance are calculated in the same way as the spell hit formula ( + 40 on weakness , set to 0 on resistance ) . A select few enemies ( Mindflayers and Scarmiglione ) have non - elemental status inflicting attacks , meaning there is no way to resist the status effect outside of magic defense . For both formulas , the chance to inflict can never go below 1 / 201 .