List of Final Fantasy VII statuses 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 . Statuses . Death . The player can add the instant death element to a character ' s physical attacks by linking Destruct Materia or Odin Materia with status effect Materia in the character ' s weapon . Equipping the pair in the character ' s armor will make him / her immune to instant death , instead . Enemies can also be killed by a single hit if the player performs the Overflow glitch with Vincent ' s or Barret ' s ultimate weapons . 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 . Near - death . 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 sword Ultima Weapon and the megaphone HP Shout are weaker when their wielders are in Near - death , the Ultimate Weapon turning blue . Tifa ' s Master Fist and Powersoul weapons double in attack power when she is in critical health . The final bosses use several attacks that reduce the party ' s health to critical . Sleep . 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 . Poison . 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 . Sadness . 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 shop s . Fury . 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 shop s . 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 . Confusion . 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 . Silence . Silence disables Magic , W - Magic , Summon and W - Summon commands . Haste . 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 . 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 . Stop . 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 . Frog . 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 . Small . 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 . Slow - numb . Called Slow - numb , characters with this condition are petrified after 60 seconds . Petrify . 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 . Regen . 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 . The effect of Regen , like Poison , is not attached to any element . The Regen status is unrelated to the Restorative element and will still heal undead enemies . Barrier . 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 . MBarrier . 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 . Reflect . 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 . There are many spells that cannot be reflected ; summons and spells cast from items cannot be reflected . The following spells cannot be reflected : Dual . 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 . 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 . 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 . Manipulate . 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 . Some enemies need to be manipulated to learn the Enemy Skills Big Guard , White Wind , Death Force , Angel Whisper , and Dragon Force . The 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 . 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 . Peerless . 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 . The target glows in a yellow hue . The effect can only be used from Aeris ' s Limit Breaks , Planet Protector or Great Gospel . Paralyzed . 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 . Darkness . 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 . Seizure . 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 . 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 . Death Force is removable with DeSpell or White Wind . Resist . 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 . Lucky Girl . 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 . Imprisoned . 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 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 . When Bottomswell adds this effect , Waterpolo is spawned as the entrapment and constantly drains the HP of those affected . ( See Seizure . ) When fighting Carry Armor , its Right Arm or Left Arm attachment may imprison one or two party members . When the boss performs its spinning arms attack , imprisoned characters take damage . Back Row . 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 . Defend halves all damage taken until their next turn begins , and is usable by any character via the Defend command . All Lucky 7s . 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 .