Final Fantasy X Remaster Walkthrough by bover_87
Version: 1.11 | Updated: 12/18/2021
FAQ of the Month Winner: March 2021 | Highest Rated Guide
Table of Contents
- Walkthrough - Prologue
- Walkthrough - Act 1
- S.S. Liki
- S.S. Winno
- Mi'ihen Highroad
- Mushroom Rock
- Thunder Plains
- Macalania Woods
- Lake Macalania
- Walkthrough - Act 2
- Walkthrough - Act 3
- Missable Item Walkthrough
- Learning Al Bhed
- The Jecht Shot Challenge
- Lightning Dodging
- Butterfly Catching
- Jecht Spheres
- The Celestial Weapons
- Monster Arena
- Remiem Temple
- Cavern of the Stolen Fayth
- Cactuar Hunting
- Zanarkand Cloister of Trials
- Baaj Temple
- Omega Ruins
- Omega Ruins Chests
- The Dark Aeons
- Strategy Guide
- Copyright Notice
This section provides descriptions and information about the various status effects in Final Fantasy X.
Reduces the unit's Strength by 50%.
Reduces the unit's Magic stat by 50%
Reduces the unit's Defense to zero and nullifies Armored.
Reduces the unit's Magic Defense to zero.
Causes the unit to attack uncontrollably with their basic physical, but deal 50% more damage with their physical attacks.
Causes the character to uncontrollably attack themself or other allies.
Prevent's the character's (or Aeon's) Overdrive gauge from filling, and locks out Overdrive commands.
Reduces the unit's chance of hitting with blockable physical attacks to 10% before Luck is taken into account (Luck can modify this up or down). Wears off after a number of turns determined by the inflicting action.
Adds to the unit's ticks to next turn, delaying their turn. The magnitude of delay depends on the inflicting action.
Gives the unit a turn counter and, when it hits zero, the unit is KO'd ignoring immunity. The starting number for characters is determined by the inflicting action, while for enemies it is determined by their Doom Count, which varies for each enemy.
Removes the unit from battle, making their slot irreplaceable (that is, the affected party will be short-handed) and flagging them as "dead." Note that Ejection doesn't actually reduce character HP in and of itself.
The unit is unable to act and flagged as "dead," and their HP reduced to zero. Inflicted by attacks that inflict instant KO, or automatically ignoring immunity if the unit's HP drops to zero.
The unit is unable to act and flagged as "dead." Petrified units can shatter, reducing their HP to zero and effectively Ejecting them from battle. Enemies inflicted with Petrification shatter instantly, while characters will shatter if Petrified underwater (in which case it happens instantly, the same way as for fiends) or if hit by physical attacks. Each enemy physical attack has a certain percentage chance of shattering a petrified target; the most common percentage is 10%.
Deals damage proportional to the unit's maximum HP every time they take a turn. The percentage taken depends on the unit. Characters always take 25% of their maximum HP as Poison damage every turn, while enemies are dealt a percentage specified in their stats.
Forces the afflicted enemy to use a specific ability against the Provoking party (which ability depends on the enemy; a few enemies use healing abilities while Provoked). If the ability is single-target, it will always be used against the character who Provoked them. A small number of fiends do nothing at all and simply wait on their turns while Provoked.
When inflicted on a character, locks out the character's Wht Magic and Blk Magic Commands. When inflicted on enemies, causes the afflicted fiend to wait on their turn if they would have used a magical ability. Summon and magical Overdrives are not affected, nor are non-magical abilities that use the Magic stat to determine damage. Wears off after a number of turns determined by the inflicting action.
Forces the unit to skip their turns and increases physical and magical damage inflicted on them by 50% for the duration of the status. Removed if struck by a physical attack (but this attack will still receive the damage bonus). Wears off after a number of turns determined by the inflicting action.
Doubles the unit's ticks to next turn, causing the unit to need twice the normal amount of time to get turns. Overwrites Haste.
Causes the afflicted enemy to be frozen in time (and thus unable to evade or act) until the user's next turn.
Grants immunity to Instant Death effects (though Instant Death attacks that ignore immunity will still inflict the status), and causes Regen and all restorative magic and Items to damage the user. Note that healing from elemental absorption is not affected by Zombie.
If the character is KO'd, instantly revives them to 25% maximum HP and removes the status.
Halves the unit's ticks to next turn, causing the unit to need half the normal amount of time to get turns. Overwrites Slow.
Causes character or Aeon to alter their stance, and activates any SOS status Auto-Abilities they might be equipped with.
Grants immunity to the next Fire-elemental attack targeting the unit.
Grants immunity to the next Ice-elemental attack targeting the unit.
Grants immunity to the next Lightning-elemental attack targeting the unit.
Grants immunity to the next Water-elemental attack targeting the unit.
Reduces the unit's damage/healing taken from physical actions by 50%. Attacks that are not physical attacks but still use the Strength stat (e.g. physical Overdrives and Earth Eater's Megaton Punch) are not affected.
Bounces most single-target spells back towards the user. Spells targeting the whole party by default (e.g. Demi, Ultima) and magical Overdrives are not affected, but multi-target spells that are simply modified versions of single-target spells (e.g. Multi-Fira) will be Reflected.
Causes the unit to recover 100 HP every time any unit takes a turn plus 1% of their maximum HP per tick elapsed, damaging Zombies. Wears off after a number of turns determined by the inflicting action.
Reduces the unit's damage/healing taken from magical actions by 50%. Attacks that are not magical attacks but still use the Magic stat (e.g. magical Overdrives) are not affected.