Learn about status ailments like Poison, Blind, and Silence in Bravely Second. Discover elemental weaknesses and resistances to gain an edge in combat.
Status ailments can hinder your characters in battle, inflicting negative effects that can cripple performance. It's crucial to cure them as soon as possible. Most ailments can be removed with items or healing abilities, while some disappear on their own. Equipping characters with items or abilities that grant immunity can prevent ailments altogether. You can also inflict ailments on enemies using spells or abilities; the chance of success depends on the user's Intelligence minus the target's Mind. However, many bosses are immune to or resist ailments, so focus this strategy on regular enemy mobs.
Common Status Ailments:
- Poison: Inflicts 10% HP damage per turn. Cured by Antidote or Holy Magic. Prevented by Star Pendant.
- Blind: Makes physical attacks likely to miss. Cured by Eye Drops or Open Eyes (Holy Magic). Prevented by Silver Glasses, Harena Shemagh, or Blind Immunity (Dark Knight Lv 2).
- Silence: Prevents magic spell usage. Cured by Echo Herbs. Prevented by White Cape or Silence Immunity (White Mage Lv 6).
- Sleep: Prevents actions for a few turns. Cured by Wakeup Bell or getting hit. Prevented by Clothespin.
- Paralyse: Prevents actions for a few turns. No item cure; prevented by Earthing Rod or Paralyse Immunity (Monk Lv 2).
- Dread: Disables Brave, Default, and reduces BP to 0 for a few turns. Cured by Balsam. Prevented by Courage Ring or Aegis Shield.
- Berserk: Raises Physical Attack and forces non-stop attacks for a few turns. No cure or prevention listed.
- Confuse: Character performs random actions for a few turns. Cured by getting hit. Prevented by Peace Ring or Confuse Immunity (Ninja Lv 2).
- Charm: Character aids the enemy for a few turns. Cured by getting hit. Prevented by Locket, Lamia’s Tiara, or Charm Immunity (Templar Lv 3).
- Stop: Prevents actions for a few turns. Cured by Purgation (Exorcism). Prevented by Stop Immunity (Time Mage Lv 2).
- Doom: K.O. after a set number of turns. No cure. No prevention listed.
- Instant Death: K.O. regardless of HP. Cured by Phoenix Down, Blessing, Resurrect (Holy Mage), Raise, or Arise (White Magic). Prevented by Safety Ring.
In Luxendarc, there are seven elements: Fire, Water, Lightning, Wind, Earth, Light, and Dark. You can add elements to attacks using abilities like magic spells or by equipping elemental weapons. Many enemies are weak to specific elements, dealing 1.5 times more damage if you exploit this weakness. However, some enemies are immune to or absorb certain elements, often indicated by their type. Conversely, your characters have no innate elemental weaknesses, and you can increase elemental resistances through various means.
Elemental Resistances and Nullifications:
- Fire: Resisted by Flame Charm, Flame Robe. Nullified by Iceflame Shield.
- Water: Resisted by Ice Charm, Tricorne, Viking Coat. Nullified by Iceflame Shield.
- Lightning: Resisted by Thunder Charm. Nullified by Raikiri.
- Wind: Resisted by Wind Charm. No nullification listed.
- Earth: Resisted by Earth Charm. No nullification listed.
- Light: Resisted by Light Charm. Nullified by Lustrous Shield.
- Dark: Resisted by Dark Charm. Nullified by Dark Shield.
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