. _JNNNN ""4NN) F I N A L (NN) (NN) F A N T A S Y (NN) (NN) T A C T I C S (NN) .NNNN) (NN) JN _____ NNNNN) (NN).NNNNNNN. _JNNNLJNNNNNN_.JNNNNNNL .JNNNNNNNNN` "" (NNNNNNNNNNNNL `4NNNN""""NNNNF""""NNNNN .NNNNF""NNNN (NNF `NNNN) (NN) 4NNN (NNN) JNNF (NN) (NN) NNNN (NN) NNN NNN) NNN 4N) (NN) (NNN (NN) NNN (NN) 4NN JN) JNN) (NNN (NN) NNN (NN) `NNL .NN` NNN) (NNF (NN) NNN (NN) `NNN___NNN` NNNN .NNN` (NN) NNN (NN) JNNNNNNF` NNNNL. JNNN` (NN) NNN (NN) NN) NN`"NNNNNNN" NNNNNNN) NNNNNNN (NNNNNN) (NNNNNNNNNNNNL. (N) 4NNNNNNNNNNNNNL (N BATTLE MECHANICS GUIDE VERSION 6.5 .NNF" `"NNN () ---------------------------------- NNF NN written by aerostar NNN JNF NNN. _NNF november 10, 2004 NNNNNL__NNNNN` . 4NNNNNNNN" with aaditya rangan and town knave ******************************************************************************* * FONT CHECK: This file does not exceed 79 characters on a line at its widest * * point. For best viewing, make sure you are using a monospaced font such as * * Courier and that this entire box, bounded by the asterisks, is visible. * ******************************************************************************* Now that the BMG weighs in at over 750 K, the easiest way to find what you want will be to use the Find or Search feature in your web browser or text editor. Search for terms within [square brackets] to skip directly to the section you want: - A section number within [square brackets] jumps you immediately to that section - The name of an action, reaction, support, or move ability, status ailment, command set, or class within [square brackets] brings you directly to detailed information about your search term This is probably one of the very last updates to the BMG. It's been great fun researching, writing, and updating it over the past 6 years. Thanks so much to everyone on the GameFAQs boards for urging me to update, and thanks also to Ben Siron, who wrote a similar 'handbook' for Final Fantasy IV that inspired me to make the BMG in the first place. Peace to all, and enjoy! -Aerostar ------------------------------------------------------------------------------- =============================================================================== For updates to the BMG, look on these websites: * http://www.fftactics.net/fftmech/ The FFT Battle Mechanics Guide homepage. Find the latest version of the Guide along with an archive of previous versions. Special thanks go to George Greer for allowing me to host the site on his server space. * http://www.gamefaqs.com/ New versions of the BMG, unless they contain extremely minor revisions, will usually be posted to GameFAQs as well. This is a wonderful site and, if you haven't been there, you've got to check it out! =============================================================================== ------------------------------------------------------------------------------- *** NEW IN VERSION 6.5 *** - Rewrote gameflow section, reorganizing the clocktick and reworking the mechanics of Quick - Revised durations of status effects to match new gameflow theory - Added section 2.8 on MIMIC - Fixed elemental parts of damage/success rate modification algorithms in parts 2 and 3 - Moved version history to the end of the guide - Made various minor revisions and corrections _______________________________________________________________________________ [0.1] contents ========================================================================= TO SKIP TO A SECTION: Find (Ctrl + F) the number of the section between brackets. For instance, if you wanted to skip to section 9.3, you would Find "[9.3]" (without the quotes). (No, there is no 9.3. This is to prevent you from finding this description when you search for a section number!) TO FIND ALL REFERENCES TO A SECTION: Eliminate the brackets in the previous search. PART 0: Front Matter 0.1 Contents 0.2 Acknowledgements PART 1: Mechanics Fundamentals 1.1 Definitions 1.2 Abbreviations & Symbols 1.3 Signs of the Zodiac 1.4 Evasion 1.5 Protect and Shell 1.6 The Elements 1.7 Handling multiple instances of the same variable PART 2: Direct commands: these are commands that do more than prompt you to select an attack from a list -- they require a bit more explanation than other attacks. 2.1 ATTACK 2.2 CHARGE 2.3 JUMP 2.4 THROW 2.5 ITEM 2.6 ELEMENTAL 2.7 MATH SKILL 2.8 MIMIC PART 3: Individual attacks: these are the attacks that are mixed and matched to generate FFT's command sets. They include all magic; physical attacks like BATTLE SKILL, PUNCH ART, and STEAL; and all monster attacks. Detailed information is given about each and every attack. 3.1 Legend 3.2 Damage and success rate modifiers 3.3 List of attacks - To find an individual attack, Find "[attack name]", where "attack name" is the name of the attack you're interested in. 3.4 Magic constants: damage 3.5 Magic constants: effects 3.6 BATTLE SKILL 3.7 STEAL 3.8 PUNCH ART 3.9 DRAW OUT 3.10 TALK SKILL 3.11 Sword skills 3.12 TRUTH and UN-TRUTH 3.13 LIMIT PART 4: Reaction, Support, & Movement Abilities 4.1 Rection abilities 4.2 Support abilities 4.3 Movement abilities PART 5: Abnormal Status 5.1 Preparative status changes 5.2 Supportive status changes 5.3 Negative status changes 5.4 Damage-derived status changes 5.5 Other status changes PART 6: Miscellany 6.1 Crystals 6.2 Counter Magic 6.3 Experience, Job Points, and Job Levels 6.4 Learning magic without JP 6.5 Weather and terrain 6.6 Blade Grasp 6.7 Teleport 6.8 Random events 6.9 Modifying longbow range 6.10 On Brave and Faith 6.11 Enemy levels 6.12 Missing and Guarding PART 7: Stats and Stat Growth 7.1 Raw stats 7.2 Leveling up 7.3 Leveling down 7.4 Class compendium APPENDIX A: Gameflow A.1 Action and reaction A.2 Gameflow basics A.3 The Mime cycle A.4 The Quick and the dead APPENDIX B: Weapons, Armor, & Accessories B.1 Weapons B.2 Shields B.3 Headgear B.4 Armor B.5 Accessories APPENDIX C: Command Sets C.1 Legend C.2 Command set chart END OF FILE: Version history _______________________________________________________________________________ [0.2] acknowledgements ========================================================================= Before the guide begins, I'd like to take a bit of space to thank everyone for their positive feedback, helpful hints and suggestions for improving the guide. Thanks to all of the people below for bits of information and inspiration: - Degenerator 12 - Karsten - triptolemus - Elmor the Elf - Kochocobo - Andy Harrington - rain duragan - A P - Master Daravon - Notti - George Greer - Garanhir - Jjukil - Dragon Fogel - Owvin - Johan Bager - Nick Lang - Jivera - Kantolin - NeoKamek - jizus - LordMagus - MalcolmMasher - ganonl - PatBuns15@aol.com - Disorder82@aol.com - Overated - AquaHaute - Scythe Marshall - The Pretender FINAL FANTASY TACTICS BATTLE MECHANICS GUIDE version 6.5 .nNNNNN NNNNNNNN NNNNNNNN `` (NNNN (NNNN (NNNN (NNNN (NNNN (NNNN (NNNN (NNNN (NNNN `"""" M E C H A N I C S F U N D A M E N T A L S _______________________________________________________________________________ [1.1] definitions ========================================================================= Here are a few definitions of terms that will recur throughout the rest of the guide. - A UNIT is any person or monster on the battlefield. - An attack (lowercase) is any action taken by a unit in battle except for 'Move', 'Defend', 'Wait', or 'Equip Change'. ATTACK, in uppercase, refers to the specific command ATTACK. - The CASTER is the unit executing an attack. This doesn't necessarily have to refer to spells: a unit striking another with a sword is a 'caster' as well. - The TARGET is the unit(s) on the receiving end of the attack. The caster and target can be the same unit. - DAMAGE is loss of HP or MP. Unless otherwise stated, assume that the term 'damage' refers to HP damage. - An EFFECTIVE stat is one that is not actually displayed on the status screen in the game, but is used internally by the game for calculation of the formula it appears in. - PHYSICAL ATTACKING ABILITY (PA) is the number next to the sword icon on the middle panel of the status screen. A unit can have a PA no less than 1 and no greater than 99. Note: although displayed PA must be 99 or less, effective PA can be greater than 99. - MAGICAL ATTACKING ABILITY (MA) is the number next to the rod icon on the middle panel of the status screen. Like PA, MA is bounded by 1 and 99, inclusive, but effective MA can in theory be greater than 99. - CHARGE TIME (CT) is an indicator of a unit's readiness to act. A unit receives an ACTIVE TURN (AT, or simply 'turn') when its CT is greater than or equal to 100. On each AT, a unit can either move and act, move but not act, act but not move, or neither act nor move. At the end of the AT, CT is decremented according to what the unit did on its turn: move and act ........... new_CT = CT - 100 move only .............. new_CT = CT - 80 act only ............... new_CT = CT - 80 neither act nor move ... new_CT = CT - 60 If new_CT is greater than 60, it is instead set to 60. - SPEED (Sp) determines how often a unit gets active turns. For each unit of FFT time (clocktick), each unit will gain an amount of CT equal to its Speed. A unit gets a turn on any clocktick where its CT is greater than or equal to 100. Speed also determines the strength of some physical attacks (such as THROW and STEAL) and determines the charging time for the JUMP attack. Maximum Speed is 50, but under normal playing conditions it won't usually exceed 20. - WEAPON POWER (WP) is a property of weapons that determines their strength. It can be seen on the middle panel of the status screen, next to the letter of the appropriate hand ('R' or 'L'). - An ATTACK STAT (XA) is a general term that can stand for any stat or combination of stats that influences the damage or success rate of an attack. It is used where the same formula applies to two or more types of attacks, but different stats are plugged into the formula for each attack. For instance, swords and knight swords share the damage formula of XA * WP, where the attack stat XA = PA for swords and XA = [(PA * Br) / 100] for knight swords. - A PHYSICAL ATTACK is one that meets at least ONE of the three following criteria: (a) Damage or success rate is increased by the caster's having Attack UP (b) Damage or success rate is decreased by the target's having Defense UP or Protect status (c) Success rate is decreased by the target's physical evade. Note that an attack does not have to use PA in its damage or success formula in order to be a physical attack. - A MAGICAL ATTACK is one that meets at least ONE of the three following criteria: (a) Damage or success rate is increased by the caster's having Magic AttackUP (b) Damage or success rate is decreased by the target's having Magic DefendUP or Shell status. (c) Success rate is decreased by the target's magical evade. (In general, magical attacks that have beneficial effects, such as Cure and Protect are not susceptible to Shell, Magic DefendUP, or magic evade.) Note that not all attacks that use MA in their damage or success formulas are magical attacks -- some are in fact physical! - A NEUTRAL ATTACK is defined as one that is neither physical nor magical. Examples include TALK SKILL, DANCE, SING, the DRAW OUT ability 'Murasame', and the Bomb's 'Self-Destruct' command. - A CLOCKTICK is the basic unit of time of an FFT battle. During one clocktick, each unit's CT meter increases by an amount equal to the unit's Speed. Strictly, a clocktick is defined as the period of time between two consecutive S+ phases (don't worry about this now; see the gameflow section, Appendix A, for details). - A SLOW ACTION is any attack that requires a charging time between the time it is selected and the time when it is actually executed. - CLOCKTICKS TILL RESOLUTION [CTR] is a value associated with each slow action that determines its charging time in clockticks. A slow action with CTR = 1 will be executed on the clocktick after it is initiated, and one with CTR = 2 will be executed on the second clocktick after it is initiated. CTR is related to the spell speeds given in the game as CTR = RU{100 / spellspeed} and spellspeed = RU{100 / CTR}. This guide uses CTR instead of spell speed because spell speed is problematic for some slow actions such as CHARGE, and CTR is the actual value stored by the game. See Appendix A for details. - A FAST ACTION is any attack which is resolved immediately upon selection. See the gameflow section, Appendix A, for details. - A REACTION is any attack immediately executed by the target of a just-resolved slow action, fast action, or act of mimicry. Reaction abilities cannot be reacted to or mimed. The nature of the reaction is determined by a unit's reaction ability. - BRAVE (Br), which is listed on-screen under the character's name and occupation, is a stat that supposedly represents courage in battle. It's a factor in barehanded attacks, a few special skills and some weapon attacks, and also represents the rate at which you'll use your reaction ability. In this guide, you will see it abbreviated as 'Br'. Brave is on a scale from 0 to 100; if you fall below 10 Brave, you'll be afflicted with the Chicken status ailment. Any unit except for Ramza or Guests that has a permanent Brave of 5 or less at the end of a battle will leave the party. - FAITH (Fa), listed on-screen next to Brave, is supposed to represent belief in miracles and supernatural phenomena. It factors into both magic damage and rate of success, and is an important stat for a mage. Like Brave, it varies from 0 to 100. Any character except for Ramza or a Guest that has a permanent Faith of 94 or greater at the end of a battle will leave the party. - To ADD a status change is to cause a unit to be affected by that status change. - To CANCEL a status change is to remove a status change that had previously been added to a unit. - To BLOCK a status change or element means that the status cannot be set on the blocking unit or that attacks bearing the element have a 0% success rate on the blocking unit. To inherently block a status or element is to be IMMUNE to that status or element. - The RANGE of an attack is the number of squares, counted in a straight line, that the attack has the potential to target (not counting the caster himself). It is represented on the screen when an attack is selected by red, glowing panels. Examples: (X = Caster) # # # ### # # ### ##### # #X# ##X## ###X### ###X### # ### ##### # # ### # Range 1 Range 2 # # Range 3 Range 3 (4 directions) Usually, Range is independent of vertical height, but for some skills (e.g., TALK SKILL), it can be limited by height difference. If this is so, it will be noted in the guide with a "vX" after the range number, where X is the vertical tolerance of the attack in height units. For instance, the range of 'Threaten' is 3v2. - The EFFECT AREA of an attack determines which panels will actually be hit by the attack. It's determined by counting the number of squares an attack can hit from the center to one corner of the effect area. Effect area is usually restricted by height. Height restrictions will be noted in the guide with "vX" appended on to the effect number, with X being the vertical tolerance of the attack in height units. For instance, the effect area of 'Haste 2' is 2v3. Examples: O O OOO O OOO OOOOO O OOO O Effect 1 Effect 2 Effect 3 A combination of range and effect area is used to determine the attack's firing range. We represent this in the guide as two numbers, the first being the range and the second the effect area. For instance, a spell with firing range {5/1} means it has a range of 5 and an effect area of 1. If there is an effect area greater than one, it can make the attack go further than the range. Special firing ranges: - for LINEAR firing ranges, the range is measured in the number of directions the line can go in. The effect area is measured by the number of squares it affects, and the number of directions in which it does so. For example, the 'Holy Explosion' attack is {4dir/5(1dir)}. - for AUTOMATIC firing ranges, the range and the effect area are always the same. This is denoted by {A/N}, where N is the number of squares, in a straight line counted from the center of the effect area, that the attack effects. For instance, {A/3} is illustrated below. If the attack is helpful, the caster will usually also be targeted; if the attack is harmful, the caster will usually not be targeted. X: caster #: panel in range O: affected panel O OOO O #O# O O O ##### O OOO #X# ###X### ###X### OOXOO # ##### # OOO ### # O # # 1/1 3/2 4directions/ A/3 3(1direction) (caster may or may not be affected.) - LINE-OF-SIGHT (LOS) means that the target of an attack must lie along a roughly linear path from the caster without any obstacles or other units intervening. For longbows, this path can be concave-down parabolic as well as linear (the arrow can arc). If an obstacle blocks the line of sight, a line-of-sight attack will fail. If another unit blocks the line of sight, the attack will be executed on the other unit instead of the intended target. This can be used to your advantage with guns and bows to hit targets that are closer than 3 panels (which can't normally be fired on): target a panel directly behind the unit you want to hit, and since he blocks your shot, you'll hit the intended target instead! Sometimes this won't work with longbows because the arrow will arc over the intervening target. _______________________________________________________________________________ [1.2] abbreviations & symbols ========================================================================= Listed below are abbreviations and symbols, both mathematical and game-related, that will be used throughout the guide. MATHEMATICAL FUNCTIONS ---------------------- ARITHMETIC We'll start with the basics: + means addition - means subtraction * means multiplication / means division Division gets a little more complicated. The PSX doesn't have a floating point unit, and so FFT uses integer division, meaning that it truncates all remainders. To emphasize this, I place instances of division within square brackets: [20 / 4] = 5 [21 / 4] = 5 [22 / 4] = 5 [23 / 4] = 5 [24 / 4] = 6 In other words, [x / y] means to divide x by y, keep the quotient and discard the remainder. Note that this differs from the greatest integer (floor) function in its treatment of negative numbers: [-19 / 2] = -9 while floor(-19 / 2) = -10. FFT uses truncation, not floor. The symbol [x * y/z] is short-hand for [(x * y)/z]. In a few instances, the game will round the result of a division UP instead of just dropping the remainder. To deal with this, I define the 'round-up division' function, RU{x / y} as follows: RU{x / y} = [(x + y - 1) / y] This is more intuitive if you think of it as dividing x by y and rounding up to the nearest integer. It's the same, trust me. :) MAXIMUM & MINIMUM FUNCTIONS max{x,y} = (x if x > y) or (y if y > x) This function means to take whichever is largest of the two options separated by the comma. min{x,y} = (x if x < y) or (y if y < x) Similarly, this means to take whichever is the smallest of the two options in the brackets. RANDOM NUMBER GENERATION (x..y) means that the game generates a pseudo-random integer between x and y, inclusive. I say 'pseudo' because no PSX random number generator is completely random, and it's possible that there are biases. There hasn't been a lot of study of this, though. HEXADECIMAL Where it is necessary for clarity, hexadecimal numbers are prefaced by a "$" character. So "$2710" means 2710 hex, or 10,000 decimal. GAME-RELATED ABBREVIATIONS -------------------------- a : can only target allies (in range/effect notation) A/2, A/3, etc. : automatic firing range 2, 3, etc. (see above) Br : Brave C_x : caster's (attribute x) CFa : caster's Faith CT : charge time CTR : clockticks 'til resolution CurHP : current HP (in HP 500/556, 500 is the CurHP) CurMP : current MP dir : directions e : can only affect enemies (in range/effect notation) Fa : Faith LOS : line-of-sight Lv : Level M.AEv : magical accessory Evade% M.SEv : magical shield Evade% MA : magical attacking ability MaxHP : maximum HP (in HP 500/556, 556 is the MaxHP) MaxMP : maximum MP P.AEv : physical accessory Evade% P.CEv : physical inherent Evade% P.SEv : physical shield Evade% PA : physical attacking ability R/E : Range / Effect area (= firing range) Spd : Speed (stat) T_x : Target's (attribute x) TFa : Target's Faith v : vertical (in effect area) WEv : weapon Evade% WP, WpnPwr : weapon's power XA : attack stat >> In the formulae, assume that any statistic is that of the user of the ability unless otherwise specified (e.g., 'Level' refers to 'caster's Level'). >> In this guide, commands and command sets are generally rendered in ALL CAPITALS. So 'BLOOD SUCK' refers to the command set, while 'Blood Suck' refers to the specific attack or status ailment. An "attack" is a general term, but "ATTACK" is the specific command used in battle. _______________________________________________________________________________ [1.3] signs of the zodiac ========================================================================= ******************************************************************************* For a very thorough discussion of Zodiac compatibility, including compatibility charts for all the game's bosses, see A. Robinson's excellent Zodiac Compatibility Guide on GameFAQs. ******************************************************************************* What would the Zodiac Brave Story be without Zodiac compatibility? Every unit in FFT has a Zodiac sign. The interaction of the Zodiac signs is almost always an effect in damage calculation. The few attacks which are exempt from Zodiac compatibility include (1) Damaging attacks where the damage is based on the current or maximum values of HP and/or MP. These attacks include the Bomb's 'Self-Destruct', the MAGIC SWORD attack 'Shock!', the Byblos' 'Shock', and the Archaic Demon's 'Lifebreak', among others. (2) The DRAW OUT attack Murasame, which restores (Caster's MA * 12) HP to all targets, regardless of Zodiac compatibility. This is probably a programming oversight. In general, the better the compatibility, the higher the damage or the success rate of attacks exchanged between two units. COMPATIBILITY CHART ------------------- Ar Ta Ge Cn Lo Vg Li Sc Sg Cp Aq Pi Se Aries O O O - + O ? O + - O O O Taurus O O O O - + O ? O + - O O Gemini O O O O O - + 0 ? 0 + - O Cancer - O O O O O - + O ? O + O Leo + - O O O O O - + O ? O O Virgo O + - O O O O O - + O ? O Libra ? O + - O O O O O - + O O Scorpio O ? O + - O O O O O - + O Sagittarius + O ? O + - O O O O O - O Capricorn - + O ? O + - O O O O O O Aquarius O - + O ? O + - O O O O O Pisces O O - + O ? O + - O O O O Serpentarius O O O O O O O O O O O O O O: Neutral +: Good -: Bad ?: Worst (same sex), Best (opposite sex), Bad (monsters) In general, the last step of calculating the damage from an attack will be multiplication. It is just before this final multiplication step that zodiac modifiers are applied. One of the two multiplicands, which we'll call XA, will be modified in the following way: 'Neutral' compatibility: XA_zodiac = XA 'Good' compatibility: XA_zodiac = XA + [XA / 4] 'Best' compatibility: XA_zodiac = XA + [XA / 2] 'Bad' compatibility: XA_zodiac = XA - [XA / 4] 'Worst' compatibility: XA_zodiac = XA - [XA / 2] The stat or stats contributing to XA varies depending on the damage formula for the attack. Zodiac modification is included in the detailed, attack-specific damage modfication algorithms given in parts 2 and 3. For attacks with a variable success rate, calculation of the success rate usually involves addition. To get the full Zodiac effect on the success percentage, BOTH addends are affected in the way described above for XA, even though typically only one is stat-dependent. For instance, for the TALK SKILL Death Sentence, base success% = MA + 30. Against a target with 'Good' compatibility, success is equal to (MA + [MA/4]) + (30 + [30/4]), or (MA + [MA/4] + 37). Note that truncation applies twice, so the results can be slightly different than calculating (success% + [success% / 4]), depending on the values of MA and of the attack-specific constant. Variable success rate attacks are often subject to evasion as well. An important thing to keep in mind is that ZODIAC COMPATIBILITY DOES NOT AFFECT EVASION; it can only affect the base success percentage of an attack. Since monsters are unisex, they are immune from 'Best' and 'Worst' compatibility. So, for a monster, any unit that would normally be 'Best' or 'Worst' is instead 'Bad'. NOTE -- some of the Lucavi beasts actually have their sex byte set to MALE and thus are not monsters even though they appear to be: Queklain ..... Male Velius ....... Monster Zalera ....... Male Adramelk ..... Monster Hashmalum .... Male Altima ....... Monster (both forms) Elidibs ...... Monster _______________________________________________________________________________ [1.4] evasion ========================================================================= When you attack a unit, it has a chance to dodge your attack with four parameters: (1) its class evasion (CEv); (2) its shield (SEv); (3) its accessory (AEv); (4) its weapon (WEv), if it has the reaction ability 'Weapon Guard' set. There are separate categories for physical (P.SEv, P.AEv, P.CEv) and magical (M.SEv, M.AEv) evade. Note that there is no magical class evasion. Weapon evasion only works on physical attacks, and for the purpose of these equations, WEv = 0 unless the evading unit has 'Weapon Guard'. EVADING PHYSICAL ATTACKS ------------------------ Physical attack evasion depends on the attacker's position relative to the target. These equations will produce a percentage from 0 to 100. 10^8 means 10 raised to the eighth power (= 100,000,000); 10^6 means 10 raised to the sixth power (= 1,000,000). from front: hit% = [(base hit%)*(100-P.CEv)*(100-P.SEv)*(100-P.AEv)*(100-WEv) / (10^8)] from side: hit% = [(base hit%) * (100-P.SEv) * (100-P.AEv) * (100-W.Ev) / (10^6)] from rear: hit% = [(base hit%) * (100-P.AEv) / 100] The above equations were designed with the constraints of FFT's math system in mind. Since we are capable of noninteger division, it may be easier to remove the final division by the large power of 10, and to think of each factor of (100 - P.xEv) as equivalent to (1 - P.xEv/100), in decimal form. The result will come out the same as long as you truncate the decimal left after the final multiplication. - To determine whether an attack is subject to evade, check out the information for the attack in question in Part 2 or 3 of this guide. - Unless it is otherwise noted, assume the base hit% is 100. For attacks with base hit% less than 100, the base hit% will be listed in the relevant section of part 2 or part 3 as "success%". - Even if you fire BATTLE SKILL attacks out of a gun, they are still subject to evasion. - MIGHTY SWORD has a 00% success rate if the target is not equipped with an appropriate item for the Mighty Sword skill to break. Consequently, all monsters are unaffected by MIGHTY SWORD. - What is considered the 'front', 'side', and 'back' can be confusing when dealing with ranged attacks like arrows and Wave Fist. The following diagram should help (thanks to Notti for giving me the idea to present the information in this way). ___________________ | | | | | | If the target is standing on the panel marked 'X' | S | B | B | B | S | and facing in the direction indicated by the arrow, |___|___|___|___|___| if you are attacking from a panel marked 'F', you | | | | | | are considered to be attacking from the front; if | S | S | B | S | S | you attack from a panel marked 'S', the game |___|___|___|___|___| considers you to be attacking from the side; and | | | || | | if you attack from a panel marked 'B', you are | S | S | Xv| S | S | attacking from the rear. Basically, the game |___|___|___|___|___| just decides whether your forward, sideways, or | | | | | | behind distance from your opponent is greater, and | S | F | F | F | S | takes that to be your orientation. In the event |___|___|___|___|___| of a tie, the foremost direction is the winner | | | | | | (front over side, side over back). Note that this | F | F | F | F | F | is independent of the relative panel heights. |___|___|___|___|___| EVADING MAGICAL ATTACKS ----------------------- any position: hit% = [(base hit%) * (100 - M.SEv) * (100 - M.AEv) / 10000] This applies to most magic attacks, whether they are status-inducing or damage-causing. - A unit will not try to evade attacks that are curative or that add helpful status. See the tables in 3.3, 3.4, or 3.5 to determine whether a magic attack is subject to evade. For an example of how evade percentages work (using the simplified versions of the equations that involve non-integer division), let's say Ramza attacks Algus -- who is equipped with a Crystal Shield (P.SEv +40%, M.SEv +15%) and an Elf Mantle (P.AEv +25%, M.AEv +25%) -- from the side. Inherent evade% (P.CEv) is ineffective from the side, but Algus' shield (P.SEv) and cloak (P.AEv) will give him a chance to avoid the damage: Orig% Shield Mantle Ramza's hit% = [100 * (1-.40) * (1-.25)] = [100 * .6 * .75] = 45%. And if Ramza now decides to cast Flare on Algus, Algus is also considerably protected due to M.SEv and M.AEv: Shield Mantle Flare hit% = [100 * (1-.15) * (1-.25)] = [100 * .85 * .75] = [63.75] = 63% If a target is somehow protected from a particular attack (for instance, if he has Rubber Shoes [block: Lightning] equipped and is targeted with Bolt 3, or is targeted with Seal Evil and is not undead), that attack will have a 00% success rate, regardless of zodiac sign, evasion multipliers, percentage multipliers, or anything else. The reaction ability 'Abandon' causes all of a unit's evasion percentages to be doubled for the entire battle (it does not require a trigger, despite what the in-game description says). The 'Defending' status causes the same effect temporarily. If a target evades an attack due to its CEv, a 'Missed!' message will be displayed. If a target evades an attack due to its AEv or SEv, a 'Guarded' message will be displayed. See section 6.12 for details. As mentioned in the Zodiac section above, Zodiac compatibility has NO effect on evasion percentages. For a list of SEv values for each shield, see section B.2. For a list of AEv values for each mantle, see B.5. _______________________________________________________________________________ [1.5] protect and shell ========================================================================= The 'Protect' and 'Shell' statuses can protect units from several attacks in a variety of ways. Here is a summary of the different types of defense afforded by these statuses. - If a physical attack does damage and the target has Protect, the attack stat (XA) in the damage equation will be modified such that new_XA = [XA * 2/3]. If a physical attack inflicts a status, the XA in the success rate equation will be modified such that new_XA = [XA * 2/3]. If a physical attack causes damage calculated from the max or current HP of the target (e.g., Mutilate), Protect will only affect the success rate of the attack, and not the damage. - If a magical attack does damage and the target has Shell, the attack stat (XA) in the damage equation will be modified such that new_XA = [XA * 2/3]. If a magical attack inflicts a status, the XA in the success rate equation will be modified such that new_XA = [XA * 2/3]. If a magical attack causes damage calculated from the max or current HP/MP of the target (e.g., Demi, Demi 2, Life Drain, Spell Absorb, Gravi2, Lich), Shell will only affect the success rate of the attack, and not the damage. Unlike Zodiac compatibility, Protect and Shell ONLY affect the XA for variable success rate attacks -- not the entire percentage. Consequently, with the exception of some (MA+K)%-based attacks of high-level monsters, Protect and Shell's effect on success rates of attacks is far less signficant than the effect of Zodiac compatibility. _______________________________________________________________________________ [1.6] the elements ========================================================================= There are eight elemental properties in the game: Fire, Ice, Lightning, Water, Earth, Wind, Dark, and Holy. In turn, there are two separate effects that can be caused by an elemental attribute. They are (1) XA strengthening for a caster, and (2) damage modification for a target. If the caster of an elemental spell has equipment endowed with 'Strengthen: (element)', when he casts spells of that element, his strengthened_MA will be equal to [MA * 5/4]. Note that this applies to the MA of the caster, and not to the damage caused by the spell. Though this will increase the damage of most spells (e.g., Fire 4, Shiva, Holy), if the spell normally does damage that is independent of MA (e.g., Lich), it will do no more damage from the 'Strengthen' effect (the success percentage, however, which does depend on MA, will be increased). The 'Strengthen' bonus works the same for elemental weapons like Ice Brand and Holy Lance, except it is applied to the appropriate attack stat(s) of the weapon (these are the values of XA listed for each weapon in section 2.1). The target of an elemental spell can have a variety of properties that modify the actual DAMAGE dealt by the spells on that target (and not the caster's MA): 'Weak: (Element)' ... Damage from this element is doubled, even when the amount of damage is unaffected by other types of modifiers. In terms of the formula, the value of the NUMERATOR is multiplied by 2 just before the final division. Examples: - The damage equation for Fire 4 is damage = [(CFa * TFa * 32 * MA) / 10000] If the target is weak against Fire, then this becomes damage = [(CFa * TFa * 32 * MA * 2) / 10000] - The damage equation for Hurricane is damage = RU{(Target's MaxHP) * 34 / 100} If the target is weak against Wind, then this becomes damage = RU{((Target's MaxHP * 34 * 2) / 100} and Hurricane will remove 68% of the target's HP instead of 34%. Note that the success rate of Hurricane remains unchanged even when the target is weak against Wind. 'Half: (Element)' ... Damage from this element is halved. This takes the form of a factor of 2 inserted into the DENOMINATOR before the final division. Examples: - The damage equation for Dark Holy is damage = [(CFa * TFa * 37 * MA) / 10000] If the target is wearing an N-Kai Armlet (Half: Dark), then the equation becomes damage = [(CFa * TFa * 37 * MA) / 20000] - Similarly, the normal formula for Lich is damage = RU{(Target's MaxHP) * 50 / 100} If the target has an N-Kai Armlet, this becomes damage = RU{(Target's MaxHP) * 50 / 200} 'Cancel: (Element)' .. Attacks of this element cannot succeed (the prediction will just say 00%). To avoid a double meaning for 'cancel', I use the word 'block' for this effect. 'Absorb: (Element)' .. Damage from element is added to, instead of subtracted from, the HP total. Note that Weak, Half, Absorb and Cancel have no effect on the success rates of elemental attacks. For Geomancy, only MA is affected by elemental attributes, even though PA is also used to calculate the damage. The elemental affiliations of an attack are listed in its description (press SELECT), and also in the big list in section 3.3. Example of elemental effects: This example allows you to appreciate the subtle difference between the two kinds of elemental effects. Let's assume you have a Summoner with 20 MA and 70 Fa casting Lich on a target with 501 Max HP, neutral Zodiac compability and 60 Fa. Lich does damage equal to RU{TargetMaxHP * 50/100} with a success rate of [(Caster Fa)*(Target Fa)*(MA+160) / 10000]. Now envision some scenarios: 1. Normal. Lich does RU{501 * 50/100} = 251 damage with a success rate of [70*60*180/10000] = 75%. 2. The Summoner equips himself with 108 Gems, which strengthens Dark elemental. This means that wherever MA is considered, new_MA = [MA * 5/4]. Because MA doesn't determine the damage done by Lich, the damage is unaffected, and remains at 251. The success rate, however, increases slightly, because new_MA = [20 * 5/4] = 25. So the success rate is now [70*60*185/10000] = 77%. 3. Suppose the Summoner unequips the Gems, then the target equips himself with an N-Kai Armlet, which has the property 'Half: Dark'. Since 'Half' affects damage itself and NOT MA directly, this time the damage done by the spell will be affected, but the success rate will not. The damage will now be equal to RU{TargetMaxHP * 50/200}, or 126. The success rate, however, remains unaffected at 75%. Weather-related effects on magic -- such as the strengthening of Lightning during thunderstorms, the weakening of Fire during thunderstorms, and the strengthening of Ice during snowstorms (see 6.5) -- are effects of the second type, influencing the actual damage done by the spell rather than the caster's MA. Certain attacks -- such as ATTACK, CHARGE, BATTLE SKILL and HOLY SWORD directives -- are weapon-elemental, meaning they acquire the elemental properties of the weapon the caster is equipped with. If the caster's weapon has no elemental affiliation, weapon-elemental attacks will be non-elemental. In addition, physical attacks that are weapon-elemental only receive a bonus from the 'Martial Arts' ability if the caster is barehanded. _______________________________________________________________________________ [1.7] handling multiple instances of the same variable ========================================================================= A number of multipliers can act on the variables you'll find in the equations throughout this guide. In a few of these equations, the same variable appears twice; in these cases, it can be hard to determine where to apply the variable modifiers. Usually only one instance of the variable is modified. The list below shows these equations, with the modifiable variable marked with a "!". (This applies for caluclating alterations from Zodiac as well.) ATTACK barehanded Damage = PA! * [PA * Br/100] Monster attacks Damage = PA! * [PA * Br/100] Physical Gun ATTACK Damage = WP! * WP Spin Fist Damage = PA! * [PA / 2] Repeating Fist Expected Damage = 5 * (PA! + [PA / 2]) Wave Fist Damage = PA! * ([PA / 2] + 1) Earth Slash Damage = PA! * [PA / 2] TRUTH Damage = MA! * [(MA + K)/2] Snake Carrier Damage = PA! * [(PA + 5) / 2] Nanoflare Damage = MA! * [(MA + 5) / 2] Sudden Cry Damage = PA! * [(PA + 2) / 2] Turn Punch Damage = PA! * [PA / 2] Wave Around Damage = PA! * [PA / 2] Choco Ball Damage = PA! * [PA / 2] Triple Flame Damage = MA! * [(MA + 24) / 2] Triple Thunder Damage = MA! * [(MA + 12) / 2] Dark Whisper Damage = MA! * [(MA + 1) / 2] ________ _NNNNNNNNNNNNNL. JNNNNNNNNNNNNNNNNNL 4NNNN"` `NNNNN) `"` NNNN) .NNNNN) __NNNNNNNNN _NNNNNNNNNNNN" JNNNNNNNNN""` .NNNNNN"` .NNNNN` JNNNNNNNNNNNNNNNNNNNN NNNNNNNNNNNNNNNNNNNNN """"""""""""""""""""" D I R E C T C O M M A N D S _______________________________________________________________________________ [2.1] attack ========================================================================= The ATTACK directive is the most basic command in FFT. The following formulas prescribe how much damage an attack with a particular type of weapon can do. This damage is subject to specific modifications that are detailed in the next section. See section B.1 for a list of the values of WP for each weapon in the game. The ATTACK command is a weapon-elemental physical attack, unless it is executed with a magic gun, in which case it is a weapon-elemental MOD 5 magical attack (see section 3.2 for more details on this kind of attack). Here is a list of the damage formulas and values of XA (for determining damage modifiers) for all the different types of weapons. STRIKING WEAPONS | Range: 1v3 (from above) / 1v2 (from below) =============================================================================== Bare Hands**...... damage = [(PA * Br) / 100] * PA XA = [(PA * Br) / 100] Knife ............ damage = [(PA + Sp) / 2] * WP XA = [(PA + Sp) / 2] Ninja Sword ...... damage = [(PA + Sp) / 2] * WP XA = [(PA * Sp) / 2] Sword ............ damage = PA * WP XA = PA Knight Sword ..... damage = [(PA * Br) / 100] * WP XA = [(PA * Br) / 100] Katana ........... damage = [(PA * Br) / 100] * WP XA = [(PA * Br) / 100] Staff ............ damage = MA * WP XA = MA Rod .............. damage = PA * WP XA = PA Flail ............ damage = (1..PA) * WP XA = (1..PA) Axe .............. damage = (1..PA) * WP XA = (1..PA) Bag .............. damage = (1..PA) * WP XA = (1..PA) ------------------------------------------------------------------------------- ** If a unit is barehanded, weapon-elemental attacks will receive the bonus from the Martial Arts support ability (they don't if the unit is equipped with any weapon -- see 6.2). For barehanded units, WP = 0 in any equations that use WP (e.g., BATTLE SKILL success rate). LUNGING WEAPONS | Range: 2v3 (line of sight) =============================================================================== Lunging weapons can only hit one unit at once -- if one unit is standing behind another, and you are in front of them both and target the further unit, only the closer unit will be hit. Spear ............ damage = PA * WP XA = PA Stick ............ damage = MA * WP XA = MA Cloth ............ damage = [(PA + MA) / 2] * WP XA = [(PA + MA) / 2] LONG-DISTANCE WEAPONS | Range: varies =============================================================================== All long-distance weapons require a line of sight to be open between the attacker and the target. For longbows, this can also be a concave-down parabolic path for the arrow to take rather than a direct line of sight. If another unit intervenes in the line of sight between caster and target, that unit will be hit instead. You can take advantage of this fact to shoot targets closer than the minimum range. RANGE min max --- --- Crossbow ......... damage = PA * WP 3 4 XA = PA Longbow .......... damage = [(PA + Sp) / 2] * WP 3 *** XA = [(PA + Sp) / 2] Gun, physical**... damage = WP * WP 3 8 XA = WP Musical Instrument damage = [(PA + MA) / 2] * WP 3 3 XA = [(PA + MA) / 2] Dictionary ....... damage = [(PA + MA) / 2] * WP 3 3 XA = [(PA + MA) / 2] ------------------------------------------------------------------------------- ** Unlike with other weapons, ATTACKs with Guns are not subject to evasion. *** Max longbow range is equal to 5 + [(Caster's Height - Target's Height) / 2] MAGICAL GUNS | range: minimum 3, maximum 8 (line of sight) =============================================================================== An ATTACK with a magical gun is the only time the ATTACK command is magical. It's a MOD 5 magical attack (see section 3.2 for details) -- basically, a BLACK MAGIC spell with the WP of the magical gun substituted for MA: damage = [(CFa * TFa * Q * WP) / 10000] 60% of the time, the magical gun will deliver a level 1 spell (Q = 14), 30% of the time, it will deliver a level 2 spell (Q = 18), and 10% of the time, it wil deliver a level 3 spell (Q = 24). Magical guns cannot score conventional critical hits. ATTACKs with magical guns are not subject to the modifiers found in this section; instead, they are subject to those for MOD 5 attacks, where MA0 = WP. Like those with physical guns, magical gun ATTACKs ignore evasion. They are subject to Counter Magic, Counter Flood, Blade Grasp, and Hamedo, but do not trigger other Countergrasp reactions. CRITICAL HITS ------------- NOTE: This does not apply to magical guns. Approximately 5% of the time, the ATTACK command will deliver a critical hit. The sound of the hit will be more sharp and sudden, and the damage numbers will be animated slightly differently. Critical hits randomly modify the ATTACKing unit's PA, MA, and/or Speed (depending on what weapon the unit is equipped with) to increase damage. This modified PA, MA, or Speed is then plugged into the appropriate formula above to calculate the final damage. Critical hit bonus: modified_XA = normal_XA + (1..normal_XA) - 1 This equation is equivalent to modified_XA = normal_XA + (0..(normal_XA-1)) but I suspect that it is the first equation that FFT actually uses, given that in other cases it generates random numbers of the form (1..x) rather than (0..x). However, I don't know for sure. Regardless, the max damage a critical hit can do is equal to ((2 * normal_XA) - 1) * WP -- slightly less than twice normal damage -- and the least it can do is normal damage. Most often it will be between these two extrema. Critical hits will also knock the target back one square fifty percent of the time (assuming that there is an unoccupied square directly behind the target). DAMAGE MODIFIERS ---------------- NOTE: These modifiers do not apply to magical guns. For magical gun modifiers, see the MOD 5 subsection in section 3.2. Many factors -- including the attacker's abilities and status, the target's abilities and status, as well as Zodiac compatibility -- can affect the damage done by weapon attacks. The procedure outlined below is a summary of how to apply all these different modifiers. 'XA' below stands for whatever expression that the weapon multiplies by Weapon Power to get the final damage. For example, XA = PA for swords, XA = [(PA + Sp) / 2] for longbows, and XA = WP for physical guns. If there are multiple instances of the _same_ statistic in a damage equation (for instance, the non-magic gun and barehand equations), only modify _one_ instance of the statistic. See section 1.7 for a clarification on this. Let 'XA0' be the attacker's XA on the stat screen. 1. If this is a critical hit, then XA1 = XA0 + (1..XA0) - 1 else XA1 = XA0 (See section 2.1 for details) 2. If the weapon is endowed with an element, and the attacker has equipment that 'Strengthens' that element, then (XA2 = [XA1 * 5/4]), else XA2 = XA1 3. If attacker has Attack UP, then (XA3 = [XA2 * 4/3]), else XA3 = XA2 4. If attacker has Martial Arts and is barehanded, then (XA4 = [XA3 * 3/2]), else XA4 = XA3 5. If attacker is Berserk, then (XA5 = [XA4 * 3/2]), else XA5 = XA4 6. If target has Defense UP, then (XA6 = [XA5 * 2/3]), else XA6 = XA5 7. If target has Protect, then (XA7 = [XA6 * 2/3]), else XA7 = XA6 8. If target is Charging, then (XA8 = [XA7 * 3/2]), else XA8 = XA7 9. If target is Sleeping, then (XA9 = [XA8 * 3/2]), else XA9 = XA8 10. If target is a Chicken and/or a Frog, then (XA10 = [XA9 * 3/2]), else XA10 = XA9 11. Apply zodiac multipliers: If compatibility is 'Good', then (XA11 = XA10 + [(XA10)/4])) elseIf compatibility is 'Bad', then (XA11 = XA10 - [(XA10)/4]) elseIf compatibility is 'Best', then (XA11 = XA10 + [(XA10)/2]) elseIf compatibility is 'Worst', then (XA11 = XA10 - [(XA10)/2]) else XA11 = XA10 12. Apply weapon's damage formula using XA = XA11 (if there is more than one instance of XA, only set _one_ instance to XA11 and leave the other as XA0 (see above). The result of the formula is equal to damage0. 13. If target is 'Weak' against the weapon's element, then damage1 = damage0 * 2 Else, damage1 = damage0 14. If target has 'Half' against the weapon's element, then damage2 = [damage1 / 2] Else, damage2 = damage1 15. If target has 'Absorb' against the weapon's element, then damage3 = -(damage2) Else, damage3 = damage2 16. The damage done by the attack will be equal to damage3. Also remember that weapon attacks can be evaded. See section 1.3 for details. ______________________________________________________________________________ [2.2] charge ======================================================================== Damage from the Archer's CHARGE command is calculated using the normal weapon equations, with the following modifications. For Charge +K, damage is equal to: Bare Hands: [((PA + K) * Br) / 100] * PA Knife: [((PA + K) + (Sp + K)) / 2] * WP Sword: (PA + K) * WP Knight Sword: [((PA + K) * Br) / 100] * WP Ninja Sword: [((PA + K) + (Sp + K)) / 2] * WP Katana: [((PA + K) * Br) / 100] * WP Staff: (MA + K) * WP Rod: (PA + K) * WP Crossbow: (PA + K) * WP Bow: [((PA + K) + (Sp + K)) / 2] * WP Gun (physical): (WP + K) * WP Gun (magical): [CFa/100 * TFa/100 * (WP + K) * Q] Flail: (1..(PA + K)) * WP Axe: (1..(PA + K)) * WP Stick: (MA + K) * WP Spear: (PA + K) * WP Musical Instrument: [(PA+K + MA+K) / 2] * WP Dictionary: [(PA+K + MA+K) / 2] * WP Cloth: [(PA+K + MA+K) / 2] * WP Bag: (1..(PA + K)) * WP CHARGE abilities are slow actions and have the following initial values of ctr: ATTACK NAME INITIAL CTR ----------- ------------- Charge +1 ... 4 clockticks Charge +2 ... 5 clockticks Charge +3 ... 6 clockticks Charge +4 ... 8 clockticks Charge +5 ... 10 clockticks Charge +7 ... 14 clockticks Charge +10... 20 clockticks Charge +20... 35 clockticks These ctr values are not affected by the 'Short Charge' or 'Non-charge' abilities. A CHARGE directive can only target a panel, not a unit. If the target of the CHARGE moves before the CHARGE is executed, the attack will fail to connect. If the caster of the CHARGE moves while charging or if his weapon is broken while he is charging, the CHARGE will be aborted. (Exception: The undead Archer's version of CHARGE does not have the latter restriction. If the charging unit's weapon is broken, the CHARGE will continue and will resolve as a fist attack, even if the original weapon was a long-distance weapon.) In terms of damage, evasion, and modifiers, CHARGE attacks are treated just like normal weapon attacks (see section 2.1 for details). CHARGE attacks are weapon-elemental. _______________________________________________________________________________ [2.3] jump ========================================================================= Damage from a JUMP is calculated as follows: If caster is equipped with any weapon, then damage = [PA * K] * WP If caster is barehanded, then damage = [(PA * Br) / 100] * PA where K = 3/2 if the caster is equipped with a spear K = 1 otherwise The JUMP directive will leave the caster in the air for a number of clockticks, ctr: ctr = [50 / (Jumper's Speed)] This ctr value is unaffected by the 'Short Charge' and 'Non-Charge' abilities. Haste status is ignored in this equation -- a Hasted jumper will land in the same number of clockticks as an un-Hasted jumper with the same Speed. While JUMP is charging, the jumper cannot be a target. A jumper's CT will still increase while he is in the air, although the counters on time-dependent status effects will pause. Normal jumpers will land with ~50 CT; Hasted jumpers will land with ~75 CT. The range of JUMP is determined by the specific Lancer abilities that the caster has learned: range/effect = XvY/1 where X = 1 if no Level Jump abilities have been learned X = 2 if Level Jump2 is the highest Level Jump ability learned X = 3 if Level Jump3 is the highest Level Jump ability learned X = 4 if Level Jump4 is the highest Level Jump ability learned X = 5 if Level Jump5 is the highest Level Jump ability learned . . . X = 8 if Level Jump8 is the highest Level Jump ability learned and Y = 1 if no Vertical Jump abilities have been learned Y = 2 if Vertical Jump2 is the highest Vertical Jump ability learned Y = 3 if Vertical Jump3 is the highest Vertical Jump ability learned . . . Y = 8 if Vertical Jump8 is the highest Vertical Jump ability learned The JP cost of these abilities is as follows: Level Jump2 ... 150 JP Vertical Jump2 ... 100 JP Level Jump3 ... 300 JP Vertical Jump3 ... 200 JP Level Jump4 ... 450 JP Vertical Jump4 ... 300 JP Level Jump5 ... 600 JP Vertical Jump5 ... 400 JP Level Jump8 ... 900 JP Vertical Jump6 ... 500 JP Vertical Jump7 ... 600 JP Vertical Jump8 ... 900 JP - - - - - MODIFIERS - - - - - JUMP damage is subject to several modifiers. Let PA0 be the jumper's PA as displayed on the status screen. 1. If target has Defense UP, then (PA1 = [PA0 * 2/3]), else PA1 = PA0 2. If target has Protect, then (PA2 = [PA1 * 2/3]), else PA2 = PA1 3. If target is Charging, then (PA3 = [PA2 * 3/2]), else PA3 = PA2 4. If target is Sleeping, then (PA4 = [PA3 * 3/2]), else PA4 = PA3 5. If target is a Frog and/or Chicken, then (PA5 = [PA4 * 3/2]), else PA5 = PA4 6. If caster is equipped with a spear, then (PA6 = [PA5 * 3/2]), else PA6 = PA5 7. Factor in zodiac compatibility: If compatibility is 'Good', then (PA7 = PA6 + [(PA6)/4])) ElseIf compatibility is 'Bad', then (PA7 = PA6 - [(PA6)/4]) ElseIf compatibility is 'Best', then (PA7 = PA6 + [(PA6)/2]) ElseIf compatibility is 'Worst', then (PA7 = PA6 - [(PA6)/2]) Else PA7 = PA6 7. Damage = PA7 * WP (armed) or damage = PA7 * [PA0 * Br/100] (unarmed) Miscellaneous properties of JUMP: > Physical attack > non-elemental, regardless of weapon > Cannot be Reflected > Cannot be evaded > Triggers Countergrasp reactions > Triggers Counter Flood > Does not trigger Counter Magic > Affected by Protect and Defense UP > NOT affected by Attack UP or Martial Arts > Can only target panels, not specific units > The (PA * WP) component of the damage formula remains the same regardless of the weapon equipped -- even if that weapon does not use this formula to calculate its ATTACK damage (e.g. staves, dictionaries, knives, guns). > Jump +X and Ignore Height have NO effect on the JUMP command -- these abilities influence the Jump statistic, which is completely different from the JUMP action ability. _______________________________________________________________________________ [2.4] throw ========================================================================= THROW damage is calculated by the following equation. damage = (Caster_Speed * ThrownWeaponPower) 'ThrownWeaponPower' is the WP of the thrown weapon (see Appendix B for a list of Weapon Powers). The range and effect of THROW are M/1 (line of sight), where M is equal to your 'Move' statistic. In order to THROW a weapon, you must learn the Ninja ability corresponding to that weapon's type. These abilities are as follows: Shuriken ......... 50 JP; allows the unit to THROW shuriken Ball ............. 70 JP; allows the unit to THROW bombs Knife ............ 100 JP; allows the unit to THROW daggers Sword ............ 100 JP; allows the unit to THROW regular swords Hammer ........... 100 JP; allows the unit to THROW flails Katana ........... 100 JP; allows the unit to THROW katana Ninja Sword ...... 100 JP; allows the unit to THROW ninja swords Axe .............. 120 JP; allows the unit to THROW axes Spear ............ 100 JP; allows the unit to THROW spears Stick ............ 100 JP; allows the unit to THROW sticks Knight Sword ..... 100 JP; allows the unit to THROW knight swords Dictionary ....... 100 JP; allows the unit to THROW dictionaries - - - - - MODIFIERS - - - - - THROW is a physical attack, but oddly enough it is not affected by Attack UP. Below is a summary of the different multipliers that may be applied to it. The 'thrower' is the unit throwing the weapon, and the 'target' is the unit being attacked. Let 'Sp0' be the thrower's initial Speed, given on the status screen. 1. If target has Defense UP, then (Sp1 = [Sp0 * 2/3]), else Sp1 = Sp0 2. If target has Protect, then (Sp2 = [Sp1 * 2/3]), else Sp2 = Sp1 3. If target is Charging, then (Sp3 = [Sp2 * 3/2]), else Sp3 = Sp2 4. If target is Sleeping, then (Sp4 = [Sp3 * 3/2]), else Sp4 = Sp3 5. If target is a Frog and/or Chicken, then (Sp5 = [Sp4 * 3/2]), else Sp5 = Sp4 6. Apply zodiac multipliers: If compatibility is 'Good', then (Sp6 = Sp5 + [(Sp5)/4])) ElseIf compatibility is 'Bad', then (Sp6 = Sp5 - [(Sp5)/4]) ElseIf compatibility is 'Best', then (Sp6 = Sp5 + [(Sp5)/2]) ElseIf compatibility is 'Worst', then (Sp6 = Sp5 - [(Sp5)/2]) Else Sp6 = Sp5 7. damage0 = Sp6 * (ThrownWpnPwr) 8. If target is 'Weak' against the weapon's element, then damage1 = damage0 * 2 Else, damage1 = damage0 9. If target has 'Half' against the weapon's element, then damage2 = [damage1 / 2] Else, damage2 = damage1 10. If target has 'Absorb' against the weapon's element, then damage3 = -(damage2) Else, damage3 = damage2 11. The damage done by the THROW attack will be equal to damage3. Evasion for THROW attacks works the same as it does for normal weapon attacks (see 1.4). Miscellaneous properties of THROW: > Physical attack > Acquires the elemental of the thrown weapon. THROW damage is not affected if the caster has an elemental 'Strengthen' attribute, but is affected if the target halves, blocks, absorbs, or is weak to the elemental of the thrown weapon. > Cannot be Reflected > Can be evaded > Triggers Countergrasp reactions > Triggers Counter Flood > Triggers Catch: If Catch succeeds, the THROW directive is aborted, a 'Caught' message is displayed, and the thrown weapon is added to the catcher's inventory. > Does not trigger Counter Magic > Affected by Protect and Defense UP > NOT affected by Attack UP _______________________________________________________________________________ [2.5] item ========================================================================= The Chemist's ITEM command allows a unit to use various curative items in battle. In order to use an ITEM ability, you must have at least one of the appropriate item in your inventory; each time you use an ITEM command, your stock of that item will be depleted by 1. The range and effect of ITEM are 4/1 (line of sight) if the item-user has the 'Throw Item' support ability (this includes all Chemists, which have 'Throw Item' inherently), and 1/1 otherwise. Here is a list of all usable items, their effects, their costs in gil, and the JP cost to learn the Chemist ability that allows you to use them in battle. NAME JP EFFECT / HOW TO OBTAIN ------------------- --- ------------------------------------------------------ [Potion] .......... 30 Restore 30 HP** (buy for 50 gil) [Hi-Potion] ....... 200 Restore 70 HP** (buy for 200 gil) [X-Potion] ........ 300 Restore 150 HP** (buy for 700 gil) [Ether] ........... 300 Restore 20 MP** (buy for 200 gil) [Hi-Ether] ........ 400 Restore 50 MP** (buy for 600 gil) [Elixir] .......... 900 Restore MaxHP & MaxMP** (poach Great Morbols) [Antidote] ........ 70 Cancel: Poison (buy for 50 gil) [Eye Drop] ........ 80 Cancel: Darkness (buy for 50 gil) [Echo Grass] ...... 120 Cancel: Silence (buy for 50 gil) [Maiden's Kiss] ... 200 Cancel: Frog (buy for 50 gil) [Soft] ............ 250 Cancel: Petrify (buy for 100 gil) [Holy Water] ...... 400 Cancel: Undead, Blood Suck (buy for 1000 gil) [Remedy] .......... 700 Cancel: Petrify, Darkness, Confusion, Silence, Oil, Frog, Poison, Sleep (buy for 350 gil) [Phoenix Down] .... 90 Cancel: Dead; restore (1..20) HP (buy for 300 gil)*** ** If the target is Undead, it will receive this amount of damage instead of HP restoration. *** On Undead targets, Phoenix Down will deal (CurHP) damage and will not cancel Dead. _______________________________________________________________________________ [2.6] elemental ========================================================================= Selecting the ELEMENTAL command will automatically use the ELEMENTAL command associated with the type of panel the caster is standing on. Here is a summary list: Topography | ELEMENTAL attack used | Element | Random Status =========================================================================== Natural Surface, Road, | | | Wasteland | Pitfall | none | Don't Move --------------------------------------------------------------------------- Waterway, River, Lake, | | | Sea, Waterfall | Water Ball | Water | Frog --------------------------------------------------------------------------- Grassland, Thicket, | | | Water Plant, Ivy | Hell Ivy | none | Stop --------------------------------------------------------------------------- Gravel, Stone Wall | | | Stone Floor, Tombstone,| | | Mud Wall | Carve Model | none | Petrify --------------------------------------------------------------------------- Rocky Cliff, Lava Rocks | Local Quake | Earth | Confusion --------------------------------------------------------------------------- Book, Tree, Brick, Moss, | | | Bridge, Furniture, | | | Iron Plate, Coffin | Kamaitachi | Wind | Don't Act --------------------------------------------------------------------------- Wooden Floor, Rug, Box, | | | Stairs, Deck | Demon Fire | Fire | Sleep --------------------------------------------------------------------------- Swamp, Marsh, | | | Death Poisoned Marsh | Quicksand | Water | Sentence --------------------------------------------------------------------------- Sand Area, Stalactite, | | | Salt | Sand Storm | Wind | Darkness --------------------------------------------------------------------------- Snow, Ice | Blizzard | Ice | Silence --------------------------------------------------------------------------- Roof, Sky, Chimney | Gusty Wind | Wind | Slow --------------------------------------------------------------------------- Lava, Machine | Lava Ball | Fire | Dead --------------------------------------------------------------------------- As detailed in Part 3, each ELEMENTAL attack is magical and deals damage equal to [(PA + 2) / 2] * MA. The chance of each attack adding its status is roughly 20-25%. _______________________________________________________________________________ [2.7] math skill ========================================================================= The MATH SKILL command allows you to cast WHITE MAGIC, BLACK MAGIC, TIME MAGIC, and YIN-YANG MAGIC spells on many targets, instantly and without MP cost. When you choose MATH SKILL, you will be presented with three menus that you will use to set the parameters that govern the MATH SKILL attack. First menu: Here you set the criterion that will determine who the spell targets. The more Calculator JP you spend, the more options will appear here: CT 250 JP Target based on units' CT Level 350 JP Target based on units' Level Height 200 JP Target based on units' height Exp 200 JP Target based on units' Exp Second menu: Here you define the numerical properties of the MATH SKILL. Prime Number 300 JP Targets prime integers 5 200 JP Targets integer multiples of 5 4 400 JP Targets integer multiples of 4 3 600 JP Targets integer multiples of 3 By 'integer multiple of n', I mean any integer Z such that n * j = Z for some integer j, j > 0. Third menu: Here you select the spell you want to use. These are all marked as "CALC: +" in section 3.3, and are listed below. Cure Wall Ice Stop Zombie Cure 2 Esuna Ice 2 Don't Move Silence Song Cure 3 Holy Ice 3 Float Blind Rage Raise Fire Poison Reflect Foxbird Raise 2 Fire 2 Frog Demi Confusion Song Reraise Fire 3 Death Demi 2 Dispel Magic Regen Bolt Flare Blind Paralyze Protect Bolt 2 Haste Pray Faith Sleep Shell Bolt 3 Slow Doubt Faith Petrify The MATH SKILL will then be cast, using the parameters you selected from the first, second and third menus. The spell will not cost any MP, and will be executed instantly. Damage formulas, success rates, and evade percentages work exactly as if the spell had been cast by normal means. _______________________________________________________________________________ [2.8] mimic ========================================================================= A Mime will automatically mimic slow-actions and fast-actions (but not reactions) executed by any member of his or her team. There are some catches to this: - Only mimeable actions will be mimicked. Mimeable actions are all those accessible to generics -- action abilities from the following command sets: ATTACK PUNCH ART STEAL DRAW OUT BASIC SKILL WHITE MAGIC TALK SKILL THROW ITEM BLACK MAGIC YIN-YANG MAGIC MATH SKILL BATTLE SKILL TIME MAGIC ELEMENTAL SING CHARGE SUMMON MAGIC JUMP DANCE - Mimes won't mimic the actions of other Mimes. - A Mime can't mimic while afflicted by Dead, Petrify, Sleep, Stop, Blood Suck, Don't Act, Frog, Chicken, Confusion, or Berserk. If the Mime is Silence, he or she won't be able to mimic attacks that are prevented by Silence. The mimicked attack will have the same effect area as the original attack, and be directed to the panel that is in the same position relative to the Mime as the panel targeted by the original attack was to the original caster. However, casters will always turn to face their target before executing an attack, and it is THIS position (after turning) that the Mime will mimic. Because the target is always in front of the caster after turning, it follows that the Mime can only target panels in front of him or her. Here's a digram: _______________________________________ | | | | | | | |xxx|xxx|xxx| C = original caster | | | | 1 | | | 2'|xxx|xxx|xxx| M = Mime |___|___|___|___|___|___|___|xxx|xxx|xxx| ^ = direction caster is facing | | | | | | | | |xxx|xxx| before acting | | | | | | | 1'| |xxx|xxx| < = direction Mime is facing |___|___|___|___|___|___|___|___|xxx|xxx| | | | ^ | | | | | | |xxx| 1, 2, 3 = panels targeted by | | | C | | | | 3'| | 0, the caster will be inflicted with 'Charging' status until the attack resolves or until the caster cancels 'Charging' by selecting another command during another AT. Exception: if the attack is a SING or DANCE attack, 'Performing' will be inflicted on the caster instead of 'Charging'. 'Performing' will not be cancelled unless the caster chooses another command from the AT menu on a subsequent AT; barring this, the SING or DANCE attack will continue to be executed every Nth clocktick, where N = CTR. JP .......... Job Points required to purchase this ability MATHEMATICAL SYMBOLS -------------------- [x / y] Divide x by y and take only the integer part of the quotient, discarding the remainder. For example, [12 / 4] = 3, [13 / 4] = 3, [-14 / 4] = -3, [15 / 4] = 3, [16 / 4] = 4. RU{x / y} This is defined as [(x + y - 1) / y]. Intuitively, you can think of it as dividing and, if there is a nonzero remainder, rounding up to the nearest integer. (x..y) The game generates a random integer between x and y, inclusive. OTHER ABBREVIATIONS ------------------- Critical hit possible .......... This attack has the potential to cause a critical hit. Critical hits will occur ~5% of the time. To calculate critical hit damage, see the procedure in section 3.2 under "MOD: 2". Drain ............. Damage from this attack is subtracted from the target's current HP or MP and then added to the caster's current HP or MP. Undead reversal ... If the target of this attack is Undead, then any damage done to that target will instead heal the target by an amount equal to the putative damage. In addition, if the target of this attack is Undead, any healing done to that target will instead damage the target; the damage will be equal in magnitude to the putative healing. C_x ............... "Caster's x" -- for example, "C_MaxHP" means caster's maximum HP. T_x ............... "Target's x" -- for example, "T_MaxHP" means target's maximum HP. LOS ............... Target must lie along caster's line of sight in order for this attack to hit; if another unit intervenes on this line between caster and target, the other unit will suffer the effect of the spell instead of the target. CI ................ Caster immune. If placed after the Range number, this means that the caster cannot target himself with this attack. If placed after the Effect number, this means that if even if the caster is within the effect area of this attack, the attack will not hit him. If an attack is CI in Range, it will always be CI in Effect, but this will not be explicitly listed. 4 directions ...... Range extends linearly in four directions: in front of caster, behind caster, and to both sides of caster. 3 directions ...... Effect area extends linearly in three directions: in front of caster and to both sides of caster. MaxHP ............. Maximum HP CurrentHP ......... HP currently remaining MaxMP ............. Maximum MP CurrentMP ......... MP currently remaining Sp ................ Speed PA ................ Physical attack power MA ................ Magical attack power Br ................ Brave CFa ............... Caster's Faith TFa ............... Target's Faith _______________________________________________________________________________ [3.2] damage and success rate modifiers ========================================================================= The attacks of FFT fall into several categories of damage & success modifiers. In the list below, they will be classified into 7 different types. To quickly jump back to these descriptions, Search for "[MOD n]" (without the quotes), where n is the MOD value for the attack you're interested in. [MOD 0] ~ immutable ------------------- The damage or success rate of these attacks is subject to no modifications -- it is not even affected by Zodiac compatibility. [MOD 1] ~ neutral attacks : success rate variable ------------------------------------------------- The success rate of these attacks is affected only by Zodiac compatibility -- nothing else. Let K be the constant component of the success formula. For example, for the TALK SKILL Death Sentence, K = 30. 1. Calculate Z (zodiac addend): If compatibility is 'Good', then Z = [MA / 4] + [K / 4] ElseIf compatibility is 'Bad', then Z = -[MA / 4] - [K / 4] ElseIf compatibility is 'Best', then Z = [MA / 2] + [K / 2] ElseIf compatibility is 'Worst', then Z = -[MA / 2] - [K / 2] Else, Z = 0 2. Apply success rate formula: success% = (MA + K + Z) [MOD 2] ~ physical attacks : damage variable -------------------------------------------- XA below stands for the relevant attack stat for the attack in question. If there are multiple instances of the _same_ statistic in a damage equation, only modify _one_ instance of the statistic. See section 1.7 for a clarification on this. Let XA0 be the caster's XA on the stat screen. 1. If this is a critical hit, then XA1 = XA0 + (1..XA0) - 1. 2. If the attack is endowed with an Element, and the caster has equipment that 'Strengthens' that element, then (XA2 = [XA1 * 5/4]), else XA2 = XA1 3. If caster has Attack UP, then (XA3 = [XA2 * 4/3]), else XA3 = XA2 4. If caster has Martial Arts AND this is not a wpn-elemental attack, then (XA4 = [XA3 * 3/2]), else XA4 = XA3 5. If caster is Berserk, then (XA5 = [XA4 * 3/2]), else XA5 = XA4 6. If target has Defense UP, then (XA6 = [XA5 * 2/3]), else XA6 = XA5 7. If target has Protect, then (XA7 = [XA6 * 2/3]), else XA7 = XA6 8. If target is Charging, then (XA8 = [XA7 * 3/2]), else XA8 = XA7 9. If target is Sleeping, then (XA9 = [XA8 * 3/2]), else XA9 = XA8 10. If target is a Chicken and/or a Frog, then (XA10 = [XA9 * 3/2]), else XA10 = XA9 11. Apply zodiac multipliers: If compatibility is 'Good', then (XA11 = XA10 + [(XA10)/4])) ElseIf compatibility is 'Bad', then (XA11 = XA10 - [(XA10)/4]) ElseIf compatibility is 'Best', then (XA11 = XA10 + [(XA10)/2]) ElseIf compatibility is 'Worst', then (XA11 = XA10 - [(XA10)/2]) Else, XA11 = XA10 12. Apply the attack's damage formula with XA = XA11. Call the calculated damage damage0. 13. If target is 'Weak' against the attack's element, then damage1 = damage0 * 2 Else, damage1 = damage0 14. If target has 'Half' against the attack's element, then damage2 = [damage1 / 2] Else, damage2 = damage1 15. If target has 'Absorb' against the attack's element, then damage3 = -(damage2) Else, damage3 = damage2 16. The damage done by the attack will be equal to damage3. [MOD 3] ~ physical attacks : success rate variable -------------------------------------------------- The value of K is equal to the constant component of the attack's formula -- for example, if the attack's base success rate is equal to (PA + 50), then K = 50. NOTE: For the equipment-breaking BATTLE SKILL attacks, both PA and WP are treated as independent XA's, and are both modified by zodiac compatibility along with K (step 8), though only PA is modified by steps 1 - 7. 1. If caster has Attack UP, then (XA1 = [XA0 * 4/3]), else XA1 = XA0 2. If caster has Martial Arts and is bare-handed, then (XA2 = [XA1 * 3/2]), else XA2 = XA1 3. If target has Defense UP, then (XA3 = [XA2 * 2/3]), else XA3 = XA2 4. If target has Protect, then (XA4 = [XA3 * 2/3]), else XA4 = XA3 5. If target is Charging, then (XA5 = [XA4 * 3/2]), else XA5 = XA4 6. If target is Sleeping, then (XA6 = [XA5 * 3/2]), else XA6 = XA5 7. If target is a Frog and/or Chicken, then (XA7 = [XA6 * 3/2]), else XA7 = XA6 8. Calculate Z (zodiac addend): For Head Break, Armor Break, Shield Break, Weapon Break: If compatibility is 'Good', then Z = [XA7 / 4] + [K / 4] + [WP / 4] ElseIf compatibility is 'Bad', then Z = -[XA7 / 4] - [K / 4] - [WP / 4] ElseIf compatibility is 'Best', then Z = [XA7 / 2] + [K / 2] + [WP / 2] ElseIf compatibility is 'Worst', then Z = -[XA7 / 2] - [K / 2] - [WP / 2] Else, Z = 0 For all other MOD 3 attacks: If compatibility is 'Good', then Z = [XA7 / 4] + [K / 4] ElseIf compatibility is 'Bad', then Z = -[XA7 / 4] - [K / 4] ElseIf compatibility is 'Best', then Z = [XA7 / 2] + [K / 2] ElseIf compatibility is 'Worst', then Z = -[XA7 / 2] - [K / 2] Else, Z = 0 XA8 = XA7 + Z 9. Apply success rate formula using XA = XA8. 10. Consider physical evasion multipliers, if applicable. Note that elementals have no effect on MOD 3 attacks, unless they also cause damage, in which case the damage is affected (in practice, there are no MOD 3 attacks that both cause damage and have elemental affiliation, though). [MOD 4] ~ steal --------------- Attacks of this type are all STEAL directives. The 'caster' is the unit executing the STEAL directive, and the 'target' is the unit being stolen from. Let Sp0 be the caster's original Speed as given on the status screen. K is equal to the constant component of the STEAL formula -- for instance, K = 30 for Steal Weapon. 1. If caster has Attack UP, then (Sp1 = [Sp0 * 4/3]), else Sp1 = Sp0 2. If caster has Martial Arts, then (Sp2 = [Sp1 * 3/2]), else Sp2 = Sp1 3. If target has Defense UP, then (Sp3 = [Sp2 * 2/3]), else Sp3 = Sp2 4. If target has Protect, then (Sp4 = [Sp3 * 2/3]), else Sp4 = Sp3 5. If target is Charging, then (Sp5 = [Sp4 * 3/2]), else Sp5 = Sp4 6. If target is Sleeping, then (Sp6 = [Sp5 * 3/2]), else Sp6 = Sp5 7. If target is a Frog and/or Chicken, then (Sp7 = [Sp6 * 3/2]), else Sp7 = Sp6 8. Calculate Z (zodiac addend): If compatibility is 'Good', then Z = [Sp7 / 4] + [K / 4] ElseIf compatibility is 'Bad', then Z = -[Sp7 / 4] - [K / 4] ElseIf compatibility is 'Best', then Z = [Sp7 / 2] + [K / 2] ElseIf compatibility is 'Worst', then Z = -[Sp7 / 2] - [K / 2] Else, Z = 0 9. Success% = (Sp7 + K + Z) 10. Consider physical evasion multipliers, if applicable. [MOD 5] ~ magical attacks : damage variable ------------------------------------------- Let MA0 be the caster's MA on the status screen. 1. If caster has 'Strengthen: [element of spell]', then (MA1 = [MA0 * 5/4]) else MA1 = MA0 2. If caster has Magic AttackUP, then (MA2 = [MA1 * 4/3]), else MA2 = MA1 3. If target has Magic DefendUP, then (MA3 = [MA2 * 2/3]), else MA3 = MA2 4. If target has Shell, then (MA4 = [MA3 * 2/3]), else MA5 = MA4 5. Apply zodiac multipliers: If compatibility is 'Good', then (MA5 = MA4 + [(MA4)/4])) ElseIf compatibility is 'Bad', then (MA5 = MA4 - [(MA4)/4]) ElseIf compatibility is 'Best', then (MA5 = MA4 + [(MA4)/2]) ElseIf compatibility is 'Worst', then (MA5 = MA4 - [(MA4)/2]) Else, MA5 = MA 6. Apply Faith modifiers: If this is an UN-TRUTH attack: If caster or target has Faith status, then CFa = 0 or TFa = 0, respectively If caster or target has Innocent status, then CFa = 100 or TFa = 100, respectively Else: If caster or target has Faith status, then CFa = 100 or TFa = 100, respectively If caster or target has Innocent status, then CFa = 0 or TFa = 0, respectively ** The next steps deal with elemental damage modification. This takes the form of a fraction, Frac = N/D, that is applied to the numerator and demoninator of the damage formula. Frac should be kept as a fraction throughout these steps, and not truncated. ** 8. a. If this is a snowstorm and the spell is ice-elemental, then Frac0 = 5/4, else Frac0 = 1 b. If this is a thunderstorm and the spell is fire-elemental, then Frac1 = Frac0 * 3/4, else Frac1 = Frac0 c. If this is a thunderstorm and the spell is lightning-elemental, then Frac2 = Frac1 * 5/4, else Frac2 = Frac1 Else, Frac2 = 1 9. If target is 'Weak' against spell's element, then Frac3 = Frac2 * 2 Else, Frac3 = Frac2 10. If target has 'Half' spell's element, then Frac4 = Frac3 * 1/2 Else, Frac4 = Frac3 11. If target has 'Absorb' spell's element, then Frac5 = -(Frac4) Else, Frac5 = Frac4 12. Frac5 should be a fraction with a numerator and denominator. Call the numerator N and the denominator D. Q is the constant found in the spell's damage formula. For UN-TRUTH attacks (see section 3.12 for a more detailed discussion and explanation of the formula), the damage will be equal to damage = [(CFM * TFM * [(MA0 + Q) / 2] * MA5 * N) / (10000 * D)] For all other MOD 5 attacks, damage is determined as damage = [(CFa * TFa * Q * MA5 * N) / (10000 * D)] [MOD 6] ~ magical attacks : success rate variable ------------------------------------------------- Let MA0 be the caster's MA as listed on the status screen, and Y be the constant component of the spell's success rate formula. For instance, for Death, Y = 100. 1. If caster has 'Strengthen: [element of spell]', then (MA1 = [MA0 * 5/4]) else MA1 = MA0 2. If caster has Magic AttackUP, then (MA2 = [MA1 * 4/3]), else MA2 = MA1 3. If target has Magic DefendUP, then (MA3 = [MA2 * 2/3]), else MA3 = MA2 4. If target has Shell, then (MA4 = [MA3 * 2/3]), else MA4 = MA3 5. Calculate Z (Zodiac addend): If compatibility is 'Good', then Z = [MA4 / 4] + [Y / 4] ElseIf compatibility is 'Bad', then Z = -[MA4 / 4] - [Y / 4] ElseIf compatibility is 'Best', then Z = [MA4 / 2] + [Y / 2] ElseIf compatibility is 'Worst', then Z = -[MA4 / 2] - [Y / 2] Else, Z = 0 6. Apply the spell's success% formula as follows: success% = [(CFa * TFa * (MA4 + Y + Z)) / 10000] If caster or target has Faith status, then CFa = 100 or TFa = 100, respectively. If caster or target has Innocent status, then CFa = 0 or TFa = 0, respectively. 7. Apply any evasion percentages that the target has due to his equipment. 8. Some MOD 6 attacks do damage based on a percentage of the target's MaxHP. If we call the percentage Q (e.g., Q = 50 for an attack that takes off half the MaxHP), and calculate a value for Frac5 by using steps 8 - 11 of the MOD 5 algorithm above, and Frac5 = N/D, then the damage done will be equal to damage = RU{(TargetMaxHP * Q * N) / (100 * D)} [MOD 6a] ~ golem ---------------- Golem is a special case of MOD 6 where only the caster's stats matter, and Shell and Magic DefendUP have no effect: 1. If caster has Magic AttackUP, then (MA1 = [MA0 * 4/3]), else MA1 = MA0 2. Apply Golem's success% formula as follows: success% = [(CFa * (MA1 + 200)) / 100] If caster has Faith status, then CFa = 100. If caster has Innocent status, then CFa = 0. [MOD 7] ~ work attacks ---------------------- The Steel Giant's WORK attacks are neutral attacks that depend only on Zodiac compatibility. Let PA0 be the caster's PA on the stat screen. 1. Apply zodiac multipliers: If compatibility is 'Good', then PA1 = PA0 + [PA0 / 4] ElseIf compatibility is 'Bad', then PA1 = PA0 - [PA0 / 4] ElseIf compatibility is 'Best', then PA1 = PA0 + [PA0 / 2] ElseIf compatibility is 'Worst', then PA1 = PA0 - [PA0 / 2] Else, PA1 = PA0 2. Calculate damage using PA = PA1. _______________________________________________________________________________ [3.3] the big list ========================================================================= The list is in the following format: _____________________________________________________________________________ | Attack Name [ ### ] COMMAND SET | |=============================================================================| | phys/mag | CBG:+/-| MP: ## | Formula for damage and/or success rate; | | REFL:+/- | CM:+/-| CTR: ## | Additional information about the attack | | CALC:+/- | CF:+/-| JP: ### | | | ELEM:+/- | EVD:+/-| MOD: # | | |--------------------------------| | | Range: # / Effect: #v# | | ----------------------------------------------------------------------------- The attacks are listed in order of index number; this is the bracketed number in the center of the top line of each box. To find an attack: use the Find or Search feature (often Ctrl + F), and search for "| Attack name" (without the quotes), where "Attack name" is the name of the attack you're interested in. Make sure to leave one, and only one, space after the "|" character. To find an index number reference from the chart or from elsewhere in the BMG, search for "[ xxx ]" (without the quotes), where xxx is the index number (in hex) of the attack. Make sure to leave spaces between the brackets and the beginning and end of the index number. And away we go.... * NOTE: Some formulas below are listed in forms that involve decimals because these are the easiest way to work with them on a calculator. However, FFT does not appear to use floating point arithmetic, and all division is integer divison. Here are the versions of the formulas as they are most likely passed to FFT's calculation system. In the decimal-form equations, the brackets [] signify truncation of the decimal. Each pair of formulas is equivalent because truncation is based on the divisor 10000 in both cases. MOD 5 MAGIC ATTACKS - LISTED HERE: ---------------------------------- damage = [CFa/100 * TFa/100 * MA * Q] IS EQUIVALENT TO damage = [(CFa * TFa * MA * Q) / 10000] MOD 6 MAGIC ATTACKS - LISTED HERE: ---------------------------------- success% = [CFa/100 * TFa/100 * (MA + Y)] IS EQUIVALENT TO success% = [(CFa * TFa * (MA + Y)) / 10000] UN-TRUTH ATTACKS - LISTED HERE: ------------------------------- damage = [(1 - CFa/100) * (1 - TFa/100) * [(MA + Q) / 2] * MA] IS EQUIVALENT TO damage = [((100 - CFa) * (100 - TFa) * [(MA + Q) / 2] * MA) / 10000] _____________________________________________________________________________ | [Cure] [ 001 ] WHITE MAGIC | |=============================================================================| | magical | CBG: - | MP: 6 | Restore [CFa/100 * TFa/100 * MA * 14] HP | | REFL: + | CM: - | CTR: 4 | If target is Undead, HP is subtracted | | CALC: + | CF: - | JP: 50 | instead of added. | | ELEM: - | EVD: - | MOD: 5 | Ignores Shell and Magic DefendUP. | |--------------------------------| | | Range: 4 / Effect: 2v1 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Cure 2] [ 002 ] WHITE MAGIC | |=============================================================================| | magical | CBG: - | MP: 10 | Restore [CFa/100 * TFa/100 * MA * 20] HP | | REFL: + | CM: - | CTR: 5 | If target is Undead, HP is subtracted | | CALC: + | CF: - | JP: 180 | instead of added. | | ELEM: - | EVD: - | MOD: 5 | Ignores Shell and Magic DefendUP. | |--------------------------------| | | Range: 4 / Effect: 2v1 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Cure 3] [ 003 ] WHITE MAGIC | |=============================================================================| | magical | CBG: - | MP: 16 | Restore [CFa/100 * TFa/100 * MA * 30] HP | | REFL: + | CM: - | CTR: 7 | If target is Undead, HP is subtracted | | CALC: + | CF: - | JP: 400 | instead of added. | | ELEM: - | EVD: - | MOD: 5 | Ignores Shell and Magic DefendUP. | |--------------------------------| | | Range: 4 / Effect: 2v2 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Cure 4] [ 004 ] WHITE MAGIC | |=============================================================================| | magical | CBG: - | MP: 20 | Restore [CFa/100 * TFa/100 * MA * 40] HP | | REFL: - | CM: - | CTR: 10 | If target is Undead, HP is subtracted | | CALC: - | CF: - | JP: 700 | instead of added. | | ELEM: - | EVD: - | MOD: 5 | Ignores Shell and Magic DefendUP. | |--------------------------------| | | Range: 4 / Effect: 2v3 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Raise] [ 005 ] WHITE MAGIC | |=============================================================================| | magical | CBG: - | MP: 10 | Cancel: Dead & Restore RU{T_MaxHP * 50/100}| | REFL: + | CM: - | CTR: 4 | Spell will miss unless target is Dead. | | CALC: + | CF: - | JP: 180 | If target is Undead, RU{T_MaxHP * 50/100} | | ELEM: - | EVD: - | MOD: 6 | will be substracted from its HP total. | |--------------------------------| If target is Dead and Undead, spell will | | Range: 4 / Effect: 1 | miss. Ignores Shell and Magic DefendUP. | | | Success% = [CFa/100 * TFa/100 * (MA + 180)]| ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Raise 2] [ 006 ] WHITE MAGIC | |=============================================================================| | magical | CBG: - | MP: 20 | Cancel: Dead & Restore (Target's Max HP | | REFL: + | CM: - | CTR: 10 | Spell will miss unless target is Dead. | | CALC: + | CF: - | JP: 500 | If target is Undead, (T_MaxHP) will be | | ELEM: - | EVD: - | MOD: 6 | subtracted from its HP total. | |--------------------------------| If target is Dead and Undead, spell will | | Range: 4 / Effect: 1 | miss. Ignores Shell and Magic DefendUP. | | | Success% = [CFa/100 * TFa/100 * (MA + 160)]| ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Reraise] [ 007 ] WHITE MAGIC | |=============================================================================| | magical | CBG: - | MP: 16 | Add: Reraise | | REFL: + | CM: - | CTR: 7 | If target is Undead, spell will miss. | | CALC: + | CF: - | JP: 800 | Success% = [CFa/100 * TFa/100 * (MA + 140)]| | ELEM: - | EVD: - | MOD: 6 | Ignores Shell and Magic DefendUP. | |--------------------------------| | | Range: 4 / Effect: 1 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Regen] [ 008 ] WHITE MAGIC | |=============================================================================| | magical | CBG: - | MP: 8 | Add: Regen | | REFL: + | CM: - | CTR: 4 | Success% = [CFa/100 * TFa/100 * (MA + 170)]| | CALC: + | CF: - | JP: 300 | Ignores Shell and Magic DefendUP. | | ELEM: - | EVD: - | MOD: 6 | | |--------------------------------| | | Range: 3 / Effect: 2v0 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Protect] [ 009 ] WHITE MAGIC | |=============================================================================| | magical | CBG: - | MP: 6 | Add: Protect | | REFL: + | CM: - | CTR: 4 | Success% = [CFa/100 * TFa/100 * (MA + 200)]| | CALC: + | CF: - | JP: 70 | Ignores Shell and Magic DefendUP. | | ELEM: - | EVD: - | MOD: 6 | | |--------------------------------| | | Range: 3 / Effect: 2v0 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Protect 2] [ 00A ] WHITE MAGIC | |=============================================================================| | magical | CBG: - | MP: 24 | Add: Protect | | REFL: - | CM: - | CTR: 7 | Success% = [CFa/100 * TFa/100 * (MA + 120)]| | CALC: - | CF: - | JP: 500 | Ignores Shell and Magic DefendUP. | | ELEM: - | EVD: - | MOD: 6 | | |--------------------------------| | | Range: 3 / Effect: 2v3 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Shell] [ 00B ] WHITE MAGIC | |=============================================================================| | magical | CBG: - | MP: 6 | Add: Shell | | REFL: + | CM: - | CTR: 4 | Success% = [CFa/100 * TFa/100 * (MA + 200)]| | CALC: + | CF: - | JP: 70 | Ignores Shell and Magic DefendUP. | | ELEM: - | EVD: - | MOD: 6 | | |--------------------------------| | | Range: 3 / Effect: 2v0 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Shell 2] [ 00C ] WHITE MAGIC | |=============================================================================| | magical | CBG: - | MP: 20 | Add: Shell | | REFL: - | CM: - | CTR: 7 | Success% = [CFa/100 * TFa/100 * (MA + 120)]| | CALC: - | CF: - | JP: 500 | Ignores Shell and Magic DefendUP. | | ELEM: - | EVD: - | MOD: 6 | | |--------------------------------| | | Range: 3 / Effect: 2v3 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Wall] [ 00D ] WHITE MAGIC | |=============================================================================| | magical | CBG: - | MP: 24 | Add: Protect, Shell | | REFL: + | CM: - | CTR: 4 | Success% = [CFa/100 * TFa/100 * (MA + 140)]| | CALC: + | CF: - | JP: 380 | Ignores Shell and Magic DefendUP. | | ELEM: - | EVD: - | MOD: 6 | | |--------------------------------| | | Range: 3 / Effect: 1 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Esuna] [ 00E ] WHITE MAGIC | |=============================================================================| | magical | CBG: - | MP: 18 | Cancel: Petrify, Darkness, Confusion, | | REFL: + | CM: - | CTR: 3 | Silence, Berserk, Frog, Poison, | | CALC: + | CF: - | JP: 280 | Sleep, Don't Move, Don't Act | | ELEM: - | EVD: - | MOD: 6 | Success% = [CFa/100 * TFa/100 * (MA + 190)]| |--------------------------------| Ignores Shell and Magic DefendUP. | | Range: 3 / Effect: 2v2 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Holy] [ 00F ] WHITE MAGIC | |=============================================================================| | magical | CBG: - | MP: 56 | Damage = [CFa/100 * TFa/100 * MA * 50] | | REFL: + | CM: + | CTR: 6 | | | CALC: + | CF: - | JP: 600 | | | ELEM: H | EVD: - | MOD: 5 | | |--------------------------------| | | Range: 5 / Effect: 1 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Fire] [ 010 ] BLACK MAGIC | |=============================================================================| | magical | CBG: - | MP: 6 | Damage = [CFa/100 * TFa/100 * MA * 14] | | REFL: + | CM: + | CTR: 4 | | | CALC: + | CF: - | JP: 50 | | | ELEM: F | EVD: + | MOD: 5 | | |--------------------------------| | | Range: 4 / Effect: 2v1 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Fire 2] [ 011 ] BLACK MAGIC | |=============================================================================| | magical | CBG: - | MP: 12 | Damage = [CFa/100 * TFa/100 * MA * 18] | | REFL: + | CM: + | CTR: 5 | | | CALC: + | CF: - | JP: 200 | | | ELEM: F | EVD: + | MOD: 5 | | |--------------------------------| | | Range: 4 / Effect: 2v2 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Fire 3] [ 012 ] BLACK MAGIC | |=============================================================================| | magical | CBG: - | MP: 24 | Damage = [CFa/100 * TFa/100 * MA * 24] | | REFL: + | CM: + | CTR: 7 | | | CALC: + | CF: - | JP: 480 | | | ELEM: F | EVD: + | MOD: 5 | | |--------------------------------| | | Range: 4 / Effect: 2v3 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Fire 4] [ 013 ] BLACK MAGIC | |=============================================================================| | magical | CBG: - | MP: 48 | Damage = [CFa/100 * TFa/100 * MA * 32] | | REFL: - | CM: - | CTR: 10 | | | CALC: - | CF: - | JP: 850 | | | ELEM: F | EVD: + | MOD: 5 | | |--------------------------------| | | Range: 4 / Effect: 3v3(CI) | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Bolt] [ 014 ] BLACK MAGIC | |=============================================================================| | magical | CBG: - | MP: 6 | Damage = [CFa/100 * TFa/100 * MA * 14] | | REFL: + | CM: + | CTR: 4 | | | CALC: + | CF: - | JP: 50 | | | ELEM: L | EVD: + | MOD: 5 | | |--------------------------------| | | Range: 4 / Effect: 2v1 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Bolt 2] [ 015 ] BLACK MAGIC | |=============================================================================| | magical | CBG: - | MP: 10 | Damage = [CFa/100 * TFa/100 * MA * 18] | | REFL: + | CM: + | CTR: 5 | | | CALC: + | CF: - | JP: 200 | | | ELEM: L | EVD: + | MOD: 5 | | |--------------------------------| | | Range: 4 / Effect: 2v2 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Bolt 3] [ 016 ] BLACK MAGIC | |=============================================================================| | magical | CBG: - | MP: 24 | Damage = [CFa/100 * TFa/100 * MA * 24] | | REFL: + | CM: + | CTR: 7 | | | CALC: + | CF: - | JP: 480 | | | ELEM: L | EVD: + | MOD: 5 | | |--------------------------------| | | Range: 4 / Effect: 2v3 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Bolt 4] [ 017 ] BLACK MAGIC | |=============================================================================| | magical | CBG: - | MP: 48 | Damage = [CFa/100 * TFa/100 * MA * 32] | | REFL: - | CM: - | CTR: 10 | | | CALC: - | CF: - | JP: 850 | | | ELEM: L | EVD: + | MOD: 5 | | |--------------------------------| | | Range: 4 / Effect: 3v3(CI) | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Ice] [ 018 ] BLACK MAGIC | |=============================================================================| | magical | CBG: - | MP: 6 | Damage = [CFa/100 * TFa/100 * MA * 14] | | REFL: + | CM: + | CTR: 4 | | | CALC: + | CF: - | JP: 50 | | | ELEM: I | EVD: + | MOD: 5 | | |--------------------------------| | | Range: 4 / Effect: 2v1 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Ice 2] [ 019 ] BLACK MAGIC | |=============================================================================| | magical | CBG: - | MP: 12 | Damage = [CFa/100 * TFa/100 * MA * 18] | | REFL: + | CM: + | CTR: 5 | | | CALC: + | CF: - | JP: 200 | | | ELEM: I | EVD: + | MOD: 5 | | |--------------------------------| | | Range: 4 / Effect: 2v2 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Ice 3] [ 01A ] BLACK MAGIC | |=============================================================================| | magical | CBG: - | MP: 24 | Damage = [CFa/100 * TFa/100 * MA * 24] | | REFL: + | CM: + | CTR: 7 | | | CALC: + | CF: - | JP: 480 | | | ELEM: I | EVD: + | MOD: 5 | | |--------------------------------| | | Range: 4 / Effect: 2v3 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Ice 4] [ 01B ] BLACK MAGIC | |=============================================================================| | magical | CBG: - | MP: 48 | Damage = [CFa/100 * TFa/100 * MA * 32] | | REFL: - | CM: - | CTR: 10 | | | CALC: - | CF: - | JP: 850 | | | ELEM: I | EVD: + | MOD: 5 | | |--------------------------------| | | Range: 4 / Effect: 3v3(CI) | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Poison] [ 01C ] BLACK MAGIC | |=============================================================================| | magical | CBG: - | MP: 6 | Add: Poison | | REFL: + | CM: + | CTR: 3 | Success% = [CFa/100 * TFa/100 * (MA + 160)]| | CALC: + | CF: - | JP: 150 | | | ELEM: - | EVD: + | MOD: 6 | | |--------------------------------| | | Range: 3 / Effect: 2v0 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Frog] [ 01D ] BLACK MAGIC | |=============================================================================| | magical | CBG: - | MP: 12 | Add: Frog | | REFL: + | CM: + | CTR: 5 | If target is a Frog, Cancel: Frog | | CALC: + | CF: - | JP: 500 | Success% = [CFa/100 * TFa/100 * (MA + 120)]| | ELEM: - | EVD: + | MOD: 6 | | |--------------------------------| | | Range: 3 / Effect: 1 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Death] [ 01E ] BLACK MAGIC | |=============================================================================| | magical | CBG: - | MP: 24 | Add: Dead | | REFL: + | CM: + | CTR: 10 | Damage = (Target's MaxHP). This damage | | CALC: + | CF: - | JP: 600 | cannot be reduced or increased and is | | ELEM: - | EVD: + | MOD: 6 | unaffected by Zodiac (although the | |--------------------------------| success rate is affected). | | | If target is Undead, then Death will not | | | add: Dead, and will restore (T_MaxHP) | | Range: 4 | rather than damaging for that amount. | | Effect: 1 | Success% = [CFa/100 * TFa/100 * (MA + 100)]| | | If target is immune to Dead status, then | | | success% = 0. | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Flare] [ 01F ] BLACK MAGIC | |=============================================================================| | magical | CBG: - | MP: 60 | Damage = [CFa/100 * TFa/100 * MA * 46] | | REFL: + | CM: + | CTR: 7 | | | CALC: + | CF: - | JP: 900 | | | ELEM: - | EVD: + | MOD: 5 | | |--------------------------------| | | Range: 5 / Effect: 1 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Haste] [ 020 ] TIME MAGIC | |=============================================================================| | magical | CBG: - | MP: 8 | Add: Haste | | REFL: + | CM: - | CTR: 2 | Success% = [CFa/100 * TFa/100 * (MA + 180)]| | CALC: + | CF: - | JP: 100 | Ignores Shell and Magic DefendUP. | | ELEM: - | EVD: - | MOD: 6 | | |--------------------------------| | | Range: 3 / Effect: 2v0 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Haste 2] [ 021 ] TIME MAGIC | |=============================================================================| | magical | CBG: - | MP: 30 | Add: Haste | | REFL: - | CM: - | CTR: 7 | Success% = [CFa/100 * TFa/100 * (MA + 240)]| | CALC: - | CF: - | JP: 550 | Ignores Shell and Magic DefendUP. | | ELEM: - | EVD: - | MOD: 6 | | |--------------------------------| | | Range: 3 / Effect: 2v3 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Slow] [ 022 ] TIME MAGIC | |=============================================================================| | magical | CBG: - | MP: 8 | Add: Slow | | REFL: + | CM: + | CTR: 2 | Success% = [CFa/100 * TFa/100 * (MA + 180)]| | CALC: + | CF: - | JP: 80 | | | ELEM: - | EVD: + | MOD: 6 | | |--------------------------------| | | Range: 3 / Effect: 2v0 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Slow 2] [ 023 ] TIME MAGIC | |=============================================================================| | magical | CBG: - | MP: 30 | Add: Slow | | REFL: - | CM: + | CTR: 7 | Success% = [CFa/100 * TFa/100 * (MA + 240)]| | CALC: - | CF: - | JP: 520 | | | ELEM: - | EVD: + | MOD: 6 | | |--------------------------------| | | Range: 3 / Effect: 2v3 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Stop] [ 024 ] TIME MAGIC | |=============================================================================| | magical | CBG: - | MP: 14 | Add: Stop | | REFL: + | CM: + | CTR: 7 | Success% = [CFa/100 * TFa/100 * (MA + 110)]| | CALC: + | CF: - | JP: 330 | | | ELEM: - | EVD: + | MOD: 6 | | |--------------------------------| | | Range: 3 / Effect: 2v0 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Don't Move] [ 025 ] TIME MAGIC | |=============================================================================| | magical | CBG: - | MP: 10 | Add: Don't Move | | REFL: + | CM: + | CTR: 3 | Success% = [CFa/100 * TFa/100 * (MA + 190)]| | CALC: + | CF: - | JP: 100 | | | ELEM: - | EVD: + | MOD: 6 | | |--------------------------------| | | Range: 3 / Effect: 2v1 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Float] [ 026 ] TIME MAGIC | |=============================================================================| | magical | CBG: - | MP: 8 | Add: Float | | REFL: + | CM: - | CTR: 2 | Success% = [CFa/100 * TFa/100 * (MA + 140)]| | CALC: + | CF: - | JP: 200 | Ignores Shell and Magic DefendUP. | | ELEM: - | EVD: - | MOD: 6 | | |--------------------------------| | | Range: 4 / Effect: 2v1 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Reflect] [ 027 ] TIME MAGIC | |=============================================================================| | magical | CBG: - | MP: 12 | Add: Reflect | | REFL: + | CM: - | CTR: 2 | Success% = [CFa/100 * TFa/100 * (MA + 180)]| | CALC: + | CF: - | JP: 330 | Ignores Shell and Magic DefendUP. | | ELEM: - | EVD: - | MOD: 6 | | |--------------------------------| | | Range: 4 / Effect: 1 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Quick] [ 029 ] TIME MAGIC | |=============================================================================| | magical | CBG: - | MP: 24 | Add: Quick | | REFL: + | CM: + | CTR: 4 | Success% = [CFa/100 * TFa/100 * (MA + 140)]| | CALC: - | CF: - | JP: 800 | Ignores Shell and Magic DefendUP. | | ELEM: - | EVD: - | MOD: 6 | | |--------------------------------| | | Range: 4 / Effect: 1 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Demi] [ 02A ] TIME MAGIC | |=============================================================================| | magical | CBG: - | MP: 24 | Deal RU{Target_MaxHP * 25/100} damage; the | | REFL: + | CM: + | CTR: 6 | magnitude of this damage is unaffected by | | CALC: + | CF: - | JP: 250 | Zodiac and other modifiers. | | ELEM: - | EVD: + | MOD: 6 | Success% = [CFa/100 * TFa/100 * (MA + 190)]| |--------------------------------| | | Range: 4 / Effect: 2v1 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Demi 2] [ 02B ] TIME MAGIC | |=============================================================================| | magical | CBG: - | MP: 50 | Deal RU{Target_MaxHP * 50/100} damage; the | | REFL: + | CM: + | CTR: 9 | magnitude of this damage is unaffected by | | CALC: + | CF: - | JP: 550 | Zodiac and other modifiers. | | ELEM: - | EVD: + | MOD: 6 | Success% = [CFa/100 * TFa/100 * (MA + 120)]| |--------------------------------| | | Range: 4 / Effect: 2v3 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Meteor] [ 02C ] TIME MAGIC | |=============================================================================| | magical | CBG: - | MP: 70 | Damage = [CFa/100 * TFa/100 * MA * 60] | | REFL: - | CM: + | CTR: 13 | | | CALC: - | CF: - | JP:1500 | | | ELEM: - | EVD: - | MOD: 5 | | |--------------------------------| | | Range: 4 / Effect: 4v3 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Blind] [ 02E ] YIN-YANG MAGIC | |=============================================================================| | magical | CBG: - | MP: 4 | Add: Darkness | | REFL: + | CM: + | CTR: 2 | Success% = [CFa/100 * TFa/100 * (MA + 200)]| | CALC: + | CF: - | JP: 100 | | | ELEM: - | EVD: + | MOD: 6 | | |--------------------------------| | | Range: 4 / Effect: 2v1 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Spell Absorb] [ 02F ] YIN-YANG MAGIC | |=============================================================================| | magical | CBG: - | MP: 2 | Drain RU{T_MaxMP * 33/100} MP. The | | REFL: - | CM: + | CTR: 2 | amount of damage is unaffected by Zodiac | | CALC: - | CF: - | JP: 200 | and other modifiers. | | ELEM: - | EVD: - | MOD: 6 | Success% = [CFa/100 * TFa/100 * (MA + 160)]| |--------------------------------| | | Range: 4 (CI) / Effect: 1 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Life Drain] [ 030 ] YIN-YANG MAGIC | |=============================================================================| | magical | CBG: - | MP: 16 | Drain RU{T_MaxHP * 25/100} HP. The amount | | REFL: - | CM: + | CTR: 2 | of damage is unaffected by Zodiac and | | CALC: - | CF: - | JP: 350 | other modifiers. If the target is Undead,| | ELEM: - | EVD: - | MOD: 6 | the target will gain this amount of HP | |--------------------------------| and the caster will lose this amount of | | | HP, regardless of whether the caster is | | Range: 4 (CI) / Effect: 1 | Undead. | | | Success% = [CFa/100 * TFa/100 * (MA + 160)]| ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Pray Faith] [ 031 ] YIN-YANG MAGIC | |=============================================================================| | magical | CBG: - | MP: 6 | Add: Faith | | REFL: + | CM: - | CTR: 4 | Success% = [CFa/100 * TFa/100 * (MA + 150)]| | CALC: + | CF: - | JP: 400 | | | ELEM: - | EVD: - | MOD: 6 | | |--------------------------------| | | Range: 4 / Effect: 1 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Doubt Faith] [ 032 ] YIN-YANG MAGIC | |=============================================================================| | magical | CBG: - | MP: 6 | Add: Innocent | | REFL: + | CM: - | CTR: 4 | Success% = [CFa/100 * TFa/100 * (MA + 150)]| | CALC: + | CF: - | JP: 400 | | | ELEM: - | EVD: - | MOD: 6 | | |--------------------------------| | | Range: 4 / Effect: 1 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Zombie] [ 033 ] YIN-YANG MAGIC | |=============================================================================| | magical | CBG: - | MP: 20 | Add: Undead | | REFL: + | CM: + | CTR: 5 | Success% = [CFa/100 * TFa/100 * (MA + 100)]| | CALC: + | CF: - | JP: 300 | | | ELEM: - | EVD: + | MOD: 6 | | |--------------------------------| | | Range: 4 / Effect: 1 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Silence Song] [ 034 ] YIN-YANG MAGIC | |=============================================================================| | magical | CBG: - | MP: 16 | Add: Silence | | REFL: + | CM: + | CTR: 3 | Success% = [CFa/100 * TFa/100 * (MA + 180)]| | CALC: + | CF: - | JP: 170 | | | ELEM: - | EVD: + | MOD: 6 | | |--------------------------------| | | Range: 4 / Effect: 2v1 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Blind Rage] [ 035 ] YIN-YANG MAGIC | |=============================================================================| | magical | CBG: - | MP: 16 | Add: Berserk | | REFL: + | CM: + | CTR: 5 | Success% = [CFa/100 * TFa/100 * (MA + 120)]| | CALC: + | CF: - | JP: 400 | | | ELEM: - | EVD: + | MOD: 6 | | |--------------------------------| | | Range: 4 / Effect: 1 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Foxbird] [ 036 ] YIN-YANG MAGIC | |=============================================================================| | magical | CBG: - | MP: 20 | Decrease target's Brave by 30 | | REFL: + | CM: + | CTR: 4 | Success% = [CFa/100 * TFa/100 * (MA + 140)]| | CALC: + | CF: - | JP: 200 | | | ELEM: - | EVD: + | MOD: 6 | | |--------------------------------| | | Range: 4 / Effect: 1 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Confusion Song] [ 037 ] YIN-YANG MAGIC | |=============================================================================| | magical | CBG: - | MP: 20 | Add: Confusion | | REFL: + | CM: + | CTR: 5 | Success% = [CFa/100 * TFa/100 * (MA + 130)]| | CALC: + | CF: - | JP: 400 | | | ELEM: - | EVD: + | MOD: 6 | | |--------------------------------| | | Range: 4 / Effect: 1 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Dispel Magic] [ 038 ] YIN-YANG MAGIC | |=============================================================================| | magical | CBG: - | MP: 34 | Cancel: Protect, Shell, Haste, Float, | | REFL: - | CM: + | CTR: 3 | Regen, Reraise, Transparent, Faith,| | CALC: + | CF: - | JP: 700 | Reflect | | ELEM: - | EVD: - | MOD: 6 | Success% = [CFa/100 * TFa/100 * (MA + 200)]| |--------------------------------| | | Range: 4 / Effect: 1 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Paralyze] [ 039 ] YIN-YANG MAGIC | |=============================================================================| | magical | CBG: - | MP: 10 | Add: Don't Act | | REFL: + | CM: + | CTR: 5 | Success% = [CFa/100 * TFa/100 * (MA + 185)]| | CALC: + | CF: - | JP: 100 | | | ELEM: - | EVD: + | MOD: 6 | | |--------------------------------| | | Range: 4 / Effect: 2v0 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Sleep] [ 03A ] YIN-YANG MAGIC | |=============================================================================| | magical | CBG: - | MP: 24 | Add: Sleep | | REFL: + | CM: + | CTR: 6 | Success% = [CFa/100 * TFa/100 * (MA + 170)]| | CALC: + | CF: - | JP: 350 | | | ELEM: - | EVD: + | MOD: 6 | | |--------------------------------| | | Range: 4 / Effect: 2v1 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Petrify] [ 03B ] YIN-YANG MAGIC | |=============================================================================| | magical | CBG: - | MP: 16 | Add: Petrify | | REFL: + | CM: + | CTR: 9 | Success% = [CFa/100 * TFa/100 * (MA + 120)]| | CALC: + | CF: - | JP: 580 | | | ELEM: - | EVD: + | MOD: 6 | | |--------------------------------| | | Range: 4 / Effect: 1 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Moogle] [ 03C ] SUMMON MAGIC | |=============================================================================| | magical | CBG: - | MP: 8 | Restore [CFa/100 * TFa/100 * MA * 12] HP | | REFL: - | CM: - | CTR: 2 | If target is Undead, then Moogle does | | CALC: - | CF: - | JP: 110 | damage instead of restoring HP. | | ELEM: - | EVD: - | MOD: 5 | Ignores Shell and Magic DefendUP. | |--------------------------------| | | Range: 4 / Effect: 3v2 ally | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Shiva] [ 03D ] SUMMON MAGIC | |=============================================================================| | magical | CBG: - | MP: 24 | Damage = [CFa/100 * TFa/100 * MA * 24] | | REFL: - | CM: - | CTR: 4 | | | CALC: - | CF: - | JP: 200 | | | ELEM: I | EVD: - | MOD: 5 | | |--------------------------------| | | Range: 4 / Effect: 3v2 enemy | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Ramuh] [ 03E ] SUMMON MAGIC | |=============================================================================| | magical | CBG: - | MP: 24 | Damage = [CFa/100 * TFa/100 * MA * 24] | | REFL: - | CM: - | CTR: 4 | | | CALC: - | CF: - | JP: 200 | | | ELEM: L | EVD: - | MOD: 5 | | |--------------------------------| | | Range: 4 / Effect: 3v2 enemy | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Ifrit] [ 03F ] SUMMON MAGIC | |=============================================================================| | magical | CBG: - | MP: 24 | Damage = [CFa/100 * TFa/100 * MA * 24] | | REFL: - | CM: - | CTR: 4 | | | CALC: - | CF: - | JP: 200 | | | ELEM: F | EVD: - | MOD: 5 | | |--------------------------------| | | Range: 4 / Effect: 3v2 enemy | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Titan] [ 040 ] SUMMON MAGIC | |=============================================================================| | magical | CBG: - | MP: 30 | Damage = [CFa/100 * TFa/100 * MA * 28] | | REFL: - | CM: - | CTR: 5 | | | CALC: - | CF: - | JP: 220 | | | ELEM: E | EVD: - | MOD: 5 | | |--------------------------------| | | Range: 4 / Effect: 3v2 enemy | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Golem] [ 041 ] SUMMON MAGIC | |=============================================================================| | magical | CBG: - | MP: 40 | Golem will absorb, in total, (Caster_MaxHP)| | REFL: - | CM: - | CTR: 3 | worth of damage dealt to any of caster's | | CALC: - | CF: - | JP: 500 | allies from ATTACK (except spell guns), | | ELEM: - | EVD: - | MOD: 6a | JUMP, THROW, and CHARGE directives. | |--------------------------------| If a new Golem is cast before an existing | | | Golem's HP runs out, Golem's cur. HP is | | Range: Auto | replaced by the max HP of the new caster.| | Effect: 1 | Success% = [(CFa * (MA + 200)) / 100] | | | Ignores zodiac, Shell and Magic DefendUP. | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Carbunkle] [ 042 ] SUMMON MAGIC | |=============================================================================| | magical | CBG: - | MP: 30 | Add: Reflect | | REFL: - | CM: - | CTR: 4 | Success% = [CFa/100 * TFa/100 * (MA + 150)]| | CALC: - | CF: - | JP: 350 | Ignores Shell and Magic DefendUP. | | ELEM: - | EVD: - | MOD: 6 | | |--------------------------------| | | Range: 4 / Effect: 3v2 ally | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Bahamut] [ 043 ] SUMMON MAGIC | |=============================================================================| | magical | CBG: - | MP: 60 | Damage = [CFa/100 * TFa/100 * MA * 46] | | REFL: - | CM: - | CTR: 10 | | | CALC: - | CF: - | JP:1200 | | | ELEM: - | EVD: - | MOD: 5 | | |--------------------------------| | | Range: 4 / Effect: 4v3 enemy | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Odin] [ 044 ] SUMMON MAGIC | |=============================================================================| | magical | CBG: - | MP: 50 | Damage = [CFa/100 * TFa/100 * MA * 40] | | REFL: - | CM: - | CTR: 9 | | | CALC: - | CF: - | JP: 900 | | | ELEM: - | EVD: - | MOD: 5 | | |--------------------------------| | | Range: 4 / Effect: 4v3 enemy | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Leviathan] [ 045 ] SUMMON MAGIC | |=============================================================================| | magical | CBG: - | MP: 48 | Damage = [CFa/100 * TFa/100 * MA * 38] | | REFL: - | CM: - | CTR: 9 | | | CALC: - | CF: - | JP: 850 | | | ELEM: W | EVD: - | MOD: 5 | | |--------------------------------| | | Range: 4 / Effect: 4v3 enemy | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Salamander] [ 046 ] SUMMON MAGIC | |=============================================================================| | magical | CBG: - | MP: 48 | Damage = [CFa/100 * TFa/100 * MA * 38] | | REFL: - | CM: - | CTR: 9 | | | CALC: - | CF: - | JP: 820 | | | ELEM: F | EVD: - | MOD: 5 | | |--------------------------------| | | Range: 4 / Effect: 3v2 enemy | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Silf] [ 047 ] SUMMON MAGIC | |=============================================================================| | magical | CBG: - | MP: 26 | Add: Silence | | REFL: - | CM: - | CTR: 5 | Success% = [CFa/100 * TFa/100 * (MA + 150)]| | CALC: - | CF: - | JP: 400 | | | ELEM: - | EVD: - | MOD: 6 | | |--------------------------------| | | Range: 4 / Effect: 3v2 enemy | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Fairy] [ 048 ] SUMMON MAGIC | |=============================================================================| | magical | CBG: - | MP: 28 | Restore [CFa/100 * TFa/100 * MA * 24] HP | | REFL: - | CM: - | CTR: 4 | If target is Undead, Fairy does damage | | CALC: - | CF: - | JP: 400 | instead of restoring HP. | | ELEM: - | EVD: - | MOD: 5 | Ignores Shell and Magic DefendUP. | |--------------------------------| | | Range: 4 / Effect: 3v2 ally | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Lich] [ 049 ] SUMMON MAGIC | |=============================================================================| | magical | CBG: - | MP: 40 | Deals RU{T_MaxHP * 50/100} damage. The | | REFL: - | CM: - | CTR: 9 | amount of damage is unaffected by Zodiac | | CALC: - | CF: - | JP: 600 | & other modifiers. However, unlike other | | ELEM: D | EVD: - | MOD: 6 | similar attacks, Lich is elemental. | |--------------------------------| This means that if the target has | | | properties that affect Dark-elemental | | | DAMAGE (i.e., Half, Cancel, Weak), the | | | damage will be adjusted accordingly. The | | | damage is UNAFFECTED if the caster has | | Range: 4 | `Strengthen: Dark', because `Strengthen' | | Effect: 3v2 enemy | affects MA for elemental attacks, and not| | | the damage itself; the damage is not MA- | | | dependent. The success rate of Lich, | | | which is MA-dependent, will be increased | | | slightly by `Strengthen: Dark'. | | | Success% = [CFa/100 * TFa/100 * (MA + 160)]| ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Cyclops] [ 04A ] SUMMON MAGIC | |=============================================================================| | magical | CBG: - | MP: 62 | Damage = [CFa/100 * TFa/100 * MA * 50] | | REFL: - | CM: - | CTR: 9 | | | CALC: - | CF: - | JP:1000 | | | ELEM: - | EVD: - | MOD: 5 | | |--------------------------------| | | Range: 4 / Effect: 3v2 enemy | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Zodiac] [ 04B ] SUMMON MAGIC | |=============================================================================| | magical | CBG: - | MP: 99 | Damage = [CFa/100 * TFa/100 * MA * 96] | | REFL: - | CM: - | CTR: 10 | | | CALC: - | CF: - | JP: --- | Zodiac cannot be purchased with JP -- it | | ELEM: - | EVD: - | MOD: 5 | must be cast on a Summoner, must do at | |--------------------------------| least 1 damage, and he must survive it. | | Range: 4 | If these conditions are met, the target | | Effect: 4v3 enemy | will be given a chance to learn Zodiac. | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Asura] [ 04C ] DRAW OUT | |=============================================================================| | magical | CBG: - | MP: 0 | Damage = MA * 8 | | REFL: - | CM: - | CTR: 0 | You must have at least one Asura Knife in | | CALC: - | CF: - | JP: 100 | your inventory to use Asura. There is a | | ELEM: - | EVD: - | MOD: 5 | ~15% chance that one Asura Knife will | |--------------------------------| break after each casting of Asura. | | Range: Auto / Effect: 3v3 enemy| | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Koutetsu] [ 04D ] DRAW OUT | |=============================================================================| | magical | CBG: - | MP: 0 | Damage = MA * 12 | | REFL: - | CM: - | CTR: 0 | You must have at least one Kotetsu Knife | | CALC: - | CF: - | JP: 180 | in your inventory to use Koutetsu. There | | ELEM: - | EVD: - | MOD: 5 | is a ~15% chance that one Kotetsu Knife | |--------------------------------| will break after each casting of | | Range: Auto / Effect: 3v3 enemy| Koutetsu. | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Bizen Boat] [ 04E ] DRAW OUT | |=============================================================================| | magical | CBG: - | MP: 0 | Damage to MP = MA * 4 | | REFL: - | CM: - | CTR: 0 | You must have at least one Bizen Boat in | | CALC: - | CF: - | JP: 260 | your inventory to use Bizen Boat. There | | ELEM: - | EVD: - | MOD: 5 | is a ~15% chance that one Bizen Boat | |--------------------------------| will break after each casting of | | Range: Auto / Effect: 3v3 enemy| Bizen Boat. | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Murasame] [ 04F ] DRAW OUT | |=============================================================================| | neutral | CBG: - | MP: 0 | Heals (MA * 12) HP. The amount of healing | | REFL: - | CM: - | CTR: 0 | is unaffected by Zodiac and other | | CALC: - | CF: - | JP: 340 | modifiers. | | ELEM: - | EVD: - | MOD: 0 | Undead reversal | |--------------------------------| You must have at least one Murasame in your| | | inventory to use Murasame. There is a | | Range: Auto / Effect: 3v3 ally | ~15% chance that one Murasame will break | | | after each casting of Murasame. | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Heaven's Cloud] [ 050 ] DRAW OUT | |=============================================================================| | magical | CBG: - | MP: 0 | Damage = MA * 14 | | REFL: - | CM: - | CTR: 0 | May add: Slow (25%) | | CALC: - | CF: - | JP: 420 | You must have at least one Heaven's Cloud | | ELEM: - | EVD: - | MOD: 5 | in your inventory to use Heaven's Cloud. | |--------------------------------| There is a ~15% chance that one Heaven's | | Range: Auto / Effect: 3v3 enemy| Cloud will break after each casting of | | | Heaven's Cloud. | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Kiyomori] [ 051 ] DRAW OUT | |=============================================================================| | neutral | CBG: - | MP: 0 | Add: Protect, Shell | | REFL: - | CM: - | CTR: 0 | You must have at least one Kiyomori in | | CALC: - | CF: - | JP: 500 | your inventory to use Kiyomori. There | | ELEM: - | EVD: - | MOD: 0 | is a ~15% chance that one Kiyomori will | |--------------------------------| break after each casting of Kiyomori. | | Range: Auto / Effect: 3v3 ally | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Muramasa] [ 052 ] DRAW OUT | |=============================================================================| | magical | CBG: - | MP: 0 | Damage = MA * 18 | | REFL: - | CM: - | CTR: 0 | May add: Confusion, Death Sentence (25%) | | CALC: - | CF: - | JP: 580 | You must have at least one Muramasa in | | ELEM: - | EVD: - | MOD: 5 | your inventory to use Muramasa. There | |--------------------------------| is a ~15% chance that one Muramasa will | | Range: Auto / Effect: 3v3 enemy| break after each casting of Muramasa. | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Kikuichimoji] [ 053 ] DRAW OUT | |=============================================================================| | magical | CBG: - | MP: 0 | Damage = MA * 16 | | REFL: - | CM: - | CTR: 0 | You must have at least one Kikuichimoji in | | CALC: - | CF: - | JP: 660 | your inventory to use Kikuichimoji. | | ELEM: - | EVD: - | MOD: 5 | There is a ~15% chance that one | |--------------------------------| Kikuichimoji will break after each | | Range: 4 directions (linear,CI)| casting of Kikuichimoji. | | Effect: 8v3 enemy (linear) | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Masamune] [ 054 ] DRAW OUT | |=============================================================================| | neutral | CBG: - | MP: 0 | Add: Regen, Haste | | REFL: - | CM: - | CTR: 0 | You must have at least one Masamune in your| | CALC: - | CF: - | JP: 740 | your inventory to use Masamune. There | | ELEM: - | EVD: - | MOD: 0 | is a ~15% chance that one Masamune will | |--------------------------------| break after each casting of Masamune. | | Range: Auto / Effect: 3v3 ally | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Chirijiraden] [ 055 ] DRAW OUT | |=============================================================================| | magical | CBG: - | MP: 0 | Damage = MA * 30 | | REFL: - | CM: - | CTR: 0 | You must have at least one Chirijiraden in | | CALC: - | CF: - | JP: 820 | your inventory to use Chirijiraden. | | ELEM: - | EVD: - | MOD: 5 | There is a ~15% chance that one | |--------------------------------| Chirijiraden will break after each | | Range: Auto / Effect: 3v3 enemy| casting of Chirijiraden. | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Angel Song] [ 056 ] SING | |=============================================================================| | neutral | CBG: - | MP: 0 | Restore (MA + 20) MP | | REFL: - | CM: - | CTR: 6 | Success% = 100 | | CALC: - | CF: - | JP: 100 | Upon selecting Angel Song, the caster will | | ELEM: - | EVD: - | MOD: 0 | enter `Performing' status, and Angel Song| |--------------------------------| will be executed every 6 clockticks until| | Range: Auto | the caster has an AT and chooses to stop.| | Effect: All allies | Always misses if target has Sleep status. | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Life Song] [ 057 ] SING | |=============================================================================| | neutral | CBG: - | MP: 0 | Restore (MA + 10) HP | | REFL: - | CM: - | CTR: 6 | Success% = 100 | | CALC: - | CF: - | JP: 100 | Upon selecting Life Song, the caster will | | ELEM: - | EVD: - | MOD: 0 | enter `Performing' status, and Life Song | |--------------------------------| will be executed every 6 clockticks until| | Range: Auto | the caster has an AT and chooses to stop.| | Effect: All allies | Always misses if target has Sleep status. | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Cheer Song] [ 058 ] SING | |=============================================================================| | neutral | CBG: - | MP: 0 | Target's Speed +1 | | REFL: - | CM: - | CTR: 8 | Success% = 50 | | CALC: - | CF: - | JP: 100 | Upon selecting Cheer Song, the caster will | | ELEM: - | EVD: - | MOD: 0 | enter `Performing' status, and Cheer Song| |--------------------------------| will be executed every 8 clockticks until| | Range: Auto | the caster has an AT and chooses to stop.| | Effect: All allies | Always misses if target has Sleep status. | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Battle Song] [ 059 ] SING | |=============================================================================| | neutral | CBG: - | MP: 0 | Target's PA +1 | | REFL: - | CM: - | CTR: 8 | Success% = 50 | | CALC: - | CF: - | JP: 100 | Upon selecting Battle Song, the caster will| | ELEM: - | EVD: - | MOD: 0 | enter `Performing' status, & Battle Song | |--------------------------------| will be executed every 8 clockticks until| | Range: Auto | the caster has an AT and chooses to stop.| | Effect: All allies | Always misses if target has Sleep status. | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Magic Song] [ 05A ] SING | |=============================================================================| | neutral | CBG: - | MP: 0 | Target's MA +1 | | REFL: - | CM: - | CTR: 10 | Success% = 50 | | CALC: - | CF: - | JP: 100 | Upon selecting Magic Song, the caster will | | ELEM: - | EVD: - | MOD: 0 | enter `Performing' status, and Magic Song| |--------------------------------| will be executed every 10 clockticks | | Range: Auto | until the caster has an AT and chooses | | Effect: All allies | to stop. | | | Always misses if target has Sleep status. | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Nameless Song] [ 05B ] SING | |=============================================================================| | neutral | CBG: - | MP: 0 | Add any one of the following: Reraise, | | REFL: - | CM: - | CTR: 10 | Regen, Protect, Shell, Reflect | | CALC: - | CF: - | JP: 100 | Success% = 50 | | ELEM: - | EVD: - | MOD: 0 | Upon selecting Nameless Song, the caster | |--------------------------------| will enter `Performing' status, and | | | Nameless Song will be executed every 10 | | Range: Auto | clockticks until the caster has an AT | | Effect: All allies | and chooses to stop. | | | Always misses if target has Sleep status. | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Last Song] [ 05C ] SING | |=============================================================================| | neutral | CBG: - | MP: 0 | Add: Quick | | REFL: - | CM: - | CTR: 20 | Success% = 50 | | CALC: - | CF: - | JP: 100 | Upon selecting Last Song, the caster will | | ELEM: - | EVD: - | MOD: 0 | enter `Performing' status, and Last Song | |--------------------------------| will be executed every 20 clockticks | | Range: Auto | until the caster has an AT and chooses | | Effect: All allies | to stop. | | | Always misses if target has Sleep status. | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Witch Hunt] [ 05D ] DANCE | |=============================================================================| | neutral | CBG: - | MP: 0 | Damage to MP = PA + [(PA * Br) / 100] | | REFL: - | CM: - | CTR: 6 | Success% = 100 | | CALC: - | CF: - | JP: 100 | Upon selecting Witch Hunt, the caster will | | ELEM: - | EVD: - | MOD: 0 | enter `Performing' status, and Witch Hunt| |--------------------------------| will be executed every 6 clockticks until| | Range: Auto | the caster has an AT and chooses to stop.| | Effect: All enemies | Always misses if target has Sleep status. | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Wiznaibus] [ 05E ] DANCE | |=============================================================================| | neutral | CBG: - | MP: 0 | Damage = PA + [(PA * Br) / 100] | | REFL: - | CM: - | CTR: 6 | Success% = 100 | | CALC: - | CF: - | JP: 100 | Upon selecting Wiznaibus, the caster will | | ELEM: - | EVD: - | MOD: 0 | enter `Performing' status, and Wiznaibus | |--------------------------------| will be executed every 6 clockticks until| | Range: Auto | the caster has an AT and chooses to stop.| | Effect: All enemies | Always misses if target has Sleep status. | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Slow Dance] [ 05F ] DANCE | |=============================================================================| | neutral | CBG: - | MP: 0 | Target's Speed -1 | | REFL: - | CM: - | CTR: 8 | Success% = 50 | | CALC: - | CF: - | JP: 100 | Upon selecting Slow Dance, the caster will | | ELEM: - | EVD: - | MOD: 0 | enter `Performing' status, and Slow Dance| |--------------------------------| will be executed every 8 clockticks until| | Range: Auto | the caster has an AT and chooses to stop.| | Effect: All enemies | Always misses if target has Sleep status. | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Polka Polka] [ 060 ] DANCE | |=============================================================================| | neutral | CBG: - | MP: 0 | Target's PA -1 | | REFL: - | CM: - | CTR: 8 | Success% = 50 | | CALC: - | CF: - | JP: 100 | Upon selecting Polka Polka, the caster | | ELEM: - | EVD: - | MOD: 0 | will enter `Performing' status, and | |--------------------------------| Polka Polka will be executed every 8 | | Range: Auto | clockticks until the caster has an AT | | Effect: All enemies | and chooses to stop. | | | Always misses if target has Sleep status. | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Disillusion] [ 061 ] DANCE | |=============================================================================| | neutral | CBG: - | MP: 0 | Target's MA -1 | | REFL: - | CM: - | CTR: 8 | Success% = 50 | | CALC: - | CF: - | JP: 100 | Upon selecting Disillusion, the caster | | ELEM: - | EVD: - | MOD: 0 | will enter `Performing' status, and | |--------------------------------| Disillusion will be executed every 8 | | Range: Auto | clockticks until the caster has an AT | | Effect: All enemies | and chooses to stop. | | | Always misses if target has Sleep status. | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Nameless Dance] [ 062 ] DANCE | |=============================================================================| | neutral | CBG: - | MP: 0 | Add any one of the following: Darkness, | | REFL: - | CM: - | CTR: 10 | Confusion, Silence, Frog, Poison, Slow, | | CALC: - | CF: - | JP: 100 | Stop, Sleep | | ELEM: - | EVD: - | MOD: 0 | Success% = 50 | |--------------------------------| Upon selecting Nameless Dance, the caster | | | will enter `Performing' status, and | | Range: Auto | Nameless Dance will be executed every 10 | | Effect: All enemies | clockticks until the caster has an AT | | | and chooses to stop. | | | Always misses if target has Sleep status. | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Last Dance] [ 063 ] DANCE | |=============================================================================| | neutral | CBG: - | MP: 0 | Target's CT is set to 0 | | REFL: - | CM: - | CTR: 20 | Success% = 34 | | CALC: - | CF: - | JP: 100 | Upon selecting Last Dance, the caster will | | ELEM: - | EVD: - | MOD: 0 | enter `Performing' status, and | |--------------------------------| Last Dance will be executed every 20 | | Range: Auto | clockticks until the caster has an AT | | Effect: All enemies | and chooses to stop. | | | Always misses if target has Sleep status. | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Spin Fist] [ 064 ] PUNCH ART | |=============================================================================| | physical | CBG: - | MP: 0 | Damage = PA * [PA / 2] | | REFL: - | CM: - | CTR: 0 | Martial Arts gives PA bonus even if caster | | CALC: - | CF: - | JP: 150 | is not barehanded | | ELEM: - | EVD: + | MOD: 2 | Critical hit possible | |--------------------------------| | | Range: Auto (CI) / Effect: 2v0 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Repeating Fist] [ 065 ] PUNCH ART | |=============================================================================| | physical | CBG: - | MP: 0 | Damage = (1..9) * (PA + [PA / 2]) | | REFL: - | CM: - | CTR: 0 | Martial Arts gives PA bonus even if caster | | CALC: - | CF: - | JP: 300 | is not barehanded | | ELEM: - | EVD: + | MOD: 2 | Critical hit possible | |--------------------------------| | | Range: 1v1 (CI) / Effect: 1 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Wave Fist] [ 066 ] PUNCH ART | |=============================================================================| | physical | CBG: - | MP: 0 | Damage = PA * [(PA + 2)/ 2] | | REFL: - | CM: - | CTR: 0 | Martial Arts gives PA bonus even if caster | | CALC: - | CF: - | JP: 300 | is not barehanded | | ELEM: - | EVD: + | MOD: 2 | Critical hit possible | |--------------------------------| | | Range: 3v3 (CI) / Effect: 1 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Earth Slash] [ 067 ] PUNCH ART | |=============================================================================| | physical | CBG: - | MP: 0 | Damage = PA * [PA / 2] | | REFL: - | CM: - | CTR: 0 | Martial Arts gives PA bonus even if caster | | CALC: - | CF: - | JP: 600 | is not barehanded | | ELEM: E | EVD: - | MOD: 2 | Critical hit possible | |--------------------------------------------------------- | | Range: 4 directions (linear, CI) / Effect: 8v2 (linear) | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Secret Fist] [ 068 ] PUNCH ART | |=============================================================================| | physical | CBG: - | MP: 0 | Add: Death Sentence | | REFL: - | CM: - | CTR: 0 | Success% = MA + 50 | | CALC: - | CF: - | JP: 300 | Martial Arts gives MA bonus even if caster | | ELEM: - | EVD: - | MOD: 3 | is not barehanded | |--------------------------------| | | Range: 1v0 (CI) / Effect: 1 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Stigma Magic] [ 069 ] PUNCH ART | |=============================================================================| | physical | CBG: - | MP: 0 | Cancel: Petrify, Darkness, Confusion, | | REFL: - | CM: - | CTR: 0 | Frog, Silence, Berserk, Poison, | | CALC: - | CF: - | JP: 200 | Sleep, Don't Move, Don't Act | | ELEM: - | EVD: - | MOD: 3 | Success% = PA + 120 | |--------------------------------| Martial Arts gives PA bonus even if caster | | Range: Auto / Effect: 2v0 | is not barehanded | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Chakra] [ 06A ] PUNCH ART | |=============================================================================| | physical | CBG: - | MP: 0 | Restore (PA * 5) HP and [PA * 5/2] MP | | REFL: - | CM: - | CTR: 0 | Martial Arts gives PA bonus | | CALC: - | CF: - | JP: 350 | (MartialArtsPA = [PA * 3/2]) | | ELEM: - | EVD: - | MOD: 2 | Ignores Protect and Defense UP | |--------------------------------| | | Range: Auto / Effect: 2v0 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Revive] [ 06B ] PUNCH ART | |=============================================================================| | physical | CBG: - | MP: 0 | Cancel: Dead; | | REFL: - | CM: - | CTR: 0 | Restore {T_MaxHP * 20/100} HP | | CALC: - | CF: - | JP: 500 | Success% = PA + 70 | | ELEM: - | EVD: - | MOD: 3 | Martial Arts gives PA bonus even if caster | |--------------------------------| is not barehanded | | Range: 1v0 (CI) / Effect: 1 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Gil Taking] [ 06C ] STEAL | |=============================================================================| | physical | CBG: + | MP: 0 | Steal [Caster_Lv * Caster_Sp] gil | | REFL: - | CM: - | CTR: 0 | Success% = Sp + 200 | | CALC: - | CF: - | JP: 10 | Martial Arts gives Sp bonus even if caster | | ELEM: - | EVD: + | MOD: 4 | is not barehanded | |--------------------------------| | | Range: 1v1 (CI) / Effect: 1 en | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Steal Heart] [ 06D ] STEAL | |=============================================================================| | neutral | CBG: - | MP: 0 | Add: Charm | | REFL: - | CM: - | CTR: 0 | Success% = MA + 50 | | CALC: - | CF: - | JP: 150 | Does not work if target is same sex as | | ELEM: - | EVD: - | MOD: 1 | caster -- males can Steal Heart females | |--------------------------------| and monsters; females can Steal Heart | | Range: 3 (CI) | males and monsters; monsters can Steal | | Effect: 1 enemy | Heart males and females. | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Steal Helmet] [ 06E ] STEAL | |=============================================================================| | physical | CBG: + | MP: 0 | Steal item equipped on target's head | | REFL: - | CM: - | CTR: 0 | Success% = Sp + 40 | | CALC: - | CF: - | JP: 350 | Martial Arts gives Sp bonus even if caster | | ELEM: - | EVD: + | MOD: 4 | is not barehanded | |--------------------------------| | | Range: 1v1 (CI) / Effect: 1 en | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Steal Armor] [ 06F ] STEAL | |=============================================================================| | physical | CBG: + | MP: 0 | Steal item equipped on target's body | | REFL: - | CM: - | CTR: 0 | Success% = Sp + 35 | | CALC: - | CF: - | JP: 450 | Martial Arts gives Sp bonus even if caster | | ELEM: - | EVD: + | MOD: 4 | is not barehanded | |--------------------------------| | | Range: 1v1 (CI) / Effect: 1 en | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Steal Shield] [ 070 ] STEAL | |=============================================================================| | physical | CBG: + | MP: 0 | Steal target's shield | | REFL: - | CM: - | CTR: 0 | Success% = Sp + 35 | | CALC: - | CF: - | JP: 350 | Martial Arts gives Sp bonus even if caster | | ELEM: - | EVD: + | MOD: 4 | is not barehanded | |--------------------------------| | | Range: 1v1 (CI) / Effect: 1 en | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Steal Weapon] [ 071 ] STEAL | |=============================================================================| | physical | CBG: + | MP: 0 | Steal target's weapon | | REFL: - | CM: - | CTR: 0 | Success% = Sp + 30 | | CALC: - | CF: - | JP: 600 | Martial Arts gives Sp bonus even if caster | | ELEM: - | EVD: + | MOD: 4 | is not barehanded | |--------------------------------| | | Range: 1v1 (CI) / Effect: 1 en | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Steal Accessry] [ 072 ] STEAL | |=============================================================================| | physical | CBG: + | MP: 0 | Steal target's accessory | | REFL: - | CM: - | CTR: 0 | Success% = Sp + 40 | | CALC: - | CF: - | JP: 500 | Martial Arts gives Sp bonus even if caster | | ELEM: - | EVD: + | MOD: 4 | is not barehanded | |--------------------------------| | | Range: 1v1 (CI) / Effect: 1 en | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Steal Exp.] [ 073 ] STEAL | |=============================================================================| | physical | CBG: - | MP: 0 | Steal min{(Sp + 5), Target_Exp} Exp. | | REFL: - | CM: - | CTR: 0 | Success% = Sp + 70 | | CALC: - | CF: - | JP: 250 | Martial Arts gives Sp bonus | | ELEM: - | EVD: - | MOD: 4 | (MartialArtsSp = [Sp * 3/2]) | |--------------------------------| | | Range: 1v1 (CI) / Effect: 1 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Invitation] [ 074 ] TALK SKILL | |=============================================================================| | neutral | CBG: - | MP: 0 | Add: Invite | | REFL: - | CM: - | CTR: 0 | Success% = MA + 20 | | CALC: - | CF: - | JP: 100 | An Invited unit cannot be Invited back by | | ELEM: - | EVD: - | MOD: 1 | the opposing team. | |--------------------------------| Does not work on monsters unless caster | | Range: 3v3 (CI) / Effect: 1 en | has the `Monster Talk' ability. | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Persuade] [ 075 ] TALK SKILL | |=============================================================================| | neutral | CBG: - | MP: 0 | Set target's CT to 0 | | REFL: - | CM: - | CTR: 0 | Success% = MA + 30 | | CALC: - | CF: - | JP: 100 | Does not work on monsters unless caster | | ELEM: - | EVD: - | MOD: 1 | has the `Monster Talk' ability. | |--------------------------------| | | Range: 3v3 / Effect: 1 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Praise] [ 076 ] TALK SKILL | |=============================================================================| | neutral | CBG: - | MP: 0 | Target's Brave +4 (+1 permanently) | | REFL: - | CM: - | CTR: 0 | Success% = MA + 50 | | CALC: - | CF: - | JP: 200 | Does not work on monsters unless caster | | ELEM: - | EVD: - | MOD: 1 | has the `Monster Talk' ability. | |--------------------------------| | | Range: 3v3 / Effect: 1 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Threaten] [ 077 ] TALK SKILL | |=============================================================================| | neutral | CBG: - | MP: 0 | Target's Brave -20 (-5 permanently) | | REFL: - | CM: - | CTR: 0 | Success% = MA + 90 | | CALC: - | CF: - | JP: 200 | Does not work on monsters unless caster | | ELEM: - | EVD: - | MOD: 1 | has the `Monster Talk' ability. | |--------------------------------| | | Range: 3v3 / Effect: 1 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Preach] [ 078 ] TALK SKILL | |=============================================================================| | neutral | CBG: - | MP: 0 | Target's Faith +4 (+1 permanently) | | REFL: - | CM: - | CTR: 0 | Success% = MA + 50 | | CALC: - | CF: - | JP: 200 | Does not work on monsters unless caster | | ELEM: - | EVD: - | MOD: 1 | has the `Monster Talk' ability. | |--------------------------------| | | Range: 3v3 / Effect: 1 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Solution] [ 079 ] TALK SKILL | |=============================================================================| | neutral | CBG: - | MP: 0 | Target's Faith -20 (-5 permanently) | | REFL: - | CM: - | CTR: 0 | Success% = MA + 90 | | CALC: - | CF: - | JP: 200 | Does not work on monsters unless caster | | ELEM: - | EVD: - | MOD: 1 | has the `Monster Talk' ability. | |--------------------------------| | | Range: 3v3 / Effect: 1 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Death Sentence] [ 07A ] TALK SKILL | |=============================================================================| | neutral | CBG: - | MP: 0 | Add: Death Sentence | | REFL: - | CM: - | CTR: 0 | Success% = MA + 30 | | CALC: - | CF: - | JP: 500 | Does not work on monsters unless caster | | ELEM: - | EVD: - | MOD: 1 | has the `Monster Talk' ability. | |--------------------------------| | | Range: 3v3 / Effect: 1 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Negotiate] [ 07B ] TALK SKILL | |=============================================================================| | neutral | CBG: - | MP: 0 | Steal (Lv * Sp) gil | | REFL: - | CM: - | CTR: 0 | Success% = MA + 90 | | CALC: - | CF: - | JP: 100 | Does not work on monsters unless caster | | ELEM: - | EVD: - | MOD: 1 | has the `Monster Talk' ability. | |--------------------------------| | | Range: 3v3 (CI) / Effect: 1 en | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Insult] [ 07C ] TALK SKILL | |=============================================================================| | neutral | CBG: - | MP: 0 | Add: Berserk | | REFL: - | CM: - | CTR: 0 | Success% = MA + 40 | | CALC: - | CF: - | JP: 300 | Does not work on monsters unless caster | | ELEM: - | EVD: - | MOD: 1 | has the `Monster Talk' ability. | |--------------------------------| | | Range: 3v3 / Effect: 1 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Mimic Daravon] [ 07D ] TALK SKILL | |=============================================================================| | neutral | CBG: - | MP: 0 | Add: Sleep | | REFL: - | CM: - | CTR: 0 | Success% = MA + 40 | | CALC: - | CF: - | JP: 300 | Does not work on monsters unless caster | | ELEM: - | EVD: - | MOD: 1 | has the `Monster Talk' ability. | |--------------------------------| | | Range: 3v3 / Effect: 2v3 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Pitfall] [ 07E ] ELEMENTAL | |=============================================================================| | magical | CBG: - | MP: 0 | Damage = [(PA + 2) / 2] * MA | | REFL: - | CM: - | CTR: 0 | May add: Don't Move (20 - 25%) | | CALC: - | CF: + | JP: 150 | | | ELEM: - | EVD: - | MOD: 5 | Topography: Natural Surface, Road, | |--------------------------------| Wasteland | | Range: 5 / Effect: 2v0 (CI) | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Water Ball] [ 07F ] ELEMENTAL | |=============================================================================| | magical | CBG: - | MP: 0 | Damage = [(PA + 2) / 2] * MA | | REFL: - | CM: - | CTR: 0 | May add: Frog (20 - 25%) | | CALC: - | CF: + | JP: 150 | | | ELEM: W | EVD: - | MOD: 5 | Topography: Waterway, River, Lake, Sea, | |--------------------------------| Waterfall | | Range: 5 / Effect: 2v0 (CI) | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Hell Ivy] [ 080 ] ELEMENTAL | |=============================================================================| | magical | CBG: - | MP: 0 | Damage = [(PA + 2) / 2] * MA | | REFL: - | CM: - | CTR: 0 | May add: Stop (20 - 25%) | | CALC: - | CF: + | JP: 150 | | | ELEM: - | EVD: - | MOD: 5 | Topography: Grassland, Thicket, | |--------------------------------| Water Plant, Ivy | | Range: 5 / Effect: 2v0 (CI) | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Carve Model] [ 081 ] ELEMENTAL | |=============================================================================| | magical | CBG: - | MP: 0 | Damage = [(PA + 2) / 2] * MA | | REFL: - | CM: - | CTR: 0 | May add: Petrify (20 - 25%) | | CALC: - | CF: + | JP: 150 | | | ELEM: - | EVD: - | MOD: 5 | Topography: Gravel, Stone Wall, | |--------------------------------| Stone Floor, Tombstone, | | Range: 5 / Effect: 2v0 (CI) | Mud Wall | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Local Quake] [ 082 ] ELEMENTAL | |=============================================================================| | magical | CBG: - | MP: 0 | Damage = [(PA + 2) / 2] * MA | | REFL: - | CM: - | CTR: 0 | May add: Confusion (20 - 25%) | | CALC: - | CF: + | JP: 150 | | | ELEM: E | EVD: - | MOD: 5 | Topography: Rocky Cliff, Lava Rocks | |--------------------------------| | | Range: 5 / Effect: 2v0 (CI) | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Kamaitachi] [ 083 ] ELEMENTAL | |=============================================================================| | magical | CBG: - | MP: 0 | Damage = [(PA + 2) / 2] * MA | | REFL: - | CM: - | CTR: 0 | May add: Don't Act (20 - 25%) | | CALC: - | CF: + | JP: 150 | | | ELEM: A | EVD: - | MOD: 5 | Topography: Book, Tree, Brick, Moss, | |--------------------------------| Bridge, Furniture, Iron Plate, | | Range: 5 / Effect: 2v0 (CI) | Coffin | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Demon Fire] [ 084 ] ELEMENTAL | |=============================================================================| | magical | CBG: - | MP: 0 | Damage = [(PA + 2) / 2] * MA | | REFL: - | CM: - | CTR: 0 | May add: Sleep (20 - 25%) | | CALC: - | CF: + | JP: 150 | | | ELEM: F | EVD: - | MOD: 5 | Topography: Wooden Floor, Rug, Box, | |--------------------------------| Stairs, Deck | | Range: 5 / Effect: 2v0 (CI) | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Quicksand] [ 085 ] ELEMENTAL | |=============================================================================| | magical | CBG: - | MP: 0 | Damage = [(PA + 2) / 2] * MA | | REFL: - | CM: - | CTR: 0 | May add: Death Sentence (20 - 25%) | | CALC: - | CF: + | JP: 150 | | | ELEM: W | EVD: - | MOD: 5 | Topography: Swamp, Marsh, Poisoned Marsh | |--------------------------------| | | Range: 5 / Effect: 2v0 (CI) | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Blizzard] [ 086 ] ELEMENTAL | |=============================================================================| | magical | CBG: - | MP: 0 | Damage = [(PA + 2) / 2] * MA | | REFL: - | CM: - | CTR: 0 | May add: Silence (20 - 25%) | | CALC: - | CF: + | JP: 150 | | | ELEM: I | EVD: - | MOD: 5 | Topography: Snow, Ice | |--------------------------------| | | Range: 5 / Effect: 2v0 (CI) | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Gusty Wind] [ 087 ] ELEMENTAL | |=============================================================================| | magical | CBG: - | MP: 0 | Damage = [(PA + 2) / 2] * MA | | REFL: - | CM: - | CTR: 0 | May add: Slow (20 - 25%) | | CALC: - | CF: + | JP: 150 | | | ELEM: W | EVD: - | MOD: 5 | Topography: Roof, Sky, Chimney | |--------------------------------| | | Range: 5 / Effect: 2v0 (CI) | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Lava Ball] [ 088 ] ELEMENTAL | |=============================================================================| | magical | CBG: - | MP: 0 | Damage = [(PA + 2) / 2] * MA | | REFL: - | CM: - | CTR: 0 | May add: Dead (20 - 25%) | | CALC: - | CF: + | JP: 150 | | | ELEM: F | EVD: - | MOD: 5 | Topography: Lava, Machine | |--------------------------------| | | Range: 5 / Effect: 2v0 (CI) | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Head Break] [ 08A ] BATTLE SKILL | |=============================================================================| | physical | CBG: + | MP: 0 | Breaks item equipped on target's head | | REFL: - | CM: - | CTR: 0 | Success% = PA + WP + 45 | | CALC: - | CF: - | JP: 300 | | | ELEM:wpn | EVD: + | MOD: 3 | Identical to ATTACK if target has nothing | |--------------------------------| equipped on head | | Range: weapon / Effect: 1 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Armor Break] [ 08B ] BATTLE SKILL | |=============================================================================| | physical | CBG: + | MP: 0 | Breaks item equipped on target's body | | REFL: - | CM: - | CTR: 0 | Success% = PA + WP + 40 | | CALC: - | CF: - | JP: 400 | | | ELEM:wpn | EVD: + | MOD: 3 | Identical to ATTACK if target has nothing | |--------------------------------| equipped on body | | Range: weapon / Effect: 1 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Shield Break] [ 08C ] BATTLE SKILL | |=============================================================================| | physical | CBG: + | MP: 0 | Breaks target's shield | | REFL: - | CM: - | CTR: 0 | Success% = PA + WP + 55 | | CALC: - | CF: - | JP: 300 | | | ELEM:wpn | EVD: + | MOD: 3 | Identical to ATTACK if target has no | |--------------------------------| shield equipped | | Range: weapon / Effect: 1 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Weapon Break] [ 08D ] BATTLE SKILL | |=============================================================================| | physical | CBG: + | MP: 0 | Breaks target's weapon | | REFL: - | CM: - | CTR: 0 | Success% = PA + WP + 30 | | CALC: - | CF: - | JP: 400 | If target has weapons in both hands, the | | ELEM:wpn | EVD: + | MOD: 3 | weapon in the top hand will be broken. | |--------------------------------| Another successful casting of Weapon | | | Break can then destroy the other weapon. | | Range: weapon / Effect: 1 | Identical to ATTACK if target has no | | | weapon equipped | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Magic Break] [ 08E ] BATTLE SKILL | |=============================================================================| | physical | CBG: + | MP: 0 | Damage to MP = RU{T_MaxMP * 50/100} | | REFL: - | CM: - | CTR: 0 | Success% = PA + 50 | | CALC: - | CF: - | JP: 250 | | | ELEM:wpn | EVD: + | MOD: 3 | | |--------------------------------| | | Range: weapon / Effect: 1 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Speed Break] [ 08F ] BATTLE SKILL | |=============================================================================| | physical | CBG: + | MP: 0 | Target's Speed -2 | | REFL: - | CM: - | CTR: 0 | Success% = PA + 50 | | CALC: - | CF: - | JP: 250 | | | ELEM:wpn | EVD: + | MOD: 3 | | |--------------------------------| | | Range: weapon / Effect: 1 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Power Break] [ 090 ] BATTLE SKILL | |=============================================================================| | physical | CBG: + | MP: 0 | Target's PA -3 | | REFL: - | CM: - | CTR: 0 | Success% = PA + 50 | | CALC: - | CF: - | JP: 250 | | | ELEM:wpn | EVD: + | MOD: 3 | | |--------------------------------| | | Range: weapon / Effect: 1 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Mind Break] [ 091 ] BATTLE SKILL | |=============================================================================| | physical | CBG: + | MP: 0 | Target's MA -3 | | REFL: - | CM: - | CTR: 0 | Success% = PA + 50 | | CALC: - | CF: - | JP: 250 | | | ELEM:wpn | EVD: + | MOD: 3 | | |--------------------------------| | | Range: weapon / Effect: 1 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Accumulate] [ 092 ] BASIC SKILL | |=============================================================================| | neutral | CBG: - | MP: 0 | Target's PA +1 | | REFL: - | CM: - | CTR: 0 | Success% = 100 | | CALC: - | CF: - | JP: 300 | | | ELEM: - | EVD: - | MOD: 0 | | |--------------------------------| | | Range: Auto / Effect: 1 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Dash] [ 093 ] BASIC SKILL | |=============================================================================| | physical | CBG: - | MP: 0 | Damage = PA * (1..4) | | REFL: - | CM: - | CTR: 0 | Causes knockback (~50%) | | CALC: - | CF: - | JP: 75 | Martial Arts gives PA bonus | | ELEM: - | EVD: - | MOD: 2 | (MartialArtsPA = [PA * 3/2]) | |--------------------------------| | | Range: 1v1 (CI) / Effect: 1 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Throw Stone] [ 094 ] BASIC SKILL | |=============================================================================| | physical | CBG: - | MP: 0 | Damage = PA * (1..2) | | REFL: - | CM: - | CTR: 0 | Causes knockback (~50%) | | CALC: - | CF: - | JP: 90 | Martial Arts gives PA bonus | | ELEM: - | EVD: + | MOD: 2 | (MartialArtsPA = [PA * 3/2]) | |--------------------------------| | | Range: 4 (CI) / Effect: 1 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Heal] [ 095 ] BASIC SKILL | |=============================================================================| | neutral | CBG: - | MP: 0 | Cancel: Darkness, Silence, Poison | | REFL: - | CM: - | CTR: 0 | Success% = 100 | | CALC: - | CF: - | JP: 150 | | | ELEM: - | EVD: - | MOD: 0 | | |--------------------------------| | | Range: 1v2 (CI) / Effect: 1 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Yell] [ 096 ] GUTS | |=============================================================================| | neutral | CBG: - | MP: 0 | Target's Speed +1 | | REFL: - | CM: - | CTR: 0 | Success% = 100 | | CALC: - | CF: - | JP: 200 | | | ELEM: - | EVD: - | MOD: 0 | | |--------------------------------| | | Range: 3 / Effect: 1 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Cheer Up] [ 097 ] GUTS | |=============================================================================| | neutral | CBG: - | MP: 0 | Target's Brave +5 | | REFL: - | CM: - | CTR: 0 | Success% = 100 | | CALC: - | CF: - | JP: 200 | | | ELEM: - | EVD: - | MOD: 0 | | |--------------------------------| | | Range: 3 / Effect: 1 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Wish] [ 098 ] GUTS | |=============================================================================| | neutral | CBG: - | MP: 0 | Restore RU{Caster_MaxHP * 2/5} HP | | REFL: - | CM: - | CTR: 0 | to target; | | CALC: - | CF: - | JP: 0 | Damage = RU{Caster_MaxHP * 1/5} to caster. | | ELEM: - | EVD: - | MOD: 0 | The amount of healing and damage is | |--------------------------------| unaffected by Zodiac compatibility. | | Range: 1v3 (CI) / Effect: 1 | Success% = 100 | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Scream] [ 099 ] GUTS | |=============================================================================| | neutral | CBG: - | MP: 0 | Target's Brave +10, PA +1, MA +1, Speed +1 | | REFL: - | CM: - | CTR: 0 | Success% = 100 | | CALC: - | CF: - | JP: 500 | | | ELEM: - | EVD: - | MOD: 0 | | |--------------------------------| | | Range: Auto / Effect: 1 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Ultima] [ 09A ] GUTS | |=============================================================================| | magical | CBG: - | MP: 10 | Damage = [CFa/100 * TFa/100 * MA * 23] | | REFL: - | CM: - | CTR: 5 | | | CALC: - | CF: - | JP: --- | Ultima cannot be purchased with JP -- it | | ELEM: - | EVD: - | MOD: 5 | must be cast on a (03)-Squire, | |--------------------------------| (14 or 2C)-Cleric, (2D or 2E)-Assassin, | | | must do at least 1 damage, and the | | Range: 4 | target must survive. If these conditions | | Effect: 2v1 | are met, the target will be given a | | | chance to learn Ultima. | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Stasis Sword] [ 09B ] HOLY SWORD | |=============================================================================| | physical | CBG: - | MP: 0 | Damage = PA * (WP + 2) | | REFL: - | CM: - | CTR: 0 | May add: Stop (25%) | | CALC: - | CF: - | JP: 100 | Critical hit possible | | ELEM:wpn | EVD: - | MOD: 2 | Caster must have a Sword or Knight Sword | |--------------------------------| equipped in order to use this skill. | | Range: 2 / Effect: 2v0 (CI) | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Split Punch] [ 09C ] HOLY SWORD | |=============================================================================| | physical | CBG: - | MP: 0 | Damage = PA * (WP + 3) | | REFL: - | CM: - | CTR: 0 | May add: Death Sentence (25%) | | CALC: - | CF: - | JP: 400 | Critical hit possible | | ELEM:wpn | EVD: - | MOD: 2 | Caster must have a Sword or Knight Sword | |--------------------------------| equipped in order to use this skill. | | Range: 3v2 / Effect: 1 (CI) | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Crush Punch] [ 09D ] HOLY SWORD | |=============================================================================| | physical | CBG: - | MP: 0 | Damage = PA * (WP + 2) | | REFL: - | CM: - | CTR: 0 | May add: Dead (25%) | | CALC: - | CF: - | JP: 500 | Critical hit possible | | ELEM:wpn | EVD: - | MOD: 2 | Caster must have a Sword or Knight Sword | |--------------------------------| equipped in order to use this skill. | | Range: 3v1 / Effect: 1 (CI) | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Lightning Stab] [ 09C ] HOLY SWORD | |=============================================================================| | physical | CBG: - | MP: 0 | Damage = PA * (WP + 4) | | REFL: - | CM: - | CTR: 0 | May add: Silence (25%) | | CALC: - | CF: - | JP: 700 | Critical hit possible | | ELEM:wpn | EVD: - | MOD: 2 | Caster must have a Sword or Knight Sword | |--------------------------------| equipped in order to use this skill. | | Range: 3 / Effect: 2v1 (CI) | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Holy Explosion] [ 09F ] HOLY SWORD | |=============================================================================| | physical | CBG: - | MP: 0 | Damage = PA * (WP + 5) | | REFL: - | CM: - | CTR: 0 | May add: Confusion (25%) | | CALC: - | CF: - | JP: 800 | Critical hit possible | | ELEM:wpn | EVD: - | MOD: 2 | Caster must have a Sword or Knight Sword | |--------------------------------| equipped in order to use this skill. | | Range: 4 directions (linear,CI)| | | Effect: 5v2 (linear) | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Shellbust Stab] [ 0A0 ] MIGHTY SWORD | |=============================================================================| | physical | CBG: - | MP: 0 | Damage = PA * WP; Critical hit possible | | REFL: - | CM: - | CTR: 0 | Breaks item equipped on target's body | | CALC: - | CF: - | JP: 200 | Will miss if target has nothing equipped | | ELEM:wpn | EVD: - | MOD: 2 | on its body. | |--------------------------------| Caster must have a Sword or Knight Sword | | Range: 3 (CI) / Effect: 1 | equipped in order to use this skill. | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Blastar Punch] [ 0A1 ] MIGHTY SWORD | |=============================================================================| | physical | CBG: - | MP: 0 | Damage = PA * WP; Critical hit possible | | REFL: - | CM: - | CTR: 0 | Breaks item equipped on target's head | | CALC: - | CF: - | JP: 400 | Will miss if target has nothing equipped | | ELEM:wpn | EVD: - | MOD: 2 | on its head. | |--------------------------------| Caster must have a Sword or Knight Sword | | Range: 3 (CI) / Effect: 1 | equipped in order to use this skill. | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Hellcry Punch] [ 0A2 ] MIGHTY SWORD | |=============================================================================| | physical | CBG: - | MP: 0 | Damage = PA * WP; Critical hit possible | | REFL: - | CM: - | CTR: 0 | Breaks target's weapon; if target has two | | CALC: - | CF: - | JP: 500 | weapons equipped, the one in the top hand| | ELEM:wpn | EVD: - | MOD: 2 | will be broken; a subsequent casting of | |--------------------------------| Hellcry Punch will then break the weapon | | | in the bottom hand. | | | Will miss if target has no weapon equipped | | Range: 3 (CI) / Effect: 1 | in either hand. | | | Caster must have a Sword or Knight Sword | | | equipped in order to use this skill. | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Icewolf Bite] [ 0A3 ] MIGHTY SWORD | |=============================================================================| | physical | CBG: - | MP: 0 | Damage = PA * WP; Critical hit possible | | REFL: - | CM: - | CTR: 0 | Breaks target's equipped accessory | | CALC: - | CF: - | JP: 800 | Will miss if target has no accessory | | ELEM:wpn | EVD: - | MOD: 2 | equipped. | |--------------------------------| Caster must have a Sword or Knight Sword | | Range: 3 (CI) / Effect: 1 | equipped in order to use this skill. | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Dark Sword] [ 0A4 ] DARK SWORD | |=============================================================================| | physical | CBG: - | MP: 0 | Drain (PA * WP) MP from target | | REFL: - | CM: - | CTR: 0 | Critical hit possible | | CALC: - | CF: - | JP: 500 | | | ELEM:wpn | EVD: - | MOD: 2 | Caster must have a Sword or Knight Sword | |--------------------------------| equipped in order to use this skill. | | Range: 3 (CI) / Effect: 1 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Night Sword] [ 0A5 ] DARK SWORD | |=============================================================================| | physical | CBG: - | MP: 0 | Drain (PA * WP) HP from target | | REFL: - | CM: - | CTR: 0 | Critical hit possible | | CALC: - | CF: - | JP: 250 | Undead reversal | | ELEM:wpn | EVD: - | MOD: 2 | | |--------------------------------| Caster must have a Sword or Knight Sword | | Range: 3 (CI) / Effect: 1 | equipped in order to use this skill. | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Dark Holy] [ 0A6 ] DARK MAGIC | |=============================================================================| | magical | CBG: - | MP: 40 | Damage = [CFa/100 * TFa/100 * MA * 37] | | REFL: - | CM: + | CTR: 7 | | | CALC: - | CF: - | JP: 0 | | | ELEM: D | EVD: - | MOD: 5 | | |--------------------------------| | | Range: 4 / Effect: 1 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Deathspell 2] [ 0A7 ] HOLY MAGIC | |=============================================================================| | magical | CBG: - | MP: 20 | Cancel: Petrify, Confusion, Silence, | | REFL: - | CM: - | CTR: 4 | Blood Suck, Frog, Poison, Stop, | | CALC: - | CF: - | JP: 0 | Sleep, Don't Move, Don't Act | | ELEM: - | EVD: - | MOD: 6 | Success% = [CFa/100 * TFa/100 * (MA + 200)]| |--------------------------------| | | Range: 4 / Effect: 1 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Galaxy Stop] [ 0A8 ] STARRY HEAVEN | |=============================================================================| | neutral | CBG: - | MP: 0 | Add: Don't Act, Don't Move, and Stop | | REFL: - | CM: - | CTR: 5 | Success% = 50 | | CALC: - | CF: - | JP: 0 | All three status effects are added at once.| | ELEM: - | EVD: - | MOD: 0 | If target is immune to one or two of the | |--------------------------------| effects, the remaining ones will still | | Affects all enemies | be added. | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Heaven Thunder] [ 0A9 ] TRUTH | |=============================================================================| | magical | CBG: - | MP: 0 | Damage = [(MA + 8) / 2] * MA | | REFL: - | CM: - | CTR: 3 | Heaven Thunder will hit random panels in | | CALC: - | CF: - | JP: 0 | its effect area, and it will strike a | | ELEM: L | EVD: - | MOD: 5 | random number of times between 1 and 6, | |--------------------------------| inclusive. Each strike affects one | | Range: 4 / Effect: 2v3 | panel. | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Asura] [ 0AA ] TRUTH | |=============================================================================| | magical | CBG: - | MP: 0 | Damage = [(MA + 9) / 2] * MA | | REFL: - | CM: - | CTR: 4 | Asura will hit random panels in its effect | | CALC: - | CF: - | JP: 200 | area, and it will strike a random number | | ELEM: F | EVD: - | MOD: 5 | of times between 1 and 6, inclusive. | |--------------------------------| Each strike affects one panel. | | Range: 4 / Effect: 2v3 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Diamond Sword] [ 0AB ] TRUTH | |=============================================================================| | magical | CBG: - | MP: 0 | Damage = [(MA + 10) / 2] * MA | | REFL: - | CM: - | CTR: 5 | Diamond Sword will hit random panels in | | CALC: - | CF: - | JP: 300 | its effect area, and it will strike a | | ELEM: A | EVD: - | MOD: 5 | random number of times between 1 and 6, | |--------------------------------| inclusive. Each strike affects one | | Range: 4 / Effect: 2v3 | panel. | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Hydragon Pit] [ 0AC ] TRUTH | |=============================================================================| | magical | CBG: - | MP: 0 | Damage = [(MA + 12) / 2] * MA | | REFL: - | CM: - | CTR: 6 | Hydragon Pit will hit random panels in | | CALC: - | CF: - | JP: 400 | its effect area, and it will strike a | | ELEM: W | EVD: - | MOD: 5 | random number of times between 1 and 6, | |--------------------------------| inclusive. Each strike affects one | | Range: 4 / Effect: 2v3 | panel. | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Space Storage] [ 0AD ] TRUTH | |=============================================================================| | magical | CBG: - | MP: 0 | Damage = [(MA + 6) / 2] * MA | | REFL: - | CM: - | CTR: 5 | May add any ONE of the following: Darkness,| | CALC: - | CF: - | JP: 500 | Confusion, Silence, Frog, Poison, Slow, | | ELEM: - | EVD: - | MOD: 5 | Sleep (5 to 6%) | |--------------------------------| Space Storage will hit random panels in its| | | effect area, and it will strike a random | | Range: 4 / Effect: 2v3 | number of times between 1 and 6, | | | inclusive. Each strike affects one panel.| ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Sky Demon] [ 0AE ] TRUTH | |=============================================================================| | magical | CBG: - | MP: 0 | Damage = [(MA + 20) / 2] * MA | | REFL: - | CM: - | CTR: 7 | Sky Demon will hit random panels in its | | CALC: - | CF: - | JP: 600 | effect area, and it will strike a random | | ELEM: E | EVD: - | MOD: 5 | number of times between 1 and 6, | |--------------------------------| inclusive. Each strike affects one | | Range: 4 / Effect: 2v3 | panel. | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Heaven Bltback] [ 0AF ] UN-TRUTH | |=============================================================================| | magical | CBG: - | MP: 0 | CFM = (1 - CFa/100); TFM = (1 - TFa/100) | | REFL: - | CM: - | CTR: 3 | Damage = [CFM * TFM * [(MA + 27) / 2] * MA]| | CALC: - | CF: - | JP: 0 | Heaven Bltback will hit random panels in | | ELEM: L | EVD: - | MOD: 5 | its effect area, and it will strike a | |--------------------------------| random number of times between 1 and 6, | | Range: 4 / Effect: 2v3 | inclusive. Each strike affects one panel.| ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Asura Back] [ 0B0 ] UN-TRUTH | |=============================================================================| | magical | CBG: - | MP: 0 | CFM = (1 - CFa/100); TFM = (1 - TFa/100) | | REFL: - | CM: - | CTR: 4 | Damage = [CFM * TFM * [(MA + 30) / 2] * MA]| | CALC: - | CF: - | JP: 200 | Asura Back will hit random panels in its | | ELEM: F | EVD: - | MOD: 5 | effect area, and will strike a random | |--------------------------------| number of times between 1 and 6, | | Range: 4 / Effect: 2v3 | inclusive. Each strike affects one panel.| ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Dia Swd Back] [ 0B1 ] UN-TRUTH | |=============================================================================| | magical | CBG: - | MP: 0 | CFM = (1 - CFa/100); TFM = (1 - TFa/100) | | REFL: - | CM: - | CTR: 5 | Damage = [CFM * TFM * [(MA + 34) / 2] * MA]| | CALC: - | CF: - | JP: 300 | Dia Swd Back will hit random panels in | | ELEM: A | EVD: - | MOD: 5 | its effect area, and it will strike a | |--------------------------------| random number of times between 1 and 6, | | Range: 4 / Effect: 2v3 | inclusive. Each strike affects one panel.| ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Dragon Pit Back] [ 0B2 ] UN-TRUTH | |=============================================================================| | magical | CBG: - | MP: 0 | CFM = (1 - CFa/100); TFM = (1 - TFa/100) | | REFL: - | CM: - | CTR: 6 | Damage = [CFM * TFM * [(MA + 40) / 2] * MA]| | CALC: - | CF: - | JP: 400 | Dragon Pit Back will hit random panels in | | ELEM: W | EVD: - | MOD: 5 | its effect area, and it will strike a | |--------------------------------| random number of times between 1 and 6, | | Range: 4 / Effect: 2v3 | inclusive. Each strike affects one panel.| ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Space Str Back] [ 0B3 ] TRUTH | |=============================================================================| | magical | CBG: - | MP: 0 | CFM = (1 - CFa/100); TFM = (1 - TFa/100) | | REFL: - | CM: - | CTR: 5 | Damage = [CFM * TFM * [(MA + 20) / 2] * MA]| | CALC: - | CF: - | JP: 500 | May add any ONE of the following: Darkness,| | ELEM: - | EVD: - | MOD: 5 | Confusion, Silence, Frog, Poison, Slow, | |--------------------------------| Sleep (5 to 6%) | | | Space Str Back will hit random panels in | | Range: 4 | its effect area, and it will strike a | | Effect: 2v3 | random number of times between 1 and 6, | | | inclusive. Each strike affects one panel.| ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Sky Demon Back] [ 0B4 ] UN-TRUTH | |=============================================================================| | magical | CBG: - | MP: 0 | CFM = (1 - CFa/100); TFM = (1 - TFa/100) | | REFL: - | CM: - | CTR: 7 | Damage = [CFM * TFM * [(MA + 60) / 2] * MA]| | CALC: - | CF: - | JP: 600 | Sky Demon Back will hit random panels in | | ELEM: E | EVD: - | MOD: 5 | its effect area, and it will strike a | |--------------------------------| random number of times between 1 and 6, | | Range: 4 / Effect: 2v3 | inclusive. Each strike affects one panel.| ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Seal] [ 0B5 ] USE HAND | |=============================================================================| | neutral | CBG: - | MP: 0 | Add: Petrify | | REFL: - | CM: - | CTR: 0 | Success% = 100 | | CALC: - | CF: - | JP: 0 | | | ELEM: - | EVD: - | MOD: 0 | | |--------------------------------| | | Range: 6 / Effect: 1 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Shadow Stitch] [ 0B6 ] USE HAND | |=============================================================================| | neutral | CBG: - | MP: 0 | Add: Stop | | REFL: - | CM: - | CTR: 0 | If target does not currently have Stop | | CALC: - | CF: - | JP: 0 | status, then success% = 100 | | ELEM: - | EVD: - | MOD: 0 | Else success% = 0 | |--------------------------------| | | Range: 4 (CI) / Effect: 1 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Stop Bracelet] [ 0B7 ] USE HAND | |=============================================================================| | neutral | CBG: - | MP: 0 | Add: Dead | | REFL: - | CM: - | CTR: 0 | Success% = 100 | | CALC: - | CF: - | JP: 0 | | | ELEM: - | EVD: - | MOD: 0 | | |--------------------------------| | | Range: 1v0 (CI) / Effect: 1 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Shock] [ 0B9 ] BYBLOS | |=============================================================================| | neutral | CBG: - | MP: 0 | Damage = (Caster_MaxHP - Caster_CurrentHP) | | REFL: - | CM: - | CTR: 0 | Success% = 100 | | CALC: - | CF: - | JP: 0 | The amount of damage is unaffected by | | ELEM: - | EVD: - | MOD: 0 | Zodiac compatibility. | |--------------------------------| | | Range: 5v3 (CI) / Effect: 1 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Difference] [ 0BA ] BYBLOS | |=============================================================================| | neutral | CBG: - | MP: 0 | Damage = (Target_CurrentMP) | | REFL: - | CM: - | CTR: 0 | Success% = 100 | | CALC: - | CF: - | JP: 0 | The amount of damage is unaffected by | | ELEM: - | EVD: - | MOD: 0 | Zodiac compatibility. | |--------------------------------| | | Range: 5v3 (CI) / Effect: 1 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Seal] [ 0BB ] FEAR | |=============================================================================| | neutral | CBG: - | MP: 0 | Add: Petrify | | REFL: - | CM: - | CTR: 0 | Success% = 100 | | CALC: - | CF: - | JP: 0 | | | ELEM: - | EVD: - | MOD: 0 | | |--------------------------------| | | Range: 5 (CI) / Effect: 1 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Chicken Race] [ 0BC ] FEAR | |=============================================================================| | neutral | CBG: - | MP: 0 | Add: Don't Act | | REFL: - | CM: - | CTR: 0 | Success% = 100 | | CALC: - | CF: - | JP: 0 | | | ELEM: - | EVD: - | MOD: 0 | | |--------------------------------| | | Range: 5 (CI) / Effect: 1 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Hold Tight] [ 0BD ] FEAR | |=============================================================================| | neutral | CBG: - | MP: 0 | Add: Don't Move | | REFL: - | CM: - | CTR: 0 | Success% = 100 | | CALC: - | CF: - | JP: 0 | | | ELEM: - | EVD: - | MOD: 0 | | |--------------------------------| | | Range: 5 (CI) / Effect: 1 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Darkness] [ 0BE ] FEAR | |=============================================================================| | neutral | CBG: - | MP: 0 | Add: Darkness | | REFL: - | CM: - | CTR: 0 | Success% = 100 | | CALC: - | CF: - | JP: 0 | | | ELEM: - | EVD: - | MOD: 0 | | |--------------------------------| | | Range: 5 (CI) / Effect: 1 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Lose Voice] [ 0BF ] FEAR | |=============================================================================| | neutral | CBG: - | MP: 0 | Add: Silence | | REFL: - | CM: - | CTR: 0 | Success% = 100 | | CALC: - | CF: - | JP: 0 | | | ELEM: - | EVD: - | MOD: 0 | | |--------------------------------| | | Range: 5 (CI) / Effect: 1 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Loss] [ 0C0 ] FEAR | |=============================================================================| | neutral | CBG: - | MP: 0 | Add: Confusion | | REFL: - | CM: - | CTR: 0 | Success% = 100 | | CALC: - | CF: - | JP: 0 | | | ELEM: - | EVD: - | MOD: 0 | | |--------------------------------| | | Range: 5 (CI) / Effect: 2v0 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Spell] [ 0C1 ] FEAR | |=============================================================================| | neutral | CBG: - | MP: 0 | Add: Stop | | REFL: - | CM: - | CTR: 0 | Success% = 100 | | CALC: - | CF: - | JP: 0 | | | ELEM: - | EVD: - | MOD: 0 | | |--------------------------------| | | Range: 5 (CI) / Effect: 2v0 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Nightmare] [ 0C2 ] FEAR | |=============================================================================| | neutral | CBG: - | MP: 0 | Add: Either Sleep OR Death Sentence | | REFL: - | CM: - | CTR: 0 | (randomly chosen) | | CALC: - | CF: - | JP: 0 | Success% = 100 | | ELEM: - | EVD: - | MOD: 0 | | |--------------------------------| | | Range: 5 (CI) / Effect: 2v0 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Death Cold] [ 0C3 ] FEAR | |=============================================================================| | neutral | CBG: - | MP: 0 | Add: Slow | | REFL: - | CM: - | CTR: 0 | Success% = 100 | | CALC: - | CF: - | JP: 0 | | | ELEM: - | EVD: - | MOD: 0 | | |--------------------------------| | | Range: 5 (CI) / Effect: 2v0 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Magic Ruin] [ 0C4 ] DESTROY SWORD | |=============================================================================| | magical | CBG: - | MP: 20 | Damage to MP = RU{Target_MaxMP * 50/100} | | REFL: - | CM: - | CTR: 3 | Success% = [CFa/100 * TFa/100 * (MA + 250)]| | CALC: - | CF: - | JP: 400 | | | ELEM: - | EVD: - | MOD: 6 | | |--------------------------------| | | Range: 4 (CI) / Effect: 2v0 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Speed Ruin] [ 0C5 ] DESTROY SWORD | |=============================================================================| | magical | CBG: - | MP: 20 | Target's Speed -3 | | REFL: - | CM: - | CTR: 3 | Success% = [CFa/100 * TFa/100 * (MA + 250)]| | CALC: - | CF: - | JP: 400 | | | ELEM: - | EVD: - | MOD: 6 | | |--------------------------------| | | Range: 4 (CI) / Effect: 2v0 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Power Ruin] [ 0C6 ] DESTROY SWORD | |=============================================================================| | magical | CBG: - | MP: 20 | Target's PA -5 | | REFL: - | CM: - | CTR: 3 | Success% = [CFa/100 * TFa/100 * (MA + 250)]| | CALC: - | CF: - | JP: 400 | | | ELEM: - | EVD: - | MOD: 6 | | |--------------------------------| | | Range: 4 (CI) / Effect: 2v0 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Mind Ruin] [ 0C7 ] DESTROY SWORD | |=============================================================================| | magical | CBG: - | MP: 20 | Target's MA -5 | | REFL: - | CM: - | CTR: 3 | Success% = [CFa/100 * TFa/100 * (MA + 250)]| | CALC: - | CF: - | JP: 400 | | | ELEM: - | EVD: - | MOD: 6 | | |--------------------------------| | | Range: 4 (CI) / Effect: 2v0 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Blood Suck] [ 0C8 ] BLOOD SUCK | |=============================================================================| | neutral | CBG: - | MP: 20 | Drain RU{Target_MaxHP * 25/100} HP | | REFL: - | CM: - | CTR: 0 | Add: Blood Suck (100%) | | CALC: - | CF: - | JP: 0 | Success% = 100 | | ELEM: - | EVD: - | MOD: 0 | Undead reversal | |--------------------------------| Blood Suck is unaffected by Zodiac | | Range: 1v0 (CI) / Effect: 1 | compatibility | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Allure] [ 0C9 ] USE HAND | |=============================================================================| | neutral | CBG: - | MP: 20 | Add: Charm | | REFL: - | CM: - | CTR: 0 | Success% = 70 + MA if target and caster | | CALC: - | CF: - | JP: 0 | are different genders | | ELEM: - | EVD: - | MOD: 1 | Success% = 0 if target and caster are | |--------------------------------| same gender | | Range: 3 (CI) / Effect: 1 enemy| | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Bio] [ 0CA ] BIO | |=============================================================================| | magical | CBG: - | MP: 8 | Damage = [CFa/100 * TFa/100 * MA * 12] | | REFL: + | CM: + | CTR: 3 | May add: Darkness (5 to 6%) | | CALC: - | CF: - | JP: 0 | Bio cannot hit its caster, even if s/he | | ELEM: - | EVD: + | MOD: 5 | is in the effect area of the spell. | |--------------------------------| | | Range: 4 / Effect: 2v2 (CI) | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Bio] [ 0CB ] BIO | |=============================================================================| | magical | CBG: - | MP: 8 | Damage = [CFa/100 * TFa/100 * MA * 12] | | REFL: + | CM: + | CTR: 3 | May add: Poison (5 to 6%) | | CALC: - | CF: - | JP: 0 | Bio cannot hit its caster, even if s/he | | ELEM: - | EVD: + | MOD: 5 | is in the effect area of the spell. | |--------------------------------| | | Range: 4 / Effect: 2v2 (CI) | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Bio] [ 0CC ] BIO | |=============================================================================| | magical | CBG: - | MP: 8 | Damage = [CFa/100 * TFa/100 * MA * 12] | | REFL: + | CM: + | CTR: 3 | May add: Oil (5 to 6%) | | CALC: - | CF: - | JP: 0 | Bio cannot hit its caster, even if s/he | | ELEM: - | EVD: + | MOD: 5 | is in the effect area of the spell. | |--------------------------------| | | Range: 4 / Effect: 2v2 (CI) | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Bio 2] [ 0CD ] BIO | |=============================================================================| | magical | CBG: - | MP: 16 | Add: Frog | | REFL: + | CM: + | CTR: 5 | Success% = [CFa/100 * TFa/100 * (MA + 110)]| | CALC: - | CF: - | JP: 0 | Bio 2 cannot hit its caster, even if s/he | | ELEM: - | EVD: + | MOD: 6 | is in the effect area of the spell. | |--------------------------------| | | Range: 4 / Effect: 2v3 (CI) | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Bio 2] [ 0CE ] BIO | |=============================================================================| | magical | CBG: - | MP: 16 | Add: Slow | | REFL: + | CM: + | CTR: 5 | Success% = [CFa/100 * TFa/100 * (MA + 110)]| | CALC: - | CF: - | JP: 0 | Bio 2 cannot hit its caster, even if s/he | | ELEM: - | EVD: + | MOD: 6 | is in the effect area of the spell. | |--------------------------------| | | Range: 4 / Effect: 2v3 (CI) | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Bio 2] [ 0CF ] BIO | |=============================================================================| | magical | CBG: - | MP: 16 | Add: Silence | | REFL: + | CM: + | CTR: 5 | Success% = [CFa/100 * TFa/100 * (MA + 120)]| | CALC: - | CF: - | JP: 0 | Bio 2 cannot hit its caster, even if s/he | | ELEM: - | EVD: + | MOD: 6 | is in the effect area of the spell. | |--------------------------------| | | Range: 4 / Effect: 2v3 (CI) | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Bio 2] [ 0D0 ] BIO | |=============================================================================| | magical | CBG: - | MP: 16 | Add: Petrify | | REFL: + | CM: + | CTR: 5 | Success% = [CFa/100 * TFa/100 * (MA + 110)]| | CALC: - | CF: - | JP: 0 | Bio 2 cannot hit its caster, even if s/he | | ELEM: - | EVD: + | MOD: 6 | is in the effect area of the spell. | |--------------------------------| | | Range: 4 / Effect: 2v3 (CI) | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Bio 3] [ 0D1 ] BIO | |=============================================================================| | magical | CBG: - | MP: 24 | Damage = [CFa/100 * TFa/100 * MA * 24] | | REFL: + | CM: + | CTR: 6 | May add: Dead (5 to 6%) | | CALC: - | CF: - | JP: 0 | Bio 3 cannot hit its caster, even if s/he | | ELEM: - | EVD: + | MOD: 5 | is in the effect area of the spell. | |--------------------------------| | | Range: 4 / Effect: 3v3 (CI) | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Bio 3] [ 0D2 ] BIO | |=============================================================================| | magical | CBG: - | MP: 24 | Damage = [CFa/100 * TFa/100 * MA * 24] | | REFL: + | CM: + | CTR: 6 | May add: Undead (5 to 6%) | | CALC: - | CF: - | JP: 0 | Bio 3 cannot hit its caster, even if s/he | | ELEM: - | EVD: + | MOD: 5 | is in the effect area of the spell. | |--------------------------------| | | Range: 4 / Effect: 3v3 (CI) | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Bio 3] [ 0D3 ] BIO | |=============================================================================| | magical | CBG: - | MP: 24 | Damage = [CFa/100 * TFa/100 * MA * 24] | | REFL: + | CM: + | CTR: 6 | May add: Petrify (5 to 6%) | | CALC: - | CF: - | JP: 0 | Bio 3 cannot hit its caster, even if s/he | | ELEM: - | EVD: + | MOD: 5 | is in the effect area of the spell. | |--------------------------------| | | Range: 4 / Effect: 3v3 (CI) | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [MBarrier] [ 0D4 ] HOLY MAGIC | |=============================================================================| | magical | CBG: - | MP: 30 | Add: Regen, Reraise, Haste, Protect, Shell | | REFL: - | CM: - | CTR: 4 | Success% = [CFa/100 * TFa/100 * (MA + 200)]| | CALC: - | CF: - | JP: 0 | Ignores Shell and Magic DefendUP. | | ELEM: - | EVD: - | MOD: 6 | | |--------------------------------| | | Range: 5 / Effect: 1 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Leg Aim] [ 0D5 ] SNIPE | |=============================================================================| | physical | CBG: - | MP: 0 | Add: Don't Move | | REFL: - | CM: - | CTR: 0 | Success% = Sp + 50 | | CALC: - | CF: - | JP: 200 | | | ELEM: - | EVD: - | MOD: 3 | | |--------------------------------| | | Range: weapon / Effect: 1 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Arm Aim] [ 0D6 ] SNIPE | |=============================================================================| | physical | CBG: - | MP: 0 | Add: Don't Act | | REFL: - | CM: - | CTR: 0 | Success% = Sp + 50 | | CALC: - | CF: - | JP: 300 | | | ELEM: - | EVD: - | MOD: 3 | | |--------------------------------| | | Range: weapon / Effect: 1 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Seal Evil] [ 0D7 ] SNIPE | |=============================================================================| | physical | CBG: - | MP: 0 | Add: Petrify | | REFL: - | CM: - | CTR: 0 | Success% = Sp + 70 if target is Undead | | CALC: - | CF: - | JP: 200 | 0 if target is not Undead | | ELEM: - | EVD: - | MOD: 3 | | |--------------------------------| | | Range: weapon / Effect: 1 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Melt] [ 0D8 ] DIMENSION MAGIC | |=============================================================================| | magical | CBG: - | MP: 70 | Damage = [CFa/100 * TFa/100 * MA * 38] | | REFL: - | CM: + | CTR: 7 | | | CALC: - | CF: - | JP:9999 | | | ELEM: F | EVD: - | MOD: 5 | | |--------------------------------| | | Range: 4 / Effect: 4v3 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Tornado] [ 0D9 ] DIMENSION MAGIC | |=============================================================================| | magical | CBG: - | MP: 70 | Damage = [CFa/100 * TFa/100 * MA * 37] | | REFL: - | CM: + | CTR: 7 | | | CALC: - | CF: - | JP:9999 | | | ELEM: A | EVD: - | MOD: 5 | | |--------------------------------| | | Range: 4 / Effect: 4v3 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Quake] [ 0DA ] DIMENSION MAGIC | |=============================================================================| | magical | CBG: - | MP: 70 | Damage = [CFa/100 * TFa/100 * MA * 39] | | REFL: - | CM: + | CTR: 7 | | | CALC: - | CF: - | JP:9999 | | | ELEM: E | EVD: - | MOD: 5 | | |--------------------------------| | | Range: 4 / Effect: 4v3 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Toad 2] [ 0DD ] JA MAGIC | |=============================================================================| | magical | CBG: - | MP: 35 | Add: Frog | | REFL: - | CM: - | CTR: 4 | Success% = [CFa/100 * TFa/100 * (MA + 160)]| | CALC: - | CF: - | JP: 0 | | | ELEM: - | EVD: - | MOD: 6 | | |--------------------------------| | | Range: 4 / Effect: 2v3 enemy | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Gravi 2] [ 0DE ] JA MAGIC | |=============================================================================| | magical | CBG: - | MP: 35 | Damage = (Target_CurrentHP - 1) | | REFL: - | CM: - | CTR: 4 | The amount of damage is not affected by | | CALC: - | CF: - | JP: 0 | Zodiac compatibility or other modifiers. | | ELEM: - | EVD: - | MOD: 6 | Success% = [CFa/100 * TFa/100 * (MA + 160)]| |--------------------------------| | | Range: 4 / Effect: 2v3 enemy | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Flare 2] [ 0DF ] JA MAGIC | |=============================================================================| | magical | CBG: - | MP: 35 | Damage = [CFa/100 * TFa/100 * MA * 38] | | REFL: - | CM: - | CTR: 4 | | | CALC: - | CF: - | JP: 0 | | | ELEM: - | EVD: - | MOD: 6 | | |--------------------------------| | | Range: 4 / Effect: 2v3 enemy | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Blind 2] [ 0E0 ] JA MAGIC | |=============================================================================| | magical | CBG: - | MP: 35 | Add: Darkness | | REFL: - | CM: - | CTR: 4 | Success% = [CFa/100 * TFa/100 * (MA + 200)]| | CALC: - | CF: - | JP: 0 | | | ELEM: - | EVD: - | MOD: 6 | | |--------------------------------| | | Range: 4 / Effect: 2v3 enemy | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Small Bomb] [ 0E1 ] BOMB | |=============================================================================| | physical | CBG: - | MP: 0 | Damage = PA * [PA / 2] | | REFL: - | CM: - | CTR: 0 | There are three versions of Small Bomb. | | CALC: - | CF: - | JP: 0 | This is the Grenade's _________________| | ELEM: - | EVD: + | MOD: 2 | version. | | |--------------------------------| See also [0E2], [114]. | Grenade | | Range: 1v0 (CI) / Effect: 1 | | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Small Bomb] [ 0E2 ] BOMB | |=============================================================================| | physical | CBG: - | MP: 0 | Damage = PA * [PA / 2] | | REFL: - | CM: - | CTR: 0 | There are three versions of Small Bomb. | | CALC: - | CF: - | JP: 0 | This is the Explosive's _________________| | ELEM: - | EVD: + | MOD: 2 | version. | | |--------------------------------| See also [0E1], [114]. | | | Range: 1v0 (CI) / Effect: 1 | | {Explosive} | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Confuse 2] [ 0E3 ] JA MAGIC | |=============================================================================| | magical | CBG: - | MP: 35 | Add: Confusion | | REFL: - | CM: - | CTR: 4 | Success% = [CFa/100 * TFa/100 * (MA + 160)]| | CALC: - | CF: - | JP: 0 | | | ELEM: - | EVD: - | MOD: 6 | | |--------------------------------| | | Range: 4 / Effect: 2v3 enemy | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Sleep 2] [ 0E4 ] JA MAGIC | |=============================================================================| | magical | CBG: - | MP: 35 | Add: Sleep | | REFL: - | CM: - | CTR: 4 | Success% = [CFa/100 * TFa/100 * (MA + 150)]| | CALC: - | CF: - | JP: 0 | | | ELEM: - | EVD: - | MOD: 6 | | |--------------------------------| | | Range: 4 / Effect: 2v3 enemy | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Ultima] [ 0E5 ] ULTIMATE MAGIC | |=============================================================================| | magical | CBG: - | MP: 40 | Damage = [CFa/100 * TFa/100 * MA * 30] | | REFL: - | CM: - | CTR: 7 | | | CALC: - | CF: - | JP: 0 | | | ELEM: - | EVD: - | MOD: 5 | | |--------------------------------| | | Range: 4 / Effect: 3v3 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [All-ultima] [ 0E6 ] COMPLETE MAGIC | |=============================================================================| | magical | CBG: - | MP: 50 | Damage = [CFa/100 * TFa/100 * MA * 55] | | REFL: - | CM: - | CTR: 15 | | | CALC: - | CF: - | JP: 0 | | | ELEM: - | EVD: - | MOD: 5 | | |--------------------------------| | | Range: 5 / Effect: 4v3 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Mute] [ 0E7 ] SATURATION | |=============================================================================| | magical | CBG: - | MP: 0 | Damage to MP = (Target_CurrentMP) | | REFL: - | CM: - | CTR: 7 | The amount of damage is unaffected by | | CALC: - | CF: - | JP: 0 | Zodiac compatibility and other modifiers.| | ELEM: - | EVD: - | MOD: 6 | Success% = [CFa/100 * TFa/100 * (MA + 200)]| |--------------------------------| | | Range: 4 / Effect: 3v3 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Despair 2] [ 0E8 ] SATURATION | |=============================================================================| | magical | CBG: - | MP: 0 | Cancel: Float, Regen, Reraise, Protect, | | REFL: - | CM: - | CTR: 7 | Shell, Haste, Transparent, Faith, | | CALC: - | CF: - | JP: 0 | Reflect | | ELEM: - | EVD: - | MOD: 6 | Success% = [CFa/100 * TFa/100 * (MA + 200)]| |--------------------------------| | | Range: 4 / Effect: 3v3 enemy | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Return 2] [ 0E9 ] SATURATION | |=============================================================================| | magical | CBG: - | MP: 0 | Target's CT goes to 0 | | REFL: - | CM: - | CTR: 7 | Success% = [CFa/100 * TFa/100 * (MA + 200)]| | CALC: - | CF: - | JP: 0 | | | ELEM: - | EVD: - | MOD: 6 | | |--------------------------------| | | Range: 4 / Effect: 3v3 enemy | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Blind] [ 0EA ] MAGIC SWORD | |=============================================================================| | magical | CBG: - | MP: 6 | Add: Darkness | | REFL: - | CM: - | CTR: 0 | Success% = [CFa/100 * TFa/100 * (MA + 220)]| | CALC: - | CF: - | JP: 50 | | | ELEM: - | EVD: + | MOD: 6 | Caster must be equipped with a Sword or | |--------------------------------| Knight Sword in order to use Blind. | | Range: 4 (CI) / Effect: 1 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Aspel] [ 0EB ] MAGIC SWORD | |=============================================================================| | magical | CBG: - | MP: 2 | Drain RU{Target_MaxMP * 25/100} MP | | REFL: - | CM: - | CTR: 0 | The amount of damage is unaffected by | | CALC: - | CF: - | JP: 0 | Zodiac and other modifiers. | | ELEM: - | EVD: + | MOD: 6 | Success% = [CFa/100 * TFa/100 * (MA + 200)]| |--------------------------------| Caster must be equipped with a Sword or | | Range: 4 (CI) / Effect: 1 | Knight Sword in order to use Aspel. | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Drain] [ 0EC ] MAGIC SWORD | |=============================================================================| | magical | CBG: - | MP: 12 | Drain RU{Target_MaxHP * 25/100} HP | | REFL: - | CM: - | CTR: 0 | The amount of damage is unaffected by | | CALC: - | CF: - | JP: 180 | Zodiac and other modifiers. | | ELEM: - | EVD: + | MOD: 6 | Success% = [CFa/100 * TFa/100 * (MA + 200)]| |--------------------------------| Caster must be equipped with a Sword or | | Range: 4 (CI) / Effect: 1 | Knight Sword in order to use Drain. | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Faith] [ 0ED ] MAGIC SWORD | |=============================================================================| | magical | CBG: - | MP: 10 | Add: Faith | | REFL: - | CM: - | CTR: 0 | Success% = [CFa/100 * TFa/100 * (MA + 200)]| | CALC: - | CF: - | JP: 200 | | | ELEM: - | EVD: + | MOD: 6 | Caster must be equipped with a Sword or | |--------------------------------| Knight Sword in order to use Faith. | | Range: 4 (CI) / Effect: 1 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Innocent] [ 0EE ] MAGIC SWORD | |=============================================================================| | magical | CBG: - | MP: 10 | Add: Innocent | | REFL: - | CM: - | CTR: 0 | Success% = [CFa/100 * TFa/100 * (MA + 200)]| | CALC: - | CF: - | JP: 200 | | | ELEM: - | EVD: + | MOD: 6 | Caster must be equipped with a Sword or | |--------------------------------| Knight Sword in order to use Innocent. | | Range: 4 (CI) / Effect: 1 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Zombie] [ 0EF ] MAGIC SWORD | |=============================================================================| | magical | CBG: - | MP: 14 | Add: Undead | | REFL: - | CM: - | CTR: 0 | Success% = [CFa/100 * TFa/100 * (MA + 190)]| | CALC: - | CF: - | JP: 150 | | | ELEM: - | EVD: + | MOD: 6 | Caster must be equipped with a Sword or | |--------------------------------| Knight Sword in order to use Zombie. | | Range: 4 (CI) / Effect: 1 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Silence] [ 0F0 ] MAGIC SWORD | |=============================================================================| | magical | CBG: - | MP: 16 | Add: Silence | | REFL: - | CM: - | CTR: 0 | Success% = [CFa/100 * TFa/100 * (MA + 200)]| | CALC: - | CF: - | JP: 90 | | | ELEM: - | EVD: + | MOD: 6 | Caster must be equipped with a Sword or | |--------------------------------| Knight Sword in order to use Silence. | | Range: 4 (CI) / Effect: 1 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Berserk] [ 0F1 ] MAGIC SWORD | |=============================================================================| | magical | CBG: - | MP: 16 | Add: Berserk | | REFL: - | CM: - | CTR: 0 | Success% = [CFa/100 * TFa/100 * (MA + 180)]| | CALC: - | CF: - | JP: 200 | | | ELEM: - | EVD: + | MOD: 6 | Caster must be equipped with a Sword or | |--------------------------------| Knight Sword in order to use Berserk. | | Range: 4 (CI) / Effect: 1 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Chicken] [ 0F2 ] MAGIC SWORD | |=============================================================================| | magical | CBG: - | MP: 12 | Target's Brave -50 | | REFL: - | CM: - | CTR: 0 | Success% = [CFa/100 * TFa/100 * (MA + 200)]| | CALC: - | CF: - | JP: 500 | | | ELEM: - | EVD: + | MOD: 6 | Caster must be equipped with a Sword or | |--------------------------------| Knight Sword in order to use Chicken. | | Range: 4 (CI) / Effect: 1 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Confuse] [ 0F3 ] MAGIC SWORD | |=============================================================================| | magical | CBG: - | MP: 14 | Add: Confusion | | REFL: - | CM: - | CTR: 0 | Success% = [CFa/100 * TFa/100 * (MA + 190)]| | CALC: - | CF: - | JP: 200 | | | ELEM: - | EVD: + | MOD: 6 | Caster must be equipped with a Sword or | |--------------------------------| Knight Sword in order to use Confuse. | | Range: 4 (CI) / Effect: 1 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Despair] [ 0F4 ] MAGIC SWORD | |=============================================================================| | magical | CBG: - | MP: 20 | Cancel: Float, Regen, Reraise, Protect, | | REFL: - | CM: - | CTR: 0 | Shell, Haste, Transparent, Faith, | | CALC: - | CF: - | JP: 300 | Reflect | | ELEM: - | EVD: + | MOD: 6 | Success% = [CFa/100 * TFa/100 * (MA + 200)]| |--------------------------------| Caster must be equipped with a Sword or | | Range: 4 (CI) / Effect: 1 | Knight Sword in order to use Despair. | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Don't Act] [ 0F5 ] MAGIC SWORD | |=============================================================================| | magical | CBG: - | MP: 14 | Add: Don't Act | | REFL: - | CM: - | CTR: 0 | Success% = [CFa/100 * TFa/100 * (MA + 200)]| | CALC: - | CF: - | JP: 50 | | | ELEM: - | EVD: + | MOD: 6 | Caster must be equipped with a Sword or | |--------------------------------| Knight Sword in order to use Don't Act. | | Range: 4 (CI) / Effect: 1 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Sleep] [ 0F6 ] MAGIC SWORD | |=============================================================================| | magical | CBG: - | MP: 20 | Add: Sleep | | REFL: - | CM: - | CTR: 0 | Success% = [CFa/100 * TFa/100 * (MA + 190)]| | CALC: - | CF: - | JP: 170 | | | ELEM: - | EVD: + | MOD: 6 | Caster must be equipped with a Sword or | |--------------------------------| Knight Sword in order to use Sleep. | | Range: 4 (CI) / Effect: 1 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Break] [ 0F7 ] MAGIC SWORD | |=============================================================================| | magical | CBG: - | MP: 24 | Add: Petrify | | REFL: - | CM: - | CTR: 0 | Success% = [CFa/100 * TFa/100 * (MA + 180)]| | CALC: - | CF: - | JP: 300 | | | ELEM: - | EVD: + | MOD: 6 | Caster must be equipped with a Sword or | |--------------------------------| Knight Sword in order to use Break. | | Range: 4 (CI) / Effect: 1 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Shock!] [ 100 ] MAGIC SWORD | |=============================================================================| | neutral | CBG: - | MP: 20 | Damage = (Caster_MaxHP - Caster_CurrentHP) | | REFL: - | CM: - | CTR: 0 | The amount of damage is unaffected by | | CALC: - | CF: - | JP: 600 | Zodiac compatibility and other modifiers.| | ELEM: - | EVD: - | MOD: 0 | Success% = 100 | |--------------------------------| Caster must be equipped with a Sword or | | Range: 8 (CI) / Effect: 1 | Knight Sword in order to use Shock!. | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Ice Bracelet] [ 0F8 ] DRAGON | |=============================================================================| | magical | CBG: - | MP: 0 | Damage = MA * 12 | | REFL: - | CM: - | CTR: 0 | Ice Bracelet will hit whichever unit is | | CALC: - | CF: - | JP: 0 | encountered first along the line of sight| | ELEM: I | EVD: + | MOD: 5 | from the caster to the target. | |--------------------------------| NOTE: This is the Dragoner's version. It | | Range: 2v2 (4 directions, CI) | uses a different damage formula from that | | Effect: 1 (LOS) | of the monster version [151]. | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Fire Bracelet] [ 0F9 ] DRAGON | |=============================================================================| | magical | CBG: - | MP: 0 | Damage = MA * 12 | | REFL: - | CM: - | CTR: 0 | Fire Bracelet will hit whichever unit is | | CALC: - | CF: - | JP: 0 | encountered first along the line of sight| | ELEM: F | EVD: + | MOD: 5 | from the caster to the target. | |--------------------------------| NOTE: This is the Dragoner's version. It | | Range: 2v2 (4 directions, CI) | uses a different damage formula from that | | Effect: 1 (LOS) | of the monster version [152]. | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Thnder Brcelet] [ 0FA ] DRAGON | |=============================================================================| | magical | CBG: - | MP: 0 | Damage = MA * 12 | | REFL: - | CM: - | CTR: 0 | Thnder Brcelet will hit whichever unit is | | CALC: - | CF: - | JP: 0 | encountered first along the line of sight| | ELEM: L | EVD: + | MOD: 5 | from the caster to the target. | |--------------------------------| NOTE: This is the Dragoner's version. It | | Range: 2v2 (4 directions, CI) | uses a different damage formula from that | | Effect: 1 (LOS) | of the monster version [151]. | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Dragon Tame] [ 0FB ] DRAGON | |=============================================================================| | neutral | CBG: - | MP: 0 | Add: Invite | | REFL: - | CM: - | CTR: 0 | Success% = 100 if target is a Dragon, | | CALC: - | CF: - | JP: 300 | Blue Dragon, Red Dragon, | | ELEM: - | EVD: - | MOD: 0 | Hyudra, Hydra, Tiamat, or | |--------------------------------| Holy Dragon | | Range: 2v2 (CI) / Effect: 1 en | 0 otherwise | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Dragon Care] [ 0FC ] DRAGON | |=============================================================================| | neutral | CBG: - | MP: 0 | Damage to caster = [Caster_MaxHP / 5] | | REFL: - | CM: - | CTR: 0 | Restores [Caster_MaxHP * 2/5] HP to target | | CALC: - | CF: - | JP: 300 | Success% = 100 if target is a Dragon, Blue | | ELEM: - | EVD: - | MOD: 0 | Dragon, Red Dragon, Hyudra, | |--------------------------------| Hydra, Tiamat, Holy Dragon | | Range: 2v2 (CI) / Effect: 1 en | 0 otherwise | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Dragon PowerUp] [ 0FD ] DRAGON | |=============================================================================| | neutral | CBG: - | MP: 0 | Target's Sp +2, PA +2, MA +2, Br +5 | | REFL: - | CM: - | CTR: 0 | Success% = 100 if target is a Dragon, | | CALC: - | CF: - | JP: 400 | Blue Dragon, Red Dragon, | | ELEM: - | EVD: - | MOD: 0 | Hyudra, Hydra, Tiamat, or | |--------------------------------| Holy Dragon | | Range: 2v2 (CI) / Effect: 1 | 0 otherwise | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Dragon LevelUp] [ 0FE ] DRAGON | |=============================================================================| | neutral | CBG: - | MP: 0 | Add: Quick | | REFL: - | CM: - | CTR: 0 | Success% = 100 if target is a Dragon, | | CALC: - | CF: - | JP: 400 | Blue Dragon, Red Dragon, | | ELEM: - | EVD: - | MOD: 0 | Hyudra, Hydra, Tiamat, or | |--------------------------------| Holy Dragon | | Range: 2v2 (CI) / Effect: 1 | 0 otherwise | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Holy Bracelet] [ 0FF ] DRAGON | |=============================================================================| | magical | CBG: - | MP: 0 | Damage = [(MA + 20) / 2] * MA | | REFL: - | CM: - | CTR: 0 | Holy Bracelet will hit random panels in its| | CALC: - | CF: - | JP: 900 | effect area, and will strike a random | | ELEM: H | EVD: - | MOD: 5 | number of times between 1 and 4, | |--------------------------------| inclusive. Each strike affects one | | Range: 4 / Effect: 3v3 (CI) | panel. | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Braver] [ 101 ] LIMIT | |=============================================================================| | magical | CBG: - | MP: 0 | Damage = MA * 12 | | REFL: - | CM: - | CTR: 3 | | | CALC: - | CF: - | JP: 150 | Caster must be equipped with a | | ELEM: - | EVD: - | MOD: 5 | Materia Blade in order to use Braver. | |--------------------------------| | | Range: 2 (CI) / Effect: 1 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Cross-slash] [ 102 ] LIMIT | |=============================================================================| | magical | CBG: - | MP: 0 | Damage = MA * 22 | | REFL: - | CM: - | CTR: 4 | | | CALC: - | CF: - | JP: 200 | Caster must be equipped with a | | ELEM: - | EVD: - | MOD: 5 | Materia Blade in order to use | |--------------------------------| Cross-slash. | | Range: 2 (CI) / Effect: 2v0 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Blade Beam] [ 103 ] LIMIT | |=============================================================================| | magical | CBG: - | MP: 0 | Damage = (Caster_MaxHP - Caster_CurrentHP) | | REFL: - | CM: - | CTR: 5 | | | CALC: - | CF: - | JP: 250 | Caster must be equipped with a | | ELEM: - | EVD: - | MOD: 5 | Materia Blade in order to use | |--------------------------------| Blade Beam. | | Range: 2 (CI) / Effect: 1 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Climhazzard] [ 104 ] LIMIT | |=============================================================================| | magical | CBG: - | MP: 0 | Damage = (Target_MaxHP - Target_CurrentHP) | | REFL: - | CM: - | CTR: 7 | | | CALC: - | CF: - | JP: 450 | Caster must be equipped with a | | ELEM: - | EVD: - | MOD: 5 | Materia Blade in order to use | |--------------------------------| Climhazzard. | | Range: 2 (CI) / Effect: 1 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Meteorain] [ 105 ] LIMIT | |=============================================================================| | magical | CBG: - | MP: 0 | Damage = MA * 26 | | REFL: - | CM: - | CTR: 10 | | | CALC: - | CF: - | JP: 560 | Caster must be equipped with a | | ELEM: - | EVD: - | MOD: 5 | Materia Blade in order to use Meteorain. | |--------------------------------| | | Range: 3 (CI) / Effect: 3v0 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Finish Touch] [ 106 ] LIMIT | |=============================================================================| | magical | CBG: - | MP: 0 | Add any one (randomly determined) of the | | REFL: - | CM: - | CTR: 5 | following: Dead, Petrify, Stop | | CALC: - | CF: - | JP: 670 | Success% = 100 | | ELEM: - | EVD: - | MOD: 5 | Caster must be equipped with a | |--------------------------------| Materia Blade in order to use | | Range: 3 (CI) / Effect: 2v0 | Finish Touch. | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Omnislash] [ 107 ] LIMIT | |=============================================================================| | magical | CBG: - | MP: 0 | Damage = MA * 40 | | REFL: - | CM: - | CTR: 15 | | | CALC: - | CF: - | JP: 900 | Caster must be equipped with a | | ELEM: - | EVD: - | MOD: 5 | Materia Blade in order to use Omnislash. | |--------------------------------| | | Range: 3 (CI) / Effect: 3v0 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Cherry Blossom] [ 108 ] LIMIT | |=============================================================================| | magical | CBG: - | MP: 0 | Damage = MA * 60 | | REFL: - | CM: - | CTR: 20 | | | CALC: - | CF: - | JP:1200 | Caster must be equipped with a | | ELEM: - | EVD: - | MOD: 5 | Materia Blade in order to use | |--------------------------------| Cherry Blossom. | | Range: 3 (CI) / Effect: 3v0 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Choco Attack] [ 109 ] (CHOCOBO)| |=============================================================================| | physical | CBG: + | MP: 0 | Damage = PA * [PA * Br/100] | | REFL: - | CM: - | CTR: 0 | Critical hit possible | | CALC: - | CF: + | JP: 0 | _________________| | ELEM: - | EVD: + | MOD: 2 | | Chocobo | |--------------------------------| | Black Chocobo | | Range: 1v2 (CI) / Effect: 1 | | Red Chocobo | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Choco Ball] [ 10A ] (CHOCOBO)| |=============================================================================| | physical | CBG: - | MP: 0 | Damage = PA * [PA / 2] | | REFL: - | CM: - | CTR: 0 | Caster cannot be targeted | | CALC: - | CF: - | JP: 0 | Critical hit possible _________________| | ELEM: - | EVD: + | MOD: 2 | | | |--------------------------------| | Black Chocobo | | Range: 4 (CI) / Effect: 1 | | Red Chocobo | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Choco Meteor] [ 10A ] (CHOCOBO)| |=============================================================================| | magical | CBG: - | MP: 0 | Damage = MA * 4 | | REFL: - | CM: - | CTR: 0 | | | CALC: - | CF: - | JP: 0 | _________________| | ELEM: - | EVD: - | MOD: 5 | | | |--------------------------------| | {Black Chocobo} | | Range: 5 / Effect: 1 | | Red Chocobo | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Choco Esuna] [ 10C ] (CHOCOBO)| |=============================================================================| | magical | CBG: - | MP: 0 | Cancel: Petrify, Darkness, Silence, Poison,| | REFL: - | CM: - | CTR: 0 | Stop, Don't Move, Don't Act | | CALC: - | CF: - | JP: 0 | Success% = MA + 65 _________________| | ELEM: - | EVD: - | MOD: 6 | Affects the caster. | {Chocobo} | |--------------------------------| Ignores Shell and | Black Chocobo | | Range: Auto / Effect: 2v2 | Magic DefendUP. | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Choco Cure] [ 10D ] (CHOCOBO)| |=============================================================================| | magical | CBG: - | MP: 0 | Restores (MA * 3) HP | | REFL: - | CM: - | CTR: 0 | If target is undead, does damage instead | | CALC: - | CF: - | JP: 0 | of restoring HP. _________________| | ELEM: - | EVD: - | MOD: 5 | Affects the caster. | Chocobo | |--------------------------------| Ignores Shell and | | | Range: Auto / Effect: 2v2 | Magic DefendUP. | {Red Chocobo} | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Tackle] [ 10E ] (GOBLIN)| |=============================================================================| | physical | CBG: + | MP: 0 | Damage = PA * [PA * Br/100] | | REFL: - | CM: - | CTR: 0 | Critical hit possible | | CALC: - | CF: + | JP: 0 | _________________| | ELEM: - | EVD: + | MOD: 2 | | Goblin | |--------------------------------| | Black Goblin | | Range: 1v2 (CI) / Effect: 1 | | Gobbledeguck | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Goblin Punch] [ 10F ] (GOBLIN)| |=============================================================================| | physical | CBG: + | MP: 0 | Damage = (Caster_MaxHP - Caster_CurrentHP) | | REFL: - | CM: - | CTR: 0 | Success% = PA + 35 | | CALC: - | CF: + | JP: 0 | _________________| | ELEM: - | EVD: + | MOD: 3 | | {Goblin} | |--------------------------------| | {Black Goblin} | | Range: 1v1 (CI) / Effect: 1 | | Gobbledeguck | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Turn Punch] [ 110 ] (GOBLIN)| |=============================================================================| | physical | CBG: - | MP: 0 | Damage = PA * [PA / 2] | | REFL: - | CM: - | CTR: 0 | Critical hit possible | | CALC: - | CF: - | JP: 0 | _________________| | ELEM: - | EVD: + | MOD: 2 | | | |--------------------------------| | Black Goblin | | Range: Auto (CI) / Effect: 2v1 | | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Eye Gouge] [ 111 ] (GOBLIN)| |=============================================================================| | physical | CBG: + | MP: 0 | Add: Darkness | | REFL: - | CM: - | CTR: 0 | Success% = MA + 45 | | CALC: - | CF: + | JP: 0 | _________________| | ELEM: - | EVD: + | MOD: 3 | | Goblin | |--------------------------------| | | | Range: 1v2 (CI) / Effect: 1 | | Gobbledeguck | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Mutilate] [ 112 ] (GOBLIN)| |=============================================================================| | physical | CBG: - | MP: 0 | Drain RU{Target_MaxHP * 75/100} HP | | REFL: - | CM: - | CTR: 0 | The amount of damage done is unaffected | | CALC: - | CF: - | JP: 0 | by Zodiac and other _________________| | ELEM: - | EVD: + | MOD: 3 | modifiers. | | |--------------------------------| Undead reversal | | | Range: 1v0 (CI) / Effect: 1 | Success% = MA + 30 | {Gobbledeguck} | ---------------------------------------------------------------------------- _____________________________________________________________________________ | [Bite] [ 113] (BOMB)| |=============================================================================| | physical | CBG: + | MP: 0 | Damge = PA * [PA * Br/100] | | REFL: - | CM: - | CTR: 0 | Criical hit possible | | CALC: - | CF: + | JP: 0 | __________________| | ELEM: - | EVD: + | MOD: 2 | | Bomb | |--------------------------------| | Grenade | | Range: 1v2 (CI) / Effect: 1 | | Explosive | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Small Bomb] [ 114 ] (BOMB)| |=============================================================================| | magical | CBG: - | MP: 0 | Damage = MA * 4 | | REFL: - | CM: - | CTR: 0 | There are three versions of Small Bomb. | | CALC: - | CF: - | JP: 0 | This is the Bomb's _________________| | ELEM: - | EVD: + | MOD: 5 | version; it is magical, | {Bomb} | |--------------------------------| unlike the others. | | | Range: 1v0 (CI) / Effect: 1 | See also [0E1], [0E2]. | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Self-Destruct] [ 115 ] (BOMB)| |=============================================================================| | neutral | CBG: - | MP: 0 | Damage to caster = (C_CurrentHP) | | REFL: - | CM: - | CTR: 0 | Damage to target = (C_MaxHP - C_CurrentHP) | | CALC: - | CF: - | JP: 0 | Add: Oil _________________| | ELEM: - | EVD: - | MOD: 0 | Success% = 100 | Bomb | |--------------------------------| Ignores Zodiac compat- | Grenade | | Range: Auto / Effect: 3v3 | ibility. | Explosive | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Flame Attack] [ 116 ] (BOMB)| |=============================================================================| | magical | CBG: - | MP: 0 | Damage = MA * 3 | | REFL: - | CM: - | CTR: 0 | | | CALC: - | CF: - | JP: 0 | _________________| | ELEM: F | EVD: + | MOD: 5 | | | |--------------------------------| | {Grenade} | | Range: 3 (CI) / Effect: 1 | | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Spark] [ 117 ] (BOMB)| |=============================================================================| | magical | CBG: - | MP: 0 | Damage = MA * 2 | | REFL: - | CM: - | CTR: 0 | Affects the caster. | | CALC: - | CF: - | JP: 0 | _________________| | ELEM: F | EVD: - | MOD: 5 | | | |--------------------------------| | | | Range: Auto / Effect: 3v1 | | Explosive | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Scratch] [ 118 ] (COEURL)| |=============================================================================| | physical | CBG: + | MP: 0 | Damage = PA * [PA * (Br / 100)] | | REFL: - | CM: - | CTR: 0 | Critical hit possible | | CALC: - | CF: + | JP: 0 | _________________| | ELEM: - | EVD: + | MOD: 2 | | Red Panther | |--------------------------------| | Cuar | | Range: 1v3 (CI) / Effect: 1 | | Vampire | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Cat Kick] [ 119 ] (COEURL)| |=============================================================================| | physical | CBG: - | MP: 0 | Damage = PA * (1..8) | | REFL: - | CM: - | CTR: 0 | Causes knockback (~50%) | | CALC: - | CF: - | JP: 0 | _________________| | ELEM: - | EVD: + | MOD: 2 | | {Red Panther} | |--------------------------------| | Cuar | | Range: 1v2 (CI) / Effect: 1 | | Vampire | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Blaster] [ 11A ] (COEURL)| |=============================================================================| | magical | CBG: - | MP: 0 | Add: either Petrify or Stop | | REFL: - | CM: - | CTR: 0 | Success% = MA + 30 | | CALC: - | CF: - | JP: 0 | _________________| | ELEM: - | EVD: + | MOD: 6 | | | |--------------------------------| | {Cuar} | | Range: 3 (CI) / Effect: 1 (LOS)| | Vampire | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Poison Nail] [ 11B ] (COEURL)| |=============================================================================| | physical | CBG: + | MP: 0 | Add: Poison | | REFL: - | CM: - | CTR: 0 | Success% = MA + 40 | | CALC: - | CF: + | JP: 0 | _________________| | ELEM: - | EVD: + | MOD: 3 | | Red Panther | |--------------------------------| | Cuar | | Range: 1v2 (CI) / Effect: 1 | | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Blood Suck] [ 11C ] (COEURL)| |=============================================================================| | neutral | CBG: - | MP: 0 | Drain RU{Target_MaxHP * 25/100} HP | | REFL: - | CM: - | CTR: 0 | Undead reversal; damage unaffected by | | CALC: - | CF: - | JP: 0 | Zodiac and other modifiers. Damage has a | | ELEM: - | EVD: - | MOD: 0 | 100% success rate and is unaffected by | |--------------------------------| evade percentages. -----------------| | | Add: Blood Suck (25%) | | | Range: 1v0 (CI) / Effect: 1 | | | | | | {Vampire} | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Tentacle] [ 11D ] (MINDFLAYER)| |=============================================================================| | physical | CBG: + | MP: 0 | Damage = PA * [PA * (Br / 100)] | | REFL: - | CM: - | CTR: 0 | Critical hit possible | | CALC: - | CF: + | JP: 0 | _________________| | ELEM: - | EVD: + | MOD: 2 | | Pisco Demon | |--------------------------------| | Squidlarkin | | Range: 1v2 (CI) / Effect: 1 | | Mindflare | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Black Ink] [ 11E ] (MINDFLAYER)| |=============================================================================| | physical | CBG: - | MP: 0 | Add: Darkness | | REFL: - | CM: - | CTR: 0 | Success% = MA + 50 | | CALC: - | CF: - | JP: 0 | | | ELEM: - | EVD: + | MOD: 3 | _________________| |--------------------------------| | {Pisco Demon} | | Range: 2 (4 directions, CI) | | Squidlarkin | | Effect: 1 | | Mindflare | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Odd Soundwave] [ 11F ] (MINDFLAYER)| |=============================================================================| | neutral | CBG: - | MP: 0 | Cancel: Float, Reraise, Transparent, Regen,| | REFL: - | CM: - | CTR: 0 | Protect, Shell, Haste, Faith, | | CALC: - | CF: - | JP: 0 | Reflect _________________| | ELEM: - | EVD: - | MOD: 0 | Success% = 100 | | |--------------------------------| | Squidlarkin | | Range: Auto / Effect: 3v1 | | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Mind Blast] [ 120 ] (MINDFLAYER)| |=============================================================================| | magical | CBG: - | MP: 0 | Add: either Confusion or Berserk | | REFL: - | CM: - | CTR: 0 | Success% = MA + 35 | | CALC: - | CF: - | JP: 0 | _________________| | ELEM: - | EVD: - | MOD: 6 | | | |--------------------------------| | {Squidlarkin} | | Range: 3 / Effect: 2v1 (CI) | | Mindflare | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Level Blast] [ 121 ] (MINDFLAYER)| |=============================================================================| | magical | CBG: - | MP: 0 | Target's Level -1 | | REFL: - | CM: - | CTR: 0 | Success% = MA + 60 | | CALC: - | CF: - | JP: 0 | _________________| | ELEM: - | EVD: - | MOD: 6 | | | |--------------------------------| | | | Range: 4 / Effect: 1 (CI) | | {Mindflare} | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Knife Hand] [ 122 ] (SKELETON)| |=============================================================================| | physical | CBG: + | MP: 0 | Damage = PA * [PA * (Br / 100)] | | REFL: - | CM: - | CTR: 0 | Critical hit possible | | CALC: - | CF: + | JP: 0 | _________________| | ELEM: - | EVD: + | MOD: 2 | | Skeleton | |--------------------------------| | Bone Snatch | | Range: 1v2 (CI) / Effect: 1 | | Living Bone | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Thunder Soul] [ 123 ] (SKELETON)| |=============================================================================| | magical | CBG: - | MP: 0 | Damage = MA * 2 | | REFL: - | CM: - | CTR: 0 | | | CALC: - | CF: - | JP: 0 | _________________| | ELEM: L | EVD: + | MOD: 5 | | Skeleton | |--------------------------------| | Bone Snatch | | Range: 3 (CI) / Effect: 1 (LOS)| | Living Bone | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Aqua Soul] [ 124 ] (SKELETON)| |=============================================================================| | magical | CBG: - | MP: 0 | Damage = MA * 2 | | REFL: - | CM: - | CTR: 0 | | | CALC: - | CF: - | JP: 0 | _________________| | ELEM: W | EVD: + | MOD: 5 | | {Skeleton} | |--------------------------------| | Bone Snatch | | Range: 3 (CI) / Effect: 1 (LOS)| | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Ice Soul] [ 125 ] (SKELETON)| |=============================================================================| | magical | CBG: - | MP: 0 | Damage = MA * 2 | | REFL: - | CM: - | CTR: 0 | | | CALC: - | CF: - | JP: 0 | _________________| | ELEM: I | EVD: + | MOD: 5 | | | |--------------------------------| | {Bone Snatch} | | Range: 3 (CI) / Effect: 1 (LOS)| | Living Bone | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Wind Soul] [ 126 ] (SKELETON)| |=============================================================================| | magical | CBG: - | MP: 0 | Damage = MA * 3 | | REFL: - | CM: - | CTR: 0 | | | CALC: - | CF: - | JP: 0 | _________________| | ELEM: A | EVD: + | MOD: 5 | | | |--------------------------------| | | | Range: 3 (CI) / Effect: 1 (LOS)| | {Living Bone} | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Throw Spirit] [ 127 ] (GHOST)| |=============================================================================| | physical | CBG: - | MP: 0 | Damage = PA * [PA * (Br/100)] | | REFL: - | CM: - | CTR: 0 | Critical hit possible | | CALC: - | CF: + | JP: 0 | _________________| | ELEM: - | EVD: + | MOD: 2 | | Ghoul | |--------------------------------| | Gust | | Range: 3 (CI) / Effect: 1 (LOS)| | Revenant | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Zombie Touch] [ 128 ] (GHOST)| |=============================================================================| | physical | CBG: + | MP: 0 | Add: Undead | | REFL: - | CM: - | CTR: 0 | Success% = MA + 45 | | CALC: - | CF: - | JP: 0 | _________________| | ELEM: - | EVD: + | MOD: 3 | | | |--------------------------------| | | | Range: 1v2 (CI) / Effect: 1 | | {Revenant} | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Sleep Touch] [ 129 ] (GHOST)| |=============================================================================| | physical | CBG: + | MP: 0 | Add: Sleep | | REFL: - | CM: - | CTR: 0 | Success% = MA + 40 | | CALC: - | CF: - | JP: 0 | _________________| | ELEM: - | EVD: + | MOD: 3 | | Ghoul | |--------------------------------| | | | Range: 1v2 (CI) / Effect: 1 | | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Drain Touch] [ 12A ] (GHOST)| |=============================================================================| | physical | CBG: + | MP: 0 | Drain RU{Target_MaxHP * 34 / 100} HP | | REFL: - | CM: - | CTR: 0 | Undead reversal | | CALC: - | CF: - | JP: 0 | Success% = MA + 60 _________________| | ELEM: - | EVD: + | MOD: 3 | | | |--------------------------------| | {Gust} | | Range: 1v2 (CI) / Effect: 1 | | Revenant | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Grease Touch] [ 12B ] (GHOST)| |=============================================================================| | physical | CBG: + | MP: 0 | Add: Oil | | REFL: - | CM: - | CTR: 0 | Success% = MA + 50 | | CALC: - | CF: - | JP: 0 | _________________| | ELEM: - | EVD: + | MOD: 3 | | {Ghoul} | |--------------------------------| | Gust | | Range: 1v2 (CI) / Effect: 1 | | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Wing Attack] [ 12C ] (AHRIMAN)| |=============================================================================| | physical | CBG: + | MP: 0 | Damage = PA * [PA * (Br/100)] | | REFL: - | CM: - | CTR: 0 | Critical hit possible | | CALC: - | CF: + | JP: 0 | _________________| | ELEM: - | EVD: + | MOD: 2 | | Flotiball | |--------------------------------| | Ahriman | | Range: 1v2 (CI) / Effect: 1 | | Plague | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Look of Devil] [ 12D ] (AHRIMAN)| |=============================================================================| | physical | CBG: - | MP: 0 | Add one of the following: Petrify, Stop, | | REFL: - | CM: - | CTR: 0 | Don't Act, Silence, Darkness | | CALC: - | CF: - | JP: 0 | Success% = 35 + MA _________________| | ELEM: - | EVD: + | MOD: 3 | | | |--------------------------------| | Ahriman | | Range: 3 (CI) / Effect: 1 (LOS)| | Plague | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Look of Fright] [ 12E ] (AHRIMAN)| |=============================================================================| | magical | CBG: - | MP: 0 | Target's Brave -10 | | REFL: - | CM: - | CTR: 0 | Success% = 40 + MA | | CALC: - | CF: - | JP: 0 | _________________| | ELEM: - | EVD: + | MOD: 6 | | {Flotiball} | |--------------------------------| | Ahriman | | Range: 3 (CI) / Effect: 1 (LOS)| | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Circle] [ 12F ] (AHRIMAN)| |=============================================================================| | magical | CBG: - | MP: 0 | Target's MA -2 | | REFL: - | CM: - | CTR: 0 | Success% = MA + 55 | | CALC: - | CF: - | JP: 0 | _________________| | ELEM: - | EVD: - | MOD: 6 | | | |--------------------------------| | | | Range: 4 (CI) / Effect: 1 | | {Plague} | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Death Sentence] [ 130 ] (AHRIMAN)| |=============================================================================| | magical | CBG: - | MP: 0 | Add: Death Sentence | | REFL: - | CM: - | CTR: 0 | Success% = MA + 40 | | CALC: - | CF: - | JP: 0 | _________________| | ELEM: - | EVD: - | MOD: 6 | | | |--------------------------------| | {Ahriman} | | Range: 3 (CI) / Effect: 1 | | Plague | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Scratch Up] [ 131 ] (COCKATRICE)| |=============================================================================| | physical | CBG: + | MP: 0 | Damage = PA * [PA * (Br/100)] | | REFL: - | CM: - | CTR: 0 | Critical hit possible | | CALC: - | CF: + | JP: 0 | _________________| | ELEM: - | EVD: + | MOD: 2 | | Juravis | |--------------------------------| | Steel Hawk | | Range: 1v2 (CI) / Effect: 1 | | Cocatoris | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Beak] [ 132 ] (COCKATRICE)| |=============================================================================| | physical | CBG: + | MP: 0 | Add: Petrify | | REFL: - | CM: - | CTR: 0 | Success% = MA + 37 | | CALC: - | CF: - | JP: 0 | _________________| | ELEM: - | EVD: + | MOD: 3 | | | |--------------------------------| | {Steel Hawk} | | Range: 1v0 (CI) / Effect: 1 | | Cocatoris | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Shine Lover] [ 133 ] (COCKATRICE)| |=============================================================================| | physical | CBG: + | MP: 0 | Steal [Caster_Level * Caster_Speed] gil | | REFL: - | CM: - | CTR: 0 | Success% = Sp + 200 | | CALC: - | CF: - | JP: 0 | (fun game: try to get _________________| | ELEM: - | EVD: + | | the success rate | | |--------------------------------| below 100%!) | Steel Hawk | | Range: 1v1 (CI) / Effect: 1 en | | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Feather Bomb] [ 134 ] (COCKATRICE)| |=============================================================================| | magical | CBG: - | MP: 0 | Damage = MA * 2 | | REFL: - | CM: - | CTR: 0 | | | CALC: - | CF: - | JP: 0 | _________________| | ELEM: - | EVD: - | MOD: 5 | | {Juravis} | |--------------------------------| | | | Range: 3 (CI) / Effect: 1 | | Cocatoris | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Beaking] [ 135 ] (COCKATRICE)| |=============================================================================| | magical | CBG: + | MP: 0 | Target's PA -2 | | REFL: - | CM: - | CTR: 0 | Success% = MA + 45 | | CALC: - | CF: - | JP: 0 | NB: I believe this is _________________| | ELEM: - | EVD: + | MOD: 6 | the ONLY magic attack | | |--------------------------------| in the game that can be | | | Range: 1v1 (CI) / Effect: 1 | Counter-grasped. | {Cocatoris} | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Straight Dash] [ 136 ] (URIBO)| |=============================================================================| | physical | CBG: + | MP: 0 | Damage = PA * [PA * (Br/100)] | | REFL: - | CM: - | CTR: 0 | Critical hit possible | | CALC: - | CF: + | JP: 0 | _________________| | ELEM: - | EVD: + | MOD: 2 | | Uribo | |--------------------------------| | Porky | | Range: 1v0 (CI) / Effect: 1 | | Wildbow | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Nose Bracelet] [ 137 ] (URIBO)| |=============================================================================| | neutral | CBG: - | MP: 0 | Add: Charm | | REFL: - | CM: - | CTR: 0 | Success% = 40 + MA if target is not the | | CALC: - | CF: - | JP: 0 | same sex as _________________| | ELEM: - | EVD: - | MOD: 1 | caster; | | |--------------------------------| 0 otherwise | {Porky} | | Range: 1v1 (CI) / Effect: 1 en | | Wildbow | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Oink] [ 138 ] (URIBO)| |=============================================================================| | physical | CBG: - | MP: 0 | Cancel: Dead | | REFL: - | CM: - | CTR: 0 | Restore (Target_MaxHP) to target | | CALC: - | CF: - | JP: 0 | Success% = PA + 70 _________________| | ELEM: - | EVD: - | MOD: 3 | if target is | {Uribo} | |--------------------------------| Dead; | | | Range: 1v1 (CI) / Effect: 1 | 0 otherwise | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Pooh-] [ 139 ] (URIBO)| |=============================================================================| | neutral | CBG: - | MP: 0 | Add: Sleep | | REFL: - | CM: - | CTR: 0 | Success% = 100 | | CALC: - | CF: - | JP: 0 | _________________| | ELEM: - | EVD: - | MOD: 0 | | | |--------------------------------| | Porky | | Range: 1v1 (CI) / Effect: 1 | | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Please Eat] [ 13A ] (URIBO)| |=============================================================================| | neutral | CBG: - | MP: 0 | Effect on target: Level +1 | | REFL: - | CM: - | CTR: 0 | Effect on caster: Add: Crystal | | CALC: - | CF: - | JP: 0 | Success% = 100 _________________| | ELEM: - | EVD: - | MOD: 0 | | | |--------------------------------| | | | Range: 1v1 (CI) / Effect: 1 | | {Wildbow} | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Leaf Dance] [ 13B ] (DRYAD)| |=============================================================================| | magical | CBG: - | MP: 0 | Damage = MA * 3 | | REFL: - | CM: - | CTR: 0 | | | CALC: - | CF: + | JP: 0 | _________________| | ELEM: - | EVD: - | MOD: 5 | | Woodman | |--------------------------------| | Trent | | Range: Auto (CI) / Effect: 2v0 | | Taiju | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Protect Spirit] [ 13C ] (DRYAD)| |=============================================================================| | magical | CBG: - | MP: 0 | Add: Protect | | REFL: - | CM: - | CTR: 0 | Success% = MA + 45 | | CALC: - | CF: - | JP: 0 | Ignores Shell and _________________| | ELEM: - | EVD: - | MOD: 6 | Magic DefendUP | {Woodman} | |--------------------------------| | | | Range: Auto (CI) / Effect: 2v0 | | Taiju | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Clam Spirit] [ 13D ] (DRYAD)| |=============================================================================| | magical | CBG: - | MP: 0 | Add: Shell | | REFL: - | CM: - | CTR: 0 | Success% = MA + 45 | | CALC: - | CF: - | JP: 0 | Ignores Shell and _________________| | ELEM: - | EVD: - | MOD: 6 | Magic DefendUP | | |--------------------------------| | {Trent} | | Range: Auto (CI) / Effect: 2v0 | | Taiju | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Spirit of Life] [ 13E ] (DRYAD)| |=============================================================================| | magical | CBG: - | MP: 0 | Restore (MA * 2) HP to target | | REFL: - | CM: - | CTR: 0 | Undead reversal | | CALC: - | CF: - | JP: 0 | Ignores Shell and _________________| | ELEM: - | EVD: - | MOD: 5 | Magic DefendUP | | |--------------------------------| | Trent | | Range: Auto (CI) / Effect: 2v0 | | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Magic Spirit] [ 13F ] (DRYAD)| |=============================================================================| | magical | CBG: - | MP: 0 | Restore (MA * 1) MP to target | | REFL: - | CM: - | CTR: 0 | Ignores Shell and | | CALC: - | CF: - | JP: 0 | Magic DefendUP _________________| | ELEM: - | EVD: - | MOD: 5 | | | |--------------------------------| | | | Range: Auto (CI) / Effect: 2v0 | | {Taiju} | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Shake Off] [ 140 ] (MINOTAUR)| |=============================================================================| | physical | CBG: + | MP: 0 | Damage = PA * [PA * (Br/100)] | | REFL: - | CM: - | CTR: 0 | Critical hit possible | | CALC: - | CF: + | JP: 0 | _________________| | ELEM: - | EVD: + | MOD: 2 | | Bull Demon | |--------------------------------| | Minitaurus | | Range: 1v2 (CI) / Effect: 1 | | Sacred | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Wave Around] [ 141 ] (MINOTAUR)| |=============================================================================| | physical | CBG: + | MP: 0 | Damage = PA * [(PA + 1) / 2] | | REFL: - | CM: - | CTR: 0 | Critical hit possible | | CALC: - | CF: - | JP: 0 | _________________| | ELEM: - | EVD: - | MOD: 2 | | | |--------------------------------| | Minitaurus | | Range: Auto (CI) / Effect: 2v1 | | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Mimic Titan] [ 142 ] (MINOTAUR)| |=============================================================================| | magical | CBG: - | MP: 0 | Damage = MA * 3 | | REFL: - | CM: - | CTR: 0 | | | CALC: - | CF: - | JP: 0 | _________________| | ELEM: E | EVD: - | MOD: 5 | | | |--------------------------------| | | | Range: Auto (CI) / Effect: 3v1 | | Sacred | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Gather Power] [ 143 ] (MINOTAUR)| |=============================================================================| | neutral | CBG: - | MP: 0 | Target's PA +2 | | REFL: - | CM: - | CTR: 0 | Success% = 100 | | CALC: - | CF: - | JP: 0 | _________________| | ELEM: - | EVD: - | MOD: 0 | | {Bull Demon} | |--------------------------------| | | | Range: Auto / Effect: 1 | | Sacred | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Blow Fire] [ 144 ] (MINOTAUR)| |=============================================================================| | magical | CBG: - | MP: 0 | Damage = MA * 4 | | REFL: - | CM: - | CTR: 0 | | | CALC: - | CF: - | JP: 0 | | | ELEM: F | EVD: + | MOD: 5 | _________________| |--------------------------------| | | | Range: 2v2 (4 directions, CI) | | {Minitaurus} | | Effect: 1 (LOS) | | {Sacred} | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Tentacle] [ 145 ] (MORBOL)| |=============================================================================| | physical | CBG: + | MP: 0 | Damage = PA * [PA * (Br/100)] | | REFL: - | CM: - | CTR: 0 | Critical hit possible | | CALC: - | CF: + | JP: 0 | _________________| | ELEM: - | EVD: + | MOD: 2 | | Morbol | |--------------------------------| | Ochu | | Range: 1v1 (CI) / Effect: 1 | | Great Morbol | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Lick] [ 146 ] (MORBOL)| |=============================================================================| | neutral | CBG: - | MP: 0 | Add: Reflect | | REFL: - | CM: - | CTR: 0 | Success% = 100 | | CALC: - | CF: - | JP: 0 | _________________| | ELEM: - | EVD: - | MOD: 0 | | Morbol | |--------------------------------| | {Ochu} | | Range: 1v0 (CI) / Effect: 1 | | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Goo] [ 147 ] (MORBOL)| |=============================================================================| | neutral | CBG: + | MP: 0 | Add: Don't Move | | REFL: - | CM: - | CTR: 0 | Success% = 100 | | CALC: - | CF: - | JP: 0 | _________________| | ELEM: - | EVD: - | MOD: 0 | | | |--------------------------------| | Ochu | | Range: 1v1 (CI) / Effect: 1 | | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Bad Bracelet] [ 148 ] (MORBOL)| |=============================================================================| | neutral | CBG: - | MP: 0 | Add: Petrify, Stop, Sleep, Poison, Silence,| | REFL: - | CM: - | CTR: 0 | Frog (25% chance of adding each; | | CALC: - | CF: - | JP: 0 | each status is _________________| | ELEM: - | EVD: - | MOD: 0 | treated as a | {Morbol} | |--------------------------------| separate event.) | | | Range: Auto (CI) / Effect: 3v0 | | Great Morbol | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Moldball Virus] [ 149 ] (MORBOL)| |=============================================================================| | neutral | CBG: - | MP: 0 | Target becomes a Morbol | | REFL: - | CM: - | CTR: 0 | Success% = (MA + 5) if target's base class | | CALC: - | CF: - | JP: 0 | is monster or generic _________________| | ELEM: - | EVD: - | MOD: 0 | human; 0 otherwise | | |--------------------------------| | | | Range: 1v0 (CI) / Effect: 1 | | {Great Morbol} | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Stab Up] [ 14A ] (BEHEMOTH)| |=============================================================================| | physical | CBG: + | MP: 0 | Damage = PA * [PA * (Br/100)] | | REFL: - | CM: - | CTR: 0 | Critical hit possible | | CALC: - | CF: + | JP: 0 | _________________| | ELEM: - | EVD: + | MOD: 2 | | Behemoth | |--------------------------------| | King Behemoth | | Range: 1v2 (CI) / Effect: 1 | | Dark Behemoth | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Sudden Cry] [ 14A ] (BEHEMOTH)| |=============================================================================| | physical | CBG: + | MP: 0 | Damage = PA * [(PA + 2) / 2] | | REFL: - | CM: - | CTR: 0 | Add: Dead (20-25%) | | CALC: - | CF: - | JP: 0 | Critical hit possible _________________| | ELEM: - | EVD: + | MOD: 2 | | Behemoth | |--------------------------------| | King Behemoth | | Range: 1v0 (CI) / Effect: 1 | | Dark Behemoth | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Hurricane] [ 14C ] (BEHEMOTH)| |=============================================================================| | magical | CBG: - | MP: 0 | Damage = RU{Target_MaxHP * 34 / 100} | | REFL: - | CM: - | CTR: 0 | Damage is not subject to modifiers except| | CALC: - | CF: - | JP: 0 | for elemental Weak, _________________| | ELEM: A | EVD: - | MOD: 6 | Half, and Cancel. | | |--------------------------------| Success% = MA + 50 | {King Behemoth} | | Range: 4 / Effect: 3v2 | | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Ulmaguest] [ 14D ] (BEHEMOTH)| |=============================================================================| | neutral | CBG: - | MP: 0 | Damage = (Caster_MaxHP - Caster_CurrentHP) | | REFL: - | CM: - | CTR: 0 | Damage is unaffected by Zodiac and other | | CALC: - | CF: - | JP: 0 | modifiers. _________________| | ELEM: - | EVD: - | MOD: 0 | | | |--------------------------------| | | | Range: 4 / Effect: 3v1 | | {Dark Behemoth} | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Giga Flare] [ 14E ] (BEHEMOTH)| |=============================================================================| | magical | CBG: - | MP: 0 | Damage = MA * 7 | | REFL: - | CM: - | CTR: 0 | | | CALC: - | CF: - | JP: 0 | _________________| | ELEM: - | EVD: - | MOD: 5 | | {Behemoth} | |--------------------------------| | | | Range: 4 / Effect: 3v0 | | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Dash] [ 14F ] (DRAGON)| |=============================================================================| | physical | CBG: + | MP: 0 | Damage = PA * [(PA * (Br/100)] | | REFL: - | CM: - | CTR: 0 | Critical hit possible | | CALC: - | CF: + | JP: 0 | _________________| | ELEM: - | EVD: + | MOD: 2 | | Dragon | |--------------------------------| | Blue Dragon | | Range: 1v2 (CI) / Effect: 1 | | Red Dragon | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Tail Swing] [ 150 ] (DRAGON)| |=============================================================================| | physical | CBG: + | MP: 0 | Damage = PA * (1..15) | | REFL: - | CM: - | CTR: 0 | (Damage forecast = PA * 8) | | CALC: - | CF: - | JP: 0 | Causes knockback (~50%) _________________| | ELEM: - | EVD: + | MOD: 2 | | {Dragon} | |--------------------------------| | | | Range: 1v2 (CI) / Effect: 1 | | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Ice Bracelet] [ 151 ] (DRAGON)| |=============================================================================| | magical | CBG: - | MP: 0 | Damage = MA * 5 | | REFL: - | CM: - | CTR: 0 | NB: This is the monster version. The | | CALC: - | CF: - | JP: 0 | Dragoner's version [0F8] uses a | | ELEM: I | EVD: + | MOD: 5 | different formula. _________________| |--------------------------------| | | | Range: 2v2 (4 directions, CI) | | Blue Dragon | | Effect: 1 (LOS) | | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Fire Bracelet] [ 152 ] (DRAGON)| |=============================================================================| | magical | CBG: - | MP: 0 | Damage = MA * 5 | | REFL: - | CM: - | CTR: 0 | NB: This is the monster version. The | | CALC: - | CF: - | JP: 0 | Dragoner's version [0F9] uses a | | ELEM: F | EVD: + | MOD: 5 | different formula. _________________| |--------------------------------| | | | Range: 2v2 (4 directions, CI) | | | | Effect: 1 (LOS) | | {Red Dragon} | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Thnder Brcelet] [ 153 ] (DRAGON)| |=============================================================================| | magical | CBG: - | MP: 0 | Damage = MA * 5 | | REFL: - | CM: - | CTR: 0 | NB: This is the monster version. The | | CALC: - | CF: - | JP: 0 | Dragoner's version [0FA] uses a | | ELEM: L | EVD: + | MOD: 5 | different formula. __________________| |--------------------------------| | | | Range: 2v2 (4 directions, CI) | | {Blue Dragon} | | Effect: 1 (LOS) | | Red Dragon | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Triple Attack] [ 154 ] (HYDRA)| |=============================================================================| | physical | CBG: + | MP: 0 | Damage = PA * [(PA * (Br/100)] | | REFL: - | CM: - | CTR: 0 | Critical hit possible | | CALC: - | CF: + | JP: 0 | | | ELEM: - | EVD: + | MOD: 2 | _________________| |--------------------------------| | Hyudra | | Range: 1v1 (CI) | | Hydra | | Effect: 1 (x3 directions) v1 | | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Triple Bracelet] [ 155 ] (HYDRA)| |=============================================================================| | magical | CBG: - | MP: 0 | Damage = RU{Target_MaxHP * 50/100} | | REFL: - | CM: - | CTR: 0 | Damage is not subject to modifiers. | | CALC: - | CF: - | JP: 0 | Success% = MA + 120 | | ELEM: - | EVD: + | MOD: 0 | _________________| |--------------------------------| | {Hyudra} | | Range: 2v2 (4 directions, CI) | | | | Effect: 2 (x3 directions) v2 | | Tiamat | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Triple Thunder] [ 156 ] (HYDRA)| |=============================================================================| | magical | CBG: - | MP: 0 | Damage = MA * [(MA + 12) / 2] | | REFL: - | CM: - | CTR: 0 | Triple Thunder will strike random panels in| | CALC: - | CF: - | JP: 0 | its effect area, and _________________| | ELEM: L | EVD: - | MOD: 5 | will strike 3 times. | | |--------------------------------| Each strike affects | {Hydra} | | Range: 4 (CI) / Effect: 2v0 | one panel. | Tiamat | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Triple Flame] [ 157 ] (HYDRA)| |=============================================================================| | magical | CBG: - | MP: 0 | Damage = MA * [(MA + 24) / 2] | | REFL: - | CM: - | CTR: 0 | Triple Flame will strike random panels in | | CALC: - | CF: - | JP: 0 | its effect area, and _________________| | ELEM: F | EVD: - | MOD: 5 | will strike 3 times. | | |--------------------------------| Each strike affects | Hydra | | Range: 4 (CI) / Effect: 2v0 | one panel. | Tiamat | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Dark Whisper] [ 158 ] (HYDRA)| |=============================================================================| | magical | CBG: - | MP: 0 | Damage = MA * [(MA + 1) / 2] | | REFL: - | CM: - | CTR: 0 | Add: Sleep or Dead (5 to 6%) | | CALC: - | CF: - | JP: 0 | Dark Whisper will strike random panels in | | ELEM: D | EVD: - | MOD: 5 | its effect area, and _________________| |--------------------------------| will strike 6 times. | | | Range: 4 (CI) | Each strike affects | | | Effect: 2v0 | one panel. | {Tiamat} | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Snake Carrier] [ 159 ] DARK CLOUD | |=============================================================================| | physical | CBG: + | MP: 0 | Damage = PA * [(PA + 5) / 2] | | REFL: - | CM: - | CTR: 0 | | | CALC: - | CF: - | JP: 0 | | | ELEM: - | EVD: + | MOD: 2 | | |--------------------------------| | | Range: 1v2 (CI) / Effect: 1 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Poison Frog] [ 15A ] DARK CLOUD | |=============================================================================| | neutral | CBG: - | MP: 0 | Add: Poison, Frog | | REFL: - | CM: - | CTR: 0 | Success% = 100 | | CALC: - | CF: - | JP: 0 | | | ELEM: - | EVD: - | MOD: 0 | | |--------------------------------| | | Range: 4 / Effect: 3v1 (CI) | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Midgar Swarm] [ 15B ] DARK CLOUD | |=============================================================================| | magical | CBG: - | MP: 0 | Damage = MA * 24 | | REFL: - | CM: - | CTR: 10 | | | CALC: - | CF: - | JP: 0 | | | ELEM: - | EVD: - | MOD: 5 | | |--------------------------------| | | Range: 4 / Effect: 3v2 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Lifebreak] [ 15C ] DARK MAGIC | |=============================================================================| | neutral | CBG: - | MP: 0 | Damage = (Caster_MaxHP - Caster_CurrentHP) | | REFL: - | CM: - | CTR: 2 | This damage is not affected by Zodiac | | CALC: - | CF: - | JP: 0 | compatibility or other modifiers. | | ELEM: - | EVD: - | MOD: 0 | | |--------------------------------| | | Range: 4 / Effect: 1 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Nanoflare] [ 15D ] NIGHT MAGIC | |=============================================================================| | magical | CBG: - | MP: 0 | Damage = MA * [(MA + 5) / 2] | | REFL: - | CM: - | CTR: 5 | | | CALC: - | CF: - | JP: 0 | | | ELEM: - | EVD: - | MOD: 5 | | |--------------------------------| | | Range: 4 / Effect: 3v1 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Grand Cross] [ 15E ] COMPLETE MAGIC | |=============================================================================| | neutral | CBG: - | MP: 0 | Add: Petrify, Darkness, Confusion, | | REFL: - | CM: - | CTR: 5 | Berserk, Frog, Poison, Slow, Sleep | | CALC: - | CF: - | JP: 0 | Grand Cross has a 25% chance of adding | | ELEM: - | EVD: - | MOD: 0 | each status ailment; each status is | |--------------------------------| treated as an independent event. | | Range: 4 / Effect: 3v2 enemy | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Destroy] [ 15F ] WORK | |=============================================================================| | neutral | CBG: - | MP: 0 | Damage to target: PA * 10 | | REFL: - | CM: - | CTR: 0 | Damage to caster: [(PA * 10) / 8] | | CALC: - | CF: - | JP: 0 | | | ELEM: - | EVD: - | MOD: 7 | | |--------------------------------| | | Range: 1v2 (CI) / Effect: 1 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Compress] [ 160 ] WORK | |=============================================================================| | neutral | CBG: - | MP: 0 | Damage to target: PA * 12 | | REFL: - | CM: - | CTR: 0 | Damage to caster: [(PA * 12) / 6] | | CALC: - | CF: - | JP: 0 | | | ELEM: - | EVD: - | MOD: 7 | | |--------------------------------| | | Range: 1v2 (CI) / Effect: 1 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Dispose] [ 161 ] WORK | |=============================================================================| | neutral | CBG: - | MP: 0 | Damage to target: PA * 10 | | REFL: - | CM: - | CTR: 0 | Damage to caster: [(PA * 10) / 4] | | CALC: - | CF: - | JP: 0 | | | ELEM: - | EVD: - | MOD: 7 | | |--------------------------------| | | Range: 8 (CI) / Effect: 1 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Crush] [ 162 ] WORK | |=============================================================================| | neutral | CBG: - | MP: 0 | Damage to target: PA * 16 | | REFL: - | CM: - | CTR: 0 | Damage to caster: [(PA * 16) / 4] | | CALC: - | CF: - | JP: 0 | | | ELEM: - | EVD: - | MOD: 7 | | |--------------------------------| | | Range: 1v0 (CI) / Effect: 1 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Energy] [ 163 ] BYBLOS | |=============================================================================| | neutral | CBG: - | MP: 0 | Restores RU{C_MaxHP / 2} HP to target; | | REFL: - | CM: - | CTR: 0 | Deals RU{C_MaxHP / 4} damage to caster | | CALC: - | CF: - | JP: 0 | This damage is not affected by Zodiac or | | ELEM: - | EVD: - | MOD: 0 | other modifiers. | |--------------------------------| | | Range: 4 (CI) / Effect: 1 | | ----------------------------------------------------------------------------- _____________________________________________________________________________ | [Parasite] [ 164 ] BYBLOS | |=============================================================================| | neutral | CBG: - | MP: 0 | Add: Petrify, Darkness, Confusion, | | REFL: - | CM: - | CTR: 0 | Silence, Oil, Frog, Poison, Sleep | | CALC: - | CF: - | JP: 0 | Parasite has a 25% chance of adding each | | ELEM: - | EVD: - | MOD: 0 | status ailment; each status is treated | |--------------------------------| as an independent event. | | Range: 4 (CI) / Effect: 1 | | ----------------------------------------------------------------------------- _______________________________________________________________________________ [3.4] magic constants: damage ========================================================================= The next few sections distill some of the more useful pieces of information from section 3.3 into a more condensed format. Here is a list of every spell in the game that uses the common faith-based damage formula: damage = [(MA * CFa * TFa * Q)/10000] The chart lists each spell's value for Q, the MP cost, and a few other parameters. It's in alphabetical order for easy eyeballing. LEGEND ------ Q-VALUE : constant which determines strength of spell. See [3.1]. MP : amount of MP that must be expended to cast the spell ELE : elemental attributes of the spell: F: fire L: lightning H: holy W: water U: undead reversal I: ice A: wind (air) D: dark E: earth -: no elemental CM? : 'x' indicates that the spell can be countered with Counter Magic REF : 'x' indicates that the spell will be reflected by Reflect status CAL : 'x' indicates that the spell can be Calculated R/E : the spell's range and effect EV? : 'x' indicates the spell's can be avoided with a unit's magic evasion SPELL ....... Q = | MP |CTR |ELE|CM?|REF|CAL| R/E |EV? ========================================================= All-ultima ... 55 | 50 | 15 | - | | | | 5/4v3 | Bahamut ...... 46 | 60 | 10 | - | | | | 4/4v3e | Bio .......... 12 | 8 | 3 | - | x | x | | 4/2v3 | x Bio 3 ........ 24 | 24 | 6 | - | x | x | | 4/3v3 | x Bolt ........ 14 | 6 | 4 | L | x | x | x | 4/2v1 | x Bolt 2 ....... 18 | 10 | 5 | L | x | x | x | 4/2v2 | x Bolt 3 ....... 24 | 24 | 7 | L | x | x | x | 4/2v3 | x Bolt 4 ....... 32 | 48 | 10 | L | | | | 4/3v3 | x Cure ......... 14 | 6 | 4 | U | | x | x | 4/2v1 | Cure 2 ....... 20 | 12 | 5 | U | | x | x | 4/2v1 | Cure 3 ....... 30 | 16 | 7 | U | | x | x | 4/2v2 | Cure 4 ....... 40 | 20 | 10 | U | | | | 4/2v3 | Cyclops ...... 50 | 62 | 9 | A | | | | 4/3v2e | Dark Holy .... 37 | 40 | 7 | D | x | | | 4/1 | Fairy ........ 24 | 24 | 4 | U | | | | 4/3v2a | Fire ......... 14 | 6 | 4 | F | x | x | x | 4/2v1 | x Fire 2 ....... 18 | 12 | 5 | F | x | x | x | 4/2v2 | x Fire 3 ....... 24 | 24 | 7 | F | x | x | x | 4/2v3 | x Fire 4 ....... 32 | 48 | 10 | F | | | | 4/3v3 | x Flare ........ 46 | 60 | 7 | - | x | x | x | 5/1 | x Flare 2 ...... 38 | 35 | 4 | - | | | | 4/2v3e | Holy ......... 50 | 56 | 6 | H | x | x | x | 5/1 | Ice .......... 14 | 6 | 4 | I | x | x | x | 4/2v1 | x Ice 2 ........ 18 | 12 | 5 | I | x | x | x | 4/2v2 | x Ice 3 ........ 24 | 24 | 7 | I | x | x | x | 4/2v3 | x Ice 4 ........ 32 | 48 | 10 | I | | | | 4/3v3 | x Ifrit ........ 24 | 24 | 4 | F | | | | 4/3v2e | Leviathan .... 38 | 48 | 9 | W | | | | 4/4v3e | Melt ......... 38 | 70 | 7 | F | x | | | 4/4v3 | Meteor ....... 60 | 70 | 15 | - | x | | | 4/4v3 | Moogle ....... 12 | 8 | 2 | U | | | | 4/3v2a | Odin ......... 40 | 50 | 9 | - | | | | 4/4v3e | Quake ........ 39 | 70 | 7 | E | x | | | 4/4v3 | Ramuh ........ 24 | 24 | 4 | L | | | | 4/3v2e | Salamander ... 38 | 48 | 9 | F | | | | 4/3v2e | Shiva ........ 24 | 24 | 4 | I | | | | 4/3v2e | Titan ........ 28 | 30 | 5 | E | | | | 4/3v2e | Tornado ...... 37 | 70 | 7 | A | x | | | 4/4v3 | Ultima 09A ... 23 | 10 | 5 | - | | | | 4/2v1 | Ultima 0E5 ... 30 | 40 | 7 | - | | | | 4/3v3 | Zodiac ....... 96 | 99 | 10 | - | | | | 4/4v3e | _______________________________________________________________________________ [3.5] magic constants: effects ========================================================================= Magic that depends on faith and causes a special effect -- such as a status abnormality, a reduction in stats, or a reduction in HP by a set percentage -- is governed by this equation: base success% = [CFa/100 * TFa/100 * (MA + Y)] where Y is a constant specific to the spell (ranging from 100 to 250), CFa is the caster's Faith, and TFa is the target's Faith. These spells are subject to all of the MOD 6 modifications listed in 3.2. If the spell is subject to evasion (marked with an 'e' in the chart below), then the base success percentage will be multiplied by the target's magic evasion factor to determine the final success percentage. Values of Y range from 100 to 250, while MA is usually less than 30, so MA is not that crucial to the success of these spells -- Faith is much more important. Because of this, effect magic makes a good secondary skill for a high-Faith unit in a job with low MA. The chart below allows quick comparisons of all the game's effect magic. For more details in each spell, look it up in section 3.3 by searching for the spell name within [square brackets]. LEGEND ------ Y : constant used in determining the success rate of the spell MP : MP cost of the spell CTR : charge time of the spell, in clockticks CM : 'c' indicates that the spell can be countered with Counter Magic RF : 'r' indicates that the spell will be reflected by Reflect status CA : 'a' indicates that the spell can be calculated EV : 'e' indicates that the spell can be evaded with magic evade For any spells of this type that cause damage, the damage is unaffected by Protect, Shell, Magic AttackUP and Magic DefendUP, but the success rate is affected. SPELL NAME Y MP CTR CM RF CA EV RESULTS {Range/Effect} -------------- --- -- --- -- -- -- -- ------------------------------------- Aspel 200 2 0 e Drain RU{T_MaxMP * 25/100} {4/1} Berserk 180 16 0 e Add: Berserk {4/1} Bio 2 (0CD) 110 16 5 c r e Add: Frog {4/2v3} Bio 2 (0CE) 110 16 5 c r e Add: Slow {4/2v3} Bio 2 (0CF) 120 16 5 c r e Add: Silence {4/2v3} Bio 2 (0D0) 110 16 5 c r e Add: Petrify {4/2v3} Blind (02E) 200 4 2 c r a e Add: Darkness {4/2v1} Blind (0EA) 220 6 0 e Add: Darkness {4/1} Blind 2 200 35 4 Add: Darkness {4/2v3e} Blind Rage 120 16 5 c r a e Add: Berserk {4/1} Break 180 24 0 e Add: Petrify Carbunkle 150 30 4 Add: Reflect {4/3v2a} Chicken 200 12 0 e Target's Brave -50 Confuse 190 14 0 e Add: Confusion {4/1} Confuse 2 160 35 4 Add: Confusion {4/2v3e} Confusion Song 130 20 5 c r a e Add: Confusion {4/1} Death 100 24 10 c r a e Add: Dead, Damage: (T_MaxHP) {4/1} Deathspell 2 200 20 4 Cancel neg. status (see 3.3) {4/1} Demi 190 24 6 c r a e RU{T_MaxHP / 4} damage {4/2v1} Demi 2 120 50 9 c r a e RU{T_MaxHP / 2} damage {4/2v3} Despair 200 20 0 e Cancel pos. status (see 3.3) {4/1} Despair 2 200 0 7 Cancel pos. status (see 3.3) {4/3v3e} Dispel Magic 200 34 3 c a Cancel neg. status (see 3.3) {4/1} Don't Act 200 14 0 e Add: Don't Act {4/1} Don't Move 190 10 3 c r a e Add: Don't Move {3/2v1} Doubt Faith 150 6 4 c r a Add: Innocent {4/1} Drain 200 12 0 e Drain RU{T_MaxHP * 25/100} {4/1} Esuna 190 18 3 r a Cancel neg. status (see 3.3) {3/2v2} Faith 200 10 0 c r a Add: Faith {4/1} Float 140 8 2 r a Add: Float {4/2v1} Foxbird 140 20 4 c r a e Target's Brave -30 {4/1} Frog 120 12 5 c r a e Add: Frog {3/1} Golem 200 40 3 Absorbs damage (see 3.3) {all allies} Gravi 2 160 35 4 Damage: T_CurHP - 1 {4/2v3e} Haste 180 8 2 r a Add: Haste {3/2v0} Haste 2 240 30 7 Add: Haste {4/2v3} Innocent 200 10 0 e Add: Innocent {4/1} Lich 160 40 9 Damage: RU{T_MaxHP * 50/100} {4/3v2e} Life Drain 160 16 2 c Drain RU{T_MaxHP * 25/100} {4/1} MBarrier 200 30 4 Add: Pro, Shl, Hst, Rgn, Rer {5/1} Magic Ruin 250 20 3 MP dmg: RU{T_MaxMP * 50/100} {4/2v0} Mind Ruin 250 20 3 Target's MA -5 {4/2v0} Mute 200 0 7 MP damage: (T_CurMP) {4/3v2} Paralyze 185 10 5 c r a e Add: Don't Act {4/2v0} Petrify 120 16 9 c r a e Add: Petrify {4/1} Poison 160 6 3 c r a e Add: Poison {4/2v2} Power Ruin 250 20 3 Target's PA -5 {4/2v0} Pray Faith 150 6 4 r a Add: Faith {4/1} Protect 200 6 4 r a Add: Protect {3/2v0} Protect 2 120 24 7 Add: Protect {3/2v3} Quick 140 24 4 c r Add: Quick {3/1} Raise 180 10 4 r a Cancel: Dead, restore half HP {4/1} Raise 2 160 20 10 r a Cancel: Dead, restore all HP {4/1} Reflect 180 12 2 r a Add: Reflect {3/1} Regen 170 8 4 r a Add: Regen {3/2v0} Reraise 140 16 7 r a Add: Reraise {3/1} Return 2 200 0 7 Target's CT set to zero {4/3v2e} Shell 200 6 4 r a Add: Shell {3/2v0} Shell 2 120 20 7 r a Add: Shell {3/2v3} Silence Song 180 16 3 c r a e Add: Silence {4/2v1} Silence 200 16 0 e Add: Silence {4/1} Silf 150 26 5 Add: Silence {4/3v2e} Sleep (03A) 170 24 6 c r a e Add: Sleep {4/2v1} Sleep (0F6) 190 20 0 e Add: Sleep {4/1} Sleep 2 150 35 4 Add: Sleep {4/2v3e} Slow 180 8 2 c r a e Add: Slow {3/2v0} Slow 2 240 30 7 c e Add: Slow {4/2v3} Speed Ruin 250 20 3 Target's Speed -3 {4/2v0} Spell Absorb 160 2 2 c Drain RU{T_MaxMP * 33/100} {4/1} Stop 110 14 7 c r a e Add: Stop {3/2v0} Toad 2 160 35 4 Add: Frog {4/2v3e} Wall 140 24 4 r a Add: Protect, Shell {3/1} Zombie (033) 100 20 5 c r a e Add: Undead {4/1} Zombie (0EF) 190 14 0 e Add: Undead {4/1} _______________________________________________________________________________ [3.6] battle skill ========================================================================= BATTLE SKILL directives are physical attacks, even if shot from a magical gun. For the equipment breaks, the formula is success% = (Caster's PA + WP + K) * (evasion factor) where K is a command-specific constant: COMMAND RESULT K ------------- ---------------------- -- Head Break Breaks target's helmet 45 Armor Break Breaks target's armor 40 Shield Break Breaks target's shield 55 Weapon Break Breaks target's weapon 30 If the caster is not equipped with a weapon, WP = 0. For the stat breaks, the formula is, success% = (Caster's PA + K) * (evasion factor) where K is a command-specific constant: COMMAND RESULT K ------------- ------------------------------- -- Magic Break MP damage: RU{T_MaxMP * 50/100} 50 Speed Break Speed -2 50 Power Break PA -3 50 Mind Break MA -3 50 If a BATTLE SKILL is targeted on a type of item that the target is not equipped with, an ATTACK directive will be executed instead of the BATTLE SKILL. The evasion factor is present even if the BATTLE SKILL is shot out of a gun. BATTLE SKILLs are MOD 3 attacks and are subject to all the modifications listed in 3.2. _______________________________________________________________________________ [3.7] steal ========================================================================= STEAL directives, except Steal Heart, are physical attacks with the following success formula: success% = (Caster's Speed + K) * (evasion factor) K is a constant that varies for the different STEAL commands: COMMAND K EVADE NOTES --------------- --- ----- ----------------------------------- Steal Helmet 40 yes Steal Armor 35 yes Steal Shield 35 yes Steal Weapon 30 yes Steal Accessory 40 yes Steal Exp. 70 no exp stolen = min{C_Sp + 5, T_Exp} Gil Taking 90 yes gil taken = C_Lv * C_Sp -------------------------------------------------------------- Steal Heart -- no neutral MOD 1: success% = C_MA + 50 All of the above attacks are subject to MOD 4 modifiers (see section 3.2 for details). Evasion applies to all STEAL attacks except Steal Exp. and Steal Heart. Steal Heart uses a different scheme entirely (it is a neutral attack, not subject to evade, with base success percent equal to caster's MA + 50). _______________________________________________________________________________ [3.8] punch art ========================================================================= PUNCH ART commands are physical attacks -- even Secret Fist, which uses MA in its success formula. For formulas that use PA more than once, the instance of PA that is modified is marked with a '!'. Spin Fist, Repeating Fist, Wave Fist, and Earth Slash can all score critical hits (~5% rate). COMMAND RESULT MOD EVADE ------- ------------------------------------------ --- ----- Spin Fist damage = PA! * [PA / 2] 2 yes Repeating Fist damage = (1..9) * (PA! + [PA / 2]) 2 yes Wave Fist damage = PA! * ([PA / 2] + 1) 2 yes Earth Slash damage = PA! * [PA / 2] {earth} 2 no Secret Fist success% = MA + 50 3 no Stigma Magic success% = PA + 120 3 no Chakra recovery = (5 * PA) HP; [(5 * PA) / 2] MP 2 no Revive success% = PA+70; recovery = RU{T_MaxHP/5} 3 no _______________________________________________________________________________ [3.9] draw out ========================================================================= Damage-causing DRAW OUT skills are magical attacks, while Murasame and the status-adding DRAW OUT skills are neutral attacks. Here are the damage formulas: SKILL NAME RESULT {range/effect} -------------- ------------------------------------------------------------- Asura Damage: 8 * MA {A/3v3e} Koutetsu Damage: 12 * MA {A/3v3e} Bizen Boat Damage to MP = 4 * MA {A/3v3e} Murasame Restore HP: 12 * MA {A/3v3a}, unaffected by compatibility Heaven's Cloud Damage: 14 * MA, ~25% add: Slow {A/3v3e} Kiyomori Add: Protect and Shell (100%) {A/3v3a} Muramasa Damage: 18 * MA, ~25% add: Confusion/Death Sentence {A/3v3e} Kikuichimoji Damage: 16 * MA {4dir/8v3e} Masamune Add: Regen and Haste (100%) {A/3v3a} Chirijiraden Damage: 30 * MA {A/3v3e} Damage-causing DRAW OUT attacks are MOD 5, while Murasame, Kiyomori, and Masamune are MOD 0 (see section 3.3 for details). DRAW OUT attacks have a 100% success rate and ignore evade percentages. When you use a DRAW OUT attack, one of the corresponding katana in your inventory may break. The probability of this happening is approximately 15% (thanks to Goryus for this number). You must have at least 1 of the corresponding katana in your inventory (unequipped) in order to use any DRAW OUT attack. _______________________________________________________________________________ [3.10] talk skill ======================================================================== For TALK SKILL commands, the base success rate is equal to (Caster's MA + K), where K is an attribute of each TALK SKILL command: COMMAND K EFFECT -------------- -- -------------------------------------------- Invitation 20 Add: Invite Persuade 30 Target's CT set to zero Praise 50 Target's Brave +4 Threaten 90 Target's Brave -20 Preach 50 Target's Faith +4 Solution 90 Target's Faith -20 Death Sentence 30 Add: Death Sentence Negotiate 90 Steal ((Caster's Lv) * (Caster's Speed)) gil Insult 40 Add: Berserk Mimic Daravon 40 Add: Sleep Despite using MA, TALK SKILL attacks are neutral MOD 1 attacks (see section 3.2 for details), and cannot be evaded. TALK SKILL will have a 00% success rate if the target has Sleep status, and cannot be used if the caster has Silence status. TALK SKILL will miss on monsters unless the caster has the Monster Talk support ability (Mediators have this inherently). _______________________________________________________________________________ [3.11] sword skills ======================================================================== These include attacks from the DARK SWORD, HOLY SWORD, and MIGHTY SWORD skillsets. They are MOD 2 physical attacks with base damage determined as follows: damage = PA * (WP + K) COMMAND K ADDITIONAL EFFECTS --------------- - ------------------------------------------------------ Dark Sword 0 MP drain Night Sword 0 HP drain (undead reversal) -------------------------------------------------------------------------- Stasis Sword 2 Add: Stop (25%) Crush Punch 2 Add: Dead (25%) Split Punch 3 Add: Death Sentence (25%) Lightning Stab 4 Add: Silence (25%) Holy Explosion 5 Add: Confusion (25%) -------------------------------------------------------------------------- Shellbust Stab 0 Break target's equipped as armor (100%) Blastar Punch 0 Break target's helmet (100%) Hellcry Punch 0 Break target's weapon (100%) Icewolf Bite 0 Break target's acccessory (100%) DARK SWORD will drain (PA * WP) regardless of the target's current HP/MP total -- i.e., you can drain more HP/MP than the target has remaining. MIGHTY SWORD breaks the item in question 100% of the time, and has a 0% success rate if the target is not equipped with an appropriate item for the MIGHTY SWORD skill to break. Consequently, all monsters are unaffected by MIGHTY SWORD. Sword skills are not affected by evade percentages. They will always succeed (except for MIGHTY SWORD, which will never succeed if the target is not equipped with the type of equipment that the skill breaks). Despite what the in-game help says, all sword skills are WEAPON-ELEMENTAL, meaning that they take on the elemental of the equipped weapon, if it has any. If the equipped weapon is non-elemental, then sword skills using that weapon are non-elemental. However, the AI thinks that HOLY SWORD skills are Holy-elemental. You can use this to your advantage: if you wear Holy- absorbing or nullifying equipment, then the AI will not target HOLY SWORD skills on you. _______________________________________________________________________________ [3.12] truth and un-truth ======================================================================== ----- TRUTH ----- The Heaven Knight's TRUTH spells are dependent on only the MA of the caster. All TRUTH spells have a range/effect of {4/2v3} and will fire a random number of times (between 1 and 6, inclusive) at random squares in the affected region. SPELL NAME EFFECT -------------- --------------------------------------------------------------- Heaven Thunder Damage: [(MA + 8) / 2] * MA (Lightning) Asura Damage: [(MA + 9) / 2] * MA (Fire) Diamond Sword Damage: [(MA + 10) / 2] * MA (Wind) Hydragon Pit Damage: [(MA + 12) / 2] * MA (Water) Space Storage Damage: [(MA + 6) / 2] * MA (may add any one of the following: Darkness, Confusion, Silence, Frog, Poison, Slow, or Sleep) Sky Demon Damage: [(MA + 20) / 2] * MA (Earth) Space Storage will add a status ailment roughly 6.25% of the time. -------- UN-TRUTH -------- The Hell Knight's UN-TRUTH attacks show a reverse Faith dependence: they do more damage when the target and caster have low Faith. We can think of the formula in terms of a new intermediate stat, the 'faith multiplier' (FM). Normally, FM = Fa. But for UN-TRUTH, FM = (100 - Fa). UN-TRUTH is then a MOD 5 magical attack with damage determined by this formula: damage = [(CasterFM * TargetFM * [(MA + Q) / 2] * MA!) / 10000] where CasterFM is the caster's UN-TRUTH faith multiplier (100 - Fa) TargetFM is the target's UN-TRUTH faith multiplier (100 - Fa) MA is the caster's MA K is a constant multiplier dependent on the spell being cast (see the table below for values of Q). ! indicates the instance of MA that is modified The UN-TRUTH formula reveals that the real effect of Faith status is to set FM = 100, and the real effect of Innocent status is to set FM = 0. UN-TRUTH will do zero damage if either caster or target has Innocent status, and any unit with Faith status acts as if they have 0 Faith as far as UN-TRUTH is concerned (because the true effect of Faith status is to set FM = 100). The range and effect of all UN-TRUTH spells is the same as that of their TRUTH counterparts: {4/2v3}, hitting a random number of times on random squares of the affected area. SPELL NAME Q-VALUE & OTHER PROPERTIES ------------------- ------------------------------------------------ Heaven Thunder Back 27 (Lightning) Asura Back 30 (Fire) Diamond Sword Back 34 (Wind) Dragon Pit Back 40 (Water) Space Storage Back 20 (may add: Darkness, Confusion, Silence, Frog, Poison, Slow, or Sleep) Sky Demon Back 60 (Earth) The chance of Space Storage Back adding a status ailment is about 6.25%. _______________________________________________________________________________ [3.13] limit ======================================================================== The Soldier's LIMIT skillset consists mostly of MOD 5 magical attacks. Unlike most charging magical attacks, though, LIMIT attacks can only be targeted on panels, not on units. In addition, a Materia Blade must be equipped to use any LIMIT skill. SKILL NAME CTR RESULT {range/effect} MOD -------------- --- ------------------------------------------- --- Braver 3 Damage: MA * 12 {2/1} 5 Cross-slash 4 Damage: MA * 22 {2/2v0} 5 Blade Beam 5 Damage: CasterMaxHP - CasterCurHP {2/1} 0 Climhazzard 7 Damage: TargetMaxHP - TargetCurHP {2/1} 0 Meteorain 10 Damage: MA * 26 {4/3v0} 5 Finish Touch 5 Add: Stop or Petrify or Dead (100%) {3/2v0} 0 Omnislash 15 Damage: MA * 40 {3/3v0} 5 Cherry Blossom 20 Damage: MA * 60 {3/3v0} 5 .____ JNNNNN .NNNNNNN JNNNNNNNN .NNNNF(NNNN JNNNN` (NNNN .NNNNF (NNNN JNNNN` (NNNN .NNNNF (NNNN NNNNNNNNNNNNNNNNNNNNN) NNNNNNNNNNNNNNNNNNNNN) (NNNN (NNNN `"""" R E A C T I O N , S U P P O R T, & M O V E M E N T A B I L I T I E S _______________________________________________________________________________ [4.1] reaction abilities ========================================================================= I've divided reaction abilities into five groups, based on how they are triggered: pseudo-support abilities, damage-triggered abilities, countergrasp abilities, abilities activated when critical, and other abilities. No reaction abilities will activate if the reacting unit is afflicted with any of the following status changes: Berserk, Blood Suck, Don't Act, Sleep, Confusion, Stop. PSEUDO-SUPPORT ABILITIES: These reaction abilities act more like support abilities, in that they do not depend on Brave, nor do they require a specific trigger to activate -- essentially, they are always active if set. These are good choices for low-Brave units. [Abandon] - 400 JP, Ninja This ability doubles all inherent, shield, accessory, and weapon evade percentages. That is, instead of (1 - Ev), each evasion stat contributes a multiplier of (1 - 2*Ev) to the success percent equation for evadable attacks. [Weapon Guard] - 200 JP, Knight This ability enables your weapon evasion (WEv). DAMAGE-TRIGGERED ABILTIES: These abilities are triggered if you receive HP damage (including 0 damage) from any OTHER unit. They will trigger (Brave)% of the time. [A Save] - 550 JP, Dancer Your PA increases by 1. [Auto Potion] - 400 JP, Chemist Use a Potion (recovers 30 HP). If you have no Potions in stock, use a Hi-Potion (recovers 70 HP). If you have no Hi-Potions in stock, use an X-Potion (recovers 150 HP). If you have none of these potions in stock, the ability has no effect. [Caution] - 200 JP, Thief You gain Defending status. This will expire on your next active turn. [Damage Split] - 300 JP, Calculator The unit that damaged you will take RU{damage / 2} damage and you will recover RU{damage / 2} HP. (Will only trigger if damage > 0.) [Gilgame Heart] - 200 JP, Thief Steal (Damage * 10) gil from the enemy, where Damage is the amount of damage that was just done to you. [MA Save] - 450 JP, Bard) Your MA increases by 1. [Regenerator] - 400 JP, Priest You gain Regen status. Like standard Regen, this will expire in 32 clockticks. [Speed Save] - 800 JP, Archer Your Speed increases by 1. COUNTERGRASP: So called from the two most popular reaction abilities of this class, Counter and Blade Grasp, these attacks will be triggered by any of the physical attacks listed below. The attack does not have to succeed or cause damage in order for the reaction ability to activate. Like most reaction abilities, these will activate Br% of the time. ------------LIST OF COUNTERGRASP ACTIVATORS------------- |========================================================| | ATTACK* Eye Gouge Beaking | | JUMP Scratch Shine Lover | | THROW Poison Nail Straight Dash | | CHARGE Blood Suck** Bite | | BATTLE SKILL Tentacle (squid) Shake Off | | Steal Helmet Knife Hand Wave Around | | Steal Armor Sleep Touch Tentacle (morbol) | | Steal Weapon Grease Touch Goo | | Steal Accessry Drain Touch Stab Up | | Steal Shield Zombie Touch Sudden Cry | | Gil Taking Snake Carrier Dash (dragon) | | Choco Attack Wing Attack Tail Swing | | Tackle Scratch Up Triple Attack | | Goblin Punch Beak | | | | * Countergrasp reactions (except Blade Grasp) do not | | work against ATTACKs with magic guns | | ** Vampire version of 'Blood Suck' only! | -------------------------------------------------------- [Blade Grasp] - 700 JP, Samurai This ability makes the base hit percentage for Countergrasp activators executed against you equal to (Base - YourBr) instead of Base, where Base is the success rate of the attack before evasion is considered. Unlike the other Countergrasp reaction abilities, Blade Grasp DOES work against magic guns. Blade Grasp can only activate once per attack, so it will at most block one of the two hits from a Two Swords attack. Blade Grasp is NOT considered to be evasion, and its effects stack with those of evasion. See section 6.6 for details. [Brave Up] - 500 JP, Dancer Your Br is increased by 3. [Counter] - 300 JP, Monk If the unit which attacked you is within range of your equipped weapon, you will counter with an ATTACK directive. The Counter-ATTACK can't trigger reactions (except pseudo-supports), which means it can't be blocked by Blade Grasp. [Counter Tackle] - 180 JP, Squire If the unit that attacked you is within range of 'Dash', you will counter with 'Dash'. [Dragon Spirit] - 560 JP, Lancer You gain Reraise status, unless you already have Reraise or are immune to Reraise. [Sunken State] - 900 JP, Ninja You gain Transparent status, unless you are immune to Transparent. ABILITIES ACTIVATED WHEN IN CRITICAL STATUS: These abilities will activate Br% of the time if you receive HP damage (including 0 damage) from ANOTHER unit and are in Critical status after that damage resolves. It doesn't matter whether you were Critical before the damage was dealt. [Critical Quick] - 700 JP, Time Mage You gain Quick status -- specifically, you are tagged with a critical quick-flag. This ability can be used to set up 'The Quickening', which allows your units to get infinite turns. See Shinmen Takazo's excellent Quickening FAQ on gamefaqs.com for details. [HP Restore] - 500 JP, Monk Restore (your MaxHP - your CurrentHP) HP. (In other words, restore your HP to maximum.) [Meatbone Slash] - 200 JP, Samurai If the attacker is within range of your weapon, you will counter with 'Meatbone Slash', a neutral MOD 0 attack that deals damage equal to your Max HP. [MP Restore] - 400 JP, Summoner Restore (your MaxMP - your CurrentMP) MP. (In other words, restore your MP to maximum.) OTHER REACTION ABILITIES: These don't fit in any category. [Absorb Used MP] - 250 JP, Oracle Whenever another unit uses an ability that costs MP, and you are one of the targets, you have a Br% chance of gaining the amount of MP that the other unit consumed. [Arrow Guard] - 450 JP, Archer This is like Blade Grasp, but it only works on bow and crossbow attacks (this includes ATTACK, CHARGE, BATTLE SKILL, and SNIPE, with bow or crossbow equipped). See 'Blade Grasp'. [Catch] - 200 JP, Thief If you are targeted with a THROW attack, you will catch the item and add it to your inventory Br% of the time. The message 'Caught' will be displayed in red upon a successful Catch. Mimed THROW attacks cannot be Caught (I guess this is because no 'real' item is consumed for a mimed THROW). [Counter Flood] - 300 JP, Geomancer If you are targeted by a Counter Flood-enabled attack (Check the big list (section 3.3) to see if an attack is Counter Flood- enabled. For the most part, these are Countergraspable attacks that also cause damage, plus ELEMENTAL attacks and some other oddballs), you will counter with an ELEMENTAL directive corresponding to the ground you are currently standing on, regardless of your assailant's distance from you and regardless of whether you have actually learned that ability. The ELEMENTAL directive will have its usual effect area, so if one of your units happens to be standing next to the target of Counter Flood and is on the same height, (s)he'll be damaged too! Like most reactions, Counter Flood will activate Br% of the time. [Counter Magic] - 800 JP, Wizard If you are targeted by a magic gun or a spell that is subject to Counter Magic (see the big list in section 3.3), you will cast that spell back at the caster, paying the appropriate MP cost. This will activate Br% of the time and only if you have sufficient MP to cast the spell. [Distribute] - 200 JP, Calculator If you are healed by another unit (this ability does NOT activate if you are healing yourself!), every allied unit that does not have full HP will gain RU{(gained_HP - (maxHP - curHP)) / N}, where gained_HP is the magnitude of the triggering HP gain, maxHP is your maximum HP, curHP was your current HP before the HP gain, and N is the number of allied units that do not have full HP. (In other words, any excess healing will be split equally (round up) among all other party members that are not at full HP. Note that only one unit's healing will be shown in the animation, but all units that do not have full HP will be healed.) This ability will activate Br% of the time. [Face Up] - 500 JP, Bard If you are targeted by any Faith-based magical attack, this ability will increase your Faith by 3. It works Br% of the time. [Finger Guard] - 300 JP, Mediator Base success percentage of TALK SKILL attacks executed against you is now equal to (Base% - YourBr%). [Hamedo] - 1200 JP, Monk If you are targeted by an ATTACK, BATTLE SKILL, THROW, or CHARGE directive and your attacker is within range of your weapon, the attacker's directive will be cancelled and you will instead execute an ATTACK directive on the attacker. The Hamedo-ATTACK cannot trigger reactions (except for pseudo-supports). Note that this only works on the above-listed commands, which means it is useless on monsters, since they have special forms of physical attack. (And even though Berserk units can only ATTACK, Hamedo still doesn't work on Berserked monsters.) This ability will trigger Br% of the time. Note: unlike Counter, Hamedo will activate against spell guns. [MP Switch] - 400 JP, Time Mage If you receive HP damage and your CurMP > 0, the damage will instead be dealt to your MP Br% of the time. This works on almost _any_ source of damage, including Poison, falling damage, and self-inflicted damage. It does not, however, work on damage incurred by other reaction abilities like Hamedo, Counter, and Meatbone Slash. [Reflect] - 200 JP, GameShark only This has no effect. _______________________________________________________________________________ [4.2] support abilities ========================================================================= Unlike most reaction abilities, support abilities are always active while they are equipped. [Attack UP] - 400 JP, Geomancer For physical attacks except JUMP and some others (see 3.3), the effective value of your relevant stat XA = [XA * 4/3]. Usually, XA is PA, but it can sometimes be MA (as in a stick ATTACK), Speed (as in a STEAL directive), or a complex expression like [(PA + MA) / 2] (as in a dictionary ATTACK). Check the list in section 3.3 to see whether an attack is physical. [Concentrate] - 400 JP, Archer Targets cannot evade your physical attacks via their evasion percentages (P.CEV, P.SEV, P.AEV, W-EV). Note that this does not guarantee 100% success on attacks such as BATTLE SKILL, since these attacks can still MISS. Targets may also still evade using the 'Blade Grasp' and 'Arrow Guard' abilities. Concentrate has no effect on magic evasion. [Defend] - 50 JP, Squire Adds the DEFEND command (add: Defending on the caster) to your action menu. [Defense UP] - 400 JP, Oracle For physical attacks except JUMP and some others (see 3.3), units attacking you receive a penalty to their relevant stat XA such that XA = [XA * 2/3]. Usually, stat XA is PA, but it can sometimes be MA (as in a stick ATTACK), Speed (as in THROW), WP (as in a gun ATTACK), or a complex expression like [(PA + MA) / 2] (as in a dictionary ATTACK). Check the list in section 3.3 to see whether an attack is physical. [Equip Armor] - 500 JP, Knight You can equip armor and helmets regardless of your current job. [Equip Axe] - 200 JP, Squire You can equip axes regardless of your current job. [Equip Change] - 0 JP, Chemist Adds the EQUIP CHANGE command to your action menu. This allows you to change your equipment in battle. Using EQUIP CHANGE counts as an action. [Equip Crossbow] - 350 JP, Archer You can equip crossbows regardless of your current job. [Equip Gun] - 750 JP, Mediator You can equip guns (both regular and magical) regardless of your current job. [Equip Knife] - 400 JP, Samurai You can equip katana regardless of your current job. [Equip Shield] - 250 JP, Knight You can equip shields regardless of your current job. [Equip Spear] - 400 JP, Lancer You can equip spears regardless of your current job. [Equip Sword] - 400 JP, Knight You can equip swords (but not knight swords) regardless of your current job. [Gained Exp-UP] - 350 JP, Calculator When you receive experience for an action, you receive bonus experience such that received Exp = earned Exp * 2. [Gained JP-UP] - 200 JP, Squire When you receive JP for an action, you receive bonus JP such that received JP = [earned JP * 3/2]. [Half of MP] - 900 JP, Summoner Any MP-using ability costs you half as many MP to use (round up). (HalfMPCost = RU{MPCost / 2}) [Magic AttackUP] - 400 JP, Wizard For magical attacks, the effective value of your MA = [MA * 4/3]. This does not include physical attacks (such as stick and staff ATTACK) that use MA as their relevant stat. Check the list in section 3.3 to see whether an attack is magical. [Magic DefendUP] - 400 JP, Priest For magical attacks targeting you, the effective value of the caster's MA = [MA * 2/3]. This does not include physical attacks (such as stick and staff ATTACK) which use MA as their relevant stat. Check the list in section 3.3 to see whether an attack is magical. [Maintenance] - 250 JP, Chemist Your equipment cannot be stolen or broken. Any attack that steals or breaks equipment will have a 0% success rate if targeted against you. [Martial Arts] - 200 JP, Monk Your effective XA for all physical attacks except JUMP and THROW is equal to [XA * 3/2]. If you are not barehanded, those physical attacks that are weapon-elemental (ATTACK, CHARGE, BATTLE SKILL, SNIPE, sword skills) will not receive the bonus. [Monster Skill] - 200 JP, Squire Monsters standing on squares adjacent to you will have access to a new skill (vertical tolerance 3). This will have no effect if you are Berserk, Confused, or Unable to Fight. [Monster Talk] - 100 JP, Mediator Enables you to target TALK SKILL on monsters, regardless of your job. [Non-charge] - 3000 JP, GameShark only All slow actions, except for JUMP, CHARGE, SING, and DANCE, become fast actions. [Secret Hunt] - 200 JP, Thief If you kill a monster with damage from your weapon (i.e., through ATTACK, CHARGE or Counter), you will poach it; that is, it will be transformed into an item that you can buy at one of the Fur Shops located around Ivalice. Items bought at the Fur Shop will be half their normal price! Also, you can sell any item to the Fur Shop to raise some quick cash, and then later buy it back for the same amount you sold it for! [Short Charge] - 800 JP, Time Mage For all slow actions except for JUMP, CHARGE, SING and DANCE, ctr = RU{ctr/2}. [Throw Item] - 350 JP, Chemist Range of ITEM becomes 4/1 (line of sight), regardless of your current job. [Train] - 450 JP, Mediator If you strike a monster directly with your weapon (e,g., through ATTACK, CHARGE, or Counter), and that monster is Critical after the attack resolves, you will also add: Invite to that same monster. [Two Hands] - 900 JP, Samurai You are able to grip one-handed weapons with both hands, doubling weapon power (does not apply to non-striking weapons like guns and crossbows). Weapon power is doubled for the ATTACK command only and does not affect other physical attacks -- even those that employ weapons such as JUMP, BATTLE SKILL, HOLY SWORD, DARK SWORD and MIGHTY SWORD. (It does apply, however, to the ATTACK that results from targetting a BATTLE SKILL on a piece of equipment that the target does not have.) [Two Swords] - 900 JP, Ninja You are able to equip two one-handed weapons at once. This has some interesting upshots -- for instance, all BATTLE SKILL, CHARGE, and SNIPE directives are executed twice if you are carrying two weapons. In addition, if you attack a target that has Blade Grasp set, Blade Grasp can only block one of the two hits that you incur. If the first hit of a Two Sworded attack fails to connect for any reason (evade, Blade Grasp, or inherent inaccuracy of the attack), then the target will turn to face the attacker prior to the second hit, and the second hit will be treated as if it were executed from the front (i.e., all possible evade parameters will be considered). _______________________________________________________________________________ [4.3] movement abilities ========================================================================= Movement abilities allow you to move about the battlefield more easily, or activate special powers when you move. [Any Ground] - 220 JP, Geomancer Normally each square of flowing water you walk through costs you two movement points instead of one. With this ability, the movement penalty to walk through flowing water vanishes. [Any Weather] - 200 JP, Oracle Normally, you can walk over marsh sqaures without suffering the water penalty. However, if it is raining heavily in a marshland, you will face a similar penalty -- you must use two movement points for every square of marsh you move over. If you have Any Weather equipped, that penalty will not take effect. In addition, weather effects on magic (increase in Lightning damage and decrease in Fire damage during thunderstorms) are nullified if the caster has Any Weather. This is in a heated battle with Move on Lava for the title of 'most useless ability'. And another curiosity: the programmers gave the Steel Giant class Any Ground and Any Weather inherent, but they also gave it Cannot enter water inherent, making Any Ground and Any Weather completely useless! Maybe they intended to program more weather and terrain effects into the game but never got around to it. [Cannot enter water] - 200 JP, inherent for several monsters) You cannot move or stop on squares that are submerged in water. [Float] - 540 JP, Time Mage You float 1h above the ground. This has the same effect as the Float status, except that it allows you to stop on lava squares (the Float status only allows you to move, not stop, over lava). [Fly] - 1200 JP, Bard and Dancer Allows you to fly over all height differences, enemies, and obstacles. Nullifies fall damage. [Ignore Height] - 700 JP, Lancer You are able to jump to any vertical height, regardless of your 'Jump' stat. This has no effect on the Lancer's JUMP command. [Jump +1] - 200 JP, Archer 'Jump' stat + 1. This has no effect on the Lancer's JUMP command. [Jump +2] - 480 JP, Thief 'Jump' stat + 2. This has no effect on the Lancer's JUMP command. [Jump +3] - 1000 JP, Dancer 'Jump' stat + 3. This has no effect on the Lancer's JUMP command. [Move +1] - 200 JP, Squire 'Move' stat + 1. [Move +2] - 520 JP, Thief 'Move' stat + 2. [Move +3] - 1000 JP, Bard 'Move' stat + 3. [Move in Water] - 420 JP, Ninja You can move (and stop) on top of water; water is treated like normal ground. [Move on Lava] - 150 JP, Geomancer You can move (and stop) on top of lava; lava is treated like normal ground. [Move Undrwater] - 200 JP, inherent for Mindflayer type monsters You can move (and stop) in water up to 3h deep without penalty. [Move-Find Item] - 100 JP, Chemist You can extract hidden items from booby-trapped squares without triggering the traps. Each square has two items: the odds of getting one (usually the commoner item) are Br%, and the odds of getting the other (usually the rarer item) are (100 - Br)%. [Move-Get Exp] - 400 JP, Calculator You gain 1 Exp. per panel moved, unless you are afflicted with Berserk, Confusion, or Blood Suck status. [Move-Get JP] - 360 JP, Calculator You gain 2 JP per panel moved, unless you are afflicted with Berserk, Confusion, or Blood Suck status. [Move-HP Up] - 300 JP, Monk Recover RU{MaxHP / 10} HP if you move at least one panel, unless you are afflicted with Berserk, Confusion, or Blood Suck status. [Move-MP Up] - 350 JP, Oracle Recover RU{MaxMP / 10} MP if you move at least one panel, unless you are afflicted with Berserk, Confusion, or Blood Suck status. [Silent Walk] - 700 JP, GameShark only No known effect. [Teleport] - 600 JP, Time Mage Able to teleport through obstacles, height differences, units, etc. Chance of success is 100% within your Move range and decreases 10% per extra square you move. See section 6.7 for details. [Teleport 2] - 0 JP, inherent for Arch Angel, Holy Angel Teleport anywhere on the battlefield with 100% success. [Walk on Water] - 300 JP, Samurai Ignore water depth; all water is treated like it is 1h deep, regardless of actual depth. (Doesn't it seem like this should be called Move in Water, and Move in Water should be called Walk on Water?) ________________. (NNNNNNNNNNNNNNNN) NNNNNNNNNNNNNNNNN) (NNNN NNNN) (NNNNNNNNNNNNNNNL. NNNNNNNNNNNNNNNNNNN. `4NNNF" `4NNNNN. `NNNN) ._. NNNN) .NNNNN_. .NNNNN` 4NNNNNNNNNNNNNNNNNN) "NNNNNNNNNNNNNNF `"""""""" A B N O R M A L S T A T U S CREDITS ********************************************************* > Jjukil provided a lot of information on the Frog status. ********************************************************* There are five types of status alterations in Final Fantasy Tactics: preparative, supportive, negative, damaged-derived, and miscellaneous. Below are summaries of all the status ailments, the effects they have on your units, and how they can be identified. Abbrevations: DO - identifies a DRAW OUT technique MS - identifies a MAGIC SWORD technique (25) - status is randomly added to the target of this ability or weapon. rate of status addition is ~25%. (6) - status is randomly added to the target of this ability or weapon. rate of status addition is ~6.25%. (R) - status is added as a reaction ability (A) - this item confers Auto-status (1) - character starts battle with this status when this item is equipped The 'Duration:' category indicates the length of time that the status will remain in effect if left to its own devices (i.e., if the character is targeted by no spells or effects that add, remove, or cancel out that status). See section A.2 for definitions of the phases of battle and of 'clockticks'. 'Infinite' in this category means the effect will last the entire battle; all effects except 'Invite' and 'Morbol' will wear off at the end of battle. An ability in [brackets] indicates that the ability can only target a certain type of unit (e.g., [Dragon Tame] only affects Dragons and Hydras). Look the ability up in section 3.3 for more details. Auto-statuses, set by pieces of equipment like Excalibur (Auto-Haste) and Robe of Lords (Auto-Protect, Auto-Shell), cannot be removed unless the equipment is de-equipped, broken, or stolen. If a unit with an Auto-status (e.g., Auto-Regen) is afflicted with another status that normally would cancel the first (e.g., Poison), the second status will take effect for its normal duration (e.g., 35 clockticks) and then the first status will return. During the period that the second status is in effect, both statuses will technically be set, but only the second status will be 'expressed'. If an item that imparts an Auto-status is equipped in battle via Equip Change,the status will take effect immediately and last until the equipment is de-equiped, broken, or stolen. Auto-statuses are not subject to clocktick limits. Initial-statuses, set by equipment like the Angel Ring (Initial-Reraise) and the Stone Gun (Initial-Petrify) take effect at the beginning of battle and can be removed as normal. If an item that imparts an Initial-status is equipped in battle via Equip Change, the status will NOT take effect. To find a status by name, search for the name between [square brackets]. _______________________________________________________________________________ [5.1] preparative status changes ========================================================================= These status changes occur when a character is preparing to execute an action. They will be cancelled when the action is executed or (at your option) at the character's next AT. [Charging] Appearance: 'C' in a starburst above character's head Description: This status occurs when a character is charging up a slow-action. When a character is in 'Charging' status, his evade percentages will all drop to 0%, and all units attacking him physically will receive a bonus to their PA (new PA = [PA * 3/2]) (i.e., the charging character will take about 1.5 times as much damage from physical attacks, and physical abilities which cause non- damaging effects (e.g., BATTLE SKILL) will have a higher chance of working). Add with: Initiate spell-casting or CHARGE directive Cancel with: Execute directive; cancel on next AT; add Berserk; add Blood Suck Duration: until the S+ phase when the slow-action is resolved. [Defending] Appearance: Arms crossed in defensive stance Description: This status is activated when the 'Defend' command is selected. When a character is 'Defending', his evade percentages will all be doubled. Note: if the character also has 'Abandon', his evade percentages will be quadrupled. If a chracter with Abandon is defending and is attacked by a character with Darkness, his evade percentages will be octupled! Add with: DEFEND, Caution (R) Cancel with: cancelled on next AT; add Berserk; add Blood Suck Duration: one turn [Performing] Appearance: Character is singing or dancing Description: This status is activated when a SING or DANCE directive is selected. When a character is 'Performing', his evade percentages will all drop to 0%. Add with: SING, DANCE Cancel with: cancellation of SING or DANCE directive; add Berserk; add Blood Suck Duration: player-determined _______________________________________________________________________________ [5.2] supportive status changes ========================================================================= These status changes will afford special abilities or protections to your characters. [Float] Appearance: Character is floating 1h above the ground Description: This status is invoked by the 'Float' spell, the accessory 'Feather Boots', or the Move ability, 'Float'. Characters with 'Float' will act as if they are stationed 1h above where they are actually standing. For example, if a character with Float is standing at height 9, and there is a character at height 7 trying to attack the floating character with an attack which has a vertical tolerance of 2, he will be unable to do so because the floater will behave as if he were standing at height 10. In addition, floating characters can move over rugged terrain such as lava and water without penalty to their movement, and are unaffected by other terrain-based penalties such as the inability to move in water of depth 2h or greater (a character with 'Float' will float 1h above the water level). Furthermore, floating characters are immune to Earth-elemental attacks. Characters with the 'Float' movement ability (but _not_ those who received the status from the boots, the Cherche, or from the TIME MAGIC), will be able to stop over lava. Add with: Float (TIME MAGIC), Feather Boots (A), Cherche (A), Float (M) Cancel with: Dispel Magic, Despair, Despair 2, Odd Soundwave Duration: infinite [Haste] Appearance: Animation is sped up Description: Effective Speed = [Speed * 3/2]. Note that this is only applied in CT incrementing, and has no effect on formulas that depend on Speed, such as the damage for the THROW directive or an ATTACK with a longbow. Haste also has no effect on the charge time of a JUMP directive. Cancels: Slow Add with: Haste, Haste 2, MBarrier, DO Masamune, Excalibur (A), Setiemson (A), Nameless Song Cancel with: Dispel Magic, Despair, Despair 2, Odd Soundwave, add Slow Duration: 32 clockticks [Protect] Appearance: Triangle in dialogue balloon above character's head Description: Reduces physical damage by one-third. More precisely, any unit attacking the Protected unit with a physical attack will receive a PA penalty such that (revised PA) = [PA * 2/3]. Also note that though PA is the stat usually modified by Protect, it doesn't _have_ to be. Some physical attacks calculate damage or success rate based on MA or Speed. For these attacks, Protect acts as above, except replace 'PA' with 'MA' or 'Speed'. In addition, physical attacks that have stat-dependent success rates (e.g., BATTLE SKILL, STEAL) will face a penalty such that revised stat = [stat * 2/3] when targeting a Protected unit; consequently, Protect can lower either the success rate or the damage of physical attacks. Unless it is imparted by an item, Protect will wear off on its own after a time. Add with: Protect, Protect 2, Wall, MBarrier, Protect Spirit, DO Kiyomori, Salty Rage (A), Save the Queen (A), Robe of Lords (A), Nameless Song Cancel with: Dispel Magic, Despair, Despair 2, Odd Soundwave Duration: 32 clockticks [Regen] Appearance: Character has a bluish glow Description: At the end of every AT, a character with Regen will gain back [MaxHP / 8] HP. Regen will wear off on its own after a time unless it is imparted by an item. Cancels: Poison Add with: Regen, MBarrier, DO Masamune, Chaos Blade (A), Chantage (A), Regenerator (R), Nameless Song Cancel with: Dispel Magic, Despair, Despair 2, Odd Soundwave, add Poison Duration: 36 clockticks [Reraise] Appearance: Angel hovering above character's head Description: If character is put into 'Dead' status, he will be revived with RU{MaxHP/10} on what would be his first AT after dying. Reraise is cancelled when a character is revived by it. If an Undead character has Reraise (this can only be accomplished with Auto-Reraise), Reraise will have no effect other than to prevent you from seeing the Dead counter, and to block the 50% chance of auto-revival normally associated with Undead status. Blocks: Undead Add with: Reraise, MBarrier, Angel Ring (1), Chantage (A), Dragon Spirit (R), Nameless Song Cancel with: Dispel Magic, Despair, Despair 2, Odd Soundwave, Duration: until revival, one AT after Dead is added [Shell] Appearance: Square in dialogue balloon above character's head Description: The caster of magical attacks against a unit will Shell will have his or her MA reduced to [MA * 2/3]. This in effect reduces the damage or success rate of magical attacks executed against the unit with Shell. Note that Shell does NOT affect damage from spells that subtract a certain percentage of the target's HP (such as Demi, Lich and Life Drain), though it may affect the success rate of these spells. Unless imparted by an item, Shell will wear off on its own after a time. Add with: Shell, Shell 2, Wall, MBarrier, DO Kiyomori, Clam Spirit, Ragnarok (A), Salty Rage (A), Robe of Lords (A), Nameless Song Cancel with: Dispel Magic, Despair, Despair 2, Odd Soundwave Duration: 32 clockticks [Transparent] Appearance: Character is translucent Description: Character is ignored by computer-controlled units. Attacks made by a Transparent character ignore all evade percentages -- physical AND magical. Transparent is cancelled at the end of any AT during which the Transparent character takes an action or the Transparent character takes any damage. Add with: Sunken State (R), Secret Clothes (1), Vanish Mantle (1), Setiemson (1) Cancel with: Dispel Magic, Despair, Despair 2, Odd Soundwave, act with Transparent unit, damage Transparent unit Duration: player-determined _______________________________________________________________________________ [5.3] negative status changes ========================================================================= These status changes will weaken your characters or impede them from battling normally. [Blood Suck] Appearance: Character is colored purple Description: Character is a vampire. He will be uncontrollable, and attack random units with the human version of the 'Blood Suck' [0C8] attack. All evade percentages will drop to 0, and character will be unable to use reaction abilities and certain move abilities like Move-HP Up and Move-Get Exp. All monsters are inherently immune to Blood Suck. A unit with Blood Suck is considered Unable to Fight. If all units on one team are simultaneously Unable to Fight, that team loses the battle. Cancels: Charging, Defending, Performing Add with: Blood Suck [0C8] (from the BLOOD SUCK command set), Blood Suck [11C] (25%) (from the Vampire's command set) Cancel with: Deathspell 2, Holy Water Block with: 108 Gems, Barette, Ribbon Duration: infinite [Charm] Appearance: Heart in dialogue balloon above character's head Description: Character perceives enemies as allies, and allies as enemies. For instance, a Charmed enemy can cast harmful SUMMON MAGIC on other enemies. However, the (original) allies of a Charmed unit will NOT perceive it as an enemy. For example, if one of your Summoners becomes Charmed, she can cast Shiva on your party while Charmed, but other units in your party cannot cast Shiva on her. If a unit on team A is charmed by a unit on team B, mimes on team A will not mimic that unit's actions while she is Charmed, but mimes on team B will. The only effect of Charming an allied unit is to put that unit under AI control until Charm is removed. Add with: Steal Heart, Allure, Fairy Harp (25%) Cancel with: HP damage to unit Block with: N-Kai Armlet, Barette, Ribbon Duration: 32 clockticks [Chicken] Appearance: Character is, well... a chicken Description: This status is caused by a character having less than 10 Brave. The character will flee from all foes, and regain 1 Brave per AT until he reaches 10 Brave, at which point Chicken will be cancelled. Characters attacking a chicken will receive a PA bonus (usually, new PA = [PA * 3/2]) (i.e., Chickens will take about 1.5 times as much damage from physical attacks). Weapon attacks that normally have a vertical 3 tolerance when attacking from above will only have a vetical 2 tolerance if the target is a Chicken. Add with: lower Brave to 9 or less Cancel with: raise Brave to 10 Block with: nothing Duration: the number of turns it takes for Brave to increment to 10 [Confusion] Appearance: Awkward movements by character, speech balloon with '?' Description: Character will attack the unit closest to it, regardless of whether that unit is an ally or enemy, with random attacks. Confused units will also sometimes charge spells on unoccupied panels. Evasion percentages of targets attacked by a Confused unit will be doubled. Confusion also prevents the use of reaction abilities and special effect- generating Move abilities like Move-HP Up and Move-Get Exp. Confusion will be cancelled if the afflicted character takes damage. Add with: Confusion Song, MS Confuse, Confuse 2, Mind Blast, Nameless Dance, Parasite, Bad Bracelet, Grand Cross, Loss, Muramasa (25%), Local Quake (25%), Holy Explosion (25%), Ramia Harp (25%) Cancel with: Esuna, Remedy, Deathspell 2, Stigma Magic, {Dragon Care}, HP damage Block with: N-Kai Armlet, Barette, Ribbon Duration: infinite [Darkness] Appearance: Eye with 'x' hovering above character Description: For physical attacks executed by a unit with Darkness, all targets' evade percentages are doubled. Add with: Blind, MS Blind, Blind 2, Darkness, Eye Gouge, Black Ink, Parasite, Bad Breath, Nameless Dance, Grand Cross, Look of Devil, Sand Storm (25%), [0CA] Bio (6%), Blind Knife (25%), Night Killer (25%) Cancel with: Esuna, Remedy, Stigma Magic, Choco Esuna, Eye Drop, Heal, {Dragon Care}, Octagon Rod (25%) Block with: Angel Ring, Grand Helmet Duration: infinite [Death Sentence] Appearance: Number hovering above character Description: A countdown will start from 3 and decrement during each of the affected character's ATs. When the countdown reaches 0, the character is given 'Dead' status. The AI will ignore enemy units afflicted with Death Sentence, as if they were Transparent. If the afflicted unit is immune to Dead, Death Sentence will expire without any ill effects when the countdown reaches 0. Add with: Death Sentence (TALK SKILL), Death Sentence (Ahriman), Nightmare, Secret Fist, Quicksand (25%), Muramasa (25%), Assassin Dagger (25%) Cancel with: add Undead, add Petrify, White Staff (25%) Block with: Defense Ring, Ribbon Duration: three turns [Don't Act] Appearance: 'DA' in dialogue balloon above character's head Description: 'Act' command is sealed. Unit cannot act, evade, or use reaction abilities, including Blade Grasp and Abandon. At the end of an AT, a unit with Don't Act will have his CT decremented as if he had acted. Add with: Paralyze, MS Don't Act, Arm Aim, Galaxy Stop, Look of Devil, Chicken Race, Kamaitachi (25%), Spell Edge (25%) Cancel with: Esuna, Choco Esuna, Deathspell 2, Stigma Magic, {Dragon Care}, Octagon Rod (25%) Block with: Thief Hat, Ribbon Duration: 24 clockticks [Don't Move] Appearance: 'DM' in dialogue balloon above character's head Description: 'Move' command is sealed. At the end of an AT, a unit with Don't Move will have his CT decremented as if he had moved. Add with: Don't Move, Leg Aim, Hold Tight, Galaxy Stop, Look of Devil, Goo, Pitfall (25%), Ancient Sword (25%) Cancel with: Esuna, Choco Esuna, Deathspell 2, Stigma Magic, {Dragon Care}, Octagon Rod (25%) Block with: Rubber Shoes, Thief Hat, Ribbon Duration: 24 clockticks [Frog] Appearance: Character is a frog Description: Character cannot do anything but use the ATTACK command and the 'Frog' BLACK MAGIC spell; characters attacking a Frog will receive a PA bonus (new PA = [PA * 3/2]) (i.e., Frogs will take about 1.5 times as much damage from physical attacks). Attacking frogs deal damage equal to [PA * Br/100]. Berserk status has no effect on Frogs' attack damage. (Thanks to Jjukil for this detailed information on the Frog status.) Weapon attacks that normally have a vertical 3 tolerance when attacking from above will only have a vetical 2 tolerance if the target is a Frog. Frogs controlled by the AI will not trigger Countergrasp reaction abilities when they attack. Add with: Frog, Toad 2, Poison Frog, Parasite, Bad Bracelet, Grand Cross, Nameless Dance, [0CD] Bio 2, Water Ball (25%), Nagrarock (25%) Cancel with: Frog, Toad 2, Poison Frog, Esuna, Stigma Magic, Remedy, Deathspell 2, Maiden's Kiss, Octagon Rod (25%) Block with: 108 Gems, Cachusha, Ribbon Duration: infinite [Morbol] Appearance: Character is a Morbol Description: Works only on monsters and generic humans. Character has been transformed into a Morbol. Add with: Moldball Virus Cannot be cancelled. Duration: _really_ infinite (lasts even after battle!) [Oil] Appearance: Character is tinted black Description: This is supposed to increase damage from fire attacks. Because of a glitch, it has no effect. Add with: Self-Destruct, Grease Touch, Parasite, Bad Bracelet, Bio [0CC] (6%) Cancel with: Remedy, {Dragon Care}, Octagon Rod (25%), fire-elemental attack Block with: Duration: infinite [Petrify] Appearance: Character is completely gray and does not move Description: Character's CT does not increment. Character cannot move or act. Character cannot be the target of spells or effects except for those that cancel Petrify; character cannot be damaged or healed. A unit with Petrify is considered Unable to Fight. If all units on a team are Unable to Fight, that team loses the battle. Cancels: Death Sentence, Transparent Blocks: everything Add with: Petrify, Break, Seal [0B5], Seal [0BB], [Seal Evil], Blaster, Beak, Parasite, Bad Bracelet, Grand Cross, Look of Devil, Bio 2 [0D0], Finishing Touch, Carve Model (25%), Bio 3 [0D3] (6%), Chaos Blade (25%), Stone Gun (1) Cancel with: Esuna, Stigma Magic, Remedy, Choco Esuna, Soft, Deathspell 2 Block with: Jade Armlet, Barette, Ribbon Duration: infinite [Poison] Appearance: Character is glowing green Description: Character takes [MaxHP / 8] damage at the end of each AT. Cancels: Regen Add with: Poison, Poison Nail, Poison Frog, Nameless Dance, Parasite, Bad Bracelet, Grand Cross, Poison Rod (25%), Poison Bow (25%) Bio [0CB] (6%) Cancel with: Esuna, Stigma Magic, Remedy, Heal, Antidote, Deathspell 2, Choco Esuna, {Dragon Care}, Octagon Rod (25%), add Regen Block with: 108 Gems, Cachusha, Ribbon Duration: 36 clockticks [Silence] Appearance: Dialogue balloon with '...' above character's head Description: Character cannot use Silence-flagged magic or TALK SKILL. Specifically, the following attacks are disabled (the name of a skillset means that the entire skillset is disabled by Silence): ------------------------------------------------------------------------ WHITE MAGIC TRUTH Deathspell 2 All-ultima BLACK MAGIC UN-TRUTH MBarrier Mute TIME MAGIC BIO Melt Despair 2 YIN-YANG MAGIC JA MAGIC Tornado Return 2 SUMMON MAGIC Ultima (09A) Quake Death Sentence (0EA) TALK SKILL Dark Holy Ultima (0E5) Midgar Swarm ------------------------------------------------------------------------ Curiously enough, SING is not disabled by Silence, nor are any of the Temple Knight's MAGIC SWORD attacks. Add with: Silence Song, Silence, Lose Voice, Silf, Parasite, Bad Bracelet, Nameless Dance, Grand Cross, Look of Devil, Bio 2 [0CF], Blizzard (25%), Lightning Stab (25%), Mage Masher (25%) Cancel with: Esuna, Stigma Magic, Remedy, Deathspell 2, Choco Esuna, Heal, Echo Grass, {Dragon Care} Block with: Magic Ring, Golden Hairpin, Cachusha, Ribbon Duration: infinite [Sleep] Appearance: Dialogue balloon with 'ZZZ' above character's head Description: Unit's CT stops incrementing; characters attacking a sleeping unit will receive a PA bonus (usually, new PA = [PA * 3/2]) (i.e., Sleepers will take about 1.5 times as much damage from physical attacks). Sleeping units cannot evade or use reaction abilities (including Blade Grasp and Abandon, which will be inactive while a character is asleep). Sleeping characters are immune to TALK SKILL. Add with: Sleep, MS Sleep, Mimic Daravon, Sleep 2, Nightmare, Nameless Dance, Parasite, Bad Bracelet, Grand Cross, Demon Fire (25%), Sleep Sword (25%), Zorlin Shape (25%), Dark Whisper (6%) Cancel with: Esuna, Stigma Magic, Remedy, Deathspell 2, {Dragon Care}, HP damage Block with: Defense Ring, Grand Helmet, Barette, Ribbon Duration: 60 clockticks [Slow] Appearance: Slower animation than normal Description: Character's effective speed is halved (round down). Cancels: Haste Add with: Slow, Slow 2, Death Cold, Bio 2 [0CE], Nameless Dance, Grand Cross, Gusty Wind (25%), Heaven's Cloud (25%), Slasher (25%) Cancel with: add Haste, Octagon Rod (25%) Block with: Diamond Armlet, Cachusha, Ribbon Duration: 24 clockticks [Stop] Appearance: Character stops moving Description: Freezes character's CT meter. Stopped characters cannot evade or use reaction abilities, including Blade Grasp and Abandon. Stop will wear off on its own after a short time. Add with: Stop, Galaxy Stop, Shadow Stitch, Spell, Nameless Dance, Blaster, Finishing Touch, Hell Ivy (25%), Stasis Sword (25%) Cancel with: Deathspell 2, Choco Esuna, {Dragon Care}, Finishing Touch, Octagon Rod (25%) Block with: Jade Armlet, Cachusha, Ribbon, Black Costume Duration: 20 clockticks [Undead] Appearance: Character has a magenta tint Description: Character becomes undead. This has several effects: (1) most attacks which normally restore HP, such as Cure spells, Potions, and the Healing Staff, will instead subtract HP. Exception: Chakra will still heal HP. Even though Cure spells will damage the character, he still will not try to evade them. HP loss from Cure spells will still trigger damage-dependent reaction abilities, like MP Switch and Auto Potion (the latter of which sucks for the Undead unit, since it will cause even more damage!). 'Regen' status still works as normal. (2) 'Reraise' cannot be set on that character. If the character has Auto-Reraise (as from Chantage or Angel Ring), then Reraise will remain set when Undead is set. If the Undead/Reraised character is killed, that character cannot be revived by any means (aside from ending the battle). (3) the 'Death' spell will restore the character to full HP. The 'Raise' spell will subtract [Undead Character's MaxHP / 2] HP. The 'Raise 2' spell will subtract (Undead Character's Remaining HP) Note that though Undead absorb 'Death', they are _not_ immune to attacks that add: Dead, such as Stop Bracelet. (The 'Death' spell is special-cased -- it both adds Dead AND subtracts (Target's Max HP) HP. The effect of the Undead ailment is to (a) remove the add: Dead property from 'Death', and (b) reverse damage from 'Death' into healing.) Undead units will still try to evade 'Death', even though it's beneficial to them. (4) HP-draining attacks, such as Life Drain and Blood Suck, work as follows (MP is still drained as normal). effect on effect on target caster target ------ --------- --------- normal + HP - HP undead - HP + HP These rules apply whether the caster is normal or whether he is Undead as well. (5) when an Undead character has the 'Dead' status, there is a roughly 50% chance that instead of crystallizing when the countdown runs out, he will be revived with a random amount of HP (CurHP = (1..MaxHP)). (6) when a 'Death Sentence' runs out on an undead character, it will simply cancel 'Death Sentence' rather than adding 'Dead'. Blocks: Reraise Add with: Zombie, MS Zombie, Zombie Touch, Bio 3 [0D2] (6%), Cursed Ring (A) Cancel with: Holy Water Block with: 108 Gems, Cachusha, Ribbon Duration: infinite _______________________________________________________________________________ [5.4] damage-derived status changes ========================================================================= These status abnormalities occur when a character has sustained too much damage in battle. [Critical] Appearance: Character is kneeling Description: Character's current HP is less than RU{MaxHP / 5}. Critical has no adverse effects per se, but a Critical character is in danger of dying. Critical can be cancelled with HP recovery. Certain reaction abilities can only be activated when the reacting unit is in Critical status. Add with: HP depletion Cancel with: HP recovery Duration: infinite [Dead] Appearance: Character is lying on ground Description: Character has 0 HP and is incapacitated. Character does not get a turn. When 'Dead' is set, a countdown will begin from 3 and decrement by 1 at each AT the character would have had. When the countdown reaches -1, the character either turns into a treasure box or a crystal (50% chance of either outcome), and is removed from the game. Not surprisingly, a Dead unit is considered Unable to Fight. If all the members of a team are simultaneously Unable to Fight, that team loses the battle. (Interesting side note: because Dead cancels Blood Suck, and because Dead is a lot easier to remove than Blood Suck is, killing a Blood Sucked unit is often the best way to deal with it if you don't have any Holy Water handy.) Cancels: Berserk, Blood Suck, Confusion, Charm, Charging, Critical, Death Sentence, Defending, Don't Move, Don't Act, Faith, Float, Haste, Innocent, Performing, Poison, Protect, Reflect, Regen, Shell, Slow, Stop, Transparent Add with: HP depletion, Death, Stop Bracelet, Finishing Touch, Lava Ball (25%), Crush Punch (25%), Sudden Cry (25%), Bio 3 [0D1] (6%), Dark Whisper (6%) Cancel with: Raise, Raise 2, Phoenix Down, Revive, Oink Block with: Angel Ring, Barette, Ribbon, Judo Outfit, Chameleon Robe NOTE: 'Dead' inflicted by HP depletion cannot be blocked by equipment. Duration: four turns _______________________________________________________________________________ [5.5] other status changes ========================================================================= These are miscellaneous status changes that do not fit into any other category; they are not intrinsically positive or negative but can vary depending on the situation. [Berserk] Appearance: Character has a bright red tint and a red star in a speech balloon hovering above his head Description: Character's effective PA is equal to [PA * 3/2]. Character is uncontrollable, and will always use the ATTACK command. Character cannot use reaction abilities and certain move abilities, such as Move-HP Up and Move-Get Exp. Add with: Blind Rage, Berserk, Insult, Mind Blast, Grand Cross Cancel with: Esuna, Stigma Magic Block with: Magic Ring, Barette, Ribbon Duration: infinite [Faith] Appearance: Arrow up and Glabados cross in a speech balloon above character's head Description: Character's Faith is considered to be 100. (exception: UN-TRUTH attacks consider the character's Faith to be zero.) Cancels: Innocent Add with: Pray Faith, Faith, Faith Rod (25%), Faith Rod (A) Cancel with: Dispel Magic, Despair, Despair 2, Odd Soundwave, add Innocent Duration: 32 clockticks [Innocent] Appearance: Arrow down and Glabados cross in a speech balloon above character's head Description: Character's Faith is considered to be zero. (exception: UN-TRUTH attacks consider the character's Faith to be 100.) Cancels: Faith Add with: Doubt Faith, Innocent, Gokuu Rod (25%) Cancel with: add Faith Duration: 32 clockticks [Invite] Appearance: none visible Description: Character joins the enemy's party (as a Guest). An Invited ally becomes an enemy, and an Invited enemy becomes an ally. At the end of the battle, any Invited enemies will be given the chance to permanently join the ally party. Invited units are considered Unable to Fight (for their original team). If all the members of a team are simultaneously Unable to Fight, that team loses the battle. As far as I can tell, the AI will never try to Invite your units, even under Confusion and even if Invite is the only option possible. A unit can only be Invited once per battle; units with Invite are immune to Invite. Blocks: Invite Add with: Invitation, {Train} (when target is Critical), {Dragon Tame} Block with: Cursed Ring, Barette, Ribbon, add Invite Duration: infinite [Reflect] Appearance: none Description: Reflectable spells bounce off a character with the 'Reflect' condition and are redirected to another panel. The new target panel of the spell will at the end of a line segment drawn between caster and target, where the target is the midpoint. This is much easier to explain with a diagram: _|_|_|_|_|_|_ _|_|_|_|_|_|_ c = caster _|_|_|_|_|r|_ t = target _|_|_|t|_|_|_ r = new target panel for reflected spell _|c|_|_|_|_|_ _|_|_|_|_|_|_ Add with: Reflect, Carbunkle, Lick, Reflect Mail (A), Reflect Ring (A), Cherche (A) Cancel with: Dispel Magic, Despair, Despair 2, Odd Soundwave Duration: 32 clockticks [Quick] Appearance: n/a Description: If the Quicked character is eligible (i.e., he has no status ailments that would prevent him from taking a turn), that character gets a quick-turn. Quick is cancelled upon the beginning of this AT. (If a Stopped character is Quicked, he will remain at CT 100 until after Stop wears off). Quick-turns take precedence over all other turns; they are placed at the top of the AT_list regardless of the character's position on the character_list (see A.2). See A.4 for a detailed discussion of the Quick status. Add with: Quick, {Dragon LevelUp}, Last Song, Critical Quick (R) Duration: instantaneous _______. .JNNNNNNNNNNNN_ JNNNNNNNNNNNNNNNN) .NNNNNN` "NNNN` NNNNN` `` (NNNN` ._NNNNNNN_. (NNNNJNNNNNNNNNNNNNL (NNNNNNNNN""""4NNNNNN (NNNNNN` `NNNN) NNNNN NNNN) `NNNNNL. .NNNNN) `NNNNNNNNNNNNNNNNNF "NNNNNNNNNNNNNN` `""""""""` M I S C E L L A N Y CREDITS ******************************************************** > Goryus , through tireless testing, provided much of the data for the miscellaneous factoids in this section, including the formula for teleport percentage and the chances of random events occurring. ******************************************************** _______________________________________________________________________________ [6.1] crystals ========================================================================= When an enemy crystallizes and you are given the opportunity to learn its abilities, you will gain ALL of the abilities on the list, not just the one you select. Each ability has a characteristic chance of appearing on the list that is generated when a unit picks up a crystal. In order for the crystal- picking unit to learn a given ability, these conditions must be met: (1) The unit that left the crystal must have had the ability learned; (2) The unit that picks up the crystal must have access to the EXACT job from which the dead unit learned the ability. For instance, a (34)-Holy Knight (Agrias' class) cannot learn Lightning Stab from a dead (05)-Holy Knight (Delita's class). Note that only humans can transfer abilities via crystal -- monsters always have access to their full complement of abilities anyway, so it would be kind of pointless. Here are these crystallization probabilities for all the game's abilities. ABILITY CHANCE | ABILITY CHANCE | ABILITY CHANCE ----------------------+------------------------+---------------------- Cure 90% | Diamond Sword 50% | Triple Bracelet 100% Cure 2 80% | Hydragon Pit 50% | Triple Thunder 100% Cure 3 60% | Space Storage 50% | Triple Flame 100% Cure 4 40% | Sky Demon 50% | Dark Whisper 100% Raise 70% | Heaven Bltback 100% | Snake Carrier 100% Raise 2 50% | Asura Back 50% | Poison Frog 100% Reraise 50% | Dia Swd Back 50% | Midgar Swarm 100% Regen 60% | Dragon Pit Back 50% | Lifebreak 100% Protect 60% | Space Str Back 50% | Nanoflare 100% Protect 2 10% | Sky Demon Back 50% | Grand Cross 100% Shell 60% | Seal 100% | Destroy 100% Shell 2 10% | Shadow Stitch 100% | Compress 100% Wall 20% | Stop Bracelet 100% | Dispose 100% Esuna 60% | [Ability 0B8] 0% | Crush 100% Holy 50% | Shock 100% | Energy 100% Fire 90% | Difference 100% | Parasite 100% Fire 2 65% | Seal 100% | [Ability 165] 100% Fire 3 40% | Chicken Race 100% | [Ability 166] 100% Fire 4 30% | Hold Tight 100% | [Ability 167] 100% Bolt 90% | Darkness 100% | [Ability 168] 100% Bolt 2 75% | Lose Voice 100% | [Ability 169] 100% Bolt 3 55% | Loss 100% | [Ability 16A] 100% Bolt 4 30% | Spell 100% | [Ability 16B] 100% Ice 90% | Nightmare 100% | [Ability 16C] 100% Ice 2 85% | Death Cold 100% | [Ability 16D] 100% Ice 3 70% | Magic Ruin 100% | [Ability 16E] 100% Ice 4 30% | Speed Ruin 100% | [Ability 16F] 100% Poison 60% | Power Ruin 100% | Potion 100% Frog 50% | Mind Ruin 100% | Hi-Potion 70% Death 20% | Blood Suck 100% | X-Potion 45% Flare 50% | Allure 100% | Ether 25% Haste 80% | Bio 100% | Hi-Ether 10% Haste 2 20% | Bio 100% | Elixir 5% Slow 80% | Bio 100% | Antidote 65% Slow 2 20% | Bio 2 100% | Eye Drop 35% Stop 40% | Bio 2 100% | Echo Grass 35% Don't Move 60% | Bio 2 100% | Maiden's Kiss 35% Float 40% | Bio 2 100% | Soft 35% Reflect 70% | Bio 3 100% | Holy Water 10% [Ability 028] 0% | Bio 3 100% | Remedy 70% Quick 10% | Bio 3 100% | Phoenix Down 60% Demi 75% | MBarrier 100% | Shuriken 90% Demi 2 50% | Leg Aim 50% | Knife 50% Meteor 30% | Arm Aim 50% | Sword 50% [Ability 02D] 0% | Seal Evil 50% | Hammer 50% Blind 80% | Melt 50% | Katana 50% Spell Absorb 20% | Tornado 50% | Ninja Sword 50% Life Drain 50% | Quake 50% | Axe 50% Pray Faith 60% | [Ability 0DB] 0% | Spear 50% Doubt Faith 60% | [Ability 0DC] 0% | Stick 50% Zombie 20% | Toad 2 100% | Knight Sword 50% Silence Song 70% | Gravi 2 100% | Dictionary 50% Blind Rage 40% | Flare 2 100% | Ball 50% Foxbird 50% | Blind 2 100% | Level Jump2 50% Confusion Song 60% | Small Bomb 100% | Level Jump3 50% Dispel Magic 30% | Small Bomb 100% | Level Jump4 50% Paralyze 60% | Confuse 2 100% | Level Jump5 50% Sleep Song 70% | Sleep 2 100% | Level Jump8 50% Petrify Song 20% | Ultima 100% | Vertical Jump2 50% Moogle 90% | All-ultima 100% | Vertical Jump3 50% Shiva 70% | Mute 100% | Vertical Jump4 50% Ramuh 75% | Despair 2 100% | Vertical Jump5 50% Ifrit 80% | Return 2 100% | Vertical Jump6 50% Titan 60% | Blind 60% | Vertical Jump7 50% Golem 10% | Aspel 62% | Vertical Jump8 50% Carbuncle 50% | Drain 64% | Charge +1 70% Bahamut 20% | Faith 66% | Charge +2 50% Odin 20% | Innocent 68% | Charge +3 50% Leviathan 40% | Zombie 70% | Charge +4 50% Salamander 30% | Silence 72% | Charge +5 50% Sylph 60% | Berserk 74% | Charge +7 50% Fairy 60% | Chicken 76% | Charge +10 50% Lich 30% | Confuse 78% | Charge +20 50% Cyclops 20% | Despair 80% | CT 40% Zodiac 90% | Don't Act 82% | Level 45% Asura 50% | Sleep 84% | Exp 55% Kotetsu 50% | Break 86% | Height 60% Bizen Boat 50% | Ice Bracelet 100% | Prime Number 50% Murasame 50% | Fire Bracelet 100% | 5 55% Heaven's Cloud 50% | Thnder Bracelet 100 | 4 65% Kiyomori 50% | Dragon Tame 50% | 3 70% Muramasa 30% | Dragon Care 50% | A Save 50% Kikuichimoji 40% | Dragon PowerUp 50% | MA Save 50% Masamune 20% | Dragon LevelUp 50% | Speed Save 50% Chirijiraden 10% | Holy Bracelet 50% | Sunken State 10% Angel Song 50% | Shock! 10% | Caution 10% Life Song 50% | Braver 100% | Dragon Spirit 50% Cheer Song 50% | Cross-slash 100% | Regenerator 50% Battle Song 50% | Blade Beam 100% | Brave Up 45% Magic Song 50% | Climhazzard 100% | Face Up 45% Nameless Song 50% | Meteorain 100% | MP Restore 50% Last Song 50% | Finishing Touch 100% | HP Restore 50% Witch Hunt 50% | Omnislash 100% | Critical Quick 30% Wiznaibus 50% | Cherry Blossom 100% | Meatbone Slash 50% Slow Dance 50% | Choco Attack 100% | Counter Magic 50% Polka-Polka 50% | Choco Ball 100% | Counter Tackle 50% Disillusion 50% | Choco Meteor 100% | Counter Flood 50% Nameless Dance 50% | Choco Esuna 100% | Absorb Used MP 50% Last Dance 50% | Choco Cure 100% | Gilgame Heart 20% Spin Fist 90% | Tackle 100% | Reflect 50% Repeated Fist 50% | Goblin Punch 100% | Auto Potion 50% Wave Fist 50% | Turn Punch 100% | Counter 80% Earth Slash 50% | Eye Gouge 100% | [Ability 1BB] 50% Secret Fist 50% | Mutilate 100% | Distribute 40% Stigma Magic 60% | Bite 100% | MP Switch 50% Chakra 70% | Small Bomb 100% | Damage Split 50% Revive 30% | Self Destruct 100% | Weapon Guard 60% Gil Taking 90% | Flame Attack 100% | Finger Guard 40% Steal Heart 40% | Spark 100% | Abandon 50% Steal Helmet 50% | Scratch 100% | Catch 50% Steal Armor 50% | Cat Kick 100% | Blade Grasp 50% Steal Shield 50% | Blaster 100% | Arrow Guard 50% Steal Weapon 50% | Poison Nail 100% | Hamedo 50% Steal Accessory 50% | Blood Suck 100% | Equip Armor 50% Steal Exp. 55% | Tentacle 100% | Equip Shield 45% Invitation 80% | Black Ink 100% | Equip Sword 50% Persuade 50% | Odd Soundwave 100% | Equip Katana 50% Praise 50% | Mind Blast 100% | Equip Crossbow 50% Threaten 50% | Level Blast 100% | Equip Spear 10% Preach 50% | Knife Hand 100% | Equip Axe 5% Solution 50% | Thunder Soul 100% | Equip Gun 25% Death Sentence 50% | Aqua Soul 100% | Half of MP 50% Negotiate 50% | Ice Soul 100% | Gained JP-UP 50% Insult 50% | Wind Soul 100% | Gained EXP-UP 50% Mimic Daravon 50% | Throw Spirit 100% | Attack UP 50% Pitfall 50% | Zombie Touch 100% | Defense UP 50% Water Ball 60% | Sleep Touch 100% | Magic Att. UP 50% Hell Ivy 60% | Drain Touch 100% | Magic Def. UP 50% Carve Model 60% | Grease Touch 100% | Concentrate 50% Local Quake 60% | Wing Attack 100% | Train 50% Kamaitachi 60% | Look of Devil 100% | Secret Hunt 50% Demon Fire 60% | Look of Fright 100% | Martial Arts 50% Quicksand 60% | Circle 100% | Monster Talk 50% Sand Storm 60% | Death Sentence 100% | Throw Item 50% Blizzard 60% | Scratch Up 100% | Maintenance 50% Gusty Wind 60% | Beak 100% | Two Hands 50% Lava Ball 60% | Shine Lover 100% | Two Swords 50% Head Break 50% | Feather Bomb 100% | Monster Skill 55% Armor Break 50% | Beaking 100% | Defend 35% Shield Break 50% | Straight Dash 100% | Equip Change 100% Weapon Break 50% | Nose Bracelet 100% | [Ability 1E1] 0% Magic Break 50% | Oink 100% | Short Charge 50% Speed Break 50% | Pooh- 100% | Non-charge 50% Power Break 50% | Please Eat 100% | [Ability 1E4] 50% Mind Break 50% | Leaf Dance 100% | [Ability 1E5] 50% Accumulate 50% | Protect Spirit 100% | Move +1 50% Dash 90% | Clam Spirit 100% | Move +2 42% Throw Stone 80% | Spirit of Life 100% | Move +3 32% Heal 70% | Magic Spirit 100% | Jump +1 50% Yell 50% | Shake Off 100% | Jump +2 45% Cheer Up 50% | Wave Around 100% | Jump +3 32% Wish 100% | Mimic Titan 100% | Ignore Height 50% Scream 50% | Gather Power 100% | Move-HP Up 50% Ultima 100% | Blow Fire 100% | Move-MP Up 50% Stasis Sword 100% | Tentacle 100% | Move-Get Exp 50% Split Punch 80% | Lick 100% | Move-Get Jp 50% Crush Punch 70% | Goo 100% | Can't enter H2O 50% Lightning Stab 60% | Bad Bracelet 100% | Teleport 50% Holy Explosion 50% | Moldball Virus 100% | Teleport 2 100% Shellbust Stab 90% | Stab Up 100% | Any Weather 50% Blastar Punch 80% | Sudden Cry 100% | Any Ground 50% Hellcry Punch 70% | Hurricane 100% | Move in Water 50% Icewolf Bite 60% | Ulmaguest 100% | Walk on Water 50% Dark Sword 50% | Giga Flare 100% | Move on Lava 30% Night Sword 100% | Dash 100% | Move Underwate 50% Dark Holy 100% | Tail Swing 100% | Float 50% Deathspell 2 100% | Ice Bracelet 100% | Fly 50% Galaxy Stop 100% | Fire Bracelet 100% | Silent Walk 50% Heaven Thunder 100% | Thnder Bracelet 100% | Move-Find Item 75% Asura 50% | Triple Attack 100% | For generic humans, the color of the crystal is an indicator of the unit's palette: Ramza's units (palette 00) ............ teal-gray crystal Hokuten units (palette 01) ............ bright blue crystal Nanten units (palette 02) ............. red crystal Death Corps units (palette 03) ........ yellow crystal Glabados Church units (palette 04) .... purplish-gray crystal Special humans and humanoid monsters will always drop teal-gray crystals, regardless of their palette byte (although the poof of smoke that accompanies crystal formation will be colored by the palette byte). Standard monsters' crystal color is determined by the unit's 'tier' within its species. Tier 1 monsters (Chocobo, Goblin, etc.) ................ teal-gray crystal Tier 2 monsters (Black Chocobo, Black Goblin, etc.) .... bright blue crystal Tier 3 monsters (Red Chocobo, Gobbledeguck, etc.) ...... red crystal _______________________________________________________________________________ [6.2] counter magic ========================================================================= The 'Counter Magic' reaction ability causes a character to respond to a magical attack with the same magical attack, with the caster of the original magic being the epicenter of the countered magic's range. Counter Magic is activated by the following spells: - All Black Magic except Fire 4, Ice 4, and Bolt 4 - Holy, Dark Holy - Yin-Yang Magic except Pray Faith and Doubt Faith - Slow, Slow 2, Don't Move, Quick, Stop, Demi, Demi 2, Meteor - Bio, Bio 2, Bio 3 - Melt, Tornado, Quake - Attacks from the Blaze Gun, Glacier Gun, and Blast Gun For a discussion of the Counter Magic-Quick phenomenon, see section A.3. Counter Magic cannot counter Calculated spells, nor can it counter spells which have already been Reflected. Similarly, a spell cast by Counter Magic cannot be Reflected. _______________________________________________________________________________ [6.3] experience, job points, and job levels ========================================================================= EXPERIENCE ---------- The Exp that a unit will gain when performing an action is given by the following equation. Exp = [Max{(10 + (T_Lv - C_Lv) + D), 1} * M] where T_Lv is the target's level C_Lv is the caster's (attacker's) level M = 2 if the caster has 'Gained Exp-UP' 1 otherwise D is a 'death modifier' that only applies if the action kills its target. We define the variable PrevKills as the number of times the target has been killed previously in this battle, excluding the current kill. D is then determined as follows: If PrevKills = 0, then D = +10 If PrevKills = 1, then D = 0 If PrevKills = 2, then D = -4 If PrevKills = 3, then D = -5 If PrevKills = 4, then D = -6 If PrevKills = 5, then D = -7 If PrevKills > 5, then D = -8 (Thanks to Degenerator 12 for this information!) As an example of this, let's imagine a level 50 unit without Gained Exp-UP killing a level 53 unit repeatedly. It doesn't matter if the killing is accomplished by adding Dead directly or by depleting the unit's HP. First kill: PrevKills = 0, D = 10 Exp = (10 + (53 - 50) + 10) = 13 + 10 = 23 Second kill: PrevKills = 1, D = 0 Exp = (10 + (53 - 50) + 0) = 13 + 0 = 13 Third kill: PrevKills = 2, D = -1 Exp = (10 + (53 - 50) - 1) = 13 - 1 = 12 . . . Sixth kill: PrevKills = 5, D = -8 Exp = (10 + (53 - 50) - 8) = 13 - 8 = 5 Seventh kill: PrevKills = 6, D = -8 Exp = (10 + (53 - 50) - 8) = 13 - 8 = 5 . . . And so on. As you can see, killing a unit nets you extra experiencne at first, but if you repeatedly kill the unit, you are penalized. The bonuses to Exp for consecutive kills of the same unit run as follows: +10, 0, -4, -5, -6, -7, -8, -8, -8, .... The -8 seems to go on ad infinitum. Remember, minimum Exp that an action can give is 1. If the action has multiple (let's say N) targets, the caster will be awarded Max{Exp.(1),Exp.(2), ... ,Exp.(N)}, where Exp.(X) refers to the experience awarded for executing the action on target X. JOB POINTS ---------- JP are doled out according to this equation: JP = [(8 + (JobLevel * 2) + [Lv / 4]) * M] where JobLevel is caster's level at their current job (can range from 1 - 8) Lv is the level of the person performing the action M is 3/2 if the caster has 'Gained JP-UP' 1 otherwise JP SHARING When unit X gains JP, everyone else in the party will earn [gained JP / 4] towards the job which unit X currently has. Note: if unit X has 'Gained JP-UP', the extra JP given by that ability are ignored in the JP sharing equation. Monsters do not receive JP. JOB LEVELS ---------- A unit's job level for each job is dependent only on the total JP the unit has gained in that job: Job Level 0: 0 to 99 total JP Job Level 1: 100 to 199 total JP Job Level 2: 200 to 349 total JP Job Level 3: 350 to 549 total JP Job Level 4: 550 to 799 total JP Job Level 5: 800 to 1149 total JP Job Level 6: 1150 to 1549 total JP Job Level 7: 1550 to 2099 total JP Job Level 8: 2100 or more total JP When a unit first unlocks a job, it will automatically be at job level 1, so the unit will receive (100..199) JP. Job level is separate from the 'Mastered' designation, which appears when a unit has learned all available abilities in a job. Any job that requires < 2100 JP to master can be mastered on a lower level than 8. _______________________________________________________________________________ [6.4] learning magic without jp ========================================================================= The spells Ultima and Zodiac must be learned 'blue mage style': by experiencing their effects. However, other spells can be learned in this manner as well. In order for a unit to learn a spell blue mage style, his or her current job MUST coincide with the spell's job of origin. The learning unit must be a target of the spell, the spell must succeed on the learning unit. Success is defined as dealing damage greater than zero (for damaging attacks) or adding the intended status (for status-adding attacks). If these conditions are met, the target will be given a chance to learn the spell. This chance is equal to the chance that the ability will be inherited from a dropped crystal (see section 6.1 for a table). WIZARD SUMMONER 03-SQUIRE (Ramza #3) -------------- ---------------- -------------------- Fire 4 Bahamut Ultima* Ice 4 Odin Bolt 4 Leviathan CLERIC Salamander -------------------- PRIEST Lich Ultima* -------------- Cyclops Cure 4 Zodiac* ASSASSIN Protect 2 -------------------- Shell 2 Ultima* TIME MAGE -------------------------------------- -------------- | * indicates spells that can ONLY | Haste 2 | be learned blue mage style | Slow 2 -------------------------------------- _______________________________________________________________________________ [6.5] weather and terrain ========================================================================= The weather and terrain on the battlefield can have a (limited) influence on the battle mechanics. Normally you can move a number of sqaures equal to your Move statistic, so we might say that moving one square uses one 'Move Point'. WATER ----- When moving through flowing water, moving one square instead uses two Move Points. You cannot advance a square in flowing water unless you have two Move Points left. This means if you have a Move of 5, you will only be able to move two squares in flowing water. This effect is nullified if the unit in question has the movement abilities 'Any Ground' or 'Move Undrwater' equipped. Stagnant water has no effect on Move under normal conditions. However, if it is raining heavily or thunderstorming, stagnant water (as in marshes and small ponds) also requires two Move Points to traverse one square. This effect is nullified if the unit in question has the movement abilities 'Any Weather' or 'Move Undrwater' equipped. When standing in water, you are considered to be at a height equal to the stated height of the panel minus the depth of the water, unless you have an ability that changes this such as 'Float' (which allows you to hover 1h over the water) or 'Move in Water' (which allows you to walk on the water). If a unit is submerged in water 2h deep or greater, the unit cannot Act or use reaction abilities (including Abandon and Blade Grasp, which will become disabled). This effect is neutralized if the unit has the 'Float' status or the movement abilities 'Move in Water' or 'Walk on Water'. THUNDERSTORMS ------------- In some battles, thunderstorms will be occurring. If this is the case, then damage from Lightning-elemental spells = [normal_damage * 5/4] and damage from Fire-elemental spells = [normal_damage * 3/4]. This effect is also nullified if the caster has the 'Any Weather' ability. SNOWSTORMS ---------- In the case of a snowstorm during battle, damage from Ice-elemental spells = [normal_damage * 5/4]. This, too, is nullified if the caster has 'Any Weather'. SLOPED PANELS ------------- When moving onto a panel over a height difference, the overall height of the panel is irrelevant; what is relevant is the height of the edge that borders the panel you are moving to. To illustrate: (B) - stated height = '7' |\ 8 Assume each panel is two characters wide, and 1h = | \ 7 1 character high. A unit standing on C (3h) | | 6 with a Jump of 3 can make it onto panel (B), even | | 5 though the stated height is 7, because the closer (A)| |(C) 4 edge is of height 6. Similarly, a unit standing --|-- --|--| 3 on (A) with a Jump of 4 _cannot_ make it onto panel (B), even though the stated height is 7, because the closer edge is at height 8. HORIZONTAL JUMPING ------------------ A unit is able to jump over a horizontal gap of length [Jump / 2] panels, where 'Jump' is the unit's Jump statistic. Jump +1, Jump +2, and Jump +3 increase your ability to Jump horizontally, as they affect your Jump statistic directly, but Ignore Height does not, as it only permits infinite vertical jumping. FALLING ------- If a character falls (because of the knocking back effect of Throw Stone, a critical hit, or a similar attack) a distance greater than his Jump statistic, he will sustain damage: fall_damage = RU{((fall_distance - Jump) * MaxHP) / 10} STEEL NEEDLE TRAPS ------------------ Steel Needle traps deal damage equal to [MaxHP / 5]. DEGENERATOR TRAPS ----------------- Degenerator traps cause you to lose 1 level, and lose the stat growth that you would have gained during that level up had it occured in your current job. If you step on one at level 1, you will remain at level 1, but your stats will still undergo a decrease according to the level down formula found in section 7.3. A SHOT IN THE DARK ------------------ When the battle takes place at night, there is an accuracy penalty charged to users of bows and crossbows. A target's evade percentages (P.CEv, P.SEv, P.AEv) are increased as follows: night_evade = RU{evade * 4/3} Note that this doesn't apply for guns. _______________________________________________________________________________ [6.6] blade grasp ========================================================================= The Samurai's 'Blade Grasp' is a powerful little reaction ability which has the effect of adding an additional evade multiplier of (1 - (Br/100)) to the success% of the attack in question. Blade Grasp is not the same as evasion, however -- several attacks which can be evaded cannot be blocked by Blade Grasp, and a few that can be blocked by Blade Grasp cannot be evaded by other means. Blade Grasp works on the same attacks that Counter does (see the list in section 3.3), with the exception that Blade Grasp works against Spell Guns, while Counter does not. Note that in the case of a Two Swords attack, Blade Grasp can only block one of the two hits -- if the first hit is Grasped, the second can't be (but if the first hit connects, the second can be Grasped). Blade Grasp does not activate in response to blows from the Counter, Hamedo or Meatbone Slash reaction abilities. _______________________________________________________________________________ [6.7] teleport ========================================================================= (thanks to Goryus on the GameFAQs FFT Message Board for this data) The 'Teleport' ability from the Time Mage is one of the game's best, allowing a unit to ignore height differences and pass through walls and obstacles. Teleport can fail if you attempt to teleport too far, however, and the success rate is given by the formula below. success% = min(100, (100 - 10 * (teleport_distance - move))) where 'teleport_distance' is the number of squares that you are teleporting -- note that just as with normal movement, each square you move diagonally counts as two squares, because you can only move in four directions (forward, backward, left and right). 'Move' is the Move stat of the person who is teleporting. This equation essentially means that you are penalized 10% for each square outside your movement range that you attempt to teleport. If you teleport inside your movement range, you are guaranteed success. _______________________________________________________________________________ [6.8] random events ========================================================================= (thanks to Goryus for the data in this section) There are a few attacks in FFT that have an additional effect sometimes when they are used. These include the Holy Sword attacks, weapons with 'Add:', and the Dash and Throw Stone abilities. Here is a list of random occurrences along with their probabilities of happening. EVENT PROB. DESCRIPTION / EXAMPLES -------------- ----- ----------------------------------------------- Weapon's magic 25% random spellcasting from weapons like the Ice Brand, Fire Rod, Holy Lance, and Lightning Bow Spell quote 15% long spell quote vs. only the name of the spell Critical hit 5% a physical attack that causes more damage. it will make a different sound and the damage numbers will appear in a different way than usual. See section 2.1 for details. Katana breakage 15% when using DRAW OUTs Knockback 50% targets of certain attacks will be knocked back one square (assuming there is an empty square in back of where the target is standing) fifty percent of the time. The following attacks can trigger this: (Critical hit), Dash, Throw Stone, Cat Kick, Tail Swing. Undead revival 50% a unit with 'Undead' status will be revived with a random number of HP from 1 to (MaxHP) instead of crystallizing when the Dead counter reaches -1. _______________________________________________________________________________ [6.9] longbow range modifications ========================================================================= Normally, longbows can fire between three and five squares away from the Archer. However, height differences modify this range. Call this height difference 'HD': HD = (shooter's height - target's height) bow range = 5 + [HD / 2] This means that you get a +1 range extension for each 2h in vertical height if you are higher, and a -1 range penalty for every 2h in vertical height if you are lower. Crossbows and guns are not subject to this range modification. _______________________________________________________________________________ [6.10] on brave and faith ======================================================================== When the game generates new units, it randomly assigns Brave and Faith values, with the exception of a few story battle enemies (bosses and the Wizards at Bethla Sluice, for example) that have fixed Faith. The range of Brave and Faith values depends on where the unit is generated: UNIT IS GENERATED RANGE OF BR & FA ----------------- ---------------- At start of game (45..74) As random enemy (45..74) In soldier office (40..70) From monster egg (40..70) Unlike most other stats, you can permanently change Brave and Faith during a battle. The formula by which the permanent Brave or Faith gain is determined is permanent_BraveGain = [battle_BraveGain / 4] permanent_FaithGain = [battle_FaithGain / 4] where battle_BraveGain = (Brave at end of battle - Brave at start of battle) battle_FaithGain = (Faith at end of battle - Brave at start of battle) To write the equation in plain English: for ever four points of Brave or Faith you gain (lose) in battle, you will gain (lose) one permanently. Furthermore, if your Brave gets too low, or your Faith too high, bad things will happen. If his or her Faith is greater than or equal to 95 at the end of a battle, any character except for Ramza or a Guest will immediately leave the party out of religious fervor, never to be heard from again (maybe they join the Glabadosian Right?). If the unit's Faith is 85 to 94, you'll sometimes receive 'Warnings' at the end of battle warning you how your bloodthirsty ways are unholy. If the unit's Brave is 5 or lower at the end of a battle, the unit will immediately leave the party due to cowardice. If the unit's Brave is 6 to 15, you'll sometimes get a cowardly 'Warning' at the end of the battle. The above apply to in-battle Brave and Faith values, not permanent Brave and Faith values. _______________________________________________________________________________ [6.11] enemy levels ======================================================================== Levels of enemy units in FFT can be determined by three different schemes. FIXED LEVEL: This is used for most enemies in story battles. The enemy's level is fixed at a certain value and will always be the same, regardless of the levels of your party members. For instance, Velius is always at Level 31. VARIABLE RANDOM: This is used for most enemies in random battles. The enemy's level is randomly chosen based on the highest-levelled member of your party. This counts all units on your 16-man roster, regardless of whether you actually bring them into battle. If we call the level of this highest-levelled unit 'HiLv': enemy level = ((HiLv - [HiLv/8]) .. HiLv) VARIABLE NONRANDOM: This scheme is used for certain enemies in random battles and is especially prevalent in the Deep Dungeon. If we use the same definition of HiLv as above: enemy level = HiLv + K where K is some constant (in practice, it ranges from 0 to ~24) In all cases, the maximum level that can be generated is 99. _______________________________________________________________________________ [6.12] missing and guarding ======================================================================== When attacks fail to connect, there are a few different messages that can be displayed. 'Missed!' is displayed under the following conditions: (1) The attack misses due to inherent inaccuracy (most status-inducing attacks, STEAL and BATTLE SKILL commands don't have a 100% success rate, even independent of evasion). (2) The target evades the attack through its CEv (class evasion). (3) The target dodges the attack through Arrow Guard. (4) The attack carries an elemental that the target is directly immune to. (5) The target is not a valid target for the attack, but the attack would have been beneficial to the unit had it succeeded (e.g., casting Dragon Care on a target that is not a Dragon or Hydra, or casting Esuna on a target with no status ailments). 'Guarded' is displayed under the following conditions: (1) The target has inherent, equipment-mediated, or status-mediated immunity to the effect of the attack (e.g., trying to target Stop on a unit with the Black Costume, trying to use status effects on a Zodiac beast with inherent immunity, or trying to Invite a unit that has already been Invited). (2) The target evades the attack through its SEv (shield evasion). In this case, an image of the target's shield will also appear. (3) The target evades the attack through its WEv (weapon evasion) in conjunction with Weapon Guard. In this case, an image of the target's weapon will also appear. (3) The target evades the attack through its AEv (mantle evasion). (4) The target dodges the attack through Blade Grasp or Finger Guard. In this case, the target will also raise both arms. (5) The attack is Earth-elemental and the target is floating. (6) The target is not a valid target for the attack, but the attack would have been harmful to the target had it succeeded (e.g., casting Seal Evil on a non-Undead unit or casting a MIGHTY SWORD attack on a unit lacking the proper piece of equipment). 'Caught' is displayed if a unit intercepts a THROW attack using the Catch reaction ability. Attacks on Dead units (other than those that cancel: Dead) will not even graphically resolve, nor will attacks targeted on units of the wrong team (Allure on an ally, for example). ____________________. NNNNNNNNNNNNNNNNNNNN) NNNNNNNNNNNNNNNNNNNN) JNNNNF .NNNNN` .NNNNN` )NNNNNNNNNNNNNN) )NNNNNNNNNNNNNN) JNNNNF JNNNNF NNNNN` .NNNNN` .NNNNN` """"" S T A T S & S T A T G R O W T H CREDITS ********************************************************* > George Greer first discovered that there were three bytes of data corresponding to each of the stats. George's website, featuring a bunch of technical information especially regarding the contents of the FFT CD, is at http://www.fftactics.org/ > Garanhir created an excellent FAQ on levelling up and down. This FAQ provided much of the inspiration for me to write this section, and it's available at http://www.angelfire.com/games2/garanhir/ > NeoKamek made a RAM dump that I used to correct the tables in this section after I realized (by way of CzarDragon's site) that the stat multipliers and C values were stored in the RAM. > ganonl has created a program to calculate stat changes from leveling up and down. You can download it from this link: http://www.geocities.com/sigmahaven/lvlsimbeta.zip ********************************************************* _______________________________________________________________________________ [7.1] how stats work in fft ========================================================================= The five surface stats of each unit -- HP, MP, Speed, PA, and MA -- are determined from a set of five more 'raw stats' that are then multiplied by job-dependent constants. The raw stats are never visible in-game, but they are stored in the game's memory. The stats you actually see are derived from these hidden parameters by these equations: HP = [(RawHP * ClassHPMultiplier) / 1638400] MP = [(RawMP * ClassMPMultiplier) / 1638400] Sp = [(RawSp * ClassSpMultiplier) / 1638400] PA = [(RawPA * ClassPAMultiplier) / 1638400] MA = [(RawMA * ClassMAMultiplier) / 1683400] Notes: - If the final value is less than 1, it becomes 1 -- that is, revised_value = max{value, 1}. - Enemy Zodiac beasts, in the special story battles where you fight them, have unique equations that determine their HP and MP: HP = [(RawHP * ClassHPMultiplier) / 163840] MP = [(RawMP * ClassMPMultiplier) / 163840] The division by 163,840 instead of by 1,638,400 accounts for the Zodiac beasts' extremely high HP and MP despite their unremarkable multipliers. The following subsections discuss the different components of the stat determination formula. RAW STATS --------- > RHP, RMP, RPA, RMA, and RSp (Raw HP, Raw MP, Raw PA, Raw MA, Raw Speed) are three-byte values (values between 0 and $FFFFFF, or 16777215). They are stored at the following locations in the RAM (this is unimportant unless you have a GameShark or other means of modifying the RAM): GAMESHARK ASIDE: feel free to ignore --------------------------------------------------------------------------- The raw stats are stored at the following RAM locations (presented in GameShark code format): STAT BYTE 3 BYTE 2 BYTE 1 ---- ---------- ---------- ---------- RHP 3005xx8F 3005xx8E 3005xx8D RMP 3005xx92 3005xx91 3005xx90 RSp 3005xx95 3005xx94 3005xx93 RPA 3005xx98 3005xx97 3005xx96 RMA 3005xx9B 3005xx9A 3005xx99 (xx defines which character you're modifying, as with the job and sprite GameShark codes... $7F = unit 01, $80 = unit 02, $81 = unit 03, etc.) If byte 3 were $08, byte 2 were $3E, and byte 1 were $99, the raw stat would have the value $083E99, or 540313. Note that the bytes are IN REVERSE ORDER in terms of their RAM locations -- that is, because most hex editors display addresses increasing from left to right, byte 1 comes first in the RAM, followed by byte 2, followed by byte 3, whereas in the value of the actual raw stats, byte 3 is worth most, followed by byte 2, followed by byte 1. --------------------------------------------------------------------------- END GAMESHARK ASIDE How do you determine the values of your units' raw stats? What follows is a list of the initial raw stat values (i.e., at level 1) for different kinds of units. For human units, the initial value is a constant for a each gender for the RSp, RPA, and RMA stats. For monsters, which are all one gender and are neither male nor female, only RSp is nonrandom. initial values Gender RSp RPA RMA ------- ------ ------ ------ Male 98,304 81,920 65,536 Female 98,304 65,536 81,920 Monster 81,920 random random Because the level up bonus is ultimately based on this initial value, females will have better MA growth than males, and males will have better PA growth than females. EXCEPTION: Ramza starts with 81,920 of both RPA and RMA (but otherwise is a normal male, despite his appearance). Monsters have randomized initial RPA and RMA values. A monster's initial values will lie between the two extrema for each stat, inclusive. Gender initial RPA initial RMA ------- ---------------- ---------------- Monster (81,920..98,303) (81,920..98,303) However, RHP and RMP have random variation for all units, human and monster; different units will start with different amounts of RHP and RMP within a certain range: Gender initial RHP initial RMP ------- ------------------ ------------------ Male (491,520..524,287) (229,376..245,759) Female (458,752..491,519) (245,760..262,143) Monster (573,440..622,591) (98,304..147,455) Note that bred monsters, instead of having truly random stats, seem to have their raw stats all selected at once from a set of 250-500 preset 'stat configurations'. Bred monsters can have Brave and Faith ranging from 40 to 70 inclusive, unlike other randomly-generated monsters and units found in battle, which can have Brave and Faith ranging from 45 to 74 inclusive. MULTIPLIERS ----------- > Multipliers are class-specific constants that mostly fall between 50 and 200. Differences in multipliers are chiefly responsible for the strengths and weaknesses of FFT's jobs -- a Lancer, for instance, has a very high PA mulitplier (PAM) but a very low MA multiplier (MAM). Different classes also have different rates of stat growth (see section 7.2 below), but differences in multipliers turn out to be more significant for the surface stats. For practice working with raw stats and multipliers, let's calculate the range of the surface stats HP and MP that you'll see on the Level 1 Squires you can recruit from the Soldier Office. Looking at section 7.4, we can see that a generic Squire (class 4A) has an HP multiplier (HPM) of 100 and an MP multiplier (MPM) of 75. Let's consider a female Squire. Females start with between 458,752 and 491,519 RHP (from the chart above). Plugging these values into the equation at the beginning of this section, we get: Minimum female HP = [(RHP * HPM) / 1638400] = [(458752 * 100) / 1638400] = [45875200 / 1638400] = 28 Maximum female HP = [(RHP * HPM) / 1638400] = [(491519 * 100) / 1638400] = [49151900 / 1638400] = 29 So females should start with either 28 or 29 HP, excluding bonuses from equipment (which will just be added onto the 28 or 29). For RMP, initial values range between 245,760 and 262,143, and Squire's MPM is 75. So: Miminum female MP = [(RMP * MPM) / 1638400] = [(245760 * 75) / 1638400] = [18432000 / 1638400] = 11 Maximum female MP = [(RMP * MPM) / 1638400] = [(262143 * 75) / 1638400] = [19660725 / 1638400] = 11 Females should always start with 11 MP on level 1. But note that although all females have 11 MP at level 1, their raw MP values are randomly generated, and this difference will become evident at higher levels. Bonuses from equipment are added on top of these values. In the Soldier Office, all recruits come equipped with Clothes (HP +5, MP +0) and Leather Hat (HP +8, MP +0), for a total equipment bonus of HP +13, MP +0. So all female recruits you find in the Office should have 41 or 42 HP and 11 MP. Try it out -- it works! There are some consequences of the initial raw stat distribution: - females gain more MP and MA on level up than males - males gain more HP and PA on level up than females - monsters gain more HP, PA, and MA than either human sex; monsters gain less MP and Speed than either human sex (though the Speed stat often rivals or exceeds humans because monster classes tend to have lower C values for Speed than do human classes). _______________________________________________________________________________ [7.2] leveling up ========================================================================= Okay, so now we know how raw stats work on level 1, but how do stats change when units level up? RHP, RMP, RSp, RPA, and RMA are all increased on level up, even when there is no visible increase in the corresponding surface stat. Different classes get different raw stat bonuses on level up, which results in the classes' differing stat growth. The difference in stat growth between genders is only because of the differences in the initial statpoint distribution -- if you use GameShark to give a female 105,000 RPA at level 1, she will have better PA growth than a male. Raw stat growth on leveling up is determined by the following equation: bonus = [current_RX / (C + Lv)] where RX is a generic term for any raw stat (RHP, RMP, RSp, RPA, or RMA) Lv is the LOWER level in question -- so if you are leveling up from 50 to 51, Lv = 50. C is a constant that varies for each class. The value of C is what differentiates one class's growth pattern from another's. Keep in mind that since C is in the denominator of this expression, LOWER VALUES OF C YIELD HIGHER STATS. > Note that if you don't do any leveling down (see section 7.3 for the effect of leveling down) and never change jobs, it just so happens that the amount of raw stats you gain on a level up will be a constant. That is, the ratio of current_RX to (C + Lv) remains constant -- meaning if you want to calculate the raw stat increase from multiple level ups, you just have to calculate it once and multiply it by the number of level ups. Not too useful for humans, but very useful for monsters, who can't change jobs. _______________________________________________________________________________ [7.3] leveling down ========================================================================= For years, FFT players have been using the 'level up/down' trick to build characters with super stats. The idea behind the trick is that you level up in a job with strong stat growth (low C values) such as Ninja or Mime, and then level down (using Mindflare's 'Level Blast' technique or one of the many Degenerator traps scattered throughout the game's battlefields) with a class with poor stat growth (high C values) such as Bard or Dancer. Though the game adjusts your stats when you level down so that you lose the stats that you would have gained as that class, by using poor classes to level down you can fool the game and lose less going down than you gain going up; in this manner, you can build all your stats up to their maxima if you do enough leveling cycles. Note though, that if you level up and down _without_ changing classes, you will actually _lower_ your stats. This is because the level down algorithm is the following equation: decrement = [current_RX / (Lv + C)] where Lv is the level you are levelling DOWN to (i.e., the lower level). For instance, if you level down to 50 from level 51, Lv = 50. This results in a slight stat decrease. Consider the following example. Suppose you have a male Squire (491,520 < initial RHP < 524,288) with initial RHP of 504,000. Levelling up from 1 to 2, he will receive an RHP bonus as follows (HPC = 11): bonus = [504,000 / (11 + 1)] = [504,000 / 12] = 42000. Your new RHP at level 2 will be 546,000. So if you level down from 2 to 1, your RHP will decrease as follows: decrement = [546,000 / (11 + 1)] = [546,000 / 12] = 45500. Your new RHP at level 1 will then be 546,000 - 45500 = 500,500 instead of 504,000 as you had originally. While this isn't that big of a decrease, if done all the way down from level 99 to level 1, it can add up. However, if you do change classes while leveling down, this small loss will be compensated for by the higher C values of the poor stat-gaining class that you level down in. _______________________________________________________________________________ [7.4] the class compendium ========================================================================= This section gives detailed information on all the jobs and classes in FFT. Many of these are normally enemy-only, but they can be easily accessed with a GS (and even if you don't have a GS, you can see what you're up against). ABBREVIATIONS USED IN THE CLASS COMPENDIUM: COMMAND SET: The primary command set innately associated with this class. You can look up the command set in Appendix C by searching for its name within [SQUARE BRACKETS]. SPRITE: The sprite associated with this class. This is the sprite that will result if you input the class' hex index number into the GameShark code 3005xx74 00??. If a '(+)' follows the sprite name, then the sprite will be glitchless on the formation screen. If nothing follows the sprite name, the sprite will be usable in battle but appear glitched on the formation screen. If a '(-)' follows the sprite name, the sprite is either glitched in battle or missing normal frames of animation. EQ: List of equippable items. The category 'Accessory' includes Shoes, Gauntlets, Rings, Armlets, and Mantles. In addition to the equips listed, all females can equip Ribbons, Bags, and Perfumes in any equipment-using class. IMMUNE: List of status changes and elements that the class is innately immune to. Note that battle-specific immunites can be set over innate immunities, so that classes used as enemies are often immune to more status ailments than will be listed in this guide (for example, Serpentarius is not innately immune to Frog, but Elidibs has Frog immunity set for the battle when you fight him). INNATE: List of innate abilties, including reaction abilities, support abilities, movement abilities, elemental absorption, elemental halving, and elemental weakness. HPM: HP multiplier HPC: C value for raw HP increment on level up MPM: MP multiplier MPC: C value for raw MP increment on level up SpM: Speed multiplier SpC: C value for raw speed increment on level up PAM: PA multiplier PAC: C value for raw PA increment on level up MAM: MA multiplier MAC: C value for raw MA increment on level up TYPE: The type of unit that this class is intended for: Special - Special human class. Can use equipment, change jobs, and customize abilities. If a unit has one of these classes as a base class, its sprite will not change when it changes jobs. Generic - Generic human class. Can use equipment, change jobs, and customize abilities. Base class is 80 (for males) or 81 (for females). No base sprite; sprite changes with job change. Monster - Monster class. Cannot change jobs, use equipment or customize abilities. Base class is 82. No base sprite; sprite is determined by the specific monster class. Demon - Monster class. Cannot change jobs, use equipment or customize abilities. Base class is 82. No base sprite; sprite is determined by the specific demon class. Although demon class units cannot set abilities in-game, reactions, supports, and movements can be set (and will work) using a GameShark. (Steel Giant works the same as demon classes, and so is classified as a demon.) Lucavi - Same as demon, except that the base class determines the sprite. Lucavi units are sometimes male gender and sometimes monster gender. (Holy Dragon works the same as Lucavi classes, and so is classified as a Lucavi.) GAMESHARK ASIDE: feel free to ignore ---------------------------------------------------------------- For use in the codes below: xx = 7F: unit 01, 80: unit 02, 81: unit 03, 82: unit 04, 83: unit 05, 84: unit 06, 85: unit 07, 86: unit 08, 87: unit 09, 88: unit 10, 89: unit 11, 8A: unit 12, 8B: unit 13, 8C: unit 14, 8D: unit 15, 8E: unit 16. 3005xx74 00?? 3005xx76 00?? ------------------------ ------------------------- Special determines sprite determines job only Generic 80 (male) or 81 (female) determines job & sprite Monster always 82 determines class & sprite Demon always 82 determines class & sprite Lucavi determines sprite determines class only For generics, 3005xx74 only determines the gender of the sprite that will be displayed, not the actual gender of the unit. That is dependent on another code: 3005xx78 00?0 Determines unit's gender: 8 = male 4 = female 2 = monster ---------------------------------------------------------------- END GAMESHARK ASIDE ACT: For monster classes, all the monster's action abilities will be listed, preceded by the two-digit hex index number for that monster's command set. Abilities enclosed in (parentheses) are only active when a unit standing on an adjacent panel to the monster (and within +/- 3h vertically) has the Monster Skill ability set. ------------------------------------------------------------------------------ C L A S S C O M P E N D I U M ------------------------------------------------------------------------------ Classes are sorted by index number. To find a class you're interested in, search for its name within [square brackets]. >> If you prefer the way that raw stat values were presented in BMG 5.x, you can download the old tables at this URL: http://www.fftactics.net/fftmech/oldchart.txt 01 [Squire] ============================================================================== Basic job for all units. The starting point to becoming a fine warrior. Unlike other Squires, he can equip robes but not axes. ------------------------------------------------------------------------------ COMMAND SET: 19 GUTS | SPRITE: Ramza, chapter 1 (+) ------------------------------------------------------------------------------ EQ: Sword, Knife, Flail, Hat, Robe, Clothes, Accessory ------------------------------------------------------------------------------ IMMUNE: Invite ------------------------------------------------------------------------------ HPM: 125 | MPM: 105 | SpM: 107 | PAM: 111 | MAM: 102 | Move: 4 | C.EV: 10% HPC: 11 | MPC: 11 | SpC: 95 | PAC: 50 | MAC: 48 | Jump: 3 | TYPE: Special ============================================================================== 02 [Squire] ============================================================================== Basic job for all units. The starting point to becoming a fine warrior. Unlike other Squires, he can equip robes, shields, helmets, and armor, but not axes. ------------------------------------------------------------------------------ COMMAND SET: 1A GUTS | SPRITE: Ramza, chapter 2 & 3 (+) ------------------------------------------------------------------------------ EQ: Sword, Knife, Flail, Armor, Hat, Helmet, Shield, Robe, Clothes, Accessory ------------------------------------------------------------------------------ IMMUNE: Invite ------------------------------------------------------------------------------ HPM: 125 | MPM: 105 | SpM: 107 | PAM: 111 | MAM: 102 | Move: 4 | C.Ev: 10% HPC: 11 | MPC: 11 | SpC: 95 | PAC: 50 | MAC: 48 | Jump: 3 | TYPE: Special ============================================================================== 03 [Squire] ============================================================================== Basic job for all units. The starting point to becoming a fine warrior. Unlike other Squires, he can equip robes, shields, helmets, armor, and knight swords, but not axes. ------------------------------------------------------------------------------ COMMAND SET: 1B GUTS | SPRITE: Ramza, chapter 4 (+) ------------------------------------------------------------------------------ EQ: Sword, Knight Sword, Knife, Flail, Armor, Hat, Helmet, Shield, Robe, Clothes, Accessory ------------------------------------------------------------------------------ IMMUNE: Invite ------------------------------------------------------------------------------ HPM: 125 | MPM: 105 | SpM: 107 | PAM: 111 | MAM: 102 | Move: 4 | C.Ev: 10% HPC: 11 | MPC: 11 | SpC: 95 | PAC: 50 | MAC: 48 | Jump: 3 | TYPE: Special ============================================================================== 04 [Squire] ============================================================================== Basic job for all units. The starting point to becoming a fine warrior. Unlike other Squires, he can equip robes but not axes. ------------------------------------------------------------------------------ COMMAND SET: 1C GUTS | SPRITE: Delita, chapter 1 (+) ------------------------------------------------------------------------------ EQ: Sword, Knife, Flail, Hat, Robe, Clothes, Accessory ------------------------------------------------------------------------------ IMMUNE: Invite ------------------------------------------------------------------------------ HPM: 130 | MPM: 100 | SpM: 100 | PAM: 120 | MAM: 100 | Move: 4 | C.Ev: 05% HPC: 10 | MPC: 11 | SpC: 100 | PAC: 50 | MAC: 50 | Jump: 3 | TYPE: Special ============================================================================== 05 [Holy Knight] ============================================================================== Devoted knight baptized by the church. Draws 'Holy Sword' skill from the weapon under divine protection from God. ------------------------------------------------------------------------------ COMMAND SET: 1D HOLY SWORD | SPRITE: Delita, chapter 2 & 3 ------------------------------------------------------------------------------ EQ: Sword, Knife, Flail, Armor, Helmet, Shield, Robe, Clothes, Accessory ------------------------------------------------------------------------------ IMMUNE: Invite, Blood Suck, Frog, Chicken, Death Sentence, Charm ------------------------------------------------------------------------------ HPM: 135 | MPM: 100 | SpM: 110 | PAM: 120 | MAM: 105 | Move: 4 | C.Ev: 10% HPC: 10 | MPC: 11 | SpC: 100 | PAC: 50 | MAC: 50 | Jump: 3 | TYPE: Special ============================================================================== 06 [Arc Knight] ============================================================================== Holy knight who follows God's word. His 'Mighty Sword' destroys not only the enemys' body but also their belongings. ------------------------------------------------------------------------------ COMMAND SET: 1E MIGHTY SWORD | SPRITE: Delita, chapter 1 ------------------------------------------------------------------------------ EQ: Sword, Knight Sword, Knife, Flail, Armor, Helmet, Shield, Robe, Accessory ------------------------------------------------------------------------------ IMMUNE: Invite, Blood Suck, Frog, Chicken, Charm ------------------------------------------------------------------------------ HPM: 150 | MPM: 100 | SpM: 120 | PAM: 120 | MAM: 110 | Move: 4 | C.Ev: 15% HPC: 10 | MPC: 11 | SpC: 100 | PAC: 50 | MAC: 50 | Jump: 3 | TYPE: Special ============================================================================== 07 [Squire] ============================================================================== Basic job for all units. The starting point to becoming a fine warrior. ------------------------------------------------------------------------------ COMMAND SET: 1F BASIC SKILL | SPRITE: Algus (+) ------------------------------------------------------------------------------ EQ: Sword, Knife, Flail, Hat, Robe, Clothes, Accessory ------------------------------------------------------------------------------ IMMUNE: Invite ------------------------------------------------------------------------------ HPM: 120 | MPM: 100 | SpM: 100 | PAM: 110 | MAM: 100 | Move: 4 | C.Ev: 15% HPC: 10 | MPC: 11 | SpC: 100 | PAC: 50 | MAC: 50 | Jump: 3 | TYPE: Special ============================================================================== 08 [Arc Knight] ============================================================================== Holy knight who follows God's word. His 'Destroy Sword' destroys not only the enemys' body but also their belongings. ------------------------------------------------------------------------------ COMMAND SET: 4B DESTROY SWORD | SPRITE: Zalbag ------------------------------------------------------------------------------ EQ: Sword, Knight Sword, Armor, Robe, Helmet, Shield, Accessory ------------------------------------------------------------------------------ IMMUNE: Invite ------------------------------------------------------------------------------ HPM: 168 | MPM: 80 | SpM: 100 | PAM: 120 | MAM: 100 | Move: 4 | C.Ev: 10% HPC: 10 | MPC: 11 | SpC: 100 | PAC: 40 | MAC: 50 | Jump: 3 | TYPE: Special ============================================================================== 09 [Lune Knight] ============================================================================== Elite knight with mysterious power equipping weapons and accessories with ancient magic characters carved in them. ------------------------------------------------------------------------------ COMMAND SET: 46 SWORD SKILL | SPRITE: Dycedarg ------------------------------------------------------------------------------ EQ: Sword, Knight Sword, Armor, Robe, Helmet, Shield, Accessory ------------------------------------------------------------------------------ IMMUNE: Undead, Dead, Blood Suck, Confusion, Invite, Petrify, Berserk, Transparent, Reraise, Stop, Poison, Death Sentence, Don't Act, Don't Move, Sleep, Charm ------------------------------------------------------------------------------ INNATE: Defense UP, Magic DefendUP ------------------------------------------------------------------------------ HPM: 170 | MPM: 103 | SpM: 110 | PAM: 105 | MAM: 100 | Move: 4 | C.Ev: 10% HPC: 10 | MPC: 9 | SpC: 95 | PAC: 48 | MAC: 42 | Jump: 3 | TYPE: Special ============================================================================== 0A [Duke] ============================================================================== Duke with hundreds of knights. A rank only given to selected Nobles. ------------------------------------------------------------------------------ COMMAND SET: 00 | SPRITE: Larg ------------------------------------------------------------------------------ EQ: ------------------------------------------------------------------------------ IMMUNE: Invite, Petrify ------------------------------------------------------------------------------ HPM: 100 | MPM: 100 | SpM: 100 | PAM: 100 | MAM: 100 | Move: 3 | C.Ev: 10% HPC: 11 | MPC: 11 | SpC: 100 | PAC: 50 | MAC: 50 | Jump: 3 | TYPE: Special ============================================================================== 0B [Duke] ============================================================================== Duke attended by hundreds of knights. A rank only given to selected ones from the nobility. ------------------------------------------------------------------------------ COMMAND SET: 00 | SPRITE: Goltana ------------------------------------------------------------------------------ EQ: ------------------------------------------------------------------------------ IMMUNE: Invite ------------------------------------------------------------------------------ HPM: 100 | MPM: 100 | SpM: 100 | PAM: 100 | MAM: 100 | Move: 3 | C.Ev: 10% HPC: 11 | MPC: 11 | SpC: 100 | PAC: 50 | MAC: 50 | Jump: 3 | TYPE: Special ============================================================================== 0C [Princess] ============================================================================== Daughter of the king, and an heir of the royal family. Her graceful manners show dignity. ------------------------------------------------------------------------------ COMMAND SET: 24 HOLY MAGIC | SPRITE: Ovelia (+) ------------------------------------------------------------------------------ EQ: Staff, Hat, Clothes, Robe, Accessory ------------------------------------------------------------------------------ IMMUNE: Invite, Petrify ------------------------------------------------------------------------------ INNATE: Defense UP, Magic DefendUP ------------------------------------------------------------------------------ HPM: 100 | MPM: 100 | SpM: 100 | PAM: 100 | MAM: 100 | Move: 4 | C.Ev: 20% HPC: 11 | MPC: 11 | SpC: 100 | PAC: 50 | MAC: 50 | Jump: 3 | TYPE: Special ============================================================================== 0D [Holy Swordsman] ============================================================================== Martial art expert who is one of the best knights. His swordsmanship has no match. ------------------------------------------------------------------------------ COMMAND SET: 4A ALL SWORDSKILL | SPRITE: Orlandu (+) ------------------------------------------------------------------------------ EQ: Ninja Sword, Sword, Knight Sword, Katana, Shield, Helmet, Hat, Armor, Clothes, Robe, Accessory ------------------------------------------------------------------------------ IMMUNE: Invite ------------------------------------------------------------------------------ HPM: 160 | MPM: 120 | SpM: 110 | PAM: 122 | MAM: 100 | Move: 4 | C.Ev: 20% HPC: 10 | MPC: 11 | SpC: 100 | PAC: 42 | MAC: 42 | Jump: 3 | TYPE: Special ============================================================================== 0E [High Priest] ============================================================================== A messenger of God who has the highest authority in the church. His words are powerful enough to alter the fate of a nation. ------------------------------------------------------------------------------ COMMAND SET: 00 | SPRITE: Funeral ------------------------------------------------------------------------------ EQ: Robe, Accessory ------------------------------------------------------------------------------ IMMUNE: Invite ------------------------------------------------------------------------------ HPM: 100 | MPM: 100 | SpM: 100 | PAM: 100 | MAM: 100 | Move: 3 | C.Ev: 10% HPC: 11 | MPC: 11 | SpC: 100 | PAC: 50 | MAC: 50 | Jump: 3 | TYPE: Special ============================================================================== 0F [Dragoner] ============================================================================== Has a human appearance, but is a dragon. The blood of the holy dragon running through him can work miracles. ------------------------------------------------------------------------------ COMMAND SET: 2B DRAGON | SPRITE: Reis (human) (+) ------------------------------------------------------------------------------ EQ: Ring, Armlet ------------------------------------------------------------------------------ IMMUNE: Invite ------------------------------------------------------------------------------ INNATE: Monster Talk, Two Swords, Monster Skill, Train ------------------------------------------------------------------------------ HPM: 140 | MPM: 115 | SpM: 120 | PAM: 120 | MAM: 110 | Move: 3 | C.Ev: 7% HPC: 5 | MPC: 10 | SpC: 95 | PAC: 39 | MAC: 38 | Jump: 3 | TYPE: Special ============================================================================== 10 [Holy Priest] ============================================================================== A priest of high rank, who has been chosen among many priests. Severely suppresses heretics who disobey the teachings of God. ------------------------------------------------------------------------------ COMMAND SET: 2A WHITE-AID | SPRITE: Zalmo ------------------------------------------------------------------------------ EQ: Rod, Staff, Dictionary, Stick, Hat, Clothes, Robe, Accessory ------------------------------------------------------------------------------ IMMUNE: Dead, Undead, Petrify, Invite, Blood Suck, Reraise, Transparent, Chicken, Frog, Poison, Stop, Charm, Sleep, Don't Move, Don't Act, Death Sentence ------------------------------------------------------------------------------ HPM: 160 | MPM: 200 | SpM: 100 | PAM: 90 | MAM: 150 | Move: 4 | C.Ev: 9% HPC: 10 | MPC: 11 | SpC: 120 | PAC: 50 | MAC: 49 | Jump: 3 | TYPE: Special ============================================================================== 11 [Dark Knight] ============================================================================== Knight of darkness of who lives without facing the light of God. His 'Dark Sword' absorbs enemys' spirits. ------------------------------------------------------------------------------ COMMAND SET: 27 DARK SWORD | SPRITE: Gafgarion (+) ------------------------------------------------------------------------------ EQ: Sword, Shield, Helmet, Armor, Robe, Accessory ------------------------------------------------------------------------------ IMMUNE: Petrify, Invite, Blood Suck, Transparent, Berserk, Charm ------------------------------------------------------------------------------ HPM: 150 | MPM: 100 | SpM: 120 | PAM: 100 | MAM: 90 | Move: 3 | C.Ev: 15% HPC: 11 | MPC: 11 | SpC: 100 | PAC: 50 | MAC: 50 | Jump: 3 | TYPE: Special ============================================================================== 12 [Hell Knight] ============================================================================== Assassin who controls the laws of nature. His 'Un-truth' has the opposite effect of the Heaven Knight's 'Truth'. ------------------------------------------------------------------------------ COMMAND SET: 2E UN-TRUTH | SPRITE: Malak ------------------------------------------------------------------------------ EQ: ------------------------------------------------------------------------------ IMMUNE: Crystal, Undead, Charging, Jumping, Defending, Performing, Petrify, Invite, Darkness, Confusion, Silence, Blood Suck, Treasure, Oil, Float, Reraise, Transparent, Berserk, Chicken, Frog, Critical, Poison, Regen, Protect, Shell, Haste, Slow, Stop, Faith, Innocent, Charm, Sleep, Don't Move, Don't Act, Reflect, Death Sentence ------------------------------------------------------------------------------ INNATE: Auto-Dead ------------------------------------------------------------------------------ HPM: 0 | MPM: 0 | SpM: 0 | PAM: 0 | MAM: 0 | Move: 4 | C.Ev: 8% HPC: 0 | MPC: 0 | SpC: 0 | PAC: 0 | MAC: 0 | Jump: 3 | TYPE: Special ============================================================================== 13 [Bishop] ============================================================================== Priest who takes an active part in spreading the teachings of God to people around the world. ------------------------------------------------------------------------------ COMMAND SET: 00 | SPRITE: Simon (+) ------------------------------------------------------------------------------ EQ: ------------------------------------------------------------------------------ IMMUNE: Invite ------------------------------------------------------------------------------ HPM: 100 | MPM: 180 | SpM: 100 | PAM: 100 | MAM: 100 | Move: 3 | C.Ev: 10% HPC: 15 | MPC: 11 | SpC: 100 | PAC: 50 | MAC: 50 | Jump: 3 | TYPE: Special ============================================================================== 14 [Cleric] ============================================================================== One who takes holy orders and lives faithfully. Protects loved ones with 'Holy Magic', from pure spirits. ------------------------------------------------------------------------------ COMMAND SET: 4C HOLY MAGIC | SPRITE: Alma (+) ------------------------------------------------------------------------------ EQ: Staff, Hat, Clothes, Robe, Accessory ------------------------------------------------------------------------------ IMMUNE: Invite ------------------------------------------------------------------------------ INNATE: Defense UP, Magic DefendUP, Initial-Dead ------------------------------------------------------------------------------ HPM: 100 | MPM: 150 | SpM: 115 | PAM: 100 | MAM: 160 | Move: 4 | C.Ev: 24% HPC: 11 | MPC: 11 | SpC: 100 | PAC: 50 | MAC: 50 | Jump: 3 | TYPE: Special ============================================================================== 15 [Astrologist] ============================================================================== One who can read the movements of the stars in the sky. Uses 'Starry Heaven' change battle conditions. ------------------------------------------------------------------------------ COMMAND SET: 2F STARRY HEAVEN | SPRITE: Olan (+) ------------------------------------------------------------------------------ EQ: Dictionary, Hat, Clothes, Robe, Accessory ------------------------------------------------------------------------------ IMMUNE: Dead, Undead, Invite, Confusion, Transparent, Berserk, Chicken, Frog, Charm, Sleep, Don't Move, Don't Act, Death Sentence ------------------------------------------------------------------------------ HPM: 140 | MPM: 108 | SpM: 125 | PAM: 100 | MAM: 130 | Move: 4 | C.Ev: 15% HPC: 10 | MPC: 11 | SpC: 95 | PAC: 50 | MAC: 55 | Jump: 3 | TYPE: Special ============================================================================== 16 [Engineer] ============================================================================== Technician working for a revival of a lost civilization. His best skill is 'Snipe', using the legendary 'Gun'. ------------------------------------------------------------------------------ COMMAND SET: 26 SNIPE | SPRITE: Mustadio (+) ------------------------------------------------------------------------------ EQ: Gun, Hat, Clothes, Robe, Accessory ------------------------------------------------------------------------------ IMMUNE: Invite ------------------------------------------------------------------------------ HPM: 100 | MPM: 75 | SpM: 115 | PAM: 95 | MAM: 100 | Move: 3 | C.Ev: 18% HPC: 11 | MPC: 13 | SpC: 100 | PAC: 50 | MAC: 50 | Jump: 4 | TYPE: Special ============================================================================== 17 [Dark Knight] ============================================================================== Knight of darkness of who lives without facing the light of God. His 'Dark Sword' absorbs enemys' spirits. ------------------------------------------------------------------------------ COMMAND SET: 20 DARK SWORD | SPRITE: Gafgarion (+) ------------------------------------------------------------------------------ EQ: Sword, Shield, Helmet, Armor, Robe, Accessory ------------------------------------------------------------------------------ IMMUNE: Invite ------------------------------------------------------------------------------ HPM: 150 | MPM: 100 | SpM: 120 | PAM: 100 | MAM: 90 | Move: 3 | C.Ev: 15% HPC: 11 | MPC: 11 | SpC: 100 | PAC: 50 | MAC: 50 | Jump: 3 | TYPE: Special ============================================================================== 18 [Cardinal] ============================================================================== Cardinal, the highest authority in the church next to the High Priest. ------------------------------------------------------------------------------ COMMAND SET: 00 | SPRITE: Draclau ------------------------------------------------------------------------------ EQ: Knife, Robe, Accessory ------------------------------------------------------------------------------ IMMUNE: Invite ------------------------------------------------------------------------------ HPM: 100 | MPM: 100 | SpM: 100 | PAM: 100 | MAM: 100 | Move: 3 | C.Ev: 10% HPC: 11 | MPC: 11 | SpC: 100 | PAC: 50 | MAC: 50 | Jump: 3 | TYPE: Special ============================================================================== 19 [Heaven Knight] ============================================================================== Assassin who controls the laws of nature. Buries his opponents with the forbidden spell 'Truth'. ------------------------------------------------------------------------------ COMMAND SET: 2D TRUTH | SPRITE: Rafa (+) ------------------------------------------------------------------------------ EQ: Staff, Stick, Hat, Clothes, Robe, Accessory ------------------------------------------------------------------------------ IMMUNE: Invite ------------------------------------------------------------------------------ HPM: 90 | MPM: 100 | SpM: 115 | PAM: 80 | MAM: 100 | Move: 3 | C.Ev: 10% HPC: 11 | MPC: 11 | SpC: 100 | PAC: 50 | MAC: 50 | Jump: 3 | TYPE: Special ============================================================================== 1A [Hell Knight] ============================================================================== Assassin who controls the laws of nature. His 'Un-truth' has the opposite effect of the Heaven Knight's 'Truth'. ------------------------------------------------------------------------------ COMMAND SET: 2E UN-TRUTH | SPRITE: Malak (+) ------------------------------------------------------------------------------ EQ: Staff, Stick, Hat, Clothes, Robe, Accessory ------------------------------------------------------------------------------ IMMUNE: Invite ------------------------------------------------------------------------------ HPM: 100 | MPM: 110 | SpM: 110 | PAM: 105 | MAM: 100 | Move: 4 | C.Ev: 8% HPC: 10 | MPC: 11 | SpC: 100 | PAC: 50 | MAC: 50 | Jump: 3 | TYPE: Special ============================================================================== 1B [Arc Knight] ============================================================================== Holy knight who follows God's word. His 'Sword Spirit' releases a spirit wave from within the sword. ------------------------------------------------------------------------------ COMMAND SET: 3B SWORD SPIRIT | SPRITE: Elmdor ------------------------------------------------------------------------------ EQ: Katana, Shield, Helmet, Hat, Armor, Clothes, Robe, Accessory ------------------------------------------------------------------------------ IMMUNE: Dead, Undead, Petrify, Invite, Confusion, Blood Suck, Reraise, Transparent, Berserk, Chicken, Frog, Poison, Stop, Charm, Sleep, Don't Move, Don't Act, Death Sentence ------------------------------------------------------------------------------ HPM: 180 | MPM: 120 | SpM: 120 | PAM: 120 | MAM: 100 | Move: 3 | C.Ev: 16% HPC: 9 | MPC: 10 | SpC: 100 | PAC: 40 | MAC: 42 | Jump: 5 | TYPE: Special ============================================================================== 1C [Delita's Sis] ============================================================================== Younger sister of Delita Hyral. Supported each other since their parents died at a young age. ------------------------------------------------------------------------------ COMMAND SET: 23 MAGIC | SPRITE: Teta ------------------------------------------------------------------------------ EQ: ------------------------------------------------------------------------------ IMMUNE: Crystal, Undead, Charging, Jumping, Defending, Performing, Petrify, Invite, Darkness, Confusion, Silence, Blood Suck, Treasure, Oil, Float, Reraise, Transparent, Berserk, Chicken, Frog, Critical, Poison, Regen, Protect, Shell, Haste, Slow, Stop, Faith, Innocent, Charm, Sleep, Don't Move, Don't Act, Reflect, Death Sentence ------------------------------------------------------------------------------ INNATE: Auto-Dead ------------------------------------------------------------------------------ HPM: 0 | MPM: 0 | SpM: 0 | PAM: 0 | MAM: 0 | Move: 0 | C.Ev: 0% HPC: 0 | MPC: 0 | SpC: 0 | PAC: 0 | MAC: 0 | Jump: 0 | TYPE: Special ============================================================================== 1D [Arc Duke] ============================================================================== High-ranking Noble. United feudal lords from various regions. His power equals that of a King of a small nation. ------------------------------------------------------------------------------ COMMAND SET: 00 | SPRITE: Barinten ------------------------------------------------------------------------------ EQ: Robe, Accessory ------------------------------------------------------------------------------ IMMUNE: Invite ------------------------------------------------------------------------------ HPM: 100 | MPM: 100 | SpM: 100 | PAM: 100 | MAM: 100 | Move: 3 | C.Ev: 10% HPC: 11 | MPC: 11 | SpC: 100 | PAC: 50 | MAC: 50 | Jump: 3 | TYPE: Special ============================================================================== 1E [Holy Knight] ============================================================================== Devoted knight baptized by the church. Draws 'Holy Sword' skill from the weapon under divine protection from God. ------------------------------------------------------------------------------ COMMAND SET: 28 HOLY SWORD | SPRITE: Agrias (+) ------------------------------------------------------------------------------ EQ: Sword, Knight Sword, Shield, Helmet, Armor, Robe, Accessory ------------------------------------------------------------------------------ IMMUNE: Invite ------------------------------------------------------------------------------ HPM: 140 | MPM: 100 | SpM: 100 | PAM: 100 | MAM: 100 | Move: 3 | C.Ev: 25% HPC: 10 | MPC: 11 | SpC: 100 | PAC: 50 | MAC: 50 | Jump: 3 | TYPE: Special ============================================================================== 1F [Temple Knight] ============================================================================== Holy knight who protects the church from heathens. Uses 'Magic Sword' to drive away hostile enemies. ------------------------------------------------------------------------------ COMMAND SET: 45 MAGIC SWORD | SPRITE: Beowulf (+) ------------------------------------------------------------------------------ EQ: Knife, Sword, Knight Sword, Shield, Helmet, Armor, Robe, Clothes, Accessory ------------------------------------------------------------------------------ IMMUNE: Invite ------------------------------------------------------------------------------ HPM: 122 | MPM: 145 | SpM: 105 | PAM: 125 | MAM: 105 | Move: 4 | C.Ev: 14% HPC: 10 | MPC: 11 | SpC: 100 | PAC: 48 | MAC: 45 | Jump: 3 | TYPE: Special ============================================================================== 20 [White Knight] ============================================================================== Holy knight who wears the armor of purity. Drives away enemies with 'Holy Sword' skill from his pure soul. ------------------------------------------------------------------------------ COMMAND SET: 22 HOLY SWORD | SPRITE: Wiegraf, chapter 1 ------------------------------------------------------------------------------ EQ: Sword, Knight Sword, Shield, Helmet, Armor, Robe, Accessory ------------------------------------------------------------------------------ IMMUNE: Dead, Undead, Petrify, Invite, Confusion, Reraise, Transparent, Berserk, Chicken, Frog, Charm, Sleep, Death Sentence ------------------------------------------------------------------------------ HPM: 140 | MPM: 150 | SpM: 100 | PAM: 116 | MAM: 100 | Move: 3 | C.Ev: 10% HPC: 11 | MPC: 11 | SpC: 100 | PAC: 50 | MAC: 50 | Jump: 3 | TYPE: Special ============================================================================== 21 [Arc Witch] ============================================================================== Witch reborn as an archwitch by contract with the darkness. Uses the mighty power of darkness. ------------------------------------------------------------------------------ COMMAND SET: 00 | SPRITE: Balmafula (+) ------------------------------------------------------------------------------ EQ: Knife, Robe, Clothes, Accessory ------------------------------------------------------------------------------ IMMUNE: Invite ------------------------------------------------------------------------------ HPM: 100 | MPM: 100 | SpM: 100 | PAM: 100 | MAM: 100 | Move: 3 | C.Ev: 10% HPC: 11 | MPC: 11 | SpC: 100 | PAC: 50 | MAC: 50 | Jump: 3 | TYPE: Special ============================================================================== 22 [Engineer] ============================================================================== Technician working for a revival of a lost civilization. His best skill is 'Snipe', using the legendary 'Gun'. ------------------------------------------------------------------------------ COMMAND SET: 25 SNIPE | SPRITE: Mustadio (+) ------------------------------------------------------------------------------ EQ: Gun, Hat, Clothes, Robe, Accessory ------------------------------------------------------------------------------ IMMUNE: Invite ------------------------------------------------------------------------------ INNATE: Maintenance ------------------------------------------------------------------------------ HPM: 100 | MPM: 75 | SpM: 115 | PAM: 95 | MAM: 100 | Move: 3 | C.Ev: 18% HPC: 11 | MPC: 13 | SpC: 100 | PAC: 50 | MAC: 50 | Jump: 4 | TYPE: Special ============================================================================== 23 [Bi-count] ============================================================================== Rank for Nobles. Fourth highest peerage of fifth-class Nobles. ------------------------------------------------------------------------------ COMMAND SET: 00 | SPRITE: Rudvich (-) ------------------------------------------------------------------------------ EQ: Robe, Accessory ------------------------------------------------------------------------------ IMMUNE: Invite ------------------------------------------------------------------------------ HPM: 100 | MPM: 100 | SpM: 100 | PAM: 100 | MAM: 100 | Move: 3 | C.Ev: 10% HPC: 11 | MPC: 11 | SpC: 100 | PAC: 50 | MAC: 50 | Jump: 3 | TYPE: Special ============================================================================== 24 [Divine Knight] ============================================================================== Holy knight who pledges loyalty and devotion to God. He takes holy orders with his sword. ------------------------------------------------------------------------------ COMMAND SET: 40 MIGHTY SWORD | SPRITE: Vormav ------------------------------------------------------------------------------ EQ: Sword, Knight Sword, Shield, Helmet, Armor, Clothes, Robe, Accessory ------------------------------------------------------------------------------ IMMUNE: Dead, Undead, Petrify, Invite, Confusion, Blood Suck, Reraise, Transparent, Berserk, Chicken, Frog, Poison, Stop, Charm, Sleep, Don't Move, Don't Act, Death Sentence ------------------------------------------------------------------------------ HPM: 165 | MPM: 100 | SpM: 115 | PAM: 124 | MAM: 100 | Move: 4 | C.Ev: 25% HPC: 9 | MPC: 9 | SpC: 100 | PAC: 37 | MAC: 50 | Jump: 3 | TYPE: Special ============================================================================== 25 [Divine Knight] ============================================================================== Holy knight who pledges loyalty and devotion to God. He takes holy orders with his sword. ------------------------------------------------------------------------------ COMMAND SET: 3C MIGHTY SWORD | SPRITE: Rofel ------------------------------------------------------------------------------ EQ: Sword, Knight Sword, Shield, Helmet, Armor, Clothes, Robe, Accessory ------------------------------------------------------------------------------ IMMUNE: Dead, Undead, Petrify, Invite, Confusion, Blood Suck, Reraise, Transparent, Berserk, Chicken, Frog, Poison, Stop, Charm, Sleep, Don't Move, Don't Act, Death Sentence ------------------------------------------------------------------------------ HPM: 150 | MPM: 100 | SpM: 115 | PAM: 122 | MAM: 100 | Move: 4 | C.Ev: 21% HPC: 10 | MPC: 10 | SpC: 100 | PAC: 38 | MAC: 50 | Jump: 3 | TYPE: Special ============================================================================== 26 [Knight Blade] ============================================================================== Warrior in despair who is devoted to the power of darkness. The ominous shine of his blade slashes frightened enemies. ------------------------------------------------------------------------------ COMMAND SET: 33 BATTLE SKILL | SPRITE: Izlude ------------------------------------------------------------------------------ EQ: Ninja Sword, Sword, Knight Sword, Spear, Shield, Helmet, Armor, Robe, Accessory ------------------------------------------------------------------------------ IMMUNE: Dead, Undead, Petrify, Invite, Confusion, Blood Suck, Reraise, Transparent, Berserk, Chicken, Frog, Poison, Stop, Charm, Sleep, Don't Move, Don't Act, Death Sentence ------------------------------------------------------------------------------ INNATE: Concentrate ------------------------------------------------------------------------------ HPM: 155 | MPM: 50 | SpM: 110 | PAM: 120 | MAM: 50 | Move: 4 | C.Ev: 10% HPC: 10 | MPC: 11 | SpC: 100 | PAC: 48 | MAC: 50 | Jump: 4 | TYPE: Special ============================================================================== 27 [Sorceror] ============================================================================== Sorceror who performs mysterious acts using magic. The powerful magic torments enemies. ------------------------------------------------------------------------------ COMMAND SET: 48 ALL MAGIC | SPRITE: Kletian ------------------------------------------------------------------------------ EQ: Rod, Staff, Stick, Hat, Clothes, Robe, Accessory ------------------------------------------------------------------------------ IMMUNE: Dead, Undead, Petrify, Invite, Confusion, Blood Suck, Reraise, Transparent, Berserk, Chicken, Frog, Poison, Stop, Charm, Sleep, Don't Act, Death Sentence ------------------------------------------------------------------------------ HPM: 125 | MPM: 140 | SpM: 105 | PAM: 80 | MAM: 125 | Move: 3 | C.Ev: 14% HPC: 10 | MPC: 8 | SpC: 100 | PAC: 55 | MAC: 49 | Jump: 3 | TYPE: Special ============================================================================== 28 [White Knight] ============================================================================== Holy knight who wears the armor of purity. Drives away enemies with 'Holy Sword' skill from his pure soul. ------------------------------------------------------------------------------ COMMAND SET: 30 HOLY SWORD | SPRITE: Wiegraf, chapter 3 ------------------------------------------------------------------------------ EQ: Sword, Knight Sword, Shield, Helmet, Armor, Robe, Accessory ------------------------------------------------------------------------------ IMMUNE: Dead, Undead, Petrify, Invite, Confusion, Blood Suck, Reraise, Transparent, Berserk, Chicken, Frog, Poison, Stop, Charm, Sleep, Don't Move, Don't Act, Death Sentence ------------------------------------------------------------------------------ HPM: 165 | MPM: 150 | SpM: 110 | PAM: 120 | MAM: 95 | Move: 3 | C.Ev: 15% HPC: 10 | MPC: 11 | SpC: 100 | PAC: 50 | MAC: 50 | Jump: 3 | TYPE: Special ============================================================================== 29 [Heaven Knight] ============================================================================== Assassin who controls the laws of nature. Buries his opponents with the forbidden spell 'Truth'. ------------------------------------------------------------------------------ COMMAND SET: 32 TRUTH | SPRITE: Rafa (+) ------------------------------------------------------------------------------ EQ: Staff, Stick, Hat, Clothes, Robe, Accessory ------------------------------------------------------------------------------ IMMUNE: Invite ------------------------------------------------------------------------------ HPM: 100 | MPM: 100 | SpM: 115 | PAM: 100 | MAM: 100 | Move: 3 | C.Ev: 10% HPC: 11 | MPC: 11 | SpC: 100 | PAC: 50 | MAC: 50 | Jump: 3 | TYPE: Special ============================================================================== 2A [Divine Knight] ============================================================================== Holy knight who pledges loyalty and devotion to God. He takes holy orders with his sword. ------------------------------------------------------------------------------ COMMAND SET: 43 MIGHTY SWORD | SPRITE: Meliadoul (+) ------------------------------------------------------------------------------ EQ: Sword, Knight Sword, Crossbow, Spear, Shield, Helmet, Armor, Clothes, Robe, Accessory ------------------------------------------------------------------------------ IMMUNE: Invite ------------------------------------------------------------------------------ HPM: 125 | MPM: 80 | SpM: 105 | PAM: 120 | MAM: 90 | Move: 4 | C.Ev: 12% HPC: 10 | MPC: 15 | SpC: 100 | PAC: 39 | MAC: 50 | Jump: 3 | TYPE: Special ============================================================================== 2B [Engineer] ============================================================================== Technician working for a revival of a lost civilization. His best skill is 'Snipe', using legendary 'Gun'. ------------------------------------------------------------------------------ COMMAND SET: 44 SNIPE | SPRITE: Balk ------------------------------------------------------------------------------ EQ: Knife, Gun, Crossbow, Hat, Armor, Robe, Accessory ------------------------------------------------------------------------------ IMMUNE: Dead, Undead, Petrify, Invite, Confusion, Blood Suck, Reraise, Transparent, Berserk, Chicken, Frog, Poison, Stop, Charm, Sleep, Don't Act, Death Sentence ------------------------------------------------------------------------------ INNATE: Defense UP, Magic DefendUP, Monster Talk ------------------------------------------------------------------------------ HPM: 125 | MPM: 80 | SpM: 105 | PAM: 120 | MAM: 90 | Move: 4 | C.Ev: 12% HPC: 10 | MPC: 15 | SpC: 100 | PAC: 39 | MAC: 50 | Jump: 3 | TYPE: Special ============================================================================== 2C [Cleric] ============================================================================== One who takes holy orders and lives faithfully. Protects loved ones with 'Holy Magic', emitted from pure spirits. ------------------------------------------------------------------------------ COMMAND SET: 4C HOLY MAGIC | SPRITE: Alma (+) ------------------------------------------------------------------------------ EQ: ------------------------------------------------------------------------------ IMMUNE: Crystal, Undead, Charging, Jumping, Defending, Performing, Petrify, Invite, Darkness, Confusion, Silence, Blood Suck, Treasure, Oil, Float, Reraise, Transparent, Berserk, Chicken, Frog, Critical, Poison, Regen, Protect, Shell, Haste, Slow, Stop, Faith, Innocent, Charm, Sleep, Don't Move, Don't Act, Reflect, Death Sentence ------------------------------------------------------------------------------ INNATE: Auto-Dead ------------------------------------------------------------------------------ HPM: 0 | MPM: 0 | SpM: 0 | PAM: 0 | MAM: 0 | Move: 4 | C.Ev: 18% HPC: 0 | MPC: 0 | SpC: 0 | PAC: 0 | MAC: 0 | Jump: 3 | TYPE: Special ============================================================================== 2D [Assassin] ============================================================================== Savage warrior raised by assassins. Quickly kills his enemies with 'Use Hand'. ------------------------------------------------------------------------------ COMMAND SET: 36 USE HAND | SPRITE: Celia (-) (crashes game on PSX) ------------------------------------------------------------------------------ EQ: Katana, Hat, Clothes, Accessory ------------------------------------------------------------------------------ IMMUNE: Dead, Petrify, Invite, Transparent, Chicken, Frog ------------------------------------------------------------------------------ INNATE: Two Swords ------------------------------------------------------------------------------ HPM: 160 | MPM: 125 | SpM: 110 | PAM: 120 | MAM: 125 | Move: 4 | C.Ev: 30% HPC: 9 | MPC: 8 | SpC: 105 | PAC: 50 | MAC: 45 | Jump: 7 | TYPE: Special ============================================================================== 2E [Assassin] ============================================================================== Savage warrior raised by assassins. Quickly kills his enemies with 'Use Hand'. ------------------------------------------------------------------------------ COMMAND SET: 37 USE HAND | SPRITE: Lede (-) ------------------------------------------------------------------------------ EQ: Ninja Sword, Hat, Clothes, Accessory ------------------------------------------------------------------------------ IMMUNE: Dead, Petrify, Invite, Transparent, Chicken, Frog ------------------------------------------------------------------------------ INNATE: Two Swords ------------------------------------------------------------------------------ HPM: 155 | MPM: 125 | SpM: 115 | PAM: 120 | MAM: 125 | Move: 4 | C.Ev: 28% HPC: 9 | MPC: 8 | SpC: 110 | PAC: 50 | MAC: 45 | Jump: 7 | TYPE: Special ============================================================================== 2F [Divine Knight] ============================================================================== Holy knight who pledges loyalty and devotion to God. He takes holy orders with his sword. ------------------------------------------------------------------------------ COMMAND SET: 42 MIGHTY SWORD | SPRITE: Meliadoul (+) ------------------------------------------------------------------------------ EQ: Sword, Knight Sword, Crossbow, Shield, Helmet, Armor, Clothes, Robe, Accessory ------------------------------------------------------------------------------ IMMUNE: Dead, Petrify, Invite ------------------------------------------------------------------------------ HPM: 125 | MPM: 80 | SpM: 105 | PAM: 120 | MAM: 90 | Move: 4 | C.Ev: 12% HPC: 10 | MPC: 15 | SpC: 100 | PAC: 39 | MAC: 50 | Jump: 3 | TYPE: Special ============================================================================== 30 [Cleric] ============================================================================== One who takes holy orders and lives faithfully. Protects loved one with 'Holy Magic', from pure spirits. ------------------------------------------------------------------------------ COMMAND SET: 31 HOLY MAGIC | SPRITE: Alma (+) ------------------------------------------------------------------------------ EQ: Staff, Hat, Clothes, Robe, Accessory ------------------------------------------------------------------------------ IMMUNE: Invite ------------------------------------------------------------------------------ HPM: 90 | MPM: 100 | SpM: 105 | PAM: 100 | MAM: 160 | Move: 4 | C.Ev: 18% HPC: 11 | MPC: 11 | SpC: 100 | PAC: 50 | MAC: 50 | Jump: 3 | TYPE: Special ============================================================================== 31 [Phony Saint] ============================================================================== Agitator who misleads people with lies and masks. Don't underestimate him, although he cannot match the power of a genuine saint. ------------------------------------------------------------------------------ COMMAND SET: 00 | SPRITE: Ajora (-) ------------------------------------------------------------------------------ EQ: Robe, Accessory ------------------------------------------------------------------------------ IMMUNE: Invite ------------------------------------------------------------------------------ HPM: 100 | MPM: 100 | SpM: 100 | PAM: 100 | MAM: 100 | Move: 3 | C.Ev: 10% HPC: 11 | MPC: 11 | SpC: 100 | PAC: 50 | MAC: 50 | Jump: 3 | TYPE: Special ============================================================================== 32 [Soldier] ============================================================================== A mysterious foreigner. Uses 'Limit' when his anger peaks. ------------------------------------------------------------------------------ COMMAND SET: 29 LIMIT | SPRITE: Cloud (+) ------------------------------------------------------------------------------ EQ: Sword, Hat, Ribbon, Clothes, Accessory ------------------------------------------------------------------------------ IMMUNE: Dead, Petrify, Invite ------------------------------------------------------------------------------ HPM: 125 | MPM: 116 | SpM: 100 | PAM: 123 | MAM: 120 | Move: 3 | C.Ev: 20% HPC: 11 | MPC: 10 | SpC: 100 | PAC: 42 | MAC: 46 | Jump: 3 | TYPE: Special ============================================================================== 33 [Arc Knight] ============================================================================== Holy knight who follows God's word. His 'Destroy Sword' destroys not only the enemys body but also their belongings. ------------------------------------------------------------------------------ COMMAND SET: 4B DESTROY SWORD | SPRITE: Zalbag, possessed ------------------------------------------------------------------------------ EQ: Sword, Knight Sword, Shield, Helmet, Armor, Robe, Accessory ------------------------------------------------------------------------------ IMMUNE: Invite ------------------------------------------------------------------------------ HPM: 170 | MPM: 105 | SpM: 125 | PAM: 125 | MAM: 105 | Move: 4 | C.Ev: 22% HPC: 8 | MPC: 10 | SpC: 97 | PAC: 38 | MAC: 48 | Jump: 3 | TYPE: Special ============================================================================== 34 [Holy Knight] ============================================================================== Devoted knight baptized by the church. Draws 'Holy Sword' skill from the weapon under divine protection from God. ------------------------------------------------------------------------------ COMMAND SET: 21 HOLY SWORD | SPRITE: Agrias (+) ------------------------------------------------------------------------------ EQ: Sword, Knight Sword, Shield, Helmet, Armor, Robe, Accessory ------------------------------------------------------------------------------ IMMUNE: Invite ------------------------------------------------------------------------------ HPM: 140 | MPM: 100 | SpM: 100 | PAM: 100 | MAM: 100 | Move: 3 | C.Ev: 25% HPC: 10 | MPC: 11 | SpC: 100 | PAC: 50 | MAC: 50 | Jump: 3 | TYPE: Special ============================================================================== 35 [Chemist] ============================================================================== ------------------------------------------------------------------------------ COMMAND SET: 06 ITEM | SPRITE: Female Chemist ------------------------------------------------------------------------------ EQ: Everything ------------------------------------------------------------------------------ IMMUNE: Invite ------------------------------------------------------------------------------ HPM: 75 | MPM: 75 | SpM: 100 | PAM: 75 | MAM: 80 | Move: 3 | C.Ev: 00% HPC: 12 | MPC: 16 | SpC: 100 | PAC: 75 | MAC: 50 | Jump: 3 | TYPE: Special ============================================================================== 36 [Priest] ============================================================================== ------------------------------------------------------------------------------ COMMAND SET: 0A WHITE MAGIC | SPRITE: Female Priest ------------------------------------------------------------------------------ EQ: Everything ------------------------------------------------------------------------------ IMMUNE: Invite ------------------------------------------------------------------------------ HPM: 80 | MPM: 120 | SpM: 110 | PAM: 90 | MAM: 110 | Move: 3 | C.Ev: 00% HPC: 10 | MPC: 10 | SpC: 100 | PAC: 50 | MAC: 50 | Jump: 3 | TYPE: Special ============================================================================== 37 [Wizard] ============================================================================== ------------------------------------------------------------------------------ COMMAND SET: 0B BLACK MAGIC | SPRITE: Male Wizard ------------------------------------------------------------------------------ EQ: Everything ------------------------------------------------------------------------------ IMMUNE: Invite ------------------------------------------------------------------------------ HPM: 80 | MPM: 120 | SpM: 110 | PAM: 90 | MAM: 110 | Move: 3 | C.Ev: 00% HPC: 12 | MPC: 9 | SpC: 100 | PAC: 60 | MAC: 50 | Jump: 3 | TYPE: Special ============================================================================== 38 [Oracle] ============================================================================== ------------------------------------------------------------------------------ COMMAND SET: 10 YIN-YANG MAGIC | SPRITE: Male Oracle ------------------------------------------------------------------------------ EQ: Everything ------------------------------------------------------------------------------ IMMUNE: Invite ------------------------------------------------------------------------------ HPM: 75 | MPM: 110 | SpM: 100 | PAM: 50 | MAM: 120 | Move: 3 | C.Ev: 00% HPC: 12 | MPC: 10 | SpC: 100 | PAC: 60 | MAC: 50 | Jump: 3 | TYPE: Special ============================================================================== 38 [Oracle] ============================================================================== ------------------------------------------------------------------------------ COMMAND SET: 10 YIN-YANG MAGIC | SPRITE: Male Oracle ------------------------------------------------------------------------------ EQ: Everything ------------------------------------------------------------------------------ IMMUNE: Invite ------------------------------------------------------------------------------ HPM: 75 | MPM: 110 | SpM: 100 | PAM: 50 | MAM: 120 | Move: 3 | C.Ev: 00% HPC: 12 | MPC: 10 | SpC: 100 | PAC: 60 | MAC: 50 | Jump: 3 | TYPE: Special ============================================================================== 39 - 3B : 3C [Warlock] ============================================================================== Strange monster created by the holy stone. Sends enemies to hell by wounding their bodies and spirit. ------------------------------------------------------------------------------ COMMAND SET: 67 FEAR | SPRITE: Velius ------------------------------------------------------------------------------ EQ: ------------------------------------------------------------------------------ IMMUNE: Crystal, Dead, Undead, Petrify, Invite, Confusion, Blood Suck, Treasure, Oil, Float, Reraise, Transparent, Berserk, Chicken, Frog, Poison, Regen, Stop, Faith, Innocent, Charm, Sleep, Don't Act, Death Sentence ------------------------------------------------------------------------------ INNATE: Cannot enter water, Martial Arts, Short Charge ------------------------------------------------------------------------------ HPM: 80 | MPM: 86 | SpM: 132 | PAM: 141 | MAM: 140 | Move: 5 | C.Ev: 18% HPC: 12 | MPC: 10 | SpC: 95 | PAC: 38 | MAC: 46 | Jump: 5 | TYPE: Lucavi ============================================================================== 3D [Knight] ============================================================================== Knight sent from hell. ------------------------------------------------------------------------------ COMMAND SET: 9B SWORD SKILL | SPRITE: Male Knight, undead ------------------------------------------------------------------------------ EQ: Sword, Knight Sword, Flail, Shield, Helmet, Armor, Robe, Accessory ------------------------------------------------------------------------------ IMMUNE: Invite, Darkness, Blood Suck, Reraise, Transparent, Poison, Regen, Charm, Death Sentence ------------------------------------------------------------------------------ INNATE: Auto-Undead, Monster Skill ------------------------------------------------------------------------------ HPM: 130 | MPM: 80 | SpM: 110 | PAM: 125 | MAM: 80 | Move: 3 | C.Ev: 10% HPC: 9 | MPC: 15 | SpC: 100 | PAC: 40 | MAC: 50 | Jump: 3 | TYPE: Special ============================================================================== 3E [Angel of Death] ============================================================================== Immortal messenger who rises above the earth. Deludes the enemys' with 'Fear' leading to eternal sleep. ------------------------------------------------------------------------------ COMMAND SET: 6B FEAR | SPRITE: Zalera ------------------------------------------------------------------------------ EQ: ------------------------------------------------------------------------------ IMMUNE: Crystal, Dead, Undead, Petrify, Invite, Confusion, Silence, Blood Suck, Treasure, Oil, Reraise, Transparent, Berserk, Chicken, Frog, Poison, Regen, Stop, Faith, Innocent, Charm, Sleep, Don't Move, Don't Act, Death Sentence ------------------------------------------------------------------------------ INNATE: Auto-Float, Cannot enter water, Fly, Short Charge, Monster Skill ------------------------------------------------------------------------------ HPM: 85 | MPM: 100 | SpM: 133 | PAM: 145 | MAM: 140 | Move: 5 | C.Ev: 24% HPC: 12 | MPC: 10 | SpC: 90 | PAC: 38 | MAC: 46 | Jump: 4 | TYPE: Lucavi ============================================================================== 3F [Archer] ============================================================================== Archer sent from hell. ------------------------------------------------------------------------------ COMMAND SET: 9C CHARGE | SPRITE: Male Archer, undead ------------------------------------------------------------------------------ EQ: Crossbow, Bow, Shield, Hat, Clothes, Robe, Accessory ------------------------------------------------------------------------------ IMMUNE: Invite, Darkness, Blood Suck, Reraise, Transparent, Poison, Regen, Charm, Death Sentence ------------------------------------------------------------------------------ INNATE: Auto-Undead, Auto-Float, Monster Skill ------------------------------------------------------------------------------ HPM: 110 | MPM: 65 | SpM: 105 | PAM: 115 | MAM: 80 | Move: 3 | C.Ev: 10% HPC: 10 | MPC: 16 | SpC: 100 | PAC: 45 | MAC: 50 | Jump: 3 | TYPE: Special ============================================================================== 40 [Regulator] ============================================================================== Controls the laws of this world. Controls who can and cannot live on the earth with his powers. ------------------------------------------------------------------------------ COMMAND SET: 6F FEAR | SPRITE: Hashmalum ------------------------------------------------------------------------------ EQ: ------------------------------------------------------------------------------ IMMUNE: Crystal, Dead, Undead, Petrify, Invite, Confusion, Silence, Blood Suck, Treasure, Oil, Float, Reraise, Transparent, Berserk, Chicken, Frog, Poison, Regen, Stop, Faith, Innocent, Charm, Sleep, Don't Act, Death Sentence ------------------------------------------------------------------------------ INNATE: Cannot enter water, Short Charge ------------------------------------------------------------------------------ HPM: 83 | MPM: 87 | SpM: 148 | PAM: 141 | MAM: 125 | Move: 5 | C.Ev: 12% HPC: 12 | MPC: 10 | SpC: 100 | PAC: 38 | MAC: 46 | Jump: 4 | TYPE: Lucavi ============================================================================== 41 [Holy Angel] ============================================================================== Set free by truth, which controls the universe. His deeds rise above good and evil. ------------------------------------------------------------------------------ COMMAND SET: 59 | SPRITE: Altima, first form ------------------------------------------------------------------------------ EQ: ------------------------------------------------------------------------------ IMMUNE: Crystal, Dead, Undead, Petrify, Invite, Confusion, Silence, Blood Suck, Treasure, Oil, Reraise, Transparent, Berserk, Chicken, Frog, Poison, Regen, Stop, Faith, Innocent, Charm, Sleep, Don't Move, Death Sentence ------------------------------------------------------------------------------ INNATE: Auto-Float, Martial Arts, Short Charge, Teleport 2 ------------------------------------------------------------------------------ HPM: 70 | MPM: 90 | SpM: 118 | PAM: 113 | MAM: 120 | Move: 5 | C.Ev: 11% HPC: 12 | MPC: 10 | SpC: 100 | PAC: 40 | MAC: 46 | Jump: 4 | TYPE: Lucavi ============================================================================== 42 [Wizard] ============================================================================== Black Mage sent from hell. ------------------------------------------------------------------------------ COMMAND SET: 9D BLACK MAGIC | SPRITE: Male Wizard, undead ------------------------------------------------------------------------------ EQ: Rod, Hat, Clothes, Robe, Accessory ------------------------------------------------------------------------------ IMMUNE: Invite, Darkness, Blood Suck, Reraise, Transparent, Poison, Regen, Charm, Death Sentence ------------------------------------------------------------------------------ INNATE: Auto-Undead, Auto-Float, Monster Skill ------------------------------------------------------------------------------ HPM: 100 | MPM: 120 | SpM: 105 | PAM: 60 | MAM: 150 | Move: 3 | C.Ev: 05% HPC: 11 | MPC: 9 | SpC: 100 | PAC: 60 | MAC: 50 | Jump: 3 | TYPE: Special ============================================================================== 43 [Impure King] ============================================================================== One who wants all hideous impurities. When controlled by his wickedness, becomes difficult for a human to even maintain sanity. ------------------------------------------------------------------------------ COMMAND SET: 73 FEAR | SPRITE: Queklain ------------------------------------------------------------------------------ EQ: ------------------------------------------------------------------------------ IMMUNE: Crystal, Dead, Undead, Petrify, Invite, Confusion, Silence, Blood Suck, Treasure, Oil, Float, Reraise, Transparent, Berserk, Chicken, Frog, Poison, Regen, Stop, Faith, Innocent, Charm, Sleep, Don't Act, Death Sentence ------------------------------------------------------------------------------ INNATE: Martial Arts, Short Charge ------------------------------------------------------------------------------ HPM: 50 | MPM: 90 | SpM: 130 | PAM: 144 | MAM: 130 | Move: 4 | C.Ev: 12% HPC: 12 | MPC: 10 | SpC: 100 | PAC: 42 | MAC: 46 | Jump: 4 | TYPE: Lucavi ============================================================================== 44 [Time Mage] ============================================================================== Time Mage sent from hell. ------------------------------------------------------------------------------ COMMAND SET: 9E TIME MAGIC | SPRITE: Female Time Mage, undead ------------------------------------------------------------------------------ EQ: Staff, Hat, Clothes, Robe, Accessory ------------------------------------------------------------------------------ IMMUNE: Invite, Darkness, Blood Suck, Reraise, Transparent, Poison, Regen, Charm, Death Sentence ------------------------------------------------------------------------------ INNATE: Auto-Undead, Auto-Float, Monster Skill ------------------------------------------------------------------------------ HPM: 100 | MPM: 120 | SpM: 110 | PAM: 50 | MAM: 135 | Move: 3 | C.Ev: 05% HPC: 11 | MPC: 10 | SpC: 100 | PAC: 65 | MAC: 48 | Jump: 3 | TYPE: Special ============================================================================== 45 [Ghost of Fury] ============================================================================== Emperor of another world who rules with fury. Proud of his magic power that controls absolute spells. ------------------------------------------------------------------------------ COMMAND SET: 77 FEAR | SPRITE: Adramelk ------------------------------------------------------------------------------ EQ: ------------------------------------------------------------------------------ IMMUNE: Crystal, Dead, Undead, Petrify, Invite, Confusion, Silence, Blood Suck, Treasure, Oil, Float, Reraise, Transparent, Berserk, Chicken, Frog, Poison, Regen, Stop, Faith, Innocent, Charm, Sleep, Don't Act, Death Sentence ------------------------------------------------------------------------------ INNATE: Cannot enter water, Short Charge ------------------------------------------------------------------------------ HPM: 90 | MPM: 95 | SpM: 150 | PAM: 139 | MAM: 110 | Move: 5 | C.Ev: 19% HPC: 12 | MPC: 10 | SpC: 100 | PAC: 43 | MAC: 47 | Jump: 4 | TYPE: Lucavi ============================================================================== 46 [Oracle] ============================================================================== Auger sent from hell. ------------------------------------------------------------------------------ COMMAND SET: 9F YIN-YANG MAGIC | SPRITE: Male Oracle, undead ------------------------------------------------------------------------------ EQ: Rod, Staff, Stick, Hat, Clothes, Robe, Accessory ------------------------------------------------------------------------------ IMMUNE: Invite, Darkness, Blood Suck, Reraise, Transparent, Poison, Regen, Charm, Death Sentence ------------------------------------------------------------------------------ INNATE: Auto-Undead, Auto-Float, Monster Skill ------------------------------------------------------------------------------ HPM: 90 | MPM: 110 | SpM: 110 | PAM: 50 | MAM: 120 | Move: 3 | C.Ev: 05% HPC: 11 | MPC: 10 | SpC: 100 | PAC: 60 | MAC: 45 | Jump: 3 | TYPE: Special ============================================================================== 47 [Summoner] ============================================================================== Summoner sent from hell. ------------------------------------------------------------------------------ COMMAND SET: A0 SUMMON MAGIC | SPRITE: Female Summoner, undead ------------------------------------------------------------------------------ EQ: Rod, Staff, Hat, Clothes, Robe, Accessory ------------------------------------------------------------------------------ IMMUNE: Invite, Darkness, Blood Suck, Reraise, Transparent, Poison, Regen, Charm, Death Sentence ------------------------------------------------------------------------------ INNATE: Auto-Undead, Auto-Float, Monster Skill ------------------------------------------------------------------------------ HPM: 85 | MPM: 125 | SpM: 100 | PAM: 50 | MAM: 125 | Move: 3 | C.Ev: 05% HPC: 12 | MPC: 8 | SpC: 100 | PAC: 70 | MAC: 40 | Jump: 3 | TYPE: Special ============================================================================== 48 [Holy Dragon] ============================================================================== Holy Dragon transformed from a Lancer. Defeats enemies with physical attacks using his massive body and breath. ------------------------------------------------------------------------------ COMMAND SET: 2C BREATH | SPRITE: Reis, dragon form ------------------------------------------------------------------------------ EQ: ------------------------------------------------------------------------------ IMMUNE: Invite, Blood Suck ------------------------------------------------------------------------------ INNATE: Cannot enter water ------------------------------------------------------------------------------ HPM: 130 | MPM: 115 | SpM: 132 | PAM: 147 | MAM: 110 | Move: 5 | C.Ev: 05% HPC: 6 | MPC: 30 | SpC: 90 | PAC: 39 | MAC: 6 | Jump: 3 | TYPE: Lucavi ============================================================================== 49 [Arch Angel] ============================================================================== Ultimate being, status achieved by a holy angel. Brings chaos or order and beginnings or ends to worlds. ------------------------------------------------------------------------------ COMMAND SET: 7D COMPLETE MAGIC | SPRITE: Altima, second form ------------------------------------------------------------------------------ EQ: ------------------------------------------------------------------------------ IMMUNE: Crystal, Dead, Undead, Petrify, Invite, Confusion, Silence, Blood Suck, Treasure, Oil, Reraise, Transparent, Berserk, Chicken, Frog, Poison, Regen, Stop, Faith, Innocent, Charm, Sleep, Don't Act, Death Sentence ------------------------------------------------------------------------------ INNATE: Auto-Float, Face Up, Short Charge, Teleport 2 ------------------------------------------------------------------------------ HPM: 125 | MPM: 100 | SpM: 150 | PAM: 120 | MAM: 130 | Move: 8 | C.Ev: 10% HPC: 10 | MPC: 15 | SpC: 95 | PAC: 38 | MAC: 48 | Jump: 5 | TYPE: Lucavi ============================================================================== 4A [Squire] ============================================================================== Basic job for all units. The starting point to becoming a fine warrior. ------------------------------------------------------------------------------ COMMAND SET: 05 BASIC SKILL | SPRITE: n/a ------------------------------------------------------------------------------ EQ: Knife, Sword, Axe, Flail, Hat, Clothes, Acessory ------------------------------------------------------------------------------ HPM: 100 | MPM: 75 | SpM: 100 | PAM: 90 | MAM: 80 | Move: 4 | C.Ev: 05% HPC: 11 | MPC: 15 | SpC: 100 | PAC: 60 | MAC: 50 | Jump: 3 | TYPE: Generic ============================================================================== 4B [Chemist] ============================================================================== Chemist who prescribes items to restore HP and treat abnormal status. Item throw ability ------------------------------------------------------------------------------ COMMAND SET: 06 ITEM | SPRITE: n/a ------------------------------------------------------------------------------ EQ: Knife, Gun, Hat, Clothes, Acessory ------------------------------------------------------------------------------ INNATE: Throw Item ------------------------------------------------------------------------------ HPM: 80 | MPM: 75 | SpM: 100 | PAM: 75 | MAM: 80 | Move: 3 | C.Ev: 05% HPC: 12 | MPC: 16 | SpC: 100 | PAC: 75 | MAC: 50 | Jump: 3 | TYPE: Generic ============================================================================== 4C [Knight] ============================================================================== Fine warriors, bold and brave with etiquette. Draws 'Battle Skill' with the powerful knight sword. ------------------------------------------------------------------------------ COMMAND SET: 07 BATTLE SKILL | SPRITE: n/a ------------------------------------------------------------------------------ EQ: Sword, Knight Sword, Shield, Helmet, Armor, Robe, Accessory ------------------------------------------------------------------------------ HPM: 120 | MPM: 80 | SpM: 100 | PAM: 120 | MAM: 80 | Move: 3 | C.Ev: 10% HPC: 10 | MPC: 15 | SpC: 100 | PAC: 40 | MAC: 50 | Jump: 3 | TYPE: Generic ============================================================================== 4D [Archer] ============================================================================== Useful in preemptive attacks, the Archer is best utilized in high locations to extend arrow range. ------------------------------------------------------------------------------ COMMAND SET: 08 CHARGE | SPRITE: n/a ------------------------------------------------------------------------------ EQ: Crossbow, Bow, Shield, Hat, Clothes, Accessory ------------------------------------------------------------------------------ HPM: 100 | MPM: 65 | SpM: 100 | PAM: 110 | MAM: 80 | Move: 3 | C.Ev: 10% HPC: 11 | MPC: 16 | SpC: 100 | PAC: 45 | MAC: 50 | Jump: 3 | TYPE: Generic ============================================================================== 4E [Monk] ============================================================================== Monks are warriors who train their bodies in the ways of martial arts. Their battle ability 'Punch Art' drives enemies away. ------------------------------------------------------------------------------ COMMAND SET: 09 PUNCH ART | SPRITE: n/a ------------------------------------------------------------------------------ EQ: Clothes, Acessory ------------------------------------------------------------------------------ INNATE: Martial Arts ------------------------------------------------------------------------------ HPM: 135 | MPM: 80 | SpM: 110 | PAM: 129 | MAM: 80 | Move: 3 | C.Ev: 20% HPC: 9 | MPC: 13 | SpC: 100 | PAC: 48 | MAC: 50 | Jump: 4 | TYPE: Generic ============================================================================== 4F [Priest] ============================================================================== The Priest controls holy magic by borrowing soul power. Often uses recuperative and support magic, 'White Magic'. ------------------------------------------------------------------------------ COMMAND SET: 0A WHITE MAGIC | SPRITE: n/a ------------------------------------------------------------------------------ EQ: Staff, Clothes, Robe, Accessory ------------------------------------------------------------------------------ HPM: 80 | MPM: 120 | SpM: 110 | PAM: 90 | MAM: 110 | Move: 3 | C.Ev: 05% HPC: 10 | MPC: 10 | SpC: 100 | PAC: 50 | MAC: 50 | Jump: 3 | TYPE: Generic ============================================================================== 50 [Wizard] ============================================================================== The Wizard controls the elements which make up this world. Often uses attack magic, 'Black Magic'. ------------------------------------------------------------------------------ COMMAND SET: 0B BLACK MAGIC | SPRITE: n/a ------------------------------------------------------------------------------ EQ: Rod, Hat, Clothes, Robe, Accessory ------------------------------------------------------------------------------ HPM: 75 | MPM: 120 | SpM: 100 | PAM: 60 | MAM: 150 | Move: 3 | C.Ev: 05% HPC: 12 | MPC: 9 | SpC: 100 | PAC: 60 | MAC: 50 | Jump: 3 | TYPE: Generic ============================================================================== 51 [Time Mage] ============================================================================== The Time Mage controls time and space. This sorcerer toys with the laws of the universe. ------------------------------------------------------------------------------ COMMAND SET: 0C TIME MAGIC | SPRITE: n/a ------------------------------------------------------------------------------ EQ: Staff, Hat, Clothes, Robe, Accessory ------------------------------------------------------------------------------ HPM: 75 | MPM: 120 | SpM: 100 | PAM: 50 | MAM: 130 | Move: 3 | C.Ev: 05% HPC: 12 | MPC: 10 | SpC: 100 | PAC: 65 | MAC: 50 | Jump: 3 | TYPE: Generic ============================================================================== 52 [Summoner] ============================================================================== Warrior calls illusionary monsters, spirits of the highest rank. Uses 'Summon Magic', a special contract with the spirits. ------------------------------------------------------------------------------ COMMAND SET: 0D SUMMON MAGIC | SPRITE: n/a ------------------------------------------------------------------------------ EQ: Rod, Staff, Hat, Clothes, Robe, Accessory ------------------------------------------------------------------------------ HPM: 70 | MPM: 125 | SpM: 90 | PAM: 50 | MAM: 125 | Move: 3 | C.Ev: 05% HPC: 13 | MPC: 8 | SpC: 100 | PAC: 70 | MAC: 50 | Jump: 3 | TYPE: Generic ============================================================================== 53 [Thief] ============================================================================== Warriors who can steal anything from anyone. Their skill and boldness are legendary. ------------------------------------------------------------------------------ COMMAND SET: 0E STEAL | SPRITE: n/a ------------------------------------------------------------------------------ EQ: Knife, Hat, Clothes, Accessory ------------------------------------------------------------------------------ HPM: 90 | MPM: 50 | SpM: 110 | PAM: 100 | MAM: 60 | Move: 4 | C.Ev: 25% HPC: 11 | MPC: 16 | SpC: 90 | PAC: 50 | MAC: 50 | Jump: 4 | TYPE: Generic ============================================================================== 54 [Mediator] ============================================================================== Warrior who battles by talking to the enemy. Uses clever 'Talk Skill'. Monster Lang. ability. ------------------------------------------------------------------------------ COMMAND SET: 0F TALK SKILL | SPRITE: n/a ------------------------------------------------------------------------------ EQ: Knife, Gun, Hat, Clothes, Robe, Accessory ------------------------------------------------------------------------------ INNATE: Monster Talk ------------------------------------------------------------------------------ HPM: 80 | MPM: 70 | SpM: 100 | PAM: 75 | MAM: 75 | Move: 3 | C.Ev: 05% HPC: 11 | MPC: 18 | SpC: 100 | PAC: 55 | MAC: 50 | Jump: 3 | TYPE: Generic ============================================================================== 55 [Oracle] ============================================================================== The Oracle has control over the elements of life itself, through the manipulation of Yin and Yang. ------------------------------------------------------------------------------ COMMAND SET: 10 YIN-YANG MAGIC | SPRITE: n/a ------------------------------------------------------------------------------ EQ: Rod, Staff, Dictionary, Stick, Hat, Clothes, Robe, Accessory ------------------------------------------------------------------------------ HPM: 75 | MPM: 110 | SpM: 100 | PAM: 50 | MAM: 120 | Move: 3 | C.Ev: 05% HPC: 12 | MPC: 10 | SpC: 100 | PAC: 60 | MAC: 50 | Jump: 3 | TYPE: Generic ============================================================================== 56 [Geomancer] ============================================================================== Warrior who knows of good and bad luck, from the earth. Uses 'Elemental', which brings mysterious geographical powers. ------------------------------------------------------------------------------ COMMAND SET: 11 ELEMENTAL | SPRITE: n/a ------------------------------------------------------------------------------ EQ: Sword, Axe, Shield, Hat, Robe, Clothes, Accessory ------------------------------------------------------------------------------ HPM: 110 | MPM: 95 | SpM: 100 | PAM: 110 | MAM: 105 | Move: 4 | C.Ev: 10% HPC: 10 | MPC: 11 | SpC: 100 | PAC: 45 | MAC: 50 | Jump: 3 | TYPE: Generic ============================================================================== 57 [Lancer] ============================================================================== Warrior 'Jump' high and attack enemies despite heavy arms and weapons. An expert with spears. ------------------------------------------------------------------------------ COMMAND SET: 12 JUMP | SPRITE: n/a ------------------------------------------------------------------------------ EQ: Spear, Shield, Helmet, Armor, Robe, Accessory ------------------------------------------------------------------------------ HPM: 120 | MPM: 50 | SpM: 100 | PAM: 120 | MAM: 50 | Move: 3 | C.Ev: 15% HPC: 10 | MPC: 15 | SpC: 100 | PAC: 40 | MAC: 50 | Jump: 4 | TYPE: Generic ============================================================================== 58 [Samurai] ============================================================================== Foreign warrior who strengthens the soul by improving swordsmanship. Uses skills that 'Draw Out' the spirit of the sword. ------------------------------------------------------------------------------ COMMAND SET: 13 DRAW OUT | SPRITE: n/a ------------------------------------------------------------------------------ EQ: Katana, Helmet, Armor, Robe, Accessory ------------------------------------------------------------------------------ HPM: 75 | MPM: 75 | SpM: 100 | PAM: 128 | MAM: 90 | Move: 3 | C.Ev: 20% HPC: 12 | MPC: 14 | SpC: 100 | PAC: 45 | MAC: 50 | Jump: 3 | TYPE: Generic ============================================================================== 59 [Ninja] ============================================================================== Combatant who hides as a means of battle. Can 'Throw' weapons at distant enemies. 2-sword ability ------------------------------------------------------------------------------ COMMAND SET: 14 THROW | SPRITE: n/a ------------------------------------------------------------------------------ EQ: Knife, Ninja Sword, Flail, Hat, Clothes, Accessory ------------------------------------------------------------------------------ INNATE: Two Swords ------------------------------------------------------------------------------ HPM: 70 | MPM: 50 | SpM: 120 | PAM: 120 | MAM: 75 | Move: 4 | C.Ev: 30% HPC: 12 | MPC: 13 | SpC: 80 | PAC: 43 | MAC: 50 | Jump: 4 | TYPE: Generic ============================================================================== 5A [Calculator] ============================================================================== Scholarly warrior create phenomenon through math. Uses 'Math Skill' to drive away the target. ------------------------------------------------------------------------------ COMMAND SET: 15 MATH SKILL | SPRITE: n/a ------------------------------------------------------------------------------ EQ: Dictionary, Stick, Hat, Clothes, Robe, Accessory ------------------------------------------------------------------------------ HPM: 65 | MPM: 80 | SpM: 50 | PAM: 50 | MAM: 70 | Move: 3 | C.Ev: 05% HPC: 14 | MPC: 10 | SpC: 100 | PAC: 70 | MAC: 50 | Jump: 3 | TYPE: Generic ============================================================================== 5B [Bard] ============================================================================== Warrior who uses his voice as a weapon. Can 'Sing' songs that protect allies. ------------------------------------------------------------------------------ COMMAND SET: 16 SING | SPRITE: n/a ------------------------------------------------------------------------------ EQ: Harp, Hat, Clothes, Accessory ------------------------------------------------------------------------------ HPM: 55 | MPM: 50 | SpM: 100 | PAM: 30 | MAM: 115 | Move: 3 | C.Ev: 05% HPC: 20 | MPC: 20 | SpC: 100 | PAC: 80 | MAC: 50 | Jump: 3 | TYPE: Generic ============================================================================== 5C [Dancer] ============================================================================== Warrior who dances in battle dressed in charming costumes. Can 'Dance' and disturb enemies. ------------------------------------------------------------------------------ COMMAND SET: 17 DANCE | SPRITE: n/a ------------------------------------------------------------------------------ EQ: Knife, Fabric, Hat, Clothes, Accessory ------------------------------------------------------------------------------ HPM: 60 | MPM: 50 | SpM: 100 | PAM: 110 | MAM: 95 | Move: 3 | C.Ev: 05% HPC: 20 | MPC: 20 | SpC: 100 | PAC: 50 | MAC: 50 | Jump: 3 | TYPE: Generic ============================================================================== 5D [Mime] ============================================================================== Warrior who can 'Mimic' others. When an ally takes action, he mimics it. ------------------------------------------------------------------------------ COMMAND SET: 18 MIMIC | SPRITE: n/a ------------------------------------------------------------------------------ EQ: | Cannot use secondary, reaction, support, or move abilities. ------------------------------------------------------------------------------ INNATE: Concentrate, Martial Arts, Monster Skill ------------------------------------------------------------------------------ HPM: 140 | MPM: 50 | SpM: 120 | PAM: 120 | MAM: 115 | Move: 4 | C.Ev: 05% HPC: 6 | MPC: 30 | SpC: 100 | PAC: 35 | MAC: 40 | Jump: 4 | TYPE: Generic ============================================================================== 5E [Chocobo] ============================================================================== Enormous bird. Cannot fly since its wings have degenerated. Bred for transportation due to its high running power. ------------------------------------------------------------------------------ ACT: B0 = Choco Attack, Choco Cure, , (Choco Esuna) ------------------------------------------------------------------------------ IMMUNE: Blood Suck ------------------------------------------------------------------------------ INNATE: Walk on Water, Counter ------------------------------------------------------------------------------ HPM: 108 | MPM: 100 | SpM: 119 | PAM: 97 | MAM: 94 | Move: 6 | C.Ev: 15% HPC: 8 | MPC: 30 | SpC: 75 | PAC: 34 | MAC: 7 | Jump: 5 | TYPE: Monster ============================================================================== 5F [Black Chocobo] ============================================================================== Enormous bird. Cannot fly since its wings have degenerated. Bred for transportation due to its high running power. The only Chocobo that can fly. ------------------------------------------------------------------------------ ACT: B1 = Choco Attack, Choco Ball, Choco Esuna, (Choco Meteor) ------------------------------------------------------------------------------ IMMUNE: Blood Suck ------------------------------------------------------------------------------ INNATE: Walk on Water, Fly, Counter ------------------------------------------------------------------------------ HPM: 80 | MPM: 150 | SpM: 98 | PAM: 150 | MAM: 105 | Move: 6 | C.Ev: 25% HPC: 7 | MPC: 30 | SpC: 85 | PAC: 39 | MAC: 7 | Jump: 5 | TYPE: Monster ============================================================================== 60 [Red Chocobo] ============================================================================== Enormous bird. Cannot fly since its wings have degenerated. Bred for transportation due to its high running power. ------------------------------------------------------------------------------ ACT: B2 = Choco Attack, Choco Ball, Choco Meteor, (Choco Cure) ------------------------------------------------------------------------------ IMMUNE: Blood Suck ------------------------------------------------------------------------------ INNATE: Walk on Water, Ignore Height, Counter ------------------------------------------------------------------------------ HPM: 91 | MPM: 90 | SpM: 136 | PAM: 130 | MAM: 99 | Move: 6 | C.Ev: 10% HPC: 4 | MPC: 30 | SpC: 85 | PAC: 39 | MAC: 7 | Jump: 5 | TYPE: Monster ============================================================================== 61 [Goblin] : Goblin type 1 ============================================================================== Small demon with big ears and an upturned nose. Small body but quite strong. ------------------------------------------------------------------------------ ACT: B3 = Tackle, Eye Gouge, , (Goblin Punch) ------------------------------------------------------------------------------ IMMUNE: Blood Suck ------------------------------------------------------------------------------ INNATE: Counter, Ice Weakness ------------------------------------------------------------------------------ HPM: 117 | MPM: 40 | SpM: 105 | PAM: 98 | MAM: 85 | Move: 3 | C.Ev: 18% HPC: 7 | MPC: 30 | SpC: 85 | PAC: 39 | MAC: 7 | Jump: 3 | TYPE: Monster ============================================================================== 62 [Black Goblin] : Goblin type 2 ============================================================================== Small demon with big ears and an upturned nose. Small body but quite strong. ------------------------------------------------------------------------------ ACT: B4 = Tackle, Turn Punch, , (Goblin Punch) ------------------------------------------------------------------------------ IMMUNE: Blood Suck ------------------------------------------------------------------------------ INNATE: Counter, Ice Weakness ------------------------------------------------------------------------------ HPM: 86 | MPM: 35 | SpM: 114 | PAM: 103 | MAM: 87 | Move: 3 | C.Ev: 19% HPC: 6 | MPC: 30 | SpC: 85 | PAC: 39 | MAC: 7 | Jump: 3 | TYPE: Monster ============================================================================== 63 [Gobbledeguck] : Goblin type 3 ============================================================================== Small demon with big ears and an upturned nose. Small body but quite strong. ------------------------------------------------------------------------------ ACT: B5 = Tackle, Eye Gouge, Goblin Punch, (Mutilate) ------------------------------------------------------------------------------ IMMUNE: Blood Suck ------------------------------------------------------------------------------ INNATE: Counter, Ice Weakness ------------------------------------------------------------------------------ HPM: 98 | MPM: 75 | SpM: 128 | PAM: 115 | MAM: 92 | Move: 3 | C.Ev: 20% HPC: 6 | MPC: 30 | SpC: 85 | PAC: 39 | MAC: 7 | Jump: 3 | TYPE: Monster ============================================================================== 64 [Bomb] : Bomb type 1 ============================================================================== Monster covered with fire. Its body fluid is highly flammable like oil. ------------------------------------------------------------------------------ ACT: B6 = Bite, Self Destruct, , (Small Bomb 114) ------------------------------------------------------------------------------ IMMUNE: Blood Suck, Oil, Float, Earth ------------------------------------------------------------------------------ INNATE: Cannot enter water, Float, Counter, Absorb Fire, Half Ice, Water Weakness ------------------------------------------------------------------------------ HPM: 85 | MPM: 20 | SpM: 104 | PAM: 100 | MAM: 93 | Move: 3 | C.Ev: 10% HPC: 7 | MPC: 30 | SpC: 90 | PAC: 39 | MAC: 7 | Jump: 3 | TYPE: Monster ============================================================================== 65 [Grenade] : Bomb type 2 ============================================================================== Monster covered with fire. Its body fluid is highly flammable like oil. ------------------------------------------------------------------------------ ACT: B7 = Bite, Small Bomb 0E1, Self Destruct, (Flame Attack) ------------------------------------------------------------------------------ IMMUNE: Blood Suck, Oil, Float, Earth ------------------------------------------------------------------------------ INNATE: Cannot enter water, Float, Counter, Absorb Fire, Half Ice, Water Weakness ------------------------------------------------------------------------------ HPM: 87 | MPM: 30 | SpM: 115 | PAM: 85 | MAM: 94 | Move: 3 | C.Ev: 11% HPC: 7 | MPC: 30 | SpC: 90 | PAC: 39 | MAC: 7 | Jump: 3 | TYPE: Monster ============================================================================== 66 [Explosive] : Bomb type 3 ============================================================================== Monster covered with fire. Its body fluid is highly flammable like oil. ------------------------------------------------------------------------------ ACT: B8 = Bite, Spark, Self Destruct, (Small Bomb 0E2) ------------------------------------------------------------------------------ IMMUNE: Blood Suck, Oil, Float, Earth ------------------------------------------------------------------------------ INNATE: Cannot enter water, Float, Counter, Absorb Fire, Half Ice, Water Weakness ------------------------------------------------------------------------------ HPM: 124 | MPM: 40 | SpM: 100 | PAM: 116 | MAM: 96 | Move: 3 | C.Ev: 12% HPC: 7 | MPC: 30 | SpC: 90 | PAC: 39 | MAC: 7 | Jump: 3 | TYPE: Monster ============================================================================== 67 [Red Panther] : Coeurl type 1 ============================================================================== 4 legged creature who attacks with sharp fangs and quick moves. Causes abnormal status with its venom. ------------------------------------------------------------------------------ ACT: B9 = Scratch, Poison Nail, , (Cat Kick) ------------------------------------------------------------------------------ IMMUNE: Blood Suck ------------------------------------------------------------------------------ INNATE: Cannot enter water, Ignore Height, Counter, Earth Weakness ------------------------------------------------------------------------------ HPM: 116 | MPM: 50 | SpM: 116 | PAM: 98 | MAM: 91 | Move: 4 | C.Ev: 23% HPC: 6 | MPC: 30 | SpC: 85 | PAC: 39 | MAC: 7 | Jump: 4 | TYPE: Monster ============================================================================== 68 [Cuar] : Coeurl type 2 ============================================================================== 4 legged creature who attacks with sharp fangs and quick moves. Causes abnormal status with its venom. ------------------------------------------------------------------------------ ACT: BA = Scratch, Cat Kick, Poison Nail, (Blaster) ------------------------------------------------------------------------------ IMMUNE: Blood Suck ------------------------------------------------------------------------------ INNATE: Cannot enter water, Ignore Height, Counter, Earth Weakness ------------------------------------------------------------------------------ HPM: 91 | MPM: 60 | SpM: 129 | PAM: 116 | MAM: 105 | Move: 4 | C.Ev: 26% HPC: 6 | MPC: 30 | SpC: 85 | PAC: 39 | MAC: 7 | Jump: 4 | TYPE: Monster ============================================================================== 69 [Vampire] : Coeurl type 3 ============================================================================== 4 legged creature who attacks with sharp fangs and quick moves. Causes abnormal status with its venom. ------------------------------------------------------------------------------ ACT: BB = Scratch, Cat Kick, Blaster, (Blood Suck 11C) ------------------------------------------------------------------------------ IMMUNE: Blood Suck ------------------------------------------------------------------------------ INNATE: Cannot enter water, Ignore Height, Counter, Earth Weakness ------------------------------------------------------------------------------ HPM: 99 | MPM: 70 | SpM: 134 | PAM: 132 | MAM: 85 | Move: 4 | C.Ev: 24% HPC: 6 | MPC: 30 | SpC: 85 | PAC: 39 | MAC: 7 | Jump: 4 | TYPE: Monster ============================================================================== 6A [Pisco Demon] : Mindflayer type 1 ============================================================================== Slimy mollusk-like monster with human exterior appearing quite intelligent, but no skeleton. ------------------------------------------------------------------------------ ACT: BC = Tentacle, , , (Black Ink) ------------------------------------------------------------------------------ IMMUNE: Blood Suck ------------------------------------------------------------------------------ INNATE: Move Underwater, Counter, Absorb Water, Lightning Weakness ------------------------------------------------------------------------------ HPM: 108 | MPM: 120 | SpM: 111 | PAM: 90 | MAM: 96 | Move: 3 | C.Ev: 08% HPC: 7 | MPC: 30 | SpC: 85 | PAC: 39 | MAC: 7 | Jump: 3 | TYPE: Monster ============================================================================== 6B [Squidlarkin] : Mindflayer type 2 ============================================================================== Slimy mollusk-like monster with human exterior appearing quite intelligent, but no skeleton. ------------------------------------------------------------------------------ ACT: BD = Tentacle, Black Ink, Odd Soundwave, (Mind Blast) ------------------------------------------------------------------------------ IMMUNE: Blood Suck ------------------------------------------------------------------------------ INNATE: Move Underwater, Counter, Absorb Water, Lightning Weakness ------------------------------------------------------------------------------ HPM: 115 | MPM: 115 | SpM: 101 | PAM: 101 | MAM: 96 | Move: 3 | C.Ev: 09% HPC: 7 | MPC: 30 | SpC: 85 | PAC: 39 | MAC: 7 | Jump: 3 | TYPE: Monster ============================================================================== 6C [Mindflare] : Mindflayer type 3 ============================================================================== Slimy mollusk-like monster with human exterior appearing quite intelligent, but no skeleton. ------------------------------------------------------------------------------ ACT: BE = Tentacle, Black Ink, Mind Blast, (Level Blast) ------------------------------------------------------------------------------ IMMUNE: Blood Suck ------------------------------------------------------------------------------ INNATE: Move Underwater, Counter, Absorb Water, Lightning Weakness ------------------------------------------------------------------------------ HPM: 92 | MPM: 160 | SpM: 112 | PAM: 127 | MAM: 92 | Move: 3 | C.Ev: 10% HPC: 7 | MPC: 30 | SpC: 85 | PAC: 39 | MAC: 7 | Jump: 3 | TYPE: Monster ============================================================================== 6D [Skeleton] : Skeleton type 1 ============================================================================== Undead warrior in skeletal form. Recovers periodically even when HP hits 0. ------------------------------------------------------------------------------ ACT: BF = Knife Hand, Thunder Soul, , (Aqua Soul) ------------------------------------------------------------------------------ IMMUNE: Blood Suck, Reraise, Poison, Regen ------------------------------------------------------------------------------ INNATE: Counter, Auto-Undead, Absorb Dark, Fire Weakness, Holy Weakness ------------------------------------------------------------------------------ HPM: 115 | MPM: 50 | SpM: 120 | PAM: 108 | MAM: 85 | Move: 3 | C.Ev: 11% HPC: 5 | MPC: 30 | SpC: 85 | PAC: 39 | MAC: 7 | Jump: 4 | TYPE: Monster ============================================================================== 6E [Bone Snatch] : Skeleton type 2 ============================================================================== Undead warrior in skeletal form. Recovers periodically even when HP hits 0. ------------------------------------------------------------------------------ ACT: C0 = Knife Hand, Aqua Soul, , (Ice Soul) ------------------------------------------------------------------------------ IMMUNE: Blood Suck, Reraise, Poison, Regen ------------------------------------------------------------------------------ INNATE: Counter, Auto-Undead, Absorb Dark, Fire Weakness, Holy Weakness ------------------------------------------------------------------------------ HPM: 90 | MPM: 40 | SpM: 106 | PAM: 123 | MAM: 87 | Move: 3 | C.Ev: 12% HPC: 5 | MPC: 30 | SpC: 85 | PAC: 39 | MAC: 7 | Jump: 4 | TYPE: Monster ============================================================================== 6F [Living Bone] : Skeleton type 3 ============================================================================== Undead warrior in skeletal form. Recovers periodically even when HP hits 0. ------------------------------------------------------------------------------ ACT: C1 = Knife Hand, Ice Soul, , (Wind Soul) ------------------------------------------------------------------------------ IMMUNE: Blood Suck, Reraise, Poison, Regen ------------------------------------------------------------------------------ INNATE: Counter, Auto-Undead, Absorb Dark, Fire Weakness, Holy Weakness ------------------------------------------------------------------------------ HPM: 101 | MPM: 30 | SpM: 102 | PAM: 125 | MAM: 88 | Move: 3 | C.Ev: 13% HPC: 5 | MPC: 30 | SpC: 85 | PAC: 39 | MAC: 7 | Jump: 4 | TYPE: Monster ============================================================================== 70 [Ghoul] : Ghost type 1 ============================================================================== Floating ghost that never dies. Possesses enemies with its touch causing abnormal status. ------------------------------------------------------------------------------ ACT: C2 = Throw Spirit, Sleep Touch, , (Grease Touch) ------------------------------------------------------------------------------ IMMUNE: Blood Suck, Float, Reraise, Poison, Regen ------------------------------------------------------------------------------ INNATE: Cannot enter water, Float, Counter, Teleport, Auto-Undead, Absorb Dark, Fire Weakness, Holy Weakness ------------------------------------------------------------------------------ HPM: 83 | MPM: 124 | SpM: 103 | PAM: 90 | MAM: 105 | Move: 4 | C.Ev: 26% HPC: 7 | MPC: 30 | SpC: 85 | PAC: 39 | MAC: 7 | Jump: 4 | TYPE: Monster ============================================================================== 71 [Gust] : Ghost type 2 ============================================================================== Floating ghost that never dies. Possesses enemies with its touch causing abnormal status. ------------------------------------------------------------------------------ ACT: C3 = Throw Spirit, Grease Touch, , (Drain Touch) ------------------------------------------------------------------------------ IMMUNE: Blood Suck, Float, Reraise, Poison, Regen ------------------------------------------------------------------------------ INNATE: Cannot enter water, Float, Counter, Teleport, Auto-Undead, Absorb Dark, Fire Weakness, Holy Weakness ------------------------------------------------------------------------------ HPM: 82 | MPM: 96 | SpM: 110 | PAM: 93 | MAM: 106 | Move: 4 | C.Ev: 27% HPC: 7 | MPC: 30 | SpC: 85 | PAC: 39 | MAC: 7 | Jump: 4 | TYPE: Monster ============================================================================== 72 [Revnant] : Ghost type 3 ============================================================================== Floating ghost that never dies. Possesses enemies with its touch causing abnormal status. ------------------------------------------------------------------------------ ACT: C4 = Throw Spirit, Drain Touch, , (Zombie Touch) ------------------------------------------------------------------------------ IMMUNE: Blood Suck, Float, Reraise, Poison, Regen ------------------------------------------------------------------------------ INNATE: Cannot enter water, Float, Counter, Teleport, Auto-Undead, Absorb Dark, Fire Weakness, Holy Weakness ------------------------------------------------------------------------------ HPM: 93 | MPM: 64 | SpM: 121 | PAM: 97 | MAM: 110 | Move: 5 | C.Ev: 28% HPC: 7 | MPC: 30 | SpC: 85 | PAC: 39 | MAC: 7 | Jump: 4 | TYPE: Monster ============================================================================== 73 [Flotiball] : Ahriman type 1 ============================================================================== Huge cycloptic monster that attacks with strange eye power. ------------------------------------------------------------------------------ ACT: C5 = Wing Attack, , , (Look of Fright) ------------------------------------------------------------------------------ IMMUNE: Blood Suck ------------------------------------------------------------------------------ INNATE: Cannot enter water, Fly, Counter, Half Wind, Ice Weakness ------------------------------------------------------------------------------ HPM: 80 | MPM: 80 | SpM: 104 | PAM: 90 | MAM: 89 | Move: 5 | C.Ev: 12% HPC: 6 | MPC: 30 | SpC: 85 | PAC: 40 | MAC: 7 | Jump: 5 | TYPE: Monster ============================================================================== 74 [Ahriman] : Ahriman type 2 ============================================================================== Huge cycloptic monster that attacks with strange eye power. ------------------------------------------------------------------------------ ACT: C6 = Wing Attack, Look of Devil, Look of Fright, (Death Sentence) ------------------------------------------------------------------------------ IMMUNE: Blood Suck ------------------------------------------------------------------------------ INNATE: Cannot enter water, Fly, Counter, Half Wind, Ice Weakness ------------------------------------------------------------------------------ HPM: 75 | MPM: 95 | SpM: 95 | PAM: 140 | MAM: 95 | Move: 5 | C.Ev: 13% HPC: 6 | MPC: 30 | SpC: 85 | PAC: 40 | MAC: 7 | Jump: 5 | TYPE: Monster ============================================================================== 75 [Plague] : Ahriman type 3 ============================================================================== Huge cycloptic monster that attacks with strange eye power. ------------------------------------------------------------------------------ ACT: C7 = Wing Attack, Look of Devil, Death Sentence, (Circle) ------------------------------------------------------------------------------ IMMUNE: Blood Suck ------------------------------------------------------------------------------ INNATE: Cannot enter water, Fly, Counter, Half Wind, Ice Weakness ------------------------------------------------------------------------------ HPM: 77 | MPM: 140 | SpM: 108 | PAM: 126 | MAM: 120 | Move: 5 | C.Ev: 11% HPC: 6 | MPC: 30 | SpC: 85 | PAC: 40 | MAC: 7 | Jump: 5 | TYPE: Monster ============================================================================== 76 [Juravis] : Cockatrice type 1 ============================================================================== Bird monster with sharp beak and huge wings. Flying ability is quite high, but it usually walks. ------------------------------------------------------------------------------ ACT: C8 = Scratch Up, , , (Feather Bomb) ------------------------------------------------------------------------------ IMMUNE: Blood Suck ------------------------------------------------------------------------------ INNATE: Cannot enter water, Fly, Counter, Half Wind, Earth Weakness ------------------------------------------------------------------------------ HPM: 90 | MPM: 40 | SpM: 113 | PAM: 105 | MAM: 85 | Move: 6 | C.Ev: 30% HPC: 7 | MPC: 30 | SpC: 85 | PAC: 39 | MAC: 7 | Jump: 6 | TYPE: Monster ============================================================================== 77 [Steel Hawk] : Cockatrice type 2 ============================================================================== Bird monster with sharp beak and huge wings. Flying ability is quite high, but it usually walks. ------------------------------------------------------------------------------ ACT: C9 = Scratch Up, Shine Lover, , (Beak) ------------------------------------------------------------------------------ IMMUNE: Blood Suck ------------------------------------------------------------------------------ INNATE: Cannot enter water, Fly, Counter, Half Wind, Earth Weakness ------------------------------------------------------------------------------ HPM: 85 | MPM: 60 | SpM: 131 | PAM: 108 | MAM: 90 | Move: 6 | C.Ev: 28% HPC: 7 | MPC: 30 | SpC: 85 | PAC: 39 | MAC: 7 | Jump: 6 | TYPE: Monster ============================================================================== 78 [Cocatoris] : Cockatrice type 3 ============================================================================== Bird monster with sharp beak and huge wings. Flying ability is quite high, but it usually walks. ------------------------------------------------------------------------------ ACT: CA = Scratch Up, Beak, Feather Bomb, (Beaking) ------------------------------------------------------------------------------ IMMUNE: Blood Suck ------------------------------------------------------------------------------ INNATE: Cannot enter water, Fly, Counter, Half Wind, Earth Weakness ------------------------------------------------------------------------------ HPM: 101 | MPM: 10 | SpM: 135 | PAM: 152 | MAM: 100 | Move: 6 | C.Ev: 33% HPC: 7 | MPC: 30 | SpC: 85 | PAC: 39 | MAC: 7 | Jump: 6 | TYPE: Monster ============================================================================== 79 [Uribo] : Uribo type 1 ============================================================================== Monster that looks like a cute boar. But, it walks on two legs. ------------------------------------------------------------------------------ ACT: CB = Straight Dash, , , (Oink) ------------------------------------------------------------------------------ IMMUNE: Blood Suck ------------------------------------------------------------------------------ INNATE: Cannot enter water, Counter ------------------------------------------------------------------------------ HPM: 69 | MPM: 1 | SpM: 140 | PAM: 70 | MAM: 110 | Move: 3 | C.Ev: 42% HPC: 9 | MPC: 30 | SpC: 85 | PAC: 39 | MAC: 7 | Jump: 3 | TYPE: Monster ============================================================================== 7A [Porky] : Uribo type 2 ============================================================================== Monster that looks like a cute boar. But, it walks on two legs. ------------------------------------------------------------------------------ ACT: CC = Straight Dash, Pooh-, , (Nose Bracelet) ------------------------------------------------------------------------------ IMMUNE: Blood Suck ------------------------------------------------------------------------------ INNATE: Cannot enter water, Counter ------------------------------------------------------------------------------ HPM: 83 | MPM: 1 | SpM: 139 | PAM: 80 | MAM: 110 | Move: 3 | C.Ev: 36% HPC: 9 | MPC: 30 | SpC: 85 | PAC: 39 | MAC: 7 | Jump: 3 | TYPE: Monster ============================================================================== 7B [Wildbow] : Uribo type 3 ============================================================================== Monster that looks like a cute boar. But, it walks on two legs. ------------------------------------------------------------------------------ ACT: CD = Straight Dash, Nose Bracelet, , (Please Eat) ------------------------------------------------------------------------------ IMMUNE: Blood Suck ------------------------------------------------------------------------------ INNATE: Cannot enter water, Counter ------------------------------------------------------------------------------ HPM: 77 | MPM: 1 | SpM: 138 | PAM: 160 | MAM: 110 | Move: 3 | C.Ev: 39% HPC: 9 | MPC: 30 | SpC: 85 | PAC: 39 | MAC: 7 | Jump: 3 | TYPE: Monster ============================================================================== 7C [Woodman] : Dryad type 1 ============================================================================== Tree with a mind from spiritual powers dwelling in plants. Spirits of the leaves have great powers. ------------------------------------------------------------------------------ ACT: CE = Leaf Dance, , , (Protect Spirit) ------------------------------------------------------------------------------ IMMUNE: Blood Suck, Float ------------------------------------------------------------------------------ INNATE: Cannot enter water, Counter, Absorb Earth, Fire Weakness ------------------------------------------------------------------------------ HPM: 150 | MPM: 160 | SpM: 99 | PAM: 102 | MAM: 100 | Move: 3 | C.Ev: 00% HPC: 7 | MPC: 30 | SpC: 90 | PAC: 39 | MAC: 7 | Jump: 3 | TYPE: Monster ============================================================================== 7D [Trent] : Dryad type 2 ============================================================================== Tree with a mind from spiritual powers dwelling in plants. Spirits of the leaves have great powers. ------------------------------------------------------------------------------ ACT: CF = Leaf Dance, Spirit of Life, , (Clam Spirit) ------------------------------------------------------------------------------ IMMUNE: Blood Suck, Float ------------------------------------------------------------------------------ INNATE: Cannot enter water, Counter, Absorb Earth, Fire Weakness ------------------------------------------------------------------------------ HPM: 130 | MPM: 180 | SpM: 96 | PAM: 89 | MAM: 95 | Move: 3 | C.Ev: 00% HPC: 7 | MPC: 30 | SpC: 90 | PAC: 39 | MAC: 7 | Jump: 3 | TYPE: Monster ============================================================================== 7E [Taiju] : Dryad type 3 ============================================================================== Tree with a mind from spiritual powers dwelling in plants. Spirits of the leaves have great powers. ------------------------------------------------------------------------------ ACT: D0 = Leaf Dance, Protect Spirit, Clam Spirit, (Magic Spirit) ------------------------------------------------------------------------------ IMMUNE: Blood Suck, Float ------------------------------------------------------------------------------ INNATE: Cannot enter water, Counter, Absorb Earth, Fire Weakness ------------------------------------------------------------------------------ HPM: 175 | MPM: 150 | SpM: 94 | PAM: 97 | MAM: 99 | Move: 3 | C.Ev: 00% HPC: 7 | MPC: 30 | SpC: 90 | PAC: 39 | MAC: 7 | Jump: 3 | TYPE: Monster ============================================================================== 7F [Bull Demon] : Minotaur type 1 ============================================================================== Monster with a bull's head and a human body. It draws powerful attacks. ------------------------------------------------------------------------------ ACT: D1 = Shake Off, , , (Gather Power) ------------------------------------------------------------------------------ IMMUNE: Blood Suck, Float ------------------------------------------------------------------------------ INNATE: Cannot enter water, Counter, Water Weakness ------------------------------------------------------------------------------ HPM: 135 | MPM: 5 | SpM: 107 | PAM: 120 | MAM: 100 | Move: 3 | C.Ev: 11% HPC: 6 | MPC: 30 | SpC: 85 | PAC: 39 | MAC: 7 | Jump: 3 | TYPE: Monster ============================================================================== 80 [Minitaurus] : Minotaur type 2 ============================================================================== Monster with a bull's head and a human body. It draws powerful attacks. ------------------------------------------------------------------------------ ACT: D2 = Shake Off, Wave Around, , (Blow Fire) ------------------------------------------------------------------------------ IMMUNE: Blood Suck, Float ------------------------------------------------------------------------------ INNATE: Cannot enter water, Counter, Water Weakness ------------------------------------------------------------------------------ HPM: 160 | MPM: 8 | SpM: 108 | PAM: 152 | MAM: 100 | Move: 4 | C.Ev: 15% HPC: 6 | MPC: 30 | SpC: 85 | PAC: 39 | MAC: 7 | Jump: 3 | TYPE: Monster ============================================================================== 81 [Sacred] : Minotaur type 3 ============================================================================== Monster with a bull's head and a human body. It draws powerful attacks. ------------------------------------------------------------------------------ ACT: D3 = Shake Off, Mimic Titan, Gather Power, (Blow Fire) ------------------------------------------------------------------------------ IMMUNE: Blood Suck, Float ------------------------------------------------------------------------------ INNATE: Cannot enter water, Counter, Water Weakness ------------------------------------------------------------------------------ HPM: 151 | MPM: 10 | SpM: 122 | PAM: 173 | MAM: 100 | Move: 3 | C.Ev: 12% HPC: 6 | MPC: 30 | SpC: 85 | PAC: 39 | MAC: 7 | Jump: 3 | TYPE: Monster ============================================================================== 82 [Morbol] : Marlboro type 1 ============================================================================== Monster that eats anything with a huge mouth. Its sticky body liquid emits a foul smell. ------------------------------------------------------------------------------ ACT: D4 = Tentacle, Lick, , (Bad Bracelet) ------------------------------------------------------------------------------ IMMUNE: Blood Suck, Float ------------------------------------------------------------------------------ INNATE: Move in Water, Counter, Ice Weakness ------------------------------------------------------------------------------ HPM: 175 | MPM: 15 | SpM: 97 | PAM: 105 | MAM: 99 | Move: 3 | C.Ev: 00% HPC: 8 | MPC: 30 | SpC: 90 | PAC: 38 | MAC: 30 | Jump: 3 | TYPE: Monster ============================================================================== 83 [Ochu] : Marlboro type 2 ============================================================================== Monster that eats anything with a huge mouth. Its sticky body liquid emits a foul smell. ------------------------------------------------------------------------------ ACT: D5 = Tentacle, Goo, , (Lick) ------------------------------------------------------------------------------ IMMUNE: Blood Suck, Float ------------------------------------------------------------------------------ INNATE: Move in Water, Counter, Ice Weakness ------------------------------------------------------------------------------ HPM: 145 | MPM: 15 | SpM: 95 | PAM: 110 | MAM: 110 | Move: 3 | C.Ev: 00% HPC: 8 | MPC: 30 | SpC: 90 | PAC: 39 | MAC: 27 | Jump: 3 | TYPE: Monster ============================================================================== 84 [Great Morbol] : Marlboro type 3 ============================================================================== Monster that eats anything with a huge mouth. Its sticky body liquid emits a foul smell. ------------------------------------------------------------------------------ ACT: D6 = Tentacle, Bad Bracelet, , (Moldball Virus) ------------------------------------------------------------------------------ IMMUNE: Blood Suck, Float ------------------------------------------------------------------------------ INNATE: Move in Water, Counter, Ice Weakness ------------------------------------------------------------------------------ HPM: 181 | MPM: 10 | SpM: 93 | PAM: 98 | MAM: 95 | Move: 3 | C.Ev: 00% HPC: 8 | MPC: 30 | SpC: 88 | PAC: 39 | MAC: 24 | Jump: 3 | TYPE: Monster ============================================================================== 85 [Behemoth] : Behemoth type 1 ============================================================================== Ferocious hoofed monster with large horns, a brilliant mane, a thick tail, and a strong body. ------------------------------------------------------------------------------ ACT: D7 = Stab Up, Sudden Cry, , (Giga Flare) ------------------------------------------------------------------------------ IMMUNE: Blood Suck, Float ------------------------------------------------------------------------------ INNATE: Cannot enter water, Counter ------------------------------------------------------------------------------ HPM: 140 | MPM: 120 | SpM: 117 | PAM: 134 | MAM: 105 | Move: 4 | C.Ev: 13% HPC: 5 | MPC: 30 | SpC: 85 | PAC: 36 | MAC: 7 | Jump: 3 | TYPE: Monster ============================================================================== 86 [King Behemoth] : Behemoth type 2 ============================================================================== Ferocious hoofed monster with large horns, a brilliant mane, a thick tail, and a strong body. ------------------------------------------------------------------------------ ACT: D8 = Stab Up, Sudden Cry, , (Hurricane) ------------------------------------------------------------------------------ IMMUNE: Blood Suck, Float ------------------------------------------------------------------------------ INNATE: Cannot enter water, Counter ------------------------------------------------------------------------------ HPM: 150 | MPM: 140 | SpM: 123 | PAM: 149 | MAM: 100 | Move: 4 | C.Ev: 13% HPC: 5 | MPC: 30 | SpC: 85 | PAC: 35 | MAC: 7 | Jump: 3 | TYPE: Monster ============================================================================== 87 [Dark Behemoth] : Behemoth type 3 ============================================================================== Ferocious hoofed monster with large horns, a brilliant mane, a thick tail, and a strong body. ------------------------------------------------------------------------------ ACT: D9 = Stab Up, Sudden Cry, , (Ulmaguest) ------------------------------------------------------------------------------ IMMUNE: Blood Suck, Float ------------------------------------------------------------------------------ INNATE: Cannot enter water, Counter ------------------------------------------------------------------------------ HPM: 161 | MPM: 160 | SpM: 125 | PAM: 200 | MAM: 95 | Move: 4 | C.Ev: 18% HPC: 5 | MPC: 30 | SpC: 85 | PAC: 34 | MAC: 6 | Jump: 3 | TYPE: Monster ============================================================================== 88 [Dragon] : Dragon type 1 ============================================================================== Huge monster with a scaly body. It has wings but can't fly. Ferocious but not intelligent. ------------------------------------------------------------------------------ ACT: DA = Dash, , , (Tail Swing) ------------------------------------------------------------------------------ IMMUNE: Blood Suck, Float ------------------------------------------------------------------------------ INNATE: Cannot enter water, Counter ------------------------------------------------------------------------------ HPM: 133 | MPM: 75 | SpM: 118 | PAM: 136 | MAM: 100 | Move: 5 | C.Ev: 05% HPC: 6 | MPC: 30 | SpC: 85 | PAC: 39 | MAC: 7 | Jump: 3 | TYPE: Monster ============================================================================== 89 [Blue Dragon] : Dragon type 2 ============================================================================== Huge monster with a scaly body. It has wings but can't fly. Ferocious but not intelligent. ------------------------------------------------------------------------------ ACT: DB = Dash, Ice Bracelet, , (Thnder Brcelet) ------------------------------------------------------------------------------ IMMUNE: Blood Suck, Float ------------------------------------------------------------------------------ INNATE: Cannot enter water, Counter, Absorb Ice, Fire Weakness ------------------------------------------------------------------------------ HPM: 135 | MPM: 110 | SpM: 124 | PAM: 130 | MAM: 105 | Move: 5 | C.Ev: 09% HPC: 6 | MPC: 30 | SpC: 85 | PAC: 39 | MAC: 7 | Jump: 3 | TYPE: Monster ============================================================================== 8A [Red Dragon] : Dragon type 3 ============================================================================== Huge monster with a scaly body. It has wings but can't fly. Ferocious but not intelligent. ------------------------------------------------------------------------------ ACT: DC = Dash, Thnder Brcelet, , (Fire Bracelet) ------------------------------------------------------------------------------ IMMUNE: Blood Suck, Float ------------------------------------------------------------------------------ INNATE: Cannot enter water, Counter, Absorb Fire, Ice Weakness ------------------------------------------------------------------------------ HPM: 157 | MPM: 115 | SpM: 132 | PAM: 147 | MAM: 100 | Move: 5 | C.Ev: 08% HPC: 6 | MPC: 30 | SpC: 85 | PAC: 39 | MAC: 6 | Jump: 3 | TYPE: Monster ============================================================================== 8B [Hyudra] : Hydra type 1 ============================================================================== 3 headed monster. Can fly despite its massive body. The 3 heads have the same mind. ------------------------------------------------------------------------------ ACT: DD = Triple Attack, , , (Triple Brcelet) ------------------------------------------------------------------------------ IMMUNE: Blood Suck, Float ------------------------------------------------------------------------------ INNATE: Cannot enter water, Fly, Counter, Ice Weakness, Wind Weakness ------------------------------------------------------------------------------ HPM: 80 | MPM: 50 | SpM: 126 | PAM: 133 | MAM: 100 | Move: 4 | C.Ev: 00% HPC: 3 | MPC: 30 | SpC: 85 | PAC: 39 | MAC: 34 | Jump: 4 | TYPE: Monster ============================================================================== 8C [Hydra] : Hydra type 2 ============================================================================== 3 headed monster. Can fly despite its massive body. The 3 heads have the same mind. ------------------------------------------------------------------------------ ACT: DE = Triple Attack, Triple Flame, , (Triple Thunder) ------------------------------------------------------------------------------ IMMUNE: Blood Suck, Float ------------------------------------------------------------------------------ INNATE: Cannot enter water, Fly, Counter, Ice Weakness, Wind Weakness ------------------------------------------------------------------------------ HPM: 100 | MPM: 160 | SpM: 133 | PAM: 151 | MAM: 100 | Move: 4 | C.Ev: 00% HPC: 3 | MPC: 30 | SpC: 85 | PAC: 39 | MAC: 31 | Jump: 4 | TYPE: Monster ============================================================================== 8D [Tiamat] : Hydra type 3 ============================================================================== 3 headed monster. Can fly despite its massive body. The 3 heads have the same mind. ------------------------------------------------------------------------------ ACT: DD = Triple Brcelet, Triple Thunder, Triple Flame, (Dark Whisper) ------------------------------------------------------------------------------ IMMUNE: Blood Suck, Float ------------------------------------------------------------------------------ INNATE: Cannot enter water, Fly, Counter, Ice Weakness, Wind Weakness ------------------------------------------------------------------------------ HPM: 112 | MPM: 90 | SpM: 137 | PAM: 175 | MAM: 120 | Move: 4 | C.Ev: 00% HPC: 3 | MPC: 30 | SpC: 85 | PAC: 35 | MAC: 29 | Jump: 4 | TYPE: Monster ============================================================================== 90 [Byblos] ============================================================================== Monster with sharp nails and huge horns. Stands on two legs with a long, slender tail. ------------------------------------------------------------------------------ COMMAND SET: AA BYBLOS | SPRITE: Byblos (+) ------------------------------------------------------------------------------ IMMUNE: Invite, Blood Suck ------------------------------------------------------------------------------ INNATE: Cannot enter water, Ignore Height, Secret Hunt, Counter, Fire Weakness ------------------------------------------------------------------------------ HPM: 130 | MPM: 110 | SpM: 104 | PAM: 100 | MAM: 100 | Move: 3 | C.Ev: 33% HPC: 6 | MPC: 7 | SpC: 75 | PAC: 40 | MAC: 35 | Jump: 6 | TYPE: Demon ============================================================================== 91 [Steel Giant] ============================================================================== A taciturn general operation robot from a lost civilization. Follows commands dutifully. ------------------------------------------------------------------------------ COMMAND SET: AB WORK | SPRITE: Worker 8 (+) ------------------------------------------------------------------------------ IMMUNE: Dead, Undead, Petrify, Invite, Darkness, Silence, Blood Suck, Oil, Float, Reraise, Transparent, Berserk, Chicken, Frog, Poison, Regen, Protect, Shell, Haste, Slow, Stop, Faith, Charm, Sleep, Don't Move, Don't Act, Reflect, Death Sentence, Fire, Ice, Wind, Earth, Holy, Dark ------------------------------------------------------------------------------ INNATE: Cannot enter water, Any Weather, Any Ground, Counter, Auto-Innocent, Lightning Weakness ------------------------------------------------------------------------------ HPM: 115 | MPM: 0 | SpM: 105 | PAM: 140 | MAM: 0 | Move: 3 | C.Ev: 00% HPC: 4 | MPC: 100 | SpC: 80 | PAC: 30 | MAC: 100 | Jump: 3 | TYPE: Demon ============================================================================== 96 [Apanda] ============================================================================== Monster with sharp nails and huge horns. Stands on two legs with a long, slender tail. ------------------------------------------------------------------------------ COMMAND SET: AC BIO | SPRITE: Apanda (+) ------------------------------------------------------------------------------ IMMUNE: Invite, Blood Suck, Float ------------------------------------------------------------------------------ INNATE: Cannot enter water, Ignore Height, Short Charge, Counter, Fire Weakness ------------------------------------------------------------------------------ HPM: 140 | MPM: 120 | SpM: 105 | PAM: 100 | MAM: 100 | Move: 4 | C.Ev: 10% HPC: 6 | MPC: 7 | SpC: 98 | PAC: 36 | MAC: 35 | Jump: 3 | TYPE: Demon ============================================================================== 97 [Serpentarius] ============================================================================== Legendary demon who governs the serpent planet drifting in the sky. Tries to drain the world by spitting a flame of evil. ------------------------------------------------------------------------------ COMMAND SET: AD DARK CLOUD | SPRITE: Elidibs (+) ------------------------------------------------------------------------------ IMMUNE: Crystal, Dead, Undead, Petrify, Invite, Confusion, Silence, Blood Suck, Treasure, Float, Reraise, Transparent, Berserk, Chicken, Poison, Regen, Charm, Sleep, Don't Move, Don't Act, Death Sentence, Ice ------------------------------------------------------------------------------ INNATE: Cannot enter water, Short Charge, Counter ------------------------------------------------------------------------------ HPM: 100 | MPM: 150 | SpM: 90 | PAM: 50 | MAM: 125 | Move: 4 | C.Ev: 03% HPC: 10 | MPC: 8 | SpC: 100 | PAC: 70 | MAC: 50 | Jump: 3 | TYPE: Demon ============================================================================== 99 [Archaic Demon] ============================================================================== Ancient devil that lived before God's time. Destroys everything with its 'Darkness magic'. ------------------------------------------------------------------------------ COMMAND SET: AE DARK MAGIC | SPRITE: Archaic Demon (+) ------------------------------------------------------------------------------ IMMUNE: Invite, Blood Suck, Float, Transparent, Holy ------------------------------------------------------------------------------ INNATE: Cannot enter water, Short Charge, Counter ------------------------------------------------------------------------------ HPM: 140 | MPM: 200 | SpM: 110 | PAM: 130 | MAM: 145 | Move: 4 | C.Ev: 05% HPC: 8 | MPC: 9 | SpC: 100 | PAC: 39 | MAC: 45 | Jump: 3 | TYPE: Demon ============================================================================== 9A [Ultima Demon] ============================================================================== Monster who's crowned with Altima's name. Destroys everything with the ultimate 'Night Magic'. ------------------------------------------------------------------------------ COMMAND SET: AF NIGHT MAGIC | SPRITE: Ultima Demon (+) ------------------------------------------------------------------------------ IMMUNE: Invite, Blood Suck, Float, Transparent, Holy ------------------------------------------------------------------------------ INNATE: Cannot enter water, Martial Arts, Short Charge, Counter ------------------------------------------------------------------------------ HPM: 155 | MPM: 180 | SpM: 105 | PAM: 135 | MAM: 128 | Move: 5 | C.Ev: 10% HPC: 9 | MPC: 8 | SpC: 100 | PAC: 39 | MAC: 43 | Jump: 2 | TYPE: Demon ============================================================================== A P P E N D I X _____. JNNNNNN (NNNNNNNN (NNNNFNNNNL .NNNNN (NNNN) NNNNN 4NNNN. JNNNN` NNNNN (NNNN) `NNNNN (NNNNN_______JNNNNL .NNNNNNNNNNNNNNNNNNN) NNNNNNNNNNNNNNNNNNNNN. JNNNN` NNNNN (NNNN) `NNNNN """"" `""""` G A M E F L O W CREDITS ****************************************************** > Aaditya Rangan developed many of the ideas presented in this section. ****************************************************** _______________________________________________________________________________ [A.1] action and reaction ========================================================================= Before considering FFT's gameflow, it is important to understand the three following terms: - A SLOW ACTION is any attack which requires a charging time between the time it is selected and the time when it is actually executed. Each slow action has an associated value known as 'ctr' (clockticks till resolution) which specifies this duration in clockticks. Slow actions can only resolve during SR phases. - A FAST ACTION is any attack which is resolved immediately upon selection. Fast actions resolve during CR phases; slow actions can never resolve in a CR phase. - A REACTION is any counterattack or ability immediately executed by the target of a just-resolved slow action, fast action, or act of mimicry. Reaction abilities cannot be reacted to or mimed. The nature of the reaction is determined by a unit's reaction ability. An altered version of Newton's third law governs reaction abilities in FFT: every action has a _chance_ to generate a reaction; however, as mentioned above, reactions do not count as actions themselves. Simple, huh? Now, for the good stuff... _______________________________________________________________________________ [A.2] basic gameflow ========================================================================= * NOTE: The theories in this section were originally devised by Aaditya Rangan -- I've just revised them, working out some of the kinks. THE UNIT-LIST ------------- At the beginning of each battle, enemy and ally characters are assigned numbers in a unit-list, as follows. (1) Each enemy (red) formation comes with pre-selected enemy index numbers. These units are numbered first in the unit-list, starting at 01. (2) The numbers of the player (blue) units are determined by the player's placement of the units on the map before battle, in this order: ________________ /_L_/_K_/_J_/_I_/ /_H_/_G_/_F_/_E_/ /_D_/_C_/_B_/_A_/ (the actual perspective seen in the game is this drawing rotated roughly 30 degrees clockwise) The three 'rows' are ABCD, EFGH, and IJKL. Sometimes a map will have more rows than this, but you should be able to deduce the pattern for any map from this drawing. Squares are alphabetized (well, not really, but it makes it easier to visualize) in rows, the foremost row being considered first and the rearmost being considered last. Letter 'A' is assigned to the rightmost square in the foremost row. Blue units are then numbered sequentially on the unit-list, starting from 17, based on the squares they are standing on in alphabetical order. In the case of multiple units with CT >= 100, the one with the lowest number on the unit-list gets to go first. Since each unit has a unique number, this resolves all ties. PHASES OF BATTLE ---------------- Once the unit-list is formed, gameflow proceeds as follows: Status Check S+ phase SR phase, if required C+ phase CR phase, if required This applies to ordinary battle situations -- i.e., no miming, critical quicking, counter-magic quick loops or the like. See sections A.3 and A.4 for that type of stuff. :) STATUS CHECK PHASE ------------------ One 'clocktick' is defined as the duration of time between two consecutive status check phases. During the status check phase, each active time-dependent status effect has its clocktick countdown decreased by 1. The unit-list is checked in order, and all status effects whose clocktick countdowns have reached zero are removed. The initial clocktick countdown values of timed status effects are listed here: LENGTH OF STATUS COUNTDOWN -------------- ------------- Charm ........ 32 clockticks NOTE: when compared to the Don't Act .... 24 clockticks values in previous versions Don't Move ... 24 clockticks of the guide, these durations Faith ........ 32 clockticks are 1 clocktick longer, because Haste ........ 32 clockticks the status is now considered Innocent ..... 32 clockticks to expire, for instance, at Poison ....... 36 clockticks the beginning of the 32nd Protect ...... 32 clockticks clocktick instead of at the Reflect ...... 32 clockticks end of the 31st. Regen ........ 36 clockticks Shell ........ 32 clockticks Slow ......... 24 clockticks Sleep ........ 60 clockticks Stop ......... 20 clockticks S+ PHASE: SLOW-ACTION CHARGING ------------------------------ During this phase, every eligible slow-action has its CTR decremented by 1 (see below). Every slow-action has some initial CTR (this is the number given as 'CTR' in section 3.3) that counts down during the S+ phase. If two slow-actions reach zero at the same time, the slow-action spawned by the character with the lower number on the unit-list is resolved first. Initial CTR values are listed for all slow-action in Parts 2 and 3 of this guide. Here is another reference table comparing initial CTR values for CHARGE, JUMP, and slow actions that are given a 'Speed' designation by the game: ACTION INITIAL CTR ------ ----------- Charge +1 ............ 4 Charge +2 ............ 5 Charge +3 ............ 6 Charge +4 ............ 8 Charge +5 ........... 10 Charge +7 ........... 14 Charge +10........... 20 Charge +20........... 35 JUMP ................ [50 / (jumper's speed)] 5 SP actions ........ 20 7 SP actions ........ 15 10 SP actions ....... 10 12 SP actions ....... 9 13 SP actions ....... 8 15 SP actions ....... 7 17 SP actions ....... 6 20 SP actions ....... 5 25 SP actions ....... 4 34 SP actions ....... 3 50 SP actions ....... 2 'SP' refers to the Speed stat that is listed for the attack in the game. Notice that SP will only take on the values 5, 7, 10, 12, 13, 15, 17, 20, 25, 34, and 50. This is because it doesn't really exist per se: rather, it's just an encoded form of the intitial value of CTR: SP = RU{100 / CTR}. All slow-actions, EXCEPT THOSE ON THE LIST THAT FOLLOWS, have their initial ctr affected by Short Charge: short_CTR = RU{initial_CTR / 2}. List of actions not affected by Short Charge: - JUMP command - CHARGE commands - SING commands - DANCE commands Slow-actions whose CTRs are altered by Short Charge can also be made into fast-actions by the Non-charge ability. In that case, they are treated *as* fast-actions and not as slow-actions. All active CTR countdowns are decremented by 1 in the S+ phase, but nothing else can happen. Character's don't gain CT, nobody gets any turns, and spells don't go off. At the end of S+ phase, if any CTR countdown has reached zero, the game will flow into SR phase. Otherwise, it will skip directly to C+ phase. SR PHASE: SLOW-ACTION RESOLUTION -------------------------------- During this phase, slow-actions can resolve. Any pending slow-action whose CTR countdowns has reached zero AND whose caster is healthy is executed. Slow-actions that aren't fully charged are simply ignored. If no slow-action countdowns have reached zero this clocktick, the SR phase does not occur. Slow-actions whose CTRs have reached zero can be resolved in the following ways: - If the caster does not have enough MP to pay for the attack, a 'No MP' message will be displayed and the slow-action will be aborted. - If the caster is Silenced and this an attack that is stopped by Silence, then a 'Silenced' message will be displayed and the slow- action will be aborted. - If there are no units in the effect area of the attack, the slow- action will not graphically resolve (except for random-targeted attacks). - Otherwise, the attack will graphically resolve. When a slow-action resolves, each target, in unit-list order, is given a chance to react (i.e., activate his or her reaction ability). Units don't increment CT during this phase. Slow actions don't charge up during this phase. No characters can take any turns during this phase (with the exception of quick-turns, of course). C+ PHASE: CT CHARGING --------------------- During this phase, units charge up their CT. Each unit adds to his or her CT appropriately: CT increment = (unit's Speed) Even if a unit's CT exceeds 100, the extra CT _will_ be stored (though not displayed on the CT bar). No slow-actions charge up in this phase, and no slow actions are resolved. No units get any turns. If at least one unit has CT >= 100 at the end of C+ phase, the game will flow into CR phase. Otherwise, it will flow directly into the next Status Check phase and the clocktick will be over. CR PHASE: ACTIVE TURN RESOLUTION -------------------------------- During this phase, units can take their standard (non-quick) turns. That is, units get their 'natural' ATs during this phase. During a unit's turn, he or she can execute a fast-action or can start charging a slow-action. If multiple units have CT >= 100, the order is determined by the enumeration in the unit-list; characters with lower numbers go first. Note that the absolute value of CT is not used to break ties; all units with CT >= 100 are considered in unit-list order, regardless of what their specific CT values are. If no units have CT >= 100 on this clocktick, CR phase does not occur. When a fast action resolves, each target, in unit-list order, is given a chance to react. Reaction abilities are NOT considered fast actions; they are 'faster than fast'. Once a unit takes a turn, his CT is decreased as follows: If unit moved and acted --> new_CT = min{60, CT - 100} If unit moved but did not act --> new_CT = min{60, CT - 80} If unit acted but did not move --> new_CT = min{60, CT - 80} If unit neither moved nor acted --> new_CT = min{60, CT - 60} Note that if you have 'Don't Move' or 'Don't Act', for CT purposes the game always considers that you have already moved or acted: i.e., a 'Don't Move' unit that waits or a 'Don't Act' unit that doesn't move will still have his CT reduced by 80. If a unit has both 'Don't Move' and 'Don't Act', his CT will always be reduced by 100. After the CR phase has concluded, all eligible units have taken their turns and all fast-actions have been resolved and reacted to, the clocktick is over and the game returns to the Status Check phase to begin the next clocktick. _______________________________________________________________________________ [A.3] the mime cycle ========================================================================= Whenever a fast-action or slow-action resolves and there are eligible Mimes on the same team as its caster, a mime cycle ensues. During the mime cycle, each Mime in battle will have a chance to mimic the last action that was taken (call this the last_action). ONE last_action is stored in the game's memory, along with who performed that last_action. Reaction abilities are NOT written into the last_action. If the Mime in question is not on the same team as the person who performed the last_action, the last_action is NOT mimicked (this prevents mimicking enemy actions). Note that mimicked actions do NOT count as fast actions; they, like reaction abilities, are 'faster than fast'. Upon mimicking an action, the Mime's target(s) get a chance to react to the mimicry in order determined by the unit-list. Then the next Mime on the unit-list mimics. This goes on until no more eligible Mimes remain. See section 2.8 for more details on Mimes. _______________________________________________________________________________ [A.4] the quick and the dead ========================================================================= When a target is given the 'Quick' status, his CT is set to 100 (or sometimes 154 for Critical Quick in response to a mimed spell -- probably a glitch) and he or she receives a 'quick-flag'. This quick-flag indicates that the unit is in line to receive a quick-turn. A quick-turn is distinguished from an active turn (AT) in that it can occur during ANY phase of battle, not just the CR. [The game will still display the 'AT' icon over a unit during a quick-turn, I'm making a distinction between 'quick turn' and 'active turn' (that is, non-quick turn) to make discussion easier.] What creates the difficulty are our friends, the Mimes, which can mimic the Quick spell and hand out quick-flags during the mime cycle! And to boot, Quick can be Counter Magicked, which means a mimed Quick can be thrown back at the mime in the middle of the mime cycle, creating a really nasty gameflow mess. Quick-flags can either be handed out (1) during an SR phase, (2) during a CR phase, or (3) during a quick-turn. Here are the different scenarios possible: DURING AN SR PHASE: - Quick spell or Last Song resolves and gives out quick-flags - Quick spell is Counter Magicked, giving a quick-flag to the original caster of Quick - A slow-action causes Critical Quick to trigger on one or more units, giving out quick-flags - A mimed Quick spell or Last Song resolves - A mimed Quick spell is Counter Magicked - A mimed slow-action causes Critical Quick to trigger DURING A CR PHASE OR QUICK-TURN: - A unit casts Dragon LevelUp or Non-charge (NC) Quick spell during his or her AT, giving a quick-flag to the target - NC Quick is Counter Magicked, giving a quick-flag to the original caster of NC Quick - A fast-action causes Critical Quick to trigger on one or more units, giving out quick-flags - A mimed NC Quick spell resolves - A mimed NC Quick spell is Counter Magicked - A mimed fast-action causes Critical Quick to trigger The basic rule that allows you to resolve miming/quick-turn dilemmas is this: ------------------------------------------------------------- | During an SR PHASE, ONE quick-turn can happen between the | | original action and the mime cycle. During a CR PHASE or | | QUICK-TURN, NO quick-turns can happen in between the | | original action and the mime cycle. | ------------------------------------------------------------- Here are the details for SR phase: 1. First slow-action resolves, potentially handing out quick-flags. [1-R] REACTIONS: Each target of (1) gets a chance to react. These reactions can hand out quick-flags (Counter Magic or Critical Quick). [1-QT0] QUICK-TURN ZERO: All the units that received quick-flags in (1) and (1-R) are considered. The unit with the lowest number on the unit-list receives a quick-turn. If this unit performs a fast-action, information on the last_action is rewritten, including who performed it. This means that if a fast-action performed during (1-QT0) differs from action (1), the mime cycle will be altered such that the action from (1-QT0) is mimed and action (1) is not. If the unit with the quick-turn starts charging a slow-action during (1-QT0), action (1) will still be mimicked during the mime cycle. Additionally, if a non-mimeable fast-action is performed during (1-QT0), or if the unit fast-acting during 1-QT0 is not on the same team as the caster of (1), the mime cycle will be aborted. (However, any Mimes on the team of the fast-acting unit will mimic that unit's action during 1-M.) Any quick-flags handed out during (1-QT0) do not produce quick-turns until after the mime cycle. ===================================================================== ASIDE: SELF-QUICKING DURING QUICK-TURNS --------------------------------------------------------------------- Okay, so what happens if I use my quick-turn to add a quick-flag to myself with NC Quick? The answer is: it depends on whether you move or act first! Apparently, quick-flags are removed during quick-turns after a unit moves or waits, NOT after a unit acts. So let's envision two scenarios: (a) MOVE FIRST. You have a quick-flag (call this QF+) and are taking your quick-turn. You move, and the quick-flag is removed (now you're QF-). You cast NC Quick on yourself. Now you're QF+, and since you've already moved, you won't lose your QF! So assuming you're the lowest-numbered unit on the unit-list with a quick-flag, you'll get another quick-turn immediately after this one! (b) ACT FIRST. You're QF+, but now you choose to Act first. You cast NC Quick on yourself, which just means you're still QF+ (quick-flags don't stack: you either have one or you don't). Now when you move or wait, you'll become QF- and your turn will end, so you'll LOSE the QF you just gave yourself and you won't get another quick-turn! ===================================================================== [1-M] MIME CYCLE: After quick-turn zero comes the mime cycle. Each Mime on the same team as the caster of (1) attempts to mimic (1), unless a different fast-action was taken during (1-QT0) by a member of the same team, in which case that fast-action is mimicked. If a non-mimeable fast action was taken during (1-QT0), (1-M) is aborted. If the caster of a fast-action in (1-QT0) is on a different team from the caster of (1), then Mimes on the team that cast (1) will not get a chance to mimic, but Mimes on the team that cast the action during (1-QT0) will get a chance to mimic. Quick-flags can be handed out during the mime cycle by Quick spells, Counter Magic, Last Song, or Critical Quick. NO QUICK-TURNS CAN HAPPEN DURING THE MIME CYCLE -- the mime cycle runs to its completion, and then any remaining quick turns are resolved afterward. The order of mimicry is determined by the Mimes' numbers on the unit-list: lowest numbers go first. [1-QT1] FIRST STANDARD QUICK-TURN: After the mime cycle is done, all units with quick-flags will receive their quick-turns in unit-list order. It doesn't matter whether the unit received its quick-flag during the mime cycle or before the mime cycle -- the only determinant of quick-turn order is the unit-list. Fast-actions taken during standard quick-turns can hand out quick-flags, cause reactions, and have their own mime cycles. Because no slow-actions can resolve during this subphase, all quick-flags handed out by fast-actions are deferred until after the mime sub-cycle. [QT1-M] FIRST MIME SUB-CYCLE: If a mimeable fast-action was taken during (1-QT1), it is mimicked by all eligible Mimes on the team of the unit who performed the fast-action, in unit-list order. If any quick-flags are given out during the mime sub-cycle, they are 'put on the pile' with all the rest of the pending quick-flags and resolve in subsequent standard quick-turns. [1-QT2] SECOND STANDARD QUICK-TURN: Units with quick-flags are considered, and the one with the lowest number on the unit-list gets a quick-turn. Again, it doesn't matter WHEN the quick-flags were added -- a unit that received a flag during QT1-M will go before a unit that received a flag way back during 1-R if he is numbered lower on the unit-list. [QT2-M] The second quick-turn will also span a mime cycle, and so on until all quick-flags have been exhausted. . . \ . >- More standard quick-turns are executed until all quick-flags . / are exhausted. . 2. Second slow-action resolves ... [2-R] \ [2-QT0] \ [2-M], > ... and the cycle repeats... [2-QT1] / [etc.] / ... until all slow-actions have resolved, and . Now during CR phases: The chief difference between resolution of quick-turns during SR and CR phases is that ther is no QT0 during CR phases -- all quick-turns are deferred until after the mime cycle is complete. 1. First active turn occurs. A unit can hand out quick-flags through the fast-actions NC Quick or Dragon LevelUp. [1-R] REACTIONS to the fast-action taken in (1) can also hand out quick-flags via Counter Magic or Critical Quick. In contrast to SR phases, all quick-flags handed out by (1) or during (1-R) are deferred until after... [1-M] MIME CYCLE: works just as it did during SR phase. Continues all the way through, and all quick-flags handed out are deferred until it is finished. [1-QT1] FIRST QUICK-TURN: All units with quick-flags are considered, and the unit with the lowest number on the unit-list gets a quick-turn, no matter whether the flag was handed out by (1), during (1-R) or during (1-M). Additional quick-flags can be handed out during (1-QT1). [QT1-M] MIME SUB-CYCLES can also happen during CR phase, and they can hand out quick-flags. [1-QT2] As before, quick-turn order is determined only by unit-list order, even for units that just received a quick-flag during (1-QT1) or (QT1-M). . . Quick-turns continue until all flags are exhausted... . 2. Second active (non-quick) turn occurs, and the cycle continues until The above guidelines should cover any twisted scenario you can try to come up with involving Quick and Mimes. A P P E N D I X ___________________ NNNNNNNNNNNNNNNNNNNNN. NNNNNNNNNNNNNNNNNNNNNN. NNNN) `NNNN) NNNN) NNNN) NNNN) _NNNNN` NNNNNNNNNNNNNNNNNNNNN` NNNNNNNNNNNNNNNNNNNNNN. NNNN) "NNNNN NNNN) (NNNN NNNN) JNNNN NNNNNNNNNNNNNNNNNNNNNNF NNNNNNNNNNNNNNNNNNNNNF """""""""""""""""""` W E A P O N S , A R M O R , & A C C E S S O R I E S This is a list of all the weapons, armor, and accessories in the game. Here's a guide to the information you'll find: NAME: name of the item ##: the game's internal reference number (in hex) for the item (useful for GameShark codes and the like) WP: weapon power (for weapons) Ev: weapon evasion (for weapons) HP+: amount of HP this item will add when equipped (for armor) MP+: amount of MP this item will add when equipped (for armor) PRICE: price to buy the item in a standard shop, in gil. some items can only be bought from Fur Shops, in which case they'll be half of this cost. some items can't be bought at all (many of these have prices of 10 gil) E.LV: random enemies will start using the item at this level. this means - randomly generated units will be able to equip it at this level and above - enemy units with THROW will be able to THROW it at this level and above - enemy units with DRAW OUT/SWORD SPIRIT will be able to use the corresponding DRAW OUT at this level and above if this number is enclosed in parentheses, this means that random enemies cannot equip the item. for instance, Defender has "(92)" here. this means that you'll never see a random enemy with a Defender equipped, although enemy Ninjas with 'Knight Sword' learned will be able to THROW it starting at level 92. non-random enemies (e.g., Meliadoul, Dycedarg) also may equip this type of item. TERMS USED IN ITEM DESCRIPTIONS ------------------------------- "Add:" means that an ATTACK with the weapon will add the listed status effects to the target if it connects. This will only happen a certain amount of the time (usually 25%). "Auto-" before the name of a status effect means that this piece of equipment automatically gives its wearer this status, and the status cannot be removed unless the equipment is removed. If the equipment is removed, broken, or stolen, auto-status will immediately be removed. "Block:" means that the unit equipped with this item is protected from the listed status effects and/or elements. In the case of status effects, any attempt to add the status effect will be reduced to a 00% success rate. In the case of elements, any attack that causes damage carrying the listed elements will have a 00% success rate. "Initial-" before the name of a status effect means that the wearer of this piece of equipment will start each battle with that status effect. The effect will not be added if you use 'Equip Change' to equip the item mid-battle, and it will not be removed if the item is removed, stolen, or broken (unless something else that happens in the course of removing, stealing, or breaking the item would have normally caused the status effect to disappear). "M:" means that an ATTACK with the weapon will randomly cast the spell listed after normal attack damage is dealt. This seems to happen 20-25% of the time. 'YES Two Swords' means that one of this type of weapon may be held in each hand using the 'Two Swords' support ability. 'YES Two Hands' means that equipping the 'Two Hands' support ability will allow you to grip this type of weapon in both hands, doubling damage. 'Both hands only' means that the weapon can only be held in both hands, and that 'Two Hands' has no effect on the weapon's damage. _______________________________________________________________________________ [B.1] weapons ========================================================================= DAGGERS: [(PA + Sp) / 2] * WP Range 1v2 (from below) / 1v3 (from above) YES Two Swords NO Two Hands ------------------------------------------------------------------------------ ## NAME WP Ev PRICE E.LV EFFECTS -- -------------- -- -- ----- ---- -------------------------------------- 01 Dagger 3 0 100 1 02 Mythril Knife 4 5 500 3 03 Blind Knife 4 5 800 7 Add: Darkness (25%) 04 Mage Masher 4 5 1500 11 Add: Silence (25%) 05 Platina Dagger 5 10 1800 14 06 Main Gauche 6 40 3000 21 07 Orichalcum 7 5 4000 25 08 Assassin Dagger 7 5 5000 29 Add: Death Sentence (25%) 09 Air Knife 10 5 8000 33 Wind-elemental 0A Zorlin Shape 12 10 12000 (96) Add: Sleep (25%) NINJA SWORDS: [(PA + Sp) / 2] * WP Range 1v2 (from below) / 1v3 (from above) YES Two Swords YES Two Hands ------------------------------------------------------------------------------ ## NAME WP Ev PRICE E.LV EFFECTS -- -------------- -- -- ----- ---- -------------------------------------- 0B Hidden Knife 8 5 3000 10 0C Ninja Knife 9 5 5000 13 0D Short Edge 10 5 7000 15 0E Ninja Edge 12 5 10000 22 0F Spell Edge 13 5 16000 27 Add: Don't Act (25%) 10 Sasuke Knife 14 15 10 (95) 11 Iga Knife 15 10 10 (96) 12 Koga Knife 15 5 10 (96) SWORDS: PA * WP Range 1v2 (from below) / 1v3 (from above) YES Two Swords YES Two Hands ------------------------------------------------------------------------------ ## NAME WP Ev PRICE E.LV EFFECTS -- -------------- -- -- ----- ---- -------------------------------------- 13 Broad Sword 4 5 200 1 14 Long Sword 5 10 500 4 15 Iron Sword 6 5 900 7 16 Mythril Sword 7 8 1600 9 17 Blood Sword 8 5 2500 (12) Absorbs damage as HP (Undead reversal) 18 Coral Sword 8 5 3300 15 Lightning-elemental 19 Ancient Sword 9 5 5000 21 Add: Don't Move (25%) 1A Sleep Sword 9 5 5000 23 Add: Sleep (25%) 1B Platinum Sword 12 10 11000 28 1C Diamond Sword 10 10 8000 26 1D Ice Brand 13 10 14000 34 Ice-elemental; M: Ice 2 1E Rune Blade 14 15 20000 37 MA +2 1F Nagrarock 1 50 10 (95) Add: Frog (25%) 20 Materia Blade 10 10 10 (96) Required to enable LIMIT commands KNIGHT SWORDS: [PA * Br/100] * WP Range 1v2 (from below) / 1v3 (from above) YES Two Swords YES Two Hands ------------------------------------------------------------------------------ ## NAME WP Ev COST E.LV EFFECTS -- -------------- -- -- ----- ---- -------------------------------------- 21 Defender 16 60 40000 (92) 22 Save the Queen 18 30 10 (95) Auto-Protect 23 Excalibur 21 35 10 (96) Auto-Haste, Absorb: Holy, Strengthen: Holy 24 Ragnarok 24 20 10 (97) Auto-Shell 25 Chaos Blade 40 20 10 (98) Auto-Regen, Add: Petrify (25%) KATANA: [PA * Br/100] * WP Range 1v2 (from below) / 1v3 (from above) YES Two Swords YES Two Hands ------------------------------------------------------------------------------ ## NAME WP Ev COST E.LV EFFECTS -- -------------- -- -- ----- ---- -------------------------------------- 26 Asura Knife 7 15 1600 9 27 Koutetsu Knife 8 15 3000 12 28 Bizen Boat 9 15 5000 15 29 Murasame 10 15 7000 21 At least one of the appropriate 2A Heaven's Cloud 11 15 8000 24 katana must be in stock in order to 2B Kiyomori 12 15 10000 27 use the corresonding DRAW OUT attack. 2C Muramasa 14 15 15000 30 2D Kikuichimoji 15 15 22000 33 2E Masamune 18 15 10 (95) 2F Chirijiraden 25 15 10 (96) AXES: WP * F | F = (1..PA) Range 1v2 (from below) / 1v3 (from above) Both hands only NO Two Swords NO Two Hands ------------------------------------------------------------------------------ ## NAME WP Ev COST E.LV EFFECTS -- -------------- -- -- ----- ---- -------------------------------------- 30 Battle Axe 9 0 1500 4 31 Giant Axe 12 0 4000 12 32 Slasher 16 0 12000 31 Add: Slow (25%) RODS: PA * WP Range 1v2 (from below) / 1v3 (from above) YES Two Swords YES Two Hands ------------------------------------------------------------------------------ ## NAME WP Ev COST E.LV EFFECTS -- -------------- -- -- ----- ---- -------------------------------------- 33 Rod 3 20 200 1 34 Thunder Rod 3 20 400 5 Lightning-elemental, Strengthen: Lightning, M: Bolt 35 Flame Rod 3 20 400 5 Fire-elemental, Strengthen: Fire M: Fire 36 Ice Rod 3 20 400 5 Ice-elemental, Strengthen: Ice M: Ice 37 Poison Rod 3 20 500 12 Add: Poison (25%) 38 Wizard Rod 4 20 8000 23 MA +2 39 Dragon Rod 5 20 12000 (95) 3A Faith Rod 5 20 10 (96) Auto-Faith, Add: Faith (25%) STAVES: MA * WP Range 1v2 (from below) / 1v3 (from above) YES Two Swords YES Two Hands ------------------------------------------------------------------------------ ## NAME WP Ev PRICE E.LV EFFECTS -- -------------- -- -- ----- ---- -------------------------------------- 3B Oak Staff 3 15 120 1 3C White Staff 3 15 800 5 Cancel: Death Sentence (25%) (on target of ATTACK) 3D Healing Staff 4 15 4000 ( 9) Restores HP instead of damaging HP 3E Rainbow Staff 5 15 4000 12 3F Wizard Staff 4 15 2200 15 MA +1 40 Gold Staff 6 15 7000 24 41 Mace of Zeus 6 15 10 (95) PA +2, MA +1 42 Sage Staff 7 15 10 (96) HAMMERS: WP * F | F = (1..PA) Range 1v2 (from below) / 1v3 (from above) YES Two Swords YES Two Hands ------------------------------------------------------------------------------ ## NAME WP Ev PRICE E.LV EFFECTS -- -------------- -- -- ----- ---- -------------------------------------- 43 Flail 9 0 1200 10 44 Flame Whip 11 0 4000 20 Fire-elemental, M: Fire 2 45 Morning Star 16 0 9000 32 46 Scorpion Tail 23 0 40000 (90) GUNS, PHYSICAL: WP * WP 3 <= Range <= 8 (line of sight) NO Two Swords NO Two Hands Not subject to evasion ------------------------------------------------------------------------------ ## NAME WP Ev PRICE E.LV EFFECTS -- -------------- -- -- ----- ---- -------------------------------------- 47 Romanda Gun 6 5 5000 (11) 48 Mythril Gun 8 5 15000 (15) 49 Stone Gun 16 5 10 (95) Initial-Petrify GUNS, MAGICAL: [CFa/100 * TFa/100 * Q * WP] Q = 14 : 60% of the time Q = 18 : 30% of the time Q = 24 : 10% of the time Works as a magic spell with MA = WP 3 <= Range <= 8 (line of sight) NO Two Swords NO Two Hands Not subject to evasion ------------------------------------------------------------------------------ ## NAME WP Ev PRICE E.LV EFFECTS -- -------------- -- -- ----- ---- -------------------------------------- 4A Blaze Gun 20 5 10 (91) Casts Ice, Ice 2, or Ice 3 4B Glacier Gun 21 5 10 (92) Casts Fire, Fire 2, or Fire 3 4C Blast Gun 22 5 10 (93) Casts Bolt, Bolt 2, or Bolt 3 CROSSBOWS: PA * WP 3 <= Range <= 4 (line of sight) NO Two Swords NO Two Hands ------------------------------------------------------------------------------ ## NAME WP Ev PRICE E.LV EFFECTS -- -------------- -- -- ----- ---- -------------------------------------- 4D Bow Gun 3 5 400 1 4E Night Killer 3 5 1500 5 Add: Darkness (25%) 4F Cross Bow 4 5 2000 11 50 Poison Bow 4 5 4000 14 Add: Poison (25%) 51 Hunting Bow 6 5 8000 24 52 Gastrafitis 10 5 20000 (33) LONGBOWS: [(PA + Sp) / 2] * WP 3 <= Range <= 5 + [height_difference/2] (line of sight or parabolic arc) Both hands only NO Two Swords NO Two Hands ------------------------------------------------------------------------------ ## NAME WP Ev PRICE E.LV EFFECTS -- -------------- -- -- ----- ---- -------------------------------------- 53 Long Bow 4 0 800 2 54 Silver Bow 5 0 1500 6 55 Ice Bow 5 0 2000 11 Ice-elemental 56 Lightning Bow 6 0 3000 15 Lightning-elemental, M: Bolt 57 Windslash Bow 8 0 8000 27 Wind-elemental 58 Mythril Bow 7 0 5000 20 59 Ultimus Bow 10 0 22000 37 5A Yoichi Bow 12 0 10 (52) 5B Perseus Bow 16 0 10 (53) INSTRUMENTS: [(PA + MA) / 2] * WP Range 3 (and only 3) (line of sight) NO Two Swords NO Two Hands ------------------------------------------------------------------------------ ## NAME WP Ev PRICE E.LV EFFECTS -- -------------- -- -- ----- ---- -------------------------------------- 5C Ramia Harp 10 10 5000 13 Add: Confusion (25%) 5D Bloody Strings 13 10 10000 25 Absorbs damage as HP (Undead reversal) 5E Fairy Harp 15 10 10 (36) Add: Charm (25%) DICTIONARIES: [(PA + MA) / 2] * WP Range 3 (and only 3) (line of sight) NO Two Swords NO Two Hands ------------------------------------------------------------------------------ ## NAME WP Ev PRICE E.LV EFFECTS -- -------------- -- -- ----- ---- -------------------------------------- 5F Battle Dict 7 15 3000 13 60 Monster Dict 8 15 6000 23 61 Papyrus Plate 9 15 10000 34 62 Madlemgen 11 15 30000 (95) SPEARS: PA * WP Range 2v3 (4 directions) NO Two Swords YES Two Hands ------------------------------------------------------------------------------ ## NAME WP Ev PRICE E.LV EFFECTS -- -------------- -- -- ----- ---- -------------------------------------- 63 Javelin 8 10 1000 12 64 Spear 9 10 2000 16 65 Mythril Spear 10 10 4500 21 66 Partisan 11 10 7000 25 67 Oberisk 12 10 10000 29 68 Holy Lance 14 10 36000 (95) Holy-elemental, M: Holy 69 Dragon Whisker 17 10 44000 (96) 6A Javelin 30 10 10 (97) STICKS: MA * WP Range 2v3 (4 directions) NO Two Swords YES Two Hands ------------------------------------------------------------------------------ ## NAME WP Ev PRICE E.LV EFFECTS -- -------------- -- -- ----- ---- -------------------------------------- 6B Cypress Rod 6 20 1000 9 6C Battle Bamboo 7 20 1400 13 6D Musk Rod 8 20 2400 21 6E Iron Fan 9 20 4000 24 6F Gokuu Rod 10 20 7500 27 Add: Innocent (25%) 70 Ivory Rod 11 20 10000 (95) 71 Octagon Rod 12 20 20000 40 Cancel: Darkness, Silence, Oil, Frog, Poison, Stop, Slow, Don't Move, Don't Act (25%; on target of ATTACK) 72 Whale Whisker 16 20 37000 (96) BAGS: F * WP | F = (1..PA) Range 1v3 (from above) / 1v2 (from below) NO Two Swords NO Two Hands Only females can equip ------------------------------------------------------------------------------ ## NAME WP Ev PRICE E.LV EFFECTS -- -------------- -- -- ----- ---- -------------------------------------- 73 C Bag 10 0 53000 (80) MA +1 74 FS Bag 20 0 60000 (81) 75 P Bag 12 0 52000 (82) Auto-Regen 76 H Bag 14 0 58000 (83) Sp +1 CLOTHS: [(PA + MA) / 2] * WP Range 2v3 (4 directions) NO Two Swords NO Two Hands ------------------------------------------------------------------------------ ## NAME WP Ev PRICE E.LV EFFECTS -- -------------- -- -- ----- ---- -------------------------------------- 77 Persia 8 50 7000 (24) 78 Cashmere 10 50 15000 (29) 79 Ryozan Silk 15 50 40000 (95) THROWN ITEMS: Can only be used for THROW (damage = Sp * WP) Range (Caster's Move)/1 ------------------------------------------------------------------------------ ## NAME WP Ev PRICE E.LV EFFECTS -- -------------- -- -- ----- ---- -------------------------------------- 7A Shuriken 4 0 ( 1) 7B Magic Shuriken 7 0 (18) 7C Yagyu Darkness 10 0 (33) 7D Fire Ball 8 0 ( 1) Fire-elemental 7E Water Ball 8 0 (18) Water-elemental 7F Lightning Ball 8 0 (29) Lightning-elemental _______________________________________________________________________________ [B.2] shields ========================================================================= Shields offer both physical (P.SEV) and magical (M.SEV) evasion bonuses. See section 1.4 for details. ------------------------------------------------------------------------------- /S-Ev\ ## NAME P. M. COST E.LV EFFECTS -- -------------- -- -- ----- ---- --------------------------------------- 80 Escutcheon 10 3 400 1 81 Buckler 13 3 700 3 82 Bronze Shield 16 0 1200 6 83 Round Shield 19 0 1600 9 84 Mythril Shield 22 5 2500 12 85 Gold Shield 25 0 3500 15 86 Ice Shield 28 0 6000 22 Absorb: Ice, Half: Fire, Weak: Lightning 87 Flame Shield 31 0 6500 22 Absorb: Fire, Half: Ice, Weak: Water 88 Aegis Shield 10 50 10000 22 MA +1 89 Diamond Shield 34 15 12000 25 8A Platina Shield 37 10 16000 29 8B Crystal Shield 40 15 21000 36 8C Genji Shield 43 0 10 (36) 8D Kaiser Plate 46 20 10 (39) Strengthen: Fire, Lightning, Ice 8E Venetian Shield 50 25 10 (40) Half: Fire, Lightning, Ice 8F Escutcheon 75 50 10 (50) _______________________________________________________________________________ [B.3] headgear ========================================================================= H E L M E T S ------------------------------------------------------------------------------- ## NAME HP+ MP+ PRICE E.LV EFFECTS -- -------------- --- --- ----- ---- ------------------------------------- 90 Leather Helmet 10 0 200 1 91 Bronze Helmet 20 0 500 4 92 Iron Helmet 30 0 1000 7 93 Barbuta 40 0 1500 9 94 Mythril Helmet 50 0 2100 12 95 Gold Helmet 60 0 2800 15 96 Cross Helmet 70 0 4000 17 97 Diamond Helmet 80 0 6000 22 98 Platina Helmet 90 0 8000 25 99 Circlet 100 0 10000 29 9A Crystal Helmet 120 0 14000 27 9B Genji Helmet 130 0 10 (36) 9C Grand Helmet 150 0 10 (40) Block: Darkness, Sleep H A T S ------------------------------------------------------------------------------- ## NAME HP+ MP+ PRICE E.LV EFFECTS -- -------------- --- --- ----- ---- ------------------------------------- 9D Leather Hat 8 0 150 1 9E Feather Hat 16 5 350 4 9F Red Hood 24 8 800 7 A0 Headgear 32 0 1200 10 PA +1 A1 Triangle Hat 40 12 1800 13 MA +1 A2 Green Beret 48 0 3000 16 Sp +1 A3 Twist Headband 56 0 5000 21 PA +2 A4 Holy Miter 64 20 6000 24 MA +1 A5 Black Hood 72 0 7000 27 A6 Golden Hairpin 80 50 12000 32 Block: Silence A7 Flash Hat 88 15 16000 38 MA +1, Sp +1 A8 Thief Hat 100 0 35000 46 Sp +2; Block: Don't Move, Don't Act R I B B O N S ------------------------------------------------------------------------------- ## NAME HP+ MP+ PRICE E.LV EFFECTS -- -------------- --- --- ----- ---- ------------------------------------- A9 Cachusha 20 0 20000 (50) Block: Dead, Petrify, Invite, Confusion, Blood Suck, Stop, Berserk, Charm, Sleep AA Barette 20 0 20000 (51) Block: Undead, Darkness, Silence, Frog, Poison, Slow, Don't Act, Don't Move, Death Sentence AB Ribbon 10 0 60000 (52) Block: Dead, Undead, Petrify, Invite, Darkness, Confusion, Silence, Blood Suck, Berserk, Frog, Poison, Slow, Stop, Charm, Sleep, Don't Move, Don't Act, Death Sentence _______________________________________________________________________________ [B.4] armor ========================================================================= A R M O R ------------------------------------------------------------------------------- ## NAME HP+ MP+ PRICE E.LV EFFECTS -- -------------- --- --- ----- ---- ------------------------------------- AC Leather Armor 10 0 200 1 AD Linen Cuirass 20 0 600 4 AE Bronze Armor 30 0 800 6 AF Chain Mail 40 0 1300 8 B0 Mythril Armor 50 0 2000 11 B1 Plate Mail 60 0 3000 14 B2 Gold Armor 70 0 3600 17 B3 Diamond Armor 80 0 6000 22 B4 Platina Armor 90 0 9000 26 B5 Carabini Mail 100 0 13000 30 B6 Crystal Mail 110 0 19000 37 B7 Genji Armor 150 0 10 (37) B8 Reflect Mail 130 0 18000 (39) Auto-Reflect B9 Maximillian 200 0 10 (45) C L O T H E S ------------------------------------------------------------------------------- ## NAME HP+ MP+ PRICE E.LV EFFECTS -- -------------- --- --- ----- ---- ------------------------------------- BA Clothes 5 0 150 1 BB Leather Outfit 10 0 300 3 BC Leather Vest 18 0 500 5 BD Chain Vest 24 0 900 7 BE Mythril Vest 30 0 1500 10 BF Adaman Vest 36 0 1600 12 C0 Wizard Outfit 42 15 1900 14 C1 Brigandine 50 0 2500 17 C2 Judo Outfit 60 0 4000 21 PA +1; Block: Dead C3 Power Sleeve 70 0 7000 25 PA +2 C4 Earth Clothes 85 10 10000 29 Absorb: Earth; Strengthen: Earth C5 Secret Clothes 20 0 10 (35) Sp +2; Initial-Transparent C6 Black Costume 100 0 12000 37 Block: Stop C7 Rubber Costume 150 50 48000 (50) Block: Lightning R O B E S ------------------------------------------------------------------------------- ## NAME HP+ MP+ PRICE E.LV EFFECTS -- -------------- --- --- ----- ---- ------------------------------------- C8 Linen Robe 10 10 1200 3 C9 Silk Robe 20 16 2400 5 CA Wizard Robe 30 22 4000 11 MA +2 CB Chameleon Robe 40 28 5000 (16) Block: Dead; Absorb: Holy CC White Robe 50 34 9000 26 Half: Fire, Lightning, Ice CD Black Robe 60 30 13000 31 Strengthen: Fire, Lightning, Ice CE Light Robe 75 50 30000 38 CF Robe of Lords 100 80 10 (45) Auto-Protect, Auto-Shell, PA +2, MA +1 _______________________________________________________________________________ [B.5] accessories ========================================================================= S H O E S ------------------------------------------------------------------------------- ## NAME PRICE E.LV EFFECTS -- -------------- ----- ---- ----------------------------------------------- D0 Battle Boots 1000 10 Move +1 D1 Spike Boots 1200 20 Jump +1 D2 Germinas Boots 5000 30 Move +1, Jump +1 D3 Rubber Shoes 1500 ( 5) Block: Don't Move, Lightning D4 Feather Boots 2500 (50) Auto-Float D5 Sprint Shoes 7000 (30) Sp +1 D6 Red Shoes 10000 (40) Move +1, MA +1 G A U N T L E T S ------------------------------------------------------------------------------- ## NAME PRICE E.LV EFFECTS -- -------------- ----- ---- ----------------------------------------------- D7 Power Wrist 5000 20 PA +1 D8 Genji Gauntlet 10 (50) PA +2, MA +2 D9 Magic Gauntlet 20000 35 MA +2 DA Bracer 50000 60 PA +3 R I N G S ------------------------------------------------------------------------------- ## NAME PRICE E.LV EFFECTS -- -------------- ----- ---- ----------------------------------------------- DB Reflect Ring 10000 (50) Auto-Reflect DC Defense Ring 5000 25 Block: Sleep, Death Sentence DD Magic Ring 10000 25 Block: Silence, Berserk DE Cursed Ring 10 ( 5) PA +1, MA +1, Sp +1; Auto-Undead; Block: Invite DF Angel Ring 20000 (25) Initial-Reraise; Block: Dead, Darkness A R M L E T S ------------------------------------------------------------------------------- ## NAME PRICE E.LV EFFECTS -- -------------- ----- ---- ----------------------------------------------- E0 Diamond Armlet 5000 26 PA +1, MA +1, Block: Slow E1 Jade Armlet 10000 25 Block: Petrify, Stop E2 108 Gems 15000 25 Block: Undead, Blood Suck, Frog, Poison; Strengthen: Fire, Ice, Lightning, Water, Earth, Wind, Holy, Dark E3 N-Kai Armlet 10000 25 Block: Confusion, Charm; Half: Dark E4 Defense Armlet 7000 25 Block: Don't Move, Don't Act M A N T L E S Mantles (capes) offer physical (P.AEV) and magical (M.AEV) evasion bonuses. See section 1.4 for details. ------------------------------------------------------------------------------ /A-Ev\ ## NAME P. M. PRICE E.LV COMMENTS/SPECIAL EFFECTS -- -------------- -- -- ----- ---- -------------------------------------- E5 Small Mantle 10 10 300 10 E6 Leather Mantle 15 15 800 20 E7 Wizard Mantle 18 18 2000 30 MA +1 E8 Elf Mantle 25 25 8000 40 E9 Dracula Mantle 28 28 15000 49 EA Feather Mantle 40 30 20000 50 EB Vanish Mantle 35 0 10 ( 5) Initial-Transparent P E R F U M E S ------------------------------------------------------------------------------- ## NAME PRICE E.LV EFFECTS -- -------------- ----- ---- ----------------------------------------------- EC Chantage 60000 ( 5) Auto-Regen, Auto-Reraise ED Cherche 60000 ( 5) Auto-Float, Auto-Reflect EE Salty Rage 60000 ( 5) Auto-Protect, Auto-Shell EF Setiemson 60000 ( 5) MA +1, Auto-Haste, Initial-Transparent A P P E N D I X ._JNNNNNNNN_. .JNNNNNNNNNNNNNNNL. JNNNNNNNF"""4NNNNNNNN. .NNNNNN` 4NNNNN NNNNN` "" (NNNN) (NNNN (NNNN (NNNN) NNNNN. __ `NNNNNL. JNNNNN `NNNNNNNNL____NNNNNNNN` `NNNNNNNNNNNNNNNNN" `"NNNNNNNNN"" C O M M A N D S E T S _______________________________________________________________________________ [C.1] legend ========================================================================= This appendix lists the contents of all the command sets in the game, including action, reaction, support, and movement abilities. The sets are listed in the order they are stored in the RAM. To find a command set in this list, search for its name in [square brackets]. Here is a sample listing with a legend: xx [EXAMPLE SET] ABBREVIATONS: ------------------------ (A): Standard action ability. Can be used directly Origin JP in battle. ------------------------ (E): 'Enabling' ability. Learning this ability (A) Action Ability 500 enables the unit to take some action in (E) Enable Ability 500 battle, but that action is not the same as (G) Geomancy 500 the ability learned. Examples are MATH SKILL, (R) Reaction 500 JUMP, THROW and CHARGE abilities. These (S) Support 500 abilities are useless outside their original (M) Movement 500 command set. ........................ (G): Geomancy ability. Like a cross of (A) and (E), JP to master: 3000 Geomancy abilities are treated specially when in the ELEMENTAL command set, only being ^^^^^^^^^^^^^^^^^^^^^^^^ active on certain kinds of terrain. But they xx is the two-digit hex can be moved to other command sets via GS and reference number for used directly. the command set, (R): Reaction ability. used to access the (S): Support ability. set with a GS. (M): Movement ability. Standard RSM: This listing means that the command set contains the most common reaction, support, and movement abilities, these being Counter Tackle 180 JP Equip Axe 200 JP Monster Skill 200 JP Defend 50 JP Gained JP Up 200 JP Move +1 200 JP Total: 1030 JP In the spot marked 'Origin', I list the job that this command set is used for, if it is used as an innate command set. If more than one class exists with the same name, I give the two-digit hex identifier that can be used to find the class in the class compendium. If the command set is not innately set for any class, I list the name of the unit that has this command set in battle. (1) here means the unit has it set as a primary command, (2) means it's set as a secondary. There are also some abbreviated battle names, used where you fight the same unit more than once: Riovanes ..... Inside Riovanes Castle Inside Lim ... Inside Limberry Castle UBS5 ......... Underground Book Storage Fifth Floor GOA .......... Graveyard of Airships _______________________________________________________________________________ [C.2] command set chart ========================================================================= This chart is designed to take advantage of the 'Search'/'Find' feature in most web browsers and text editors. To find a specific entry, search for the name of the command set within [SQUARE BRACKETS]. To find more information about a specific ability, search for the ability's name within [square brackets]. This will take you to the right spot in either section 3.3 (for action abilities) or part 6 (for reaction, support, and movement abilities). ======================== ======================== ======================== COLUMN 1: sets 00 --> 22 COLUMN 2: sets 23 --> 6A COLUMN 3: sets 6B --> AF ======================== ======================== ======================== 00 - 03: BASIC COMMANDS 23 [MAGIC] 6B [FEAR] ------------------------ ------------------------ ------------------------ 00 [null command set] Delita's Sis JP Angel of Death JP 01 [ATTACK] ------------------------ ------------------------ 02 [DEFEND] (A) Cure 50 (A) Darkness 0 03 [EQUIP CHANGE] (A) Wish 0 (A) Spell 0 ........................ (A) Chicken Race 0 JP to master: 50 (A) Nightmare 0 * 04: BLANK * ........................ JP to master: 0 24 [HOLY MAGIC] 05 [BASIC SKILL] ------------------------ ------------------------ Princess JP 6C [JA MAGIC] Squire (generic) JP ------------------------ ------------------------ ------------------------ (A) MBarrier 0 Zalera (2) JP (A) Accumulate 300 (A) Deathspell 2 0 ------------------------ (A) Dash 75 Standard RSM 1030 (A) Toad 2 0 (A) Throw Stone 90 ........................ (A) Gravi 2 0 (A) Heal 150 JP to master: 1030 (A) Flare 2 0 (R) Counter Tackle 180 (A) Blind 2 0 (S) Equip Axe 200 (A) Confuse 2 0 (S) Monster Skill 200 25 [SNIPE] (A) Sleep 2 0 (S) Defend 50 ------------------------ ........................ (S) Gained JP UP 200 Engineer 22 JP JP to master: 0 (M) Move +1 200 ------------------------ ........................ (A) Leg Aim 200 JP to master: 1645 (A) Arm Aim 300 * 6D through 6E: BLANK * (A) Seal Evil 200 Standard RSM 1030 06 [ITEM] ........................ 6F [FEAR] ------------------------ JP to master: 1730 ------------------------ Chemist JP Regulator JP ------------------------ ------------------------ (E) Potion 30 26 [SNIPE] (A) Speed Ruin 0 (E) Hi-Potion 200 ------------------------ (A) Spell 0 (E) X-Potion 300 Engineer 16 JP (A) Death Cold 0 (E) Ether 300 ------------------------ ........................ (E) Hi-Ether 400 (A) Leg Aim 200 JP to master: 0 (E) Elixir 900 (A) Arm Aim 300 (E) Antidote 70 (A) Seal Evil 200 (E) Eye Drop 80 Standard RSM 1030 70 [DIMENSION MAGC] (E) Echo Grass 120 ........................ ------------------------ (E) Maiden's Kiss 200 JP to master: 1730 Hashmalum (2) JP (E) Soft 250 ------------------------ (E) Holy Water 400 (A) Melt 9999 (E) Remedy 700 27 [DARK SWORD] (A) Tornado 9999 (E) Phoenix Down 90 ------------------------ (A) Quake 9999 (R) Auto Potion 400 Dark Knight 11 JP (A) Meteor 1500 (S) Throw Item 350 ------------------------ ........................ (S) Maintenance 250 (A) Night Sword 100 JP to master: 31497 (S) Equip Change 0 (A) Dark Sword 500 (M) Move-Find Item 100 Standard RSM 1030 ........................ ........................ * 71 through 72: BLANK * JP to master: 5140 JP to master: 1630 73 [FEAR] 07 [BATTLE SKILL] 28 [HOLY SWORD] ------------------------ ------------------------ ------------------------ Impure King JP Knight JP Holy Knight 1E JP ------------------------ ------------------------ ------------------------ (A) Nightmare 0 (A) Head Break 300 (A) Stasis Sword 100 (A) Chicken Race 0 (A) Armor Break 400 (A) Split Punch 400 (A) Death Cold 0 (A) Shield Break 300 (A) Crush Punch 500 ........................ (A) Weapon Break 400 (A) Lightning Stab 700 JP to master: 0 (A) Magic Break 250 (A) Holy Explosion 800 (A) Speed Break 250 Standard RSM 1030 (A) Power Break 250 ........................ 74 [IMPURE] (A) Mind Break 250 JP to master: 3530 ------------------------ (R) Weapon Guard 200 Queklain (2) JP (S) Equip Armor 500 ------------------------ (S) Equip Shield 250 29 [LIMIT] (A) Bio (Darkness) 0 (S) Equip Sword 400 ------------------------ (A) Bio (Poison) 0 ........................ Soldier JP (A) Bio (Oil) 0 JP to master: 3750 ------------------------ (A) Bio 2 (Frog) 0 (A) Braver 150 (A) Bio 2 (Slow) 0 (A) Cross-slash 200 (A) Bio 2 (Silence) 0 08 [CHARGE] (A) Blade Beam 250 (A) Bio 2 (Petrify) 0 ------------------------ (A) Climhazzard 450 (A) Bio 3 (Undead) 0 Archer JP (A) Meteorain 560 (A) Bio 3 (Dead) 0 ------------------------ (A) Finish Touch 670 (A) Bio 3 (Petrify) 0 (E) Charge +1 100 (A) Omnislash 900 ........................ (E) Charge +2 150 (A) Cherry Blossom 1200 JP to master: 0 (E) Charge +3 200 Standard RSM 1030 (E) Charge +4 250 ........................ (E) Charge +5 300 JP to master: 5410 * 75 through 76: BLANK * (E) Charge +7 400 (E) Charge +10 600 (E) Charge +20 1000 2A [WHITE-AID] 77 [FEAR] (R) Speed Save 800 ------------------------ ------------------------ (R) Arrow Guard 450 Holy Priest JP Ghost of Fury JP (S) Equip Crossbow 350 ------------------------ ------------------------ (S) Concentrate 400 (A) Cure 3 400 (A) Seal 0 (M) Jump +1 200 (A) Cure 2 180 (A) Chicken Race 0 ........................ (A) Confuse 200 (A) Lose Voice 0 JP to master: 5200 (A) Sleep 170 (A) Loss 0 (A) Drain 180 ........................ (A) Silence 90 JP to master: 0 09 [PUNCH ART] (A) Don't Act 50 ------------------------ (A) Raise 2 500 Monk JP (A) Esuna 280 78 [ALL MAGIC] ------------------------ Standard RSM 1030 ------------------------ (A) Spin Fist 150 ........................ Adramelk (2) JP (A) Repeating Fist 300 JP to master: 3080 ------------------------ (A) Wave Fist 300 (A) Holy 600 (A) Earth Slash 600 (A) Fire 4 850 (A) Secret Fist 300 2B [DRAGON] (A) Ice 4 850 (A) Stigma Magic 200 ------------------------ (A) Bolt 4 850 (A) Chakra 350 Dragoner JP (A) Flare 900 (A) Revive 500 ------------------------ (A) Demi 2 550 (R) HP Restore 500 (A) Ice Bracelet (0F8) 0 (A) Bahamut 1200 (R) Counter 300 (A) Fire Bracelet (0F9)0 (A) Odin 900 (R) Hamedo 1200 (A) Thnder Brcelet(0FA)0 (A) Leviathan 850 (S) Martial Arts 200 (A) Dragon Tame 300 (A) Salamander 820 (M) Move-HP Up 300 (A) Dragon Care 300 ........................ ........................ (A) Dragon PowerUp 400 JP to master: 8370 JP to master: 5200 (A) Dragon LevelUp 400 (A) Holy Bracelet 900 Standard RSM 1030 * 79 through 7A: BLANK * 0A [WHITE MAGIC] ........................ ------------------------ JP to master: 3330 Priest JP 7B [ULTIMATE MAGIC] ------------------------ ------------------------ (A) Cure 50 2C [BREATH] Altima (1:1st form) JP (A) Cure 2 180 ------------------------ ------------------------ (A) Cure 3 400 Holy Dragon JP (A) Ultima 0 (A) Cure 4 700 ------------------------ ........................ (A) Raise 180 (A) Ice Bracelet (151) 0 JP to master: 0 (A) Raise 2 500 (A) Fire Bracelet (152)0 (A) Reraise 800 (A) Thnder Brcelet(153)0 (A) Regen 300 ........................ 7C [CHAOS] (A) Protect 70 JP to master: 0 ------------------------ (A) Protect 2 500 Altima (2:1st form) JP (A) Shell 70 ------------------------ (A) Shell 2 500 2D [TRUTH] (A) Grand Cross 0 (A) Wall 380 ------------------------ ........................ (A) Esuna 280 Heaven Knight 19 JP JP to master: 0 (A) Holy 600 ------------------------ (R) Regenerator 400 (A) Heaven Thunder 100 (S) Magic DefendUP 400 (A) Asura 200 7D [COMPLETE MAGIC] ........................ Standard RSM 1030 ------------------------ JP to master: 6310 ........................ Arch Angel JP JP to master: 1330 ------------------------ (A) All-ultima 0 0B [BLACK MAGIC] (A) Grand Cross 0 ------------------------ 2E [UN-TRUTH] ........................ Wizard JP ------------------------ JP to master: 0 ------------------------ Hell Knight JP (A) Fire 50 ------------------------ (A) Fire 2 200 (A) Heaven Bltback 100 7E [SATURATION] (A) Fire 3 480 (A) Asura Back 200 ------------------------ (A) Fire 4 850 (A) Dia Swrd Back 300 Altima (2:2nd form) JP (A) Bolt 50 (A) Dragn Pit Back 400 ------------------------ (A) Bolt 2 200 (A) Space Str Back 500 (A) Mute 0 (A) Bolt 3 480 (A) Sky Demon Back 600 (A) Despair 2 0 (A) Bolt 4 850 Standard RSM 1030 (A) Return 2 0 (A) Ice 50 ........................ ........................ (A) Ice 2 200 JP to master: 3130 JP to master: 0 (A) Ice 3 480 (A) Ice 4 850 (A) Poison 150 2F [STARRY HEAVEN] * 7F through 85: BLANK * (A) Frog 500 ------------------------ (A) Death 600 Astrologist JP (A) Flare 900 ------------------------ 86 [no name] (R) Counter Magic 800 (A) Galaxy Stop 0 ------------------------ (S) Magic AttackUP 400 (A) Accumulate 300 unused JP ........................ (A) Dash 75 ------------------------ JP to master: 8090 (A) Throw Stone 90 (A) Dark Holy 0 (A) Heal 150 (A) Deathspell 2 0 Standard RSM 1030 (A) Galaxy Stop 0 0C [TIME MAGIC] ........................ (A) Seal 0 ------------------------ JP to master: 1645 (A) Shadow Stitch 0 Time Mage JP (A) Stop Bracelet 0 ------------------------ (A) Shock 0 (A) Haste 100 30 [HOLY SWORD] (A) Difference 0 (A) Haste 2 550 ------------------------ (A) Allure 0 (A) Slow 80 White Knight 28 JP (A) MBarrier 0 (A) Slow 2 520 ------------------------ ........................ (A) Stop 330 (A) Stasis Sword 100 JP to master: 0 (A) Don't Move 100 (A) Split Punch 400 (A) Float 200 (A) Crush Punch 500 (A) Reflect 300 (A) Lightning Stab 700 87 [no name] (A) Quick 800 Standard RSM 1030 ------------------------ (A) Demi 250 ........................ unused JP (A) Demi 2 550 JP to master: 2730 ------------------------ (A) Meteor 1500 (A) Seal 0 (R) Critical Quick 700 (A) Chicken Race 0 (R) MP Switch 400 31 [HOLY MAGIC] (A) Hold Tight 0 (S) Short Charge 800 ------------------------ (A) Darkness 0 (M) Teleport 600 Cleric 30 JP (A) Lose Voice 0 (M) Float 540 ------------------------ (A) Loss 0 ........................ (A) MBarrier 0 (A) Spell 0 JP to master: 7740 (A) Deathspell 2 0 (A) Nightmare 0 (A) Wish 0 (A) Death Cold 0 Standard RSM 1030 ........................ 0D [SUMMON MAGIC] ........................ JP to master: 0 ------------------------ JP to master: 1030 Summoner JP ------------------------ 88 [no name] (A) Moogle 110 32 [TRUTH] ------------------------ (A) Shiva 200 ------------------------ unused JP (A) Ramuh 200 Heaven Knight 29 JP ------------------------ (A) Ifrit 200 ------------------------ (A) Bio (Darkness) 0 (A) Titan 220 (A) Heaven Thunder 100 (A) Bio (Poison) 0 (A) Golem 500 (A) Asura 200 (A) Bio (Oil) 0 (A) Carbunkle 350 (A) Diamond Sword 300 (A) Bio 2 (Frog) 0 (A) Bahamut 1200 (A) Hydragon Pit 400 (A) Bio 2 (Slow) 0 (A) Odin 900 (A) Space Storage 500 (A) Bio 2 (Silence) 0 (A) Leviathan 850 (A) Sky Demon 600 (A) Bio 2 (Petrify) 0 (A) Salamander 820 Standard RSM 1030 (A) Bio 3 (Undead) 0 (A) Silf 400 ........................ (A) Bio 3 (Dead) 0 (A) Fairy 400 JP to master: 3130 (A) Bio 3 (Petrify) 0 (A) Lich 600 ........................ (A) Cyclops 1000 JP to master: 0 (A) Zodiac ---- 33 [BATTLE SKILL] (R) MP Restore 400 ------------------------ (S) Half of MP 900 Knight Blade JP 89 [no name] ........................ ------------------------ ------------------------ JP to master: 9250 (A) Head Break 300 unused JP (A) Armor Break 400 ------------------------ (A) Shield Break 300 (A) Melt 9999 0E [STEAL] (A) Weapon Break 400 (A) Tornado 9999 ------------------------ (A) Magic Break 250 (A) Quake 9999 Thief JP (A) Speed Break 250 ........................ ------------------------ (A) Power Break 250 JP to master: 29997 (A) Gil Taking 10 (A) Mind Break 250 (A) Steal Heart 150 Standard RSM 1030 (A) Steal Helmet 350 ........................ 8A [no name] (A) Steal Armor 450 JP to master: 3430 ------------------------ (A) Steal Shield 350 unused JP (A) Steal Weapon 600 ------------------------ (A) Steal Accessry 500 34 [JUMP] (A) Toad 2 0 (A) Steal Exp. 250 ------------------------ (A) Gravi 2 0 (R) Caution 200 Izlude (2) JP (A) Flare 2 0 (R) Gilgame Heart 200 ------------------------ (A) Blind 2 0 (R) Catch 200 (A) Level Jump8 900 (A) Confuse 2 0 (S) Secret Hunt 200 (A) Vertical Jump8 900 (A) Sleep 2 0 (M) Move +2 520 ........................ ........................ (M) Jump +2 480 JP to master: 1800 JP to master: 0 ........................ JP to master: 4460 35 [PUNCH SKILL] 8B [no name] ------------------------ ------------------------ 0F [TALK SKILL] Wiegraf (2:Riovanes) JP unused JP ------------------------ ------------------------ ------------------------ Mediator JP (A) Wave Fist 300 (A) Ultima (0E5) 0 ------------------------ (A) Earth Slash 600 (A) All-ultima 0 (A) Invitation 100 ........................ (A) Mute 0 (A) Persuade 100 JP to master: 900 (A) Despair 2 0 (A) Praise 200 (A) Return 2 0 (A) Threaten 200 ........................ (A) Preach 200 36 [USE HAND] JP to master: 0 (A) Solution 200 ------------------------ (A) Death Sentence 500 Assassin 2D JP (A) Negotiate 100 ------------------------ 8C [no name] (A) Insult 300 (A) Seal 0 ------------------------ (A) Mimic Daravon 300 (A) Shadow Stitch 0 unused JP (R) Finger Guard 300 (A) Stop Bracelet 0 ------------------------ (S) Equip Gun 750 (A) Ultima ---- (A) Blind 50 (S) Train 450 (A) Allure 0 (A) Aspel 100 (S) Monster Talk 100 Standard RSM 1030 (A) Drain 180 ........................ ........................ (A) Faith 200 JP to master: 3800 JP to master: 1030 (A) Innocent 200 (A) Zombie 150 (A) Silence 90 10 [YIN-YANG MAGIC] 37 [USE HAND] (A) Berserk 200 ------------------------ ------------------------ (A) Chicken 500 Oracle JP Assassin 2E JP (A) Confuse 200 ------------------------ ------------------------ (A) Despair 300 (A) Blind 100 (A) Seal 0 (A) Don't Act 50 (A) Spell Absorb 200 (A) Shadow Stitch 0 (A) Sleep 170 (A) Life Drain 350 (A) Stop Bracelet 0 (A) Break 300 (A) Pray Faith 400 (A) Ultima ---- ........................ (A) Doubt Faith 400 (A) Allure 0 JP to master: 2690 (A) Zombie 300 Standard RSM 1030 (A) Silence Song 170 ........................ (A) Blind Rage 400 JP to master: 1030 8D [no name] (A) Foxbird 200 ------------------------ (A) Confusion Song 400 unused JP (A) Dispel Magic 700 38 [THROW] ------------------------ (A) Paralyze 100 ------------------------ (A) Ice Bracelet (0F8) 0 (A) Sleep 350 Celia (2:Inside Lim.) JP (A) Fire Bracelet (0F9)0 (A) Petrify 580 ------------------------ (A) Thnder Brcelet(0FA)0 (R) Absorb Used MP 250 ** ONLY WORKS FOR THE AI (A) Dragon Tame 300 (S) Defense UP 400 (E) Knife 100 (A) Dragon Care 300 (M) Any Weather 200 (E) Ninja Sword 100 (A) Dragon PowerUp 400 (M) Move-MP Up 350 (E) Hammer 100 (A) Dragon LevelUp 400 ........................ ........................ (A) Holy Bracelet 900 JP to master: 5850 JP to master: 300 ........................ JP to master: 2300 11 [ELEMENTAL] 39 [THROW] * 8E through 9A: BLANK * ------------------------ ------------------------ Geomancer JP Lede (2:Inside Lim.) JP 9B [SWORD SKILL] ------------------------ ------------------------ ------------------------ (G) Pitfall 150 ** ONLY WORKS FOR THE AI Undead Knight JP (G) Water Ball 150 (E) Shuriken 50 ------------------------ (G) Hell Ivy 150 (E) Ball 70 (A) Head Break 300 (G) Carve Model 150 ........................ (A) Armor Break 400 (G) Local Quake 150 JP to master: 120 (A) Shield Break 300 (G) Kamaitachi 150 (A) Weapon Break 400 (G) Demon Fire 150 (A) Magic Break 250 (G) Quicksand 150 3A [HOLY SWORD] (A) Speed Break 250 (G) Sand Storm 150 ------------------------ (A) Power Break 250 (G) Blizzard 150 Wiegraf (1:Riovanes) JP (A) Mind Break 250 (G) Gusty Wind 150 ------------------------ Standard RSM 1030 (G) Lava Ball 150 (A) Lightning Stab 700 ........................ (R) Counter Flood 300 ........................ JP to master: 3430 (S) Attack UP 400 JP to master: 700 (M) Any Ground 220 9C [CHARGE] (M) Move on Lava 150 ------------------------ ........................ 3B [SWORD SPIRIT] Undead Archer JP JP to master: 2870 ------------------------ ------------------------ Arc Knight 1B JP (E) Charge +1 100 ------------------------ (E) Charge +2 150 12 [JUMP] ** ONLY WORKS FOR THE AI (E) Charge +3 200 ------------------------ (A) Asura 100 (E) Charge +4 250 Lancer JP (A) Koutetsu 180 (E) Charge +5 300 ------------------------ (A) Bizen Boat 260 (E) Charge +7 400 (E) Level Jump2 150 (A) Muramasa 580 (E) Charge +10 600 (E) Level Jump3 300 Standard RSM 1030 Standard RSM 1030 (E) Level Jump4 450 ........................ ........................ (E) Level Jump5 600 JP to master: 2150 JP to master: 5200 (E) Level Jump8 900 (E) Vertical Jump2 100 (E) Vertical Jump3 200 3C [MIGHTY SWORD] 9D [BLACK MAGIC] (E) Vertical Jump4 300 ------------------------ ------------------------ (E) Vertical Jump5 400 Divine Knight 25 JP Undead Wizard JP (E) Vertical Jump6 500 ------------------------ ------------------------ (E) Vertical Jump7 600 (A) Shellbust Stab 200 (A) Fire 2 200 (E) Vertical Jump8 900 (A) Blastar Punch 400 (A) Fire 3 480 (R) Dragon Spirit 560 (A) Hellcry Punch 500 (A) Bolt 2 200 (S) Equip Spear 400 Standard RSM 1030 (A) Bolt 3 480 (M) Ignore Height 700 ........................ (A) Ice 2 200 ........................ JP to master: 2130 (A) Ice 3 480 JP to master: 6360 (A) Poison 150 (A) Frog 500 3D [ALL MAGIC] (A) Death 600 13 [DRAW OUT] ------------------------ Standard RSM 1030 ------------------------ Rofel (2:UBS5) JP ........................ Samurai JP ------------------------ JP to master: 4320 ------------------------ (A) Confusion Song 400 (A) Asura 100 (A) Petrify 580 (A) Koutetsu 180 (A) Silence Song 170 9E [TIME MAGIC] JP (A) Bizen Boat 260 ........................ ------------------------ (A) Murasame 340 JP to master: 1150 Undead Time Mage JP (A) Heaven's Cloud 420 ------------------------ (A) Kiyomori 500 (A) Haste 100 (A) Muramasa 580 3E [SWORD SPIRIT] (A) Haste 2 550 (A) Kikuichimoji 660 ------------------------ (A) Slow 80 (A) Masamune 740 Elmdor (1:Inside Lim) JP (A) Slow 2 520 (A) Chirijiraden 820 ------------------------ (A) Stop 330 (R) Meatbone Slash 200 ** ONLY WORKS FOR THE AI (A) Don't Move 100 (R) Blade Grasp 700 (A) Asura 100 (A) Float 200 (S) Equip Katana 400 (A) Koutetsu 180 (A) Reflect 300 (S) Two Hands 900 (A) Bizen Boat 260 (A) Quick 800 (M) Walk on Water 300 (A) Muramasa 580 (A) Demi 250 ........................ (A) Kikuichimoji 660 (A) Demi 2 550 JP to master: 7100 (A) Chirijiraden 820 Standard RSM 1030 Standard RSM 1030 ........................ ........................ JP to master: 4810 14 [THROW] JP to master: 3630 ------------------------ Ninja JP 9F [YIN-YANG MAGIC] ------------------------ 3F [BLOOD SUCK] ------------------------ (E) Shuriken 50 ------------------------ Undead Oracle JP (E) Ball 70 Elmdor (2:Inside Lim) ------------------------ (E) Knife 100 Zalbag (2:Murond) JP (A) Blind 100 (E) Sword 100 ------------------------ (A) Spell Absorb 200 (E) Hammer 100 (A) Blood Suck 0C8 0 (A) Pray Faith 400 (E) Katana 100 ........................ (A) Doubt Faith 400 (E) Ninja Sword 100 JP to master: 0 (A) Zombie 300 (E) Axe 120 (A) Silence Song 170 (E) Spear 100 (A) Blind Rage 400 (E) Stick 100 40 [MIGHTY SWORD] (A) Foxbird 200 (E) Knight Sword 100 ------------------------ (A) Confusion Song 400 (E) Dictionary 100 Divine Knight 24 JP (A) Dispel Magic 700 (R) Sunken State 900 ------------------------ (A) Paralyze 100 (R) Abandon 400 (A) Shellbust Stab 200 (A) Sleep 350 (S) Two Swords 900 (A) Blastar Punch 400 (A) Petrify 580 (M) Move in Water 420 (A) Hellcry Punch 500 Standard RSM 1030 ........................ (A) Icewolf Bite 800 ........................ JP to master: 3340 Standard RSM 1030 JP to master: 5330 ........................ JP to master: 2930 15 [MATH SKILL] A0 [SUMMON MAGIC] ------------------------ ------------------------ Calculator JP 41 [ALL MAGIC] Undead Summoner JP ------------------------ ------------------------ ------------------------ (E) CT 250 Vormav (2:GOA) JP (A) Shiva 200 (E) Level 350 ------------------------ (A) Ramuh 200 (E) Exp 200 (A) Quake 9999 (A) Ifrit 200 (E) Height 250 ........................ (A) Titan 220 (E) Prime Number 300 JP to master: 9999 (A) Golem 500 (E) 5 200 (A) Carbunkle 350 (E) 4 400 (A) Odin 900 (E) 3 600 42 [MIGHTY SWORD] (A) Leviathan 850 (R) Distribute 200 ------------------------ (A) Salamander 820 (R) Damage Split 300 Divine Knight 2F JP (A) Lich 600 (S) Gained Exp UP 350 ------------------------ Standard RSM 1030 (M) Move-Get Exp 400 (A) Shellbust Stab 200 ........................ (M) Move-Get Jp 360 (A) Blastar Punch 400 JP to master: 5870 ........................ Standard RSM 1030 JP to master: 4160 ........................ JP to master: 1630 A1 [ITEM] ------------------------ 16 [SING] Undead units (2) JP ------------------------ 43 [MIGHTY SWORD] ------------------------ Bard JP ------------------------ (E) Potion 30 ------------------------ Divine Knight 2A JP (E) Hi-Potion 200 (A) Angel Song 100 ------------------------ (E) X-Potion 300 (A) Life Song 100 (A) Shellbust Stab 200 (E) Ether 300 (A) Cheer Song 100 (A) Blastar Punch 400 (E) Hi-Ether 400 (A) Battle Song 100 (A) Hellcry Punch 500 (E) Elixir 900 (A) Magic Song 100 (A) Icewolf Bite 800 (E) Antidote 70 (A) Nameless Song 100 Standard RSM 1030 (E) Eye Drop 80 (A) Last Song 100 ........................ (E) Echo Grass 120 (R) MA Save 450 JP to master: 2930 (E) Maiden's Kiss 200 (R) Face Up 500 (E) Soft 250 (M) Move +3 1000 (E) Holy Water 400 (M) Fly 1200 44 [SNIPE] (E) Remedy 700 ........................ ------------------------ (E) Phoenix Down 90 JP to master: 3850 Engineer 2B JP ........................ ------------------------ JP to master: 4040 (A) Leg Aim 200 17 [DANCE] (A) Arm Aim 300 ------------------------ (A) Seal Evil 200 A2 [WHITE MAGIC] Dancer JP Standard RSM 1030 ------------------------ ------------------------ ........................ Undead unit (2) JP (A) Witch Hunt 100 JP to master: 1730 ------------------------ (A) Wiznaibus 100 (A) Cure 50 (A) Slow Dance 100 (A) Cure 2 180 (A) Polka Polka 100 45 [MAGIC SWORD] (A) Cure 3 400 (A) Disillusion 100 ------------------------ (A) Cure 4 700 (A) Nameless Dance 100 Temple Knight JP (A) Raise 180 (A) Last Dance 100 ------------------------ (A) Raise 2 500 (R) A Save 550 (A) Blind 50 (A) Reraise 800 (R) Brave Up 500 (A) Aspel 100 (A) Regen 300 (M) Move +3 1000 (A) Drain 180 (A) Protect 70 (M) Fly 1200 (A) Faith 200 (A) Protect 2 500 ........................ (A) Innocent 200 (A) Shell 70 JP to master: 3950 (A) Zombie 150 (A) Shell 2 500 (A) Silence 90 (A) Wall 380 (A) Berserk 200 (A) Esuna 280 18 [MIMIC] (A) Chicken 500 (A) Holy 600 ------------------------ (A) Confuse 200 ........................ Mime JP (A) Despair 300 JP to master: 5510 ------------------------ (A) Don't Act 50 (empty command set) (A) Sleep 170 ........................ (A) Break 300 A3 [BLACK MAGIC] JP to master: 0 (A) Shock! 600 ------------------------ Standard RSM 1030 Undead unit (2) JP ........................ ------------------------ 19 [GUTS] JP to master: 4320 (A) Fire 50 ------------------------ (A) Fire 2 200 Squire 01 JP (A) Bolt 50 ------------------------ 46 [SWORD SKILL] (A) Ice 50 (A) Accumulate 300 ------------------------ ........................ (A) Dash 75 Lune Knight JP JP to master: 350 (A) Throw Stone 90 ------------------------ (A) Heal 150 (A) Stasis Sword 100 (A) Yell 200 (A) Split Punch 400 A4 [YIN-YANG MAGIC] (A) Wish 0 (A) Crush Punch 500 ------------------------ Standard RSM 1030 (A) Lightning Stab 700 Undead unit (2) JP ........................ (A) Holy Explosion 800 ------------------------ JP to master: 1845 (A) Shellbust Stab 200 (A) Blind 100 (A) Blastar Punch 400 (A) Spell Absorb 200 (A) Hellcry Punch 500 (A) Life Drain 350 1A [GUTS] (A) Icewolf Bite 800 (A) Pray Faith 400 ------------------------ Standard RSM 1030 (A) Doubt Faith 400 Squire 02 JP ........................ (A) Zombie 300 ------------------------ JP to master: 5430 (A) Silence Song 170 (A) Accumulate 300 (A) Blind Rage 400 (A) Dash 75 (A) Foxbird 200 (A) Throw Stone 90 47 [ALL MAGIC] (A) Confusion Song 400 (A) Heal 150 ------------------------ (A) Dispel Magic 700 (A) Yell 200 Dycedarg (2) JP (A) Paralyze 100 (A) Cheer Up 200 ------------------------ (A) Sleep 350 (A) Wish 0 (A) Fire 3 480 (A) Petrify 580 Standard RSM 1030 (A) Bolt 3 480 ........................ ........................ (A) Ice 3 480 JP to master: 4650 JP to master: 2045 (A) Bio 3 (Dead) 0 ........................ JP to master: 1440 * A5 through A6: BLANK * 1B [GUTS] ------------------------ Squire 03 JP 48 [ALL MAGIC] A7 [no name] ------------------------ ------------------------ ------------------------ (A) Accumulate 300 Sorceror JP Command set for units (A) Dash 75 ------------------------ suffering from (A) Throw Stone 90 (A) Holy 600 Blood Suck JP (A) Heal 150 (A) Flare 900 ------------------------ (A) Yell 200 (A) Demi 2 550 (A) Blood Suck (0C8) 0 (A) Cheer Up 200 (A) Dark Holy 0 ........................ (A) Scream 500 (A) Raise 2 500 JP to master: 0 (A) Ultima ---- Standard RSM 1030 (A) Wish 0 ........................ Standard RSM 1030 JP to master: 3580 A8 [no name] ........................ ------------------------ JP to master: 2545 BLACK MAGIC for units 49 [PHANTOM] suffering from Frog JP ------------------------ ------------------------ 1C [GUTS] intended for Kletian? JP (A) Frog 500 ------------------------ ------------------------ ........................ Squire 04 JP (A) Midgar Swarm 0 JP to master: 500 ------------------------ (A) Bahamut 1200 (A) Accumulate 300 (A) Odin 900 (A) Dash 75 (A) Leviathan 850 * A9: BLANK * (A) Throw Stone 90 (A) Salamander 820 (A) Heal 150 ........................ (A) Wish 0 JP to master: 3770 AA [BYBLOS] Standard RSM 1030 ------------------------ ........................ Byblos JP JP to master: 1645 4A [ALL SWORDSKILL] ------------------------ ------------------------ (A) Energy 0 Holy Swordsman JP (A) Parasite 0 1D [HOLY SWORD] ------------------------ (A) Shock 0 ------------------------ (A) Stasis Sword 100 (A) Difference 0 Holy Knight 05 JP (A) Split Punch 400 ........................ ------------------------ (A) Crush Punch 500 JP to master: 0 (A) Stasis Sword 100 (A) Lightning Stab 700 (A) Split Punch 400 (A) Holy Explosion 800 (A) Crush Punch 500 (A) Shellbust Stab 200 AB [WORK] (A) Lightning Stab 700 (A) Blastar Punch 400 ------------------------ (A) Holy Explosion 800 (A) Hellcry Punch 500 Steel Giant JP (A) Wish 0 (A) Icewolf Bite 800 ------------------------ Standard RSM 1030 (A) Dark Sword 500 (A) Destroy 0 ........................ (A) Night Sword 100 (A) Compress 0 JP to master: 3530 Standard RSM 1030 (A) Dispose 0 ........................ (A) Crush 0 JP to master: 6030 ........................ 1E [MIGHTY SWORD] JP to master: 0 ------------------------ Arc Knight 06 JP 4B [DESTROY SWORD] ------------------------ ------------------------ AC [BIO] (A) Shellbust Stab 200 Arc Knight 08,33 JP ------------------------ (A) Blastar Punch 400 ------------------------ Apanda JP (A) Hellcry Punch 500 (A) Magic Ruin 0 ------------------------ (A) Icewolf Bite 800 (A) Speed Ruin 0 (A) Bio (Darkness) 0 Standard RSM 1030 (A) Power Ruin 0 (A) Bio (Poison) 0 ........................ (A) Mind Ruin 0 (A) Bio (Oil) 0 JP to master: 2930 (R) Counter 300 (A) Bio 2 (Frog) 0 (R) Counter Tackle 180 (A) Bio 2 (Slow) 0 (S) Concentrate 400 (A) Bio 2 (Silence) 0 1F [BASIC SKILL] (S) Maintenance 250 (A) Bio 2 (Petrify) 0 ------------------------ (S) Short Charge 800 (A) Bio 3 (Undead) 0 Squire 07 JP (M) Move +1 200 (A) Bio 3 (Dead) 0 ------------------------ ........................ (A) Bio 3 (Petrify) 0 (A) Accumulate 300 JP to master: 2130 ........................ (A) Dash 75 JP to master: 0 (A) Throw Stone 90 (A) Heal 150 4C [HOLY MAGIC] (A) Head Break 300 ------------------------ AD [DARK CLOUD] (A) Armor Break 400 Cleric 14, 2C JP ------------------------ Standard RSM 1030 ------------------------ Serpentarius JP ........................ (A) MBarrier 0 ------------------------ JP to master: 2345 (A) Deathspell 2 0 (A) Snake Carrier 0 (A) Ultima ---- (A) Poison Frog 0 (A) Wish 0 (A) Midgar Swarm 0 20 [DARK SWORD] Standard RSM 1030 (A) Zodiac ---- ------------------------ ........................ ........................ Dark Knight 17 JP JP to master: 1030 JP to master: 0 ------------------------ (A) Night Sword 100 (A) Dark Sword 500 * 4D through 66: BLANK * AE [DARK MAGIC] Standard RSM 1030 ------------------------ ........................ Archaic Demon JP JP to master: 1630 67 [FEAR] ------------------------ ------------------------ (A) Lifebreak 0 Warlock JP (A) Dark Holy 0 21 [HOLY SWORD] ------------------------ (A) Giga Flare 0 ------------------------ (A) Lose Voice 0 ........................ Holy Knight 34 JP (A) Seal 0 JP to master: 0 ------------------------ (A) Loss 0 (A) Stasis Sword 100 ........................ (A) Split Punch 400 JP to master: 0 AF [NIGHT MAGIC] (A) Crush Punch 500 ------------------------ (A) Lightning Stab 700 Ultima Demon JP (A) Holy Explosion 800 68 [WARLOCK SUMMON] ------------------------ Standard RSM 1030 ------------------------ (A) Nanoflare 0 ........................ Velius (2) JP (A) Dark Holy 0 JP to master: 3530 ------------------------ (A) Ultima ---- (A) Titan 220 (A) Hurricane 0 (A) Lich 600 (A) Ulmaguest 0 22 [HOLY SWORD] (A) Cyclops 1000 ........................ ------------------------ ........................ JP to master: 0 White Knight 20 JP JP to master: 1820 ------------------------ (A) Stasis Sword 100 B0 and up: see class (A) Split Punch 400 * 69 through 6A: BLANK * descriptions for monster (A) Crush Punch 500 classes. (section 7.4) Standard RSM 1030 ........................ JP to master: 2030 _______________________________________________________________________________ _______________________________________________________________________________ * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * This FAQ is dedicated to Dr Gamewiz (1936-1999), whose years of selfless * * service were an inspiration. The Doc, as he was affectionately called, ran * * a forum on America Online for many years, founded on the principle of * * 'gamesters helping gamesters'. It was the best place on AOL to find hints, * * codes, walkthroughs, and altogether nice people, united by the Gamewiz * * slogan, 'BOOLAH!'. Everyone who regularly visited the Gamewiz forum * * agreed: there was just something wonderful and magical about it. Many * * friendships were forged there, some of which are still going strong. In * * 1997, however, AOL terminated its contract with the Doc, opting instead to * * back Antagonist Online, a larger, more impersonal forum. Though many * * regulars became disaffected, the Doc, ever the optimist, continued * * assiduously preparing the newsletters and kept running his trivia games. * * Even in the face of terminal cancer, the Doc rarely missed an issue. On * * September 28, 1999, Dr Gamewiz passed away -- even his eternal optimism * * could not ward off the terrible disease. And so, Doc, this FAQ is for * * you. Wherever you are now, I hope it makes you smile. Thanks for giving * * so much of yourself, and know that your work does not go unappreciated. * * BOOLAH! * * --Aerostar * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * _______________________________________________________________________________ version history =============================================================================== New in this version: (version 6.5) - Rewrote gameflow section, reorganizing the clocktick and reworking the mechanics of Quick - Revised durations of status effects to reflect the new gameflow theory - Added section 2.8 on MIMIC - Fixed elemental parts of damage/success rate modification algorithms in parts 2 and 3 - Moved version history to the end of the guide - Made various minor revisions and corrections (version 6.1) - Revised formulas for the effect of zodiac compatibility on success percentage, thanks to data from ganonl and S on the GameFAQs message boards - Fixed various typos (version 6.0) - Added section 7.4, the class compendium - Added appendix C, a list of all command sets and their contents - Added a bunch of new sections in part 3, putting some of the info from the big list in 3.3 into a more compact format - Added the list of attacks affected by Silence status - Rewrote part 7, hopefully more clearly, changing 'statpoints' to 'raw stats' - Revised reaction, support, and move ability descriptions - Reorganized sections, putting reaction, support, and move abilities immediately after action abilities - Rewrote section 2.1, on the ATTACK command - Made various minor revisions and corrections Past versions of the BMG: (version 5.2) - Made minor revisions to abnormal status and reaction/support/move abilities sections - Added all equipment to Appendix B; added a listing for when enemies start to use each piece of equipment - Corrected several errors in formulas, found thanks to NeoKamek's careful review of the RAM dump in the GS Handbook (version 5.0) - Biggest change: Added a new Part 3, featuring detailed information about every action ability in the game. This replaces the old parts 6 and 7 - Revised sections on abnormal status - Revised sections on reaction, support, and movement abilities - Revised several miscellany sections; added list of crystal probabilities in section 5.1 - Changed formatting slightly to facilitate searching via Ctrl + F (version 4.3) - Expanded and clarified section on reaction abilities - Made corrections in tables in part 8 by checking against NeoKamek's RAM dump - Corrected and expanded algorithm for damage modifiers for physical and magical attacks - Miscellaneous minor revisions, additions and corrections (version 4.2) - Added a new section, 5.6, on which abilities can activate Counter - Made some corrections to the section on monster attacks - Corrected (again) the damage formula for 'Holy Bracelet' (thanks Notti!) - Added the effect of snowstorms on Ice damage in the Weather and Terrain section, 5.5 - Made various minor additions and corrections (version 4.1) - Added Appendix B - Corrected the damage formula for 'Holy Bracelet' - Added more information on the 'Golem' spell - Corrected Regen, Poison, Move-HP Up and Move-MP Up formulae - Introduced (x..y) notation for generation of random numbers - As always, made various corrections and clarifications (version 4.0) - Restructured the guide, moving the complicated gameflow section to the end and moving the crux of the FAQ (current parts 2 and 3, former parts 4, 5, and 6) closer to the beginning. - Expanded the section on elemental attributes - Expanded the section on evasion - Made some corrections in the chart of monster attacks, including the Monster Skills of Bull Demon and Morbol. Also found out, through testing, that 'Tail Swing' does random damage between 1 and 15 * PA. - Added sections on Brave and Faith limits as well as how to handle stat modifications in equations with two instances of the same variable - Revised or rewrote several sections - Abolished the frivolous subsection headings - Expanded lists of Reaction, Support, and Move abilities in 7.2 - 7.4 - Expanded section on weather and terrain effects - Corrected errors in the HOLY SWORD formulae - Corrected the range of THROW - Rewrote the stat-determining equation in 7.2 to reflect more accurately how the game stores the data - Made other sundry corrections (version 3.21) - Corrected some of the values in the table in 9.3 - Corrected typo in teleport success equation (thanks to Nick Lang for pointing this out) (version 3.2) - Added table of inherent abilities and statuses in 2.6.6 - Revised sections on evasion - Revised TRUTH and UN-TRUTH formulae (thanks to Notti for spotting the errors) - Corrected the requisite minor errors (those never seem to go away, do they?) (version 3.1) - Added several subsections in the miscellany section 2.6, including the formulae for teleport success, falling damage, and the success of random events (thanks to Goryus for most of this information) - Added information on critical hits <3.1.3>, as well as more detailed information on the randomization of axe, flail, and bag damage <3.1.2> - Corrected formula for UN-TRUTH damage - As always, sundry minor corrections and revisions (version 3.05) - Revised section 9.3, on levelling up, and added section 9.4, on levelling down - Moved data on initial raw stat values into 9.2; revised those values - Corrected typo in equation for JP gain - Corrected other minor errors (version 3.00) - Added Part 9, on character statistics and level up bonuses - Added equations for gained Exp and JP - Revised status/effect magic formula into a clearer form - Made miscellaneous revisions and corrections (version 2.66) - Corrected Sing and Dance percentages - Added Galaxy Stop percentage - Fixed Battle Skill formulae - Changed formulae for Nanoflare and the Tiamat skills into the forms used internally by the game (version 2.60) - Corrected various errors - Did some other stuff I can't remember because I did it before I went home for vacation but forgot to upload the FAQ :) (version 2.56) - Corrected miscellaneous errors - Added game-flow section - Converted all Speed data to ctr data - Added approximate success percentages for SING and DANCE - Renumbered sections (version 2.1) - Updated list of monster attacks; corrected physical vs. magical attack inaccuracies for monster attacks - Rewrote definitions of 'physical' and 'magical' attacks - Updated information on 'Blood Suck' status - Made a few miscellaneous revisions and clarifications (version 2.0) - Section on abnormal status totally rewritten - Information on JP sharing, counter magic, and learning magic updated and revised - Equations for Zodiac effects and miscellaneous other PA / MA bonuses rewritten to more accurately reflect the game's calculation - Errors in some weapon formulae corrected - Spell multiplier charts updated to include information on reflectability, calculability, avoidability, and ability to be countered - Vertical tolerances added to the range and effect notation of EVERY attack! - Talk Skill is not affected by evade percentages. Oops. - List of monster abilities now includes names of the different 'species' in the monster 'genus' - TONS of new information added on damage & probability modifiers - Several corrections, clarifications, and updates made to part 7 Special thanks to Notti for a thorough critique of version 1.5 of the FAQ and the contribution of several pieces of information. Thanks also to Master Daravon , who pointed out the inaccuracies in the monster abilities section in version 2.01. In addition, kudos to Aaditya Rangan for dealing with all the game-flow stuff, which all happens to quickly within the game for me to deal with . Finally, thanks to all the regulars on the GameFAQs FFT Message Board , many of whom also offered insightful comments on how I might make this file better. =====- end of file -=========================================================== (c) 2004 Aerostar Final Fantasy Tactics, Squaresoft, and all related indicia are trademarks of Square Electronic Arts, L.L.C. ------------------------------------------------------------------------------- fftmech65.txt * revision 6.52 * 11-10-04 ===============================================================================