-------------------------------------------------------------------------------
Game:           Final Fantasy IX
Guide Type:     Battle Mechanics
Platform:       Playstation
Version:        0.91, 18th January 2011
Author:         Richard Bishop (rebirth flame 2002)
Copyrighted to: (c) Richard Bishop - All rights reserved
-------------------------------------------------------------------------------

LEGAL DISCLAIMER:
This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other
web site or as a part of any public display is strictly prohibited, and a
violation of copyright.


===============================================================================
                              INTRODUCTION
===============================================================================
This FAQ explains most aspects of the battle system used in Final Fantasy IX.
The information in this guide was got through hours of in-game testing or from
people who hacked the information from the game itself.

===============================================================================
                            TABLE OF CONTENTS
===============================================================================

ATB                [1.0]        Black Magic       [10.0]
Running Away       [2.0]        Status Effects    [11.0]
Attack Command     [3.0]        White Magic       [12.0]
Damage Alterations [4.0]        Summon Magic      [13.0]
Trance             [5.0]        Blue Magic        [14.0]
Steal              [6.0]        Dragon            [15.0]
Skills             [7.0]        Flair             [16.0]
Sword Arts         [8.0]        Support Abilities [17.0]
Sword Magic        [9.0]


===============================================================================
[1.0]                                ATB
===============================================================================
The ATB bar is what determines how quick a character can act. The rate the
ATB bar fills is affected by Battle Speed and Status (slow, normal, Haste).

=======
ATB Bar
=======
Although nothing changes visually, the length of a character's ATB bar is
equal to:

Length = ((60 - Spd) * 160)

Every tick, the bar is increased by the following:

 +8  (slowest Battle Speed)
 +10 (medium Battle Speed)
 +14 (fastest Battle Speed)

Slow has the effect of reducing the rate the ATB bar increases by 1/3. This
means under Slow, the ATB bar fills by the following every tick:

  +5 (slowest Battle Speed)
  +6 (medium Battle Speed)
  +9 (fastest Battle Speed)

Haste has the effect of increasing the rate the ATB bar increases by 50%. This
means under Haste, the ATB bar fills by the following every tick:

 +12 (slowest Battle Speed)
 +15 (medium Battle Speed)
 +21 (fastest Battle Speed)


============
Starting ATB
============
At the start of a battle, your ATB bar is randomly filled based on:

 Rnd MOD ([Rnd / ATB lenght] * ATB length)

Notes:
 The same random number is used in both parts of the formula.

===============================================================================
[2.0]                            RUNNING AWAY
===============================================================================
As long as you are holding L1 + R1, your party attempts to run away from the
current battle (cannot run away from bosses). Your chance of running away is
affected by party's average level (KO included) and the average of the enemy
levels (dead monsters not included).

=============
Escape Chance
=============
 Chance = [Party Lvl Avg * [200 / Enemy Lvl Avg] / 16]

After that, a random number is used to determine if you run away:

 Rnd MOD 100 < Chance, party escapes

Notes:
 This check is performed once per second for as long as you hold L1 + R1.
 You can only escape during the time the enemies ATB bars are filling.

===============================================================================
[3.0]                           ATTACK COMMAND
===============================================================================
This section deals with the Attack Command. Here you will find information on
Add Status, Counter, Critical Hit, Hit/Evasion and damage calculation.

===============
Damage Formulas
===============
There are 6 different formulas used to determine basic Physical attack damage
based on what Weapon you have equipped or if the Enemy is attacking:

------------
Enemy Attack
------------
 Base   = Atk - Def
 Bonus  = Str + Rnd MOD ([(Lvl + Str) / 4] + 1)
 Damage = Base * Bonus


----------------
Standard Weapons
----------------
 Base   = Atk - Def
 Bonus  = Str + Rnd MOD ([(Lvl + Str) / 8] + 1)
 Damage = Base * Bonus

Used by Dagger, Sword, Staff, Rod, Spear, Claw, Flute.


--------------
Save The Queen
--------------
 Base   = (Atk + Lvl) - Def
 Bonus  = Str + Rnd MOD ([(Lvl + Str) / 8] + 1)
 Damage = Base * Bonus


----------------------------
Thief Swords + Knight Swords
----------------------------
 Base   = Atk - Def
 Bonus  = [(Str + Spr) / 2] + Rnd MOD ([(Lvl + Str) / 8] + 1)
 Damage = Base * Bonus


--------------
Hammer + Forks
--------------
 Base   = Atk - Def
 Bonus  = ((Rnd MOD (1 + Str - 1)) + 1) + Rnd MOD [(Lvl + Str) / 8]
 Damage = Base * Bonus


-------
Rackets
-------
 Base   = Atk - Def
 Bonus  = [(Str + Spd) / 2] + Rnd MOD ([(Lvl + Str) / 8] + 1)
 Damage = Base * Bonus


============
Critical Hit
============
Your chance of a Critical Hit with the Attack Command is based on Spirit:

 Rnd MOD [Spr / 4] > Rnd MOD 100, attack will critical


===========
Hit/Evasion
===========
When a party member or monster is selected as the attack target of a Physical
attack, two checks are performed that decide if the attack will hit or miss.

 Check 1: Rnd MOD 100 >= 100, attack misses
 Check 2: Rnd MOD 100 <  Target Evade, attack misses

If Accuracy+ is equipped, neither check is performed. Attacks always hit.


Check 1 is the attacker's accuracy, Check 2 is the target's evasion chance. If
the attacker succeeds in Check 1, the attack "hits" and Check 2 is then
performed to determine if the target will Evade this hit.

Normally, the attacker will never fail Check 1 due to having a 100% accuracy
by default. This is where Confuse, Darkness, Defend, Distract and Vanish get
involved.

If the attacker is under Confuse, Darkness or the target is using Defend, has
Distract equipped, the attacker's accuracy is reduced by 50%. Check 1 then
becomes:

 Check 1: Rnd MOD 100 >= 50, attack misses

These conditions stack, so if two of the above conditions are in effect for
example, Check 1 becomes:

 Check 1: Rnd MOD 100 >= 25, attack misses

If the target is under Vanish, the attacker's accuracy is reduced to 0. Check 1
then becomes:

 Check 1: Rnd MOD 100 >= 0, attack misses


=======
Counter
=======
If you have the Counter ability equipped, your chance to Counter with the
Attack Command when hit by an enemy Physical attack is:

 Spr >= Rnd MOD 100, you Counter

If Eye 4 Eye is equipped, this becomes:

 (Spr * 2) >= Rnd MOD 100, you counter


==========
Add Status
==========
If you have the Add Status ability equipped, you have a chance of inflicting
the Added Status of the weapon you have equipped when using the Attack Command.
Not all weapons have an Added Status and even some that do (Thief Swords) do
not work with Add Status.

Your chance of inflicting an Added Status is:

 Add Status Accuracy > Rnd MOD 100, Added Status is inflicted

----------------------
Weapon/Status/Accuracy
----------------------
Mage Masher     = Silence  (20%)        Avenger         = Death    (15%)
Gladius         = Slow     (35%)        Kaiser Knuckles = Trouble  (15%)
Ice Brand       = Freeze   (10%)        Duel Claws      = Berserk  (25%)
Flame Sabre     = Heat     (10%)        Rune Claws      = Darkness (30%)
Rune Blade      = Darkness (25%)        Oak Staff       = Slow     (20%)
Ultima Sword    = Sleep    (20%)        Cypress Pile    = Confuse  (20%)
Ragnarok        = Slow     (30%)        Octagon Rod     = Trouble  (10%)
Ice Lance       = Freeze   (10%)        High Mage Staff = Silence  (15%)
Trident         = Darkness (20%)        Mace of Zeus    = Mini     (15%)
Heavy Lance     = Stop     (10%)        Needle Fork     = Petrify  (10%)
Obelisk         = Petrify  (10%)        Silver Fork     = Slow     (15%)
Kain's Lance    = Confuse  (15%)        Bistro Fork     = Sleep    (20%)
Poison Knuckles = Poison   (40%)        Gastro Fork     = Stop     (10%)
Scissor Fangs   = Venom    (15%)

===============================================================================
[4.0]                       DAMAGE ALTERATIONS
===============================================================================
When using the Attack command, Elemental Spells or Abilities, damage can
vary greatly depending on enemy weaknesses and whether you are using support
abilities like MP Attack, Reflect x2, or Killer abilities etc.

==================
Elemental Weakness
==================
When using an Attack or Spell which has an element, your damage bonus can get
an increase or decrease depending on the target resistances.

Normal : Bonus is unaffected
Weak   : Bonus is increased by 50%
Half   : Bonus is reduced by 50%
Neutral: Take 0 damage (Guard)
Absorb : Absorbs all damage (Defence/Magic Defence is ignored)


==============
Attack Command
==============
When using the Attack Command, your damage bonus can get an increase or
decrease depending on certain conditions. These conditions are applied in a
certain order:

[Bonus * 1.5]  if using a Killer ability
[Bonus * 1.5]  if using MP Attack
[Bonus * 1.5]  if you are in Trance
[Bonus * 1.5]  if you are under Berserk
[Bonus * 1.5]  if the target is Back Attacked (apply if attacking own party)
[Bonus * 1.5]  if the target is under Sleep
[Bonus * 1.5]  if the target is under Mini
(Bonus * 2)    if the hit is a Critical

[Bonus / 2]   if you are in the Back Row (ignore if attacking own party)
[Bonus / 2]   if the target is under Protect

[Bonus * 1.5] if the target is weak to the element of your weapon
[Bonus * 1.5] if you are wearing an Elem-Atk raising item

[Bonus / 2]   if the target halves the element of your weapon
(Bonus = 1)   if you are under Mini


==============
Ipsen's Castle
==============
When in Ipsen's Castle your stronger weapons do lower damage than your weaker
weapons. This is because in Ipsen's Castle the base part of the damage formula
when using the Attack Command is altered to:

 Base = (60 - Atk) - Def


============
Magic Spells
============
When using Magic Spells, your damage bonus can get an increase or decrease
depending on certain conditions. These conditions are applied in a certain
order:

(Bonus * 2)   if using Reflect x2

[Bonus / 2]   if you multi target the Spell
[Bonus / 2]   If you are under Mini
[Bonus / 2]   if the target is under Shell

[Bonus * 1.5] if the target is weak to the element of your Spell
[Bonus * 1.5] if you are wearing an Elem-Atk raising item

[Bonus / 2]   if the target halves the element of your Spell


=======
Reflect
=======
If your entire party is under Reflect and you cast a spell on all party
members, the spell will be reflected up to four times on to a random enemy.
(only one animation is played though).

If there is only one enemy in battle, it will take all four hits and your
damage bonus won't be halved. If there are multiple enemies though, your
damage bonus is halved and since reflected spells choose a random enemy, each
enemy can be hit a different amount of times.

Example, you face a group of 3 Mandragoras:

1st Mandragora: 1 Hit               1st Mandragora: 3 Hit
2nd Mandragora: 1 Hit               2nd Mandragora: 1 Hit
3rd Mandragora: 2 Hit               3rd Mandragora: 0 Hit (Miss)

1st Mandragora: 2 Hit               1st Mandragora: 4 Hit
2nd Mandraogra: 2 Hit               2nd Mandragora: 0 Hit (Miss)
3rd Mandraogra: 0 Hit (Miss)        3rd Mandragora: 0 Hit (Miss)

This basically means a spell reflected off all party members can do up to four
times normal damage to an enemy.

===============================================================================
[5.0]                            TRANCE
===============================================================================
When you take damage your Trance gauge fills. When your Trance gauge is full
you enter Trance gaining new abilities as well as getting a 50% increase to
your Physical damage Bonus. You are also cleared of all negative status effects
when you enter Trance.

============
Trance Gauge
============
The Trance gauge ranges from 0 (empty) to 255 (full). Every time you take
damage, this is filled by:

 Rnd MOD Spr

 or

 Spr (if High Tide is equipped)

Every turn you take in Trance reduces the gauge and when it becomes empty you
revert back to normal.

 Deduction Rate = ([(300 - Lvl) / Spr] * 10) MOD 256


===============
Zidane's Trance
===============
Zidane's Skill command becomes Dyne. Each of Zidane's Skills now change to a
specific Dyne. All Dynes are Physical attacks that target either one or all
enemies in battle.

Damage Formula:
---------------
 Base   = Dyne Power - Def
 Bonus  = Str + Rnd MOD ([(Lvl + Str) / 8] + 1)
 Damage = Base * [Bonus * 1.5]

Notes:
 Bonus is halved by Protect
 Bonus is reduced to 1 whilst under Mini.

Skill/Dyne/Power:
-----------------
Flee          = Free Energy     = [(Atk * 15) / 10]
Detect        = Tidal Flame     = [(Atk * 15) / 10]
What's That!? = Scoop Art       = Atk * 2
Soul Blade    = Shift Break     = Atk * 2
Annoy         = Stella Circle 5 = [(Atk Pwr * 25) / 10]
Sacrifice     = Meo Twister     = [(Atk Pwr * 25) / 10]
Lucky Seven   = Solution 9      = Atk * 3
Thievery      = Grand Lethal    = Atk * 4


================
Steiner's Trance
================
Steiner's Attack command becomes Trance Attack. When using the Attack command
instead of the standard 50% increase to his Physical bonus, Steiner gains a
300% increase. Exception to this is when using the Blood Sword, Steiner only
gets the normal 50% increase when using it.


=============
Vivi's Trance
=============
Vivi's Black command becomes Dbl Blk. Vivi can now cast two Black Magic spells
in a row.


===============
Dagger's Trance
===============
Dagger's Summon command becomes Eidolon. A summon used in Trance will now
randomly cast itself for no MP cost. These summons however are much weaker than
when normally cast and though these summons only show the half animation, their
damage is not reduced by a third.

Power:
------
Ramuh    : 31 Atk Pwr      Atomos : Damage = [(16 * Target Max HP) / 100]
Leviathan: 63 Atk Pwr      Odin   : 49 Atk Pwr
Ifrit    : 37 Atk Pwr      Bahamut: 77 Atk Pwr
Shiva    : 34 Atk Pwr      Ark    : 87 Atk Pwr


================
Amarant's Trance
================
Amarant's Flair command becomes Elan. Amarant can now cast Flair commands on
all enemies or all party members.


==============
Freya's Trance
==============
Freya's Jump command becomes Trance Jump. Freya will now stay in the air until
her Trance gauge runs out and attack all enemies in battle instead of just one.

Damage Formula:
---------------
 Base   = Atk - Def
 Bonus  = ((Rnd MOD (1 + Str - 3)) + 3) + Rnd MOD [(Lvl + Str) / 8]
 Damage = Base * [Bonus * 1.5]

If High Jump is equipped:

 Base   = Atk - Def
 Bonus  = ((Rnd MOD (1 + Str - 2)) + 2) + Rnd MOD [(Lvl + Str) / 8]
 Damage = Base * (Bonus * 2)

Notes:
 Final Damage is divided by the number of targets in battle.
 Bonus is halved by Protect
 Bonus is reduced to 1 whilst under Mini.


==============
Quina's Trance
==============
Quina's Eat command becomes Cook. Quina can now learn a Blue Magic when the
enemy has 50% or less of its HP remaining instead of 25%.


=============
Eiko's Trance
=============
Eiko's White command becomes Dbl Wht. Eiko can now cast two White Magic spells
in a row.

===============================================================================
[6.0]                            STEAL
===============================================================================
Steal allows you to steal up to four items from an enemy. There are a total of
3 steps to Steal:

======
Step 1
======
Steal has to successfully hit the target.

 Atk = Rnd MOD (Lvl + Spr)
 Def = Rnd MOD (Enemy Lvl)

If Atk is equal or greater than Def, Steal is a success and moves to Step 2.
This step can be ignored if Bandit is equipped: Bandit causes any Steal to
have a 100% success rate.


======
Step 2
======
Checks to see if you get an item, they're 4 possible slots to choose from.

 Rare     :   1/256
 Semi-Rare:  16/256
 Uncommon :  64/256
 Common   : 256/256

Slots are checked from Rare to Common. If you fail to get the item in the
Rare slot it moves down to Semi-Rare, fail to get the item in the Semi-Rare
slot it moves down to Uncommon, fail to get the item in Uncommon slot and
you'll get what ever item is in the Common slot.

If you get a slot that has no item or you already stole it, Steal will fail.

If you equip Master Thief, the Rare and Semi-Rare slots are changed from 1/256
and 16/256 to 32/256. Steal will also now ignore empty slots.

If you succeed in getting an item, Steal moves to Step 3.


======
Step 3
======
This Step deals with Mug and Steal Gil.

 Mug Damage = Rnd MOD [Zidane's Lvl * Target Lvl / 2]

 Stolen Gil = Rnd MOD [Zidane's Lvl * Target Lvl / 4] + 1

===============================================================================
[7.0]                            SKILLS
===============================================================================
Skills range from dealing damage, casting status effects to listing enemy
Steal items as well as helping to escape from battle quicker.

====
Flee
====
Allows you to escape from a non boss battle with a 100% success rate.

Notes:
 You lose Gil equal to 10% of the Gil held by the opponents.


======
Detect
======
Shows the enemy Steal items. Items are listed from Rare to Common.


=============
What's That!?
=============
Turns the enemy around allowing for a back attack.


==========
Soul Blade
==========
Inflicts the Added Status of your Thief Sword with a 100% success rate.

Notes:
 Does not work with Daggers.


=====
Annoy
=====
Inflicts Trouble on one enemy.

Notes:
 50% Accuracy.


=========
Sacrifice
=========
KO's Zidane to fully restore the other party members HP and MP.


===========
Lucky Seven
===========
Does 7, 77, 777, or 7777 damage if Zidane's HP ends in 7. Otherwise it does 1.


========
Thievery
========
A Non-Element attack to one enemy.

 Damage = [# of successful Steals * Zidane's Speed / 2]

Notes:
 Steals done by Blank, Marcus, or Cinna count.
 Steals done before you get Thievery count.

===============================================================================
[8.0]                          SWORD ARTS
===============================================================================
Sword Arts range from simply doing damage to lowering the stats of the enemy
and even killing them instantly.

========
Darkside
========
A Shadow element attack to one enemy. Each use costs 1/8 of Steiner's Max HP.

 Base   = [(Atk * 14) / 10] - Def
 Bonus  = Str + Rnd MOD ([(Lvl + Str) / 8] + 1)
 Damage = Base * Bonus

Notes:
 Ignores Protect.
 Unaffected by Mini.


============
Minus Strike
============
An attack that does damage equal to Max HP - Current HP.


==========
Iai Strike
==========
Causes Death to one enemy.

Notes:
 30% Accuracy.


===========
Power Break
===========
Reduces the Strength of one enemy.

 [(Str * 75) / 100]

Notes:
 50% Accuracy.
 Can be used repeatedly to lower the stat even more.


============
Armour Break
============
Reduces the Defence of one enemy.

 [Def / 2]

Notes:
 50% Accuracy.
 Can be used repeatedly to lower the stat even more.


============
Mental Break
============
Reduces the Magic Defence of one enemy.

 [Mag Def / 2]

Notes:
 50% Accuracy.
 Can be used repeatedly to lower the stat even more.


===========
Magic Break
===========
Reduces the Magic of one enemy.

 [(Mag * 75) / 100]

Notes:
 50% Accuracy.
 Can be used repeatedly to lower the stat even more.


=======
Charge!
=======
Causes all critical HP party members to use a standard Physical attack.


=============
Thunder Slash
=============
A Thunder element attack to one enemy reducing their HP by a percentage.

 Damage = [19 * Target Max HP / 100]

Notes:
 0% Accuracy.
 Does not work on bosses.


===========
Stock Break
===========
A Physical attack to all enemies.

 Base   = [(Atk * 15) / 10] - Def
 Bonus  = Str + Rnd MOD ([(Lvl + Str) / 8] + 1)
 Damage = Base * Bonus

Notes:
 Takes on the element of your equipped weapon.
 Bonus is not increased when wearing Elem-Atk raising items.
 Bonus is halved by Protect.
 Bonus is reduced to 1 whilst under Mini.


===========
Climhazzard
===========
A Magical attack to all enemies.

 Base   = Atk * 2 - Mag Def
 Bonus  = Str + Rnd MOD ([(Lvl + Str) / 8] + 1)
 Damage = Base * Bonus

Notes:
 Bonus is halved by Shell.
 Bonus is halved whilst under Mini.


=====
Shock
=====
A Physical attack to one enemy.

 Base   = Atk * 3 - Def
 Bonus  = Str + Rnd MOD ([(Lvl + Str) / 8] + 1)
 Damage = Base * Bonus

Notes:
 Takes on the element of your equipped weapon.
 Bonus is not increased when wearing Elem-Atk raising items.
 Bonus is halved by Protect.
 Bonus is reduced to 1 whilst under Mini.

===============================================================================
[9.0]                          SWORD MAGIC
===============================================================================
Sword Magic are Physical attacks that Steiner can only use if Vivi is the
same party. Sword Magic raises Steiner's equipped weapons attack power and
gives it the element (if it has one) of the Spell used by Vivi.

==============
Damage Formula
==============
 Base   = Atk + Power - Def
 Bonus  = Str + Rnd MOD ([(Lvl + Str) / 8] + 1)
 Damage = Base * Bonus

Notes:
 Ignores Protect.
 Does not remove Sleep.
 Cannot be used if either Steiner or Vivi are under Mini.

-----
Power
-----
 Fire    : 5  (St)
 Fira    : 10 (St)
 Firaga  : 30 (St)
 Blizzard: 5  (St)
 Blizzara: 10 (St)
 Blizzaga: 30 (St)
 Thunder : 5  (St)
 Thundara: 10 (St)
 Thundaga: 30 (St)
 Bio     : 20 (St)
 Water   : 25 (St)
 Flare   : 60 (St)
 Doomsday: 40 (Mt)

===============================================================================
[10.0]                         BLACK MAGIC
===============================================================================
Each of Vivi's spells has an attack power like all weapons do. Black Magic
ranges from doing damage to inflicting status effects.

==============
Damage Formula
==============
 Base   = Spell Power - Mag Def
 Bonus  = Mag + Rnd MOD ([(Lvl + Mag) / 8] + 1)
 Damage = Base * Bonus

Notes:
 Bonus is halved by Shell.
 Bonus is halved whilst under Mini.
 Bonus is halved if you multi target the Spell.
 If the Spell naturally multi target's, Bonus is not halved.

-----------
Spell Power
-----------
The below spells use the above formula except for those marked with *.

 Fire    : 14  (St/Mt)        Osmose* : 15  (St)
 Fira    : 29  (St/Mt)        Drain   : 32  (St)
 Firaga  : 72  (St/Mt)        Bio     : 42  (St/Mt)
 Blizzard: 14  (St/Mt)        Demi*   : 30  (St/Mt)
 Blizzara: 29  (St/Mt)        Water   : 64  (St/Mt)
 Blizzaga: 72  (St/Mt)        Comet*  : 56  (St)
 Thunder : 14  (St/Mt)        Meteor* : 88  (Mt)
 Thundara: 29  (St/Mt)        Flare   : 119 (St)
 Thundaga: 72  (St/Mt)        Doomsday: 112 (Mt)


=====
Focus
=====
Increases Vivi's Magic stat.

 [(Magic * 125) / 100]

Notes:
 Lasts for entire duration of battle, even if KO'd and revived.
 Can be used repeatedly (has no effect once Magic reaches 99).


======
Osmose
======
Osmose restores MP to Vivi by draining it from the target.

 Base        = Spell Power - Mag Def
 Bonus       = Mag + Rnd MOD ([(Lvl + Mag) / 8] + 1)
 MP Restored = [(Base * Bonus) / 4]


===
Bio
===
A non-elemental attack to one or all enemies with a chance of inflicting the
Poison status. The chance of Bio inflicting Poison is:

 20 > Rnd MOD 100, Poison is inflicted


====
Demi
====
Reduces the targets HP by a percentage. Unlike most Magic, damage is not
affected if you multi target the Spell.

 Damage = [(30 * Target Max HP) / 100]

Notes:
 40% Accuracy.
 Does not work on bosses.


==============
Comet + Meteor
==============
Comet and Meteor ignore Magic Defence and do random damage. Both Spells can
also miss the target.

 Base   = Spell Power
 Bonus  = 1 ... (Lvl + Mag) - 1
 Damage = Base * Bonus

The chance of Comet and Meteor hitting are as follows:

 Comet : 171 > Rnd MOD 256, Comet hits
 Meteor: ([Lvl / 2] + Spr) >= Rnd MOD 100, Meteor hits

===============================================================================
[11.0]                        STATUS EFFECTS
===============================================================================
All characters can inflict some sort of Status Effect whether it be positive
or negative. While positive Status Effects always succeed, negative Status
Effects can fail to hit the target. Remember, if all characters are inflicted
with KO, Petrify, Stop or Venom, Game Over is declared.

========================
Status Effect Infliction
========================
Your chance of inflicting a Status Effect is equal to:

 Chance = Status Accuracy + Lvl + [Mag / 4] - Target Level

After that, two random numbers are used to determine if the spell will hit:

 Check 1: Rnd MOD 100 >= Chance, attack misses
 Check 2: Rnd MOD 100 <  Target Magic Evade, attack misses

---------------
Status Accuracy
---------------
Annoy     : 50%      Iai Strike  : 30%
Bad Breath: 40%      Mini        : 50%
Berserk   : 75%      Mustard Bomb: 30%
Blind     : 75%      Night       : 100%
Break     : 40%      Odin        : [Ore / 2]%
Confuse   : 50%      Poison      : 60%
Countdown : 50%      Silence     : 50%
Death     : 35%      Sleep       : 50%
Doom      : 25%      Slow        : 60%
Frost     : 30%      Stop        : 40%


======================
Status Effect Duration
======================
Like the ATB bar, Status Effect duration decreases by a rate based on Battle
Speed and Status (slow, normal, haste). The duration of a Status Effect is
equal to:

 Protect        : Spirit * 360
 Shell          : Spirit * 360
 Regen          : Spirit * 360
 Reflect        : Spirit * 320
 Haste          : Spirit * 320
 Float          : Spirit * 240
 Vanish         : Spirit * 240
 Slow           : (60 - Spirit) * 320
 Poison         : (60 - Spirit) * 240
 Sleep          : (60 - Spirit) * 200
 Doom           : (60 - Spirit) * 200
 Gradual Petrify: (60 - Spirit) * 200
 Freeze         : (60 - Spirit) * 160
 Heat           : (60 - Spirit) * 160

Normally, Status Effect duration will decrease by the following every 4th
tick:

 -8  (slowest Battle Speed)
 -10 (normal Battle Speed)
 -14 (fastest Battle Speed)

Under Slow, Status Effect duration will decrease by the following every 4th
tick:

 -5  (slowest Battle Speed)
 -6  (medium Battle Speed)
 -9  (fastest Battle Speed)

Under Haste, Status Effect duration will decrease by the following every 4th
tick:

 -12 (slowest Battle Speed)
 -15 (medium Battle Speed)
 -21 (fastest Battle Speed)

--------------------
Regen, Poison, Venom
--------------------
For these Status Effects, a secondard hit timer is used to determine when they
add or subtract HP from a character. This hit timer follows the same rate of
deduction as the spell duration.

Regen : (60 - Spirit) * 40
Poison: Spirit * 40
Venom : Spirit * 80


=======================
Positive Status Effects
=======================
---------
Auto-Life
---------
Effect      : If Character is KO'd, they are revived with 1 HP
Duration    : Until KO'd
Protected by: Petrify
Cured by    : Dispel


-----
Float
-----
Effect      : Character becomes immune to Earth Elemental spells
Duration    : Spirit * 240
Protected by: Petrify
Cured by    : Dispel


-----
Haste
-----
Effect      : Rate ATB bar fills is increased by 50%
             Rate Status Effects wear off is increased by 50%
Duration    : Spirit * 320
Protected by: Petrify
Cured by    : Dispel


-------
Protect
-------
Effect      : Character takes 50% less damage from Physical attacks
Duration    : Spirit * 360
Protected by: Petrify
Cured by    : Dispel


-------
Reflect
-------
Effect      : Reflects most spells to random Enemy
Duration    : Spirit * 320
Protected by: Petrify
Cured by    : Dispel


-----
Regen
-----
Effect      : Characters recovers [1/16 of max HP] at certain intervals
Duration    : Spirit * 360
Protected by: Petrify
Cured by    : Dispel


-----
Shell
-----
Effect      : Character takes 50% less damage from Magical attacks
Duration    : Spirit * 360
Protected by: Petrify
Cured by    : Dispel


------
Vanish
------
Effect      : Character cannot be hit by single target Physical attacks
             When Character attacks, target cannot Evade
Duration    : Spirit * 240
Protected by: Petrify
Cured by    : Magic Attack, Dispel


=======================
Negative Status Effects
=======================
-------
Berserk
-------
Effect      : Character cannot be controlled
             Character attacks random Enemy
             Character's Physical Attacks deal 50% more damage
Duration    : Until end of battle
Protected by: Petrify
Cured by    : Gysahl Green


-------
Confuse
-------
Effect      : Character cannot be controlled
             Character randomly attacks allies and enemies
             Character's Hit Accuracy reduced by 50%
             Character's Evade reduced to 0
Duration    : Until end of battle
Protected by: Petrify, Clear Headed
Cured by    : Physical Attack, Esuna


--------
Darkness
--------
Effect      : Character's Hit Accuracy reduced by 50%
             Character's Evade reduced to 0
Duration    : Until cured
Protected by: Petrify, Bright Eyes
Cured by    : Eye Drops, Remedy, Esuna


-----
Death
-----
Effect      : Inflicts KO
Duration    : -
Protected by: Petrify, Zombie
Cured by    : -


----
Doom
----
Effect      : Inflicts KO once timer reduces 0
Duration    : (60 - Spirit) * 200
Protected by: Petrify, Zombie
Cured by    : -


------
Freeze
------
Effect      : Character cannot act
             Character's Evade reduced to 0
             Character is KO'd if hit by a Physical Attack
Duration    : (60 - Spirit) * 160
Protected by: Petrify, Body Temp
Cured by    : Fire Elemental attack, Esuna


---------------
Gradual Petrify
---------------
Effect      : Inflicts Petrify once timer reaches 0
Duration    : (60 - Spirit) * 200
Protected by: Petrify, Jelly
Cured by    : Remedy, Stona, Esuna


----
Heat
----
Effect      : Character is KO'd if they act
Duration    : (60 - Spirit) * 160
Protected by: Petrify, Body Temp
Cured by    : Ice Elemental attack, Esuna


--
KO
--
Effect      : Character cannot act
             ATB bar reduced to 0 and stops
             Removes all Status Effects except Virus and Zombie
             Character gains no EXP or AP if still under KO after battle
Duration    : Until cured
Protected by: -
Cured by    : Life, Full-Life, Revive, Phoenix, Phoenix Down, Phoenix Pinion


----------
Near Death
----------
Effect      : -
Duration    : Until cured
Protected by: -
Cured by    : Anything that can raise your HP over 1/6 of your max HP


-------
Petrify
-------
Effect      : Character cannot act
             ATB bar stops
             Status Effect timers stop
             All Physical damage reduced to 0
             All Magical damage/healing reduced to 0
             Immune to other Status Effects
             Character gains no EXP or AP if still under Petrify after battle
Duration    : Until Cured
Protected by: Jelly
Cured by    : Soft, Stona


------
Poison
------
Effect      : Character loses [1/16 of max HP] at certain intervals
Duration    : (60 - Spirit) * 240
Protected by: Petrify, Antibody
Cured by    : Antidote, Remedy, Panacea, Esuna


----
Mini
----
Effect      : Character's Physical bonus is reduced to 1
             Character's Magical bonus is reduced by 50%
             Character takes 50% more damage from Physical attacks
Duration    : Until end of battle
Protected by: Petrify
Cured by    : Remedy, Mini, Esuna


-------
Silence
-------
Effect      : Character cannot use any form of Magic
Duration    : Until cured
Protected by: Petrify, Loudmouth
Cured by    : Echo Screen, Remedy, Esuna


-----
Sleep
-----
Effect      : Character cannot act
             Character's Evade reduced to 0
             Character takes 50% more damage from Physical attacks
Duration    : (60 - Spirit) * 200
Protected by: Petrify, Insomniac
Cured by    : Physical Attack, Esuna


----
Slow
----
Effect      : Rate ATB bar fills is reduced by 1/3
             Rate Status Effects wear off is reduced by 1/3
Duration    : (60 - Spirit) * 320
Protected by: Petrify, Auto-Haste
Cured by    : Dispel


----
Stop
----
Effect      : ATB bar stops
             Status Effect timers stop
             Character's Evade reduced to 0
Duration    : Until end of battle
Protected by: Petrify, Locomotion
Cured by    : Remedy, Dispel


-------
Trouble
-------
Effect      : [1/2] the damage a Character takes is also taken by their allies
Duration    : Until cured
Protected by: Petrify
Cured by    : Annoyntment


-----
Venom
-----
Effect      : Character cannot act
             Character's Evade reduced to 0
             Character loses [1/16 of max HP] at certain intervals
             Character loses [1/16 of max MP] at certain intervals
Duration    : Until cured
Protected by: Petrify, Antibody
Cured by    : Antidote, Remedy, Panacea


-----
Virus
-----
Effect      : Character's Evade reduced to 0
             Character gains no EXP or AP if still under Virus after battle
Duration    : Until cured
Protected by: Petrify
Cured by    : Vaccine


------
Zombie
------
Effect      : Effect of Healing Spells and Items is reversed
             Character is KO'd by Life, Full-Life, Revive and Phoenix
             Character HP is reduced to 0-9 by Phoenix Down and Phoenix Pinion
             Immune to effect of Death and Doom
             Death and Doom fully recover HP
             Character Trance gauge is reduced to 0 and cannot increase
             Character gains no EXP or AP if still under Zombie after battle
Duration    : Until cured
Protected by: Petrify
Cured by    : Magic Tag

===============================================================================
[12.0]                         WHITE MAGIC
===============================================================================
White Magic mostly concentrates on healing spells and positive status effects.
It also contains a few negative status effects as well as an attack magic.

==============
Damage Formula
==============
Holy follows the same damage formula as Vivi's normal Black Magic.

 Base   = Spell Power - Mag Def
 Bonus  = Mag + Rnd MOD ([(Lvl + Mag) / 8] + 1)
 Damage = Base * Bonus

Cure, Cura, and Curaga are slightly different as they ignore Magic Defence.

 Base        = Spell Power
 Bonus       = Mag + Rnd MOD ([(Lvl + Mag) / 8] + 1)
 HP Restored = Base * Bonus

Notes:
 HP Restored = Base * [Bonus * 1.5] if Concentrate is equipped.

-----------
Spell Power
-----------
 Cure  : 16   (St/Mt)
 Cura  : 38   (St/Mt)
 Curaga: 107  (St/Mt)
 Holy  : 113  (St)


====
Life
====
Revives a character from KO and restores HP equal to:

 [((Target Spr + 5) * Target Max HP) / 100]

Notes:
 HP restored is doubled if Concentrate is equipped.


=========
Full-Life
=========
Revives a character from KO and restores HP equal to:

 [((Target Spr + 100) * Target Max HP) / 100]

Notes:
 HP restored is doubled if Concentrate is equipped.


=====
Might
=====
Increases the targets Strength stat.

 [(Str * 125) / 100]

Notes:
 Lasts for entire duration of battle, even if KO'd and revived.
 Can be used repeatedly (has no effect once Strength reaches 99).


=====
Jewel
=====
Extracts 1 Ore from the target.

Notes:
 50% Accuracy
 Can be used repeatedly.

===============================================================================
[13.0]                         SUMMON MAGIC
===============================================================================
Eidolon attack power depends on the amount of Jewels in your inventory that
correspond to that Summon. Eidolons mostly do damage but one casts positive
status effects on the party whilst another can revive characters from KO.

================
Summon Animation
================
There are two animations you can get when you use a summon, Full and Half. The
first time you use a summon you get the full animation. After that, you have a
33% or 10% chance to get the full animation again based on the following.

If MP < (Summon MP Cost * 2), your chance of getting the full animation is:

 Rnd MOD 256 >= 170, use full animation

Otherwise, your chance of getting the full animation is:

 Rnd MOD 256 >= 230, use full animation

Notes:
 Equip Boost to have a 100% chance of getting the full animation.
 MP refers to the MP you have before the cost is subtracted.
 The value used for Summon MP Cost is not affected by Half MP.


==============
Damage Formula
==============
The animation length you get when you cast a summon affects the damage they
do. The full animation does maximum damage except for the full animation you
get the first time you use a summon (only does half animation damage). The
half animation reduces the damage a summon does by 1/3.

 Base   = Eidolon Power - Mag Def
 Bonus  = Mag + Rnd MOD ([(Lvl + Mag) / 8] + 1)
 Damage = Base * Bonus

Notes:
 Damage = [((Base * Bonus) * 2) / 3] if the half animation is shown.

-------------
Eidolon Power
-------------
 Ramuh    :  32 + Peridots        Bahamut:  88 + Garnet
 Leviathan:  59 + Aquamarine      Ark    : 106 + Lapis Lazuli
 Ifrit    :  42 + Topaz           Fenrir :  42 + Sapphire
 Shiva    :  36 + Opal            Fenrir :  44 + Sapphire
 Atomos   :  30 + Amethyst        Phoenix:  40
 Odin     : 145 - Ore             Madeen :  71 + Eiko's Level


======
Atomos
======
Atomos causes damage equal to a percentage based on its Attack power. Since
it's a Demi based summon, Atomos will not work on bosses.

Full Animation:
 Damage = [((30 + Amethyst) * Target Max HP) / 100]

Half Animation:
 Damage = [[(((30 + Amethyst) * Target Max HP) / 100] * 2) / 3]


====
Odin
====
When summoned, Odin either causes Death to the enemy or it misses. The chance
of Odin causing Death is equal to:

 Chance = [Ore / 2] + Lvl + [Mag / 4] - Target Lvl

If the support ability Odin's Sword is equipped, Odin will now do Non-Elemental
damage if he fails to cause Death. The strength of this ability is 145 - Ore.


=========
Carbuncle
=========
This Summon does no damage but instead inflicts a positive status effect on
your entire party. Normally the status effect Carbuncle inflicts is Reflect,
however this can be changed by equipping Eiko with certain Add-Ons:

 --       : Ruby Light    = Reflect (+ Protect if full animation)
 Emerald  : Emerald Light = Haste   (+ Protect if full animation)
 Diamond  : Diamond Light = Vanish  (+ Protect if full animation)
 Moonstone: Pearl Light   = Shell   (+ Protect if full animation)


=======
Phoenix
=======
When summoned Phoenix causes Fire element damage to all enemies. On top of that
Phoenix also revives all KO'd party members and restores their HP equal to:

 [((Target Spr + 30) * Target Max HP) / 100]

Notes:
 HP restored is doubled if Concentrate is equipped.

If Eiko is in your party, there is a chance Phoenix will automatically revive
your party if they are all KO'd. The chance of this happening is equal to:

 [(# of Phoenix Pinions / 256) * 100]

This automatic Rebirth Flame has a different animation than normal. It also
deals no damage to the enemy and uses no MP.

===============================================================================
[14.0]                         BLUE MAGIC
===============================================================================
Blue Magic contains a bit of everything from healing HP, inflicting positive
and negative status effect to dealing HP and MP damage to the enemy.

==============
Damage Formula
==============
 Base   = Spell Power - Mag Def
 Bonus  = Mag + Rnd MOD ([(Lvl + Mag) / 8] + 1)
 Damage = Base * Bonus

Notes:
 Bonus is halved by Shell.
 Bonus is halved whilst under Mini.

-----------
Spell Power
-----------
Earth Shake : 75
Goblin Punch: 20
LV4 Holy    : 34


===
Eat
===
To learn Blue Magic Quina must successful Eat the enemy. You can only do that
if the enemy has 25% or less of their maximum HP remaining.


============
Goblin Punch
============
A Magical attack to one enemy. If Quina's level is the same as the targets it
uses this formula, if not use the standard Damage formula.

 Base   = 20
 Bonus  = (Lvl + Mag) + Rnd MOD ([(Lvl + Mag) / 8] + 1)
 Damage = Base * Bonus

Notes:
 Bonus is halved by Shell.
 Bonus is halved whilst under Mini.


============
LV3 Def-Less
============
Randomly reduces the Defence and Magic Defence of all enemies with a level
that is a multiple of 3 from:

 0 ... Target Maximum Defence/Magic Defence


===========
Aqua Breath
===========
Does Water element damage to all enemies reducing their HP by a percentage.

 Damage = [(25 * Target Max HP) / 100]

Notes:
 50% Accuracy.
 Does not work on bosses.


===========
Matra Magic
===========
Reduces the targets HP to 1.

Notes:
 20% Accuracy.
 Does not work on bosses.


============
Pumpkin Head
============
Does damage equal to Max HP - Current HP to one enemy.


=======
Twister
=======
Twister is a Wind elemental attack that ignores Magic Defence and does random
damage to all enemies.

 Base   = 55
 Bonus  = 1 ... (Lvl + Mag) - 1
 Damage = Base * Bonus


=========
Frog Drop
=========
A Non-Element attack to one enemy.

 Damage = (Quina's Level * # of Frogs caught)


==========
White Wind
==========
Restores HP to all party members.

 HP Restored = [Quina's Max HP / 3]


============
Magic Hammer
============
Reduces the targets MP by a random amount ranging from:

 0 ... Targets Current MP.

===============================================================================
[15.0]                          DRAGON
===============================================================================
Dragon ranges from doing damage to restoring or lowering the HP and MP of your
party members.

====
Jump
====
A Physical attack to one enemy.

 Base   = Atk - Def
 Bonus  = Str + Rnd MOD ([(Lvl + Str) / 8] + 1)
 Damage = Base * [Bonus * 1.5]

Notes:
 Damage = Base * (Bonus * 2) if High Jump is equipped.
 Bonus is halved by Protect.
 Bonus is reduced to 1 whilst under Mini.


======
Lancer
======
A Physical attack to one enemy. Also drains enemy MP equal to 1/16 of the
damage done.

 Base   = [(Atk * 12) / 10] - Def
 Bonus  = Str + Rnd MOD ([(Lvl + Str) / 8] + 1)
 Damage = Base * Bonus

Notes:
 Bonus is halved by Protect.
 Bonus is reduced to 1 whilst under Mini.


===========
Reis's Wind
===========
Casts Regen on all party members.


===============
Dragon's Breath
===============
Does damage equal to target Max HP - Current HP to all enemies.


==========
White Draw
==========
Restores a random amount of MP to all party members from:

 0 ... ((Enemy Lvl * 2) - 1)


====
Luna
====
Casts Berserk on all enemies and party members.


============
Six Dragon's
============
Does one of the following 6 things to each character:

1. Fully heals HP (20%)
2. Fully heals MP (20%)
3. Fully heals HP and MP (10%)
4. Reduces HP to 1 (15%)
5. Reduces MP to 1 (15%)
6. Reduces HP and MP to 1 (20%)


==============
Cherry Blossom
==============
A Magical attack to all enemies.

 Base   = [(Atk * 15) / 10] - Mag Def
 Bonus  = Str + Rnd MOD ([(Lvl + Str) / 8] + 1)
 Damage = Base * Bonus

Notes:
 Does not remove Sleep.
 Bonus is halved by Shell.
 Bonus is halved whilst under Mini.


==============
Dragon's Crest
==============
A Non-Element attack to one enemy.

 Damage = (# of Dragons Killed * # of Dragons Killed)

Notes:
 Freya doesn't need to be the one that kills the Dragons.
 Dragons killed before getting Dragon's Crest count.

===============================================================================
[16.0]                            FLAIR
===============================================================================
Flair ranges from doing damage, restoring HP and MP, inflicting status effects
and adding additional elemental weaknesses to the enemy.

=====
Throw
=====
A Physical attack to one enemy.

 Base   = Thrown Weapons Atk * 2 - Def
 Bonus  = Str + Rnd MOD ([(Lvl + Str) / 8] + 1)
 Damage = Base * Bonus

Notes:
 Bonus is increased by 50% if the target is of the Aerial class.
 Bonus is increased by 50% if Power Throw is equipped.
 Bonus is halved by Protect.
 Bonus is reduced to 1 whilst under Mini.


======
Chakra
======
Restores the HP and MP of one party member.

 HP Restored = [(20 * Target Max HP) / 100]
 MP Restored = [(20 * Target Max HP) / 100]

Notes:
 HP and MP restored are doubled if Power Up is equipped.


============
Spare Change
============
Does Non-Element damage to one enemy.

 Gil Used = Amarant's Lvl * 101
 Damage   = [(Gil Used * Gil Used * Spirit) / (Gil Owned * 10)]


========
No Mercy
========
A Physical attack to one enemy.

 Base   = [(Atk * 17) / 10] - Def
 Bonus  = Str + Rnd MOD ([(Lvl + Str) / 8] + 1)
 Damage = Base * Bonus

Notes:
 Base   = [(Atk * 16) / 10] - Def when in Trance.
 Takes on the element of your equipped weapon.
 Bonus is not increased when wearing Elem-Atk raising items.
 Bonus is halved by Protect.
 Bonus is reduced to 1 whilst under Mini.


====
Aura
====
Casts Regen and Auto-Life on one party member.


=====
Curse
=====
Gives one enemy an extra elemental weakness.

Notes:
 Can be used repeatedly to give an enemy multiple weaknesses.


======
Revive
======
Revives a party member from KO and restores HP equal to:

 [((Target Spr + 20) * Target Max HP) / 100]


==========
Demi Shock
==========
Reduces the targets HP by a percentage.

 Damage = [(20 * Target Max HP) / 100]

Notes:
 50% Accuracy.
 Does not work on bosses.


=========
Countdown
=========
Inflicts Doom on one enemy.

Notes:
 50% Accuracy.

===============================================================================
[17.0]                       SUPPORT ABILITIES
===============================================================================
A list of support abilities and the effects. Most are pretty obvious but some
are not explained very well in game.

==========
Ability Up
==========
The Character receives double AP after battle.


=========
Absorb MP
=========
When hit by an enemy Spell, the character recovers MP equal to the MP cost of
the spell that hit them.


=========
Accuracy+
=========
The character cannot miss with the Attack Command.


==========
Add Status
==========
Gives you the chance to inflict the Added Status of your weapon.


=====
Alert
=====
Reduces your chance of being Back Attacked from 24/256 to 0%.


========
Antibody
========
The character is immune to the Poison and Venom statuses.


==========
Auto-Float
==========
The character is permanently under the Float status.


==========
Auto-Haste
==========
The character is permanently under the Haste status. The character is immune
to the Slow status.


=========
Auto-Life
=========
The character starts the battle under the Auto-Life status. When KO'd, the
character will immediately be revived with 1HP (only works once per battle).


===========
Auto-Potion
===========
The character automatically uses a Potion when they lose HP. If there are no
Potions in your inventory, the character uses a Hi-Potion.


============
Auto-Reflect
============
The character is permanently under the Reflect status.


==========
Auto-Regen
==========
The character is permanently under the Regen status.


======
Bandit
======
Steal will always hit the target.


============
Beast Killer
============
Increases your Bonus by 50% when attacking a Beast class monster with the
Attack Command (does not stack with other Killer abilities).


===========
Bird Killer
===========
Increases your Bonus by 50% when attacking a Aerial class monster with the
Attack Command (does not stack with other Killer abilities).


=========
Body Temp
=========
The character is immune to the Heat and Freeze statuses.


=====
Boost
=====
The full animation always plays when using a Summon.


===========
Bright Eyes
===========
The character is immune to the Darkness status.


==========
Bug Killer
==========
Increases your Bonus by 50% when attacking a Bug class monster with the
Attack Command (does not stack with other Killer abilities).


=======</pre><pre id="faqspan-2">
Chemist
=======
Doubles the effect of Potion, Hi-Potion and Ether during battle.


============
Clear Headed
============
The character is immune to the Confuse status.


===========
Concentrate
===========
Increases the healing Bonus of Cure/a/aga by 50%. Doubles the amount of HP
restored by Life, Full-Life and Phoenix.


=======
Counter
=======
When hit by a Physical attack, the character may Counter Attack.


=====
Cover
=====
A character with this equipped will take the damage of an enemy Physical
attack that targets a character with 1/6 of their Max HP or less remaining.


============
Devil Killer
============
Increases your Bonus by 50% when attacking a Devil class monster with the
Attack Command (does not stack with other Killer abilities).


========
Distract
========
Increases the chance of evading Physical attacks.


=============
Dragon Killer
=============
Increases your Bonus by 50% when attacking a Dragon class monster with the
Attack Command (does not stack with other Killer abilities).


=========
Eye 4 Eye
=========
Doubles your chance to Counter attack.


========
Flee-Gil
========
When you escape a battle with L1 + R1, you gain 10% of the Gil held by your
opponents. If Millionaire is equipped you gain 15%.


==============
Gamble Defence
==============
The characters Defence stat changes randomly when attacked between 0 and
Defence * 2.


============
Guardian Mog
============
Removes all status effects from Eiko (except KO) after battle before EXP and
AP are rewarded.


=======
Half MP
=======
Reduces the MP costs of Spells by 50%.


======
Healer
======
A character heals the target when using the Attack Command. Undead enemies
take damage from this ability.


=========
High Jump
=========
Doubles the Bonus when using the Jump Command.


=========
High Tide
=========
Increases the rate a characters Trance gauge fills.


======
HP+10%
======
Increases the characters max HP by 10%.


======
HP+20%
======
Increases the characters max HP by 20%.


==========
Initiative
==========
Increases your chance of a Pre-emptive Strike from 16/256 to 85/256.


=========
Insomniac
=========
The character is immune to the Sleep status.


=====
Jelly
=====
The character is immune to the Petrify and Gradual Petrify statuses.


========
Level Up
========
The character receives 50% more EXP after battle.


==========
Locomotion
==========
The character is immune to the Stop status.


==========
Long Reach
==========
When using the Attack Command from the Back Row, your Physical Bonus is not
reduced by 50%.


=========
Loudmouth
=========
The character is immune to the Silence status.


=============
Mag Elem Null
=============
Turns all the characters Spells in to Non-elemental attacks.


=========
Man Eater
=========
Increases your Bonus by 50% when attacking a Human class monster with the
Attack Command (does not stack with other Killer abilities).


============
Master Thief
============
When stealing from an enemy, changes the 1/256 and 16/256 items to 32/256.
Steal also now ignores empty slots.


===========
Millionaire
===========
Receive 50% more Gil after battle.


=========
MP Attack
=========
Increases your Bonus by 50% when using the Attack command at the cost of
1/8 of the characters max MP every attack.


======
MP+10%
======
Increases the characters max MP by 10%.


======
MP+20%
======
Increases the characters max MP by 20%.


===
Mug
===
When you successfully steal an item, the target receives damage.


============
Odin's Sword
============
If Odin fails to kill the target, the target receives Non-elemental damage.


===========
Power Throw
===========
Increases the Bonus when using Throw by 50%.


========
Power Up
========
The HP and MP restored by Chakra is doubled.


=============
Protect Girls
=============
If Dagger, Eiko or Freya have 50% or less of their max HP remaining and the
enemy targets them with an attack, Zidane will take the damage instead.


============
Reflect-Null
============
Allows the character to bypass the Reflect status.


==========
Reflect x2
==========
The Bonus of a characters Spell is doubled if Reflected.


==========
Restore HP
==========
If a character has 1/6 of their max HP or less remaining and they take
damage from an enemy attack and survive, they recover 50% of their max HP.


============
Return Magic
============
If hit by an enemy Spell, the character Counter attacks with the same spell.


=========
Steal Gil
=========
When you successfully steal an item, you also steal Gil.


============
Stone Killer
============
Increases your Bonus by 50% when attacking a Stone class monster with the
Attack Command (does not stack with other Killer abilities).


=============
Undead Killer
=============
Increases your Bonus by 50% when attacking a Undead class monster with the
Attack Command (does not stack with other Killer abilities).

===============================================================================
                               CREDITS
===============================================================================
I would like to thank all of the following people:

Terence (especially), SoftReset (especially), ForteGSOmega, Theoden, Ultima13,
the phoenix, KADFC, Endless_Dusk, Drops, Ryan86, Supernova 163, TranceKujaFF9
and the rest of the FFIX board.