THE FF7 PARTY MECHANICS v1.10
======================= =====
by Terence Fergusson <
[email protected]>
Final Fantasy 7 Copyright 1997, 1998 Square Co., Ltd. Final Fantasy and
Squaresoft are registered trademarks of Square Co., Ltd.
This document is entirely my work, and was written and is owned by me,
Terence Fergusson. All copyrights and trademarks are acknowledged where not
specifically mentioned. If you wish to reproduce this document AS IS, you
may do so without having to ask my permission, providing that the entire
document including this copyright notice is left intact, preferably in ASCII
text format, and is done so for non-profit purposes. I do, however, reserve
the right to revoke permission and ask for it to be taken down should I feel
it necessary.
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VERSION HISTORY
---------------
v1.00 : 09/05/05 : Original Release
v1.10 : 29/06/09 : Expanded and corrected minor things throughout the guide
Synched with sister guides
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COMPONENT GUIDES
----------------
The FF7 Game Mechanics Guides are split into three files. This guide, the
second in the series, will detail how the basic battle formulas apply to
Cloud's party, covering limit breaks, materia and items. The other two
are:
The FF7 Battle Mechanics:
Covers the battle mechanics as a whole, and is required reading for
understanding this current guide.
The FF7 Enemy Mechanics:
A list of enemies focusing on their attacks and attributes, and how the
damage from those attacks are factored into the battle mechanics formulas.
The FF7 Battle Mechanics is the main one to start with, since it will define
many terms that will be used in both Party and Enemy Mechanics.
Note that this guide is based on the PC version. While most alleged
gameplay differences between the PC and PSX versions have been proven false,
more may exist.
I apologise for the layout of some of the tables and associated data, but
some things are very difficult to both explain adequately and present in a
concise and understandable manner. If you have questions about any aspect
of this guide, please direct them to the FF7 GameFAQs Message Boards.
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CONTENTS
--------
1. Levels
1.1 Starting Levels
1.2 Required Experience
1.3 Earning Experience
1.4 Level Up!
1.5 Level Up! Summary
2. Materia
2.1 Magic Materia
2.2 Summon Materia
2.3 Command Materia
2.4 Support Materia
2.5 Independent Materia
2.6 Magic Spells
2.7 Summons
2.8 Enemy Skills
2.9 Command Abilities
3. Limit Breaks
3.1 Earning Limits
3.2 The Limit Bar
3.3 Limit Break Data
3.3.1 Cloud's Limit Breaks
3.3.2 Barret's Limit Breaks
3.3.3 Tifa's Limit Breaks
3.3.4 Aeris' Limit Breaks
3.3.5 Red XIII's Limit Breaks
3.3.6 Yuffie's Limit Breaks
3.3.7 Cait Sith's Limit Breaks
3.3.8 Vincent's Limit Breaks
3.3.9 Cid's Limit Breaks
4. Equipment
4.1 Weapons
4.1.1 Cloud's Weapons
4.1.2 Barret's Weapons
4.1.3 Tifa's Weapons
4.1.4 Aeris' Weapons
4.1.5 Red XIII's Weapons
4.1.6 Yuffie's Weapons
4.1.7 Cait Sith's Weapons
4.1.8 Vincent's Weapons
4.1.9 Cid's Weapons
4.1.10 Sephiroth's Weapons
4.2 Armour
4.3 Accessories
5. Battle Items
A-1. Maximal HP/MP Level Up Paths
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1. LEVELS
---------
--- ---------------
1.1 Starting Levels
--- ---------------
Each character has the following starting stats:
Lvl HP MP Str Vit Mag Spr Dex Lck XP
Cloud 6 314 54 20 16 19 17 6 14 610
Barret 1 222 15 15 13 11 9 5 13 10
Tifa 1 219 16 11 11 11 10 7 14 8
Aeris 1 177 23 10 11 13 14 5 14 0
Red XIII 1 221 17 10 12 11 10 10 14 12
Yuffie 1 100 5 1 1 1 1 1 1 0
Cait Sith 1 224 18 10 11 13 11 5 15 14
Vincent 1 178 18 9 10 11 11 5 14 16
Cid 1 223 15 12 12 11 10 6 14 18
Young Cloud 1 140 4 12 12 11 10 6 5 12
Sephiroth 50 3840 460 85 72 68 70 65 46 320438
Starting stats aren't as important as they seem, as we'll see in the upcoming
sections. Look at Yuffie, for example, who has the lowest starting stats
without question. She joins at L17 minimum though, and by that time, her
stats will have normalised; level growth is much more important than starting
stats. But we will cover that more later.
As you may have noticed, almost all characters begin the game at L1. This is
their base level. However, when you are given the chance to rename them,
they are automatically given a certain amount of XP to bring them up to
around the party's level. The formula used for each character is thus:
Cl = Cloud's Level Br = Barret's Level
Tf = Tifa's Level Ae = Aeris' Level
Rd = Red XIII's Level Yu = Yuffie's Level
Ca = Cait Sith's Level Vi = Vincent's Level
Ci = Cid's Level YC = Young Cloud's Level
Se = Sephiroth's Level
Av = Average Party Level (rounded down, only counts characters
who have already joined you)
Barret: Gains BrXP(Av - 1) XP
Tifa: Gains TfXP(Av - 2) XP
Aeris: Gains AeXP(Av - 3) XP
Red XIII: Gains RdXP(Av + 2) XP
Yuffie: Gains YuXP(Mystery Ninja's Level) XP
Cait Sith: Gains CaXP(Av) XP
Vincent: Gains ViXP(Av + 3) XP
Cid: Gains CiXP(Av + 3) XP
NOTE: The functions BrXP, TfXP, AeXP and so on will be defined in the next
subsection. For now, they are just defined as the total XP required for the
requisite character to reach the indicated level. Example: YuXP(17) would
be the total amount of XP required for Yuffie to reach L17.
NOTE: The maximum a character may be auto-levelled to is 98.
BUG: When you first start the game, Cloud is listed as requiring 645 Total XP
to achieve L7. This is a bug with the XPTNL count at the start of the game;
it will correct itself after the first battle.
--- -------------------
1.2 Required Experience
--- -------------------
The Total XP required for each level is generated via both an iterative
formula and a single lookup table. For simplicity though, I have created a
second lookup table that will be used in this formula.
The first lookup table, Q(<char>,<level>) below, denotes the modifier for the
quadratic function. Example: Q(Re,25) = 74
Level Cl Br Tf Ae Re Yu Ca Vi Ci YC Se
2-11 68 70 68 67 68 69 69 70 69 130 68
12-21 71 73 71 70 71 72 72 72 72 140 71
22-31 73 75 73 72 74 75 75 75 75 140 73
32-41 74 76 74 74 75 75 75 76 75 110 74
42-51 74 77 75 74 75 76 75 76 76 90 74
52-61 74 77 75 75 75 76 76 76 76 70 74
62-81 75 77 75 76 76 77 76 76 77 48 75
82-99 77 77 76 78 76 77 76 76 77 27 77
The second lookup table, S(<number>,<level>), uses the quadratic modifier to
get a starting value. Example: S(74,25) = 24493
Level 68 69 70 71 72 73 74 75 76 77 78
2-11 6 6 7 - - - - - - - -
12-21 - - 3542 3588 3639 3689 - - - - -
22-31 - - - - 23831 24161 24493 24827 - - -
32-41 - - - - - - 77066 78112 79149 - -
42-51 - - - - - - 176259 178647 181023 183403 -
52-61 - - - - - - 336872 341432 345977 350527 -
62-71 - - - - - - - 581467 589211 596961 -
72-81 - - - - - - - 913752 925925 938105 -
82-91 - - - - - - - - 1371319 1389359 1407407
92-99 - - - - - - - - 1940593 1966123 1991662
(Young Cloud's experience points cannot be calculated using this second
lookup table. Please refer to the second formula that only uses the first
lookup table if you're interested in them)
In addition, here's the final level requirement for L99 for the four relevant
mods - in case that's all you're interested in:
Mod 76: 2,420,933 XP (Cloud, Barret, Yuffie, Cid, Sephiroth)
Mod 77: 2,452,783 XP (Tifa, Red XIII, Cait Sith, Vincent)
Mod 78: 2,484,643 XP (Aeris)
Mod 27: 860,038 XP (Young Cloud)
From all this, the Total XP Required to get to any single level can be worked
out.
First, we define the following:
Chr = Character who's XP progression we will be using
Lvl = The Level we want to work out the Total XP for
XLv = [(Lvl - 2) / 10] * 10 + 2 (Example: if Lvl = 18, XLv = 12)
SLv = Lvl - XLv (Example: if Lvl = 18, SLv = 6)
Then:
Mod = Q(Chr,Lvl)
Start = S(Mod,Lvl)
Start is the total XP required for Chr to reach XLv. We have to use this
recursively to reach the level we want. To do this, we must define a
For-Next loop to do this:
XP = Start
If (SLv > 0) then
For I = 0 to SLv-1
XP = XP + [Mod * ((XLv + I) ^ 2) / 10]
Next I
End If
When that loop has finished, XP will hold the total XP required for Chr to
reach the level: Lvl. We define XP for this as: ChrXP(Lvl). (For example,
BrXP(35) would be the total XP required for Barret to reach L35)
It is unfortunate that this formula has to be defined this way, but this is
due to the [] function in the middle of the loop. It is hoped that the above
has been made as easy to understand as possible, but there was no way to
avoid the use of pseudocode at this juncture.
A demonstration of the code at work now follows, in the hopes that it will
make things clearer.
Let us see how much XP Vincent requires to reach L85. That means that:
Chr = Vi
Lvl = 85
XLv = [(85 - 2) / 10] * 10 + 2
= 82
SLv = 85 - 82
= 3
From there, we get:
Mod = Q(Vi,85)
= 76
Start = S(76,85)
= 1371319
Since SLv > 0, we must go through the loop.
XP = 1371319
For I = 0 to 2
XP = XP + [76 * ((82 + I) ^ 2) / 10]
Next I
Therefore:
XP = XP + [76 * 82^2 / 10] + [76 * 83^2 / 10] + [76 * 84^2 / 10]
= 1371319 + 51102 + 52356 + 53625
= 1528402
Having finished, we finally learn that Vincent requires 1,528,402 XP in total
to achieve L85. Thus:
ViXP(85) = 1528402
---
As explained earlier, the second lookup table - S(,) - is not needed at all.
To calculate the total experience required at a certain level, we need only
use the first lookup table. The formula and pseudocode is as follows:
Chr = Character who's XP progression we will be using
Lvl = The Level we want to work out the Total XP for
Mod = Q(Chr,Lvl)
XP = 0
For I = 1 to Lvl-1
XP = XP + [Mod * (I ^ 2) / 10]
Next I
Once the loop is finished, XP is the total experience required for Chr to
reach Lvl.
As you can see, this second method is slightly slower since we must begin
from 1 everytime we wish to work out the total XP required. However, it is
more true to the way FF7 works.
The experience required to reach Lvl from Lvl-1 is just:
XPTNL = [Mod * ((Lvl-1) ^ 2) / 10]
Note that the above formula only works when Lvl is not 12, 22, 32, etc.
This is because for many characters, the Mod changes at these levels, often
requiring more XP. This is why we must begin the calculations at L1 each
time we want to find out exactly how much XP is needed for a current level.
This is also why Young Cloud will often gain several levels at once at
higher levels; his Mod drops fantastically past L31, which usually means that
the XP he has earned to get to his current level is more than enough to give
him a few more levels as well.
The table S(,) is simply the results from the above formula when Lvl = 2,
12, 22, 32, and so on. Only the results needed for the characters are in
the table listed above, but if you wish, you can work out the value for all
the cells labelled with a '-' by hand. It is not recommended though.
NOTE: The maximum level it is possible to attain in FF7 is 99. Attempting to
work out the XP requirements for levels greater than 99 will return a value
of 0 XPTNL, but no level up will ever take place. However, XP is still
accumulated and will continue to do so...
NOTE: Sephiroth and Young Cloud appear to break the rules outlined above.
Young Cloud starts with 12 XP and requires 128 extra XP to reach L2.
Sephiroth starts with 320,438 XP and requires 59562 extra XP to reach L51.
However, this is due to the fact that their XPTNL is initialised differently,
and is never corrected. In actuality, Sephiroth and Young Cloud, if they did
gain experience, would follow the values listed under Se and YC respectively
in the first lookup table.
--- ------------------
1.3 Earning Experience
--- ------------------
Once a character is classed as a member of your party, they will gain
experience under the following circumstances:
Inside party, not flagged as Dead: XP
Inside party, flagged as Dead: 0
Outside party: [XP/2]
where XP is the total XP count of the monsters killed.
As noted, XP is not divided among the party members, so you are not penalised
on the size of your party.
On top of that, if a party member leaves your entire party such that they can
no longer be chosen in the PHS menu, then they will gain no XP until they
rejoin at a later date. There are a number of story-related events where
this will occur, but usually they're short enough that there's no great loss.
*** WARNING: The next section has lots and lots of tables, and in a 78-char
text document, these tables are *VERY* difficult to make legible without
creating a lot of bloat. In addition, the data most of the tables will have
isn't very intuitive, and the combined effect makes them difficult to scan
through. My apologies in advance for this. Analysis of some of the figures
will be present in Section 1.5 - Level Up! Summary. If you just want to see
what kind of stats the characters will have at L99, just skip to the next
section. ***
--- ---------
1.4 Level Up!
--- ---------
When you gain a level, you earn increases to all Primary Stats as well as
extra HP and MP. How much they increase is random, and depends on the stat,
the character and your current level.
Let's look over the Primary Stats first. FF7 uses a group of 30 different
levels - 0 to 29 - to 'grade' the first five stats (Str, Vit, Mag, Spr and
Dex), with the lowest numbers - in general - providing the best curves.
First, let's look at how each of the characters are graded in these five
stats:
Str Vit Mag Spr Dex
=================================================
Cloud 1 6 3 4 26
Barret 5 2 18 14 29
Tifa 6 18 16 9 25
Aeris 23 20 0 1 28
Red 12 11 13 9 23
Yuffie 16 19 11 10 24
Cait Sith 19 22 6 4 28
Vincent 21 22 6 4 28
Cid 11 7 17 15 27
=================================================
Generally, the lower the number, the better the curve that has been assigned
to that stat. It's easy to see, now, that Aeris has the best gains in Magic
and the worst in Str. We can also see, for example, that Cloud is a very
well rounded character with high gains in everything.
Now let's look at the curves themselves.
Do you remember how the Level Mod changed every so many levels in the
previous section? We will call these ranges Level Brackets, and there are
eight of them in total: L2-11, L12-21, L22-31, L32-41, L42-51, L52-61,
L62-81 and L82-99. Which bracket you're in depends on which level you're
about to gain: going from L11 to L12 would put you in the L12-21 bracket.
The curves are defined by two numbers per bracket: a base and a gradient.
Let's go over a single example: the Base for the Rank 0 Curve for L2-11 is
12, and the Gradient is 130. The two numbers are used in the following way:
Baseline Stat = Base + [Gradient * Level / 100]
So, if you were about to earn L5 and were using the Rank 0 Curve, the
Baseline would be:
12 + [130 * 5 / 100]
= 12 + [6.5]
= 12 + 6
= 18
This first table will show the Gradient and Base for all 30 Curves, which is
the data necessary to work out every single curve for the first five stats.
============================================================================
L 2-11 L12-21 L22-31 L32-41 L42-51 L52-61 L62-81 L82-99
Rank Grd Bs Grd Bs Grd Bs Grd Bs Grd Bs Grd Bs Grd Bs Grd Bs
============================================================================
0 130 12 160 9 160 9 120 21 70 44 60 50 50 57 30 73
1 120 13 130 12 133 11 135 11 120 17 72 43 55 53 21 80
2 130 12 140 10 140 11 110 21 90 32 70 43 48 56 27 73
3 130 12 120 13 135 11 120 15 85 33 70 40 53 51 32 69
4 120 10 128 9 130 8 130 8 77 30 72 33 61 40 35 61
5 120 12 125 12 117 14 118 14 93 23 52 49 44 55 35 62
6 110 10 130 8 145 5 110 17 100 17 75 30 44 50 31 61
7 120 11 135 10 130 11 110 16 85 27 70 33 60 37 35 58
8 100 12 130 9 125 10 120 11 77 29 67 34 43 49 31 58
9 110 9 120 8 122 8 123 8 80 26 75 29 55 42 44 48
10 100 9 115 9 124 7 118 8 107 11 78 26 42 48 36 53
11 110 11 120 10 115 12 102 17 91 21 37 49 40 48 40 48
12 100 9 122 9 140 6 135 8 83 29 40 51 30 57 25 62
13 110 10 122 9 130 7 98 16 83 22 45 43 44 45 33 54
14 110 8 105 9 104 11 102 13 93 16 87 18 51 40 25 60
15 115 9 127 9 121 11 108 15 86 23 68 32 41 48 24 62
16 114 10 118 9 114 10 95 16 82 22 71 28 37 49 30 55
17 112 10 115 10 111 10 103 13 83 21 48 39 39 45 25 57
18 100 10 108 10 115 9 108 11 83 21 55 35 31 51 24 57
19 100 9 111 8 112 9 87 17 53 32 45 37 39 42 34 47
20 100 10 108 9 114 8 106 11 63 29 45 39 33 47 26 53
21 100 8 110 7 127 4 77 20 50 31 41 36 40 37 31 46
22 100 9 102 9 101 10 88 15 70 21 57 28 45 35 24 53
23 100 9 100 9 107 8 85 14 77 18 60 25 30 44 24 50
24 95 8 90 9 88 12 85 13 62 22 52 29 39 38 18 55
25 80 7 85 7 115 1 92 8 78 13 64 20 27 42 21 46
26 72 6 69 7 76 6 77 6 68 10 50 19 22 36 21 37
27 70 6 53 9 63 8 70 6 69 7 58 13 28 31 20 37
28 70 5 70 6 70 7 71 7 67 9 48 18 16 38 16 38
29 65 5 63 6 76 4 61 9 49 14 36 20 28 24 20 30
============================================================================
And since the previous table doesn't really give a clear picture of how the
curves *LOOK*, here's a second table that will show the calculated Baseline
for key levels for all 30 Curves.
=======================================================================
Rank L 2 L10 L20 L30 L40 L50 L60 L70 L80 L90 L99
=======================================================================
0 14 25 41 57 69 79 86 92 97 100 102
1 15 25 38 50 65 77 86 91 97 98 100
2 14 25 38 53 65 77 85 89 94 97 99
3 14 25 37 51 63 75 82 88 93 97 100
4 12 22 34 47 60 68 76 82 88 92 95
5 14 24 37 49 61 69 80 85 90 93 96
6 12 21 34 48 61 67 75 80 85 88 91
7 13 23 37 50 60 69 75 79 85 89 92
8 14 22 35 47 59 67 74 79 83 85 88
9 11 20 32 44 57 66 74 80 86 87 91
10 11 19 32 44 55 64 72 77 81 85 88
11 13 22 34 46 57 66 71 76 80 84 87
12 11 19 33 48 62 70 75 78 81 84 86
13 12 21 33 46 55 63 70 75 80 83 86
14 10 19 30 42 53 62 70 75 80 82 84
15 11 20 34 47 58 66 72 76 80 83 85
16 12 21 32 44 54 63 70 74 78 82 84
17 12 21 33 43 54 62 67 72 76 79 81
18 12 20 31 43 54 62 68 72 75 78 80
19 11 19 30 42 51 58 64 69 73 77 80
20 12 20 30 42 53 60 66 70 73 76 78
21 10 18 29 42 50 56 60 65 69 73 76
22 11 19 29 40 50 56 62 66 71 74 76
23 11 19 29 40 48 56 61 65 68 71 73
24 9 17 27 38 47 53 60 65 69 71 72
25 8 15 24 35 44 52 58 60 63 64 66
26 7 13 20 28 36 44 49 51 53 55 57
27 7 13 19 26 34 41 47 50 53 55 56
28 6 12 20 28 35 42 46 49 50 52 53
29 6 11 18 26 33 38 41 43 46 48 49
=======================================================================
Now that the Baseline for the next Level has been found, we must still work
out how much the current Stat may rise. This is worked out by first
calculating the following value:
Stat Difference = Rnd(1..8) + Baseline - Current Stat
This difference is then capped at 0 to 11 inclusive, and then the following
table is used to look up the final stat gain:
Difference Stat Gain
0- 3 0
4- 6 1
7- 9 2
10-11 3
From this, we can see that you can only go a maximum of 5 points over the
Baseline before you cannot gain any more points, and if you are more than 8
points under the Baseline, you will automatically get the full 3 point gain.
Over the course of 98 levels, this makes sure that you never stray too far
from your intended average stat.
Note: Your Primary Stats are *capped* at 100; it is impossible to push them
over that. Even if the Baseline is greater than 100 for your level, you will
still be unable to achieve more than 100 in that Stat. Using Sources or
wearing Equipment and Accessories does *NOT* increase your Base Stats, and
thus does not affect the rate you get stat increases through gaining levels.
Luck uses the same curve system that we've just detailed, including the same
Stat Gain system. However, instead of being ranked in the 30 level Curve
system we went over, they have their own unique levels. We will instead list
the Baseline formulas for the Luck of each character manually.
=============================================================================
L 2-11 L12-21 L22-31 L32-41 L42-51 L52-61 L62-81 L82-99
Char Grd Bs Grd Bs Grd Bs Grd Bs Grd Bs Grd Bs Grd Bs Grd Bs
=============================================================================
Cloud 20 15 10 16 10 16 8 17 8 17 8 17 7 18 6 19
Barret 15 14 8 15 8 15 7 15 6 16 5 17 4 18 3 20
Tifa 20 14 10 15 10 15 9 16 9 17 10 17 10 17 6 20
Aeris 18 14 8 15 8 15 8 16 8 16 5 18 7 17 7 17
Red 18 14 8 15 8 15 8 16 8 16 5 18 7 17 7 17
Yuffie 20 16 10 17 10 17 10 17 8 18 10 18 10 18 9 19
Cait 20 14 10 15 10 15 9 16 9 17 10 17 10 17 6 20
Vince 20 14 10 15 10 15 9 16 9 17 10 17 10 17 6 20
Cid 15 14 8 15 8 15 7 15 6 16 5 17 4 18 3 20
=============================================================================
Finally, HP and MP use a related formula each. Their Baseline is calculated
from Base and Gradient like so:
HP Baseline = Base + (Level - 1) * Gradient
MP Baseline = Base + [(Level - 1) * Gradient / 10]
..and their difference is calculated as a percentage of Current HP or MP:
Difference = Rnd(1..8) + [100 * Baseline / Current Stat] - 100
The Difference is then capped between 0 and 11%, and the Stat Gain is looked
up on the following tables:
HP MP
Difference Stat Gain Difference Stat Gain
0% 40% 0% 20%
1% 50% 1% 30%
2% 50% 2% 30%
3% 60% 3% 50%
4% 70% 4% 70%
5% 80% 5% 80%
6% 90% 6% 90%
7% 100% 7% 100%
8% 110% 8% 110%
9% 120% 9% 120%
10% 130% 10% 140%
11% 150% 11% 160%
Finally, the base HP gain you get is equal to the Gradient of the curve. For
instance, Cloud's L82-99 Gradient is 98, so the maximum HP he can gain from a
level is 150% of 98, or 147. The minimum for him in that level bracket
would, of course, be 40% of 98, or 58 (remember to round down).
MP gain is similar to HP, but we have to be more careful. The base MP gain
is equal to:
Base MP Gain = [Level * Gradient / 10] - [(Level - 1) * Gradient / 10]
Essentially, it is the difference between the Baseline for your current
level and the Baseline for the level after, with the important difference
that they both use the same level bracket. For example, if you were trying
to gain L12, the Gradient used would be from the L12-21 bracket, *NOT* from
the L2-11 bracket.
This leaves only the HP and MP Gradient/Base tables to list. First, the
HP Tables. Note that a minus sign means that the Base is negative. Also,
please remember that the columns indicate the bracket of the Level you are
trying to *EARN*, not the Level you are at currently:
L 2-11 L12-21 L22-31 L32-41
Character Grd Base Grd Base Grd Base Grd Base
Cloud 19 200 42 -40 72 -640 100 -1440
Barret 22 200 45 0 82 -760 118 -1840
Tifa 19 200 38 0 64 -520 96 -1520
Aeris 17 160 36 0 65 -560 93 -1400
Red XIII 21 200 45 -40 75 -640 105 -1520
Yuffie 18 200 37 0 64 -560 89 -1320
Cait Sith 24 200 51 -80 80 -640 111 -1560
Vincent 18 160 41 -80 67 -600 86 -1160
Cid 23 200 44 -40 73 -640 107 -1640
L42-51 L52-61 L62-81 L82-99
Character Grd Base Grd Base Grd Base Grd Base
Cloud 121 -2280 137 -3080 120 -2040 98 -200
Barret 143 -2840 143 -2840 115 -1160 95 600
Tifa 121 -2520 131 -3000 117 -2160 92 -80
Aeris 114 -2240 126 -2880 113 -2080 93 -400
Red XIII 126 -2360 134 -2760 119 -1840 97 -80
Yuffie 111 -2160 127 -2960 120 -2560 96 -520
Cait Sith 141 -2760 138 -2600 99 -240 72 2000
Vincent 110 -2120 123 -2800 120 -2640 92 -400
Cid 125 -2360 129 -2560 115 -1720 93 0
..and finally the MP Tables:
L 2-11 L12-21 L22-31 L32-41
Character Grd Base Grd Base Grd Base Grd Base
Cloud 64 12 78 0 90 -26 101 -58
Barret 57 10 67 0 77 -20 90 -60
Tifa 60 10 70 0 84 -28 94 -58
Aeris 70 16 84 0 99 -30 112 -68
Red XIII 58 12 75 -6 86 -28 97 -60
Yuffie 58 10 72 -2 80 -20 93 -58
Cait Sith 60 12 75 -2 83 -20 97 -60
Vincent 63 12 80 -6 90 -26 96 -44
Cid 54 10 75 -12 83 -26 87 -38
L42-51 L52-61 L62-81 L82-99
Character Grd Base Grd Base Grd Base Grd Base
Cloud 112 -102 112 -102 96 -4 73 180
Barret 102 -108 100 -96 84 0 63 170
Tifa 104 -98 104 -98 92 -26 72 136
Aeris 124 -116 120 -96 105 -6 82 188
Red XIII 108 -104 112 -126 94 -16 66 210
Yuffie 106 -110 110 -130 85 20 72 126
Cait Sith 108 -104 108 -104 94 -20 70 178
Vincent 100 -60 105 -86 97 38 84 74
Cid 94 -66 104 -116 89 -24 69 140
Note: HP is capped at 9999 and MP is capped at 999. You cannot achieve more
than that.
--- -----------------
1.5 Level Up! Summary
--- -----------------
Once again, apologies for the mass of mostly incomprehensible data. However,
it was necessary to show all that so that we can demonstrate where the
following short analysis now comes from. We can now provide the minimum and
maximum stats a character may have, for example.
Let's start with that simple analysis first: the maximum and minimum base
stats the characters can get. Please note that for the maximum and minimum
HP values, you cannot *always* take the max/min gain possible each level.
Some levels, you may have to take a lower gain in order to achieve a better
one on the next level. The difference between these two strategies, however,
is always less than 10 HP at L99.
HP MP Str Vit Mag Spr Dex Lck
Name Min/Max Min/Max Min/Max Min/Max Min/Max Min/Max Min/Max Min/Max
============================================================================
Cloud 8960-9511 851-905 98-100 89- 96 98-100 93-100 55- 62 22- 29
Barret 9435-9999 748-796 94-100 97-100 78- 85 82- 89 47- 54 20- 27
Tifa 8513-9037 800-850 89- 96 78- 85 82- 89 89- 96 64- 71 23- 30
Aeris 8304-8816 942-994 71- 78 76- 83 100-100 98-100 51- 58 21- 28
Red 8980-9556 814-866 84- 91 85- 92 84- 91 89- 96 71- 78 21- 28
Yuffie 8471-8993 790-841 82- 89 78- 85 85- 92 86- 93 70- 77 25- 32
Cait 8608-9135 822-869 78- 85 74- 81 89- 96 93-100 51- 58 23- 30
Vincent 8211-8779 859-915 74- 81 74- 81 89- 96 93-100 51- 58 23- 30
Cid 8682-9284 776-822 85- 92 90- 97 79- 86 83- 90 54- 61 20- 27
NOTE: The strategies required to max out HP and MP will be given in the
Appendix at the end of this document. Do not assume it is easy. Most maxing
can be done in the last 50 levels however, with the exact margin for error
depending on the character, the stat, and how high above or below the average
you are when you start. The reason for this is how FF7 reduces your stat
gains when you're over the baseline for your level; it's relatively easy to
catch up again even if you're well below average in a particular stat, simply
with a few lucky rolls.
But, you should know that achieving max HP requires that you must take lower
than max gains at some levels, and that achieving max MP requires around 50
to 60 levels of max gains, depending on the character and your MP when you
start maxing.
And yes, Barret can max out his HP naturally. He's the only character that
can achieve 9999 HP without external modifiers (ie Materia). No character
can naturally get 999 MP though.
So, now we've got a better view of where each character's strengths lie.
Now, for a moment, let's instead look at Cloud's stats at various key levels.
NOTE: Only the average gain per level was taken; the real averages differ
slightly from those shown (especially Luck), but this should at least be a
good enough guide to show the progression of Cloud's stats.
Lvl HP MP Str Vit Mag Spr Dex Lck
===========================================================
6 314 54 20 16 19 17 6 14
10 380 73 25 21 25 22 13 19
20 778 151 38 34 37 34 22 20
30 1481 237 50 48 51 47 30 21
40 2491 338 65 61 63 60 38 22
50 3660 446 77 69 76 70 46 23
60 4998 554 88 77 84 78 51 23
70 6173 650 93 82 90 84 53 24
80 7341 743 99 87 95 90 55 25
90 8369 812 100 90 99 94 57 26
99 9228 875 100 93 100 97 59 26
So, just looking at one character, we can see how stats are earned as level
rises: HP and MP, for example, both start and end rather slow, but they
increase by large amounts around L40-60. Luck, on the other hand, jumps up
quickly until it hits the baseline, which only changes by a small amount
every ten levels or so. Dex is similar: it grows relatively fast until you
hit around L60, at which point it slows down to a crawl and doesn't increase
by too much more by the time you reach L99.
Let's summarize, shall we?
When you gain a level, your HP, MP and primary Stats are all increased by a
random amount. HP and MP are increased by a percentage of the Gradient for
that level bracket, while your primary Stats are increased between 0 and 3
points. How much they increase randomly by is determined by how close the
stat was to the Baseline for that character, for that stat, for that level.
If a stat is far below the Baseline, they will often get the best increase
available for their level. If a stat is above the Baseline, they may
instead get the lowest increase available. With both this and the limited
amount of levels available, there is a distinct limit in how high each stat
can raise for each character.
But enough about chracter levels. Let's move on.
-----------------------------------------------------------------------------
2. MATERIA
----------
The first five subsections of this section are devoted to going over each
Materia in turn. For Magic, Summon and Command, this will just be a standard
Materia list; the actual mechanics of each of the spells and commands are in
the last four subsections, starting from 2.6: Magic Spells. Independent and
Support Materia will be covered in more detail in their own sections though.
--- -------------
2.1 Magic Materia
--- -------------
Materia Name: Restore
Desc: Equips "Restore" magic
HP: - 2% Str: -1 Vit: - Dex: -
MP: + 2% Mag: +1 Spr: - Lck: -
Lvl Ability Gained Total AP Req
1 Cure 0
2 Cure2 2500
3 Regen 17000
4 Cure3 25000
5 -- 40000
Materia Name: Heal
Desc: Equips "Heal" magic
HP: - 2% Str: -1 Vit: - Dex: -
MP: + 2% Mag: +1 Spr: - Lck: -
Lvl Ability Gained Total AP Req
1 Poisona 0
2 Esuna 12000
3 Resist 52000
4 -- 60000
Materia Name: Revive
Desc: Equips "Revive" magic
HP: - 5% Str: -2 Vit: -1 Dex: -
MP: + 5% Mag: +2 Spr: +1 Lck: -
Lvl Ability Gained Total AP Req
1 Life 0
2 Life2 45000
3 -- 55000
Materia Name: Fire
Desc: Equips "Fire" magic
HP: - 2% Str: -1 Vit: - Dex: -
MP: + 2% Mag: +1 Spr: - Lck: -
Lvl Ability Gained Total AP Req
1 Fire 0
2 Fire2 2000
3 Fire3 18000
4 -- 35000
Materia Name: Ice
Desc: Equips "Ice" magic
HP: - 2% Str: -1 Vit: - Dex: -
MP: + 2% Mag: +1 Spr: - Lck: -
Lvl Ability Gained Total AP Req
1 Ice 0
2 Ice2 2000
3 Ice3 18000
4 -- 35000
Materia Name: Lightning
Desc: Equips "Lightning" magic
HP: - 2% Str: -1 Vit: - Dex: -
MP: + 2% Mag: +1 Spr: - Lck: -
Lvl Ability Gained Total AP Req
1 Bolt 0
2 Bolt2 2000
3 Bolt3 18000
4 -- 35000
Materia Name: Earth
Desc: Equips "Earth" magic
HP: - 2% Str: -1 Vit: - Dex: -
MP: + 2% Mag: +1 Spr: - Lck: -
Lvl Ability Gained Total AP Req
1 Quake 0
2 Quake2 6000
3 Quake3 22000
4 -- 40000
Materia Name: Poison
Desc: Equips "Poison" magic
HP: - 2% Str: -1 Vit: - Dex: -
MP: + 2% Mag: +1 Spr: - Lck: -
Lvl Ability Gained Total AP Req
1 Bio 0
2 Bio2 5000
3 Bio3 20000
4 -- 38000
Materia Name: Gravity
Desc: Equips "Gravity" magic
HP: - 2% Str: -1 Vit: - Dex: -
MP: + 2% Mag: +1 Spr: - Lck: -
Lvl Ability Gained Total AP Req
1 Demi 0
2 Demi2 10000
3 Demi3 20000
4 -- 40000
Materia Name: Seal
Desc: Equips "Seal" magic
HP: - 2% Str: -1 Vit: - Dex: -
MP: + 2% Mag: +1 Spr: - Lck: -
Lvl Ability Gained Total AP Req
1 Sleepel 0
2 Silence 10000
3 -- 20000
Materia Name: Mystify
Desc: Equips "Mystify" magic
HP: - 2% Str: -1 Vit: - Dex: -
MP: + 2% Mag: +1 Spr: - Lck: -
Lvl Ability Gained Total AP Req
1 Confu 0
2 Berserk 12000
3 -- 25000
Materia Name: Transform
Desc: Equips "Transform" magic
HP: - 2% Str: -1 Vit: - Dex: -
MP: + 2% Mag: +1 Spr: - Lck: -
Lvl Ability Gained Total AP Req
1 Mini 0
2 Toad 8000
3 -- 24000
Materia Name: Time
Desc: Equips "Time" magic
HP: - 5% Str: -2 Vit: -1 Dex: -
MP: + 5% Mag: +2 Spr: +1 Lck: -
Lvl Ability Gained Total AP Req
1 Haste 0
2 Slow 8000
3 Stop 20000
4 -- 42000
Materia Name: Barrier
Desc: Equips "Barrier" magic
HP: - 5% Str: -2 Vit: -1 Dex: -
MP: + 5% Mag: +2 Spr: +1 Lck: -
Lvl Ability Gained Total AP Req
1 Barrier 0
2 MBarrier 5000
3 Reflect 15000
4 Wall 30000
5 -- 45000
Materia Name: Destruct
Desc: Equips "Destruct" magic
HP: - 5% Str: -2 Vit: -1 Dex: -
MP: + 5% Mag: +2 Spr: +1 Lck: -
Lvl Ability Gained Total AP Req
1 DeBarrier 0
2 DeSpell 6000
3 Death 10000
4 -- 45000
Materia Name: Exit
Desc: Equips "Exit" magic
HP: - 2% Str: -1 Vit: - Dex: -
MP: + 2% Mag: +1 Spr: - Lck: -
Lvl Ability Gained Total AP Req
1 Escape 0
2 Remove 10000
3 -- 30000
Materia Name: Comet
Desc: Equips "Comet" magic
HP: - 5% Str: -2 Vit: -1 Dex: -
MP: + 5% Mag: +2 Spr: +1 Lck: -
Lvl Ability Gained Total AP Req
1 Comet 0
2 Comet2 12000
3 -- 60000
Materia Name: Contain
Desc: Equips "Contain" magic
HP: -10% Str: -4 Vit: -2 Dex: -
MP: +10% Mag: +4 Spr: +2 Lck: -
Lvl Ability Gained Total AP Req
1 Freeze 0
2 Break 5000
3 Tornado 10000
4 Flare 15000
5 -- 60000
Materia Name: Full Cure
Desc: Equips "Full Cure" magic
HP: -10% Str: -4 Vit: -2 Dex: -
MP: +10% Mag: +4 Spr: +2 Lck: -
Lvl Ability Gained Total AP Req
1 -- 0
2 Full Cure 3000
3 -- 100000
Materia Name: Shield
Desc: Equips "Shield" magic
HP: -10% Str: -4 Vit: -2 Dex: -
MP: +10% Mag: +4 Spr: +2 Lck: -
Lvl Ability Gained Total AP Req
1 -- 0
2 Shield 10000
3 -- 100000
Materia Name: Ultima
Desc: Equips "Ultima" magic
HP: -10% Str: -4 Vit: -2 Dex: -
MP: +10% Mag: +4 Spr: +2 Lck: -
Lvl Ability Gained Total AP Req
1 -- 0
2 Ultima 5000
3 -- 100000
Materia Name: Master Magic
Desc: Equips all magic
HP: - Str: - Vit: - Dex: -
MP: - Mag: - Spr: - Lck: -
No Levels
Grants use of all Magic abilities
--- --------------
2.2 Summon Materia
--- --------------
Materia Name: Choco/Mog
Desc: Summons Choco/Mog
HP: - 2% Str: - Vit: - Dex: -
MP: + 2% Mag: +1 Spr: - Lck: -
Lvl Ability Gained Total AP Req
1 Summon Choco/Mog once per battle 0
2 Summon Choco/Mog twice per battle 2000
3 Summon Choco/Mog three times per battle 14000
4 Summon Choco/Mog four times per battle 25000
5 Summon Choco/Mog five times per battle 35000
Materia Name: Shiva
Desc: Summons Shiva
HP: - 2% Str: - Vit: - Dex: -
MP: + 2% Mag: +1 Spr: - Lck: -
Lvl Ability Gained Total AP Req
1 Summon Shiva once per battle 0
2 Summon Shiva twice per battle 4000
3 Summon Shiva three times per battle 15000
4 Summon Shiva four times per battle 30000
5 Summon Shiva five times per battle 50000
Materia Name: Ifrit
Desc: Summons Ifrit
HP: - 2% Str: - Vit: - Dex: -
MP: + 2% Mag: +1 Spr: - Lck: -
Lvl Ability Gained Total AP Req
1 Summon Ifrit once per battle 0
2 Summon Ifrit twice per battle 5000
3 Summon Ifrit three times per battle 20000
4 Summon Ifrit four times per battle 35000
5 Summon Ifrit five times per battle 60000
Materia Name: Ramuh
Desc: Summons Ramuh
HP: - 2% Str: - Vit: - Dex: -
MP: + 2% Mag: +1 Spr: - Lck: -
Lvl Ability Gained Total AP Req
1 Summon Ramuh once per battle 0
2 Summon Ramuh twice per battle 10000
3 Summon Ramuh three times per battle 25000
4 Summon Ramuh four times per battle 50000
5 Summon Ramuh five times per battle 70000
Materia Name: Titan
Desc: Summons Titan
HP: - 2% Str: - Vit: - Dex: -
MP: + 2% Mag: +1 Spr: - Lck: -
Lvl Ability Gained Total AP Req
1 Summon Titan once per battle 0
2 Summon Titan twice per battle 15000
3 Summon Titan three times per battle 30000
4 Summon Titan four times per battle 60000
5 Summon Titan five times per battle 80000
Materia Name: Odin
Desc: Summons Odin
HP: - 5% Str: - Vit: - Dex: -
MP: + 5% Mag: +1 Spr: +1 Lck: -
Lvl Ability Gained Total AP Req
1 Summon Odin once per battle 0
2 Summon Odin twice per battle 16000
3 Summon Odin three times per battle 32000
4 Summon Odin four times per battle 65000
5 Summon Odin five times per battle 90000
Materia Name: Leviathan
Desc: Summons Leviathan
HP: - 5% Str: - Vit: - Dex: -
MP: + 5% Mag: +1 Spr: +1 Lck: -
Lvl Ability Gained Total AP Req
1 Summon Leviathan once per battle 0
2 Summon Leviathan twice per battle 18000
3 Summon Leviathan three times per battle 38000
4 Summon Leviathan four times per battle 70000
5 Summon Leviathan five times per battle 100000
Materia Name: Bahamut
Desc: Summons Bahamut
HP: - 5% Str: - Vit: - Dex: -
MP: + 5% Mag: +1 Spr: +1 Lck: -
Lvl Ability Gained Total AP Req
1 Summon Bahamut once per battle 0
2 Summon Bahamut twice per battle 20000
3 Summon Bahamut three times per battle 50000
4 Summon Bahamut four times per battle 80000
5 Summon Bahamut five times per battle 120000
Materia Name: Kujata
Desc: Summons Kujata
HP: - 5% Str: - Vit: - Dex: -
MP: + 5% Mag: +1 Spr: +1 Lck: -
Lvl Ability Gained Total AP Req
1 Summon Kujata once per battle 0
2 Summon Kujata twice per battle 22000
3 Summon Kujata three times per battle 60000
4 Summon Kujata four times per battle 90000
5 Summon Kujata five times per battle 140000
Materia Name: Alexander
Desc: Summons Alexander
HP: - 5% Str: - Vit: - Dex: -
MP: + 5% Mag: +1 Spr: +1 Lck: -
Lvl Ability Gained Total AP Req
1 Summon Alexander once per battle 0
2 Summon Alexander twice per battle 25000
3 Summon Alexander three times per battle 65000
4 Summon Alexander four times per battle 100000
5 Summon Alexander five times per battle 150000
Materia Name: Phoenix
Desc: Summons Phoenix
HP: -10% Str: - Vit: - Dex: -
MP: +10% Mag: +2 Spr: +2 Lck: -
Lvl Ability Gained Total AP Req
1 Summon Phoenix once per battle 0
2 Summon Phoenix twice per battle 28000
3 Summon Phoenix three times per battle 70000
4 Summon Phoenix four times per battle 120000
5 Summon Phoenix five times per battle 180000
Materia Name: Neo Bahamut
Desc: Summons Neo Bahamut
HP: -10% Str: - Vit: - Dex: -
MP: +10% Mag: +2 Spr: +2 Lck: -
Lvl Ability Gained Total AP Req
1 Summon Neo Bahamut once per battle 0
2 Summon Neo Bahamut twice per battle 30000
3 Summon Neo Bahamut three times per battle 80000
4 Summon Neo Bahamut four times per battle 140000
5 Summon Neo Bahamut five times per battle 200000
Materia Name: Hades
Desc: Summons Hades
HP: -10% Str: - Vit: - Dex: -
MP: +15% Mag: +4 Spr: +4 Lck: -
Lvl Ability Gained Total AP Req
1 Summon Hades once per battle 0
2 Summon Hades twice per battle 35000
3 Summon Hades three times per battle 120000
4 Summon Hades four times per battle 150000
5 Summon Hades five times per battle 250000
Materia Name: Typhon
Desc: Summons Typhon
HP: -10% Str: - Vit: - Dex: -
MP: +15% Mag: +4 Spr: +4 Lck: -
Lvl Ability Gained Total AP Req
1 Summon Typhon once per battle 0
2 Summon Typhon twice per battle 35000
3 Summon Typhon three times per battle 120000</pre><pre id="faqspan-2">
4 Summon Typhon four times per battle 150000
5 Summon Typhon five times per battle 250000
Materia Name: Bahamut ZERO
Desc: Summons Bahamut ZERO
HP: -10% Str: - Vit: - Dex: -
MP: +15% Mag: +4 Spr: +4 Lck: -
Lvl Ability Gained Total AP Req
1 Summon Bahamut ZERO once per battle 0
2 Summon Bahamut ZERO twice per battle 35000
3 Summon Bahamut ZERO three times per battle 120000
4 Summon Bahamut ZERO four times per battle 150000
5 Summon Bahamut ZERO five times per battle 250000
Materia Name: Knights of Round
Desc: Summons Knights of Round
HP: -10% Str: - Vit: - Dex: -
MP: +20% Mag: +8 Spr: +8 Lck: -
Lvl Ability Gained Total AP Req
1 Summon Knights of Round once per battle 0
2 Summon Knights of Round twice per battle 50000
3 Summon Knights of Round three times per battle 200000
4 Summon Knights of Round four times per battle 300000
5 Summon Knights of Round five times per battle 500000
Materia Name: Master Summon
Desc: All Summoned monsters summoned
HP: - Str: - Vit: - Dex: -
MP: - Mag: - Spr: - Lck: -
No Levels
Grants use of all Summon abilities
No limits on how often each Summon may be cast
--- ---------------
2.3 Command Materia
--- ---------------
Materia Name: Slash-All
Desc: Attacks all opponents
HP: - Str: - Vit: - Dex: -
MP: - Mag: - Spr: - Lck: -
Lvl Ability Gained Total AP Req
1 Slash-All 0
2 Flash 130000
3 -- 150000
Slash-All replaces Fight command
Flash replaces Slash-All when learned
Materia Name: Double Cut
Desc: Attacks constantly
HP: - Str: - Vit: - Dex: +2
MP: - Mag: - Spr: - Lck: -
Lvl Ability Gained Total AP Req
1 2x-Cut 0
2 4x-Cut 100000
3 -- 150000
2x-Cut replaces Fight command
4x-Cut replaces 2x-Cut when learned
Materia Name: W-Magic
Desc: Casts two Magic spells at once
HP: - Str: - Vit: - Dex: -
MP: - Mag: - Spr: - Lck: -
Lvl Ability Gained Total AP Req
1 W-Magic 0
2 -- 250000
W-Magic replaces Magic command
Materia Name: W-Summon
Desc: Casts two Summon spells at once
HP: - Str: - Vit: - Dex: -
MP: - Mag: - Spr: - Lck: -
Lvl Ability Gained Total AP Req
1 W-Summon 0
2 -- 250000
W-Summon replaces Summon command
Materia Name: W-Item
Desc: Use two items at once
HP: - Str: - Vit: - Dex: -
MP: - Mag: - Spr: - Lck: -
Lvl Ability Gained Total AP Req
1 W-Item 0
2 -- 250000
W-Item replaces Item command
Materia Name: Steal
Desc: Equips "Steal" command
HP: - Str: - Vit: - Dex: +2
MP: - Mag: - Spr: - Lck: -
Lvl Ability Gained Total AP Req
1 Steal 0
2 Mug 40000
3 -- 50000
Steal will not be given as a command at L2 and above - only Mug will be given
at that level
Materia Name: Sense
Desc: Equips "Sense" command
HP: - Str: - Vit: - Dex: -
MP: - Mag: - Spr: - Lck: -
Lvl Ability Gained Total AP Req
1 Sense 0
2 -- 40000
Materia Name: Throw
Desc: Equips "Throw" command
HP: - Str: - Vit: +1 Dex: -
MP: - Mag: - Spr: - Lck: -
Lvl Ability Gained Total AP Req
1 Throw 0
2 Coin 45000
3 -- 60000
Throw will not be given as a command at L2 and above - only Coin will be
given at that level
However, the Coin command will continually morph back and forth between the
Throw command, allowing use of it. The only reason mention is given to the
way this works is how Support Materia react to this materia
Materia Name: Morph
Desc: Equips "Morph" command
HP: - Str: - Vit: - Dex: -
MP: - Mag: - Spr: - Lck: -
Lvl Ability Gained Total AP Req
1 Morph 0
2 -- 100000
Materia Name: Deathblow
Desc: Equips "Deathblow" command
HP: - Str: - Vit: - Dex: -
MP: - Mag: - Spr: - Lck: +1
Lvl Ability Gained Total AP Req
1 D. blow 0
2 -- 40000
Materia Name: Manipulate
Desc: Equips "Manipulate" command
HP: - Str: - Vit: - Dex: -
MP: - Mag: - Spr: - Lck: -
Lvl Ability Gained Total AP Req
1 Manip. 0
2 -- 40000
Materia Name: Mime
Desc: Equips "Mime" command
HP: - Str: - Vit: - Dex: -
MP: - Mag: - Spr: - Lck: -
Lvl Ability Gained Total AP Req
1 Mime 0
2 -- 100000
Materia Name: Enemy Skill
Desc: Equips "Enemy Skill" command
HP: - Str: - Vit: - Dex: -
MP: - Mag: - Spr: - Lck: -
Stars are gained by having an enemy use one of the 24 Enemy Skills in FF7
against you. You must win the battle to keep the Enemy Skill on the Materia
If a character has two Enemy Skill Materia on them, they can only learn a new
Enemy Skill if *both* materia do not have that skill
Some Enemy Skills must be forced out of the enemy by Manipulating them
Materia Name: Master Command
Desc: Equips all Commands
HP: - Str: - Vit: - Dex: -
MP: - Mag: - Spr: - Lck: -
No Levels
Grants use of Steal, Sense, Coin, Morph, D. blow, Manip. and Mime
Being able to use Coin automatically allows you to use Throw in the same
space. The only reason this is listed separately is due to the way
Support Materia work
--- ---------------
2.4 Support Materia
--- ---------------
Materia Name: All
Desc: 'All' effects on paired Magic
HP: - Str: - Vit: - Dex: -
MP: - Mag: - Spr: - Lck: -
Lvl Ability Gained Total AP Req
1 Use paired Magic against all once per battle 0
2 Use paired Magic against all twice per battle 1500
3 Use paired Magic against all three times per battle 6000
4 Use paired Magic against all four times per battle 18000
5 Use paired Magic against all five times per battle 35000
Can be paired with:
Restore, Heal, Revive, Fire, Ice, Lightning, Earth, Poison, Gravity, Seal,
Mystify, Transform, Time, Barrier, Destruct, Master Magic
Notes:
Allows certain abilities (those marked 'All Tar/1 Tar') to be able to
target All Tar. Only abilities on the above Materia listing require the
All Materia to be able to use the All Tar part of 'All Tar/1 Tar'
Materia Name: Counter
Desc: Attacks with paired Command when damage is incurred
HP: - Str: - Vit: - Dex: -
MP: - Mag: - Spr: - Lck: -
Lvl Ability Gained Total AP Req
1 30% chance of counter with paired Command 0
2 40% chance of counter with paired Command 20000
3 60% chance of counter with paired Command 40000
4 80% chance of counter with paired Command 60000
5 100% chance of counter with paired Command 100000
Can be paired with:
Steal, Sense, Throw, Morph, Deathblow, Manipulate, Mime, Master Command
Notes:
With the exception of Master Command, you will counter once with all the
abilities you are considered to know that are also on the linked Materia.
While this seems straightforward for most of them, it is especially
important with the Throw and Steal Materia.
Your known ability from any given Throw or Steal Materia will be the one
highlighted on the materia. You will be unable to counter with the other
darkened ability *UNLESS* you have another source for that particular
ability. If you have a source for both abilities on the Materia, then
you will counter with *BOTH*, the higher level ability being used
immediately after the lower level ability.
As an example, Counter+Steal L2 (granting Mug) would counter with the Mug
ability. However, if you also added a Steal L1 Materia to the character
so that they theoretically know Steal *AND* Mug at the same time, then
you will counter *TWICE* when attacked - first with Steal, then with Mug
- while only needing a single Counter Materia. However, this will take
up two of the eight maximum counter effects you may have on a single
character.
When linked to Master Command, one of the commands out of Steal, Sense,
Throw, Morph, D. blow, Manip and Mine will be picked at random to be
used for a single counter attack. Coin will never be used as a counter
from a Master Command linkup, even though Master Command counts as giving
you Coin, and not Throw.
Final Attack, Sneak Attack, Counter, Magic Counter and Counter Attack all
share the same command space, and there are only room for 8 such attacks.
Only the first eight Counter Effects placed chronologically onto a
character will be used.
Support abilities (that naturally target party members) will be used on the
Countering player or the player's group if the ability is naturally area.
Attack abilities will be used on the enemy that triggered the counter.
Materia Name: Magic Counter
Desc: Attacks with paired Magic/Summon when attacked
HP: - Str: - Vit: - Dex: -
MP: - Mag: - Spr: - Lck: -
Lvl Ability Gained Total AP Req
1 30% chance of counter with paired Magic 0
2 40% chance of counter with paired Magic 20000
3 60% chance of counter with paired Magic 40000
4 80% chance of counter with paired Magic 80000
5 100% chance of counter with paired Magic 300000
Can be paired with:
All Magic and Summon Materia
Notes:
When linked to normal Magic Materia, the ability countered with will be the
highest level ability that the current level of the linked Materia can
bestow. Linking to normal Summon Materia will simply counter with the
appropriate summon.
When linked to Master Magic, any of the 54 possible spells will be picked
at random to be used to counter attack.
When linked to Master Summon, any of the 16 possible summons will be picked
at random to be used to counter attack.
Support abilities (that naturally target party members) will be used on the
Countering player or the player's group if the ability is naturally area.
Attack abilities will be used on the enemy that triggered the counter.
Final Attack, Sneak Attack, Counter, Magic Counter and Counter Attack all
share the same command space, and there are only room for 8 such attacks.
Only the first eight Counter Effects placed chronologically onto a
character will be used.
Materia Name: MP Turbo
Desc: Uses extra MP and Increases power of paired Magic
HP: - Str: - Vit: - Dex: -
MP: - Mag: - Spr: - Lck: -
Lvl Ability Gained Total AP Req
1 10% MP Increase, 10% Damage Increase 0
2 20% MP Increase, 20% Damage Increase 10000
3 30% MP Increase, 30% Damage Increase 30000
4 40% MP Increase, 40% Damage Increase 60000
5 50% MP Increase, 50% Damage Increase 120000
Can be paired with:
All Magic and Summon Materia
Notes:
MP Cost = [MP Cost * (10 + MP Turbo Lv) / 10)] + 1
If (MP Cost > 255) then: MP Cost = 255
Even if the MP Cost is 255, the Magic Damage Increase will still be the
full amount the Materia should give.
Damage Increase is only applied to spells that use the Physical, Magical
and Cure Formulas. Spells like Demi will not be affected, but will still
suffer from the MP Cost Increase.
Status spells that do not have an automatic 100% chance to hit are also
affected by MP Turbo, and are multiplied by the same formula damage is
increased by.
Multiple MP Turbo Materia can stack on the same spells up to the maximum of
50% increase - the strength of a single L5 MP Turbo. MP Turbo Materia
only gives its effect to abilities that the linked materia can give at
its *current* level.
Materia Name: HP Absorb
Desc: Attacks with paired Materia, absorbs HP at same time
HP: - Str: - Vit: - Dex: -
MP: - Mag: - Spr: - Lck: -
Lvl Ability Gained Total AP Req
1 Add HP Absorb effect to paired Materia 0
2 -- 100000
Can be paired with:
All Magic and Summon Materia, Steal, Sense, Throw, Morph, Deathblow,
Manipulate, Mime, Master Command
Notes:
HP Absorb will restore [Damage / 10] HP when the ability it is enhancing is
used. If the ability healed its target, then HP Absorb will hurt you
instead.
When linked to Magic and Summon Materia, the Support Materia will apply its
effect to all abilities granted by that materia. In the case of Magic
Materia, this is dependent on the Magic Materia's current level.
When linked with normal Command Materia, the Support Materia will apply its
effect to the highlighted ability on the materia. The darkened ability
will only be allowed to get the effect if you have *another* source for
that particular ability equipped. For example, if you have Throw L2
(which grants Coin), then you would get HP Absorb applied to Coin only
and not Throw, unless you *also* added a Throw L1 Materia to the
character (which grants Throw only).
When linked with Master Command, the Support Materia will apply its effect
to *ALL* commands you currently have equipped, with the exception of
Limit, Magic, W-Magic, Summon, W-Sum. and E.Skill. Note that Throw is
exempt unless you have another source for the Throw ability (since Master
Command doesn't support Throw as a separate ability), but that Attack,
Item, W-Item and all other additional commands are all able to gain the
effects of the Support Materia.
Materia Name: MP Absorb
Desc: Attack with paired Materia, absorbs MP at same time
HP: - Str: - Vit: - Dex: -
MP: - Mag: - Spr: - Lck: -
Lvl Ability Gained Total AP Req
1 Add MP Absorb effect to paired Materia 0
2 -- 100000
Can be paired with:
All Magic and Summon Materia, Steal, Sense, Throw, Morph, Deathblow,
Manipulate, Mime, Master Command
Notes:
MP Absorb will restore [Damage / 100] MP when the ability it is enhancing
is used. If the ability healed its target, then MP Absorb will hurt you
instead.
When linked to Magic and Summon Materia, the Support Materia will apply its
effect to all abilities granted by that materia. In the case of Magic
Materia, this is dependent on the Magic Materia's current level.
When linked with normal Command Materia, the Support Materia will apply its
effect to the highlighted ability on the materia. The darkened ability
will only be allowed to get the effect if you have *another* source for
that particular ability equipped. For example, if you have Throw L2
(which grants Coin), then you would get MP Absorb applied to Coin only
and not Throw, unless you *also* added a Throw L1 Materia to the
character (which grants Throw only).
When linked with Master Command, the Support Materia will apply its effect
to *ALL* commands you currently have equipped, with the exception of
Limit, Magic, W-Magic, Summon, W-Sum. and E.Skill. Note that Throw is
exempt unless you have another source for the Throw ability (since Master
Command doesn't support Throw as a separate ability), but that Attack,
Item, W-Item and all other additional commands are all able to gain the
effects of the Support Materia.
Materia Name: Elemental
Desc: Adds Materia element to equipped weapon or armor
HP: - Str: - Vit: - Dex: -
MP: - Mag: - Spr: - Lck: -
Lvl Ability Gained Total AP Req
1 Half Element 0
2 Void Element 10000
3 Absorb Element 40000
4 -- 80000
Can be paired with:
All Materia except Support Materia (see below)
Notes:
Equip on Weapon to Attack with Element
Equip on Armor to Defend against Element (level of defense depends on level
of Elemental Materia)
Fire is gained from Fire, Ifrit, Phoenix
Ice is gained from Ice, Shiva
Lightning is gained from Lightning, Ramuh
Earth is gained from Earth, Titan
Poison is gained from Poison
Gravity is gained from Gravity
Water is gained from Leviathan
Wind is gained from Choco/Mog, Typhon
Holy is gained from Alexander
Hidden is gained from any non-Support Materia not listed above
(see Element in Section 1.2.1 in the FF7 Battle Mechanics for an
explanation)
Materia Name: Added Effect
Desc: Adds Materia status to equipped weapon or armor
HP: - Str: - Vit: - Dex: -
MP: - Mag: - Spr: - Lck: -
Lvl Ability Gained Total AP Req
1 Added Effect 0
2 -- 100000
Can be paired with:
Poison, Seal, Mystify, Transform, Time, Destruct, Contain, Choco/Mog, Odin,
Hades
Notes:
Equip on Weapon to get: [ 20] Inflict Status
Equip on Armor to get: Immune: Status
The level of the paired Materia does not matter - you will gain all
statuses that Materia can grant
Poison grants 'Poison'
Seal grants 'Sleep', 'Silence'
Mystify grants 'Confusion', 'Berserk'
Transform grants 'Frog', 'Small'
Time grants 'Slow', 'Stop'
Destruct grants 'Death'
Contain grants 'Confusion', 'Stop', 'Petrify'
Choco/Mog grants 'Stop'
Hades grants 'Sleep', 'Poison', 'Confusion', 'Silence', 'Frog', 'Small'
Odin grants 'Death'
Materia Name: Quadra Magic
Desc: Paired Magic used 4 times
HP: - Str: - Vit: - Dex: -
MP: - Mag: - Spr: - Lck: -
Lvl Ability Gained Total AP Req
1 Use paired Magic with 4x-M once per battle 0
2 Use paired Magic with 4x-M twice per battle 40000
3 Use paired Magic with 4x-M three times per battle 80000
4 Use paired Magic with 4x-M four times per battle 120000
5 Use paired Magic with 4x-M five times per battle 200000
Can be paired with:
All Magic and Summon Materia except Knights of Round
Notes:
Any valid spell used with Quadra Magic will pick a random target out of the
party chosen, and attempt to unleash all four castings against that
target. If the target dies during the castings, all unused castings are
lost.
Spells that are naturally area will simply hit the chosen party four times.
Each casting will automatically have its damage cut in half; this includes
HP% and Max HP%-based attacks like Demi and FullCure. MP Cost will be as
if only a single spell had been cast.
Status effects without a 100% chance of hitting will also have their chance
to hit cut in half.
Quadra Magic will work with all abilities on the listed Materia above, with
the exception of Escape and Knights of Round.
Attaching multiple Quadra Magic to the same Materia will cause the spell to
hit an extra time per Materia. For example, having three Quadra Magics
attached to three Earths would cause Quake to cast 6 times when used.
This can be done up to a maximum of 8 times if you use five or more
instances of Quadra Magic.
In the event that the first spell is Reflected, the rest of the Quadra
Magic hits will hit the target the spell was successfully reflected to,
without needing to reflect again.
Materia Name: Sneak Attack
Desc: Pre-emptive attack with paired Materia
HP: - Str: - Vit: - Dex: -
MP: - Mag: - Spr: - Lck: -
Lvl Ability Gained Total AP Req
1 20% chance of Sneak Attacking with paired Materia 0
2 35% chance of Sneak Attacking with paired Materia 20000
3 50% chance of Sneak Attacking with paired Materia 60000
4 65% chance of Sneak Attacking with paired Materia 100000
5 80% chance of Sneak Attacking with paired Materia 150000
Can be paired with:
All Magic and Summon Materia, Steal, Sense, Throw, Morph, Deathblow,
Manipulate, Mime, Master Command
Notes:
See the notes for Counter for linking with Command Materia
See the notes for Magic Counter for linking with Magic and Summon Materia
Sneak Attack allows a chance to use the chosen ability at the start of the
battle, immediately after the setup routines
The target chosen by the Sneak Attack will be random, based on the default
target for the ability used
Final Attack, Sneak Attack, Counter, Magic Counter and Counter Attack all
share the same command space, and there are only room for 8 such attacks.
Only the first eight Counter Effects placed chronologically onto a
character will be used
Materia Name: Final Attack
Desc: Automatically uses paired Materia when disabled
HP: - Str: - Vit: - Dex: -
MP: - Mag: - Spr: - Lck: -
Lvl Ability Gained Total AP Req
1 Use paired Materia when KOed, once maximum 0
2 Use paired Materia when KOed, twice maximum 20000
3 Use paired Materia when KOed, three times maximum 40000
4 Use paired Materia when KOed, four times maximum 80000
5 Use paired Materia when KOed, five times maximum 160000
Can be paired with:
All Magic and Summon Materia, Steal, Sense, Throw, Morph, Deathblow,
Manipulate, Mime, Master Command
Notes:
See the notes for Counter for linking with Command Materia
See the notes for Magic Counter for linking with Magic and Summon Materia
Final Attack allows the use of the chosen ability as a counter attack
against an attack that knocks out the character. The standard rules for
counter attacks still apply however
Final Attacks will hit either the enemy or allies, depending on the default
target for the ability. In the case of abilities that target enemies by
default, a random group or single enemy will be chosen. All supportive
spells will be targetted on the character using the Final Attack (or that
character's group if area)
Final Attack, Sneak Attack, Counter, Magic Counter and Counter Attack all
share the same command space, and there are only room for 8 such attacks.
Only the first eight Counter Effects placed chronologically onto a
character will be used
Materia Name: Added Cut
Desc: Attacks simultaneously when paired Materia is used
HP: - Str: - Vit: - Dex: -
MP: - Mag: - Spr: - Lck: -
Lvl Ability Gained Total AP Req
1 Use Attack on target(s) after using paired Materia 0
2 -- 200000
Can be paired with:
All Magic and Summon Materia, Steal, Sense, Throw, Morph, Deathblow,
Manipulate, Mime, Master Command
Notes:
Added Cut causes the Attack Command to be used on the same target as the
affected ability immediately after its execution.
If the ability was an area effect, a random target within the targetted
group will be used.
When linked to Magic and Summon Materia, the Support Materia will apply its
effect to all abilities granted by that materia. In the case of Magic
Materia, this is dependent on the Magic Materia's current level.
When linked with normal Command Materia, the Support Materia will apply its
effect to the highlighted ability on the materia. The darkened ability
will only be allowed to get the effect if you have *another* source for
that particular ability equipped. For example, if you have Throw L2
(which grants Coin), then you would get Added Cut applied to Coin only
and not Throw, unless you *also* added a Throw L1 Materia to the
character (which grants Throw only).
When linked with Master Command, the Support Materia will apply its effect
to *ALL* commands you currently have equipped, with the exception of
Limit, Magic, W-Magic, Summon, W-Sum. and E.Skill. Note that Throw is
exempt unless you have another source for the Throw ability (since Master
Command doesn't support Throw as a separate ability), but that Attack,
Item, W-Item and all other additional commands are all able to gain the
effects of the Support Materia.
Materia Name: Steal As Well
Desc: Steal simultaneously when paired Materia is used
HP: - Str: - Vit: - Dex: -
MP: - Mag: - Spr: - Lck: -
Lvl Ability Gained Total AP Req
1 Use Steal on target(s) after using paired Materia 0
2 -- 200000
Can be paired with:
All Magic and Summon Materia, Steal, Sense, Throw, Morph, Deathblow,
Manipulate, Mime, Master Command
Notes:
Will use the standard Steal effect (as seen in the Enemy Mechanics Guide
and in summarised form on the Steal and Mug Command below) on all targets
that are successfully hit by the linked ability.
When linked to Magic and Summon Materia, the Support Materia will apply its
effect to all abilities granted by that materia. In the case of Magic
Materia, this is dependent on the Magic Materia's current level.
When linked with normal Command Materia, the Support Materia will apply its
effect to the highlighted ability on the materia. The darkened ability
will only be allowed to get the effect if you have *another* source for
that particular ability equipped. For example, if you have Throw L2
(which grants Coin), then you would get Steal As Well applied to Coin
only and not Throw, unless you *also* added a Throw L1 Materia to the
character (which grants Throw only).
When linked with Master Command, the Support Materia will apply its effect
to *ALL* commands you currently have equipped, with the exception of
Limit, Magic, W-Magic, Summon, W-Sum. and E.Skill. Note that Throw is
exempt unless you have another source for the Throw ability (since Master
Command doesn't support Throw as a separate ability), but that Attack,
Item, W-Item and all other additional commands are all able to gain the
effects of the Support Materia.
--- -------------------
2.5 Independent Materia
--- -------------------
Materia Name: MP Plus
Desc: Increases MP capacity
HP: - Str: - Vit: - Dex: -
MP: - Mag: - Spr: - Lck: -
Lvl Ability Gained Total AP Req
1 MP +10% 0
2 MP +20% 10000
3 MP +30% 20000
4 MP +40% 30000
5 MP +50% 50000
Notes:
The maximum additional MP that can be gained through Materia is +100%
Materia Name: HP Plus
Desc: Increases HP capacity
HP: - Str: - Vit: - Dex: -
MP: - Mag: - Spr: - Lck: -
Lvl Ability Gained Total AP Req
1 HP +10% 0
2 HP +20% 10000
3 HP +30% 20000
4 HP +40% 30000
5 HP +50% 50000
Notes:
The maximum additional HP that can be gained through Materia is +100%
Extra HP Plus Materia over this will only help balance out extra negative
percentage modifiers
Materia Name: Speed Plus
Desc: Increases "Dexterity"
HP: - Str: - Vit: - Dex: -
MP: - Mag: - Spr: - Lck: -
Lvl Ability Gained Total AP Req
1 Dex +10% 0
2 Dex +20% 15000
3 Dex +30% 30000
4 Dex +40% 60000
5 Dex +50% 100000
Notes:
The maximum additional Dex that can be gained through Materia is +100%
This modifier does not apply to Dex bonuses from other Materia
Materia Name: Magic Plus
Desc: Increases "Magic"
HP: - Str: - Vit: - Dex: -
MP: - Mag: - Spr: - Lck: -
Lvl Ability Gained Total AP Req
1 Mag +10% 0
2 Mag +20% 10000
3 Mag +30% 20000
4 Mag +40% 30000
5 Mag +50% 50000
Notes:
The maximum additional Mag that can be gained through Materia is +100%
This modifier does not apply to Mag bonuses from other Materia
Materia Name: Luck Plus
Desc: Increases "Luck"
HP: - Str: - Vit: - Dex: -
MP: - Mag: - Spr: - Lck: -
Lvl Ability Gained Total AP Req
1 Lck +10% 0
2 Lck +20% 15000
3 Lck +30% 30000
4 Lck +40% 60000
5 Lck +50% 100000
Notes:
The maximum additional Lck that can be gained through Materia is +100%
This modifier does not apply to Lck bonuses from other Materia
Materia Name: Exp Plus
Desc: Receive more EXP points
HP: - Str: - Vit: - Dex: -
MP: - Mag: - Spr: - Lck: +1
Lvl Ability Gained Total AP Req
1 + 50% Exp Gain 0
2 +100% Exp Gain 60000
3 -- 150000
Notes:
Only affects the individual character with it equipped
Maximum bonus to Exp Gain is an additional 100% (200% total)
Materia Name: Gil Plus
Desc: Earn more Gil after battles
HP: - Str: - Vit: - Dex: -
MP: - Mag: - Spr: - Lck: +1
Lvl Ability Gained Total AP Req
1 +150% Gil Gain 0
2 +200% Gil Gain 80000
3 -- 150000
Notes:
Maximum bonus to Gil Gain is an additional 100% (200% total)
BUG: Due to a bug in the game, even a 1-star Gil Plus Materia will give you
the maximum of 200% Gil per battle
Materia Name: Enemy Away
Desc: Decreases Encounter rate
HP: - Str: - Vit: - Dex: -
MP: - Mag: - Spr: - Lck: +1
Lvl Ability Gained Total AP Req
1 Decreases Encounter Rate by 7/16ths 0
2 Decreases Encounter Rate by 14/16ths 10000
3 -- 50000
Notes:
Enemy Away Materia and Enemy Lure Materia stack additively
Minimum Encounter Rate is 2/16ths of normal
Maximum Encounter Rate is 32/16ths of normal
Materia Name: Enemy Lure
Desc: Increases Encounter rate
HP: - Str: - Vit: - Dex: -
MP: - Mag: - Spr: - Lck: -1
Lvl Ability Gained Total AP Req
1 Increases Encounter Rate by 7/16ths 0
2 Increases Encounter Rate by 14/16ths 10000
3 -- 50000
Notes:
Enemy Away Materia and Enemy Lure Materia stack additively
Minimum Encounter Rate is 2/16ths of normal
Maximum Encounter Rate is 32/16ths of normal
On the World Map, Encounter Rate is doubled if it is greater than 16/16ths,
granting a maximum possible Encounter Rate of 64/16ths due to Enemy Lure
Materia Name: Chocobo Lure
Desc: Attracts Chocobos
HP: - Str: - Vit: - Dex: -
MP: - Mag: - Spr: - Lck: +1
Lvl Ability Gained Total AP Req
1 + 8 Chocobo Lure Rating 0
2 +12 Chocobo Lure Rating 3000
3 +16 Chocobo Lure Rating 10000
4 -- 30000
Notes:
Standard Chocobo Lure Rating is 0
Additional Chocobo Lures stack additively
Maximum Chocobo Lure Rating is 32
Materia Name: Pre-emptive
Desc: Increases rate of pre-emptive attacks
HP: - Str: - Vit: - Dex: +2
MP: - Mag: - Spr: - Lck: -
Lvl Ability Gained Total AP Req
1 +16/256 Chance of 'Pre-emptive Attack!' 0
2 +22/256 Chance of 'Pre-emptive Attack!' 8000
3 +28/256 Chance of 'Pre-emptive Attack!' 20000
4 +34/256 Chance of 'Pre-emptive Attack!' 40000
5 +48/256 Chance of 'Pre-emptive Attack!' 80000
Notes:
Base chance of Pre-emptive Attack is 16/256
Maximum chance of Pre-emptive Attack is 85/256
Pre-emptive Materia stack with each other
A 5-star Pre-emptive Materia, when placed on the last Character of your
party, gives an Ambush Alert bonus which halves the chance of Back
Attacks and Ambushes
Materia Name: Long Range
Desc: Same Attack Power even from the back row
HP: - Str: - Vit: - Dex: -
MP: - Mag: - Spr: - Lck: -
Lvl Ability Gained Total AP Req
1 All Weapon-based Attacks are Long Range 0
2 -- 80000
Notes:
Grants the Long Range attribute to the weapon the character is using. This
allows the Attack, Steal, Mug, Morph, D. blow, Slash-All, Flash, 2x-Cut
and 4x-Cut Commands to hit Out of Reach targets
Note that Morph, D. blow, Slash-All and 4x-Cut do not require a Long Range
weapon to deal full damage to Back Row enemies
Materia Name: Mega All
Desc: 'All' effects on every action
HP: - Str: - Vit: - Dex: -
MP: - Mag: - Spr: - Lck: -
Lvl Ability Gained Total AP Req
1 Use valid Commands against all once per battle 0
2 Use valid Commands against all twice per battle 20000
3 Use valid Commands against all three times per b. 40000
4 Use valid Commands against all four times per b. 80000
5 Use valid Commands against all five times per b. 160000
Notes:
Valid commands are Steal, Mug, Sense, Morph, D. blow, Manip.
Mega All will also apply its effects to all Magic Materia
Finally, grants unlimited use of Slash-All
Materia Name: Counter Attack
Desc: Counter attacks when damage is incurred
HP: - Str: - Vit: - Dex: -
MP: - Mag: - Spr: - Lck: -
Lvl Ability Gained Total AP Req
1 30% chance of counter with physical attack 0
2 40% chance of counter with physical attack 10000
3 60% chance of counter with physical attack 20000
4 80% chance of counter with physical attack 50000
5 100% chance of counter with physical attack 100000
Notes:
Character with Counter Attack equipped will counter with the Attack
command, targetting the enemy that triggered the counter
Final Attack, Sneak Attack, Counter, Magic Counter and Counter Attack all
share the same command space, and there are only room for 8 such attacks.
Only the first eight Counter Effects placed chronologically onto a
character will be used
Materia Name: Cover
Desc: Protects allies when attacked
HP: - Str: - Vit: +1 Dex: -
MP: - Mag: - Spr: - Lck: -
Lvl Ability Gained Total AP Req
1 20% chance of protecting allies from attacks 0
2 40% chance of protecting allies from attacks 2000
3 60% chance of protecting allies from attacks 10000
4 80% chance of protecting allies from attacks 25000
5 100% chance of protecting allies from attacks 40000
Notes:
Cover Materia stacks additively, with no coded maximum. Overflow occurs
at every 256%, reducing percentage back to 0. 100% is all that's
necessary to defend against every defendable attack.
The rules for Cover are as follows:
* You cannot Cover someone against your own attack
* You cannot Cover yourself
* The attack must be Physical and have a Power stat
* The attack must not be Curing, Inflicting or Toggling the Frog Status
* The attack must only be hitting one Target
* The character with the Cover Materia must not be under any of the
following Statuses: Death, Sleep, Confusion, Stop, Frog, Small,
Petrify, Berserk, Paralysed, Darkness or
Imprisoned
* Enemy attacks that use visible projectile animations (attacks that
merely cause hit graphics do not count) are also impossible
to Cover - these abilities are listed in Enemy Mechanics as
'Can't Cover'
If all rules are passed and the Cover percentage check passes, then a
random character out of those who pass all the checks is chosen to cover
the target.
Any PAt%-based ability targetting a character that is Covering another will
have its base Hit% increased to 255%.
Perhaps the strangest ability that is covered by the above rules is Elixir.
Be careful when giving Elixirs to party members while one of them has the
Cover Materia equipped.
Materia Name: Underwater
Desc: Underwater breathing
HP: - Str: - Vit: - Dex: -
MP: - Mag: - Spr: - Lck: -
No Levels
Removes timer in Emerald Weapon Battle
Notes:
BUG: Due to a bug in implementation, Underwater has 1 Star and can gain AP
However, it is always considered to have 0 AP when used with Missing Score
Materia Name: HP<->MP
Desc: Exchange HP and MP levels
HP: - Str: - Vit: - Dex: -
MP: - Mag: - Spr: - Lck: -
Lvl Ability Gained Total AP Req
1 Swaps HP and MP values 0
2 -- 80000
Notes:
The use of this Materia also swaps the HP and MP maximums and damage caps
for abilities that target that character. Any ability targetting a
character with the HP<->MP Materia equipped cannot do more than 999 HP
damage and 9999 MP damage
--- ------------
2.6 Magic Spells
--- ------------
Cure
Magical HP Restore
Formula: Cure
Pwr: Base + 110
MAt%: 255
Cost: 5 MP
Tar: All Tar/1 Tar
Elm: Restorative
Attr: Reflectable
Notes: Outside battle, NRV when used on 1 Al
(Pwr: [(Base + 110) * 2 / 3]) and NRV when used on
All Al (NS)
Cure2
Magical HP Restore
Formula: Cure
Pwr: Base + 770
MAt%: 255
Cost: 24 MP
Tar: All Tar/1 Tar
Elm: Restorative
Attr: Reflectable
Notes: Outside battle, (Pwr: Base + 660) and NRV when used on 1 Al
(Pwr: [(Base + 660) * 2 / 3]) and NRV when used on
All Al (NS)
Cure3
Magical HP Restore
Formula: Cure
Pwr: Base + 2860
MAt%: 255
Cost: 64 MP
Tar: All Tar/1 Tar
Elm: Restorative
Attr: Reflectable
Notes: Outside battle, (Pwr: Base + 1760) and NRV when used on 1 Al
(Pwr: [(Base + 1760) * 2 / 3]) and NRV when used on
All Al (NS)
Poisona
Magical Change Status
MAt%: 255
Cost: 3 MP
Tar: All Tar/1 Tar
Elm: Non-Element
Attr: 100% Cure 'Poison'
Reflectable
Esuna
Magical Change Status
MAt%: 255
Cost: 15 MP
Tar: All Tar/1 Tar
Elm: Non-Element
Attr: 100% Cure 'Sleep', 'Poison', 'Sadness', 'Fury', 'Confusion',
'Silence', 'Frog', 'Small', 'Slow-numb', 'Petrify',
'Berserk', 'Paralysed', 'Darkness'
Reflectable
Resist
Magical Change Status
MAt%: 255
Cost: 120 MP
Tar: 1 Tar
Elm: Non-Element
Attr: 100% Inflict 'Resist'
Reflectable
Life
Magical HP Restore
Formula: Max HP%
Pwr: [Target's Max HP / 4]
MAt%: 255
Cost: 34 MP
Tar: All Tar/1 Tar (NS)
Elm: Restorative
Attr: Automatic miss if Target is not in 'Death' Status and target does
not absorb Restorative
25% chance of killing targets that absorb Restorative
100% Cure 'Death'
Reflectable
Life2
Magical HP Restore
Formula: Max HP%
Pwr: [Target's Max HP]
MAt%: 255
Cost: 100 MP
Tar: All Tar/1 Tar (NS)
Elm: Restorative
Attr: Automatic miss if Target is not in 'Death' Status and target does
not absorb Restorative
100% chance of killing targets that absorb Restorative
100% Cure 'Death'
Reflectable
Regen
Magical Change Status
MAt%: 255
Cost: 30 MP
Tar: All Tar/1 Tar
Elm: Non-Element
Attr: 100% Inflict 'Regen'
Reflectable
Fire
Magical Attack
Formula: Magical
Pwr: 1/2x Base
MAt%: 100
Cost: 4 MP
Tar: All Tar/1 Tar
Elm: Fire
Attr: Reflectable
Fire2
Magical Attack
Formula: Magical
Pwr: 1 1/4x Base
MAt%: 100
Cost: 22 MP
Tar: All Tar/1 Tar
Elm: Fire
Attr: Reflectable
Fire3
Magical Attack
Formula: Magical
Pwr: 4x Base
MAt%: 100
Cost: 52 MP
Tar: All Tar/1 Tar
Elm: Fire
Attr: Reflectable
Ice
Magical Attack
Formula: Magical
Pwr: 1/2x Base
MAt%: 100
Cost: 4 MP
Tar: All Tar/1 Tar
Elm: Ice
Attr: Reflectable
Ice2
Magical Attack
Formula: Magical
Pwr: 1 1/4x Base
MAt%: 100
Cost: 22 MP
Tar: All Tar/1 Tar
Elm: Ice
Attr: Reflectable
Ice3
Magical Attack
Formula: Magical
Pwr: 4x Base
MAt%: 100
Cost: 52 MP
Tar: All Tar/1 Tar
Elm: Ice
Attr: Reflectable
Bolt
Magical Attack
Formula: Magical
Pwr: 1/2x Base
MAt%: 100
Cost: 4 MP
Tar: All Tar/1 Tar
Elm: Lightning
Attr: Reflectable
Bolt2
Magical Attack
Formula: Magical
Pwr: 1 1/4x Base
MAt%: 100
Cost: 22 MP
Tar: All Tar/1 Tar
Elm: Lightning
Attr: Reflectable
Bolt3
Magical Attack
Formula: Magical
Pwr: 4x Base
MAt%: 100
Cost: 52 MP
Tar: All Tar/1 Tar
Elm: Lightning
Attr: Reflectable
Quake
Magical Attack
Formula: Magical
Pwr: 11/16x Base
MAt%: 100
Cost: 6 MP
Tar: All Tar/1 Tar
Elm: Earth
Attr: Reflectable
Quake2
Magical Attack
Formula: Magical
Pwr: 1 1/2x Base
MAt%: 100
Cost: 28 MP
Tar: All Tar/1 Tar
Elm: Earth
Attr: Reflectable
Quake3
Magical Attack
Formula: Magical
Pwr: 4 3/8x Base
MAt%: 100
Cost: 68 MP
Tar: All Tar/1 Tar
Elm: Earth
Attr: Reflectable
Bio
Magical Attack
Formula: Magical
Pwr: 5/8x Base
MAt%: 100
Cost: 8 MP
Tar: All Tar/1 Tar
Elm: Poison
Attr: [ 48] Inflict 'Poison'
Reflectable
Bio2
Magical Attack
Formula: Magical
Pwr: 1 5/16x Base
MAt%: 100
Cost: 36 MP
Tar: All Tar/1 Tar
Elm: Poison
Attr: [ 48] Inflict 'Poison'
Reflectable
Bio3
Magical Attack
Formula: Magical
Pwr: 4 1/4x Base
MAt%: 100
Cost: 80 MP
Tar: All Tar/1 Tar
Elm: Poison
Attr: [ 72] Inflict 'Poison'
Reflectable
Demi
Magical Attack
Formula: HP%
Pwr: [Target's HP / 4]
MAt%: 75
Cost: 14 MP
Tar: All Tar/1 Tar (NS)
Elm: Gravity
Demi2
Magical Attack
Formula: HP%
Pwr: [Target's HP / 2]
MAt%: 75
Cost: 33 MP
Tar: All Tar/1 Tar (NS)
Elm: Gravity
Demi3
Magical Attack
Formula: HP%
Pwr: [Target's HP * 3 / 4]
MAt%: 75
Cost: 48 MP
Tar: All Tar/1 Tar (NS)
Elm: Gravity
Sleepel
Magical Change Status
MAt%: 100
Cost: 8 MP
Tar: All Tar/1 Tar
Elm: Non-Element
Attr: [ 72] Inflict 'Sleep'
Reflectable
Confu
Magical Change Status
MAt%: 100
Cost: 18 MP
Tar: All Tar/1 Tar
Elm: Non-Element
Attr: [ 60] Inflict 'Confusion'
Reflectable
Silence
Magical Change Status
MAt%: 100
Cost: 24 MP
Tar: All Tar/1 Tar
Elm: Non-Element
Attr: [ 60] Inflict 'Silence'
Reflectable
Mini
Magical Change Status
MAt%: 100
Cost: 10 MP
Tar: All Tar/1 Tar
Elm: Non-Element
Attr: [ 72] Toggle 'Small'
Reflectable
Notes: When curing a target that already has the 'Small' Status, the Toggle
effect has a 100% chance of success
Toad
Magical Change Status
MAt%: 100
Cost: 14 MP
Tar: All Tar/1 Tar
Elm: Non-Element
Attr: [ 72] Toggle 'Frog'
Reflectable
Notes: When curing a target that already has the 'Frog' Status, the Toggle
effect has a 100% chance of success
Berserk
Magical Change Status
MAt%: 100
Cost: 28 MP
Tar: All Tar/1 Tar
Elm: Non-Element
Attr: [ 80] Inflict 'Berserk'
Reflectable
Notes: When used against a Player Character, the Inflict effect has a 100%
chance of success
Haste
Magical Change Status
Auto Hit
Cost: 18 MP
Tar: All Tar/1 Tar
Elm: Non-Element
Attr: 100% Inflict 'Haste'
Reflectable
Slow
Magical Change Status
Auto Hit
Cost: 20 MP
Tar: All Tar/1 Tar
Elm: Non-Element
Attr: [100] Inflict 'Slow'
Reflectable
Stop
Magical Change Status
Auto Hit
Cost: 34 MP
Tar: All Tar/1 Tar
Elm: Non-Element
Attr: [ 60] Inflict 'Stop'
Reflectable
Barrier
Magical Change Status
Auto Hit
Cost: 16 MP
Tar: All Tar/1 Tar
Elm: Non-Element
Attr: 100% Inflict 'Barrier'
Reflectable
MBarrier
Magical Change Status
Auto Hit
Cost: 24 MP
Tar: All Tar/1 Tar
Elm: Non-Element
Attr: 100% Inflict 'MBarrier'
Reflectable
Reflect
Magical Change Status
Auto Hit
Cost: 30 MP
Tar: All Tar/1 Tar
Elm: Non-Element
Attr: 100% Inflict 'Reflect'
DeBarrier
Magical Change Status
MAt%: 255
Cost: 12 MP
Tar: All Tar/1 Tar
Elm: Non-Element
Attr: 100% Cure 'Barrier', 'MBarrier', 'Reflect', 'Shield'
DeSpell
Magical Change Status
MAt%: 255
Cost: 20 MP
Tar: All Tar/1 Tar
Elm: Non-Element
Attr: 100% Cure 'Haste', 'Slow', 'Stop', 'Regen', 'Barrier', 'MBarrier',
'Reflect', 'Shield', 'Death Force', 'Resist'
Death
Magical Change Status
MAt%: 100
Cost: 30 MP
Tar: All Tar/1 Tar
Elm: Non-Element
Attr: [ 44] Inflict 'Death'
Reflectable
Escape
Magical Misc Ability
MAt%: 110
Cost: 16 MP
Tar: Self
Notes: Causes allied team to flee from battle if possible
Remove
Magical Change Status
MAt%: 110
Cost: 99 MP
Tar: All Tar (NS)
Attr: 100% Inflict 'Death'
Elm: Non-Element
Notes: No Gil/Items given
Comet
Magical Attack
Formula: Magical
Pwr: 5x Base
MAt%: 100
Cost: 70 MP
Tar: 1 Tar
Elm: Non-Element
Comet2
Magical Attack
Formula: Magical
Pwr: 1 7/8x Base
MAt%: 100
Cost: 110 MP
Tar: 4 Tar
Elm: Non-Element
Freeze
Magical Attack
Formula: Magical
Pwr: 5 15/16x Base
MAt%: 100
Cost: 82 MP
Tar: 1 Tar
Elm: Ice
Attr: [ 68] Inflict 'Stop'
Reflectable
Break
Magical Attack
Formula: Magical
Pwr: 6 1/4x Base
MAt%: 100
Cost: 86 MP
Tar: 1 Tar
Elm: Earth
Attr: [ 32] Inflict 'Petrify'
Reflectable
Tornado
Magical Attack
Formula: Magical
Pwr: 6 9/16x Base
MAt%: 100
Cost: 90 MP
Tar: 1 Tar
Elm: Wind
Attr: [ 32] Inflict 'Confusion'
Reflectable
Flare
Magical Attack
Formula: Magical
Pwr: 7 3/16x Base
MAt%: 100
Cost: 100 MP
Tar: 1 Tar
Elm: Fire
Attr: Reflectable
Wall
Magical Change Status
Auto Hit
Cost: 58 MP
Tar: All Tar/1 Tar
Elm: Non-Element
Attr: 100% Inflict 'Barrier', 'MBarrier'
Reflectable
FullCure
Magical HP Restore
Formula: Max HP%
Pwr: [Target's Max HP]
MAt%: 255
Cost: 99 MP
Tar: 1 Tar
Elm: Restorative
Shield
Magical Change Status
Auto Hit
Cost: 180 MP
Tar: 1 Tar
Elm: Non-Element
Attr: 100% Inflict 'Shield'
Ultima
Magical Attack
Formula: Magical
Pwr: 6 9/16x Base
MAt%: 100
Cost: 130 MP
Tar: All Tar (NS)
Elm: Non-Element
--- -------
2.7 Summons
--- -------
Choco/Mog
Attack Name: DeathBlow!!
Magical Attack
Formula: Magical
Pwr: 1x Base
MAt%: 255
Cost: 14 MP
Tar: All Op (NS)
Elm: Non-Element
Attr: [ 40] Inflict 'Stop'
Attack Name: Fat-Chocobo
Magical Attack
Formula: Magical
Pwr: 1 1/4x Base
MAt%: 255
Cost: 14 MP
Tar: All Op (NS)
Elm: Non-Element</pre><pre id="faqspan-3">
Notes: Fat-Chocobo is randomly used 15/256 of the time instead of
DeathBlow!!
Shiva
Attack Name: Diamond Dust
Magical Attack
Formula: Magical
Pwr: 1 1/2x Base
MAt%: 255
Cost: 32 MP
Tar: All Op (NS)
Elm: Ice
Ifrit
Attack Name: Hellfire
Magical Attack
Formula: Magical
Pwr: 1 11/16x Base
MAt%: 255
Cost: 34 MP
Tar: All Op (NS)
Elm: Fire
Ramuh
Attack Name: Judgement Bolt
Magical Attack
Formula: Magical
Pwr: 1 7/8x Base
MAt%: 255
Cost: 40 MP
Tar: All Op (NS)
Elm: Lightning
Titan
Attack Name: Anger of the Land
Magical Attack
Formula: Magical
Pwr: 2 1/16x Base
MAt%: 255
Cost: 46 MP
Tar: All Op (NS)
Elm: Earth
Odin
Attack Name: Steel Bladed Sword
Magical Change Status
MAt%: 255
Cost: 80 MP
Tar: All Op (NS)
Elm: Non-Element
Attr: [ 92] Inflict 'Death'
Notes: If the enemy has attributes that would cause Steel Bladed Sword to
cause Recovery to the enemy, then Odin will cause Steel Bladed
Sword to miss the enemy instead
Since Gunge Lance is used only if Steel Bladed Sword fails on all
targets, you can be sure that at least one enemy *WILL* die if
Steel Bladed Sword is used
Attack Name: Gunge Lance
Magical Attack
Formula: Magical
Pwr: 4 7/8x Base
MAt%: 255
Cost: 80 MP
Tar: 1 Op
Elm: Non-Element
Notes: Gunge Lance is used instead of Steel Bladed Sword if Odin calculates
that the current use of Steel Bladed Sword would miss *all*
Opponents - this includes the random chance of Death not being
inflicted against a vulnerable enemy
Leviathan
Attack Name: Tidal Wave
Magical Attack
Formula: Magical
Pwr: 4 11/16x Base
MAt%: 255
Cost: 78 MP
Tar: All Op (NS)
Elm: Water
Bahamut
Attack Name: Mega Flare
Magical Piercing Attack
Formula: Magical
Pwr: 4 1/16x Base
MAt%: 255
Cost: 100 MP
Tar: All Op (NS)
Elm: Non-Element
Kujata
Attack Name: Tetra-Disaster
Magical Attack
Formula: Magical
Pwr: 6 1/4x Base
MAt%: 255
Cost: 110 MP
Tar: All Op (NS)
Elm: Fire/Ice/Lightning
Alexander
Attack Name: Judgement
Magical Attack
Formula: Magical
Pwr: 7 1/2x Base
MAt%: 255
Cost: 120 MP
Tar: All Op (NS)
Elm: Holy
Phoenix
Attack Name: Phoenix Flame
Magical Attack
Formula: Magical
Pwr: 3 3/4x Base
MAt%: 255
Cost: 180 MP
Tar: All Op (NS)
Elm: Fire
Notes: Fully heals and removes Death Status from all KOed party members
Neo Bahamut
Attack Name: Giga Flare
Magical Piercing Attack
Formula: Magical
Pwr: 5x Base
MAt%: 255
Cost: 140 MP
Tar: All Op (NS)
Elm: Non-Element
Hades
Attack Name: Black Cauldron
Magical Attack
Formula: Magical
Pwr: 5 5/8x Base
MAt%: 255
Cost: 150 MP
Tar: All Op (NS)
Elm: Non-Element
Attr: 100% Inflict 'Sleep', 'Poison', 'Confusion', 'Silence', 'Slow',
'Frog', 'Small', 'Paralysed'
Typhon
Attack Name: Disintegration
Magical Piercing Attack
Formula: Magical
Pwr: 6 7/8x Base
MAt%: 255
Cost: 160 MP
Tar: All Op (NS)
Elm: Fire/Ice/Lightning/Earth
Bahamut ZERO
Attack Name: Tera Flare
Magical Piercing Attack
Formula: Magical
Pwr: 7 1/2x Base
MAt%: 255
Cost: 180 MP
Tar: All Op (NS)
Elm: Non-Element
Knights of Round
Attack Name: Ultimate End
Magical Piercing Attack
Formula: Magical
Pwr: 5x Base
MAt%: 255
Cost: 250 MP
Tar: 13x All Op (NS)
Elm: Non-Element
--- ------------
2.8 Enemy Skills
--- ------------
Frog Song
Magical Change Status
MAt%: 100
Cost: 5 MP
Tar: 1 Tar
Elm: Non-Element
Attr: 100% Toggle 'Frog', 'Sleep'
Reflectable
L4 Suicide
Magical Attack
Formula: HP%
Pwr: [Target's HP * 31 / 32]
Auto Hit
Cost: 10 MP
Tar: All Tar (NS)
Elm: Non-Element
Attr: 100% Inflict 'Small'
Reflectable
Notes: Miss if Target's Lvl not multiple of 4
Magic Hammer
Magical MP Absorb
Formula: Fixed
Pwr: 100
MAt%: 100
Cost: 3 MP
Tar: 1 Tar
Elm: Non-Element
Attr: Reflectable
White Wind
Physical HP Restore
Formula: Custom
Pwr: Caster's HP
PAt%: 255
Cost: 34 MP
Tar: All Tar (NS)
Elm: Restorative
Attr: 100% Cure 'Sleep', 'Poison', 'Confusion', 'Silence', 'Slow',
'Stop', 'Frog', 'Small', 'Slow-numb', 'Petrify',
'Berserk', 'Paralysed', 'Darkness', 'Death Force',
'Resist'
Notes: Since it's a physical ability that uses PAt%, it will also cure
'Manipulate'
Big Guard
Magical Change Status
MAt%: 255
Cost: 56 MP
Tar: All Tar (NS)
Elm: Non-Element
Attr: 100% Inflict 'Barrier', 'MBarrier', 'Haste'
Angel Whisper
Magical HP Restore
Formula: Max HP%
Pwr: [Target's Max HP]
MAt%: 255
Cost: 50 MP
Tar: 1 Tar
Elm: Restorative
Attr: 100% Cure 'Death', 'Sleep', 'Poison', 'Confusion', 'Silence',
'Slow', 'Stop', 'Frog', 'Small', 'Slow-numb', 'Petrify',
'Berserk', 'Paralysed', 'Darkness'
Dragon Force
Magical Misc Ability
MAt%: 255
Cost: 19 MP
Tar: 1 Tar
Notes: Each Dragon Force adds 50% to: Def Mod, MDf Mod
These Modifiers cannot exceed 100%
(In other words, don't use more than two Dragon Forces per character
per battle)
Death Force
Magical Change Status
MAt%: 255
Cost: 3 MP
Tar: 1 Tar
Elm: Non-Element
Attr: 100% Inflict 'Death Force'
Flame Thrower
Magical Attack
Formula: Magical
Pwr: 7/8x Base
MAt%: 100
Cost: 10 MP
Tar: 1 Tar
Elm: Fire
Attr: Reflectable
Laser
Magical Attack
Formula: HP%
Pwr: [Target's HP / 2]
MAt%: 100
Cost: 16 MP
Tar: 1 Tar
Elm: Gravity
Attr: Reflectable
Matra Magic
Magical Attack
Formula: Magical
Pwr: 11/16x Base
MAt%: 100
Cost: 8 MP
Tar: All Tar (NS)
Elm: Non-Element
Attr: Reflectable
Bad Breath
Magical Change Status
MAt%: 100
Cost: 58 MP
Tar: All Tar (NS)
Elm: Non-Element
Attr: 100% Inflict 'Sleep', 'Poison', 'Confusion', 'Silence', 'Frog',
'Small'
Beta
Magical Attack
Formula: Magical
Pwr: 3 3/8x Base
MAt%: 100
Cost: 35 MP
Tar: All Tar (NS)
Elm: Fire
Aqualung
Magical Attack
Formula: Magical
Pwr: 3 1/4x Base
MAt%: 100
Cost: 34 MP
Tar: All Tar (NS)
Elm: Water
Attr: Reflectable
Trine
Magical Attack
Formula: Magical
Pwr: 2 1/8x Base
MAt%: 100
Cost: 20 MP
Tar: All Tar (NS)
Elm: Lightning
Magic Breath
Magical Attack
Formula: Magical
Pwr: 4 13/16x Base
MAt%: 100
Cost: 75 MP
Tar: All Tar (NS)
Elm: Fire/Ice/Lightning
????
Physical Attack
Formula: Custom
Pwr: Caster's Max HP - Caster's HP
PAt%: 100
Cost: 3 MP
Tar: 1 Tar
Elm: Non-Element
Goblin Punch
Physical Attack
Formula: Physical
Pwr: 3/4x Base
PAt%: 100
Tar: 1 Tar
Elm: Non-Element
Notes: After Damage Effect
If Caster Lvl = Target Lvl, Damage = Damage * 8
Chocobuckle
Physical Attack
Formula: Custom
Pwr: Number of times Party has Escaped
PAt%: 100
Cost: 3 MP
Tar: 1 Tar
Elm: Non-Element
L5 Death
Magical Change Status
Auto Hit
Cost: 22 MP
Tar: All Tar (NS)
Elm: Non-Element
Attr: 100% Inflict 'Death'
Notes: Miss if Target's Lvl not multiple of 5
Death Sentence
Magical Change Status
MAt%: 100
Cost: 10 MP
Tar: 1 Tar
Elm: Non-Element
Attr: 100% Inflict 'Death-sentence'
Roulette
Magical Change Status
MAt%: 255
Cost: 6 MP
Tar: Random [Area]
Elm: Non-Element
Attr: 100% Inflict 'Death'
Shadow Flare
Magical Attack
Formula: Magical
Pwr: 7 13/16x Base
MAt%: 100
Cost: 100 MP
Tar: 1 Tar
Elm: Non-Element
Attr: Reflectable
Pandora's Box
Magical Piercing Attack
Formula: Magical
Pwr: 3 3/4x Base
MAt%: 100
Cost: 110 MP
Tar: All Tar (NS)
Elm: Non-Element
Attr: Reflectable
--- -----------------
2.9 Command Abilities
--- -----------------
D. blow
Physical Attack
Formula: Physical
Pwr: 1x Base
PAt%: [Weapon At% / 3]
Tar: 1 Op/All Op
Elm: As Weapon
Attr: Auto Critical
Notes: D. blow can hit Back Row targets for full damage without requiring a
Long Range weapon
Steal
Physical Misc Ability
Auto Hit
Tar: 1 Op/All Op
Attempts to steal an item from the targetted enemy
Goes through all items that the target has in turn
Success Formula is as follows:
LvlDiff = 40 + Attacker's Level - Target's Level
If Sneak Glove is equipped, LvlDiff is capped at 100 minimum
LvlFactor = [512 * LvlDiff / 100]
Base Chance = Item Chance * LvlFactor / 256
If (Rnd(0..63) <= Base Chance): Stop here, WIN ITEM!
Mug
Physical Attack
Formula: Physical
Pwr: 1x Base
PAt%: Weapon At%
Tar: 1 Op/All Op
Elm: As Weapon
Attempts to steal an item from the targetted enemy
Goes through all items that the target has in turn
Success Formula is as follows:
LvlDiff = 40 + Attacker's Level - Target's Level
If Sneak Glove is equipped, LvlDiff is capped at 100 minimum
LvlFactor = [512 * LvlDiff / 100]
Base Chance = Item Chance * LvlFactor / 256
If (Rnd(0..63) <= Base Chance): Stop here, WIN ITEM!
Throw
Physical LR Attack
Formula: Physical
Pwr: 1x Base
Auto Hit
Tar: 1 Tar
Elm: Non-Element
Attr: Base Damage is worked out with Att = (Str + Weapon Att) * 2
Weapon Att is the Att value of the weapon being thrown
Att for this ability is not capped at 255
Coin
Physical LR Attack
Formula: Custom
Pwr: RU([Gil Thrown / 10] / Number of Targets)
Auto Hit
Tar: All Op (NS)
Elm: Non-Element
Notes: If no Gil value is chosen (when used as a Sneak Attack or similar,
for example), then the amount thrown will use the following:
HighHP = Highest Current HP of all Targets
If (HighHP > 10000): HighHP = 10000
Gil Thrown = 10 * HighHP * Number of Enemies
If the attempted amount thrown is more gil than the party has, then
it will be capped at the full amount the party has
Slash-All
Physical Attack
Formula: Physical
Pwr: 1x Base
PAt%: Weapon At%
Tar: All Op
Elm: As Weapon
Notes: Slash-All can hit Back Row targets for full damage without requiring
a Long Range weapon
Status infliction done via Slash-All is considered to be No Split,
even though the damage itself is split
Flash
Physical Change Status
Formula: Physical
PAt%: [Weapon At% / 2]
Tar: All Op (NS)
Elm: As Weapon
Attr: 100% Inflict 'Death'
Notes: If additional Statuses have been added to the Attacker's Weapon via
Added Effect, then Flash will add 'Death' to the list of statuses
being inflicted and increase the status chance to 100%. This can
sometimes help to inflict other statuses even if the Target is
immune to Death.
2x-Cut
Physical Attack
Formula: Physical
Pwr: 1x Base
PAt%: Weapon At%
Tar: 2x 1 Tar
Elm: As Weapon
4x-Cut
Physical Attack
Formula: Physical
Pwr: 1x Base
PAt%: Weapon At%
Tar: 4 Op
Elm: As Weapon
Notes: 4x-Cut can hit Back Row targets for full damage without requiring a
Long Range weapon
Morph
Physical Attack
Formula: Physical
Pwr: 1/8x Base
PAt%: Weapon At%
Tar: 1 Op/All Op
Elm: As Weapon
Attr: No Critical
Notes: Morph can hit Back Row targets for full damage without requiring a
Long Range weapon
When Morph is used to successfully kill a target, the target will
leave behind their Morphed item
Sense
Physical LR Misc Ability
Auto Hit
Tar: 1 Op/All Op
Attempts to Sense the targetted enemy
Sensing an enemy will display their Level, HP, Max HP, MP, Max MP and
any weaknesses to Elements (Death, AutoH and Weak Elements will be
listed)
A Sensed Enemy will have their current HP and Max HP displayed next to
their name in the Help Window for the rest of the battle
Enemies that have 30,000 Max HP or more cannot be Sensed
Manip.
Physical LR Misc Ability
Auto Hit
Tar: 1 Op/All Op
Attempts to Manipulate the targetted enemy
You may not Manipulate an enemy under the following conditions:
The enemy is already being Manipulated
The enemy is under an effect that freezes its Turn Timer
(Death, Stop, Paralysed, Petrify or Sleep will do this)
The enemy is immune to Manipulate
Success Formula is as follows:
Hit% = 50 + Attacker's Level - Target's Level
If you are trying to Manipulate more than one Target at once:
Hit% = [Hit% * 4 / 5]
If Enemy is Weak (Auto Hit) to Elem/Status used, Hit% = 255
If HypnoCrown is equipped, Hit% is capped at 100 minimum
If (Rnd(0..99) < Hit%): Target is Manipulated
Mime
Physical LR Misc Ability
Auto Hit
Tar: Self
Mimes the last command used by the party
Certain special effects the command had through Materia linkage may also
be used with the Mimed command
Limit Breaks may only be mimed by the character that can use that Limit
-----------------------------------------------------------------------------
3. LIMIT BREAKS
---------------
This section, as you can guess, is devoted to the Limit Breaks in Final
Fantasy 7. Each of the nine characters in the game have their own unique
Limit Breaks.
--- --------------
3.1 Earning Limits
--- --------------
Limit Breaks are divided up into Levels. You select which Limit Level you
wish to use, and whenever your Limit Bar fills up, you can use any Limit you
have in that Level, but no other. However, before you can use a Limit Break
of any Level, you must earn it.
The following chart shows the bare minimum you must achieve to gain each
Limit Break. The chart headers are as follows.
L1-2:
The second Limit Break of the first Limit Level requires that your L1-1
Break be used a certain number of times before you can gain your L1-2 Break.
The number in this column is the number of times you have to use your L1-1
Break.
L2-1:
The number in this column indicates how many enemies the character must
personally defeat before they gain the use of their L2-1 Break. Note that
you can gain your L2-1 Break before your L1-2 one.
L2-2:
You must use your L2-1 Break so many times before you can gain your L2-2
Break. This column indicates exactly how many times.
L3-1:
The number in this column indicates how many enemies the character must
have killed in the entire game (this column includes the number killed to
gain their L2-1 Break), to gain their L3-1 Break. Note that you can gain
your L3-1 Break before either your L1-2 or your L2-2 Breaks.
L3-2:
The final column indicates how many times you must use your L3-1 Break
before you can gain your L3-2 Break.
Note that Vincent only has one Break per Level, and Cait Sith has only two
Limit Breaks: his L1-1 and his L2-1. Also note that to score a use of a
Limit Break, or a kill, you must win the battle. If you run away, Limit
Break usage and kills during that battle will not be counted. The
requirements for each character are as follows:
L1-2 L2-1 L2-1 L3-1 L3-2
Cloud 8 120 7 320 6
Barret 9 80 8 160 6
Tifa 9 96 7 192 6
Aeris 8 80 6 160 5
Red XIII 8 72 7 144 6
Yuffie 8 64 7 128 6
Cait Sith - 40 - - -
Vincent - 40 - 96 -
Cid 7 60 6 136 5
*** WARNING: These values were gained through looking at FF7's memory banks
and using debug values. I will not tolerate e-mails complaining that these
values are inaccurate: they aren't. However, even respected testers have
managed to get different results when actually counting the number of kills
they've done. The cause for this is currently unknown, but random variation
in the kills required is considered unlikely. This is also not a difference
between PC and PSX versions, since both use the same table ***
In addition to the requirements above, you cannot choose to use a certain
Limit Level until you have at least one Limit Break in that Level.
--- -------------
3.2 The Limit Bar
--- -------------
The Limit Bar dictates when you can use a certain Limit Break. Depending on
your Status Attributes, and which Limit Level you have chosen to build, it
will grow quickly or slowly based on the damage you take.
A character's Limit Bar is measured in Units. Once a Limit Bar contains 255
Units, the Limit Bar is full, and the character may use their Limit Break.
The conversion rate between damage points and Limit Bar Units is as
follows:
Units gained = [[300 * HP Lost / Max HP] * 256 * Status Factor / LNum]
In the above formula, Status Factor is equal to 2.0 while in 'Fury' Status,
0.5 in 'Sadness' Status, and 1.0 otherwise.
LNum, on the other hand, is a special number that varies for each character
at each Limit Level. The following table shows the LNum value for all nine
characters at each of their Limit Levels.
Level 1 Level 2 Level 3 Level 4
Cloud 140 324 435 506
Barret 129 240 374 450
Tifa 120 334 509 566
Aeris 200 284 322 436
Red XIII 195 300 389 486
Yuffie 200 300 400 480
Cait Sith 160 180 9590 * 12760 *
Vincent 202 244 319 426
Cid 200 280 380 480
* Cait Sith does not have either a L3 or L4 Limit Break - these numbers
are still in the data, however.
Obviously, the higher the number, the larger the percentage of your Max HP
you must lose before you can fill the Limit Bar. With the numbers above, it
is possible to work out the rough percentage of HP that must be lost:
Level 1 Level 2 Level 3 Level 4
Cloud 46.5% 107.6% 144.4% 168.0%
Barret 42.8% 79.7% 124.2% 149.4%
Tifa 39.8% 110.9% 169.0% 187.9%
Aeris 66.4% 94.3% 106.9% 144.8%
Red XIII 64.7% 99.6% 129.2% 161.4%
Yuffie 66.4% 99.6% 132.8% 159.3%
Cait Sith 53.1% 59.8% ---- ----
Vincent 67.1% 81.0% 105.9% 141.4%
Cid 66.4% 93.0% 126.2% 159.3%
In addition to that, the Status Attribute 'Fury' will double your Limit Bar
growth, while the Status Attribute 'Sadness' will halve it. For example,
trying to max out Cloud's Limit Bar at Level 4 with 'Fury' would amount to a
loss of 84.0% of your total HP, instead of the normal 168.0%.
You should note that any Limit Bar Units you gain are rounded down at two
occasions. First, it uses 1/300 units of your Max HP to work out how much
damage was done to you, Limit-wise, and then it converts those units into
Limit Bar Units, which can cause even more rounding down. Thus, you will
often note that you have to lose more than the listed amount of HP above.
For instance, when maxing out a L4 Limit Bar with Fury status with 9999 Max
HP, any attack that hits you for 33 or less HP will cause you to gain 0
Units, since 33 is less than 1/300th of 9999. In addition, when maxing out
a L4 Limit Bar with Sadness status with 9999 Max HP, you must be hit for 134
or more HP to gain even a single Limit Bar 'Unit'.
An interesting comparison is to order the characters and their Limit Levels
by the amount of HP they must lose:
Approx Base HP Loss Character's Limit
187.9% **** Lv 4 - Tifa
169.0% *** Lv 3 - Tifa
168.0% **** Lv 4 - Cloud
161.4% **** Lv 4 - Red XIII
159.3% **** Lv 4 - Yuffie
159.3% **** Lv 4 - Cid
149.4% **** Lv 4 - Barret
144.8% **** Lv 4 - Aeris
144.4% *** Lv 3 - Cloud
141.4% **** Lv 4 - Vincent
132.8% *** Lv 3 - Yuffie
129.2% *** Lv 3 - Red XIII
126.2% *** Lv 3 - Cid
124.2% *** Lv 3 - Barret
110.9% ** Lv 2 - Tifa
107.6% ** Lv 2 - Cloud
106.9% *** Lv 3 - Aeris
105.9% *** Lv 3 - Vincent
99.6% ** Lv 2 - Red XIII
99.6% ** Lv 2 - Yuffie
94.3% ** Lv 2 - Aeris
93.0% ** Lv 2 - Cid
81.0% ** Lv 2 - Vincent
79.7% ** Lv 2 - Barret
67.1% * Lv 1 - Vincent
66.4% * Lv 1 - Aeris
66.4% * Lv 1 - Yuffie
66.4% * Lv 1 - Cid
64.7% * Lv 1 - Red XIII
59.8% ** Lv 2 - Cait Sith
53.1% * Lv 1 - Cait Sith
46.5% * Lv 1 - Cloud
42.8% * Lv 1 - Barret
39.8% * Lv 1 - Tifa
Or, ordered by level first and then HP% (highest first):
Lvl Character List
4 Tifa, Cloud, Red XIII, Yuffie/Cid, Barret, Aeris, Vincent
3 Tifa, Cloud, Yuffie, Red XIII, Cid, Barret, Aeris, Vincent
2 Tifa, Cloud, Red XIII/Yuffie, Aeris, Cid, Vincent, Barret, Cait Sith
1 Vincent, Aeris/Yuffie/Cid, Red XIII, Cait Sith, Cloud, Barret, Tifa
So Tifa tends to require the highest amount of HP% lost, while Vincent tends
to require the lowest - the main exception being at Limit Level 1, where
they're reversed. Other conclusions can be drawn from this, and it is
instructive to compare both these tables to the power of the individual
abilities a character gains at these levels below.
One final note: Limit Bar Units are only accumulated when damage is done to a
character by an enemy. Damage inflicted by allies will not increase Limit
Bars.
--- ----------------
3.3 Limit Break Data
--- ----------------
This section will describe the effects of each Limit Break. Note that
special damage bonuses from weapons have no effect on these attacks.
3.3.1 Cloud's Limit Breaks
----- --------------------
L1-1: Braver
Physical LR Attack
Formula: Physical
Pwr: 3x Base
PAt%: 255
Tar: 1 Op
Elm: Non-Element
L1-2: Cross-slash
Physical LR Attack
Formula: Physical
Pwr: 3 1/4x Base
PAt%: 255
Tar: 1 Op
Elm: Non-Element
Attr: 100% Inflict 'Paralysed'
L2-1: Blade Beam
Physical LR Attack
Formula: Physical
Pwr: 3 1/2x Base
PAt%: 255
Tar: 1 Op
Elm: Non-Element
Notes: Allies of selected target take 'Pwr: 1x Base' damage (NS)
L2-2: Climhazzard
Physical LR Attack
Formula: Physical
Pwr: 4 3/8x Base
PAt%: 255
Tar: 1 Op
Elm: Non-Element
L3-1: Meteorain
Physical LR Attack
Formula: Physical
Pwr: 1 5/8x Base
PAt%: 255
Tar: 6 Op
Elm: Non-Element
L3-2: Finishing Touch
Physical LR Attack
Formula: Physical
Pwr: 3 1/8x Base
PAt%: 255
Tar: All Op
Elm: Non-Element
Attr: 100% Inflict 'Death'
Notes: Actually two attacks in quick succession - the first does no damage
but Inflicts 'Death', while the second does not Inflict 'Death'
but deals damage. Because of the order this is done in, some
enemies can be killed with this that would not otherwise be
affected
L4-1: Omnislash
Physical LR Attack
Formula: Physical
Pwr: 3/4x Base
PAt%: 255
Tar: 15 Op
Elm: Non-Element
Attr: Auto Critical
3.3.2 Barret's Limit Breaks
----- ---------------------
L1-1: Big Shot
Physical LR Attack
Formula: Physical
Pwr: 3 1/4x Base
PAt%: 255
Tar: 1 Op
Elm: Non-Element
L1-2: Mindblow
Magical MP Attack
Formula: HP%
Pwr: [Target's MP]
MAt%: 255
Tar: 1 Op
Elm: Gravity
L2-1: Grenade Bomb
Physical LR Attack
Formula: Physical
Pwr: 3 3/8x Base
PAt%: 255
Tar: All Op
Elm: Non-Element
L2-2: Hammerblow
Physical Change Status
PAt%: 255
Tar: 1 Op
Elm: Non-Element
Attr: 100% Inflict 'Death'
L3-1: Satellite Beam
Physical LR Attack
Formula: Physical
Pwr: 2 3/16x Base
PAt%: 255
Tar: All Op
Elm: Non-Element
Attr: Auto Critical
L3-2: Angermax
Physical LR Attack
Formula: Physical
Pwr: 1/2x Base
PAt%: 255
Tar: 18 Op
Elm: Non-Element
L4-1: Catastrophe
Physical LR Attack
Formula: Physical
Pwr: 1 1/4x Base
PAt%: 255
Tar: 10 Op
Elm: Non-Element
3.3.3 Tifa's Limit Breaks
----- --------------------
Note that using one of Tifa's Limit Breaks will also automatically use all of
her Limit Breaks that are lower in level than the one used. Also, each Break
will have one of three statuses:
Miss: Tifa will not perform the Limit Break
Hit: Tifa will use the Limit Break for normal damage (no Criticals)
YEAH!: Tifa will use the Limit Break and do Critical Damage
Although each of Tifa's Limit Breaks have a Target of 1 Op, these targets
will all be picked randomly.
L1-1: Beat Rush
Physical LR Attack
Formula: Physical
Pwr: 1 1/4x Base
PAt%: 255
Tar: Random [All Op]
Elm: Non-Element
L1-2: Somersault
Physical LR Attack
Formula: Physical
Pwr: 1 3/8x Base
PAt%: 255
Tar: Random [All Op]
Elm: Non-Element
L2-1: Waterkick
Physical LR Attack
Formula: Physical
Pwr: 1 1/2x Base
PAt%: 255
Tar: Random [All Op]
Elm: Non-Element
L2-2: Meteodrive
Physical LR Attack
Formula: Physical
Pwr: 1 5/8x Base
PAt%: 255
Tar: Random [All Op]
Elm: Non-Element
L3-1: Dolphin Blow
Physical LR Attack
Formula: Physical
Pwr: 1 3/4x Base
PAt%: 255
Tar: Random [All Op]
Elm: Non-Element
L3-2: Meteor Strike
Physical LR Attack
Formula: Physical
Pwr: 1 7/8x Base
PAt%: 255
Tar: Random [All Op]
Elm: Non-Element
L4-1: Final Heaven
Physical LR Attack
Formula: Physical
Pwr: 2 5/8x Base
PAt%: 255
Tar: Random [All Op]
Elm: Non-Element
3.3.4 Aeris' Limit Breaks
----- -------------------
L1-1: Healing Wind
Magical HP Restore
Formula: Max HP%
Pwr: [Target's Max HP / 2]
MAt%: 255
Tar: All Al (NS)
Elm: Restorative
L1-2: Seal Evil
Magical Change Status
MAt%: 255
Tar: All Op (NS)
Elm: Non-Element
Attr: 100% Inflict 'Stop', 'Silence'
L2-1: Breath of the Earth
Magical Change Status
MAt%: 255
Tar: All Al (NS)
Elm: Non-Element
Attr: 100% Cure 'Sleep', 'Poison', 'Sadness', 'Fury', 'Confusion',
'Silence', 'Slow', 'Stop', 'Frog', 'Small', 'Slow-numb',
'Petrify'
L2-2: Fury Brand
Physical Misc Ability
Auto Hit
Tar: All Al (except caster)
Elm: Hidden
Notes: Sets Limit Bar Units to 255
L3-1: Planet Protector
Magical Change Status
MAt%: 255
Tar: All Tar (NS)
Elm: Non-Element
Attr: 100% Inflict 'Peerless'
L3-2: Pulse of Life
Physical Recovery
Formula: Recovery
Auto Hit
Tar: All Tar (NS)
Elm: Restorative
Attr: 100% Cure 'Death'
L4-1: Great Gospel
Physical Recovery
Formula: Recovery
Auto Hit
Tar: All Tar (NS)
Elm: Restorative
Attr: 100% Inflict 'Peerless'
3.3.5 Red XIII's Limit Breaks
----- -----------------------
L1-1: Sled Fang
Physical LR Attack
Formula: Physical
Pwr: 3x Base
PAt%: 255
Tar: 1 Op
Elm: Non-Element
L1-2: Lunatic High
Magical Change Status
MAt%: 255
Tar: All Al (NS)
Elm: Non-Element
Attr: 100% Inflict 'Haste'
Notes: Lunatic High adds 50% to Red XIII's Df% Mod
This Modifier cannot exceed 100%
BUG: Red XIII gains +50% Df% Mod *per target* it hits. For example,
if two allies (including Red XIII) are alive and Lunatic High is
used, Red XIII will gain +100% Df% Mod total (2 * 50%)
Other Party Members do not earn a bonus to their Df% Mod; their
bonus is instead given to Red XIII as explained above due to
the bug
L2-1: Blood Fang
Physical LR HP/MP Absorb
Formula: Physical
Pwr: 1 1/4x Base
PAt%: 255
Tar: 1 Op
Elm: Non-Element
Notes: The amount absorbed is 100% of the damage dealt added to both
Red XIII's HP and MP. However, the HP gain is capped at the
enemy's current HP before the attack, and both HP *and* MP gains
are capped at the enemy's current MP (which is not damaged by use
of Blood Fang)
Red XIII will fail to absorb anything from enemies with 0 MP,
although the attack will still deal damage to the enemy's HP
L2-2: Stardust Ray
Physical LR Attack
Formula: Physical
Pwr: 5/8x Base
PAt%: 255
Tar: 10 Op
Elm: Non-Element
L3-1: Howling Moon
Magical Change Status
MAt%: 255
Tar: Self
Elm: Non-Element
Attr: 100% Inflict 'Haste', 'Berserk'
Notes: Howling Moon adds 60% to Red XIII's Att Mod
This Modifier cannot exceed 100%
L3-2: Earth Rave
Physical LR Attack
Formula: Physical
Pwr: 1 7/8x Base
PAt%: 255
Tar: 5 Op
Elm: Non-Element
L4-1: Cosmo Memory
Physical LR Attack
Formula: Physical
Pwr: 7 13/16x Base
PAt%: 255
Tar: All Op
Elm: Non-Element
3.3.6 Yuffie's Limit Breaks
----- ---------------------
L1-1: Greased Lightning
Physical LR Attack
Formula: Physical
Pwr: 3 1/8x Base
PAt%: 255
Tar: 1 Op
Elm: Non-Element
L1-2: Clear Tranquil
Magical HP Restore
Formula: Max HP%
Pwr: [Target's Max HP / 2]
MAt%: 255
Tar: All Op (NS)
Elm: Restorative
L2-1: Landscaper
Physical LR Attack
Formula: Physical
Pwr: 3x Base
PAt%: 255
Tar: All Op
Elm: Earth
L2-2: Bloodfest
Physical LR Attack
Formula: Physical
Pwr: 5/8x Base
PAt%: 255
Tar: 10 Op
Elm: Non-Element
L3-1: Gauntlet
Physical Piercing LR Attack
Formula: Physical
Pwr: 1 3/4x Base
PAt%: 255
Tar: All Op
Elm: Non-Element
Attr: Auto Critical
L3-2: Doom of the Living
Physical LR Attack
Formula: Physical
Pwr: 5/8x Base
PAt%: 255
Tar: 15 Op
Elm: Non-Element
L4-1: All Creation
Physical LR Attack
Formula: Physical
Pwr: 8x Base
PAt%: 255
Tar: All Op
Elm: Non-Element
3.3.7 Cait Sith's Limit Breaks
----- ------------------------
Cait Sith only has two Limit Levels, and their effects are quite complicaed,
so we will deal with them one at a time.
3.3.7.1 Dice
------- ----
Dice
Physical LR Attack
Formula: Custom
Pwr: Dice Sum * Highest Repeat * 100
PAt%: 255
Tar: 1 Op
Elm: Non-Element
Attr: Two to six dice are thrown depending on Cait Sith's Level:
L 1-29: 2 Dice L50-59: 5 Dice
L30-39: 3 Dice L60+ : 6 Dice
L40-49: 4 Dice
The Sum of the dice dictates the basic damage, while the highest
number of repeats dictates the multiplier. For example, 6 dice
thrown with the numbers 4, 1, 1, 5, 4, 4 would have a Sum of 19
(4+1+1+5+4+4 = 19) and a Highest Repeat of 3 (there are three 4s,
two 1s and one 5) giving a total damage of 5700
Notes: Damage with 2 Dice is 300-2400, average of 816.67
... with 3 Dice is 600-5400, average of 1545.83
... with 4 Dice is 1000-9600, average of 2553.70
... with 5 Dice is 1500-9999, average of 3743.31
... with 6 Dice is 2100-9999, average of 5025.76
3.3.7.2 Slots
------- -----
Similar to Tifa, Cait Sith gets a slot machine menu when he chooses this
limit. There are 3 reels, and each reel will have one or more of the
following symbols:
*CaitS*: Part of Cait Sith (the cat)'s face
==BAR==: Standard BAR you see on your classic slot machine
Crown: A three-pointed regal crown
Heart: A pink heart
Star: A gold star
Moogle: A picture of the oversized Moogle that Cait Sith rides
The reels spin upwards continually, and are laid out as follows:
+=========+=========+=========+
| REEL 1 | REEL 2 | REEL 3 |
+=========+=========+=========+ *CaitS* *CaitS* *CaitS* = Game Over
| Crown | ==BAR== | Crown |
| Moogle | Crown | Star | *CaitS* *CaitS* ==BAR== = Death Joker
| Star | Star | Heart |
| Heart | *CaitS* | Crown | ==BAR== ==BAR== ==BAR== = Summon
| ==BAR== | Crown | ==BAR== |
| Crown | ==BAR== | Star | Crown Crown Crown = Toy Soldier
| Star | Heart | *CaitS* |
| *CaitS* | Moogle | Moogle | Heart Heart Heart = Lucky Girl
| ==BAR== | Star | Crown |
| Heart | *CaitS* | ==BAR== | Star Star Star = Mog Dance
| Moogle | Crown | Heart |
| Crown | ==BAR== | Crown | Moogle Moogle Moogle = Transform
| Star | Moogle | Star |
| *CaitS* | Star | ==BAR== |
| Moogle | Crown | Crown | ALL OTHER COMBINATIONS = Toy Box
| ==BAR== | Heart | Moogle |
+=========+=========+=========+
When you hit the Confirm button, the next reel in the series will stop
spinning and halt on one of the symbols. You must line up three symbols in
one of the eight combinations given above next to the reel list in order to
get the effect. Note that any failed combination is automatically Toy Box,
the simplest effect Slots has.
The speed of the reel is such that it takes 8 frames for the next symbol to
appear. To stop the reel on a particular symbol, you must hit the button
*before* the symbol aligns in the center - otherwise, it will spin on to the
next one.
While the 1st Reel plays fair and stops exactly where you want it to, the
2nd and 3rd Reels have special rules that may stop them on a later symbol.
Sometimes this is helpful. Sometimes... it is not.
Once you try to stop the 2nd Reel, various things are checked. Most
importantly, we have what we'll happily call Slots's Evil Flag. The Evil
Flag is turned on when we first use the Limit Break - the Slots automatically
try to work against us. It won't do anything to start with - as stated, the
1st Reel plays completely fair. But it can play havoc with the 2nd and 3rd
Reels.
However, once the 1st Reel has been stopped, the Evil Flag can be turned off
under various circumstances, all linked to when you're pressing the button to
stop the next reel and what symbol the 1st Reel has. The number of seconds
the game has been played is used for this - if you recall, this is the timer
listed in the bottom right corner of the Menu screen. We will use that
number here.
The Evil Flag is turned off depending on the following:
* If the 1st Reel has the Cait Sith symbol, then the Evil Flag is turned
off if, when you try to stop the 2nd or 3rd Reel, the number of seconds
the game has been played for is divisible by 64. Otherwise, the Evil
Flag is turned on.
* If the 1st Reel has the Heart symbol, then the Evil Flag is turned off
only if when you tried to stop the reel, the number of seconds the game
has been played for is divisible by 4. Otherwise, the flag is left on.
* If the 1st Reel has the BAR or Moogle symbols, then the Evil Flag is set
to off if you try to stop the reel and the number of seconds the game has
been played for is divisible by 2. Otherwise, the flag is kept on.
* If the 1st Reel has the Crown or Star symbols, then the Evil Flag is
always turned off when you press the Confirm button to stop the 2nd or
3rd reels.
Note that this test is done twice - once when you stop the 2nd Reel, and
again when you try to stop the 3rd Reel. So even if you have the Evil Flag
off for stopping the 2nd Reel (giving you a better chance to line up a run of
2), it may come back on for the 3rd if you press the button at the wrong
time. The effects of the Evil Flag on both Reels are as follows.
With the Evil Flag on, the following effects occur:
* The 2nd Reel will stop immediately where you ask it to. The Slot Machine
will not attempt to help you line up any symbols.
* The 3rd Reel will *DELIBERATELY* move onto the next symbol if the current
symbol would give you a line of three identical symbols. As such, it is
impossible to get a line of three if the Evil Flag is on.
With the Evil Flag off, things are a lot easier:
* The 2nd Reel will move on for up to 4 extra spaces, only stopping when
an identical symbol to the 1st Reel is found or it has moved the full 4
spaces.
* The 3rd Reel will move on for up to 4 extra spaces in an attempt to find
a symbol identical to the one shown on the 2nd Reel.
Since Slots is based on the timer, you can attempt to improve your chances
of getting a particular result (especially Game Over) by keeping track of the
timer yourself. In the PC version, however, this is not an easy task,
considering how poor the actual timer is compared to real seconds and
minutes. Still, the knowledge has to be worth something.
Note that even with the Evil Flag on *OR* off, you can still stop the current
reel *DEAD* if you hit the button at exactly the right time. That means
stopping it such that the reel is already lined up. This requires timing
that is extremely accurate however, and is not to be counted on. In
addition, it hinders more often than it helps (by preventing the reel from
helping you when the Evil Flag is actually off).
Also, if you stop all three reels quick enough, you can often confuse the
help the reels try to give you, since the 1st and 2nd Reels may still be
moving and displaying a different symbol than the one they'll eventually
stop on.
As we brushed over previously, the combination of symbols you get gives you
one of eight possible effects. We will now go over those in turn.
Game Over
Effect of [*CaitS* *CaitS* *CaitS*]
Magical Change Status
MAt%: 255
Tar: All Op (NS)
Elm: Non-Element
Attr: 100% Inflict 'Death'
Ignores Status Immunity and Elemental Resistance
(Will not ignore Physical or Magical Immunity)
Notes: The Evil Flag is only turned off once every 64 seconds for this
effect
Death Joker
Effect of [*CaitS* *CaitS* ==BAR==]
Magical Change Status
MAt%: 255
Tar: All Al (NS)
Elm: Non-Element
Attr: 100% Inflict 'Death'
Ignores Status Immunity and Elemental Resistance
(Will not ignore Physical or Magical Immunity)
Notes: The Evil Flag will never give you this effect deliberately - if you
get this effect, it's because you stopped on it yourself
Summon
Effect of [==BAR== ==BAR== ==BAR==]
Cait Sith will use a random Summon, using the following formula:
ID = Rnd(1..10) + Rnd(1..10) + Rnd(1..10) + Rnd(1..10)
ID = ID + [Cait Sith's Level / 21]
ID = [ID / 2] - 3
ID is then capped between 1 and 16 inclusive. The ID generated is the
Summon that is used:
1: Choco/Mog 9: Kujata
2: Shiva 10: Alexander
3: Ifrit 11: Phoenix
4: Ramuh 12: Neo Bahamut
5: Titan 13: Hades
6: Odin 14: Typhon
7: Leviathan 15: Bahamut Zero
8: Bahamut 16: Knights of Round
Cait Sith does not have to pay an MP Cost to use any of these through
Slots, and it also will not consume any uses of your Summons. However,
similarly, it will not take advantage of any Materia linkup
The name of the Summon will be used instead of the usual Attack Name,
except in the case of Fat-Chocobo and Gunge Lance
For the record, this gives you a 2.1% chance of Knights of Round when Cait
is at L84 or greater, while Alexander will be used most often at that
level. At L20 and below, the most common Summon will be Bahamut instead
Notes: The Evil Flag is only turned off once every 2 seconds for this
effect
Toy Soldier
Effect of [ Crown Crown Crown ]
Physical LR Attack
Formula: Physical
Pwr: 5x Base
PAt%: 255
Tar: All Op
Elm: Non-Element
Notes: The Evil Flag is always off for this effect
Lucky Girl
Effect of [ Heart Heart Heart ]
Magical Change Status
MAt%: 255
Tar: All Al (NS)
Elm: Non-Element
Attr: 100% Inflict 'Lucky Girl'
Notes: The Evil Flag is only turned off once every 4 seconds for this
effect
Mog Dance
Effect of [ Star Star Star ]
Physical Recovery
Formula: Recovery
Auto Hit
Tar: All Al (NS)
Elm: Restorative
Notes: The Evil Flag is always off for this effect
Transform
Effect of [Moogle Moogle Moogle ]
Magical Misc Ability
MAt%: 255
Tar: All Al
Notes: Will fail if Cait Sith is alone in the battle
When used, Cait Sith's allies will vanish and Cait Sith himself will
grow to a gigantic size
While in this state, Cait Sith can use all the commands he could
before, but with the following differences:
* Cait Sith may not use the Limit Command
* Cait Sith's eight battle stats - Att, Def, Df%, MAt, MDf, MD%, Dex
and Lck - now have a base value equal to the average value of the
entire party. Bonuses from Hero Drinks and the like do not count
towards this average value, and for Df%, only the value of armor
worn is used - the Dex bonus is not added together
* Cait Sith then has these stats adjusted up or down depending on the
stat itself:
Att = Att + [100% * Att] Def = Def + [ 20% * Def]
MAt = MAt + [ 20% * MAt] MDf = MDf + [ 20% * MDf]
Df% = Df% - [ 20% * Df%] MD% = MD% - [ 50% * MD%]
Dex = Dex - [ 50% * Dex] Lck = Lck
These values are all capped at 255 maximum
* HP, Max HP, MP and Max MP are totalled up, and Cait Sith gets the
sum of the entire party's health and mana stats. They are capped
at 9999 HP and 999 MP respectively (or the reverse if you have the
HP<->MP Materia equipped)
* All of Cait Sith's original bonuses (including things like Hero
Drinks) are left untouched, and take advantage of the new values
* At the end of battle, all three party members will have their HP
reset to 1/3rd of Cait Sith's current HP, and their MP reset to
1/3rd of Cait Sith's current MP
Notes: The Evil Flag is only turned off once every 2 seconds for this
effect
Toy Box
Effect of Any Other Combination
Physical LR Attack
Formula: Physical
Pwr: See Notes
PAt%: 255
Tar: 1 Op
Elm: Non-Element
Notes: Toy Box uses one of 7 random animations depending on how powerful
the effect is - this effect is picked entirely at random with an
equal chance of each:
2x Base: A boulder falls and splits open on top of the enemy
2 1/2x Base: Icicles fall and spear through the enemy
3x Base: A giant lead weight crushes the enemy
3 1/2x Base: A massive hammer smashes into the enemy
4x Base: A Fat Chocobo flattens the enemy
4 1/2x Base: A Hell House falls onto the enemy from above
5x Base: Six comets slam into the battlefield
3.3.8 Vincent's Limit Breaks
----- ----------------------
Using one of Vincent's Limit Breaks will heal him of Berserk, Frog and
Confusion statuses; this is just a sanity check however, since he can't use
his Limit Break normally under any of those conditions. He will, however,
gain immunities to those three statuses while he is under the effect.
In addition, Vincent will gain bonuses (or in one case, penalties) to his
various Stat Modifiers, as well as a Max HP bonus with his first two limits.
These bonuses last until the end of battle or until Vincent is KOed (which
ends the Limit Break in any case). On top of that, his HP will be healed to
full.
Note that no Stat Modifier can exceed 100% or -100%. They are additive with
your current Modifiers however, so Dragon Force and Hero Drinks will stack
with them up to the 100% limit.
Once transformed, Vincent will randomly use one of the two attacks available
to him, each of which are unique to the form he has chosen. He always has a
30% chance of using his Magic attack and a subsequent 70% chance of using his
Physical attack.
Galian Beast
+ 20% Df% Mod Berserk Dance
+ 50% Dex Mod Physical LR Attack
130% Max HP Formula: Physical
Pwr: 1 1/2x Base
PAt%: 120
Tar: 1 Op
Elm: Non-Element
Beast Flare
Magical Attack
Formula: Magical
Pwr: 3 3/4x Base
MAt%: 100
Tar: All Op (NS)
Elm: Fire
Death Gigas
+ 50% Def Mod Gigadunk
- 70% MDf Mod Physical LR Attack
- 20% Dex Mod Formula: Physical
200% Max HP Pwr: 2 5/8x Base
PAt%: 120
Tar: 1 Op
Elm: Non-Element
Live Wire
Magical Attack
Formula: Magical
Pwr: 4 3/8x Base
MAt%: 100
Tar: All Op (NS)
Elm: Lightning
Hellmasker
+ 50% Def Mod Splattercombo
+ 50% Df% Mod Physical LR Attack
Formula: Physical
Pwr: 1/2x Base
PAt%: 120
Tar: 5 Op
Elm: Non-Element
Nightmare
Magical Change Status
MAt%: 100
Tar: 1 Op
Elm: Non-Element
Attr: 100% Inflict 'Sleep', 'Poison', 'Confusion',
'Silence', 'Frog', 'Small'
Chaos
+100% Def Mod Chaos Saber
+100% MDf Mod Physical LR Attack
Formula: Physical
Pwr: 2 1/2x Base
PAt%: 120
Tar: All Op
Elm: Non-Element
Satan Slam
Magical Attack
Formula: Magical
Pwr: 5 5/8x Base
MAt%: 100
Tar: All Op (NS)
Elm: Non-Element
Attr: [ 28] Inflict 'Death'
Notes: Actually two attacks in quick succession -
the first does no damage but Inflicts
'Death', while the second does not Inflict
'Death' but deals damage. Because of the
order this is done in, some enemies can be
killed with this that would not otherwise
be affected
3.3.9 Cid's Limit Breaks
----- ------------------
L1-1: Boost Jump
Physical LR Attack
Formula: Physical
Pwr: 3 1/4x Base
PAt%: 255
Tar: 1 Op
Elm: Non-Element
L1-2: Dynamite
Physical LR Attack
Formula: Physical
Pwr: 2 1/4x Base
PAt%: 255
Tar: All Op
Elm: Non-Element
L2-1: Hyper Jump
Physical LR Attack
Formula: Physical
Pwr: 3 1/2x Base
PAt%: 255
Tar: All Op
Elm: Non-Element
Attr: [ 20] Inflict 'Death'
Status infliction done via Hyper Jump is considered to be No Split,
even though the damage isn't
L2-2: Dragon
Physical LR HP/MP Absorb
Formula: Physical
Pwr: 1 1/4x Base
PAt%: 255
Tar: 1 Op
Elm: Non-Element
Notes: The amount absorbed is 100% of the damage dealt added to both Cid's
HP and MP. However, the HP gain is capped at the enemy's current
HP before the attack, and both HP *and* MP gains are capped at the
enemy's current MP (which is not damaged by use of Dragon)
Cid will fail to absorb anything from enemies with 0 MP, although
the attack will still deal damage to the enemy's HP
L3-1: Dragon Dive
Physical LR Attack
Formula: Physical
Pwr: 1 7/16x Base
PAt%: 255
Tar: 6 Op
Elm: Non-Element
Attr: [ 28] Inflict 'Death'
L3-2: Big Brawl
Physical LR Attack
Formula: Physical
Pwr: 1 1/8x Base
PAt%: 255
Tar: 8 Op
Elm: Non-Element
L4-1: Highwind
Physical LR Attack
Formula: Physical
Pwr: 11/16x Base
PAt%: 255
Tar: 18 Op
Elm: Non-Element
</pre><pre id="faqspan-4">
-----------------------------------------------------------------------------
4. EQUIPMENT
------------
--- -------
4.1 Weapons
--- -------
Most of the data here is reasonably straightforward and self-explanatory.
However, note that each weapon has its own added element (one of the five
hidden physical elements, although Shout can't be found on a weapon). Also
be aware of the Special Notes section of certain weapons; some will have
additional factors that are included in damage. Finally, certain weapons
increase your chance of a Critical Hit; this is shown in the Special Notes
section as a bonus to Critical Hit Rate. The higher the bonus, the higher
the chance of a critical hit. It's worthwhile to note that the Masamune
(+255% Critical Hit Rate) can never fail to deliver a critical.
Also, please note that the Power value used in the Before Damage Effects of
the Ultimate Weapons is referring to the integer value that FF7 stores - a
Power of 16 is a standard 1x Base Physical attack, while a Power of 2 would
be the starting power of an attack using Morph.
4.1.1 Cloud's Weapons
----- ---------------
Name: Buster Sword
Slots: O=O Growth: Normal
Att: 18 At%: 96 Mag: 2
Type: Cut
Special Notes:
Can't be sold
Can't be thrown
Name: Mythril Saber
Slots: O=O O Growth: Normal
Att: 23 At%: 98 Mag: 4
Type: Cut
Special Notes: N/A
Name: Hardedge
Slots: O=O O O Growth: Normal
Att: 32 At%: 98 Mag: 6
Type: Cut
Special Notes: N/A
Name: Butterfly Edge
Slots: O=O O=O Growth: Normal
Att: 39 At%: 100 Mag: 8
Type: Cut
Special Notes: N/A
Name: Enhance Sword
Slots: O=O O=O O=O O=O Growth: Normal
Att: 43 At%: 107 Mag: 16
Type: Cut
Special Notes: N/A
Name: Organics
Slots: O=O O=O O O Growth: Normal
Att: 62 At%: 103 Mag: 15
Type: Cut
Special Notes: N/A
Name: Crystal Sword
Slots: O=O O=O O=O Growth: Normal
Att: 76 At%: 105 Mag: 19
Type: Cut
Special Notes: N/A
Name: Force Stealer
Slots: O O O Growth: DOUBLE
Att: 36 At%: 100 Mag: 7
Type: Cut
Special Notes: N/A
Name: Rune Blade
Slots: O O O O Growth: DOUBLE
Att: 40 At%: 108 Mag: 9
Type: Cut
Special Notes: N/A
Name: Murasame
Slots: O=O O=O O Growth: Normal
Att: 51 At%: 100 Mag: 12
Type: Cut
Special Notes: N/A
Name: Nail Bat
Slots: Growth: NOTHING
Att: 70 At%: 100 Mag: 0
Type: Cut
Special Notes:
+4% Critical Hit Rate
Name: Yoshiyuki
Slots: O O Growth: Normal
Att: 56 At%: 100 Mag: 9
Type: Cut
Special Notes:
After Damage Effect
Damage = Damage * (1 + Number of Allies in Death Status)
Name: Apocalypse
Slots: O O O Growth: TRIPLE
Att: 88 At%: 110 Mag: 43
Extra Stats: +16 Spr
Type: Cut
Special Notes: N/A
Name: Heaven's Cloud
Slots: O O O O O O Growth: Normal
Att: 93 At%: 100 Mag: 31
Type: Cut
Special Notes: N/A
Name: Ragnarok
Slots: O=O O=O O=O Growth: Normal
Att: 97 At%: 105 Mag: 43
Extra Stats: +35 Spr
Type: Cut
Special Notes: N/A
Name: Ultima Weapon
Slots: O=O O=O O=O O=O Growth: NOTHING
Att: 100 At%: 110 Mag: 51
Extra Stats: +24 Spr
Type: Cut
Special Notes:
Before Damage Effect
Power = [(3 * Power * Cloud's HP) / Cloud's Max HP] + 1
4.1.2 Barret's Weapons
----- ----------------
Name: Gatling Gun
Slots: O Growth: Normal
Att: 14 At%: 97 Mag: 0
Type: Shoot
Special Notes: Long Range
Can't be sold
Can't be thrown
Name: Assault Gun
Slots: O=O Growth: Normal
Att: 17 At%: 98 Mag: 1
Type: Shoot
Special Notes: Long Range
Name: Cannon Ball
Slots: O=O O Growth: Normal
Att: 23 At%: 98 Mag: 2
Type: Hit
Special Notes: N/A
Name: Atomic Scissors
Slots: O=O O O Growth: Normal
Att: 32 At%: 99 Mag: 4
Type: Punch
Special Notes: N/A
Name: Heavy Vulcan
Slots: O=O O=O Growth: Normal
Att: 39 At%: 100 Mag: 8
Type: Shoot
Special Notes: Long Range
Name: Chainsaw
Slots: O=O O=O O Growth: Normal
Att: 52 At%: 100 Mag: 10
Type: Cut
Special Notes: N/A
Name: Microlaser
Slots: O=O O=O O O Growth: Normal
Att: 63 At%: 101 Mag: 13
Type: Shoot
Special Notes: Long Range
Name: A*M Cannon
Slots: O=O O=O O=O Growth: Normal
Att: 77 At%: 103 Mag: 16
Type: Shoot
Special Notes: Long Range
Name: W Machine Gun
Slots: O O O Growth: DOUBLE
Att: 30 At%: 100 Mag: 3
Type: Shoot
Special Notes: Long Range
Name: Drill Arm
Slots: O O O O Growth: DOUBLE
Att: 37 At%: 97 Mag: 0
Type: Punch
Special Notes:
+3% Critical Hit Rate
Name: Solid Bazooka
Slots: O=O O=O O=O O=O Growth: Normal
Att: 61 At%: 100 Mag: 15
Type: Shoot
Special Notes: Long Range
Name: Rocket Punch
Slots: Growth: NOTHING
Att: 62 At%: 100 Mag: 0
Type: Hit
Special Notes:
+4% Critical Hit Rate
Name: Enemy Launcher
Slots: O=O O O O Growth: Normal
Att: 35 At%: 100 Mag: 7
Type: Shoot
Special Notes: Long Range
Name: Pile Banger
Slots: O=O O=O O=O Growth: NOTHING
Att: 90 At%: 80 Mag: 0
Type: Punch
Special Notes:
+3% Critical Hit Rate
Name: Max Ray
Slots: O=O O=O O=O Growth: Normal
Att: 97 At%: 98 Mag: 30
Type: Shoot
Special Notes: Long Range
Name: Missing Score
Slots: O=O O=O O=O O=O Growth: NOTHING
Att: 98 At%: 108 Mag: 49
Type: Shoot
Special Notes: Long Range
Before Damage Effect
Power = [Power * [Total AP on Weapon / 10000] / 16] + 1
Master Magic, Master Command, Master Summon, Enemy Skill and Underwater
Materia do not count towards the AP Total on the weapon.
Mastered Materia only count the total AP required to master them towards
the total.
4.1.3 Tifa's Weapons
----- --------------
Name: Leather Glove
Slots: O Growth: Normal
Att: 13 At%: 99 Mag: 0
Type: Hit
Special Notes:
+2% Critical Hit Rate
Can't be thrown
Name: Metal Knuckle
Slots: O=O Growth: Normal
Att: 18 At%: 102 Mag: 1
Type: Hit
Special Notes:
+2% Critical Hit Rate
Can't be thrown
Name: Mythril Claw
Slots: O=O O Growth: Normal
Att: 24 At%: 106 Mag: 3
Type: Hit
Special Notes:
+2% Critical Hit Rate
Can't be thrown
Name: Grand Glove
Slots: O=O O O Growth: Normal
Att: 31 At%: 110 Mag: 6
Type: Hit
Special Notes:
+2% Critical Hit Rate
Can't be thrown
Name: Tiger Fang
Slots: O=O O=O Growth: Normal
Att: 38 At%: 110 Mag: 8
Type: Punch
Special Notes:
+2% Critical Hit Rate
Can't be thrown
Name: Diamond Knuckle
Slots: O=O O=O O Growth: Normal
Att: 51 At%: 112 Mag: 10
Type: Hit
Special Notes:
+2% Critical Hit Rate
Can't be thrown
Name: Dragon Claw
Slots: O=O O=O O O Growth: Normal
Att: 62 At%: 114 Mag: 13
Type: Punch
Special Notes:
+2% Critical Hit Rate
Can't be thrown
Name: Crystal Glove
Slots: O=O O=O O=O Growth: Normal
Att: 75 At%: 115 Mag: 16
Type: Hit
Special Notes:
+2% Critical Hit Rate
Can't be thrown
Name: Motor Drive
Slots: O O O Growth: DOUBLE
Att: 27 At%: 106 Mag: 6
Type: Hit
Special Notes:
Can't be thrown
Name: Platinum Fist
Slots: O O O O Growth: DOUBLE
Att: 30 At%: 108 Mag: 7
Type: Hit
Special Notes:
Can't be thrown
Name: Kaiser Knuckle
Slots: O=O O O O O O Growth: Normal
Att: 44 At%: 110 Mag: 13
Type: Hit
Special Notes:
+1% Critical Hit Rate
Can't be thrown
Name: Work Glove
Slots: Growth: NOTHING
Att: 68 At%: 114 Mag: 0
Type: Hit
Special Notes:
+4% Critical Hit Rate
Can't be thrown
Name: Powersoul
Slots: O O O O Growth: DOUBLE
Att: 28 At%: 106 Mag: 7
Type: Hit
Special Notes:
Can't be thrown
After Damage Effect
If Tifa is in Near-death Status: Damage = Damage * 2
If Tifa has Death-sentence Status: Damage = Damage * 4
Both multipliers can stack together
Name: Master Fist
Slots: O O O O O O Growth: Normal
Att: 38 At%: 108 Mag: 0
Type: Hit
Special Notes:
Can't be thrown
After Damage Effect
Damage is modified depending on what Status Attributes Tifa is currently
affected by. The formula is:
Damage = Damage * (1 + 1 each for Near-death, Poison, Sadness, Silence,
Slow and Darkness Statuses
+ 2 each for Death-sentence and Slow-numb
Statuses)
Name: God's Hand
Slots: O=O O=O Growth: Normal
Att: 86 At%: 255 Mag: 34
Type: Hit
Special Notes:
+2% Critical Hit Rate
Can't be thrown
Name: Premium Heart
Slots: O=O O=O O=O O=O Growth: NOTHING
Att: 99 At%: 112 Mag: 32
Type: Hit
Special Notes:
Can't be thrown
Before Damage Effect
Power = [Power * [Tifa's Limit Level * Limit Bar Units / 16] / 16] + 1
4.1.4 Aeris' Weapons
----- --------------
Name: Guard Stick
Slots: O Growth: Normal
Att: 12 At%: 99 Mag: 2
Extra Stats: +1 Vit, +4 Spr
Type: Hit
Special Notes: N/A
Name: Mythril Rod
Slots: O=O Growth: Normal
Att: 16 At%: 100 Mag: 3
Type: Hit
Special Notes: N/A
Name: Full Metal Staff
Slots: O=O O Growth: Normal
Att: 22 At%: 100 Mag: 4
Type: Hit
Special Notes: N/A
Name: Striking Staff
Slots: O=O O O Growth: Normal
Att: 32 At%: 100 Mag: 7
Type: Hit
Special Notes:
+2% Critical Hit Rate
Name: Prism Staff
Slots: O=O O=O Growth: Normal
Att: 40 At%: 105 Mag: 10
Type: Hit
Special Notes: N/A
Name: Aurora Rod
Slots: O=O O=O O Growth: Normal
Att: 51 At%: 110 Mag: 14
Type: Hit
Special Notes: N/A
Name: Wizard Staff
Slots: O O O Growth: DOUBLE
Att: 28 At%: 100 Mag: 6
Type: Hit
Special Notes: N/A
Name: Wizer Staff
Slots: O O O O Growth: DOUBLE
Att: 33 At%: 100 Mag: 7
Type: Hit
Special Notes: N/A
Name: Fairy Tale
Slots: O O O O O O O Growth: Normal
Att: 37 At%: 103 Mag: 8
Type: Hit
Special Notes: N/A
Name: Umbrella
Slots: Growth: NOTHING
Att: 58 At%: 118 Mag: 10
Extra Stats: +20 Vit
Type: Hit
Special Notes:
+5% Critical Hit Rate
Name: Princess Guard
Slots: O=O O=O O=O O Growth: Normal
Att: 52 At%: 111 Mag: 22
Extra Stats: +12 Vit, +20 Spr
Type: Hit
Special Notes:
After Damage Effect
Damage = Damage * (1 + Number of Allies in Death Status)
4.1.5 Red XIII's Weapons
----- ------------------
Name: Mythril Clip
Slots: O=O O Growth: Normal
Att: 24 At%: 100 Mag: 6
Type: Hit
Special Notes:
Can't be thrown
Name: Diamond Pin
Slots: O=O O O Growth: Normal
Att: 33 At%: 102 Mag: 8
Type: Hit
Special Notes:
Can't be thrown
Name: Silver Barrette
Slots: O=O O=O Growth: Normal
Att: 40 At%: 110 Mag: 10
Type: Hit
Special Notes:
Can't be sold
Can't be thrown
Name: Gold Barrette
Slots: O=O O=O O Growth: Normal
Att: 50 At%: 104 Mag: 13
Type: Hit
Special Notes:
Can't be thrown
Name: Adaman Clip
Slots: O=O O=O O O Growth: Normal
Att: 60 At%: 106 Mag: 15
Type: Hit
Special Notes:
Can't be thrown
Name: Crystal Comb
Slots: O=O O=O O=O Growth: Normal
Att: 76 At%: 108 Mag: 20
Type: Hit
Special Notes:
Can't be thrown
Name: Magic Comb
Slots: O O O Growth: DOUBLE
Att: 37 At%: 100 Mag: 4
Type: Hit
Special Notes:
Can't be thrown
Name: Plus Barrette
Slots: O O O O Growth: DOUBLE
Att: 39 At%: 104 Mag: 12
Type: Hit
Special Notes:
Can't be thrown
Name: Centclip
Slots: O O O O O O O O Growth: Normal
Att: 58 At%: 108 Mag: 22
Type: Hit
Special Notes:
Can't be thrown
Name: Hairpin
Slots: Growth: NOTHING
Att: 57 At%: 120 Mag: 15
Type: Shoot
Special Notes: Long Range
+5% Critical Hit Rate
Can't be thrown
Name: Seraph Comb
Slots: O O O O Growth: Normal
Att: 68 At%: 110 Mag: 14
Type: Hit
Special Notes:
Can't be sold
Can't be thrown
Name: Behemoth Horn
Slots: O O O O O O Growth: Normal
Att: 91 At%: 75 Mag: 26
Extra Stats: +35 Vit, +18 Spr
Type: Cut
Special Notes:
Can't be thrown
Name: Spring Gun Clip
Slots: O=O O=O O=O Growth: Normal
Att: 87 At%: 100 Mag: 55
Type: Hit
Special Notes:
Can't be thrown
Name: Limited Moon
Slots: O=O O=O O=O O=O Growth: NOTHING
Att: 93 At%: 114 Mag: 31
Type: Hit
Special Notes:
Can't be thrown
Before Damage Effect
Power = [(3 * Power * Red XIII's MP) / Red XIII's Max MP] + 1
4.1.6 Yuffie's Weapons
----- ----------------
Name: 4-point Shuriken
Slots: O=O O Growth: Normal
Att: 23 At%: 100 Mag: 6
Type: Shoot
Special Notes: Long Range
Name: Boomerang
Slots: O=O O O Growth: Normal
Att: 30 At%: 101 Mag: 7
Type: Shoot
Special Notes: Long Range
Name: Pinwheel
Slots: O=O O=O Growth: Normal
Att: 37 At%: 104 Mag: 9
Type: Shoot
Special Notes: Long Range
Name: Razor Ring
Slots: O=O O=O O Growth: Normal
Att: 49 At%: 105 Mag: 12
Type: Shoot
Special Notes: Long Range
Name: Hawkeye
Slots: O=O O=O O O Growth: Normal
Att: 61 At%: 107 Mag: 14
Type: Shoot
Special Notes: Long Range
Name: Crystal Cross
Slots: O=O O=O O=O Growth: Normal
Att: 74 At%: 110 Mag: 18
Type: Shoot
Special Notes: Long Range
Name: Wind Slash
Slots: O O O Growth: DOUBLE
Att: 30 At%: 103 Mag: 7
Type: Shoot
Special Notes: Long Range
Name: Twin Viper
Slots: O O O O Growth: DOUBLE
Att: 36 At%: 108 Mag: 8
Type: Shoot
Special Notes: Long Range
Name: Spiral Shuriken
Slots: O=O O O O O O O Growth: Normal
Att: 68 At%: 110 Mag: 18
Type: Shoot
Special Notes: Long Range
+2% Critical Hit Rate
Name: Superball
Slots: Growth: NOTHING
Att: 68 At%: 120 Mag: 10
Type: Shoot
Special Notes: Long Range
+4% Critical Hit Rate
Name: Magic Shuriken
Slots: O O O Growth: Normal
Att: 64 At%: 113 Mag: 0
Extra Stats: +10 Dex
Type: Shoot
Special Notes: Long Range
+2% Critical Hit Rate
Name: Rising Sun
Slots: O=O O=O Growth: DOUBLE
Att: 68 At%: 108 Mag: 16
Type: Shoot
Special Notes: Long Range
Name: Oritsuru
Slots: O=O O=O O O O O Growth: Normal
Att: 90 At%: 116 Mag: 38
Type: Shoot
Special Notes: Long Range
Name: Conformer
Slots: O=O O=O O=O O=O Growth: NOTHING
Att: 96 At%: 112 Mag: 42
Type: Shoot
Special Notes: Long Range
Before Damage Effect
Power = [Average Level of all Enemies Targetted by Attack]
Because the Power of the Ability you use is completely overwritten by
Conformer's Effect, Morph will not reduce damage dealt at all
If used against only allies, Power will be 0, since only enemies are
checked in the equation. In this instance, an attack with the Conformer
will be a standard physical hit, but no damage will be caused or
displayed. Added Effect statuses will still be applied however, and as
a physical hit, the attack can remove Confusion and Sleep as normal
4.1.7 Cait Sith's Weapons
----- -------------------
Name: Yellow M-phone
Slots: O=O O O Growth: Normal
Att: 36 At%: 100 Mag: 8
Type: Hit
Special Notes: N/A
Name: Green M-phone
Slots: O=O O=O Growth: Normal
Att: 41 At%: 100 Mag: 9
Type: Hit
Special Notes: N/A
Name: Blue M-phone
Slots: O=O O=O O Growth: Normal
Att: 48 At%: 100 Mag: 10
Type: Hit
Special Notes: N/A
Name: Red M-phone
Slots: O=O O=O O O Growth: Normal
Att: 60 At%: 100 Mag: 15
Type: Hit
Special Notes: N/A
Name: Crystal M-phone
Slots: O=O O=O O=O Growth: Normal
Att: 74 At%: 100 Mag: 20
Type: Hit
Special Notes: N/A
Name: White M-phone
Slots: O O O Growth: DOUBLE
Att: 35 At%: 102 Mag: 8
Type: Hit
Special Notes: N/A
Name: Black M-phone
Slots: O O O O Growth: DOUBLE
Att: 31 At%: 104 Mag: 10
Type: Hit
Special Notes: N/A
Name: Silver M-phone
Slots: O O O O O O O O Growth: Normal
Att: 28 At%: 106 Mag: 14
Type: Hit
Special Notes: N/A
Name: Trumpet Shell
Slots: Growth: NOTHING
Att: 68 At%: 118 Mag: 2
Type: Hit
Special Notes:
+4% Critical Hit Rate
Name: Gold M-phone
Slots: O=O O=O O=O O=O Growth: Normal
Att: 58 At%: 103 Mag: 28
Type: Hit
Special Notes: N/A
Name: Battle Trumpet
Slots: O=O O=O O=O Growth: NOTHING
Att: 95 At%: 95 Mag: 0
Type: Hit
Special Notes:
+2% Critical Hit Rate
Name: Starlight Phone
Slots: O=O O=O O=O O=O Growth: Normal
Att: 88 At%: 102 Mag: 31
Extra Stats: +30 Vit
Type: Hit
Special Notes: N/A
Name: HP Shout
Slots: O=O O=O O=O O=O Growth: NOTHING
Att: 95 At%: 110 Mag: 44
Type: Hit
Special Notes:
Before Damage Effect
Power = [(3 * Power * Cait Sith's HP) / Cait Sith's Max HP] + 1
4.1.8 Vincent's Weapons
----- -----------------
Name: Quicksilver
Slots: O=O O O Growth: Normal
Att: 38 At%: 110 Mag: 10
Type: Shoot
Special Notes: Long Range
Name: Shotgun
Slots: O=O O=O Growth: Normal
Att: 48 At%: 112 Mag: 12
Type: Shoot
Special Notes: Long Range
Name: Shortbarrel
Slots: O=O O=O O Growth: Normal
Att: 51 At%: 118 Mag: 14
Type: Shoot
Special Notes: Long Range
Name: Lariat
Slots: O=O O=O O O Growth: Normal
Att: 64 At%: 120 Mag: 16
Type: Shoot
Special Notes: Long Range
Name: Winchester
Slots: O=O O=O O=O Growth: Normal
Att: 73 At%: 120 Mag: 18
Type: Shoot
Special Notes: Long Range
Name: Peacemaker
Slots: O=O O Growth: DOUBLE
Att: 38 At%: 118 Mag: 8
Type: Shoot
Special Notes: Long Range
Name: Buntline
Slots: O=O O=O Growth: DOUBLE
Att: 48 At%: 124 Mag: 18
Type: Shoot
Special Notes: Long Range
Name: Long Barrel R
Slots: O=O O=O O=O O=O Growth: Normal
Att: 66 At%: 255 Mag: 14
Type: Shoot
Special Notes: Long Range
Name: Silver Rifle
Slots: Growth: NOTHING
Att: 62 At%: 120 Mag: 0
Type: Shoot
Special Notes: Long Range
+4% Critical Hit Rate
Name: Sniper CR
Slots: O=O O=O Growth: Normal
Att: 42 At%: 255 Mag: 7
Type: Shoot
Special Notes: Long Range
Name: Supershot ST
Slots: O=O O=O O=O Growth: NOTHING
Att: 97 At%: 120 Mag: 52
Type: Shoot
Special Notes: Long Range
Name: Outsider
Slots: O=O O=O O O O O Growth: Normal
Att: 80 At%: 120 Mag: 48
Type: Shoot
Special Notes: Long Range
Name: Death Penalty
Slots: O=O O=O O=O O=O Growth: NOTHING
Att: 99 At%: 115 Mag: 34
Type: Shoot
Special Notes: Long Range
Before Damage Effect
Power = [Power * [Vincent's Kills / 128] / 16] + 10
4.1.9 Cid's Weapons
----- -------------
Name: Spear
Slots: O=O O=O Growth: Normal
Att: 44 At%: 97 Mag: 8
Type: Punch
Special Notes: N/A
Name: Slash Lance
Slots: O=O O=O O Growth: Normal
Att: 56 At%: 98 Mag: 10
Type: Punch
Special Notes: N/A
Name: Trident
Slots: O O O O O O Growth: Normal
Att: 60 At%: 105 Mag: 12
Type: Punch
Special Notes: N/A
Name: Mast Ax
Slots: O=O O=O O O Growth: Normal
Att: 64 At%: 99 Mag: 15
Type: Punch
Special Notes: N/A
Name: Partisan
Slots: O=O O=O O=O Growth: Normal
Att: 78 At%: 100 Mag: 17
Type: Punch
Special Notes: N/A
Name: Viper Halberd
Slots: O O O O Growth: DOUBLE
Att: 58 At%: 102 Mag: 13
Type: Punch
Special Notes: N/A
Name: Javelin
Slots: O=O O=O O Growth: DOUBLE
Att: 62 At%: 104 Mag: 12
Type: Punch
Special Notes: N/A
Name: Grow Lance
Slots: O=O O=O O=O Growth: Normal
Att: 78 At%: 102 Mag: 31
Type: Punch
Special Notes: N/A
Name: Mop
Slots: Growth: NOTHING
Att: 68 At%: 118 Mag: 3
Type: Hit
Special Notes:
+5% Critical Hit Rate
Name: Dragoon Lance
Slots: O O O O O O O O Growth: Normal
Att: 66 At%: 100 Mag: 7
Type: Punch
Special Notes: N/A
Name: Scimitar
Slots: O=O Growth: TRIPLE
Att: 86 At%: 102 Mag: 20
Type: Cut
Special Notes: N/A
Name: Flayer
Slots: O O O O O O Growth: Normal
Att: 100 At%: 100 Mag: 20
Type: Punch
Special Notes: N/A
Name: Spirit Lance
Slots: O=O O=O Growth: Normal
Att: 92 At%: 112 Mag: 43
Extra Stats: +20 Spr
Type: Punch
Special Notes: N/A
Name: Venus Gospel
Slots: O=O O=O O=O O=O Growth: NOTHING
Att: 97 At%: 103 Mag: 42
Type: Punch
Special Notes:
Before Damage Effect
Power = [(3 * Power * Cid's MP) / Cid's Max MP] + 1
4.1.10 Sephiroth's Weapons
------ -------------------
Name: Masamune
Slots: O=O O=O O=O Growth: NOTHING
Att: 99 At%: 255 Mag: 0
Type: Cut
Special Notes:
+255% Critical Hit Rate
Can't be sold
Can't be thrown
The only time you'll ever see the Masamune is in the Kalm Flashback
--- ------
4.2 Armour
--- ------
Name: Bronze Bangle
Slots: Growth: NOTHING
Def: 8 Df%: -
MDf: - MD%: -
Special Notes: N/A
Name: Iron Bangle
Slots: O Growth: Normal
Def: 10 Df%: -
MDf: 2 MD%: -
Special Notes: N/A
Name: Titan Bangle
Slots: O O Growth: Normal
Def: 14 Df%: 2
MDf: 4 MD%: -
Special Notes: N/A
Name: Mythril Armlet
Slots: O=O Growth: Normal
Def: 18 Df%: 3
MDf: 8 MD%: -
Special Notes: N/A
Name: Carbon Bangle
Slots: O=O O Growth: Normal
Def: 27 Df%: 3
MDf: 14 MD%: -
Special Notes: N/A
Name: Silver Armlet
Slots: O=O O O Growth: Normal
Def: 34 Df%: 4
MDf: 22 MD%: -
Special Notes: N/A
Name: Gold Armlet
Slots: O=O O=O Growth: Normal
Def: 46 Df%: 4
MDf: 28 MD%: -
Special Notes: N/A
Name: Diamond Bangle
Slots: O=O O=O O Growth: Normal
Def: 57 Df%: 6
MDf: 37 MD%: -
Special Notes: N/A
Name: Crystal Bangle
Slots: O=O O=O O=O Growth: Normal
Def: 70 Df%: 8
MDf: 45 MD%: 1
Special Notes: N/A
Name: Platinum Bangle
Slots: O O Growth: DOUBLE
Def: 20 Df%: -
MDf: 12 MD%: -
Special Notes: N/A
Name: Rune Armlet
Slots: O O O O Growth: DOUBLE
Def: 43 Df%: 5
MDf: 24 MD%: -
Special Notes: N/A
Name: Edincoat
Slots: O O O O O O O Growth: Normal
Def: 50 Df%: -
MDf: 33 MD%: -
Special Notes: +5 Mag
Name: Wizard Bracelet
Slots: O=O O=O O=O O=O Growth: Normal
Def: 6 Df%: 3
MDf: 85 MD%: 3
Special Notes: +20 Mag
Name: Adaman Bangle
Slots: O=O Growth: Normal
Def: 93 Df%: -
MDf: 23 MD%: -
Special Notes: N/A
Name: Gigas Armlet
Slots: O=O O=O O Growth: NOTHING
Def: 59 Df%: -
MDf: - MD%: -
Special Notes: +30 Str
Name: Imperial Guard
Slots: O=O O=O O=O Growth: Normal
Def: 82 Df%: -
MDf: 74 MD%: -
Special Notes: N/A
Name: Aegis Armlet
Slots: O=O O=O Growth: Normal
Def: 55 Df%: 15
MDf: 86 MD%: 50
Special Notes: N/A
Name: Fourth Bracelet
Slots: O=O O=O O Growth: Normal
Def: 74 Df%: 3
MDf: 100 MD%: 3
Special Notes: +20 Mag
Name: Warrior Bangle
Slots: O=O O=O Growth: NOTHING
Def: 96 Df%: -
MDf: 21 MD%: -
Special Notes: +20 Str
Name: Shinra Beta
Slots: O=O O O Growth: Normal
Def: 30 Df%: -
MDf: - MD%: -
Special Notes: N/A
Name: Shinra Alpha
Slots: O=O O=O O=O Growth: Normal
Def: 77 Df%: -
MDf: 34 MD%: -
Special Notes: N/A
Name: Four Slots
Slots: O O O O Growth: Normal
Def: 12 Df%: -
MDf: 10 MD%: -
Special Notes: N/A
Name: Fire Armlet
Slots: O=O O=O Growth: Normal
Def: 72 Df%: 8
MDf: 52 MD%: 3
Special Notes: Absorb Fire
Name: Aurora Armlet
Slots: O=O O=O Growth: Normal
Def: 76 Df%: 8
MDf: 54 MD%: 3
Special Notes: Absorb Ice
Name: Bolt Armlet
Slots: O=O O=O Growth: Normal
Def: 74 Df%: 8
MDf: 55 MD%: 3
Special Notes: Absorb Lightning
Name: Dragon Armlet
Slots: O=O O=O O=O Growth: Normal
Def: 58 Df%: 3
MDf: 47 MD%: 2
Special Notes: Half Fire, Ice, Lightning
Name: Escort Guard
Slots: O=O O=O O=O Growth: Normal
Def: 62 Df%: 2
MDf: 55 MD%: -
Special Notes:
Void Lightning, Earth, Poison, Water
Can only be worn by Cloud, Barret, Red XIII, Cid, Cait Sith and Vincent
Name: Minerva Band
Slots: O=O O=O O=O Growth: Normal
Def: 60 Df%: 8
MDf: 57 MD%: -
Special Notes:
Void Fire, Ice, Gravity, Holy
Can only be worn by Tifa, Aeris and Yuffie
Name: Mystile
Slots: O=O O=O O=O Growth: Normal
Def: 65 Df%: 50
MDf: 72 MD%: 60
Special Notes: N/A
Name: Ziedrich
Slots: Growth: NOTHING
Def: 100 Df%: 15
MDf: 98 MD%: 18
Special Notes:
+20 Str, +20 Mag
Half Fire, Ice, Lightning, Earth, Poison, Gravity, Water, Wind, Holy, Cut,
Hit, Punch, Shoot
(Note: Yes, you did read that right; Ziedrich will allow you to take half
damage from Cut, Hit, Punch and Shoot elements as well as the normal
elements)
Name: Precious Watch
Slots: O O O O O O O O Growth: Normal
Def: - Df%: -
MDf: - MD%: -
Special Notes: N/A
Name: Chocobracelet
Slots: O O O O Growth: Normal
Def: 35 Df%: 10
MDf: 38 MD%: 10
Special Notes: +30 Dex, +20 Lck
--- -----------
4.3 Accessories
--- -----------
Name: Power Wrist
Effects: +10 Str
Name: Protect Vest
Effects: +10 Vit
Name: Earring
Effects: +10 Mag
Name: Talisman
Effects: +10 Spr
Name: Choco Feather
Effects: +10 Dex
Name: Amulet
Effects: +10 Lck
Name: Champion Belt
Effects: +30 Str, +30 Vit
Name: Poison Ring
Effects: Absorb Poison
Immune 'Poison'
Name: Tough Ring
Effects: +50 Vit, +50 Spr
Name: Circlet
Effects: +30 Mag, +30 Spr
Name: Star Pendant
Effects: Immune 'Poison'
Name: Silver Glasses
Effects: Immune 'Darkness'
Name: Headband
Effects: Immune 'Sleep'
Name: Fairy Ring
Effects: Immune 'Poison', 'Darkness'
Name: Jem Ring
Effects: Immune 'Slow-numb', 'Petrify', 'Paralysed'
Name: White Cape
Effects: Immune 'Frog', 'Small'
Name: Sprint Shoes
Effects: Start with 'Haste', Immune 'Haste'
Name: Peace Ring
Effects: Immune 'Sadness', 'Fury', 'Confusion', 'Berserk'
Name: Ribbon
Effects: Immune 'Sleep', 'Poison', 'Sadness', 'Fury', 'Confusion', 'Silence',
'Frog', 'Small', 'Slow-numb', 'Petrify', 'Death-sentence',
'Berserk', 'Paralysed', 'Darkness'
Name: Fire Ring
Effects: Void Fire
Name: Ice Ring
Effects: Void Ice
Name: Bolt Ring
Effects: Void Lightning
Name: Tetra Elemental
Effects: Absorb Fire, Ice, Lightning, Earth
Name: Safety Bit
Effects: Immune 'Death', 'Slow-numb', 'Petrify', 'Death-sentence'
Name: Fury Ring
Effects: Start with 'Berserk', Immune 'Berserk'
Name: Curse Ring
Effects: +35 Str, +15 Dex, +15 Vit, +35 Mag, +15 Spr, +10 Lck
Start with 'Death-sentence', Immune 'Death-sentence'
Name: Protect Ring
Effects: Start with 'Barrier', Start with 'MBarrier'
Name: Cat's Bell
Effects: Every step heals 2 HP, rounded up to the next even HP value
Example: if you start at 565, it will go up: 568, 570, 572....
Name: Reflect Ring
Effects: Perma-Reflect, Immune 'Reflect'
Name: Water Ring
Effects: Absorb Water
Name: Sneak Glove
Effects: Raise Chance of Steal/Mug
This is done by adjusting your character's Lvl during an attempt to
steal an item: if you are less than 60 levels greater than your
target, then the Sneak Glove will essentially set your Lvl
(*ONLY* for Stealing) to Target's Lvl + 60 as a minimum
Note that this conditional level increase for Steal Mechanics can
break the L99 barrier due to the way Steal Rate is calculated
Name: HypnoCrown
Effects: Raise Chance of Manipulate
This is done by removing the chance that the enemy will evade the
Manipulate. Situations and attributes that grant the enemy
immunity to the attack are not ignored, however
-----------------------------------------------------------------------------
5. BATTLE ITEMS
---------------
Name: Potion
Magical HP Restore
Formula: Fixed
Pwr: 100
PAt%: 255
Tar: 1 Tar
Elm: Restorative
Name: Hi-Potion
Magical HP Restore
Formula: Fixed
Pwr: 500
PAt%: 255
Tar: 1 Tar
Elm: Restorative
Name: X-Potion
Magical HP Restore
Formula: Max HP%
Pwr: [Target's Max HP]
PAt%: 255
Tar: 1 Tar
Elm: Restorative
Name: Ether
Magical MP Restore
Formula: Fixed
Pwr: 100
PAt%: 255
Tar: 1 Tar
Elm: Restorative
Name: Turbo Ether
Magical MP Restore
Formula: Max HP%
Pwr: [Target's Max MP]
PAt%: 255
Tar: 1 Tar
Elm: Restorative
Name: Elixir
Physical Recovery
Formula: Recovery
Auto Hit
Tar: 1 Tar
Elm: Restorative
Name: Megalixir
Physical Recovery
Formula: Recovery
Auto Hit
Tar: All Tar (NS)
Elm: Restorative
Name: Phoenix Down
Magical HP Restore
Formula: Max HP%
Pwr: [Target's Max HP / 4]
PAt%: 255
Tar: 1 Tar
Elm: Restorative
Attr: Automatic miss if Target is not in 'Death' Status and target does
not absorb Restorative
25% chance of killing targets that absorb Restorative
100% Cure 'Death'
Name: Antidote
Magical Change Status
Auto Hit
Tar: 1 Tar
Elm: Non-Element
Attr: 100% Cure 'Poison'
Name: Soft
Magical Change Status
Auto Hit
Tar: 1 Tar
Elm: Non-Element
Attr: 100% Cure 'Slow-numb', 'Petrify'
Name: Maiden's Kiss
Magical Change Status
Auto Hit
Tar: 1 Tar
Elm: Non-Element
Attr: 100% Cure 'Frog'
Name: Cornucopia
Magical Change Status
Auto Hit
Tar: 1 Tar
Elm: Non-Element
Attr: 100% Cure 'Small'
Name: Echo Screen
Magical Change Status
Auto Hit
Tar: 1 Tar
Elm: Non-Element
Attr: 100% Cure 'Silence'
Name: Hyper
Magical Change Status
Auto Hit
Tar: 1 Al
Elm: Non-Element
Attr: 100% Inflict 'Fury'
Name: Tranquilizer
Magical Change Status
Auto Hit
Tar: 1 Al
Elm: Non-Element
Attr: 100% Inflict 'Sadness'
Name: Remedy
Magical Change Status
Auto Hit
Tar: 1 Tar
Elm: Non-Element
Attr: 100% Cure 'Sleep', 'Poison', 'Sadness', 'Fury', 'Confusion',
'Silence', 'Frog', 'Small', 'Slow-numb', 'Petrify',
'Berserk', 'Paralysed', 'Darkness'
Name: Smoke Bomb
Magical Misc Ability
Auto Hit
Tar: All Tar
Notes: Causes allied team to flee from battle if possible
Name: Speed Drink
Magical Change Status
Auto Hit
Tar: 1 Tar
Elm: Non-Element
Attr: 100% Inflict 'Haste'
Name: Hero Drink
Physical Misc Ability
Auto Hit
Tar: 1 Al
Notes: Each Hero Drink adds 30% to: Att Mod, MAt Mod, Def Mod, MDf Mod
These Modifiers cannot exceed 100%
(In other words, don't drink more than four Hero Drinks per
character per battle)
Name: Vaccine
Magical Change Status
PAt%: 255
Tar: 1 Tar
Elm: Non-Element
Attr: 100% Inflict 'Resist'
Name: Grenade
Physical LR Attack
Formula: Item
Pwr: 160
Auto Hit
Tar: 1 Tar
Elm: Shoot
Name: Shrapnel
Physical LR Attack
Formula: Item
Pwr: 416
Auto Hit
Tar: All Tar (NS)
Elm: Shoot
Name: Right Arm
Physical LR Attack
Formula: Item
Pwr: 1600
Auto Hit
Tar: All Tar (NS)
Elm: Shoot
Name: Hourglass
Magical Change Status
Auto Hit
Tar: All Tar (NS)
Elm: Non-Element
Attr: [ 80] Inflict 'Stop'
Name: Kiss of Death
Magical Change Status
Auto Hit
Tar: All Tar (NS)
Elm: Non-Element
Attr: [ 68] Inflict 'Death'
Name: Spider Web
Magical Change Status
Auto Hit
Tar: All Tar (NS)
Elm: Non-Element
Attr: 100% Inflict 'Slow'
Name: Dream Powder
Magical Change Status
Auto Hit
Tar: All Tar (NS)
Elm: Non-Element
Attr: [ 80] Inflict 'Sleep'
Name: Mute Mask
Magical Change Status
Auto Hit
Tar: All Tar (NS)
Elm: Non-Element
Attr: [ 80] Inflict 'Silence'
Name: War Gong
Magical Change Status
Auto Hit
Tar: All Tar (NS)
Elm: Non-Element
Attr: [ 80] Inflict 'Berserk'
Notes: When used against a Player Character, the Inflict effect has a 100%
chance of success
Name: Loco weed
Magical Change Status
Auto Hit
Tar: All Tar (NS)
Elm: Non-Element
Attr: [ 80] Inflict 'Confusion'
Name: Fire Fang
Magical Attack
Formula: Item
Pwr: 960
Auto Hit
Tar: All Tar (NS)
Elm: Fire
Name: Fire Veil
Magical Attack
Formula: Item
Pwr: 1200
Auto Hit
Tar: All Tar (NS)
Elm: Fire
Name: Antarctic Wind
Magical Attack
Formula: Item
Pwr: 1200
Auto Hit
Tar: All Tar (NS)
Elm: Ice
Name: Ice Crystal
Magical Attack
Formula: Item
Pwr: 2076
Auto Hit
Tar: All Tar (NS)
Elm: Ice
Name: Bolt Plume
Magical Attack
Formula: Item
Pwr: 416
Auto Hit
Tar: All Tar (NS)
Elm: Lightning
Name: Swift Bolt
Magical Attack
Formula: Item
Pwr: 1200
Auto Hit
Tar: All Tar (NS)
Elm: Lightning
Name: Earth Drum
Magical Attack
Formula: Item
Pwr: 640
Auto Hit
Tar: All Tar (NS)
Elm: Earth
Name: Earth Mallet
Magical Attack
Formula: Item
Pwr: 2560
Auto Hit
Tar: All Tar (NS)
Elm: Earth
Name: Deadly Waste
Magical Attack
Formula: Item
Pwr: 96
Auto Hit
Tar: All Tar (NS)
Elm: Poison
Attr: [ 20] Inflict 'Poison'
Name: M-Tentacles
Magical Attack
Formula: Item
Pwr: 2400
Auto Hit
Tar: All Tar (NS)
Elm: Poison
Attr: [ 48] Inflict 'Poison'
Name: Stardust
Magical Attack
Formula: Item
Pwr: 1120
Auto Hit
Tar: 4 Tar
Elm: Non-Element
Name: Vampire Fang
Magical Absorb
Formula: Item
Pwr: 192
Auto Hit
Tar: 1 Tar
Elm: Non-Element
Name: Ghost Hand
Magical MP Absorb
Formula: Item
Pwr: 32
Auto Hit
Tar: 1 Tar
Elm: Non-Element
Name: Vagyrisk Claw
Magical Change Status
Auto Hit
Tar: 1 Tar
Elm: Non-Element
Attr: [ 68] Inflict 'Petrify'
Name: Light Curtain
Magical Change Status
Auto Hit
Tar: All Tar (NS)
Elm: Non-Element
Attr: 100% Inflict 'Barrier'
Name: Lunar Curtain
Magical Change Status
Auto Hit
Tar: All Tar (NS)
Elm: Non-Element
Attr: 100% Inflict 'MBarrier'
Name: Mirror
Magical Change Status
Auto Hit
Tar: All Tar (NS)
Elm: Non-Element
Attr: 100% Inflict 'Reflect'
Name: Holy Torch
Magical Change Status
Auto Hit
Tar: All Tar (NS)
Elm: Non-Element
Attr: 100% Cure 'Haste', 'Slow', 'Stop', 'Regen', 'Barrier', 'MBarrier',
'Reflect', 'Shield'
Name: Bird Wing
Magical Attack
Formula: Item
Pwr: 1040
Auto Hit
Tar: All Tar (NS)
Elm: Wind
Name: Dragon Scales
Magical Attack
Formula: Item
Pwr: 3680
Auto Hit
Tar: All Tar (NS)
Elm: Water
Name: Impaler
Magical Change Status
Auto Hit
Tar: 1 Tar
Elm: Non-Element
Attr: 100% Inflict 'Frog'
Name: Shrivel
Magical Change Status
Auto Hit
Tar: 1 Tar
Elm: Non-Element
Attr: 100% Inflict 'Small'
Name: Eye drop
Magical Change Status
Auto Hit
Tar: 1 Tar
Elm: Non-Element
Attr: 100% Cure 'Darkness'
Name: Molotov
Physical LR Attack
Formula: Item
Pwr: 400
Auto Hit
Tar: 1 Tar
Elm: Fire
Name: S-mine
Physical LR Attack
Formula: Item
Pwr: 1600
Auto Hit
Tar: 1 Tar
Elm: Shoot
Name: 8-inch Cannon
Physical LR Attack
Formula: Item
Pwr: 3200
Auto Hit
Tar: 1 Tar
Elm: Shoot
Name: Graviball
Magical Attack
Formula: HP%
Pwr: [Target's HP / 4]
MAt%: 255
Tar: 1 Tar
Elm: Gravity
Name: T/S Bomb
Magical Attack
Formula: HP%
Pwr: [Target's HP / 2]
MAt%: 255
Tar: 1 Tar
Elm: Gravity
Name: Ink
Magical Change Status
Auto Hit
Tar: 1 Tar
Elm: Non-Element
Attr: 100% Inflict 'Darkness'
Name: Dazers
Magical Change Status
Auto Hit
Tar: 1 Tar
Elm: Non-Element
Attr: 100% Inflict 'Paralysed'
Name: Dragon Fang
Magical Attack
Formula: Item
Pwr: 2400
Auto Hit
Tar: All Tar (NS)
Elm: Lightning
Name: Cauldron
Magical Change Status
Auto Hit
Tar: 1 Tar
Elm: Non-Element
Attr: 100% Inflict 'Sleep', 'Poison', 'Confusion', 'Silence', 'Frog',
'Small'
Name: Sylkis Greens
Magical HP Restore
Formula: Fixed
Pwr: 100
MAt%: 255
Tar: 1 Tar
Elm: Restorative
Name: Reagan Greens
Magical HP Restore
Formula: Fixed
Pwr: 100
MAt%: 255
Tar: 1 Tar
Elm: Restorative
Name: Mimett Greens
Magical HP Restore
Formula: Fixed
Pwr: 100
MAt%: 255
Tar: 1 Tar
Elm: Restorative
Name: Curiel Greens
Magical HP Restore
Formula: Fixed
Pwr: 100
MAt%: 255
Tar: 1 Tar
Elm: Restorative
Name: Pahsana Greens
Magical HP Restore
Formula: Fixed
Pwr: 100
MAt%: 255
Tar: 1 Tar
Elm: Restorative
Name: Tantal Greens
Magical HP Restore
Formula: Fixed
Pwr: 100
MAt%: 255
Tar: 1 Tar
Elm: Restorative
Name: Krakka Greens
Magical HP Restore
Formula: Fixed
Pwr: 100
MAt%: 255
Tar: 1 Tar
Elm: Restorative
Name: Gysahl Greens
Magical HP Restore
Formula: Fixed
Pwr: 100
MAt%: 255
Tar: 1 Tar
Elm: Restorative
-----------------------------------------------------------------------------
A. APPENDICES
-------------
--- ----------------------------
A-1 Maximal HP/MP Level Up Paths
--- ----------------------------
So, you want to reach the maximum natural HP and MP available in the game,
yes? The other stats are simple, since even if you don't get the natural
maximum, you can always make up the difference with Sources. But HP and MP?
Far more difficult.
First off, let's explain the Max Safety Level table that we're about to see.
This is the maximum level you can get to while *completely* ignoring HP and
MP gains. No matter what your natural HP and MP, if you're below or equal to
the Max Safety Level, then you still have a chance to get the maximum in that
stat. So here's the list of the maximum safe levels for each character.
Cloud Max Safety Lvl: 77 (HP), 62 (MP), 62 (Both)
Barret Max Safety Lvl: 77 (HP), 51 (MP), 51 (Both)
Tifa Max Safety Lvl: 77 (HP), 51 (MP), 51 (Both)
Aeris Max Safety Lvl: 78 (HP), 50 (MP), 50 (Both)
Red XIII Max Safety Lvl: 60 (HP), 43 (MP), 43 (Both)
Yuffie Max Safety Lvl: 78 (HP), 51 (MP), 51 (Both)
Cait Sith Max Safety Lvl: 72 (HP), 51 (MP), 51 (Both)
Vincent Max Safety Lvl: 39 (HP), 69 (MP), 39 (Both)
Cid Max Safety Lvl: 45 (HP), 51 (MP), 45 (Both)
While a Safety Level is given for Both, please be advised that due to the way
FF7's RNG works, it is impossible to reach the maximum HP *and* MP on the
same character, since you cannot get both the highest HP roll and highest
MP roll at the same time. Those interested in reaching a compromise for
maxing both can find tables for that in Absolute Steve's FAQ, among other
places.
Now. The following tables will go over each character in turn, going over
first HP and then MP. For each level, a list of numbers will be given.
These numbers are the *SAFE* natural HP or MP values from which you can still
achieve the maximum.
As an example, let's look at the last five levels of Barret's HP table:
L95 9583-9634
L96 9687-9729
L97 9791-9824
L98 9895-9919
L99 9999
Now, the translation is this. At L95, you are safe if your HP is *ANYWHERE*
between 9583 and 9634 inclusive. At L96, you are safe if your HP is
*ANYWHERE* between 9687 and 9729 inclusive. At L98, it's between 9895 and
9919 inclusive. At L99... well, there's only one *maximum*, and that's 9999.
As another example, here's Cloud's safe HP values for L96:
L96 9190, 9199, 9208-9209, 9217
This means that only 9190, 9199, 9208, 9209 and 9217 are safe. Because
9208 and 9209 are in a series, they are expressed as such. Any *VALID* HP
value within a series is included as a safe value.
Now, if you level up and your natural HP or MP value is *NOT* in the table,
then it is no longer possible for you to achieve the maximum value with that
character. The reason for this is explained in the Level Up! section of this
document - sometimes, a single point of HP/MP is enough to put you above or
below a percentage of the baseline which would give you a lower growth.
Controlling this is critical to achieving max stats, hence the tables.
Finally, please remember that these are the *natural* values. If you have
Materia equipped that raises or lowers HP or MP, then you will need to remove
them or adjust appropriately for their effect.
In any case, with all the explanations finished, let's move on to the final
tables themselves. I hope they're useful.
NOTE: The hackers among you should be careful about series, since I express
them as all the *VALID* HP or MP values within a range. As an example, if I
used '9500-9503' in the list for a particular level, that would mean that
9500 and 9503 are definitely safe. However, 9501 and 9502 would only be safe
if they are *naturally possible* to get at that level. If either is
impossible, then there is no guarantee that hacking your HP to that value at
that level would still allow you to get the maximum. Of course, this
warning should end up only applying to a tiny handful of you, since the rest
either don't care or will be hacking their HP to 9999 and MP to 999 anyways.
Cloud's HP
==========
L 6-77 All
L78 6901, 6903-6905, 6909, 6911, 6913-6915, 6917-6919, 6921, 6923-6925,
6927-6931, 6933-6935, 6937-6945, 6947-6955, 6957-7332
L79 7025, 7035, 7045, 7049, 7055, 7059, 7061, 7065, 7069, 7071, 7073-7075,
7079, 7081, 7083-7085, 7089, 7091, 7093-7095, 7097-7099, 7101,
7103-7105, 7107-7111, 7113-7115, 7117-7125, 7127-7135, 7137-7452
L80 7205, 7215, 7225, 7229, 7235, 7239, 7241, 7245, 7249, 7251, 7253-7255,
7259, 7261, 7263-7265, 7269, 7271, 7273-7275, 7277-7279, 7281,
7283-7285, 7287-7291, 7293-7295, 7297-7305, 7307-7315, 7317-7572
L81 7385, 7395, 7405, 7415, 7425, 7434-7435, 7444-7445, 7453-7455,
7464-7465, 7473-7475, 7483-7485, 7493-7495, 7502-7505, 7512-7515,
7522-7525, 7532-7535, 7541-7545, 7551-7555, 7561-7565, 7570-7575,
7580-7585, 7590-7594, 7599-7604, 7609-7614, 7618-7624, 7628-7634,
7637-7643, 7647-7653, 7656-7663, 7666-7673, 7675-7692
L82 7532, 7542, 7552, 7562, 7572, 7581-7582, 7591-7592, 7600-7602,
7611-7612, 7620-7622, 7630-7632, 7640-7642, 7649-7652, 7659-7662,
7668-7672, 7678-7682, 7688-7692, 7697-7701, 7707-7711, 7716-7721,
7726-7731, 7735-7741, 7745-7750, 7754-7760, 7764-7770, 7773-7780,
7782-7799
L83 7679, 7689, 7699, 7709, 7719, 7728-7729, 7738-7739, 7747-7749,
7757-7759, 7767-7769, 7776-7779, 7786-7789, 7795-7799, 7805-7808,
7814-7818, 7824-7828, 7833-7838, 7843-7848, 7852-7857, 7862-7867,
7871-7877, 7880-7887, 7889-7906
L84 7826, 7836, 7846, 7855-7856, 7865-7866, 7874-7876, 7884-7886, 7894-7896,
7903-7906, 7912-7915, 7922-7925, 7931-7935, 7941-7945, 7950-7955,
7960-7964, 7969-7974, 7978-7984, 7987-7994, 7996-8013
L85 7953, 7963, 7973, 7982-7983, 7992-7993, 8001-8003, 8011-8013, 8020-8022,
8029-8032, 8039-8042, 8048-8052, 8058-8062, 8067-8071, 8076-8081,
8085-8091, 8094-8101, 8103-8120
L86 8080, 8090, 8099-8100, 8109-8110, 8118-8120, 8128-8129, 8137-8139,
8146-8149, 8156-8159, 8165-8169, 8174-8178, 8183-8188, 8192-8198,
8201-8208, 8210-8227
L87 8197, 8207, 8216-8217, 8226-8227, 8235-8236, 8245-8246, 8254-8256,
8263-8266, 8272-8276, 8281-8285, 8290-8295, 8299-8305, 8308-8315,
8317-8334
L88 8314, 8324, 8333-8334, 8343, 8352-8353, 8361-8363, 8370-8373, 8379-8383,
8388-8392, 8397-8402, 8406-8412, 8415-8422, 8424-8433
L89 8431, 8441, 8450, 8459-8460, 8468-8470, 8477-8480, 8486-8490, 8495-8499,
8504-8509, 8513-8519, 8522-8529, 8531
L90 8548, 8557, 8566-8567, 8575-8577, 8584-8587, 8593-8597, 8602-8606,
8611-8616, 8620-8626, 8629
L91 8655, 8664, 8673-8674, 8682-8684, 8691-8694, 8700-8704, 8709-8713,
8718-8723, 8727
L92 8762, 8771, 8780-8781, 8789-8791, 8798-8801, 8807-8811, 8816-8820, 8825
L93 8869, 8878, 8887-8888, 8896-8898, 8905-8908, 8914-8918, 8923
L94 8976, 8985, 8994-8995, 9003-9005, 9012-9015, 9021
L95 9083, 9092, 9101-9102, 9110-9112, 9119
L96 9190, 9199, 9208-9209, 9217
L97 9297, 9306, 9315
L98 9404, 9413
L99 9511
Cloud's MP
==========
L 6-62 All
L63 569, 571-601
L64 585, 587-611
L65 601, 603-621
L66 615-630
L67 629-640
L68 639-649
L69 651-659
L70 663-669
L71 672-678
L72 683-688
L73 692-697
L74 703-707
L75 714-717
L76 723-726
L77 734-736
L78 743-745
L79 754-755
L80 765
L81 774
L82 781
L83 788
L84 796
L85 803
L86 810
L87 818
L88 825
L89 832
L90 840
L91 847
L92 854
L93 861
L94 869
L95 876
L96 883
L97 891
L98 898
L99 905
Barret's HP
===========
L 1-77 All
L78 7381-7387, 7400-7852
L79 7553-7559, 7572-7967
L80 7725-7731, 7744-8082
L81 7897-7903, 7916-7922, 7925-7931, 7934-8197
L82 8039-8045, 8058-8064, 8067-8073, 8076-8311
L83 8181-8187, 8200-8206, 8209-8215, 8218-8420
L84 8323-8329, 8342-8348, 8351-8357, 8360-8524
L85 8465-8471, 8474-8480, 8483-8628
L86 8588-8594, 8597-8603, 8607-8732
L87 8711-8717, 8721-8836
L88 8825-8831, 8835-8940
L89 8939-8945, 8949-9044
L90 9053-9059, 9063-9148
L91 9167-9252
L92 9271-9349
L93 9375-9444
L94 9479-9539
L95 9583-9634
L96 9687-9729
L97 9791-9824
L98 9895-9919
L99 9999
Barret's MP
===========
L 1-51 All
L52 399, 401-424
L53 413, 415, 417-435
L54 429, 431, 433-445
L55 445, 447-455
L56 459-465
L57 471-475
L58 482-485
L59 493-495
L60 504-505
L61 515
L62 523
L63 532
L64 540
L65 549
L66 557
L67 565
L68 574
L69 582
L70 591
L71 599
L72 607
L73 616
L74 624
L75 633
L76 641
L77 649
L78 658
L79 666
L80 675
L81 683
L82 689
L83 695
L84 702
L85 708
L86 714
L87 721
L88 727
L89 733
L90 740
L91 746
L92 752
L93 758
L94 765
L95 771
L96 777
L97 784
L98 790
L99 796
Tifa's HP
=========
L 1-77 All
L78 6567-6569, 6571-6572, 6574-6578, 6580-6581, 6583-6993
L79 6686, 6695, 6704-6705, 6709, 6714, 6718, 6721, 6723-6724, 6727-6728,
6730, 6732-6733, 6737, 6739-6744, 6746-6747, 6749-6753, 6755-6756,
6758-7110
L80 6861, 6870, 6879-6880, 6884, 6889, 6893, 6896, 6898-6899, 6902-6903,
6905, 6907-6908, 6912, 6914-6919, 6921-6922, 6924-6928, 6930-6931,
6933-7227
L81 7036, 7045, 7054-7055, 7064, 7073-7074, 7082-7083, 7091-7093, 7100-7102,
7110-7111, 7119-7120, 7128-7130, 7137-7139, 7146-7148, 7155-7157,
7165-7167, 7174-7176, 7183-7185, 7192-7194, 7201-7204, 7210-7213,</pre><pre id="faqspan-5">
7219-7222, 7228-7231, 7237-7241, 7246-7250, 7255-7259, 7264-7268,
7273-7278, 7282-7287, 7291-7296, 7300-7306, 7309-7315, 7318-7324,
7327-7334, 7336-7343
L82 7174, 7183, 7192-7193, 7202, 7211-7212, 7220-7221, 7229-7230, 7238-7239,
7248-7249, 7257-7258, 7266-7267, 7275-7276, 7284-7286, 7293-7295,
7302-7304, 7311-7313, 7320-7323, 7329-7332, 7338-7341, 7347-7350,
7356-7360, 7365-7369, 7374-7378, 7383-7388, 7392-7397, 7401-7406,
7410-7416, 7419-7425, 7428-7434, 7437-7444
L83 7312, 7321, 7330-7331, 7340, 7349, 7358, 7367-7368, 7376-7377,
7385-7386, 7394-7395, 7403-7405, 7412-7414, 7421-7423, 7430-7432,
7439-7442, 7448-7451, 7457-7460, 7466-7470, 7475-7479, 7484-7488,
7493-7498, 7502-7507, 7511-7516, 7520-7526, 7529-7535, 7538-7544
L84 7450, 7459, 7468, 7477, 7486-7487, 7495-7496, 7504-7505, 7513-7514,
7522-7524, 7531-7533, 7540-7542, 7549-7552, 7558-7561, 7567-7570,
7576-7580, 7585-7589, 7594-7598, 7603-7608, 7612-7617, 7621-7626,
7630-7636, 7639-7645
L85 7569, 7578, 7587, 7596, 7605-7606, 7614-7615, 7623-7624, 7632-7634,
7641-7643, 7650-7652, 7659-7662, 7668-7671, 7677-7680, 7686-7690,
7695-7699, 7704-7708, 7713-7718, 7722-7727, 7731-7737, 7740-7746
L86 7688, 7697, 7706, 7715-7716, 7724-7725, 7733-7734, 7742-7744, 7751-7753,
7760-7762, 7769-7772, 7778-7781, 7787-7790, 7796-7800, 7805-7809,
7814-7819, 7823-7828, 7832-7838, 7841
L87 7798, 7807, 7816, 7825-7826, 7834-7835, 7843-7844, 7852-7854, 7861-7863,
7870-7872, 7879-7882, 7888-7891, 7897-7901, 7906-7910, 7915-7920,
7924-7929, 7933
L88 7908, 7917, 7926, 7935-7936, 7944-7945, 7953-7954, 7962-7964, 7971-7973,
7980-7983, 7989-7992, 7998-8002, 8007-8011, 8016-8021, 8025
L89 8018, 8027, 8036, 8045-8046, 8054-8055, 8063-8065, 8072-8074, 8081-8084,
8090-8093, 8099-8103, 8108-8112, 8117
L90 8128, 8137, 8146-8147, 8155-8156, 8164-8166, 8173-8175, 8182-8185,
8191-8194, 8200-8204, 8209
L91 8229, 8238, 8247-8248, 8256-8257, 8265-8267, 8274-8276, 8283-8286,
8292-8295, 8301
L92 8330, 8339, 8348-8349, 8357-8358, 8366-8368, 8375-8377, 8384-8387, 8393
L93 8431, 8440, 8449-8450, 8458-8459, 8467-8469, 8476-8478, 8485
L94 8532, 8541, 8550-8551, 8559-8560, 8568-8570, 8577
L95 8633, 8642, 8651-8652, 8660-8661, 8669
L96 8734, 8743, 8752-8753, 8761
L97 8835, 8844, 8853
L98 8936, 8945
L99 9037
Tifa's MP
=========
L 1-51 All
L52 419-443
L53 436-454
L54 452-464
L55 467-475
L56 479-485
L57 491-495
L58 503-506
L59 514-516
L60 526-527
L61 537
L62 546
L63 555
L64 564
L65 574
L66 583
L67 592
L68 601
L69 610
L70 620
L71 629
L72 638
L73 647
L74 656
L75 666
L76 675
L77 684
L78 693
L79 702
L80 712
L81 721
L82 728
L83 735
L84 742
L85 750
L86 757
L87 764
L88 771
L89 778
L90 786
L91 793
L92 800
L93 807
L94 814
L95 822
L96 829
L97 836
L98 843
L99 850
Aeris' HP
=========
L 1-78 All
L79 6454, 6456, 6459-6460, 6463-6465, 6467-6469, 6473-6479, 6482-6488,
6490-6875
L80 6591, 6600, 6609-6610, 6614, 6619, 6623, 6625, 6628-6629, 6632-6634,
6636-6638, 6642-6648, 6651-6657, 6659-6685, 6687-6694, 6696-6988
L81 6760, 6769, 6778-6779, 6788, 6797-6798, 6806-6807, 6815-6817, 6824-6826,
6834-6836, 6843-6845, 6852-6854, 6861-6863, 6870-6873, 6880-6882,
6889-6891, 6898-6901, 6907-6910, 6916-6919, 6925-6928, 6935-6938,
6944-6947, 6953-6956, 6962-6966, 6971-6975, 6980-6984, 6989-6993,
6998-7003, 7007-7012, 7016-7021, 7025-7031, 7034-7040, 7043-7049,
7052-7058, 7061-7068, 7070-7077, 7079-7086, 7088-7101
L82 6899, 6908, 6917-6918, 6927, 6936-6937, 6945-6946, 6954-6956, 6963-6965,
6973-6974, 6982-6983, 6991-6993, 7000-7002, 7009-7011, 7019-7021,
7028-7030, 7037-7039, 7046-7048, 7055-7058, 7064-7067, 7073-7076,
7082-7086, 7091-7095, 7100-7104, 7109-7113, 7118-7123, 7127-7132,
7136-7141, 7145-7151, 7154-7160, 7163-7169, 7172-7178, 7181-7188,
7190-7197, 7199-7203
L83 7038, 7047, 7056-7057, 7066, 7075-7076, 7084-7085, 7093-7094, 7102-7103,
7112-7113, 7121-7122, 7130-7131, 7139-7141, 7148-7150, 7157-7159,
7166-7168, 7175-7178, 7184-7187, 7193-7196, 7202-7206, 7211-7215,
7220-7224, 7229-7233, 7238-7243, 7247-7252, 7256-7261, 7265-7271,
7274-7280, 7283-7289, 7292-7298, 7301-7305
L84 7177, 7186, 7195-7196, 7205, 7214, 7223, 7232-7233, 7241-7242,
7250-7251, 7259-7261, 7268-7270, 7277-7279, 7286-7288, 7295-7298,
7304-7307, 7313-7316, 7322-7326, 7331-7335, 7340-7344, 7349-7353,
7358-7363, 7367-7372, 7376-7381, 7385-7391, 7394-7400, 7403-7407
L85 7316, 7325, 7334, 7343, 7352-7353, 7361-7362, 7370-7371, 7379-7381,
7388-7390, 7397-7399, 7406-7408, 7415-7418, 7424-7427, 7433-7436,
7442-7446, 7451-7455, 7460-7464, 7469-7474, 7478-7483, 7487-7492,
7496-7502, 7505-7509
L86 7436, 7445, 7454, 7463, 7472-7473, 7481-7482, 7490-7491, 7499-7501,
7508-7510, 7517-7519, 7526-7529, 7535-7538, 7544-7547, 7553-7557,
7562-7566, 7571-7575, 7580-7585, 7589-7594, 7598-7604, 7607
L87 7556, 7565, 7574, 7583-7584, 7592-7593, 7601-7602, 7610-7612, 7619-7621,
7628-7630, 7637-7640, 7646-7649, 7655-7658, 7664-7668, 7673-7677,
7682-7687, 7691-7696, 7700
L88 7667, 7676, 7685, 7694-7695, 7703-7704, 7712-7713, 7721-7723, 7730-7732,
7739-7741, 7748-7751, 7757-7760, 7766-7770, 7775-7779, 7784-7789, 7793
L89 7778, 7787, 7796, 7805-7806, 7814-7815, 7823-7824, 7832-7834, 7841-7843,
7850-7853, 7859-7862, 7868-7872, 7877-7881, 7886
L90 7889, 7898, 7907, 7916-7917, 7925-7926, 7934-7936, 7943-7945, 7952-7955,
7961-7964, 7970-7974, 7979
L91 8000, 8009, 8018-8019, 8027-8028, 8036-8038, 8045-8047, 8054-8057,
8063-8066, 8072
L92 8102, 8111, 8120-8121, 8129-8130, 8138-8140, 8147-8149, 8156-8159, 8165
L93 8204, 8213, 8222-8223, 8231-8232, 8240-8242, 8249-8251, 8258
L94 8306, 8315, 8324-8325, 8333-8334, 8342-8344, 8351
L95 8408, 8417, 8426-8427, 8435-8436, 8444
L96 8510, 8519, 8528-8529, 8537
L97 8612, 8621, 8630
L98 8714, 8723
L99 8816
Aeris' MP
=========
L 1-50 All
L51 490-517
L52 509-529
L53 528-541
L54 544-553
L55 558-565
L56 572-577
L57 585-589
L58 598-601
L59 611-613
L60 624-625
L61 637
L62 648
L63 658
L64 669
L65 679
L66 690
L67 700
L68 711
L69 721
L70 732
L71 742
L72 753
L73 763
L74 774
L75 784
L76 795
L77 805
L78 816
L79 826
L80 837
L81 847
L82 855
L83 863
L84 871
L85 880
L86 888
L87 896
L88 904
L89 912
L90 921
L91 929
L92 937
L93 945
L94 953
L95 962
L96 970
L97 978
L98 986
L99 994
Red XIII's HP
=============
L 1-60 All
L61 5102, 5106-5114, 5117-5126, 5129-5138, 5141-5150, 5153-5162, 5165-5174,
5176-5186, 5188-5198, 5200-5210, 5212-5221, 5224-5233, 5235-5245,
5247-5257, 5259-5269, 5271-5281, 5283-5304, 5306-5316, 5318-5427
L62 5220, 5225-5232, 5236-5244, 5248-5256, 5260-5268, 5272-5280, 5284-5292,
5295-5304, 5307-5316, 5319-5328, 5331-5340, 5343-5351, 5354-5363,
5366-5375, 5378-5387, 5390-5399, 5402-5411, 5413-5423, 5425-5434,
5437-5446, 5448-5458, 5460-5549
L63 5332-5338, 5344-5350, 5355-5362, 5367-5374, 5379-5386, 5391-5398,
5403-5410, 5414-5422, 5426-5434, 5438-5446, 5450-5458, 5462-5470,
5473-5481, 5485-5493, 5497-5505, 5509-5517, 5521-5529, 5532-5541,
5544-5553, 5556-5564, 5567-5576, 5579-5588, 5590-5600, 5602-5668
L64 5444, 5451-5456, 5463-5468, 5474-5480, 5486-5492, 5498-5504, 5510-5516,
5522-5528, 5533-5540, 5545-5552, 5557-5564, 5569-5576, 5581-5588,
5592-5600, 5604-5611, 5616-5623, 5628-5635, 5640-5647, 5651-5659,
5663-5671, 5675-5683, 5686-5694, 5698-5706, 5709-5718, 5721-5730,
5732-5787
L65 5558-5562, 5570-5574, 5582-5586, 5593-5598, 5605-5610, 5617-5622,
5629-5634, 5641-5646, 5652-5658, 5664-5670, 5676-5682, 5688-5694,
5700-5706, 5711-5718, 5723-5730, 5735-5741, 5747-5753, 5759-5765,
5770-5777, 5782-5789, 5794-5801, 5805-5813, 5817-5824, 5828-5836,
5840-5848, 5851-5860, 5862-5906
L66 5678-5680, 5689-5692, 5701-5704, 5712-5716, 5725-5728, 5736-5740,
5748-5752, 5760-5764, 5771-5776, 5783-5788, 5795-5800, 5807-5812,
5819-5824, 5830-5836, 5842-5848, 5854-5860, 5866-5871, 5878-5883,
5889-5895, 5901-5907, 5913-5919, 5924-5931, 5936-5943, 5947-5954,
5959-5966, 5970-5978, 5981-5990, 5992-6025
L67 5785-5786, 5797-5798, 5809-5810, 5820-5822, 5832-5834, 5844-5846,
5856-5858, 5867-5870, 5879-5882, 5890-5894, 5903-5906, 5914-5918,
5926-5930, 5938-5942, 5949-5954, 5961-5966, 5973-5978, 5985-5990,
5997-6001, 6008-6013, 6020-6025, 6032-6037, 6043-6049, 6055-6061,
6066-6073, 6078-6084, 6089-6096, 6100-6108, 6111-6120, 6122-6144
L68 5904, 5916, 5928, 5939-5940, 5951-5952, 5963-5964, 5975-5976, 5987-5988,
5998-6000, 6010-6012, 6022-6024, 6034-6036, 6045-6048, 6057-6060,
6068-6072, 6081-6084, 6092-6096, 6104-6108, 6116-6120, 6127-6131,
6139-6143, 6151-6155, 6162-6167, 6174-6179, 6185-6191, 6197-6203,
6208-6214, 6219-6226, 6230-6238, 6241-6250, 6252-6263
L69 6058, 6082, 6094, 6106, 6117-6118, 6129-6130, 6141-6142, 6153-6154,
6165-6166, 6176-6178, 6188-6190, 6200-6202, 6212-6214, 6223-6226,
6235-6238, 6246-6250, 6258-6261, 6270-6273, 6281-6285, 6293-6297,
6304-6309, 6316-6321, 6327-6333, 6338-6344, 6349-6356, 6360-6368,
6371-6380, 6382
L70 6236, 6260, 6272, 6284, 6295-6296, 6307-6308, 6319-6320, 6331-6332,
6343-6344, 6354-6356, 6366-6368, 6377-6380, 6389-6391, 6400-6403,
6412-6415, 6423-6427, 6435-6439, 6446-6451, 6457-6463, 6468-6474,
6479-6486, 6490-6498, 6501
L71 6414, 6438, 6450, 6462, 6473-6474, 6485-6486, 6497-6498, 6508-6510,
6519-6521, 6531-6533, 6542-6545, 6554-6557, 6565-6569, 6576-6581,
6587-6593, 6598-6604, 6609-6616, 6620
L72 6592, 6604, 6616, 6627-6628, 6639-6640, 6650-6651, 6661-6663, 6673-6675,
6684-6687, 6695-6699, 6706-6711, 6717-6723, 6728-6734, 6739
L73 6746, 6758, 6769-6770, 6781, 6792-6793, 6803-6805, 6814-6817, 6825-6829,
6836-6841, 6847-6853, 6858
L74 6888, 6900, 6911, 6922-6923, 6933-6935, 6944-6947, 6955-6959, 6966-6971,
6977
L75 7030, 7041, 7052-7053, 7063-7065, 7074-7077, 7085-7089, 7096
L76 7160, 7171, 7182-7183, 7193-7195, 7204-7207, 7215
L77 7290, 7301, 7312-7313, 7323-7325, 7334
L78 7420, 7431, 7442-7443, 7453
L79 7550, 7561, 7572
L80 7680, 7691
L81 7810
L82 7907
L83 8004
L84 8101
L85 8198
L86 8295
L87 8392
L88 8489
L89 8586
L90 8683
L91 8780
L92 8877
L93 8974
L94 9071
L95 9168
L96 9265
L97 9362
L98 9459
L99 9556
Red XIII's MP
=============
L 1-43 All
L44 351, 353, 355-372
L45 368, 370, 372-383
L46 384, 386-393
L47 399-404
L48 412-415
L49 424-426
L50 436-437
L51 447
L52 458
L53 469
L54 480
L55 492
L56 503
L57 514
L58 525
L59 536
L60 548
L61 559
L62 568
L63 578
L64 587
L65 597
L66 606
L67 615
L68 625
L69 634
L70 644
L71 653
L72 662
L73 672
L74 681
L75 691
L76 700
L77 709
L78 719
L79 728
L80 738
L81 747
L82 754
L83 760
L84 767
L85 774
L86 780
L87 787
L88 793
L89 800
L90 807
L91 813
L92 820
L93 826
L94 833
L95 840
L96 846
L97 853
L98 859
L99 866
Yuffie's HP
===========
L 1-78 All
L79 6527-6529, 6533, 6538-6539, 6542-6543, 6545, 6547-6549, 6551-6559,
6562-6569, 6571-6959
L80 6689, 6698-6699, 6707-6709, 6713, 6718-6719, 6722-6723, 6725, 6727-6729,
6731-6739, 6742-6749, 6751-7079
L81 6869, 6878-6879, 6887-6889, 6898-6899, 6907-6909, 6916-6919, 6926-6929,
6935-6939, 6945-6949, 6955-6959, 6964-6968, 6974-6978, 6983-6988,
6993-6997, 7003-7007, 7012-7017, 7022-7026, 7031-7036, 7041-7046,
7051-7055, 7060-7065, 7070-7074, 7079-7084, 7089-7094, 7098-7103,
7108-7113, 7117-7122, 7127-7132, 7136-7142, 7146-7151, 7155-7161,
7164-7170, 7174-7180, 7183-7190, 7193-7199
L82 7013, 7022-7023, 7031-7033, 7042-7043, 7051-7053, 7060-7063, 7070-7073,
7079-7083, 7089-7092, 7099-7102, 7108-7112, 7118-7121, 7127-7131,
7137-7141, 7147-7150, 7156-7160, 7166-7170, 7175-7179, 7185-7189,
7194-7198, 7204-7208, 7213-7218, 7223-7227, 7232-7237, 7242-7246,
7251-7256, 7261-7266, 7270-7275, 7279-7285, 7289-7295, 7298-7304
L83 7157, 7166-7167, 7175-7177, 7186-7187, 7195-7197, 7204-7207, 7214-7216,
7223-7226, 7233-7236, 7243-7245, 7252-7255, 7262-7265, 7271-7274,
7281-7284, 7290-7294, 7300-7303, 7309-7313, 7319-7322, 7328-7332,
7338-7342, 7347-7351, 7357-7361, 7366-7371, 7376-7380, 7385-7390,
7394-7400, 7403-7409
L84 7301, 7310-7311, 7319-7321, 7330-7331, 7339-7340, 7348-7350, 7358-7360,
7367-7369, 7377-7379, 7386-7389, 7396-7398, 7405-7408, 7415-7418,
7424-7427, 7434-7437, 7443-7447, 7453-7456, 7462-7466, 7472-7476,
7481-7485, 7490-7495, 7499-7505, 7508-7514
L85 7445, 7454-7455, 7463-7464, 7473-7474, 7482-7484, 7492-7493, 7501-7503,
7511-7513, 7520-7523, 7530-7532, 7539-7542, 7549-7552, 7558-7561,
7568-7571, 7577-7581, 7586-7590, 7595-7600, 7604-7610, 7613-7619
L86 7569, 7578-7579, 7588, 7597-7598, 7607-7608, 7616-7618, 7626-7628,
7635-7637, 7645-7647, 7654-7657, 7664-7666, 7673-7676, 7682-7686,
7691-7695, 7700-7705, 7709-7715, 7718-7724
L87 7693, 7703, 7712-7713, 7722-7723, 7731-7733, 7741-7742, 7750-7752,
7760-7762, 7769-7771, 7778-7781, 7787-7791, 7796-7800, 7805-7810,
7814-7820, 7823-7829
L88 7808, 7818, 7827-7828, 7837-7838, 7846-7847, 7856-7857, 7865-7867,
7874-7876, 7883-7886, 7892-7896, 7901-7905, 7910-7915, 7919-7925,
7928-7934
L89 7923, 7933, 7942-7943, 7952, 7961-7962, 7970-7972, 7979-7981, 7988-7991,
7997-8001, 8006-8010, 8015-8020, 8024-8030, 8033
L90 8038, 8048, 8057, 8066-8067, 8075-8077, 8084-8086, 8093-8096, 8102-8106,
8111-8115, 8120-8125, 8129
L91 8153, 8162, 8171-8172, 8180-8182, 8189-8191, 8198-8201, 8207-8211,
8216-8220, 8225
L92 8258, 8267, 8276-8277, 8285-8287, 8294-8296, 8303-8306, 8312-8316, 8321
L93 8363, 8372, 8381-8382, 8390-8392, 8399-8401, 8408-8411, 8417
L94 8468, 8477, 8486-8487, 8495-8497, 8504-8506, 8513
L95 8573, 8582, 8591-8592, 8600-8602, 8609
L96 8678, 8687, 8696-8697, 8705
L97 8783, 8792, 8801
L98 8888, 8897
L99 8993
Yuffie's MP
===========
L 1-51 All
L52 419-443
L53 436-454
L54 453-465
L55 468-476
L56 481-487
L57 494-498
L58 506-509
L59 518-520
L60 530-531
L61 542
L62 551
L63 559
L64 568
L65 576
L66 585
L67 593
L68 602
L69 610
L70 619
L71 627
L72 636
L73 644
L74 653
L75 661
L76 670
L77 678
L78 687
L79 695
L80 704
L81 712
L82 719
L83 726
L84 733
L85 741
L86 748
L87 755
L88 762
L89 769
L90 777
L91 784
L92 791
L93 798
L94 805
L95 813
L96 820
L97 827
L98 834
L99 841
Cait Sith's HP
==============
L 1-72 All
L73 6590, 6592-6597, 6599-7019
L74 6681, 6684, 6691, 6694, 6698, 6701, 6703-6705, 6708, 6710-6715, 6718,
6720-6725, 6728, 6730-6735, 6738, 6740-6745, 6747-7118
L75 6802, 6809, 6812, 6819, 6822, 6829, 6832, 6839, 6842, 6846, 6849,
6851-6853, 6856, 6858-6863, 6866, 6868-6873, 6876, 6878-6883, 6886,
6888-6893, 6895-7217
L76 6950, 6957, 6960, 6967, 6970, 6977, 6980, 6987, 6990, 6994, 6997,
6999-7001, 7004, 7006-7011, 7014, 7016-7021, 7024, 7026-7031, 7034,
7036-7041, 7043-7316
L77 7098, 7105, 7108, 7115, 7118, 7125, 7128, 7135, 7138, 7142, 7145,
7147-7149, 7152, 7154-7159, 7162, 7164-7169, 7172, 7174-7179, 7182,
7184-7189, 7191-7415
L78 7246, 7253, 7256, 7263, 7266, 7273, 7276, 7283, 7286, 7290, 7293,
7295-7297, 7300, 7302-7307, 7310, 7312-7317, 7319-7514
L79 7394, 7401, 7404, 7411, 7414, 7418, 7421, 7423-7425, 7428, 7430-7435,
7438, 7440-7443, 7445, 7447-7450, 7452-7457, 7459-7464, 7466-7613
L80 7522, 7529, 7532, 7539, 7542, 7546, 7549, 7551, 7553, 7556, 7558,
7560-7561, 7563, 7565, 7567-7568, 7570-7572, 7574-7575, 7577-7582,
7584-7712
L81 7650, 7657, 7664, 7671, 7678-7679, 7685-7686, 7692-7693, 7699-7700,
7706-7708, 7713-7715, 7720-7722, 7727-7730, 7734-7737, 7741-7744,
7748-7752, 7755-7759, 7762-7766, 7769-7774, 7776-7781, 7783-7788,
7790-7811
L82 7743, 7750, 7757, 7764, 7771-7772, 7778-7779, 7785-7786, 7792-7794,
7799-7801, 7806-7808, 7813-7816, 7820-7823, 7827-7830, 7834-7838,
7841-7845, 7848-7852, 7855-7860, 7862-7867, 7869-7874, 7876-7890
L83 7836, 7843, 7850, 7857-7858, 7864-7865, 7871-7872, 7878-7880, 7885-7887,
7892-7894, 7899-7902, 7906-7909, 7913-7916, 7920-7924, 7927-7931,
7934-7938, 7941-7946, 7948-7953, 7955-7969
L84 7922, 7929, 7936, 7943-7944, 7950-7951, 7957-7958, 7964-7966, 7971-7973,
7978-7980, 7985-7988, 7992-7995, 7999-8002, 8006-8010, 8013-8017,
8020-8025, 8027-8032, 8034-8048
L85 8008, 8015, 8022, 8029-8030, 8036-8037, 8043-8044, 8050-8052, 8057-8059,
8064-8066, 8071-8074, 8078-8081, 8085-8089, 8092-8096, 8099-8104,
8106-8111, 8113-8127
L86 8094, 8101, 8108, 8115-8116, 8122-8123, 8129-8130, 8136-8138, 8143-8145,
8150-8153, 8157-8160, 8164-8168, 8171-8175, 8178-8183, 8185-8190,
8192-8199
L87 8180, 8187, 8194, 8201-8202, 8208-8209, 8215-8217, 8222-8224, 8229-8232,
8236-8239, 8243-8247, 8250-8254, 8257-8262, 8264-8269, 8271
L88 8266, 8273, 8280-8281, 8287-8288, 8294-8296, 8301-8303, 8308-8311,
8315-8318, 8322-8326, 8329-8333, 8336-8341, 8343
L89 8345, 8352, 8359-8360, 8366-8367, 8373-8375, 8380-8382, 8387-8390,
8394-8397, 8401-8405, 8408-8412, 8415
L90 8424, 8431, 8438-8439, 8445-8446, 8452-8454, 8459-8461, 8466-8469,
8473-8476, 8480-8484, 8487
L91 8503, 8510, 8517-8518, 8524-8525, 8531-8533, 8538-8540, 8545-8548,
8552-8555, 8559
L92 8582, 8589, 8596-8597, 8603-8604, 8610-8612, 8617-8619, 8624-8627, 8631
L93 8661, 8668, 8675-8676, 8682-8683, 8689-8691, 8696-8698, 8703
L94 8740, 8747, 8754-8755, 8761-8762, 8768-8770, 8775
L95 8819, 8826, 8833-8834, 8840-8841, 8847
L96 8898, 8905, 8912-8913, 8919
L97 8977, 8984, 8991
L98 9056, 9063
L99 9135
Cait Sith's MP
==============
L 1-51 All
L52 434-458
L53 451-469
L54 468-480
L55 483-491
L56 495-501
L57 508-512
L58 520-523
L59 532-534
L60 544-545
L61 555
L62 564
L63 574
L64 583
L65 593
L66 602
L67 611
L68 621
L69 630
L70 640
L71 649
L72 658
L73 668
L74 677
L75 687
L76 696
L77 705
L78 715
L79 724
L80 734
L81 743
L82 750
L83 757
L84 764
L85 771
L86 778
L87 785
L88 792
L89 799
L90 806
L91 813
L92 820
L93 827
L94 834
L95 841
L96 848
L97 855
L98 862
L99 869
Vincent's HP
============
L 1-39 All
L40 2147, 2150-2151, 2153-2154, 2156, 2158, 2161-2162, 2164-2165, 2167,
2169, 2172-2173, 2175-2176, 2178, 2180, 2182-2184, 2186-2187, 2189,
2191, 2193-2195, 2197-2198, 2200-2202, 2204-2206, 2208-2209,
2211-2213, 2215-2217, 2219, 2221-2224, 2226-2228, 2230, 2232-2235,
2237, 2239-2241, 2243-2246, 2248, 2250-2252, 2254-2257, 2259,
2261-2263, 2265-2267, 2270, 2272-2274, 2276-2278, 2281-2285, 2287
L41 2228, 2239, 2250, 2261, 2272, 2283, 2294, 2305, 2316, 2327, 2338, 2349,
2360, 2371
L42 2349, 2360, 2371, 2382, 2393, 2404, 2415, 2426, 2437, 2448, 2459, 2470,
2481, 2492
L43 2459, 2470, 2481, 2492, 2503, 2514, 2525, 2536, 2547, 2558, 2569, 2580,
2591, 2602, 2613
L44 2569, 2580, 2591, 2602, 2613, 2624, 2635, 2646, 2657, 2668, 2679, 2690,
2701, 2712, 2723
L45 2668, 2679, 2690, 2701, 2712, 2723, 2734, 2745, 2756, 2767, 2778, 2789,
2800, 2811, 2822, 2833
L46 2789, 2811, 2822, 2833, 2844, 2855, 2866, 2877, 2888, 2899, 2910, 2921,
2932, 2943
L47 2954, 2976, 2987, 2998, 3009, 3020, 3031, 3042, 3053
L48 3119, 3130, 3141, 3152, 3163
L49 3251, 3262, 3273
L50 3372, 3383
L51 3493
L52 3616
L53 3739
L54 3862
L55 3985
L56 4108
L57 4231
L58 4354
L59 4477
L60 4600
L61 4723
L62 4843
L63 4963
L64 5083
L65 5203
L66 5323
L67 5443
L68 5563
L69 5683
L70 5803
L71 5923
L72 6043
L73 6163
L74 6283
L75 6403
L76 6523
L77 6643
L78 6763
L79 6883
L80 7003
L81 7123
L82 7215
L83 7307
L84 7399
L85 7491
L86 7583
L87 7675
L88 7767
L89 7859
L90 7951
L91 8043
L92 8135
L93 8227
L94 8319
L95 8411
L96 8503
L97 8595
L98 8687
L99 8779
Vincent's MP
============
L 1-69 All
L70 660, 662-696
L71 672, 674, 676-710
L72 688, 690, 692-724
L73 704, 706, 708-736
L74 718, 720, 722-746
L75 734, 736, 738-758
L76 750, 752, 754-769
L77 764, 766-778
L78 778, 780-789
L79 792-800
L80 804-811
L81 814-820
L82 815-821
L83 817-822
L84 819-824
L85 823-826
L86 827-830
L87 832-834
L88 838-840
L89 844-845
L90 851-852
L91 857-858
L92 863-864
L93 871
L94 878
L95 886
L96 893
L97 900
L98 908
L99 915
Cid's HP
========
L 1-45 All
L46 3193-3202, 3204-3227, 3229-3252, 3254-3277, 3279-3302, 3304-3327,
3329-3352, 3354-3377, 3379-3402
L47 3311-3314, 3316-3326, 3329-3339, 3341-3351, 3354-3364, 3366-3377,
3379-3389, 3391-3402, 3404-3414, 3416-3427, 3429-3439, 3441-3452,
3454-3464, 3466-3477, 3479-3489, 3492-3502, 3505-3514, 3517-3527
L48 3429-3438, 3441-3450, 3454-3463, 3466-3475, 3479-3488, 3491-3501,
3504-3513, 3516-3526, 3529-3538, 3541-3551, 3554-3564, 3567-3576,
3580-3589, 3592-3601, 3605-3614, 3617-3626, 3630-3639, 3642-3651
L49 3546-3548, 3553-3561, 3566-3574, 3579-3587, 3591-3599, 3604-3612,
3616-3625, 3629-3637, 3642-3650, 3655-3662, 3667-3675, 3680-3688,
3692-3700, 3705-3713, 3717-3726, 3730-3738, 3743-3751, 3756-3763,
3768-3776
L50 3666-3671, 3678-3684, 3691-3697, 3704-3710, 3716-3723, 3729-3735,
3742-3748, 3755-3761, 3767-3774, 3780-3786, 3792-3799, 3805-3812,
3818-3824, 3831-3837, 3844-3850, 3856-3863, 3869-3875, 3881-3888,
3893-3900
L51 3791-3793, 3803-3806, 3816-3819, 3829-3832, 3842-3845, 3855-3858,
3867-3871, 3880-3884, 3893-3897, 3906-3910, 3919-3922, 3931-3935,
3944-3948, 3957-3961, 3969-3974, 3982-3987, 3994-4000, 4006-4012,
4018-4025
L52 3908, 3920-3921, 3932-3934, 3945-3947, 3958-3960, 3971-3973, 3984-3986,
3996-3999, 4009-4012, 4022-4025, 4035-4038, 4048-4051, 4060-4063,
4073-4076, 4086-4089, 4098-4102, 4111-4115, 4123-4128, 4135-4141,
4147-4153, 4159-4160
L53 4036, 4049, 4062, 4074-4075, 4087-4088, 4100-4101, 4113-4114, 4125-4127,
4138-4140, 4151-4153, 4164-4166, 4177-4179, 4189-4192, 4202-4204,
4215-4217, 4227-4230, 4240-4243, 4252-4256, 4264-4269, 4276-4282,
4288-4289
L54 4203, 4229, 4242, 4255, 4267-4268, 4280-4281, 4293-4294, 4306-4307,
4318-4320, 4331-4333, 4344-4345, 4356-4358, 4369-4371, 4381-4384,
4393-4397, 4405-4410, 4417-4418
L55 4396, 4422, 4435, 4448, 4460-4461, 4473-4474, 4485-4486, 4498-4499,
4510-4512, 4522-4525, 4534-4538, 4546-4547
L56 4589, 4602, 4614-4615, 4627, 4639-4640, 4651-4653, 4663-4666, 4675-4676
L57 4743, 4756, 4768, 4780-4781, 4792-4794, 4804-4805
L58 4897, 4909, 4921-4922, 4933-4934
L59 5038, 5050, 5062-5063
L60 5179, 5191
L61 5320
L62 5435
L63 5550
L64 5665
L65 5780
L66 5895
L67 6010
L68 6125
L69 6240
L70 6355
L71 6470
L72 6585
L73 6700
L74 6815
L75 6930
L76 7045
L77 7160
L78 7275
L79 7390
L80 7505
L81 7620
L82 7703
L83 7796
L84 7889
L85 7982
L86 8075
L87 8168
L88 8261
L89 8354
L90 8447
L91 8540
L92 8633
L93 8726
L94 8819
L95 8912
L96 9005
L97 9098
L98 9191
L99 9284
Cid's MP
========
L 1-51 All
L52 401-425
L53 414, 416, 418-436
L54 430, 432, 434-446
L55 447, 449-457
L56 461-467
L57 473-477
L58 485-488
L59 496-498
L60 508-509
L61 519
L62 528
L63 537
L64 546
L65 555
L66 564
L67 573
L68 582
L69 591
L70 600
L71 608
L72 617
L73 626
L74 635
L75 644
L76 653
L77 662
L78 671
L79 680
L80 689
L81 697
L82 704
L83 711
L84 718
L85 725
L86 732
L87 739
L88 746
L89 753
L90 760
L91 766
L92 773
L93 780
L94 787
L95 794
L96 801
L97 808
L98 815
L99 822
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The FF7 Party Mechanics, copyright 2001-2009 Terence Fergusson