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| Final Fantasy Tactics Faq/Walkthrough |
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| Version 1.9 |
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| By Jarek Grochal |
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|
[email protected] |
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| ---------- |
| | Contents | |
| ---------- |
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| Version Update |
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| Characters |
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| Step-By-Step walkthrough |
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| In-Depth battle strategies |
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| Chapter 1 |
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| Chapter 2 |
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| Chapter 3 |
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| Chapter 4 |
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| Getting Cloud |
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| The Deep Dungeon |
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| Final Battles |
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| Classes |
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| Battle Mechanics |
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| Monsters |
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| Weapons |
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| Armor |
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| Accesories |
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| Items |
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| Poaching List |
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| Random Battles |
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| Copyright |
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Here We Go With The Faq/Walkthrough
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| Version Update |
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Version 1.0 8/19/99
-Contents Section
Version 1.1 8/20/99
-Walkthrough up to battle 7
Version 1.2 8/24/99
-Some format changes
Version 1.3 10/10/99
-Finished Chapter 1
Version 1.4 10/18/99
-Step-by-Step Walkthrough done
Version 1.5 10/18/99
-Battle 11 done fixed some mistakes
Version 1.6 01/08/00
-added battles 12+13
-added Squire+Chemist to characters section
Version 1.7 01/13/00
-added battle mechanics thanks to Aerostar13
Version 1.8 01/22/00
-added all level two classes
-Knight
-Archer
-Wizard
-Priest
Version 1.9 01/30/00
-added Monk to classes list
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| Characters |
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/ Step-By-Step Walkthrough /
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Chapter One-The Meager
Orbonne Monastery
Battle 01
1.Magic City Gariland
Battle 02
Delita is a Guest Member
2.Mandalia Plains
Battle 03
Algus will join as guest
3.Igros Castle
4.Sweegy Woods
Battle 04
5.Dorter Trade City
Battle 05
6.Zeklaus Desert
Battle 06
7.Igros Castle
8.Thieves' Fort
Battle 07
9.Igros Castle
Algus leaves as Guest
10.Lenalia Plateau
Battle 08
11.Fovoham Plains
Battle 09
12.Fort Zeakden
Battle 10
Chapter Two-The Manipulator and the Subservient
1.Orbonne Monastery
Gafgarion+Agrias join as Guests
Agrias' Troops join as members
2.Dorter Trade City
Battle 11
3.Araguay Woods
Battle 12
Boko joins as member if you save him
De-Equip all of Gafgarions Armor and Weapons
4.Zirekile Falls
Battle 13
Gafgarion leaves as Guest
Ovelia joins as Guest
5.Zaland Fort City
Battle 14
Mustadio joins as Guest
6.Bariaus Hill!!!!!!Pretty Tough
Battle 15
7.Lionel Castle
Agrias+Ovelia leave your party
8.Zigolis Swamp
Battle 16
9.Goug Machine City!!!!!!!Tough
Battle 17
Mustadio joins as a member
10.Warjilis Trade City
11.Bariaus Valley
Battle 18
Agrias joins as a Member
12.Golgorand Execution Site!!!!!!VERY TOUGH
Battle 19
13.Lionel Castle
Battle 20
Battle 21
Chapter 3-The Valiant
1.Goland Coal City
Battle 22
2.Lesalia Imperial Capital
Battle 23
Alma joins as a Guest
3.Orbonne Monastery
Battle 24
Battle 25
Battle 26
4.Dorter Trade City
5.Grog Hill
Battle 27
6.Yardow Fort City
Battle 28
Rafa joins as a guest
7.Yuguo Woods
Battle 29
8.Riovanes Castle!!!!!!!EXTREMELY TOUGH SEE WALKTHROUGH
Battle 30
Rafa Leaves Party
Battle 31
Battle 32
Rafa+Malak join as members
Chapter Four
1.Doguola Pass
Battle 33
2.Bervenia Free City
Battle 34
3.Finath River!!!!!Tough
Battle 35
4.Church
Battle 36
5.Bed Desert
Battle 37
6.Bethla Garrison
Battle 38A or 38B
Battle 39
Orlandu joins as member
7.Germinas Peak
Battle 40
8.Poeskas Lake
Battle 41
9.Limberry Castle
Battle 42(Ultima)
Battle 43(Genji Wear)
Battle 44
Meliadoul joins as a member
10.Igros Castel
Battle 45
11.St.Murond Temple
Battle 46
Battle 47
Battle 48
Beowulf+Cloud Side Quest
12.Goug Machine City
13.Goland Coal City(Check all rumors)
14.Lesalia Imperial Capital
Beowulf joins as a Guest
15.Goland Coal City
Battle 49
Battle 50
Battle 51
Battle 52
Beowulf+Reis(Dragon) join party as members
16.Goug Machine City
Worker 8 joins as member
17.Zeltennia Castle(Check Rumors)
18.Nelveska Temple
Battle 53
19.Goug Machine
Cloud appears and runs away
20.Zarghidas Trade City
Battle 54
Cloud joins as member
21.Warjilis Trade City
Overhear of Deep Dungeon
22.Deep Dungeon!!!!!GREAT TREASURES SEE WALKTHROUGH
Battle 55
Battle 56
Battle 57
Battle 58
Battle 59
Battle 60
Battle 61
Battle 62
Battle 63
Battle 64
FINAL BATTLES
23.Orbonne Monastery!!!!Can Be TOUGH
Battle 65
Battle 66
Battle 67
Battle 68
Battle 69
Battle 70
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/ In-Depth Battle Strategies /
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| Chapter 1 |
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/ The Meager /
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| Battle 01-Orbonne Monastery |
| Enemy Units:Knight,Archer(3),Chemist |
| Difficulty:1/5 |
| Recommended Level:10 |
| Treasure:None |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
| This is a testing battle and you cannot even die. You only control |
| Ramza and the Computer takes control of your other units. Don't |
| worry about Ramza Dying. Agrias and Gafgarion will handle most |
| of the enemy units with their strong sword attacks. Ramza can take |
| care of any remaining enemies with his normal Sword Attacks. Use |
| this battle to experiment with the battle system. |
---------------------------------------------------------------------
After the battle, the princess will be kidnapped by someone, and the
scene will switch to the school. After some dialouge, some Thieves will
attack the City, and the students will be sent to fight them off. On the
screen for picking your team press R1 to change characters in your
team and compose a team of Ramza,2 Squires,2 Chemists.
-----------------------------------
| Battle Map 02-Magic City Gariland |
| Objective:Defeat All Enemies |
| Enemy Units:Squires(4),Chemist |
| Difficulty:1/5 |
| Recommended Level:1 |
| Treasure:None |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
| Make sure that no-one dies in this battle, because you don't |
| have the luxury of a Phoenix Down for this battle, have the |
| Chemist use a Potion on anyone who's HP drops below 20. Send |
| 2 Fighters and a Chemist to the roofs to defeat the enemies |
| there, while Ramza,Delita, and the other Chemist deals with |
| the enemies before you. Concentrate your attacks on one |
| enemy, or the enemy Chemist will heal his comrades with a |
| Potion. All in all this should not be a tough battle |
---------------------------------------------------------------
After the battle, Ramza will see his dying father, and then head for
Igros Castle. Make sure to buy some Potions, and Phoenix Downs with the
money you won in the last battle. If possible change one of your generic
characters to a Black Mage, and teach all the characters who can be
tought the Phoenix Down ability
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| How Do I Get The Treasure On Each BattleField? |
| Equip a character with the Move-Find item Chemist Movement |
| Ability and then stand on the panel where the treasure is |
| located. You will get one of the 2 treasures listed...To |
| get the better treasures you must have a high brave level |
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| Battle Map 03-Mandalia Plains |
| Objective 1:Defeat All Enemies |
| Objective 2:Save Algus |
| Enemy Units:Squires(4),Thief,Red Panther |
| Difficulty:2/5 |
| Recommended Level:2 |
| Treasure:X:0 Y:0-Dagger,Potion |
| X:4 Y:4-Broad Sword,Hi-Potion |
| X:4 Y:12-Rod,Antidote |
| X:8 Y:6-Oak Staff,Eye Drop |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
| Choose "Destroy The DeathCorps for an easier battle. By doing so |
| your brave level will be increased by 10 for the battle and by 2 |
| permenantly. By Choosing to Destroy the DeathCorps, you don't have |
| to worry about the death of Algus. Use Fire spells on the enemy |
| if you have a BlackMage for some good damage. Make sure your |
| Chemist who knows the PhoenixDown ability stays behind and revives |
| anyone who dies in battle. Kill the enemy one by one and then pick |
| up the crystals they leave behind. None of the enemies have any |
| very damaging attacks aside from the Red Panther which can poison |
| your characters. Finish off the enemy quickly and Algus will join |
| you as a Guest. |
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Head to Igros where you will be told to stay behind and guard the
castle. You still decide to disobey your Brother and head out to save
the Marquis. Level up your characters to Level 4 or so, and change
Ramza, and another character to a Knight. Get enough money to buy
the best equipment for a Knight. Now your party should be........
Ramza(Knight)
Knight(Man)
Black Mage(Woman)
Chemist
White Mage(Woman)
Delita(Guest)
Algus(Guest)
Your White Mage should have some Cure spells and maybe a Protect or
Shell spell, and your Black Mage should have all the Level 1 spells
(Fire,Ice,Bolt) and maybe Fire2, or Bolt2. Then Head for the Sweegy
Woods.
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| Battle Map 04-Sweegy Woods |
| Objective:Kill All Enemies |
| Enemy Units:Goblin(2),BlackGoblin(2),Bomb(2),RedPanther |
| Difficulty:2/5 |
| Recommended Level:3 |
| Treasure:X:0 Y:1-Bow Gun,Echo Grass |
| X:1 Y:9-Escutcheon,PhoenixDown |
| X:5 Y:11-Leather Helmet,Potion |
| X:6 Y:6-Leather Hat,Hi-Potion |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
| As long as your characters are Level 3, or even better Level 4. |
| Have your BlackMages use Ice Magic on the Goblins, which will |
| usually kill them in one hit, because of their weakness to Ice. |
| Make sure to kill the Bomb quickly and not leave it at low HP |
| or it will explode for some major damage against your characters. |
| Have your chemist use PhoenixDowns on anyone who dies in the |
| fight. |
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Make sure your characters are Level 4 with one Wizard,2 Knights, and a
chemist with Phoenix Down before going into the Slums of Dorter.
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| Battle Map 05-Slums of Dorter |
| Objective:Kill All Enemies |
| Enemy Units:Knight,Archer(3),Wizard(2) |
| Difficulty:3/5 |
| Recommended Level:4 |
| Recommended Party:BlackMage,Knight(2),Chemist |
| Treasure:X:0 Y:11-Leather Armor,Antidote |
| X:4 Y:3-Clothes,Eye Drop |
| X:6 Y:14-Mythril Knife,Echo Grass |
| X:7 Y:1-Long Sword,Phoenix Down |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
| This is the 1st hard fight in the game. Keep your BlackMage |
| in the back casting spells at the enemy. Target the Wizards |
| 1st or they will deal some real bad damage on your characters. |
| Keep your chemist in the back throwing PhoenixDowns on any |
| fallen alies. Let Delita, and Algus handle the Archer on the |
| top while your characters deal with the enemies on the ground |
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After the battle, the Knight will spill some info on the Marquis being
hidden in the Cellar of the Sand Rats in the Desert. That is your next
destination.
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| Battle Map 06-Cellar Of The Sand Mouse |
| Objective:Kill All Enemies |
| Enemy Units:Knight(3),Monk(2),Archer |
| Difficulty:2/5 |
| Recommended Level:5 |
| Recommended Party:Knight(2),Wizard,Chemist |
| Treasure:X:5 Y:4-Bronze Helmet,Potion |
| X:6 Y:2-Feather Hat,Hi-Potion |
| X:10 Y:10-Linen Cuirass,Antidote |
| X:10 Y:9-Leather Outfit,Eye Drop |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
| Have your Wizard line up behind the walls and cast Fire2 spells |
| on the enemies there. Your other characters should head inside |
| the fort and finish off the other enemies that are badly hurt |
| from the spells. Pick up the remaining crystals before finishing |
| off the last enemy to get some useful skills for your characters |
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The Marquis will be saved and you'll head back to Igros. Before going to
Igros buy some new Light Armor in Dorter for your characters. You also
might wanna teach your Chemist the Throw Item ability so he can throw
items while in another class. Change your chemist into a Priest, or some
other class. Make sure all your characters have the Squire Gained Jp Up
skill which is vital in getting more JobPoints. Then head for Igros.
Dycedarg will send you off to battle some thieves.
-----------------------------------------------------------------
| Battle Map 07-Thieves Fort |
| Objective:Kill Miluda |
| Enemy Units:Miluda(Knight),Thief(3),Priest(2) |
| Difficulty:2/5 |
| Recommended Level:6 |
| Recommended Party:Knight(2),Wizard,Priest(W/ThrowItem Ability) |
| Treasure:X:1 Y:10-Flame Rod,Antidote |
| X:2 Y:10-Ice Rod,Eye Drop |
| X:5 Y:9-White Staff,Echo Grass |
| X:9 Y:10-Long Bow,Phoenix Down |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
| Watch out for the enemy priests as they sometimes have Black Magic |
| as their secondary ability and can cause some really nasty damage |
| to your characters. The thieves can use the Steal Heart ability |
| which can charm your characters and have them do the dirty work |
| for the enemy. Have your Wizard cast Fire2 spells on the Priests |
| to finish them off quickly, while your Knights quickly deal with |
| the thieves. If you want you can finish Miluda quickly by using 2 |
| Fire2 spells on her quickly, but its best to kill all the enemies |
| before to pick up some skills from the crystals. Make sure to watch |
| out for Miluda who can use the Knight's Break attacks which break |
| your characters Armor, or Weapons lowering their HP and Strength |
---------------------------------------------------------------------
In Igros Castle, there is trouble abrewing. Teta gets kidnapped and
Dycedarg is injured in battle. Go back to Igros where Algus will leave
your party, while Ramza and Delita will leave to try to find Teta. Head
for Lenalia Plateau. Make sure all your characters are level 7 and all
your characters have the best armor possible.
-------------------------------------------------------------
| Battle Map 08-Lenalia Plateau |
| Objective:Kill Miluda |
| Enemy Units:Knight(3),Wizard(2),Time Mage |
| Difficulty:2/5 |
| Recommended Level:7 |
| Recommended Party:Knight(2),Black Mage,White Mage(Chemist) |
| Treasure:X:2 Y:8-Buckler,Potion |
| X:4 Y:4-Iron Helmet,Hi-Potion |
| X:5 Y:10-Red Hood,Antidote |
| X:10 Y:6-Bronze Armor,Eye Drop |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
| As long as your Black Mage knows the Fire 2 spell, or any other |
| level 2 spell, then this battle will be very easy. Have your Black |
| Mage use the level 2 spell, checking the AT unit list(Press Right)to|
| make sure that the spell will discharge before the enemy moves outof|
| the way. Your Knights should attack normally, and collect the left |
| over crystals to gain new skills. After all is done, then go ahead |
| and kill, Miluda for an easy win. |
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Now, I suggest that you change Ramza into a Monk, providing that Ramza
has learned the Equip Armor Knight skill. Equip Ramza with the Equip
Armor skill to raise his HP, while keeping the attacking capabilties of
the Monk intact.
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| Battle Map 09-Windmill Shed |
| Objective:Kill Wiegraf |
| Enemy Units:Wiegraf,Monk(2),Chocobo,Knight |
| Difficulty:2/5 |
| Recommended Level:8 |
| Recommended Party:Monk,Knight,Black Mage,White Mage |
| Treasure:X:0 Y:9-Leather Vest,Echo Grass |
| X:3 Y:4-Linen Robe,Phoenix Down |
| X:5 Y:8-Small Mantle,Potion |
| X:6 Y:0-Mage Masher,Hi-Potion |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
| Wiegraf's Crush Punch can do 55+ damage, and sometimes |
| instantly will kill a character. Its best to charge in |
| quickly and kill Wiegraf with Black Magic, but watch |
| out, because Wiegraf will sometimes block a Magic Attack. |
| If you do not kill Wiegraf quickly, then the Monks will |
| cause some considerable damage with their Wave Fist |
| attacks, and the Yellow Chocobo will move forward and heal |
| Wiegraf. So Kill that Bastard quickly, or you will regret |
| it. Wiegraf will run away when his HP gets to a low level. |
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The chapter is about to come to a close, but before you go to the last
battle, make sure to level up to level 10, and maybe even make 2 Black
Mages
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| Battle Map 10-Fort Zeakden |
| Objective:Kill Algus |
| Enemy Units:Knight(Algus),Knight(3),Wizards(2) |
| Difficulty:3/5 |
| Recommended Level:10 |
| Recommended Party:Team 1-Ramza,Black Mage |
| Team 2-Knight,Black Mage |
| Treasure:X:3 Y:3-Bronze Shield,Potion |
| X:2 Y:10-Chain Mail,Hi-Potion |
| X:4 Y:7-Chain Vest,Antidote |
| X:8 Y:12-Silk Robe,Eye Drop |
- - - - - - - - - - - - - - - - - - - - - - - - - - - -
| This is the toughest battle of the entire chapter, so |
| be prepared. There are 2 black mages in the back of |
| Algus which can cause some nasty damage to your |
| characters. Charge forward with Ramza, who hopefully |
| has learned some Monk skills, and concentrate your |
| attacks on Algus, Make your Black Mage do the same |
| thing, and hopefully, you will be able to kill him |
| before the enemy does some damage to your squadrone |
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| Chapter 2 |
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| Battle Map 11-Dorter Trade City |
| Objective:Kill All Enemies |
| Enemy Units:Thief(2),Archer(2),Wizard(2) |
| Difficulty:2/5 |
| Recommended Level:10 |
| Recommended Party:Monk,Black Mage,White Mage,Knight |
| Treasure:X:0 Y:1-Ice Bow,Potion |
| X:2 Y:6-Shuriken,Hi-Potion |
| X:8 Y:4-Round Shield,Ether |
| X:8 Y:10-Barbuta,Echo Grass |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
| Let Gafgarion+Agrias deal with most of their enemies with |
| their powerful sword attacks. Make sure to hide your |
| White Mage, behind the buildings healing your units, |
| because the enemies can deal some very high damage to |
| units. Take out the Wizards first as they deal the most |
| damage out of all the characters. The thieves might have |
| the ability to Steal Heart of your units(Males can only |
| charm females, and Females can only Charm males). If they |
| do then kill those bastards first. |
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After the battle, head to the stores, and buy the most up to date
equipment. Lances are now available at Igros castle, which allows you to
train Lancers which are a very powerful class.
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| Battle Map 12-Araguay Woods |
| Objective:Kill all Enemies or Save Chocobo |
| Enemy Units:Goblin(5),Black Goblin |
| Difficulty:1/5 |
| Recommended Level:11 |
| Recommended Party:Monk,Knight,Black Mage,Lancer |
| Treasure:X:3 Y:5-Headgear,Soft |
| X:4 Y:2-Mythril Armor,Phoenix Down |
| X:8 Y:5-Mythril Vest,Potion |
| X:11 Y:9-Spike Shoes,Hi-Potion |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
| Picking kill all enemies drops your parties brave level by 10, and |
| your permament brave level by about 2, but its still best to pick |
| kill all enemies, because the Chocobo is pretty stupid, and will |
| usually get himself killed. Use Ice magic on the goblins, because |
| they are weak against, and will usually die from it in one hit. |
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Before the next battle: CHANGE GAFGARION INTO A CHEMIST AND UNEQUIP ALL
HIS WEAPONS AND ARMOR
-------------------------------------------------
| Battle 13-Zirekile Falls |
| Objective:Save Princess Ovelia |
| Enemy Units:Gafgarion,Knight(5) |
| Difficulty:2/5 |
| Recommended Level:12 |
| Recommended Party:Monk,Knight,Black Mage,Lancer |
| Treasure:X:1 Y:6-Leather Mantle,Ether |
| X:5 Y:7-Platina Dagger,Echo Grass |
| X:7 Y:5-Coral Sword,Soft |
| X:8 Y:5-Poison Rod,Phoenix Down |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
| As long as you de-equipped Gafgarion of all his items, then you will|
| be able to kill him in one hit. Use black magic, and regular attacks|
| on the knights close to you, while letting Delita take care of the |
| enemy knights on his side. Ovelia will usually cast an MBarrier |
| spell on herself, which protects her from attacks to some point, |
| and runs away to the side. Use your most powerful attacks, and |
| defeat the enemies. Delita is poweful, and won't need much help, |
| but its better to get some allies on his side to quicken the defeat |
| of the enemies. |
---------------------------------------------------------------------
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| Chapter 3 |
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| Chapter 4 |
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| Getting Cloud |
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| The Deep Dungeon |
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| Final Battles |
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| Classes |
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************************************************************************
*****************Level One Classes(Squire,Chemist)********************
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| Squire |
- - - - - - - - - - - - - - - - -
| Requirements: None |
| Weapons:Knife,Sword,Axe,Hammer |
| Helmet:Hat |
| Armor:Clothes |
| Rating:3/5
- - - - - - - - - - - - - - - - - - - - - - -
| Move Jump Speed C-EV AT MA HP MP |
- - - - - - - - - - - - - - - - - - - - - - -
| 4 3 8 5% BASIC |
- - - - - - - - - - - - - - - - - - - - - - -
| Basic Skills |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
| Name Range Effect Vertical MP Speed JP Rating |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
| Accumulate 0 1 - - NOW 300 **** |
| Dash 1 1 1 - NOW 80 ** |
| Throw Stone 4 1 - - NOW 90 ** |
| Heal 1 1 2 - NOW 150 ** |
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| Pros |
------
-Basic class, has well-rounded stats
-Can equip powerful weapons
-Skills are pretty good, especially Accumulate which is great for
leveling up
------
| Cons |
------
-Can't equip powerful armor, which makes it weak in HP
-Weaker in fighting than Knights, or Monks
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| Overview |
----------
HP 7/10
MP 5/10
Atk 6/10
Mag 3/10
Skills 8/10
Total 29/50
-Learn Gained JP Up, and Accumulate and then switch to a more powerful
class
-Gained JP Up makes it much easier to learn new skills, and is a
nescesity throughout the whole game
---------
| Chemist |
- - - - - - - - - -
| Requirements:None |
| Weapons:Knife,Gun |
| Helmet:Hat |
| Armor:Clothes |
- - - - - - - - - - - - - - - - - - - - - - - - - -
| Move Jump Speed C-EV AT MA HP MP |
- - - - - - - - - - - - - - - - - - - - - - - - - -
| 3 3 8 5% -25% 0 -25% 0 |
- - - - - - - - - - - - - - - - - - - - - - - - - -
| Item |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
| Name Range Effect Vertical MP Speed JP Rating |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
| Potion 4 1 - - NOW 30 **** |
| Hi-Potion 4 1 - - NOW 200 **** |
| X-Potion 4 1 - - NOW 300 ***** |
| Ether 4 1 - - NOW 300 *** |
| Hi-Ether 4 1 - - NOW 400 **** |
| Elixir 4 1 - - NOW 900 **** |
| Antidote 4 1 - - NOW 70 * |
| Eye Drop 4 1 - - NOW 80 * |
| Echo Grass 4 1 - - NOW 120 * |
| Maiden's Kiss 4 1 - - NOW 200 * |
| Soft 4 1 - - NOW 250 * |
| Holy Water 4 1 - - NOW 400 * |
| Remedy 4 1 - - NOW 700 * |
| Phoenix Down 4 1 - - NOW 90 ***** |
-----------------------------------------------------------------
------
| Pros |
------
-Items are better than white magic, since they don't need to charge
-Items are vital to your survival
-Phoenix downs are absolutely vital if you don't want to loose a
character, and are much quicker than a raise spell
------
| Cons |
------
-Low HP, since they can't equip good armor
-Crappy damage dealing, until guns become available
-Its best just to put Items as a secondary skill
----------
| Overview |
----------
HP 5/10
MP 4/10
Atk 4/10
Mag 3/10
Skills 8/10
Total 24/50
-Its best to put items as a secondary ability. Stay away from the from
any of the status healing abilites, and just go for the Remedy skill.
************************************************************************
*************************Level Two Classes****************************
--------
| Knight |
- - - - - - - - - - - - - - - - - -
| Requirements:Squire Level Two |
| Weapons:Sword,Knight Sword,Shield |
| Helmet:Helmet |
| Armor:Armor,Robe |
- - - - - - - - - - - - - - - - - - - - - - - - - -
| Move Jump Speed C-EV AT MA HP MP |
- - - - - - - - - - - - - - - - - - - - - - - - - -
| 3 3 8 10% ++ Same ++ Same |
- - - - - - - - - - - - - - - - - - - - - - - - - -
| Battle Skill |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
| Name Range Effect Vertical MP Speed JP Rating |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
| Head Break Depends 0 - - Now 300 ** |
| Armor Break Depends 0 - - Now 400 *** |
| Shield Break Depends 0 - - Now 300 * |
| Weapon Break Depends 0 - - Now 400 **** |
| Magic Break Depends 0 - - Now 250 ** |
| Speed Break Depends 0 - - Now 250 **** |
| Power Break Depends 0 - - Now 250 **** |
| Mind Break Depends 0 - - Now 250 * |
-----------------------------------------------------------------
------
| Pros |
------
-High Atk and HP allow him to run right into the battle and not worry
about dying, while dishing out enormous damage with his large swords
-The battle skill can be useful in making a tough enemy, such as a boss
powerless without his weapon, and low Atk, and Spd
-The battle skill can be a long-range skill because its range depends
totally on the weapon equipped
-Equip with the Ninja's two sword ability and he can be one of the most
powerful characters in the game
------
| Cons |
------
-Other classes obtained a bit later are more powerful
-Looses its usefulness at the end of chapter two or so
----------
| Overview |
----------
HP 9/10
MP 3/10
Atk 8/10
Mag 3/10
Skills 6/10
Total 29/50
-One of the most powerful classes in the game that you should use until
the end of chapter two willingly. Later equip him with Two swords and
watch him kill most enemies with two swings of his mighty swords.
Equip him with a Bracer to raise his Attack power even higher
--------
| Archer |
- - - - - - - - - - - - - - - -
| Requirements:Squire Level Two |
| Weapon:Bows,Crossbows,Shield |
| Helmet:Hat |
| Armor:Clothes |
- - - - - - - - - - - - - - - - - - - - - - - - - -
| Move Jump Speed C-EV AT MA HP MP |
- - - - - - - - - - - - - - - - - - - - - - - - - -
| 3 3 8 10% +15% Same Same -20% |
- - - - - - - - - - - - - - - - - - - - - - - - - -
| Charge |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
| Name Range Effect Vertical MP Speed JP Rating |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
| Charge+1 Depends 1 - - - 100 * |
| Charge+2 Depends 1 - - - 150 * |
| Charge+3 Depends 1 - - - 200 * |
| Charge+4 Depends 1 - - - 250 ** |
| Charge+5 Depends 1 - - - 300 * |
| Charge+7 Depends 1 - - - 400 * |
| Charge+10 Depends 1 - - - 600 * |
| Charge+20 Depends 1 - - - 1000 * |
-----------------------------------------------------------------
------
| Pros |
------
-Archers SUCK
------
| Cons |
------
-Archers are probably the most useless class in the game
-Their range is very limited and you'll often find yourself standing
too close to the enemy so you can't shoot them
-Their Charge ability is also useless as it rarely does a lot of damage
and takes way too long to charge to be of any use and you'll often
find the enemy will move out of the way before you can shoot
----------
| Overview |
----------
HP 5/10
MP 2/10
Atk 5/10
Mag 3/10
Skills 1/10
Total 16/50
-Stay away from these guys at all cost. They are a long-range character
but in the first chapter, a party of a monk,2 knights, and a black
wizard cannot be beat. Archers have low HP also so you'll often find
that you can't get too far into the battle before a phoenix down is
needed to revive these guys
--------
| Priest |
- - - - - - - - - - - - - - - - -
| Requirements:Chemist Level Two |
| Weapons:Staff |
| Helmet:Hat |
| Armor:Clothes,Robe |
- - - - - - - - - - - - - - - - - - - - - - - - - -
| Move Jump Speed C-EV AT MA HP MP |
- - - - - - - - - - - - - - - - - - - - - - - - - -
| 3 3 9 5% -30% +50% -30% +40% |
- - - - - - - - - - - - - - - - - - - - - - - - - -
| White Magic |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
| Name Range Effect Vertical MP Speed JP Rating |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
| Cure 4 2 1 6 25 50 **** |
| Cure 2 4 2 1 10 20 180 *** |
| Cure 3 4 2 2 16 15 400 ** |
| Cure 4 4 2 3 20 10 700 ** |
| Raise 4 1 - 10 25 180 *** |
| Raise 2 4 1 - 20 10 500 ** |
| Reraise 3 1 - 16 15 800 *** |
| Regen 3 2 0 8 25 300 ** |
| Protect 3 2 0 6 25 70 **** |
| Protect 2 3 2 3 24 15 500 ** |
| Shell 3 2 0 6 25 70 **** |
| Shell 2 3 2 3 20 15 500 ** |
| Wall 3 1 - 24 25 380 ** |
| Esuna 3 2 2 18 34 280 ***** |
| Holy 5 1 - 56 17 600 *** |
-----------------------------------------------------------------
------
| Pros |
------
-The priest has some pretty good healing, and defensive skills and
you might wanna keep one for the first 2 chapters
-Holy can do good damage against Zodiac Monsters, and the cure
spells can also damage undead characters
------
| Cons |
------
-No real attacking force
-Items are more reliable and are by far quicker in the heat of battle
than charging a raise spell
-Low Hp, and attack force it to stay behind and become vulnerable to
enemy attacks
----------
| Overview |
----------
HP 2/10
MP 7/10
Atk 2/10
Mag 7/10
Skills 7/10
Total 25/50
-This is a good class for the first 2 chapters, and then its better
to mostly relly on items. Its best to just relly on items as a
secondary skill and then just ignore this class. Nothing special
about this class att all
--------
| Wizard |
- - - - - - - - - - - - - - - - -
| Requirements:Chemist Level Two |
| Weapons:Rod |
| Helmet:Hat |
| Armor:Clothes,Robe |
- - - - - - - - - - - - - - - - - - - - - - - - - -
| Move Jump Speed C-EV AT MA HP MP |
- - - - - - - - - - - - - - - - - - - - - - - - - -
| 3 3 8 5% -30% +90% -30% +90% |
- - - - - - - - - - - - - - - - - - - - - - - - - -
| Black Magic |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
| Name Range Effect Vertical MP Speed JP Rating |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
| Fire 4 2 1 6 25 50 ***** |
| Fire 2 4 2 2 12 20 200 ***** |
| Fire 3 4 2 3 24 15 480 **** |
| Fire 4 4 3 3 48 10 850 *** |
| Bolt 4 2 1 6 25 50 **** |
| Bolt 2 4 2 2 12 20 200 **** |
| Bolt 3 4 2 3 24 15 480 ** |
| Bolt 4 4 3 3 48 10 850 * |
| Ice 4 2 1 6 25 50 ***** |
| Ice 2 4 2 2 12 20 200 ***** |
| Ice 3 4 2 3 24 15 480 ** |
| Ice 4 4 3 3 48 10 850 ** |
| Poison 4 2 2 6 34 150 * |
| Frog 3 1 - 12 20 500 **** |
| Death 4 1 - 24 10 600 ** |
| Flare 5 1 - 60 15 900 **** |
-----------------------------------------------------------------
------
| Pros |
------
-One of the MOST POWERFUL classes in the game
-Magic does humongous damage especially if the enemy unit is weak
to that element
-Highest MP, and Magic power of any class
-Useful until the end of the game
------
| Cons |
------
-Low HP, and attack but the great spells make up for that
----------
| Overview |
----------
HP 3/10
MP 10/10
Atk 4/10
Mag 10/10
Skills 10/10
Total 37/50
-Kick ass class one of the best in the game. Use him and get all the
level 1 and 2 spells first. The level 3 and 4 spells are not as useful
because they take too long to charge.
************************************************************************
***************************Level 3 Classes****************************
------
| Monk |
- - - - - - - - - - - - - - - -
| Requirements:Knight Level Two |
| Weapons:None |
| Helmet:None |
| Armor:Clothes |
- - - - - - - - - - - - - - - - - - - - - - - - - -
| Move Jump Speed C-EV AT MA HP MP |
- - - - - - - - - - - - - - - - - - - - - - - - - -
| 4 3 8 10% +85% -30% Same -30% |
- - - - - - - - - - - - - - - - - - - - - - - - - -
| Punch Art |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
| Name Range Effect Vertical MP Speed JP Rating |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
| Spin Fist 1 2 0 - Now 150 ** |
| Repeating Fist 1 1 1 - Now 300 ** |
| Wave Fist 3 3 1 - Now 300 ***** |
| Earth Slash 8 4 Direct. 2 - Now 600 ***** |
| Secret Fist 1 1 0 - Now 150 ** |
| Stigma Magic 1 2 0 - Now 200 ** |
| Chakra 1 2 0 - Now 350 ***** |
| Revive 1 1 0 - Now 600 ***** |
-----------------------------------------------------------------
------------------
| Battle Mechanics |
------------------
Lots of thanks to
[email protected] for this section
CONTENTS:
---------
Part 1. Start Here!
1.1 Definitions & Abbreviations
1.2 Signs of the Zodiac
1.3 Evasion %
1.4 Abnormal Status
1.5 Elementals, my dear Watson!
1.6 A few general notes
Part 2. Weapon Attacks
2.1 List of weapon (and barehand) attack formulas
2.2 Zodiac for weapon attacks
Part 3. Magical Attacks
3.1 Faith-based magic attacks
3.2 Spell multiplier chart
3.3 Non-faith-based magic attacks
Part 4. Effect Magic
4.1 Equation
4.2 Complete list of multipliers
Part 5. Other Attacks
5.1 Draw Out
5.2 Throw
5.3 Punch Art
5.4 Steal
5.5 Battle Skill
5.6 Talk Skill
5.7 Sword Skills
5.8 Geomancy
5.9 Truth
5.10 Un-truth
Part 6. Monster Abilities
6.1 List of monster abilities
Part 7. Action, Reaction, Support, & Movement Abilities
7.1 List of action abilities and effects
7.2 List of reaction abilities and effects
7.3 List of support abilities and effects
7.4 List of movement ablities and effects
* * *
11 PART ONE
111 ---------------------------------------------
11 introduction
11
11
1111
_________________________________
[1.1] definitions & abbreviations
===========================
Before you read this guide, there are a few definitions and
abbreviations which you should understand:
- An ATTACK is any action taken in battle except for 'Defend',
'Wait', or 'Equip Change'.
- The CASTER is the unit (person or monster) executing an attack.
- The TARGET is the unit(s) on the receiving end of the attack.
The caster and target can be the same unit.
- PHYSICAL AT is the number next to the sword icon on the middle
panel of the status screen. It indicates a character's physical
attack power. In this guide, Physical AT is sometimes abbreviated
'PA'. Min: 1 Max: 99
- MAGICAL AT is the number next to the sceptre icon on the middle
panel of the status screen. It indicates a character's magical
ability. In this guide, Magical AT is sometimes abbreviated as
'MA'. Min: 1 Max: 99
- WEAPON POWER is the strength of the equipped weapon. It can be
seen on the middle panel of the status screen, next to the
letter of the appropriate hand ('R' or 'L'). Min: 0 Max: 40
- A PHYSICAL ATTACK is any attack which uses Physical AT in its
calculation.
- A MAGICAL ATTACK is any attack which uses Magical AT in its
calculation. Some attacks (e.g. Geomancy) can be both physical
and magical.
- BRAVE, which is listed on-screen under the character's name and
occupation, is a stat which supposedly represents courage in
battle. It's a factor in many special skills and a few
weapon attacks, and also represents the rate at which you'll
use your Reaction Ability. In this guide, you will see it
abbreviated as 'Br'. Min: 1 (below 10 = Chicken) Max: 100
- FAITH, listed on-screen next to Brave, is supposed to represent
belief in miracles and supernatural phenomena. It factors into
both magic damage and rate of success, and is an important
stat for a mage. We abbreviate it here as 'Fa'. Min: 1
Max: 100 (if it's above 90, any character except Ramza or a
Guest will leave)
- The RANGE of an attack is the number of squares, counted in a
straight line, that the attack has the potential to target (not
counting the caster himself). It is represented on the screen when
an attack is selected by red, glowing panels. Examples:
(X = Caster)
# #
# ### #
# ### ##### #
#X# ##X## ###X### ###X###
# ### ##### #
# ### #
Range 1 Range 2 # #
Range 3 Range 3
(4 directions)
Usually, Range is independent of vertical height, but for some
skills (e.g., Talk Skill), it can be limited by height difference.
- The EFFECT AREA of an attack determines which panels will actually be
hit by the attack. It's determined by counting the number of squares
an attack can hit from the centre to one corner of the effect area.
Effect area is usually restricted by vertical height. Most attacks
have a height tolerance of 2-3, but it varies greatly. When an attack
has an overly restrictive or permissive vertical effect area, we try
to note it in the guide, but it's not absolutely complete.
Examples:
O
O OOO
O OOO OOOOO
O OOO
O
Effect 1 Effect 2 Effect 3
A combination of range and effect area is used to determine the
attack's firing range. We represent this in the guide as two
numbers,
the first being the range and the second the effect area. For
instance, a spell with firing range {5/1} means it has a range of 5
and an effect area of 1. If there is an effect area greater than one,
it can make the attack go further than the range.
Special firing ranges:
- for LINEAR firing ranges, the range is measured in the number
of squares outward (not including caster) that the attack can
target, followed by the number of directions the line can go in.
the effect area is measured by the number of squares it affects,
and the number of directions in which it does so. for example,
the 'Holy Explosion' attack is {5(4dir)/5(1dir)}.
- for AUTOMATIC firing ranges, the range and the effect area are
always the same. This is denoted by {A/N}, where N is the
number of squares, in a straight line counted from the centre
of the effect area, that the attack effects. For instance, {A/3}
is illustrated below.
beautiful ASCII artwork:
~~~~~~~~~~~~~~~~~~~~~~~~
X: caster
#: panel in range
O: affected panel
O
OOO O
#O# O O
O ##### O OOO
#X# ###X### ###X### OOXOO
# ##### # OOO
### # O
# #
1/1 3/2 3(4directions)/ A/3
3(1direction) (caster is affected)
abbreviations & symbols:
------------------------
+ means addition
- means subtraction
* means multiplication
/ means division
[X] means the greatest integer less than or equal to X (or, 'always
round X _down_ to the nearest one.'). Note that if X is negative,
this means that the absolute value of the number you round to will
always be _greater_ than the number (because more negative is 'less').
For instance, [1.04] = 1, [-31.9] = -32, [5] = 5, [10.5] = 10,
[-3.0001] = -4, [.7] = 0, [11.999] = 11. Be sure to note the
difference between [ ] and ( ) in the formulas.
Br = Brave
Fa = Faith
MA = Magical AT
PA = Physical AT
WP, WpnPwr = Weapon's power
CFa = Caster's Faith
TFa = Target's Faith
Lv = Level
MaxHP = Maximum HP (in HP 500/556, 556 is the MaxHP)
CurHP = Current HP (in HP 500/556, 500 is the CurHP)
MaxMP = Maximum MP
CurMP = Current MP
CT = Charge Time
P.SEv = Physical Shield Evade%
P.CEv = Physical Inherent Evade%
P.AEv = Physical Accessory Evade%
M.SEv = Magical Shield Evade%
M.CEv = Magical Inherent Evade%
M.AEv = Magical Accessory Evade%
WEv = Weapon Evade%
R/E = range / effect area
dir = directions
A/2, A/3, etc. = automatic firing range 2, 3, etc. (see above)
V = vertical (in effect area)
_________________________
[1.2] signs of the zodiac
===================
Every person or monster in FFT has a Zodiac sign. The interaction
of the Zodiac signs is always an effect in damage calculation.
In general, the better the compatibility, the higher the damage
or the success rate of attacks between two units.
compatibility chart
~~~~~~~~~~~~~~~~~~~
Ar Ta Ge Cn Lo Vg Li Sc Sa Cp Aq Pi Se
Aries O O O - + O ? O + - O O O
Taurus O O O O - + O ? O + - O O
Gemini O O O O O - + 0 ? 0 + - O
Cancer - O O O O O - + O ? O + O
Leo + - O O O O O - + O ? O O
Virgo O + - O O O O O - + O ? O
Libra ? O + - O O O O O - + O O
Scorpio O ? O + - O O O O O - + O
Sagittarius + O ? O + - O O O O O - O
Capricorn - + O ? O + - O O O O O O
Aquarius O - + O ? O + - O O O O O
Pisces O O - + O ? O + - O O O O
Serpentarius O O O O O O O O O O O O O
O: Neutral
+: Good
-: Bad
?: Worst (same sex), Best (opposite sex)
Zodiac compatibility almost always affects damage or</pre><pre id="faqspan-2">
success rate of attacks. The 'Zodiac Multipliers' (Z) are generally
as follows:
> For chances of success and for faith-based magic:
Good compatibility: damage or chance * 1.25
Bad compatibility: damage or chance * 0.75
Best compatibility: damage or chance * 1.50
Worst compatibility: damage or chance * 0.50
> When the format for the damage from an attack is
(multiplier) * (PA, MA, or Weapon Power),
the Zodiac effect is applied to the multiplier, and then the multiplier
is multiplied by the PA, MA, or WP normally:
Good compatibility: (multiplier + [multiplier/4])
Bad compatibility: (multiplier - [multiplier/4])
Best compatibility: (multiplier + [multiplier/2])
Worst compatibility: (multiplier - [multiplier/2])
For instance, let's say an Aries with 13 PA and a Rune Blade
attacks a Cancer. Aries and Cancer have 'Bad' compatibility, so:
Damage {before Zodiac} = [13] * 14
Damage {after Zodiac} = [13 - [13/4]] * 14 <-- Notice that Zodiac is
= [13 - 3] * 14 applied before multiplying
by WP
= [10] * 14
= 140
If you had applied the Zodiac effect after multiplying it out, you would
have got 137 damage, which is wrong.
More examples:
A magic attack that would normally do 200 damage, when used by a male
Libra,
will do 250 damage if used on an Aquarius or Gemini; will do 150 damage
if
cast on a Cancer or Capricorn; will do 100 damage if cast on a male
Aries,
and do 300 damage if cast on a female Aries.
Similarly, a spell cast by a female Pisces with a 56% success rate
normally,
will have a 70% success rate if cast on a Cancer or Scorpio; a 42%
success
rate if cast on a Gemini or Sagittarius; a 28% chance on a female Virgo,
and a 84% chance on a male Virgo.
Since monsters are unisex, they are immune from 'Best' and 'Worst'. So,
for a monster, any unit that would normally be 'Best' or 'Worst' is
instead
neutral. NOTE -- the following monster classes are exceptions to this:
Warlock, Angel of Death, Regulator, Holy Angel, Impure King, Ghost of
Fury,
Holy Dragon, Arch Angel.
'Critical hits' will sometimes occur at random intervals. I don't know
if the frequency of these hits has to do with Zodiac compatibility or
not. Regardless, damage done by a critical hit is equal to
[Normal damage * 4/3].
_____________
[1.3] evasion
=======
When you attack a unit, they have a chance to defend themselves with
four
things: (1) their natural stealth (C-EV); (2) their shield (S-EV); (3)
their
accessory (A-EV); (4) their weapon (WEV), if they have the support
ability
'Weapon Guard' equipped. These four percentages are multiplied together
and
subtracted from 100% to get the chance of actually hitting the unit with
the attack. There are separate categories for physical (P.SEV, P.AEV,
P.CEV)
and magical (M.SEV, M.AEV, M.CEV) damage. Weapon evasion only works on
physical attacks.
For instance, let's say Ramza attacks Algus -- who is equipped with a
Crystal Shield (P.SEV +40%, M.SEV +15%) and a Feather Mantle (P.AEV
+40%,
M.AEV +30%). The two have neutral Zodiac compatibility. Algus has no
inherent evade%, but his shield and cloak will give him a chance to
avoid
the damage:
Orig% Shield Cloak
Ramza's Hit% = 100 * (1-.40) * (1-.40) = 100 * .6 * .6 = 36%.
And if Ramza now decides to cast 'Flare' on Algus, Algus is also
considerably protected due to M.SEV and M.AEV:
Shield Cloak
Flare Hit% = 100 * (1-.15) * (1-.30) = 100 * .85 * .7 = .595 = 60%
Not all attacks are affected by all evade percentages. Here is a
partial list of attacks and the corresponding evasion percentages
to use.
Weapon Attack (front) P.AEV, P.CEV, P.SEV, W.EV
Weapon Attack (side) P.AEV, P.CEV, W.EV
Weapon Attack (rear) P.CEV
Stealing See [5.4]
Battle Skill See [5.5]
Talk Skill See [5.6]
Black Magic (damage-causing) M.AEV, M.SEV, M.CEV
Status-affecting magic M.CEV
Allure, Steal Heart,
Choco Ball P.CEV
Throw P.CEV, P.AEV
Some attacks will _always_ have 100% success rates,
regardless of the target's evasion percentages:
- all 'Holy Sword', 'Dark Sword', 'Mighty Sword'* attacks
- all Summon Magic except 'Silf', 'Carbunkle', 'Lich'
- all 'Draw Out' attacks
- all 'Fear' attacks (used by Zodiac beasts)
- 'Truth' and 'Un-truth' (that is, if they target the right panels)
- Shadow Stitch, Seal, Stop Bracelet (Assassin skills)
- Cure spells
- Choco Meteor
- Holy
- Dark Holy
- Meteor, Melt, Quake, Tornado
- Flare 2
- Giga Flare, Nanoflare, Lifebreak, Ulmaguest
- Ultima, All-Ultima
- Poison Frog, Midgar Swarm
- Geomancy
- Dash
- Limit (Cloud)
- Triple Flame, Triple Thunder, Dark Whisper (on panels they hit)
- Blow Fire, Mimic Titan
- Dragon Breath attacks
- Self-Destruct
- a few others
* 'Mighty Sword' cannot target monsters.
For all other magic spells which are _harmful_ to the target, you must
take evasion% into consideration. (For instance, a target would try
to evade 'Slow' but they wouldn't try to evade 'Haste'.)
_____________________
[1.4] abnormal status
===============
There are a number of status alterations in FFT which can alter the way
that these equations are calculated:
Status Appearance Effect
~~~~~~~~~~ ~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Berserk Red glow [PA * 1.5], uncontrollable
Blood Suck Complete purple Uncontrollable; always uses 'Blood Suck'
Charging 'C' charging up spell; damage to a charging
target is multiplied by 1.5
Charm Heart Fight on enemy's side
Chicken Chicken Flee from enemies; uncontrollable
Confusion Odd motions Uncontrollable; will act randomly
Critical Kneeling HP is less than 25%
Darkness Eye with 'X' Target's evade percentages are doubled
Dead Lying down HP at 0; will disappear after 3 turns
Death- Number above
Sentence head When count runs out, unit dies
Defending Guarded pose Evasion percentages doubled
Don't Act 'DA' Can't Act
Don't Move 'DM' Can't Move
Faith Arrow up [Faith * 1.5]
Float Floating in air Float over ground obstacles; cancel Earth
Frog Frog Can't do anything but attack; take 1.5x
damage
Haste Fast animation Speed x1.5
Innocent Arrow down 0 Faith
Invite -- Join enemy party
Oil Blackened Damage from fire is doubled
Performing Singing/dancing Charging up song or dance
Petrify Turn to stone Can't move, act, or be hit
Poison Green glow -[MaxHP / 8] HP each turn
Protect Triangle Physical damage to unit is multiplied by 0.6
Quick -- Unit's turn is executed next
Reflect -- Reflectable spells bounce off
Regen Blue glow +[MaxHP / 8] HP each turn
Reraise Hovering angel Cast Raise 1 turn after 'Dead' is set
Shell Square Magical damage to unit is multiplied by 0.6
Silence '...' Can't cast magic
Sleep 'ZZZ' Don't get a turn; 1.5x damage from attacks
Slow Slow animation Speed halved
Stop No animation CT stops
Undead Magenta tint Heal spells do damage; Death restores life;
unit always is healed from draining
spells,
regardless of whether they are caster or
target
The following statuses are considered 'positive': Faith, Float,
Haste, Innocent, Protect, Regen, Quick, Reraise, Shell.
The following are considered 'negative': Berserk, Blood Suck,
Charm, Chicken, Confusion, Darkness, Dead, Death Sentence,
Don't Act, Don't Move, Frog, Invite, Oil, Petrify, Poison,
Reflect, Silence, Sleep, Slow, Stop, Undead.
A target will try to evade 'negative' effects (and so you must
factor in evasion% for these), but will not try to avoid
'positive' effects. In addition, a target will never
try to avoid HP/MP recovery.
_________________________________
[1.5] elementals, my dear watson!
===========================
There are eight elemental properties in the game which affect
damage: Fire, Ice, Lightning, Water, Earth, Wind, Dark, Holy.
The effects are as follows:
Target 'Weak: (Element)' ... Damage from element is doubled
'Half: (Element)' ... Damage from element is [halved]
'Cancel: (Element)' ... Attacks of element can't succeed
'Absorb: (Element)' ... Damage from element heals instead
of hurts
Caster 'Strengthen: (Element)' ... Damage = [Damage * 1.2]
The elemental affiliations of an attack are listed in its
description.
_________________________
[1.6] a few general notes
===================
CRYSTALS
When an enemy crystallizes and you are given the opportunity to
learn its abilities, you will gain _all_ of its abilities which you
did not have (not just one).
EXTRA JP
When person X gains JP, everyone else in the party will earn
[1/6 of gained JP] towards the job which person X currently has.
LEARNING MAGIC
Everyone knows that 'Ultima' and 'Zodiac' need to be learned by
experiencing their effects. But not as many know that _any_ spell
may be learned in this way. Simply have someone that knows the
spell cast it on someone (of the correct job) who doesn't know it
yet. They may be given a chance to learn it.
THUNDERSTORMS
In some battles, thunderstorms will be occurring. If
this is the case, then Lightning damage is multiplied by 1.2, and
Fire damage is multiplied by 0.8, unless the caster has
'Any Weather'.
INHERENT ABILITIES
Some classes have inherent abilities other than those the
game lists. For instance:
- 'Princess', 'Engineer' (Balk), and 'Lune Knight' always have
DefenseUP and MagicDefendUP.
- 'Serpentarius' is immune to Ice
- 'Archaic Demon' and 'Ultima Demon' have Martial Arts and Counter
- Many mosters have immunities to various elements, which you can
see by pressing SELECT on the monster's class name.
- Most classes to which 'boss' characters belong are immune to many
status ailments.
22222 PART TWO
22 22 ---------------------------------------------
22 formulas for normal weapon attacks
22 (and barehanded attack)
22
22222222
___________________________
[2.1] normal weapon attacks
=====================
These formulas are used to calculate the damage that will result
when the specified weapon is equipped and you select the 'Attack'
command.
Bare Hands: PhysAT * [PhysAT * (Brave/100)]
(multiply the damage by 1.5 if the attacker has 'Martial Arts')
Knife: (Physical AT - [(Physical AT - Speed)/2]) * Weapon's Power
(remember that subtracting a negative is the same as adding)
Sword: Physical AT * Weapon's power
Knight Sword: (Brave/100 * Physical AT) * Weapon's Power
Ninja Sword: (Physical AT - [(Physical AT - Speed)/2]) * Weapon's Power
Katana: (Brave/100 * Physical AT) * Weapon's Power
Staff: Magical AT * Weapon's power
Rod: Physical AT * Weapon's power
Crossbow: Physical AT * Weapon's power (Range 4)
Bow: (Physical AT - [(Physical AT - Speed)/2]) * Weapon's Power (Rng. 5)
Gun (regular): Gun's attack power squared (Range 8)
Gun (magical): Cast a level 1, 2, or 3 elemental spell (e.g.,
Bolt, Bolt 2, or Bolt 3 for the Blast Gun), with the MA being
equal to the gun's power. (Range 8) {see section 3.1}
Hammer: (Weapon Power * Random # from 1 to Physical AT)
Axe: (Weapon Power * Random # from 1 to Physical AT)
Stick: Magical AT * Weapon's power (Range 2 [4 directions])
Spear: Physical AT * Weapon's power (Range 2 [4 directions])
Musical Instrument: [(PhysAT / 2) + (MagAT / 2)] * WpnPwr (range 3)
Dictionary: [(PhysAT / 2) + (MagAT / 2)] * WpnPwr (range 3)
Cloth: [(PhysAT / 2) + (MagAT / 2)] * WpnPwr (range 2)
Bag: ([PhysAT / 2] + 1) * WP
_______________________________
[2.2] zodiac for weapon attacks
=========================
All weapon attacks involve (multiplier) * Weapon Power. The
Zodiac compatibility works as follows
Good: [multiplier + (multiplier/4)] * Weapon Power
Bad: [multiplier - (multiplier/4)] * Weapon Power
Best: [multiplier + (multiplier/2)] * Weapon Power
Worst: [multiplier - (multiplier/2)] * Weapon Power
33333 PART THREE
33 33 ---------------------------------------------
333 magical attacks
33
33 33
33333
_________________________
[3.1] faith-based attacks
===================
For faith-based, standard magical attacks,
Damage = Q * MA * CFa * TFa [always round down]
------------------
10000
where:
- 'Q' is the damage multiplier peculiar to the spell,
- 'MA' is the caster's Magical AT,
- 'CFa' is the caster's Faith, and
- 'TFa' is the target's Faith.
How to use the chart: Let's say you want to calculate the damage from
a 'Dark Holy' spell from a character with 15 Magic AT and 80 Faith,
targeting a character with 64 Faith and normal Zodiac compatibility.
Look
up 'Dark Holy' on the chart, and you find that its multiplier is 37.
So, substitute the numbers into the above formula:
Damage = 37 * 15 * 80 * 64 2,841,600
----------------- = --------- = 284.16 [round down] = 284 HP.
10000 10000
For Zodiac compatibility , just multiply the damage by the Zodiac
Multiplier (see [1.2]) and round down.
_______________________________
[3.2] list of spell multipliers (alphabetical order)
=========================
SPELL.....Q-VALUE | MP R/E
------------------|--------
All Ultima ... 55 | 50 5/4
Bahamut ...... 46 | 60 4/4
Bio .......... 12 | 8 4/2
Bio 3 ........ 24 | 24 4/3
Bolt ........ 14 | 6 4/2
Bolt 2 ....... 18 | 10 4/2
Bolt 3 ....... 24 | 24 4/2
Bolt 4 ....... 32 | 48 4/3
Cure .........-14 | 6 4/2
Cure 2 .......-20 | 12 4/2
Cure 3 .......-30 | 16 4/2
Cure 4 .......-40 | 20 4/2
Cyclops ...... 50 | 62 4/4
Dark Holy .... 37 | 40 4/1
Fairy ........-24 | 24 4/3
Fire ......... 14 | 6 4/2
Fire 2 ....... 18 | 12 4/2
Fire 3 ....... 24 | 24 4/2
Fire 4 ....... 32 | 48 4/3
Flare ........ 46 | 60 5/1
Flare 2 ...... 38 | 35 4/2
Holy ......... 50 | 56 5/1
Ice .......... 14 | 6 4/2
Ice 2 ........ 18 | 12 4/2
Ice 3 ........ 24 | 24 4/2
Ice 4 ........ 32 | 48 4/3
Ifrit ........ 24 | 24 4/3
Leviathan .... 38 | 48 4/4
Melt ......... 38 | 70 4/4
Meteor ....... 60 | 70 4/4
Moogle .......-12 | 8 4/3
Odin ......... 40 | 50 4/4
Quake ........ 39 | 70 4/4
Ramuh ........ 24 | 24 4/3
Salamander ... 38 | 48 4/3
Shiva ........ 24 | 24 4/3
Titan ........ 28 | 30 4/3
Tornado ...... 37 | 70 4/4
Ultima ....... 23 | 10 4/2
Ultima [2] ... 30 | 25 4/3
Zodiac ....... 96 | 99 4/4
_____________________________
[3.3] non-faith-based attacks
=======================
Name Result {Range/Effect}
~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Blade Beam: Damage = [Caster's Max HP - Caster's CurHP] {2/1}
Braver: Damage = [Caster's MA * 12] {2/1}
Cherry Blossom: Damage = [Caster's MA * 60] {3/3vert0}
Climhazzard: Damage = [Target's MaxHP - Target's CurHP] {2/1}
Cross-slash: Damage = [Caster's MA * 22] {2/2}
Demi: Damage = [Target's MaxHP * .25] {3/2}
Demi 2: Damage = [Target's MaxHP * .50] {4/2}
Drain Life: Drainage = [Target's MaxHP * .25] {4/1}
Giga Flare: Damage = 7 * Caster's MA {4/3vert0}
Gravi 2: Damage = Target's CurHP - 1 {4/2vert2}
Holy Bracelet: Damage = 14 * Caster's MA (Holy) {4/3vert2[random
panels]}
Hurricane: Damage = [Target's MaxHP * .34] (Wind-elemental) {4/3}
Lich: Damage = [Target's MaxHP * .50] (Darkness-elemental)
{4/3}
Lifebreak: Damage = [Caster's MaxHP - Caster's CurHP] {4/1}
Meteorain: Damage = [Caster's MA * 26] {3/3vert0}
Midgar Swarm: Damage = 24 * Caster's MA {4/3}
Nanoflare: Damage = ([Caster's MA /2] + 2) * Caster's MA {4/3}
Omnislash: Damage = [Caster's MA * 40] {4/3vert0}
Raise: Healing = [Target's MaxHP / 2] {3/1}
Shock!: Damage = [Caster's MaxHP - Caster's CurHP] {8/1}
Truth: See [5.9]
Ulmaguest: Damage = [Caster's MaxHP - Caster's CurHP] {4/3}
Zodiac compatibility affects the damage done by magic spells:
- 'Worst' compatibility: Damage = Damage * .50
- 'Bad' compatibility: Damage = Damage * .75
- 'Good' compatibility: Damage = Damage * 1.25
- 'Best' compatibility: Damage = Damage * 1.50
(see section [7.1] for the a description of an attack if it
does not appear here)
444 PART FOUR
44 44 ---------------------------------------------
4 44 effect magic
444444444 & percentage multipliers
44
44
__________________
[4.1] effect magic
============
_ _
SUCCESS% = | / CFa * TFa * PM \ / CFa TFa \ |
| | -------------- | + | --- * --- * MA | |
|_ \ (100) / \ 100 100 / _|
(if those ASCII parentheses and brackets show up funny, the formula
written out on one line is
[((CFa * TFa * PM) / 100) + ((CFa/100) * (TFa/100) * MA)] ).
where PM is a percentage multiplier peculiar to the spell;
CFa is the caster's faith;
TFa is the target's faith.
[The 40 is arbitrarily chosen to simplify the P.M. numbers]
for instance, if you wanted to cast 'Frog' on a character with 50 Faith
with a Wizard with 75 faith and 14 Magic AT, then you would first look
up
the multiplier for 'Frog' (1.2). Then substitute:
[((CFa * TFa * PM) / 100) + ((CFa/100) * (TFa/100) * MA)] =
[((75 * 50 * 1.2) / 100) + ((.75) * (.50) * 14)] =
[45 + 5.25] = [50.25] = 50%
++ DON'T forget to ALSO multiply by the evade percents M.SEV, M.CEV and
M.AEV (convert them to decimals first ... i.e., 40% M.SEV = .40) of
the target you are casting the spell on.
++ ZODIAC SIGNS are also a factor: simply multiply the percentage by
the Zodiac Multiplier (see [1.2]).
_____________________________________________
[4.2] complete list of percentage multipliers
=======================================
Yin-Yang Magic P.M. Results {Range/Effect}
~~~~~~~~~~~~~~ ~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~
Blind 2.0 Add: Darkness {4/2}
Life Drain 1.6 Drain 1/4 of HP {4/1}
Spell Absorb 1.6 Drain 1/4 of MP {4/1}
Pray Faith 1.5 Add: Faith {4/1}
Doubt Faith 1.5 Add: Innocent {4/1}
Zombie 1.0 Add: Undead {4/1}
Silence 1.8 Add: Silence {4/2}
Blind Rage 1.2 Add: Berserk {4/1}
Foxbird 1.4 Br -30 {4/1}
Confusion Song 1.3 Add: Confusion {4/1}
Dispel Magic 2.2 Remove helpful status {4/1}
Paralyze 1.9 Add: Don't Act {4/2}
Sleep 1.7 Add: Sleep {4/2}
Petrify 1.1 Add: Petrify {4/1}
Impure / Bio
~~~~~~~~~~~~
Bio 2 1.2 Add: Silence {4/2}
Bio 2 1.1 Add: Slow {4/2}
Bio 2 1.1 Add: Poison {4/2}
Bio 2 1.1 Add: Petrify {4/2}
Ja Magic
~~~~~~~~
Toad 2 1.6 Add: Frog {4/2}
Gravi 2 1.6 HP goes to 1 {4/2}
Confuse 2 1.6 Add: Confusion {4/2}
Sleep 2 1.6 Add: Sleep {4/2}
Blind 2 1.6 Add: Darkness {4/2}
Time Magic
~~~~~~~~~~
Haste 1.8 Add: Haste {3/2vert1}
Haste 2 2.4 Add: Haste {4/2}
Slow 1.8 Add: Slow {3/2vert1}
Slow 2 2.4 Add: Slow {4/2}
Stop 1.1 Add: Stop {3/1}
Don't Move 1.9 Add: Don't Move {4/1}
Float 1.4 Add: Float {4/1}
Reflect 1.8 Add: Reflect {3/1}
Quick 1.4 Add: Quick {3/1}
Demi 1.9 [HP * .25] damage {3/2}
Demi 2 1.2 [HP * .50] damage {4/2}
White Magic
~~~~~~~~~~~
Raise 1.8 Cancel: Dead & restore 1/2 HP {4/1}
Raise 2 1.6 Cancel: Dead & restore full HP {4/1}
Reraise 1.4 Add: Reraise {3/1}
Regen 1.7 Add: Regen {3/1}
Protect 2.0 Add: Protect {3/2}
Protect 2 1.2 Add: Protect {3/2}
Shell 2.0 Add: Shell {3/2}
Shell 2 1.2 Add: Shell {3/2}
Wall 1.4 Add: Protect, Shell {3/1}
Esuna 1.9 Cancel negative status ailments {3/2}
Black Magic
~~~~~~~~~~~
Poison 1.6 Add: Poison {4/1}
Frog 1.2 Add: Frog {4/1}
Death 1.0 Add: Dead {4/1}
Holy Magic
~~~~~~~~~~
MBarrier 1.9 Add: Protect, Shell, Haste, Regen, Reraise {5/1}
Deathspell 2 1.9 Cancel negative status ailments {4/1}
Magic Sword (if the target has 'Blade Grasp', these percentages are
halved)
~~~~~~~~~~~
Blind 2.2 Add: Darkness {4/1}
Aspel 2.0 Drain 1/4 of MP {4/1}
Drain 2.0 Drain 1/4 of HP {4/1}
Faith 2.0 Add: Faith {etc.}
Innocent 2.0 Add: Innocent
Zombie 1.9 Add: Undead
Silence 2.0 Add: Silence
Berserk 1.8 Add: Berserk
Chicken 2.0 Br -50
Confuse 1.9 Add: Confusion
Despair 2.0 Cancel positive status ailments
Don't Act 2.0 Add: Don't Act
Sleep 1.9 Add: Sleep
Break 1.8 Add: Petrify
Saturation
~~~~~~~~~~
Mute 2.0 MP goes to zero {4/3}
Despair 2 2.0 Cancel positive status ailments {4/3}
Return 2 2.0 CT goes to zero {4/3}
Destroy Sword (also halved by 'Blade Grasp')
~~~~~~~~~~~~~
Magic Ruin 2.5 MP is halved {4/2}
Speed Ruin 2.5 Speed -3 {4/2}
Power Ruin 2.5 Phys AT -5 {4/2}
Mind Ruin 2.5 Mag AT -5 {4/2}
- remember to factor in evasion percentages (see section [1.3]).
- status abnormality 'Faith' in target or caster makes
[percentage = percentage * 3/2];
- status abnormality 'Innocent' makes
[percentage = 0].
5555555 PART FIVE
55 ---------------------------------------------
555555 formulas for various abilities
55
55
555555
______________
[5.1] draw out
========
Damage from Draw Out attacks is calculated based on the user's Magic AT:
draw out skill result {Range/Effect}
~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~
Asura Damage = 8 * Mag AT {A/3}
Koutetsu Damage = 12 * Mag AT {A/3}
Bizen Boat Damage to MP = 4 * Mag AT {A/3}
Murasame Healing = 12 * Mag AT {A/3}
Heaven's Cloud Damage = 14 * Mag AT, may cause Slow {A/3}
Muramasa Damage = 18 * Mag AT, may cause Confuse/Death Sentence
{A/3}
Kikuichimoji Damage = 16 * Mag AT {4dir/8}
Masamune Add: Regen and Haste {A/3}
Chirijiraden Damage = 30 * Mag AT {A/3}
ZODIAC: let 'n' be the constant that is multiplied by Mag AT in the
Draw Out equation. So,
Good compatibility: Damage = (n + [n/4]) * Mag AT
Bad compatibility: Damage = (n - [n/4]) * Mag AT
Best compatibility: Damage = (n + [n/2]) * Mag AT
Worst compatibility: Damage = (n - [n/2]) * Mag AT
___________
[5.2] throw
=====
'Throw' damage is calculated by:
Damage = (Speed * [PA / 20]) * (Thrown Weapon's Power)
'Speed' is the thrower's speed, and 'Weapon's Power' is the power of the
thrown weapon (press 'select' on a weapon's name to find out its power).
'PA' is the thrower's physical AT.
ZODIAC: let 'n' be (Speed * [PA / 20]):
Good compatibility: Damage = (n + [n/4]) * Weapon Power
Bad compatibility: Damage = (n - [n/4]) * Weapon Power
Best compatibility: Damage = (n + [n/2]) * Weapon Power
Worst compatibility: Damage = (n - [n/2]) * Weapon Power
_______________
[5.3] punch art
=========
Spin Fist Damage = PA * [PA / 2]
Repeating Fist Expected Damage = PA * 7.5
Wave Fist Damage = PA * ([PA / 2] + 1)
Earth Slash Damage = PA * [PA / 2] {earth}
Secret Fist Success% = MA + 50
Chakra Recovery = (5 * PA) HP; [5 * PA / 2] MP
Revive Success% = PA + 70
ZODIAC: For success% of Secret Fist and Revive, simply multiply the
percentage by the appropriate Zodiac Multiplier (see [1.2]). For
the techniques based on physical attack, let 'n' be the part of the
equation by which PA is multiplied:
Good compatibility: Damage = (n + [n/4]) * Mag AT
Bad compatibility: Damage = (n - [n/4]) * Mag AT
Best compatibility: Damage = (n + [n/2]) * Mag AT
Worst compatibility: Damage = (n - [n/2]) * Mag AT
If the user of Punch Art has the 'Martial Arts' ability (i.e.,
Monk, Archaic Demon, Ultima Demon, Apanda, Byblos, or anyone
with Martial Arts equipped as a support ability), then there
are bonuses, as follow:
Spin Fist Damage = Normal Damage * 1.5
Repeating Fist Expected Damage = Normal Expected Damage * 1.25
Wave Fist Damage = Normal Damage * 1.25
Earth Slash Damage = Normal Damage * 1.5
Secret Fist Chance = Normal Chance + [MA / 2]%
Chakra Recovery = Normal Recovery * 1.5
Revive Chance = Normal Chance + [PA / 2]%
___________
[5.4] steal
=====
Success % = (K + Stealer's Speed) * [Evasion Factor]
- K is a number that varies for the different 'Steal' commands:
command K value
~~~~~~~~~~~~ ~~~~~~~
Steal Helmet 40
Steal Armor 35
Steal Shield 35
Steal Weapon 30
Steal Accessory 40
Steal Exp. 70
Gil Taking 90
'Steal Heart' uses a different scheme:
command success%
~~~~~~~~~~~ ~~~~~~~~~~~~~
Steal Heart (Stealer's MA + 50) * [Evasion Factor]
calculating 'evasion factor'
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Evasion for steal depends on two factors: (1) the target's physical S-
EV,
(2) the position where the thief is relative to the target.
1. Convert physical S-EV percentage to a decimal (e.g., 24% = 0.24).
2. If the thief is directly behind the target, then evasion factor = 1.
If the thief is to the left or the right of the target, then evasion
factor = (1.00 - S.EV)
If the thief is facing the target, then evasion factor =
(1.00 - S.EV) * 5/6
ZODIAC: Multiply the resulting percentage by the appropriate Zodiac
Multiplier.
__________________
[5.5] battle skill
============
Success % = (Caster's PA + K) * [Evasion Factor]
- K is a number that varies for the different 'Battle Skill' commands:
command K value
~~~~~~~~~~~~~ ~~~~~~~
Head Break 59
Armor Break 54
Shield Break 60
Weapon Break 44
Magic Break 50
Speed Break 50
Power Break 50
Mind Break 50
Calculating 'Evasion Factor'
Evasion for Battle Skill depends on two factors: (1) the target's
physical
S-EV, (2) the position where the caster is relative to the target.
1. Convert physical S-EV percentage to a decimal (e.g., 24% = 0.24).
2. If the caster is directly behind the target, then evasion factor = 1.
If the caster is to the left or the right of the target, then evasion
factor = (1.00 - S.EV)
If the caster is facing the target, then evasion factor =
(1.00 - S.EV) * 5/6
ZODIAC: Multiply the resulting percentage by the appropriate Zodiac
Multiplier.
________________
[5.6] talk skill
==========
Success % = Caster's MA + K * [Evasion factor]
- K is a number that varies for the different 'Talk Skill' commands:
command K value
~~~~~~~~~~~~~ ~~~~~~~
Invitation 20
Persuade 30
Preach 50
Threaten 70
Praise 50
Solution 70
Death Sentence 30
Negotiate 60
Insult 40
Mimic Daravon 40
Calculating 'Evasion Factor'
1. Convert the target's A-EV and S-EV to decimals (50% = .50).
2. Subtract the target's magical S-EV from 1.00. Call this 'A'
3. Subtract the target's magical A-EV from 1.00. Call this 'B'
4. Evasion factor = [A * B]
ZODIAC: Multiply the resulting percentage by the appopriate Zodiac
Multiplier.
__________________
[5.7] sword skills
============
These include various attacks by special classes -- the Holy Knight,
Dark Knight, and Divine Knight.
Damage = (User's PA + K) * Weapon's Power
command K-value
~~~~~~~~~~~~~~ ~~~~~~~
Dark Sword 0 (MP)
Night Sword 0
Stasis Sword 2
Crush Punch 2
Split Punch 3
Lightning Stab 4
Holy Explosion 5
Shellbust Stab 0
Blastar Punch 0
Hellcry Punch 0
Icewolf Bite 0
ZODIAC: let 'n' = (User's PA + K):
Good compatibility: Damage = (n + [n/4]) * Mag AT
Bad compatibility: Damage = (n - [n/4]) * Mag AT
Best compatibility: Damage = (n + [n/2]) * Mag AT
Worst compatibility: Damage = (n - [n/2]) * Mag AT
______________
[5.8] geomancy
========
Damage from Geomancy is equal to:
([PA / 2] + 1) * MA
This is the equation for all Elemental abilities. However, damage
may be modified by the specific elemental properties of the spell
if the target is weak / strong against certain elements (see [1.6]).
ZODIAC: let 'n' = ([PA /2] + 1):
Good compatibility: Damage = (n + [n/4]) * Mag AT
Bad compatibility: Damage = (n - [n/4]) * Mag AT
Best compatibility: Damage = (n + [n/2]) * Mag AT
Worst compatibility: Damage = (n - [n/2]) * Mag AT
___________
[5.9] truth
=====
The Heaven Knight's 'Truth' spells are dependent on only the magic
AT of the caster. All Truth spells have a range/effect of {4/2}
and will fire a random number of times at random squares in the
affected region.
spell name effect
~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Heaven Thunder Damage: ([MA/2] + 4) * MA (Lightning)
Asura Damage: ([MA/2] + 5) * MA (Fire)
Diamond Sword Damage: ([MA/2] + 5) * MA (Wind)
Hydragon Pit Damage: ([MA/2] + 6) * MA (Water)
Space Storage Damage: ([MA/2] + 3) * MA (add: numerous ailments)
Sky Demon Damage: ([MA/2] +10) * MA (Earth)
ZODIAC: let 'n' = everything in the equation that is multiplied by MA
Good compatibility: Damage = (n + [n/4]) * Mag AT
Bad compatibility: Damage = (n - [n/4]) * Mag AT
Best compatibility: Damage = (n + [n/2]) * Mag AT
Worst compatibility: Damage = (n - [n/2]) * Mag AT
_______________
[5.10] un-truth
========
The Hell Knight's 'Un-truth' attacks are very odd in that they
use a sort of 'backward version' of the normal, faith-based
magic formula. The formula for Un-truth damage is:
(100 - CFa) * (100 - TFa) * MA * K
Damage = ---------------------------------- [always round down]
10000
where, CFa is the caster's Faith
TFa is the target's Faith
MA is the caster's Magic AT
K is a constant multiplier dependent on the spell being cast
(see the table below for values of K).
-- meaning, Un-truth does more damage when the caster and/or the
target of the spell have low Faith.
The range and effect of all Un-truth spells is the same as that of
their 'Truth' counterparts: {4/2}, hitting a random number of times
on random squares of the affected area.
spell name K-value & other properties
~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~
Heaven Thunder Back 19 (Lightning)
Asura Back 21 (Fire)
Diamond Sword Back 23 (Wind)
Dragon Pit Back 26 (Water)
Space Storage Back 16 (add: numerous ailments)
Sky Demon Back 36 (Earth)
- 'Un-Truth' still will do 0 damage to someone with 'Innocent'
status.
6666 PART SIX
66 ---------------------------------------------
666666 monster ability list
66 66
66 66
66666
NOTES:
In the 'Used By' column, '1' indicates that the lowest class of
monster uses it, '2' indicates middle class, and '3' indicates
highest class (e.g., '1' = Chocobo, '2' = Black Chocobo, '3' =
Red Chocobo). A bracketed number ([3]) indicates that that
monster only can use the ability when standing next to someone
with 'Monster Skill'.
Skills without range and effect ('{R/E}') specified are {1/1}.
Formulas are for HP damage unless otherwise noted.
Formulas followed by the '%' sign are success rates of the attack.
name effect {R/E} used by
-------------- -------------------------------------------- -----------
CHOCOBO SKILLS
Choco Attack PA * [PA * (Br/100)] 1 2 3
Choco Ball PA * [PA / 2] {4/1} 2 3
Choco Cure Cure: MA * 3 {A/2} 1 [3]
Choco Esuna Heal various status ailments (4*PA)% {A/2} [1] 2
Choco Meteor MA * 4 {6/1} [2] 3
GOBLIN SKILLS
Tackle PA * [PA * (Br/100)] 1 2 3
Turn Punch PA * (MA - 2) {4 directions} 2
Eye Gouge Add: Darkness (43+MA)% 1 3
Goblin Punch [Max HP - Current HP] [1][2] 3
Mutilate Drain: [Target's Max HP * .75] [3]
BOMB SKILLS
Bite PA * [PA * (Br/100)] 1 2 3
Self-Destruct [Max HP - Current HP] {A/4} 1 2 3
Small Bomb PA * [PA / 2] [1] 2 [3]
Flame Attack MA * 3 {4/1} (Fire) [2]
Spark MA * 2 {A/3} (Fire) 3
PANTHER SKILLS
Scratch PA * [PA * (Br/100)] 1 2 3
Cat Kick Expected damage: PA * 5 (random multiple) [1] 2 3
Poison Nail Add: Poison (40+MA)% 1 2
Blaster Add: Petrify (30+MA)%, Stop {3/1} [2] 3
Blood Suck Drain: [Target's Max HP *.25];Add: Bl.Suck [3]
SQUID-MAGE SKILLS
Tentacle PA * [PA * (Br/100)] 1 2 3
Black Ink Add: Darkness (50+MA)% {2(4dir)/1} [1] 2 3
Odd Soundwave Cancel beneficial status (100%) {A/3} 2
Mind Blast Add: Confusion (35+MA)%, Berserk {4/2} [2] 3
Level Blast Level -1 (60+MA)% {4/2} [3]
SKELETON SKILLS
Knife Hand PA * [PA * (Br/100)] 1 2 3
Thunder Soul MA * 2 {3/1} (Lightning) 1
Aqua Soul MA * 2 {3/1} (Water) [1] 2
Ice Soul MA * 2 {3/1} (Ice) [2] 3
Wind Soul MA * 3 {3/1} (Wind) [3]
GHOST SKILLS
Throw Spirit PA * [PA * (Br/100)] {3/1} 1 2 3
Sleep Touch Add: Sleep (40+MA)% 1
Grease Touch Add: Oil (50+MA)% [1] 2
Drain Touch Drain: 0.34 * Target's MaxHP (round UP!) [2] 3
Zombie Touch Add: Undead (45+MA)% [3]
AHRIMAN SKILLS
Wing Attack PA * [PA * (Br/100)] 1 2 3
Look of Devil Add: Petrify (35+MA)%, Stop, Silence {3/1} 2 3
Look of Fright Br -10 (40+MA)% {3/1} [1] 2
Death Sentence Add: Death Sentence (40+MA)% {3/1} [2] 3
Circle Target's Mag AT -2 (55+MA)% {4/1} [3]
COCKATRICE SKILLS
Scratch Up PA * [PA * (Br/100)] 1 2 3
Feather Bomb MA * 2 {3/1} [1] 3
Shine Lover Steal [Stealer's Level * 11] gil 2
Beak Add: Petrify (37+MA)% [2] 3
Beaking Target's Phys AT -2 (45+MA)% [3]
URIBO SKILLS
Straight Dash PA * [PA * (Br/100)] 1 2 3
Pooh- Add: Sleep (100%) 2
Oink Cancel: Dead & restore all HP (74+MA)% [1]
Nose Bracelet Add: Charm (52+MA)% [2] 3
Please Eat Target's Lv.+1; caster becomes crystal [3]
DRYAD SKILLS
Leaf Dance MA * 3 {A/2} 1 2 3
Spirit of Life Cure: MA * 2 {A/2} 2
Magic Spirit Cure MP: MA * 1 {A/2} [3]
Protect Spirit Add: Protect (45+MA)% {A/2} [1] 3
Clam Spirit Add: Shell (45+MA)% {A/2} [2] 3
MINOTAUR SKILLS
Shake Off PA * [PA * (Br/100)] 1 2 3
Wave Around PA * [PA/2] {4 directions} [1] 2
Blow Fire MA * 4 (Fire) [2][3]
Mimic Titan MA * 3 (Earth) 3
Gather Power Caster's Phys AT +2 {A/1} 3
MOLBOL SKILLS
Tentacle PA * [PA * (Br/100)] 1 2 3
Lick Add: Reflect (100%) 1 [2]
Goo Add: Don't Move (100%) [1] 2
Bad Bracelet Add: Petrify (25%), Stop, Sleep, Poison {A/3} 3
Moldball Virus Target becomes a Molbol (MA+5)% [3]
BEHEMOTH SKILLS
Stab Up PA * [PA * (Br/100)] 1 2 3
Sudden Cry PA * ([PA/2] + 1) 1 2 3
Giga Flare MA * 7 {4/3} [1]
Hurricane [Target's Max HP * .34] (Wind) {4/3} [2]
Ulmaguest [Caster's Max HP - Current HP] {4/3} [3]
DRAGON SKILLS
Dash PA * [PA * (Br/100)] 1 2 3
Tail Swing PA * 8 [1]
Fire Bracelet MA * 12 (Fire) {2(4dir)/1} [3]
Ice Bracelet MA * 12 (Ice) {"} 2
Thnder Brcelet MA * 12 (Lightning) {"} [2] 3
HYDRA SKILLS
Triple Attack PA * [PA * (Br/100)] {2(4dir)/2(3dir)} 1 2
Triple Brcelet [Target's MaxHP / 2] (Fire,Ice,Lit) {"} [1] 3
Triple Thunder MA * ([MA / 2] + 6) {4/2(3 random hits)} [2] 3
Triple Flame MA * ([MA / 2] + 12) {4/2(3 random hits)} 2 3
Dark Whisper MA * [MA / 2]; may add: Sleep or Dead; [3]
(Dark); {4/2(6 random hits)}
---------------------------------------------------------------------
Zodiac compatibility for monster skills work like all other skills.
In general:
Good compatibility: damage or chance * 1.25
Bad compatibility: damage or chance * 0.75
Best compatibility: damage or chance * 1.50
Worst compatibility: damage or chance * 0.50
(there might be slight discrepancies due to rounding -- if you want
to find _exactly_ how the Zodiac is figured for a given attack, look
in the first sections of the FAQ at attacks with a similar formula.
However, the simple multiplication by 1.25, 0.75, 1.50, or 0.50 will
give you a close enough number that it's not worth listing the way
that the Zodiac is done for every single attack.)
7777777 PART SEVEN
77 ---------------------------------------------
77 complete list of commands
77 damage & percentage formulas for
77 all individual abilities
77
______________________________________
[7.1] complete list of action ablities
================================
- Listed alphabetically by command name -
Abbreviations to remember--
PA: Physical AT
MA: Magical AT
WP or WpnPwr: Weapon's Power
Br: Brave
Fa: Faith
[x]: always round x down to the nearest integer
{0.0} ... value of 'P.M.' for Effect Magic (see section [4.2])
(x00) ... value of 'Q' for faith-based magic (see section [3.2])
~x00~ ... value of 'K' for Un-Truth
Add: (status) ... causes this status ailment
The two characters before the ability name refer to the
GameShark substitution for ?? in the code to change the
character's secondary ability:
3005xx7B 00??
(xx = 7F for character 1, 80 for char. 1, 81 for 3, 82 for 5,
83 for 5, 84 for 6, 85 for 7, 86 for 8, 87 for 9, 88 for 10,
89 for 11, 8A for 12, 8B for 13, 8C for 14, 8D for 15,
8E for 16)
3D ALL MAGIC ORIGIN: Rofel's secondary
------------------------------------------------------------------------
-
Name |MP |Spd.|Range|JP |Effect
------------------------------------------------------------------------
-
Confusion Song 20 20 4/1 400 Add: Confusion
Petrify 16 12 4/1 580 Add: Petrify
Silence Song 16 34 4/2 170 Add: Silence
41 ALL MAGIC ORIGIN: Vormav's secondary
------------------------------------------------------------------------
-
Name |MP |Spd.|Range|JP |Effect
------------------------------------------------------------------------
-
Quake 70 15 4/4 0 Damage: Earth (x39)
47 ALL MAGIC ORIGIN: Dycedarg's secondary
------------------------------------------------------------------------
-
Name |MP |Spd.|Range|JP |Effect
------------------------------------------------------------------------
-
Fire 3 24 15 4/2 480 Damage: Fire (x24)
Ice 3 24 15 4/2 480 Damage: Ice (x24)
Bolt 3 24 15 4/2 480 Damage: Lightning (x24)
Bio 3 24 17 4/3 0 Damage (x24) and add: Dead
48 ALL MAGIC ORIGIN: Sorceror job command
------------------------------------------------------------------------
-
Name |MP |Spd.|Range|JP |Effect
------------------------------------------------------------------------
-
Holy 56 17 5/1 600 Damage: Holy (x50)
Dark Holy 40 15 4/1 0 Damage: Dark (x37)
Demi 2 50 12 4/2 550 Cuts targets' HP by 1/2 {0.575}
Raise 2 20 10 4/1 500 Revive with full HP {0.750}
Flare 60 15 5/1 900 Damage (x46)
78 ALL MAGIC ORIGIN: Adramelk's secondary
------------------------------------------------------------------------
-
Name |MP |Spd.|Range|JP |Effect
------------------------------------------------------------------------
-
Holy 56 17 5/1 600 Damage: Holy (x50)
Fire 4 48 10 4/3 850 Damage: Fire (x32)
Ice 4 48 10 4/3 850 Damage: Ice (x32)
Bolt 4 48 10 4/3 850 Damage: Lightning (x32)
Bahamut 60 10 4/4 1200 Damage (x46)
Odin 50 12 4/4 900 Damage (x40)
Leviathan 48 12 4/4 850 Damage: Water (x38)
Salamander 48 12 4/3 820 Damage: Fire (x38)
4A ALL SWORDSKILL ORIGIN: Holy Swordsman job command
------------------------------------------------------------------------
-
Name |MP |Spd.|Range|JP |Effect
------------------------------------------------------------------------
-
Stasis Sword 2/2 0 (PA+2)*WP dmg; may cause Stop
Split Punch 3V3/1 400 (PA+3)*WP dmg; may cause D.
Sentence
Crush Punch 3V2/1 500 (PA+2)*WP dmg; may cause Dead
Lightning Stab 3/2 700 (PA+4)*WP dmg; may cause Silence
Holy Explosion 5(4dir)/5 800 (PA+5)*WP dmg; may cause Confusion
Shellbust Stab 3/1 200 PA*WP damage; Destroys armor
Blastar Punch 3/1 400 PA*WP damage; Destroys helmet
Hellcry Punch 3/1 500 PA*WP damage; Destroys weapon
Icewolf Bite 3/1 800 PA*WP damage; Destroys accessory
Dark Sword 3/1 500 Drains (PA*WP) MP from target
Night Sword 3/1 100 Drains (PA*WP) HP from target
(Dark)
! must be equipped with a sword to use any of these attacks
05 BASIC SKILL ORIGIN: Squire job command
------------------------------------------------------------------------
-
Name |MP |Spd.|Range|JP |Effect
------------------------------------------------------------------------
-
Accumulate A/1 300 Phys. attack + 1
Dash 1/1 75 damage: PA * 1, 2, 3, or 4
Throw Stone 4/1 90 damage: PA * 1 or 2
Heal 1/1 150 removes: Dark, Silence, Poison
! Damage from 'Dash' and 'Throw Stone' is multiplied by 1.5 if the
caster has the 'Martial Arts' support ability.
05 BASIC SKILL ORIGIN: Squire job command
------------------------------------------------------------------------
-
Name |MP |Spd.|Range|JP |Effect
------------------------------------------------------------------------
-
Accumulate A/1 300 Phys. attack + 1
Dash 1/1 75 damage: PA * 1, 2, 3, or 4
Throw Stone 4/1 90 damage: PA * 1 or 2
Heal 1/1 150 removes: Dark, Silence, Poison
! Damage from 'Dash' and 'Throw Stone' is multiplied by 1.5 if the
caster has the 'Martial Arts' support ability.
1F BASIC SKILL ORIGIN: Squire (Algus) job command
------------------------------------------------------------------------
-
Name |MP |Spd.|Range|JP |Effect
------------------------------------------------------------------------
-
Accumulate A/1 300 Phys. attack + 1
Dash 1/1 75 damage: PA * 1, 2, 3, or 4
Throw Stone 4/1 90 damage: PA * 1 or 2
Heal 1/1 150 removes: Dark, Silence, Poison
Head Break +/1 300 Destroys target's helmet, K = 59**
! Damage from 'Dash' and 'Throw Stone' is multiplied by 1.5 if the
caster has the 'Martial Arts' support ability.
+ Range is that of equipped weapon
**See section [5.5] for what 'K' represents.
07 BATTLE SKILL
33 BATTLE SKILL ORIGIN: Knight (Blade) job command
------------------------------------------------------------------------
-
Name |MP |Spd.|Range|JP |Effect
------------------------------------------------------------------------
-
Head Break */1 300 Destroys target's helmet, K = 59**
Armor Break */1 400 Destroys target's armor, K = 54
Shield Break */1 300 Destroys target's shield, K = 60
Weapon Break */1 400 Destroys target's weapon, K = 44
Magic Break */1 250 Lowers target's MP, K = 50
Speed Break */1 250 Lowers target's speed, K = 50
Power Break */1 250 Lowers target's phys. attack, K =
50
Mind Break */1 250 Lowers target's mag. attack, K = 50
* Range is that of equipped weapon
** See section [5.5] for what 'K' represents.
AC BIO ORIGIN: Apanda job command
------------------------------------------------------------------------
-
Name |MP |Spd.|Range|JP |Effect
------------------------------------------------------------------------
-
Bio 8 34 4/1 0 Damage (x12) and may add: Darkness
Bio 8 34 4/1 0 Damage (x12) and may add: Poison
Bio 8 34 4/1 0 Damage (x12) and may add: Oil
Bio 2 16 20 4/2 0 Add: Silence {1.2}
Bio 2 16 20 4/2 0 Add: Petrify {1.1}
Bio 2 16 20 4/2 0 Add: Slow {1.1}
Bio 2 16 20 4/2 0 Add: Frog {1.1}
Bio 3 24 17 4/3 0 Damage (x24) and may add: Dead
Bio 3 24 17 4/3 0 Damage (x24) and may add: Undead
Bio 3 24 17 4/3 0 Damage (x24) and may add: Petrify
0B BLACK MAGIC ORIGIN: Wizard job command
------------------------------------------------------------------------
-
Name |MP |Spd.|Range|JP |Effect
------------------------------------------------------------------------
-
Fire 6 25 4/2 50 Fire attack (x14)
Fire 2 12 20 4/2 200 Fire attack (x18)
Fire 3 24 15 4/2 480 Fire attack (x24)
Fire 4 48 10 4/3 850 Fire attack (x32)
Bolt 6 25 4/2 50 Lightning attack (x14)
Bolt 2 10 20 4/2 200 Lightning attack (x18)
Bolt 3 24 15 4/2 480 Lightning attack (x24)
Bolt 4 48 10 4/3 850 Lightning attack (x32)
Ice 6 25 4/2 50 Ice attack (x14)
Ice 2 12 20 4/2 200 Ice attack (x18)
Ice 3 24 15 4/2 480 Ice attack (x24)
Ice 4 48 10 4/3 850 Ice attack (x32)
Poison 6 34 4/2 150 Causes Poison status {1.6}
Frog 12 20 3/1 500 Causes Frog status {1.2}
Death 24 10 4/1 600 Instant death attack {1.0}
Flare 60 15 5/1 900 Non-elemental damage (x60)
3F BLOOD SUCK ORIGIN: Elmdor's secondary
------------------------------------------------------------------------
-
Name |MP |Spd.|Range|JP |Effect
------------------------------------------------------------------------
-
Blood Suck 1V0/1 0 Drain [MaxHP/4] and add: Blood Suck
2C BREATH ORIGIN: Holy Dragon job command
------------------------------------------------------------------------
-
Name |MP |Spd.|Range|JP |Effect
------------------------------------------------------------------------
-
Fire Bracelet 4dir/2 0 Fire-elemental breath MA * 12
Ice Bracelet 4dir/2 0 Ice-elemental breath MA * 12
Thnder Brcelet 4dir/2 0 Lightning-elemental breath MA * 12
AA BYBLOS ORIGIN: Byblos job command
------------------------------------------------------------------------
-
Name |MP |Spd.|Range|JP |Effect
------------------------------------------------------------------------
-
Energy 4/1 0 Heals by [40% of Byblos' HP]*
Parasite 4/1 0 Causes many status problems</pre><pre id="faqspan-3">
Shock 5/1 0 Damage: [caster's maxHP - curHP]
Difference 5/1 0 Damage: [target's current MP]
* Byblos loses half the HP healed
7C CHAOS ORIGIN: Altima's secondary
------------------------------------------------------------------------
-
Name |MP |Spd.|Range|JP |Effect
------------------------------------------------------------------------
-
Grand Cross 20 4/3 0 Adds multiple status ailments
08 CHARGE ORIGIN: Archer job command
------------------------------------------------------------------------
-
Name |MP |Spd.|Range|JP |Effect
------------------------------------------------------------------------
-
Charge+1 25 */1 100 Charge up attack: PA + 1
Charge+2 20 */1 150 Charge up attack: PA + 2
Charge+3 17 */1 200 Charge up attack: PA + 3
Charge+4 15 */1 250 Charge up attack: PA + 4
Charge+5 13 */1 300 Charge up attack: PA + 5
Charge+7 10 */1 400 Charge up attack: PA + 7
Charge+10 7 */1 600 Charge up attack: PA + 10
Charge+20 5 */1 1000 Charge up attack: PA + 20
* range is the same as that of the equipped weapon
7D COMPLETE MAGIC ORIGIN: Arch Angel job command
------------------------------------------------------------------------
-
Name |MP |Spd.|Range|JP |Effect
------------------------------------------------------------------------
-
All Ultima 50 7 5/4 0 Magical damage (x55)
Grand Cross 0 20 4/3 0 Adds multiple status ailments
AD DARK CLOUD ORIGIN: Serpentarius job command
------------------------------------------------------------------------
-
Name |MP |Spd.|Range|JP |Effect
------------------------------------------------------------------------
-
Snake Carrier 1/1 0 Damage: 1.5 * (PA*[Br/100])*PA)
Poison Frog 4/3 0 Add: Poison and Frog
Midgar Swarm 10 4/3 0 Damage: 24 * Mag AT
Zodiac 99 10 4/4 n/a Ultimate summon magic: damage (x96)
AE DARK MAGIC ORIGIN: Archaic Demon job command
------------------------------------------------------------------------
-
Name |MP |Spd.|Range|JP |Effect
------------------------------------------------------------------------
-
Dark Holy 40 15 4/1 0 Damage: Dark (x37)
Lifebreak 28 4/1 0 Deals [Max HP - Current HP] damage
Giga Flare 28 4/2 0 Damage: 7 * Mag AT
20 DARK SWORD ORIGIN: Dark Knight job command
------------------------------------------------------------------------
-
Name |MP |Spd.|Range|JP |Effect
------------------------------------------------------------------------
-
Night Sword 3/1 250 Drain (PA * WpnPwr) HP (Dark)
Dark Sword 3/1 500 Drain (PA * WpnPwr) MP
17 DANCE ORIGIN: Dark Knight job command
------------------------------------------------------------------------
-
Name |MP |Spd.|Range|JP |Effect
------------------------------------------------------------------------
-
Witch Hunt 17 * 100 Damage: [Target's MaxMP / 8]
Wiznaibus 17 * 100 Damage: [Target's MaxHP / 8]
Slow Dance 13 * 100 Lowers enemy speed
Polka Polka 13 * 100 Lowers phys. attack
Disillusion 10 * 100 Lowers mag. attack
Nameless Dance 10 * 100 Causes status ailments
Last Dance 5 * 100 Empties enemy CT
* all enemies
4B DESTROY SWORD ORIGIN: Arc Knight job command
------------------------------------------------------------------------
-
Name |MP |Spd.|Range|JP |Effect
------------------------------------------------------------------------
-
Speed Ruin 20 34 4/2 400 Lowers speed by 3 {2.5}
Power Ruin 20 34 4/2 400 Lowers physical AT by 5 {2.5}
Magic Ruin 20 34 4/2 400 Lowers magical AT by 5 {2.5}
Mind Ruin 20 34 4/2 400 Cuts MP by half {2.5}
! must be equipped with a sword to use any of these attacks
70 DIMENSION MAGIC ORIGIN: Hashmalum's secondary
------------------------------------------------------------------------
-
Name |MP |Spd.|Range|JP |Effect
------------------------------------------------------------------------
-
Melt 70 15 4/4 0 Damage: Fire (x38)
Tornado 70 15 4/4 0 Damage: Wind (x37)
Quake 70 15 4/4 0 Damage: Earth (x39)
Meteor 70 7 4/4 0 Damage (x60)
2B DRAGON ORIGIN: Dragoner job command
------------------------------------------------------------------------
-
Name |MP |Spd.|Range|JP |Effect
------------------------------------------------------------------------
-
Ice Bracelet 2(4dir)/1 0 Damage: MA * 12 (Ice)
Fire Bracelet 2(4dir)/1 0 Damage: MA * 12 (Fire)
Thndr Brcelet 2(4dir)/1 0 Damage: MA * 12 (Lightning)
Dragon Tame 2/1 300 Coerces dragon to join party
Dragon Care 2/1 300 Heals & cures dragon
Dragon PowerUp 2/1 400 Raises dragon's stats
Dragon LevelUp 2/1 400 Add: Quick on dragon
Holy Bracelet 4/3 900 MA * 14 (Holy, random targeting)
13 DRAW OUT ORIGIN: Samurai job command
------------------------------------------------------------------------
-
Name |MP |Spd.|Range|JP |Effect
------------------------------------------------------------------------
-
Asura A/3 100 Damage: MA * 8
Koutetsu A/3 180 Damage: MA * 12
Bizen Boat A/3 260 Damage to MP: MA * 4
Murasame A/3 340 Heal: MA * 12
Heaven's Cloud A/3 420 Damage: MA * 14, may add: Slow
Kiyomori A/3 500 Add: Protect, Shell
Muramasa A/3 580 Damage: MA * 18, may add: Confusion
and Death Sentence
Kikuichimoji 8(4dir)/8 660 Damage: MA * 16
Masamune A/3 740 Add: Regen and Haste
Chirijiraden A/3 820 Damage: MA * 30
! You must have at least one of the katana of the same name in your
inventory in order to use a Draw Out technique.
11 ELEMENTAL ORIGIN: Geomancer job command
------------------------------------------------------------------------
-
Name |MP |Spd.|Range|JP |Effect
------------------------------------------------------------------------
-
! Damage from all 'Elemental' attacks (before consideration of elemental
attributes and zodiac) is equal to: ([PA/2] + 1) * MA.
Pitfall 5/2 150 Damage, may add: Don't Move
Water Ball 5/2 150 Water damage, may add: Frog
Hell Ivy 5/2 150 Damage, may add: Stop
Carve Model 5/2 150 Damage, may add: Petrify
Local Quake 5/2 150 Earth damage, may add: Confusion
Kamaitachi 5/2 150 Wind damage, may add: Don't Act
Demon Fire 5/2 150 Fire damage, may add: Sleep
Quicksand 5/2 150 Water damage, may add:DeathSentence
Sand Storm 5/2 150 Wind damage, may add: Darkness
Blizzard 5/2 150 Ice damage, may add: Silence
Gusty Wind 5/2 150 Wind damage, may add: Slow
Lava Ball 5/2 150 Fire damage, may add: Dead
6B FEAR ORIGIN: Angel of Death job command
------------------------------------------------------------------------
-
Name |MP |Spd.|Range|JP |Effect
------------------------------------------------------------------------
-
Nightmare 5/2 0 Add: Sleep or Death Sentence [100%]
Chicken Race 5/1 0 Add: Don't Act [100%]
Spell 5/2 0 Add: Stop [100%]
Seal 6/1 0 Add: Petrify [100%]
6F FEAR ORIGIN: Regulator job command
------------------------------------------------------------------------
-
Name |MP |Spd.|Range|JP |Effect
------------------------------------------------------------------------
-
Spell 5/2 0 Add: Stop [100%]
Death Cold 5/2 0 Add: Slow [100%]
73 FEAR ORIGIN: Impure King job command
------------------------------------------------------------------------
-
Name |MP |Spd.|Range|JP |Effect
------------------------------------------------------------------------
-
Nightmare 5/2 0 Add: Sleep or Death Sentence [100%]
Chicken Race 5/1 0 Add: Don't Act [100%]
Spell 5/2 0 Add: Stop [100%]
77 FEAR ORIGIN: Ghost of Fury job command
------------------------------------------------------------------------
-
Name |MP |Spd.|Range|JP |Effect
------------------------------------------------------------------------
-
Seal 6/1 0 Add: Petrify [100%]
Lose Voice 5/2 0 Add: Silence [100%]
Loss 5/2 0 Add: Confusion [100%]
Chicken Race 5/1 0 Add: Don't Act [100%]
19 GUTS ORIGIN: Ramza (ch.1) job command
------------------------------------------------------------------------
-
Name |MP |Spd.|Range|JP |Effect
------------------------------------------------------------------------
-
Accumulate A/1 300 Phys. attack + 1
Dash 1/1 75 damage: PA * 1, 2, 3, or 4
Throw Stone 4/1 90 damage: PA * 1 or 2
Heal 1/1 150 removes: Dark, Silence, Poison
Yell 3/1 200 Speed + 1
Wish 1/1 0 +[40% of Caster's MaxHP] to target;
-[20% of MaxHP] to caster
! Damage from 'Dash' and 'Throw Stone' is multiplied by 1.5 if the
caster has the 'Martial Arts' support ability.
1A GUTS ORIGIN: Ramza (ch.2/3) job command
------------------------------------------------------------------------
-
Name |MP |Spd.|Range|JP |Effect
------------------------------------------------------------------------
-
Accumulate A/1 300 Phys. attack + 1
Dash 1/1 75 damage: PA * 1, 2, 3, or 4
Throw Stone 4/1 90 damage: PA * 1 or 2
Heal 1/1 150 removes: Dark, Silence, Poison
Yell 3/1 200 Speed + 1
Cheer Up 3/1 200 Br +10
Wish 1/1 0 +[40% of Caster's MaxHP] to target;
-[20% of MaxHP] to caster
! Damage from 'Dash' and 'Throw Stone' is multiplied by 1.5 if the
caster has the 'Martial Arts' support ability.
1B GUTS ORIGIN: Ramza (ch.4) job command
------------------------------------------------------------------------
-
Name |MP |Spd.|Range|JP |Effect
------------------------------------------------------------------------
-
Accumulate A/1 300 Phys. attack + 1
Dash 1/1 75 damage: PA * 1, 2, 3, or 4
Throw Stone 4/1 90 damage: PA * 1 or 2
Heal 1/1 150 removes: Dark, Silence, Poison
Yell 3/1 200 Speed + 1
Cheer Up 3/1 200 Br +10
Scream self 500 Br +10, PA+1, MA+1, Speed +1
Ultima 4/2 * damage (x23)
Wish 1/1 0 +[40% of Caster's MaxHP] to target;
-[20% of MaxHP] to caster
! Damage from 'Dash' and 'Throw Stone' is multiplied by 1.5 if the
caster has the 'Martial Arts' support ability.
* 'Ultima' must be learnt by experiencing it: i.e., it must be cast
on you (and deal damage to you) when you are a 'Squire'. You will
then be prompted to learn the spell.
1C GUTS ORIGIN: Delita (ch.1) job command
------------------------------------------------------------------------
-
Name |MP |Spd.|Range|JP |Effect
------------------------------------------------------------------------
-
Accumulate A/1 300 Phys. attack + 1
Dash 1/1 75 damage: PA * 1, 2, 3, or 4
Throw Stone 4/1 90 damage: PA * 1 or 2
Heal 1/1 150 removes: Dark, Silence, Poison
Wish 1/1 0 +[40% of Caster's MaxHP] to target;
-[20% of MaxHP] to caster
47 HOLY MAGIC ORIGIN: Cleric job command
------------------------------------------------------------------------
--
Name |MP |Spd.|Range|JP |Effect
------------------------------------------------------------------------
--
MBarrier 30 25 3/1 0 Add: Regen, Reraise, Haste,
Protect,
Shell {1.9}
Deathspell 2 20 25 4/1 0 Remove status alterations {1.9}
Wish 1/1 0 +40% of caster's MaxHP to target,
-20% of caster's MaxHP to caster
Ultima 10 20 4/2 n/a Magical damage (x23)
1D HOLY SWORD ORIGIN: Holy Knight job command
------------------------------------------------------------------------
-
Name |MP |Spd.|Range|JP |Effect
------------------------------------------------------------------------
-
Stasis Sword 2/2 0 (PA + 2)*WP; may cause Stop
Split Punch 3/1 400 (PA + 3)*WP; may cause
DeathSentence
Crush Punch 3/1 500 (PA + 2)*WP; may cause instant
Death
Lightning Stab 3/2 700 (PA + 4)*WP; may cause Silence
Holy Explosion 5(4dir)/5(1dr)800 (PA + 5)*WP; may cause Confusion
74 IMPURE ORIGIN: Queklain's secondary
------------------------------------------------------------------------
-
Name |MP |Spd.|Range|JP |Effect
------------------------------------------------------------------------
-
Bio 8 34 4/1 0 Damage (x12) and may add: Darkness
Bio 8 34 4/1 0 Damage (x12) and may add: Poison
Bio 8 34 4/1 0 Damage (x12) and may add: Oil
Bio 2 16 20 4/2 0 Add: Silence {1.2}
Bio 2 16 20 4/2 0 Add: Petrify {1.1}
Bio 2 16 20 4/2 0 Add: Slow {1.1}
Bio 2 16 20 4/2 0 Add: Frog {1.1}
Bio 3 24 17 4/3 0 Damage (x24) and may add: Dead
Bio 3 24 17 4/3 0 Damage (x24) and may add: Undead
Bio 3 24 17 4/3 0 Damage (x24) and may add: Petrify
06 ITEM ORIGIN: Chemist job command
------------------------------------------------------------------------
-
Name |MP |Spd.|Range|JP |Effect
------------------------------------------------------------------------
-
Potion */1 30 use Potion (+30 HP)
Hi-Potion */1 200 use Hi-Potion (+70 HP)
X-Potion */1 300 use X-Potion (+150 HP)
Ether */1 300 use Ether (+20 MP)
Hi-Ether */1 400 use Hi-Ether (+50 MP)
Elixir */1 900 use Elixir (full HP/MP)
Antidote */1 70 use Antidote (cancel Poison)
Eye Drop */1 80 use Eye Drop (cancel Darkness)
Echo Grass */1 120 use Echo Grass (cancel Silence)
Maiden's Kiss */1 200 use Maiden's Kiss (cancel Frog)
Soft */1 250 use Soft (cancel Petrify)
Holy Water */1 400 use H.Water(cancel
Undead,Bloodsuck)
Remedy */1 700 use Remedy (cure most bad status)
Phoenix Down */1 90 use Phoenix Down (revive w/ a few
HP)
* if the caster is a Chemist or has 'Throw Item' equipped, then the
range is 4. Otherwise, it is 1. If you have 'Throw Item', you can't
throw the item through an obstacle. It'll just waste the item.
6C JA MAGIC ORIGIN: Zarela's secondary
------------------------------------------------------------------------
-
Name |MP |Spd.|Range|JP |Effect
------------------------------------------------------------------------
-
Flare 2 35 25 4/2 0 Damage (x38)
Toad 2 35 25 4/2 0 Add: Frog {1.6}
Sleep 2 35 25 4/2 0 Add: Sleep {1.6}
Confuse 2 35 25 4/2 0 Add: Confusion {1.6}
Blind 2 35 25 4/2 0 Add: Darkness {1.6}
Gravi 2 35 25 4/2 0 HP goes to 1 {1.6}
12 JUMP ORIGIN: Lancer Job command
------------------------------------------------------------------------
-
Name | Speed |Rng| JP |Effect
------------------------------------------------------------------------
-
JUMP (own Speed*2) +/1 [Physical AT * K] * WeaponPower++
Level Jump2 150 Jump range is 2
Level Jump3 300 Jump range is 3
Level Jump4 450 Jump range is 4
Level Jump5 600 Jump range is 5
Level Jump8 900 Jump range is 8
Vertical Jump2 100 Max jump height is 2
Vertical Jump3 200 Max jump height is 3
Vertical Jump4 300 Max jump height is 4
Vertical Jump5 400 Max jump height is 5
Vertical Jump6 500 Max jump height is 6
Vertical Jump7 600 Max jump height is 7
Vertical Jump8 900 Max jump height is 8
+ range is determined by the JP you have spent on above abilities
++ K = 1.50 if equipped with a Spear
1.25 if equipped with Knight Swords, Axes, and some other weapons
1.00 otherwise
29 LIMIT ORIGIN: Soldier job command
------------------------------------------------------------------------
-
Name |MP |Spd.|Range|JP |Effect
------------------------------------------------------------------------
-
Braver 34 2/1 150 Damage: 12 * Mag AT
Cross-slash 25 2/2 200 Damage: 22 * Mag AT
Blade Beam 20 2/1 250 Damage: [user's maxHP - curHP]
Climhazzard 15 2/1 450 Damage: [target's maxHP - curHP]
Meteorain 10 3/3 560 Damage: 26 * Mag AT
Finish Touch 20 3/2 670 Add: Dead, Petrify, Stop
Omnislash 7 3/3 900 Damage: 40 * Mag AT
Cherry Blossom 5 3/3 1200 Damage: 60 * Mag AT
! A 'Materia Blade' must be equipped to use any of these skills!
23 MAGIC ORIGIN: Delita's Sis job command
------------------------------------------------------------------------
-
Name |MP |Spd.|Range|JP |Effect
------------------------------------------------------------------------
-
Cure 6 25 4/2 50 Heal some HP (x14)
Wish 1/1 0 +[40% of Caster's MaxHP] to target;
-[20% of MaxHP] to caster
45 MAGIC SWORD ORIGIN: Temple Knight job command
------------------------------------------------------------------------
-
Name |MP |Spd.|Range|JP |Effect
------------------------------------------------------------------------
-
Blind 6 4/1 50 Add: Darkness, {2.2}
Aspel 2 4/1 0 Drain [Target's MaxHP / 4], {2.0}
Drain 12 4/1 180 Drain [Target's MaxMP / 4], {2.0}
Faith 10 4/1 200 Add: Faith, {2.0}
Innocent 10 4/1 200 Add: Innocent, {2.0}
Zombie 14 4/1 150 Add: Undead, {1.9}
Silence 16 4/1 90 Add: Silence, {2.0}
Berserk 16 4/1 200 Add: Berserk, {1.8}
Chicken 12 4/1 500 Target's Brave -50, {2.0}
Confuse 14 4/1 200 Add: Confusion, {1.9}
Despair 20 4/1 300 Removes positive status ailments
{1.9}
Don't Act 14 4/1 50 Add: Don't Act, {2.0}
Sleep 20 4/1 170 Add: Sleep, {1.9}
Break 24 4/1 300 Add: Petrify, {1.8}
Shock 20 8/1 600 Damage: [User's Max HP - Current
HP]
! 200 Selects by multiple of 5
4 400 Selects by multiple of 4
3 600 Selects by multiple of 3
! You can use 'Math Skill' with any calculable spell that you have
learnt
Press 'Select' on a spell to see if it is calculable: all calculable
spells are either Black Magic, White Magic, Yin-Yang Magic or Time Magic
1E MIGHTY SWORD ORIGIN: Divine Knight job command
------------------------------------------------------------------------
-
Name |MP |Spd.|Range|JP |Effect
------------------------------------------------------------------------
-
Shellbust Stab 3/1 200 Destroys armor & dmg: (PA * WpnPwr)
Blastar Punch 3/1 400 Destroys helmet & damages (same)
Hellcry Punch 3/1 500 Destroys weapon & damages (same)
Icewolf Bite 3/1 800 Destroys accessory & damages (same)
! Must be equipped with a sword in order to use any of these attacks
AF NIGHT MAGIC ORIGIN: Ultima Demon job command
------------------------------------------------------------------------
-
Name |MP |Spd.|Range|JP |Effect
------------------------------------------------------------------------
-
Nanoflare 28 4/3 0 Damage: (Mag AT) * ([Mag AT/2] + 2)
Dark Holy 40 15 4/1 0 Damage: Dark (x37)
Hurricane 4/3 0 Damage: [Max HP * .34], {50+MA%}
Ulmaguest 28 4/3 0 Damage: [Max HP - Current HP]
Ultima 10 20 4/2 0 Damage (x23)
49 PHANTOM ORIGIN: Elidibs' secondary
------------------------------------------------------------------------
-
Name |MP |Spd.|Range|JP |Effect
------------------------------------------------------------------------
-
Salamander 48 12 4/3 820 Damage: Fire (x38)
Leviathan 48 12 4/4 850 Damage: Water (x38)
Titan 30 20 4/3 220 Damage: Earth (x28)
Odin 50 12 4/4 900 Damage (x40)
Midgar Swarm 10 4/4 0 Damage: 24 * Mag AT
09 PUNCH ART ORIGIN: Monk job command
------------------------------------------------------------------------
-
Name |MP |Spd.|Range|JP |Effect
------------------------------------------------------------------------
-
Spin Fist A/2 150 Damage: PA * [PA / 2]
Repeating Fist 1,V0/1 300 Expected Damage: PA * 7.5
Wave Fist 3/1 300 Damage: PA * ([PA / 2] + 1)
Earth Slash 4dir8/8 600 Damage: PA * [PA / 2] (Earth)
Secret Fist 1,V0/1 300 Add: Death Sentence {MA+50%}
Stigma Magic A/2 200 Cancels most abnormal status
Chakra A/2 350 Restores (5*PA) HP and (5/2*PA) MP
Revive 1,V0/1 500 Revives dead {PA+70%}
35 PUNCH SKILL ORIGIN: Wiegraf's secondary
------------------------------------------------------------------------
-
Name |MP |Spd.|Range|JP |Effect
------------------------------------------------------------------------
-
Wave Fist 3/1 300 Damage
Earth Slash 4dir/8 600 Damage (Earth)
7E SATURATION ORIGIN: Altima's secondary
------------------------------------------------------------------------
-
Name |MP |Spd.|Range|JP |Effect
------------------------------------------------------------------------
-
Mute 4/3 0 MP goes to 0
Despair 2 4/3 0 Removes helpful status alterations
Return 2 4/3 0 CT goes to 0
16 SING ORIGIN: Bard job command
------------------------------------------------------------------------
-
Name |MP |Spd.|Range|JP |Effect
------------------------------------------------------------------------
-
Angel Song 17 * 100 Cure: [Target's MaxMP / 8] MP
Life Song 17 * 100 Cure: [Target's MaxHP / 8] HP
Cheer Song 13 * 100 Raises Speed
Battle Song 13 * 100 Raises phys. attack power
Magic Song 10 * 100 Raises magic attack power
Nameless Song 10 * 100 Gives Reraise, Regen, Protect, Wall
Last Song 5 * 100 Fills CT to 100
* All allies
25 SNIPE ORIGIN: Engineer job command
------------------------------------------------------------------------
-
Name |MP |Spd.|Range|JP |Effect
------------------------------------------------------------------------
-
Leg Aim */1 200 Add: Don't Move (Speed+50)%
Arm Aim */1 300 Add: Don't Act (Speed+50)%
Seal Evil */1 200 Add: Petrify on Undead targets
* range is same as that of equipped weapon
2F STARRY HEAVEN ORIGIN: Astrologist job command
------------------------------------------------------------------------
-
Name |MP |Spd.|Range|JP |Effect
------------------------------------------------------------------------
-
Galaxy Stop 20 * 0 Add: Stop, Don't Move, Don't Act
Accumulate A/1 300 Phys AT +1
Dash 1/1 75 Damage: 1, 2, 3 or 4 * PA (random)
Throw Stone 4/1 90 Damage: 1 or 2 * PA (random)
Heal 1/1 150 Recover some status ailments
* all enemies
! Damage from 'Dash' and 'Throw Stone' is multiplied by 1.5 if the
caster has the 'Martial Arts' support ability.
0E STEAL ORIGIN: Thief job command
------------------------------------------------------------------------
-
Name |MP |Spd.|Range|JP |Effect
------------------------------------------------------------------------
-
Gil Taking 1/1 10 Steal [Level * 11] gil, K = 90*
Steal Heart 3/1 150 add: Charm (50 + MA)%; only on
opp.sex.
Steal Helmet 1/1 350 Steal target's helmet, K = 40
Steal Armor 1/1 450 Steal target's armor, K = 35
Steal Shield 1/1 350 Steal target's shield, K = 35
Steal Weapon 1/1 600 Steal target's weapon, K = 30
Steal Accessry 1/1 500 Steal target's accessory, K = 40
Steal Exp 1/1 250 Steal Exp. from target, K = 70
* See section [5.4] for explanation of 'K' values.
0D SUMMON MAGIC ORIGIN: Summoner job command
------------------------------------------------------------------------
-
Name |MP |Spd.|Range|JP |Effect
------------------------------------------------------------------------
-
Moogle 8 50 4/3 110 Restores HP (x12)
Shiva 24 25 4/3 200 Ice attack (x24)
Ramuh 24 25 4/3 200 Lightning attack (x24)
Ifrit 24 25 4/3 200 Fire attack (x24)
Titan 30 20 4/3 220 Earth attack (x28)
Golem 40 34 * 500 Avoid physical attacks
Carbunkle 30 25 4/3 350 Gives Reflect status
Bahamut 60 10 4/4 1200 Magic attack (x46)
Odin 50 12 4/4 900 Magic attack (x40)
Leviathan 48 12 4/4 850 Water attack (x38)
Salamander 48 12 4/3 820 Fire attack (x38)
Silf 26 20 4/3 400 Causes Silence status
Fairy 28 25 4/3 400 Restores HP (x24)
Lich 40 12 4/3 600 Damage: [Target's MaxHP/2] (Dark)
Cyclops 62 12 4/3 1000 Magic attack (x50)
Zodiac 99 10 4/4 ** Magic attack (x96)
* all allies
** 'Zodiac' must be learnt from experience. i.e., someone with
the 'Dark Cloud' ability must cast it on your Summoner; it must
do damage, and he must survive it. you will then be prompted
to learn 'Zodiac', the ultimate summon spell, free of JP charge.
46 SWORD SKILL ORIGIN: Lune Knight job command
------------------------------------------------------------------------
-
Name |MP |Spd.|Range|JP |Effect
------------------------------------------------------------------------
-
Stasis Sword 2/2 0 (PA+2)*WP dmg; may cause Stop
Split Punch 3V3/1 400 (PA+3)*WP dmg; may cause D.
Sentence
Crush Punch 3V2/1 500 (PA+2)*WP dmg; may cause Dead
Lightning Stab 3/2 700 (PA+4)*WP dmg; may cause Silence
Holy Explosion 5(4dir)/5 800 (PA+5)*WP dmg; may cause Confusion
Shellbust Stab 3/1 200 PA*WP damage; Destroys armor
Blastar Punch 3/1 400 PA*WP damage; Destroys helmet
Hellcry Punch 3/1 500 PA*WP damage; Destroys weapon
Icewolf Bite 3/1 800 PA*WP damage; Destroys accessory
! A sword is needed to use any of these skills.
9B SWORD SKILL ORIGIN: undead Knight job command
------------------------------------------------------------------------
-
Name |MP |Spd.|Range|JP |Effect
------------------------------------------------------------------------
-
Head Break */1 300 Destroys target's helmet, K = 59**
Armor Break */1 400 Destroys target's armor, K = 54
Shield Break */1 300 Destroys target's shield, K = 60
Weapon Break */1 400 Destroys target's weapon, K = 44
Magic Break */1 250 Lowers target's MP, K = 50
Speed Break */1 250 Lowers target's speed, K = 50
Power Break */1 250 Lowers target's phys. attack, K =
50
Mind Break */1 250 Lowers target's mag. attack, K = 50
* Range is that of equipped weapon
** See section [5.5] for what 'K' represents.
3B SWORD SPIRIT ORIGIN: Arc Knight job command
------------------------------------------------------------------------
-
Name |MP |Spd.|Range|JP |Effect
------------------------------------------------------------------------
-
Asura A/3 100 Magic attack: Mag AT * 8
Koutetsu A/3 180 Magic attack: Mag AT * 12
Muramasa A/3 580 Magic attack: Mag AT * 18; may
cause
Confusion and Death Sentence
Kikuichimoji 4dir/8 660 Magic attack: Mag AT * 16
!Note: this won't ever work for some reason. Use 'Draw Out' instead.
0F TALK SKILL ORIGIN: Mediator job command
------------------------------------------------------------------------
-
Name |MP |Spd.|Range|JP |Effect
------------------------------------------------------------------------
-
Invitation 3/1 100 Enemies join party, K = 20*
Persuade 3/1 100 Resets targets' CT, K = 30
Praise 3/1 200 Br +4 (+1 permanently), K = 50
Threaten 3/1 200 Br -20 (-5 permanently), K = 70
Preach 3/1 200 Fa +4 (+1 permanently), K = 50
Solution 3/1 200 Fa -20 (-5 permanently), K = 70
Death Sentence 3/1 500 Add: Death Sentence, K = 30
Negotiate 3/1 100 Receive gil from enemy, K = 60
Insult 3/1 300 Causes Berserk status, K = 40
Mimic Daravon 3/2 300 Causes Sleep status, K = 40
* see section [5.6] for explanation of 'K' values.
14 THROW ORIGIN: Ninja job command
------------------------------------------------------------------------
-
Name |MP |Spd.|Range|JP |Effect
------------------------------------------------------------------------
-
THROW 5/1 Damage: (Speed * [PA/20]) * W.P.
Shuriken 50 Throw shuriken
Ball 70 Throw magic balls
Knife 100 Throw daggers
Sword 100 Throw swords
Hammer 100 Throw flails
Katana 100 Throw katana
Ninja Sword 100 Throw ninja swords
Axe 120 Throw axes
Spear 100 Throw spears
Stick 100 Throw sticks
Knight Sword 100 Throw knight swords
Dictionary 100 Throw dictionaries
! You can only throw items which fall into the categories that you
have paid the JP to learn
! You can't throw through obstacles... don't try it.
0C TIME MAGIC ORIGIN: Time Mage job command
------------------------------------------------------------------------
-
Name |MP |Spd.|Range|JP |Effect
------------------------------------------------------------------------
-
Haste 8 50 3/2 100 Causes Haste status {1.8}
Haste 2 30 15 3/2 550 Causes Haste status {2.4}
Slow 8 50 3/2 80 Causes Slow status {1.8}
Slow 2 30 15 3/2 520 Causes Slow status {2.4}
Stop 14 15 3/2 330 Causes Stop status {1.1}
Don't Move 10 34 3/2 100 Causes Don't Move status {1.9}
Float 8 50 4/2 200 Causes Float status {1.4}
Reflect 12 50 4/1 300 Causes Reflect status {1.8}
Quick 24 25 4/1 800 Instant turn {1.4}
Demi 24 17 4/2 250 Target loses 1/4 HP {1.9}
Demi 2 50 12 4/2 550 Target loses 1/2 HP {1.2}
Meteor 70 8 4/4 1500 Magic attack (x60)
32 TRUTH ORIGIN: Heaven Knight job command
------------------------------------------------------------------------
-
Name |MP |Spd.|Range|JP |Effect
------------------------------------------------------------------------
-
Heaven Thunder 34 4/2 100 Lit:([MA/2]+4)*MA (random
targeting)
Asura 25 4/2 200 Fire:([MA/2]+5)*MA (rnd targeting)
Diamond Sword 20 4/2 300 Wind:([MA/2]+5)*MA (rnd targeting)
Hydragon Pit 17 4/2 400 Water:([MA/2]+6)*MA (rnd targeting)
Space Storage 20 4/2 500 ([MA/2]+3)*MA,status FX (rnd targ)
Sky Demon 15 4/2 600 Earth:([MA/2+10)*MA (rnd targeting)
7B ULTIMATE MAGIC ORIGIN: Altima's secondary
------------------------------------------------------------------------
-
Name |MP |Spd.|Range|JP |Effect
------------------------------------------------------------------------
-
Ultima [2] 25 15 4/3 0 Damage (x30)
2E UN-TRUTH ORIGIN: Hell Knight job command
------------------------------------------------------------------------
-
Name |MP |Spd.|Range|JP |Effect
------------------------------------------------------------------------
-
Heaven Thunder Back 34 4/2 100 Lightning damage ~x19~(rnd
targeting)
Asura Back 25 4/2 200 Fire damage ~x21~ (rnd targeting)
Diamond Sword Back 20 4/2 300 Wind damage ~x23~ (random
targeting)
Hydragon Pit Back 17 4/2 400 Water damage ~x26~(random
targeting)
Space Storage Back 20 4/2 500 Damage ~x16~, status fx (rnd
target)
Sky Demon Back 15 4/2 600 Earth damage ~x36~(random
targeting)
36 USE HAND ORIGIN: Assassin job command
------------------------------------------------------------------------
-
Name |MP |Spd.|Range|JP |Effect
------------------------------------------------------------------------
-
Shadow Stitch 4/1 0 Add: Stop (100%)
Stop Bracelet 1/1 0 Instant death (100%)
Allure 3/1 0 Add: Charm (70+MA)%
Seal 6/1 0 Add: Petrify (100%)
Ultima 10 20 4/2 n/a Magical damage (x23)
68 WARLOCK SUMMON ORIGIN: Velius' secondary
------------------------------------------------------------------------
-
Name |MP |Spd.|Range|JP |Effect
------------------------------------------------------------------------
-
Titan 30 20 4/3 220 Damage: Earth (x28)
Lich 40 12 4/3 600 Damage: Dark (Max HP / 2)
Cyclops 62 12 4/4 1000 Damage (x50)
2A WHITE-AID ORIGIN: Holy Priest job command
------------------------------------------------------------------------
-
Name |MP |Spd.|Range|JP |Effect
------------------------------------------------------------------------
-
Cure 3 16 15 4/2 400 Cure more HP (x30)
Cure 2 12 20 4/2 180 Cure some HP (x20)
Confuse* 14 4/1 200 Add: Confusion [Magic Sword]
Sleep* 20 4/1 170 Add: Sleep [Magic Sword]
Drain* 12 4/1 180 Absorbs target's HP [Magic Sword]
Silence* 16 4/1 90 Add: Silence [Magic Sword]
Don't Act* 14 4/1 50 Add: Don't Act [Magic Sword]
Raise 2 20 10 4/1 500 Revive & recover all HP
Esuna 18 34 3/2 280 Cure most status ailments
* Sword needed to use
0A WHITE MAGIC ORIGIN: Priest job command
------------------------------------------------------------------------
-
Name |MP |Spd.|Range|JP |Effect
------------------------------------------------------------------------
-
Cure 6 25 4/2 50 Restores HP (x14)
Cure 2 10 20 4/2 180 Restores HP (x20)
Cure 3 16 15 4/2 400 Restores HP (x30)
Cure 4 20 10 4/2 700 Restores HP (x40)
Raise 10 25 4/1 180 Revives dead {1.8}
Raise 2 20 10 4/1 500 Revives dead, full HP {1.6}
Reraise 16 15 3/1 800 Gives Reraise status {1.4}
Regen 8 25 3/2 300 Gives Regen status {1.7}
Protect 6 25 3/2 70 Gives Protect status {2.0}
Protect 2 24 15 3/2 500 Gives Protect status {1.2}
Shell 6 25 3/2 70 Gives Shell status {2.0}
Shell 2 20 15 3/2 500 Gives Shell status {1.2}
Wall 24 25 3/1 380 Gives Protect and Shell {1.4}
Esuna 18 34 3/2 280 Cures most status ailments {1.9}
Holy 56 17 5/1 600 Holy attack (x50)
AB WORK ORIGIN: Steel Giant job command
------------------------------------------------------------------------
-
Name |MP |Spd.|Range|JP |Effect
------------------------------------------------------------------------
-
Destroy 1/1 0 Damage: 10 * PA
Compress 1/1 0 Damage: 12 * PA
Dispose 8/1 0 Damage: 10 * PA
Crush 1/1 0 Damage: 16 * PA
! For all 'Work' skills used, caster loses [1/4] of the damage dealt.
10 YIN-YANG MAGIC ORIGIN: Oracle job command
------------------------------------------------------------------------
-
Name |MP |Spd.|Range|JP |Effect
------------------------------------------------------------------------
-
Blind 4 50 4/2 100 Add: Darkness {2.0}
Spell Absorb 2 50 4/1 200 Drain [MaxMP / 4] from target {1.6}
Life Drain 16 50 4/1 350 Drain [MaxHP / 4] from target {1.6}
Pray Faith 6 25 4/1 400 Add: Faith {1.5}
Doubt Faith 6 25 4/1 400 Add: Innocent {1.5}
Zombie 20 20 4/1 300 Add: Undead {1.0}
Silence Song 16 34 4/2 170 Add: Silence {1.8}
Blind Rage 16 20 4/1 400 Add: Berserk {1.2}
Foxbird 20 25 4/1 200 Br -30 {1.4}
Confusion Song 20 20 4/1 400 Add: Confusion {1.3}
Dispel Magic 34 34 4/1 700 Remove positive status {2.2}
Paralyze 10 20 4/2 100 Add: Don't Act {1.9}
Sleep 24 17 4/2 350 Add: Sleep {1.7}
Petrify 16 12 4/1 580 Add: Petrify {1.1} Must be equipped
with a sword to use any 'Magic Sword' attacks
15 MATH SKILL ORIGIN: Calculator job command
------------------------------------------------------------------------
-
Name |MP |Spd.|Range|JP |Effect
------------------------------------------------------------------------
-
CT 250 Base equations on CT
Level 350 Base equations on level
Exp 200 Base equations on EXP
Height 250 Base equations on height
Prime Number 300 Selects by prime number
5
----------
| Monsters |
----------
---------
| Weapons |
---------
-------
| Armor |
-------
------------
| Accesories |
------------
-------
| Items |
-------
---------------
| Poaching List |
---------------
----------------
| Random Battles |
----------------
-----------
| Copyright |
-----------
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This document is (C) Jarek Grochal;1999-2000
---------------
| Contributions |
---------------
-Thanks to
[email protected] for the Battle Mechanics Guide he
allowed for use in his faq
-Thanks to DingoJellybean, since im using his Copyright
***********************************************************************C
OMING UP
***********************************************************************
Date to shoot for 02/10/00
-Level 3 classes(Monk,Thief,Time Mage,Oracle)
-Battles 14,15,16, and 17