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--------------------------------------| Final Fantasy Tactics Faq/Walkthrough | --------------------------------------------------| Version 1.9 | ------------------------------| By Jarek Grochal | ------------------------------------| KrOnOs1234@aol.

com | ------------------============== | ---------- | | | Contents | | | ---------- | ============== ---------------| Version Update | --------------------------| Characters | ------------------------------------| Step-By-Step walkthrough | ----------------------------------------------------| In-Depth battle strategies | -------------------------------------| Chapter 1 | --------------------| Chapter 2 | --------------------| Chapter 3 | --------------------| Chapter 4 | ------------------------| Getting Cloud | -------------------------------| The Deep Dungeon | -------------------------------| Final Battles | ----------------------| Classes | -------------------------| Battle Mechanics | --------------------------| Monsters | ------------------

| Weapons | --------------| Armor | -----------------| Accesories | -----------------| Items | --------------------| Poaching List | -----------------------------| Random Battles | -------------------------| Copyright | ----------Here We Go With The Faq/Walkthrough ---------------| Version Update | ---------------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 -----------| Characters | ------------------------------------/ Step-By-Step Walkthrough / -------------------------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 ---------------------------/ In-Depth Battle Strategies / -------------------------------------| Chapter 1 | ----------------------/ The Meager / ------------------------------------------------| 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 -----------------------------------------------------------| 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 | ----------------------------------------------------------------------------------------------------| 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. | --------------------------------------------------------------------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. --------------------------------------------------------| 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. | ------------------------------------------------------------------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. ----------------------------------------------| 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 | ----------------------------------------------------------------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. -------------------------------------------| 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 | ------------------------------------------------------------------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. | --------------------------------------------------------------------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. ----------------------------------------------------| 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. | ------------------------------------------------------------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 --------------------------------------------------| 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 | ----------------------------------------------------------------| Chapter 2 | ----------------------------------------------------------------| 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. | ----------------------------------------------------------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. ------------------------------------------------| 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. | --------------------------------------------------------------------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. | ------------------------------------------------------------------------------| Chapter 3 | --------------------| Chapter 4 | ------------------------| Getting Cloud | -------------------------------| The Deep Dungeon | -------------------------------| Final Battles | ----------------------| Classes | --------************************************************************************ *****************Level One Classes(Squire,Chemist)******************** --------| 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 ** | -----------------------------------------------------------------| 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 ---------| 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 Aerostar13@aol.com 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 3.1 3.2 3.3 Attacks Faith-based magic attacks Spell multiplier chart 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 5.4 5.5 5.6 5.7 5.8 5.9 5.10

Punch Art Steal Battle Skill Talk Skill Sword Skills Geomancy Truth Un-truth

Part 6. Monster Abilities 6.1 List of monster abilities Part 7. Action, 7.1 7.2 7.3 7.4 Reaction, Support, & Movement Abilities List of action abilities and effects List of reaction abilities and effects List of support abilities and effects List of movement ablities and effects

* 11 111 11 11 11 1111

PART ONE --------------------------------------------introduction

_________________________________ [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# # Range 1 # ### ##X## ### # Range 2 # ### ##### ###X### ##### ### # Range 3 # # # ###X### # # # 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 Effect 1 O OOO OOOOO OOO O Effect 2 Effect 3 O OOO O

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 OOO ###X### ###X### OOXOO ##### # OOO ### # O # # 3/2 3(4directions)/ A/3 3(1direction) (caster is affected)

O #X# # 1/1

abbreviations & symbols: -----------------------+ * / means means means means addition subtraction multiplication 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 ~~~~~~~~~~~~~~~~~~~ Aries Taurus Gemini Cancer Leo Virgo Libra Scorpio Sagittarius Capricorn Aquarius Pisces Serpentarius O: +: -: ?: Ar O O O + O ? O + O O O Ta O O O O + O ? O + O O Ge O O O O O + O ? O + O Cn O O O O O + O ? O + O Lo + O O O O O + O ? O O Vg O + O O O O O + O ? O Li ? O + O O O O O + O O Sc O ? 0 + O O O O O + O Sa + O ? O + O O O O O O Cp + 0 ? O + O O O O O O Aq O + O ? O + O O O O O Pi O O + O ? O + O O O O Se 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 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: Bad compatibility: Best compatibility: Worst compatibility: (multiplier (multiplier (multiplier (multiplier + + [multiplier/4]) [multiplier/4]) [multiplier/2]) [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) Weapon Attack (side) Weapon Attack (rear) Stealing Battle Skill Talk Skill Black Magic (damage-causing) Status-affecting magic Allure, Steal Heart, Choco Ball Throw P.AEV, P.CEV, P.SEV, W.EV P.AEV, P.CEV, W.EV P.CEV See [5.4] See [5.5] See [5.6] M.AEV, M.SEV, M.CEV M.CEV P.CEV 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 ~~~~~~~~~~ Berserk Blood Suck Charging Charm Chicken Confusion Critical Darkness Dead DeathSentence Defending Don't Act Don't Move Faith Float Frog damage Haste Innocent Invite Oil Performing Petrify Poison Protect Quick Reflect Regen Appearance ~~~~~~~~~~~~~~~ Red glow Complete purple 'C' Heart Chicken Odd motions Kneeling Eye with 'X' Lying down Number above head Guarded pose 'DA' 'DM' Arrow up Floating in air Frog Fast animation Arrow down -Blackened Singing/dancing Turn to stone Green glow Triangle --Blue glow Effect ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ [PA * 1.5], uncontrollable Uncontrollable; always uses 'Blood Suck' charging up spell; damage to a charging target is multiplied by 1.5 Fight on enemy's side Flee from enemies; uncontrollable Uncontrollable; will act randomly HP is less than 25% Target's evade percentages are doubled HP at 0; will disappear after 3 turns When count runs out, unit dies Evasion percentages doubled Can't Act Can't Move [Faith * 1.5] Float over ground obstacles; cancel Earth Can't do anything but attack; take 1.5x Speed x1.5 0 Faith Join enemy party Damage from fire is doubled Charging up song or dance Can't move, act, or be hit -[MaxHP / 8] HP each turn Physical damage to unit is multiplied by 0.6 Unit's turn is executed next Reflectable spells bounce off +[MaxHP / 8] HP each turn

Reraise Shell Silence Sleep Slow Stop Undead spells,

Hovering angel Square '...' 'ZZZ' Slow animation No animation Magenta tint

Cast Raise 1 turn after 'Dead' is set Magical damage to unit is multiplied by 0.6 Can't cast magic Don't get a turn; 1.5x damage from attacks Speed halved CT stops Heal spells do damage; Death restores life; unit always is healed from draining 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 'Strengthen: (Element)' ... Damage = [Damage * 1.2]

Caster

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: Bad: Best: Worst: [multiplier [multiplier [multiplier [multiplier + + (multiplier/4)] (multiplier/4)] (multiplier/2)] (multiplier/2)] * * * * Weapon Weapon Weapon Weapon Power Power Power 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 ......... Quake ........ Ramuh ........ Salamander ... Shiva ........ Titan ........ Tornado ...... Ultima ....... Ultima [2] ... Zodiac .......

40 39 24 38 24 28 37 23 30 96

| | | | | | | | | |

50 70 24 48 24 30 70 10 25 99

4/4 4/4 4/3 4/3 4/3 4/3 4/4 4/2 4/3 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 ~~~~~~~~~~~~~~ Blind Life Drain Spell Absorb Pray Faith Doubt Faith Zombie Silence Blind Rage Foxbird Confusion Song Dispel Magic Paralyze Sleep Petrify Impure / Bio ~~~~~~~~~~~~ Bio 2 P.M. ~~~~ 2.0 1.6 1.6 1.5 1.5 1.0 1.8 1.2 1.4 1.3 2.2 1.9 1.7 1.1 Results {Range/Effect} ~~~~~~~~~~~~~~~~~~~~~~~~~ Add: Darkness {4/2} Drain 1/4 of HP {4/1} Drain 1/4 of MP {4/1} Add: Faith {4/1} Add: Innocent {4/1} Add: Undead {4/1} Add: Silence {4/2} Add: Berserk {4/1} Br -30 {4/1} Add: Confusion {4/1} Remove helpful status {4/1} Add: Don't Act {4/2} Add: Sleep {4/2} Add: Petrify {4/1}

1.2

Add: Silence {4/2}

Bio 2 Bio 2 Bio 2 Ja Magic ~~~~~~~~ Toad 2 Gravi 2 Confuse 2 Sleep 2 Blind 2 Time Magic ~~~~~~~~~~ Haste Haste 2 Slow Slow 2 Stop Don't Move Float Reflect Quick Demi Demi 2 White Magic ~~~~~~~~~~~ Raise Raise 2 Reraise Regen Protect Protect 2 Shell Shell 2 Wall Esuna Black Magic ~~~~~~~~~~~ Poison Frog Death Holy Magic ~~~~~~~~~~ MBarrier Deathspell 2

1.1 1.1 1.1

Add: Slow {4/2} Add: Poison {4/2} Add: Petrify {4/2}

1.6 1.6 1.6 1.6 1.6

Add: Frog {4/2} HP goes to 1 {4/2} Add: Confusion {4/2} Add: Sleep {4/2} Add: Darkness {4/2}

1.8 2.4 1.8 2.4 1.1 1.9 1.4 1.8 1.4 1.9 1.2

Add: Haste {3/2vert1} Add: Haste {4/2} Add: Slow {3/2vert1} Add: Slow {4/2} Add: Stop {3/1} Add: Don't Move {4/1} Add: Float {4/1} Add: Reflect {3/1} Add: Quick {3/1} [HP * .25] damage {3/2} [HP * .50] damage {4/2}

1.8 1.6 1.4 1.7 2.0 1.2 2.0 1.2 1.4 1.9

Cancel: Dead & restore 1/2 HP {4/1} Cancel: Dead & restore full HP {4/1} Add: Reraise {3/1} Add: Regen {3/1} Add: Protect {3/2} Add: Protect {3/2} Add: Shell {3/2} Add: Shell {3/2} Add: Protect, Shell {3/1} Cancel negative status ailments {3/2}

1.6 1.2 1.0

Add: Poison {4/1} Add: Frog {4/1} Add: Dead {4/1}

1.9 1.9

Add: Protect, Shell, Haste, Regen, Reraise {5/1} 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 Chicken Confuse Despair Don't Act Sleep Break Saturation ~~~~~~~~~~ Mute Despair 2 Return 2 Destroy Sword ~~~~~~~~~~~~~ Magic Ruin Speed Ruin Power Ruin Mind Ruin

1.8 2.0 1.9 2.0 2.0 1.9 1.8

Add: Berserk Br -50 Add: Confusion Cancel positive status ailments Add: Don't Act Add: Sleep Add: Petrify

2.0 2.0 2.0

MP goes to zero {4/3} Cancel positive status ailments {4/3} CT goes to zero {4/3}

(also halved by 'Blade Grasp') 2.5 2.5 2.5 2.5 MP is halved {4/2} Speed -3 {4/2} Phys AT -5 {4/2} 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 ~~~~~~~~~~~~~~ Asura Koutetsu Bizen Boat Murasame Heaven's Cloud Muramasa {A/3} Kikuichimoji Masamune Chirijiraden result {Range/Effect} ~~~~~~~~~~~~~~~~~~~~~~~~~~ Damage = 8 * Mag AT {A/3} Damage = 12 * Mag AT {A/3} Damage to MP = 4 * Mag AT {A/3} Healing = 12 * Mag AT {A/3} Damage = 14 * Mag AT, may cause Slow {A/3} Damage = 18 * Mag AT, may cause Confuse/Death Sentence Damage = 16 * Mag AT {4dir/8} Add: Regen and Haste {A/3} 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: Bad compatibility: Best compatibility: Worst compatibility: ___________ [5.2] throw =====

Damage Damage Damage Damage

= = = =

(n (n (n (n

+ + -

[n/4]) [n/4]) [n/2]) [n/2])

* * * *

Mag Mag Mag Mag

AT AT AT AT

'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 * Good compatibility: Damage Bad compatibility: Damage Best compatibility: Damage Worst compatibility: Damage _______________ [5.3] punch art ========= Spin Fist Repeating Fist Wave Fist Earth Slash Secret Fist Chakra Revive Damage = Expected Damage = Damage = Success% Recovery Success% PA * [PA / 2] Damage = PA * 7.5 PA * ([PA / 2] + 1) PA * [PA / 2] {earth} = MA + 50 = (5 * PA) HP; [5 * PA / 2] MP = PA + 70 [PA / 20]): = (n + [n/4]) = (n - [n/4]) = (n + [n/2]) = (n - [n/2]) * * * * Weapon Weapon Weapon Weapon Power Power Power Power

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 Repeating Fist Wave Fist Earth Slash Secret Fist Chakra Revive Damage = Expected Damage = Damage = Chance = Recovery Chance = Normal Damage * 1.5 Damage = Normal Expected Damage * 1.25 Normal Damage * 1.25 Normal Damage * 1.5 Normal Chance + [MA / 2]% = Normal Recovery * 1.5 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 ~~~~~~~~~~~ Steal Heart success% ~~~~~~~~~~~~~ (Stealer's MA + 50) * [Evasion Factor]

calculating 'evasion factor' ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Evasion for steal depends on two factors: (1) the target's physical SEV, (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 ~~~~~~~~~~~~~ Head Break Armor Break Shield Break Weapon Break Magic Break Speed Break Power Break K value ~~~~~~~ 59 54 60 44 50 50 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 ~~~~~~~~~~~~~ Invitation Persuade Preach Threaten Praise Solution Death Sentence Negotiate Insult Mimic Daravon K value ~~~~~~~ 20 30 50 70 50 70 30 60 40 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 Stasis Sword Crush Punch Split Punch Lightning Stab Holy Explosion Shellbust Stab Blastar Punch Hellcry Punch Icewolf Bite

0 2 2 3 4 5 0 0 0 0 [n/4]) [n/4]) [n/2]) [n/2]) * * * * Mag Mag Mag Mag AT AT AT AT

ZODIAC: let 'n' = (User's PA + K): Good compatibility: Damage = (n + Bad compatibility: Damage = (n Best compatibility: Damage = (n + Worst compatibility: Damage = (n ______________ [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 Bad compatibility: Damage = (n Best compatibility: Damage = (n Worst compatibility: Damage = (n + + [n/4]) [n/4]) [n/2]) [n/2]) * * * * Mag Mag Mag Mag AT AT AT 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 ~~~~~~~~~~~~~~ Heaven Thunder Asura Diamond Sword Hydragon Pit Space Storage Sky Demon effect ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Damage: ([MA/2] + 4) * MA (Lightning) Damage: ([MA/2] + 5) * MA (Fire) Damage: ([MA/2] + 5) * MA (Wind) Damage: ([MA/2] + 6) * MA (Water) Damage: ([MA/2] + 3) * MA (add: numerous ailments) 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 ~~~~~~~~~~~~~~~~~~~ Heaven Thunder Back Asura Back Diamond Sword Back Dragon Pit Back Space Storage Back Sky Demon Back K-value & other properties ~~~~~~~~~~~~~~~~~~~~~~~~~~ 19 (Lightning) 21 (Fire) 23 (Wind) 26 (Water) 16 (add: numerous ailments) 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 -------------CHOCOBO SKILLS Choco Attack Choco Ball Choco Cure Choco Esuna Choco Meteor GOBLIN SKILLS Tackle Turn Punch Eye Gouge Goblin Punch Mutilate BOMB SKILLS Bite Self-Destruct Small Bomb Flame Attack Spark PANTHER SKILLS Scratch Cat Kick Poison Nail Blaster Blood Suck

effect {R/E} used by -------------------------------------------- ----------PA * [PA * (Br/100)] PA * [PA / 2] {4/1} Cure: MA * 3 {A/2} Heal various status ailments (4*PA)% {A/2} MA * 4 {6/1} PA * [PA * (Br/100)] PA * (MA - 2) {4 directions} Add: Darkness (43+MA)% [Max HP - Current HP] Drain: [Target's Max HP * .75] PA * [Max PA * MA * MA * [PA * (Br/100)] HP - Current HP] {A/4} [PA / 2] 3 {4/1} (Fire) 2 {A/3} (Fire) 1 2 3 2 3 1 [3] [1] 2 [2] 3 1 2 3 2 1 3 [1][2] 3 [3] 1 2 3 1 2 3 [1] 2 [3] [2] 3 1 2 3 [1] 2 3 1 2 [2] 3 [3] 1 2 3 [1] 2 3 2 [2] 3 [3] 1 2 3 1 [1] 2 [2] 3 [3] 1 2 3 1 [1] 2 [2] 3 [3] 1 2 3 2 3 [1] 2 [2] 3 [3]

PA * [PA * (Br/100)] Expected damage: PA * 5 (random multiple) Add: Poison (40+MA)% Add: Petrify (30+MA)%, Stop {3/1} Drain: [Target's Max HP *.25];Add: Bl.Suck

SQUID-MAGE SKILLS Tentacle PA * [PA * (Br/100)] Black Ink Add: Darkness (50+MA)% {2(4dir)/1} Odd Soundwave Cancel beneficial status (100%) {A/3} Mind Blast Add: Confusion (35+MA)%, Berserk {4/2} Level Blast Level -1 (60+MA)% {4/2} SKELETON SKILLS Knife Hand PA Thunder Soul MA Aqua Soul MA Ice Soul MA Wind Soul MA GHOST SKILLS Throw Spirit Sleep Touch Grease Touch Drain Touch Zombie Touch AHRIMAN SKILLS Wing Attack Look of Devil Look of Fright Death Sentence Circle * * * * * [PA * (Br/100)] 2 {3/1} (Lightning) 2 {3/1} (Water) 2 {3/1} (Ice) 3 {3/1} (Wind)

PA * [PA * (Br/100)] {3/1} Add: Sleep (40+MA)% Add: Oil (50+MA)% Drain: 0.34 * Target's MaxHP (round UP!) Add: Undead (45+MA)% PA * [PA * (Br/100)] Add: Petrify (35+MA)%, Stop, Silence {3/1} Br -10 (40+MA)% {3/1} Add: Death Sentence (40+MA)% {3/1} Target's Mag AT -2 (55+MA)% {4/1}

COCKATRICE SKILLS Scratch Up PA * [PA * (Br/100)] Feather Bomb MA * 2 {3/1} Shine Lover Steal [Stealer's Level * 11] gil Beak Add: Petrify (37+MA)% Beaking Target's Phys AT -2 (45+MA)% URIBO SKILLS Straight Dash PoohOink Nose Bracelet Please Eat DRYAD SKILLS Leaf Dance Spirit of Life Magic Spirit Protect Spirit Clam Spirit PA * [PA * (Br/100)] Add: Sleep (100%) Cancel: Dead & restore all HP (74+MA)% Add: Charm (52+MA)% Target's Lv.+1; caster becomes crystal MA * 3 {A/2} Cure: MA * 2 {A/2} Cure MP: MA * 1 {A/2} Add: Protect (45+MA)% {A/2} Add: Shell (45+MA)% {A/2}

1 2 3 [1] 3 2 [2] 3 [3] 1 2 3 2 [1] [2] 3 [3] 1 2 3 2 [3] [1] 3 [2] 3 1 2 3 [1] 2 [2][3] 3 3

MINOTAUR SKILLS Shake Off PA * [PA * (Br/100)] Wave Around PA * [PA/2] {4 directions} Blow Fire MA * 4 (Fire) Mimic Titan MA * 3 (Earth) Gather Power Caster's Phys AT +2 {A/1} MOLBOL SKILLS Tentacle Lick Goo Bad Bracelet Moldball Virus

PA * [PA * (Br/100)] 1 2 3 Add: Reflect (100%) 1 [2] Add: Don't Move (100%) [1] 2 Add: Petrify (25%), Stop, Sleep, Poison {A/3} 3 Target becomes a Molbol (MA+5)% [3] 1 2 3 1 2 3 [1] [2] [3] 1 2 3 [1] [3] 2 [2] 3

BEHEMOTH SKILLS Stab Up PA * [PA * (Br/100)] Sudden Cry PA * ([PA/2] + 1) Giga Flare MA * 7 {4/3} Hurricane [Target's Max HP * .34] (Wind) {4/3} Ulmaguest [Caster's Max HP - Current HP] {4/3} DRAGON SKILLS Dash Tail Swing Fire Bracelet Ice Bracelet Thnder Brcelet HYDRA SKILLS Triple Attack Triple Brcelet Triple Thunder Triple Flame Dark Whisper PA PA MA MA MA * * * * * [PA * (Br/100)] 8 12 (Fire) {2(4dir)/1} 12 (Ice) {"} 12 (Lightning) {"}

PA * [PA * (Br/100)] {2(4dir)/2(3dir)} 1 2 [Target's MaxHP / 2] (Fire,Ice,Lit) {"} [1] 3 MA * ([MA / 2] + 6) {4/2(3 random hits)} [2] 3 MA * ([MA / 2] + 12) {4/2(3 random hits)} 2 3 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: Bad compatibility: Best compatibility: Worst compatibility:

damage damage damage damage

or or or or

chance chance chance chance

* * * *

1.25 0.75 1.50 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 Sentence Crush Punch 3V2/1 Lightning Stab 3/2 Holy Explosion 5(4dir)/5 Shellbust Stab 3/1 Blastar Punch 3/1 Hellcry Punch 3/1 Icewolf Bite 3/1 Dark Sword 3/1 Night Sword 3/1 (Dark) ! must be equipped with a sword

400 (PA+3)*WP dmg; may cause D. 500 700 800 200 400 500 800 500 100 (PA+2)*WP dmg; may cause Dead (PA+4)*WP dmg; may cause Silence (PA+5)*WP dmg; may cause Confusion PA*WP damage; Destroys armor PA*WP damage; Destroys helmet PA*WP damage; Destroys weapon PA*WP damage; Destroys accessory Drains (PA*WP) MP from target Drains (PA*WP) HP from target

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 Bio Bio Bio Bio Bio Bio Bio Bio 2 2 2 2 3 3 3 8 8 16 16 16 16 24 24 24 34 34 20 20 20 20 17 17 17 4/1 4/1 4/2 4/2 4/2 4/2 4/3 4/3 4/3 0 Damage (x12) and may add: Poison 0 Damage (x12) and may add: Oil 0 0 0 0 0 0 0 Add: Silence {1.2} Add: Petrify {1.1} Add: Slow {1.1} Add: Frog {1.1} Damage (x24) and may add: Dead Damage (x24) and may add: Undead 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 Flare

24 60

10 15

4/1 5/1

600 Instant death attack {1.0} 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 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

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

1/1

Bio Bio Bio Bio Bio Bio Bio Bio Bio 2 2 2 2 3 3 3

8 8 16 16 16 16 24 24 24

34 34 20 20 20 20 17 17 17

4/1 4/1 4/2 4/2 4/2 4/2 4/3 4/3 4/3

0 Damage (x12) and may add: Poison 0 Damage (x12) and may add: Oil 0 0 0 0 0 0 0 Add: Silence {1.2} Add: Petrify {1.1} Add: Slow {1.1} Add: Frog {1.1} Damage (x24) and may add: Dead Damage (x24) and may add: Undead 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 Muramasa cause A/3 A/3 180 Magic attack: Mag AT * 12 580 Magic attack: Mag AT * 18; may

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

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 | ----------This FAQ was solely intended for the public use on the www. It cannot be reproduced, retransmitted, or re-written in any other form except by the notice of the author. Any violation of this code will result in strict penalty---and high fines susceptible by law. If this legal document is portrayed in any commercial use, you are therefor stricten under the code of law----and will be---punished. In full contrast, this document portrayed in the website found (www.gamefaqs.com) is to be used and only used by the public itself and cannot be sold. Revisions of this FAQ are only to be done with notice of the author before hand and may be done so as long as the name of the author of the document appears in due credit. You may juxatpose this---document with other---documents as well without notice of the author but it must not be used for sales and broadcasting or commercial use. This FAQ may not be---included in a promotional CD, magazine, or any other use of monetary product. This FAQ may not be used in a password protected area nor---in a high security area. This FAQ is solely used and ONLY used for public---use only and may not be used in a promotional ad that sponsors any type of monetary use. This FAQ is to be used "just like a book" meaning that it can be read over and over again by anybody who wishes to do so. Just like a book it can be moved around from one person to another, but unlike a book the document can be viewed by more than one person at---once. This FAQ is in no way possible to be plagerized, doing so not only damages the person you had intentionally forged, but it also damages yourself in terms of self guilt or in terms of law, whether the punishment be civil or criminal law. To put it at best, DON'T DO ANYTHING WITH THIS OR ANYTHING INVOLVING THIS FAQ WITHOUT MY PERMISSION! This document is (C) Jarek Grochal;1999-2000 --------------| Contributions | ---------------Thanks to Aerostar13@aol.com 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

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