=============================== FINAL FANTASY TACTICS Battle Mechanics Handbook v1.32 ------------------------------- by aerostar13@aol.com and townknave@aol.com =============================== This guide digs deeply into the innards of FFT and explains the mathematical formulas which are used to calculate the elements of an FFT battle (i.e., damage and success rates). We recommend that you know a little basic algebra before reading on, or else the guide will make little to no sense. Though this isn't the most important information in the world, it's the product of much work over a long period of time and we hope you will read and enjoy it. - Aerostar and the Town Knave << revisions in version 1.32 >> include corrections on many formulas, clarification and elaboration on many more formulas, as well as a semi-rewrite of the introduction. CONTENTS: --------- Part 1. Start Here! 1.1 Definitions & Abbreviations 1.2 Signs of the Zodiac 1.3 Evasion % 1.4 Abnormal Status 1.5 It's Elementals! 1.6 A few general notes Part 2. Weapon Attacks 2.1 List of weapon (and barehand) attack formulas Part 3. Magical Attacks 3.1 Faith-based magic attacks 3.2 Spell multiplier chart 3.3 Non-faith-based magic attacks Part 4. Effect Magic 4.1 Equation 4.2 Complete list of multipliers Part 5. Other Attacks 5.1 Draw Out 5.2 Throw 5.3 Punch Art 5.4 Steal 5.5 Battle Skill 5.6 Talk Skill 5.7 Sword Skills 5.8 Geomancy 5.9 Truth 5.10 Un-truth Part 6. Monster Abilities 6.1 List of monster abilities Part 7. Action, Reaction, Support, & Movement Abilities 7.1 List of action abilities and effects 7.2 List of reaction abilities and effects 7.3 List of support abilities and effects 7.4 List of movement ablities and effects 11 PART ONE 111 --------------------------------------------- 11 Introduction 11 11 1111 _________________________________ [1.1] Definitions & Abbreviations =========================== Before you read this guide, there are a few definitions and abbreviations which you should understand: - An ATTACK is any action taken in battle except for 'Defend', 'Wait', or 'Equip Change'. - The CASTER is the unit (person or monster) executing an attack. - The TARGET is the unit(s) on the receiving end of the attack. The caster and target can be the same unit. - PHYSICAL AT is the number next to the sword icon on the middle panel of the status screen. It indicates a character's physical attack power. In this guide, Physical AT is sometimes abbreviated 'PA'. Min: 1 Max: 99 - MAGICAL AT is the number next to the sceptre icon on the middle panel of the status screen. It indicates a character's magical ability. In this guide, Magical AT is sometimes abbreviated as 'MA'. Min: 1 Max: 99 - WEAPON POWER is the strength of the equipped weapon. It can be seen on the middle panel of the status screen, next to the letter of the appropriate hand ('R' or 'L'). Min: 0 Max: 40 - A PHYSICAL ATTACK is any attack which uses Physical AT in its calculation. - A MAGICAL ATTACK is any attack which uses Magical AT in its calculation. Some attacks (e.g. Geomancy) can be both physical and magical. - BRAVE, which is listed on-screen under the character's name and occupation, is a stat which supposedly represents courage in battle. It's a factor in many special skills and a few weapon attacks, and also represents the rate at which you'll use your Reaction Ability. In this guide, you will see it abbreviated as 'Br'. Min: 1 (below 10 = Chicken) Max: 100 - FAITH, listed on-screen next to Brave, is supposed to represent belief in miracles and supernatural phenomena. It factors into both magic damage and rate of success, and is an important stat for a mage. We abbreviate it here as 'Fa'. Min: 1 Max: 100 (if it's above 90, any character except Ramza or a Guest will leave) - The RANGE of an attack is the number of squares, counted in a straight line, that the attack has the potential to target (not counting the caster himself). It is represented on the screen when an attack is selected by red, glowing panels. Examples: (X = Caster) # # # ### # # ### ##### # #X# ##X## ###X### ###X### # ### ##### # # ### # Range 1 Range 2 # # Range 3 Range 3 (4 directions) Usually, Range is independent of vertical height, but for some skills (e.g., Talk Skill), it can be limited by height difference. - The EFFECT AREA of an attack determines which panels will actually be hit by the attack. It's determined by counting the number of squares an attack can hit from the centre to one corner of the effect area. Effect area is usually restricted by vertical height. Most attacks have a height tolerance of 2-3, but it varies greatly. When an attack has an overly restrictive or permissive vertical effect area, we try to note it in the guide, but it's not absolutely complete. Examples: O O OOO O OOO OOOOO O OOO O Effect 1 Effect 2 Effect 3 A combination of range and effect area is used to determine the attack's firing range. We represent this in the guide as two numbers, the first being the range and the second the effect area. For instance, a spell with firing range {5/1} means it has a range of 5 and an effect area of 1. If there is an effect area greater than one, it can make the attack go further than the range. Special firing ranges: - for LINEAR firing ranges, the range is measured in the number of squares outward (not including caster) that the attack can target, followed by the number of directions the line can go in. the effect area is measured by the number of squares it affects, and the number of directions in which it does so. for example, the 'Holy Explosion' attack is {5(4dir)/5(1dir)}. - for AUTOMATIC firing ranges, the range and the effect area are always the same. This is denoted by {A/N}, where N is the number of squares, in a straight line counted from the centre of the effect area, that the attack effects. For instance, {A/3} is illustrated below. beautiful ASCII artwork: ~~~~~~~~~~~~~~~~~~~~~~~~ X: caster #: panel in range O: affected panel O OOO O #O# O O O ##### O OOO #X# ###X### ###X### OOXOO # ##### # OOO ### # O # # 1/1 3/2 3(4directions)/ A/3 3(1direction) (caster is affected) abbreviations & symbols: ------------------------ + means addition - means subtraction * means multiplication / means division [X] means the greatest integer less than or equal to X (or, 'always round X _down_ to the nearest one.'). For instance, [1.04] = 1, [5] = 5, [10.5] = 10, [.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] The Zodiac ========== Every person or monster in FFT has a Zodiac sign. The interaction of the Zodiac signs is always an effect in damage calculation. In general, the better the compatibility, the higher the damage or the success rate of attacks between two units. Compatibility Chart ~~~~~~~~~~~~~~~~~~~ Ar Ta Ge Cn Lo Vg Li Sc Sa Cp Aq Pi Se Aries O O O - + O ? O + - O O O Taurus O O O O - + O ? O + - O O Gemini O O O O O - + 0 ? 0 + - O Cancer - O O O O O - + O ? O + O Leo + - O O O O O - + O ? O O Virgo O + - O O O O O - + O ? O Libra ? O + - O O O O O - + O O Scorpio O ? O + - O O O O O - + O Sagittarius + O ? O + - O O O O O - O Capricorn - + O ? O + - O O O O O O Aquarius O - + O ? O + - O O O O O Pisces O O - + O ? O + - O O O O Serpentarius O O O O O O O O O O O O O O: Neutral +: Good -: Bad ?: Worst (same sex), Best (opposite sex) Zodiac compatibility almost always affects damage or success rate of attacks. Except where otherwise noted: 'Good' compatibility: [1.25 * AT] for weapon attacks [1.25 * Damage] for other physical/magic attacks [1.25 * Percentage] for any success rate (max 100%) 'Bad' compatibility: [0.75 * AT] for weapon attacks [0.75 * Damage] for other physical/magic attacks [0.75 * Percentage] for any success rate (except 100%) 'Best' compatibility: [1.50 * AT] for weapon attacks [1.50 * Damage] for other physical/magic atttacks [1.50 * Percentage] for any success rate (max 100%) 'Worst' compatibility:[0.50 * AT] for weapon attacks [0.50 * Damage] for other physical/magic attacks [0.50 * Percentage] for any success rate (except 100%) For example, An 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: this does _not_ include 'intelligent' monsters such as Archaic Demons, Steel Giants, and Apandas, which have human-like abilities and properties. 'Critical hits' will sometimes occur at random intervals. I don't know if the frequency of these hits has to do with Zodiac compatibility or not. Regardless, damage done by a critical hit is equal to [Normal damage * 4/3]. _____________ [1.3] Evasion ======= When you attack a unit, they have a chance to defend themselves with four things: (1) their natural stealth (C-EV); (2) their shield (S-EV); (3) their accessory (A-EV); (4) their weapon (WEV), if they have the support ability 'Weapon Guard' equipped. These four percentages are multiplied together and subtracted from 100% to get the chance of actually hitting the unit with the attack. There are separate categories for physical (P.SEV, P.AEV, P.CEV) and magical (M.SEV, M.AEV, M.CEV) damage. Weapon evasion only works on physical attacks. For instance, let's say Ramza attacks Algus -- who is equipped with a Crystal Shield (P.SEV +40%, M.SEV +15%) and a Feather Mantle (P.AEV +40%, M.AEV +30%). The two have neutral Zodiac compatibility. Algus has no inherent evade%, but his shield and cloak will give him a chance to avoid the damage: Orig% Shield Cloak Ramza's Hit% = 100 * (1-.40) * (1-.40) = 100 * .6 * .6 = 36%. And if Ramza now decides to cast 'Flare' on Algus, Algus is also considerably protected due to M.SEV and M.AEV: Shield Cloak Flare Hit% = 100 * (1-.15) * (1-.30) = 100 * .85 * .7 = .595 = 60% Not all attacks are affected by all evade percentages. Here is a partial list of attacks and the corresponding evasion percentages to use. Weapon Attack (front) P.AEV, P.CEV, P.SEV, W.EV Weapon Attack (side) P.AEV, P.CEV, W.EV Weapon Attack (rear) P.CEV Stealing See [5.4] Battle Skill See [5.5] Talk Skill See [5.6] Black Magic (damage-causing) M.AEV, M.SEV, M.CEV Status-affecting magic M.CEV Allure, Steal Heart, Choco Ball P.CEV Throw P.CEV, P.AEV Some attacks will _always_ have 100% success rates, regardless of the target's evasion percentages: - attacking with a Gun - all 'Holy Sword', 'Dark Sword', 'Mighty Sword'* attacks - all Summon Magic except 'Silf', 'Carbunkle', 'Lich' - all 'Draw Out' attacks - all 'Fear' attacks (used by Zodiac beasts) - 'Truth' and 'Un-truth' (that is, if they target the right panels) - Shadow Stitch, Seal, Stop Bracelet (Assassin skills) - Cure spells - Choco Meteor - Holy - Dark Holy - Meteor, Melt, Quake, Tornado - Flare 2 - Giga Flare, Nanoflare, Lifebreak, Ulmaguest - Ultima, All-Ultima - Poison Frog, Midgar Swarm - Geomancy - Dash - Limit (Cloud) - Triple Flame, Triple Thunder, Dark Whisper (on panels they hit) - Blow Fire, Mimic Titan - Dragon Breath attacks - Self-Destruct - a few others * 'Mighty Sword' cannot target monsters. For all other magic spells which are _harmful_ to the target, you must take evasion% into consideration. (For instance, a target would try to evade 'Slow' but they wouldn't try to evade 'Haste'.) _____________________ [1.4] Abnormal Status =============== There are a number of status alterations in FFT which can alter the way that these equations are calculated: Status Appearance Effect ~~~~~~~~~~ ~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Berserk Red glow [PA * 1.5], uncontrollable Blood Suck Complete purple Uncontrollable; always uses 'Blood Suck' Charging 'C' charging up spell; damage to a charging target is multiplied by 1.5 Charm Heart Fight on enemy's side Chicken Chicken Flee from enemies; uncontrollable Confusion Odd motions Uncontrollable; will act randomly Critical Kneeling HP is less than 25% Darkness Eye with 'X' Target's evade percentages are doubled Dead Lying down HP at 0; will disappear after 3 turns Death- Number above Sentence head When count runs out, unit dies Defending Guarded pose Evasion percentages doubled Don't Act 'DA' Can't Act Don't Move 'DM' Can't Move Faith Arrow up [Faith * 1.5] Float Floating in air Float over ground obstacles; cancel Earth Frog Frog Can't do anything but attack; take 1.5x damage Haste Fast animation Speed x1.5 Innocent Arrow down 0 Faith Invite -- Join enemy party Oil Blackened Damage from fire is doubled Performing Singing/dancing Charging up song or dance Petrify Turn to stone Can't move, act, or be hit Poison Green glow -[MaxHP / 8] HP each turn Protect Triangle Physical damage multiplied by [2/3] Quick -- Unit's turn is executed next Reflect -- Reflectable spells bounce off Regen Blue glow +[MaxHP / 8] HP each turn Reraise Hovering angel Cast Raise 1 turn after 'Dead' is set Shell Square Magical damage multiplied by [2/3] Silence '...' Can't cast magic Sleep 'ZZZ' Don't get a turn; 1.5x damage taken Slow Slow animation Speed halved Stop No animation CT stops Undead Magenta tint Heal spells do damage; absorb Darkness; weak vs. Holy The following statuses are considered 'positive': Faith, Float, Haste, Innocent, Protect, Regen, Quick, Reraise, Shell. The following are considered 'negative': Berserk, Blood Suck, Charm, Chicken, Confusion, Darkness, Dead, Death Sentence, Don't Act, Don't Move, Frog, Invite, Oil, Petrify, Poison, Reflect, Silence, Sleep, Slow, Stop, Undead. A target will try to evade 'negative' effects (and so you must factor in evasion% for these), but will not try to avoid 'positive' effects. In addition, a target will never try to avoid HP/MP recovery. _________________________________ [1.5] Elementals, My Dear Watson! =========================== There are eight elemental properties in the game which affect damage: Fire, Ice, Lightning, Water, Earth, Wind, Dark, Holy. The effects are as follows: Target 'Weak: (Element)' ... Damage from element is doubled 'Half: (Element)' ... Damage from element is [halved] 'Cancel: (Element)' ... Attacks of element can't succeed 'Absorb: (Element)' ... Damage from element heals instead of hurts Caster 'Strengthen: (Element)' ... Damage = [Damage * 1.2] The elemental affiliations of an attack are listed in its description. _________________________ [1.6] A few general notes =================== CRYSTALS When an enemy crystallizes and you are given the opportunity to learn its abilities, you will gain _all_ of its abilities which you did not have (not just one). EXTRA JP When person X gains JP, everyone else in the party will earn [1/6 of gained JP] towards the job which person X currently has. LEARNING MAGIC Everyone knows that 'Ultima' and 'Zodiac' need to be learned by experiencing their effects. But not as many know that _any_ spell may be learned in this way. Simply have someone that knows the spell cast it on someone (of the correct job) who doesn't know it yet. They may be given a chance to learn it. THUNDERSTORMS In some battles, thunderstorms will be occurring. If this is the case, then Lightning damage is multiplied by 1.2, and Fire damage is multiplied by 0.8, unless the caster has 'Any Weather'. INHERENT ABILITIES Some classes have inherent abilities other than those the game lists. For instance: - 'Princess', 'Engineer' (Balk), and 'Lune Knight' always have DefenseUP and MagicDefendUP. - 'Serpentarius' is immune to Ice - 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 Sword: Physical AT * Weapon's power Knight Sword: (Brave/100 * Physical AT) * Weapon's Power Katana: (Brave/100 * Physical AT) * Weapon's Power 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} Crossbow: Physical AT * Weapon's power (Range 4) Bow: (Physical AT - [(Physical AT - Speed)/2]) * Weapon's Power (Rng. 5) Hammer: (Weapon Power * Random # from 1 to Physical AT) Axe: (Weapon Power * Random # from 1 to Physical AT) Staff: Magical AT * Weapon's power Rod: Physical AT * Weapon's power Stick: Magical AT * Weapon's power (Range 2 [4 directions]) Spear: Physical AT * Weapon's power (Range 2 [4 directions]) Ninja Sword: (Physical AT - [(Physical AT - Speed)/2]) * Weapon's Power 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) 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 _______________________________ [3.2] List of Spell Multipliers (Alphabetical order) ========================= SPELL.....Q-VALUE | MP R/E ------------------|-------- All Ultima ... 55 | 50 5/4 Bahamut ...... 46 | 60 4/4 Bio .......... 12 | 8 4/2 Bio 3 ........ 24 | 24 4/3 Bolt ........ 14 | 6 4/2 Bolt 2 ....... 18 | 10 4/2 Bolt 3 ....... 24 | 24 4/2 Bolt 4 ....... 32 | 48 4/3 Cure .........-14 | 6 4/2 Cure 2 .......-20 | 12 4/2 Cure 3 .......-30 | 16 4/2 Cure 4 .......-40 | 20 4/2 Cyclops ...... 50 | 62 4/4 Dark Holy .... 37 | 40 4/1 Fairy ........-24 | 24 4/3 Fire ......... 14 | 6 4/2 Fire 2 ....... 18 | 12 4/2 Fire 3 ....... 24 | 24 4/2 Fire 4 ....... 32 | 48 4/3 Flare ........ 46 | 60 5/1 Flare 2 ...... 38 | 35 4/2 Holy ......... 50 | 56 5/1 Ice .......... 14 | 6 4/2 Ice 2 ........ 18 | 12 4/2 Ice 3 ........ 24 | 24 4/2 Ice 4 ........ 32 | 48 4/3 Ifrit ........ 24 | 24 4/3 Leviathan .... 38 | 48 4/4 Melt ......... 38 | 70 4/4 Meteor ....... 60 | 70 4/4 Moogle .......-12 | 8 4/3 Odin ......... 40 | 50 4/4 Quake ........ 39 | 70 4/4 Ramuh ........ 24 | 24 4/3 Salamander ... 38 | 48 4/3 Shiva ........ 24 | 24 4/3 Titan ........ 28 | 30 4/3 Tornado ...... 37 | 70 4/4 Ultima ....... 23 | 10 4/2 Ultima [2] ... 30 | 25 4/3 Zodiac ....... 96 | 99 4/4 _____________________________ [3.3] Non-faith-based attacks ======================= Name Result {Range/Effect} ~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Blade Beam: Damage = [Caster's Max HP - Caster's CurHP] {2/1} Braver: Damage = [Caster's MA * 12] {2/1} Cherry Blossom: Damage = [Caster's MA * 60] {3/3vert0} Climhazzard: Damage = [Target's MaxHP - Target's CurHP] {2/1} Cross-slash: Damage = [Caster's MA * 22] {2/2} Demi: Damage = [Target's MaxHP * .25] {3/2} Demi 2: Damage = [Target's MaxHP * .50] {4/2} Drain Life: Drainage = [Target's MaxHP * .25] {4/1} Giga Flare: Damage = 7 * Caster's MA {4/3vert0} Gravi 2: Damage = Target's CurHP - 1 {4/2vert2} Holy Bracelet: Damage = 14 * Caster's MA (Holy) {4/3vert2[random panels]} Hurricane: Damage = [Target's MaxHP * .34] (Wind-elemental) {4/3} Lich: Damage = [Target's MaxHP * .50] (Darkness-elemental) {4/3} Lifebreak: Damage = [Caster's MaxHP - Caster's CurHP] {4/1} Meteorain: Damage = [Caster's MA * 26] {3/3vert0} Midgar Swarm: Damage = 24 * Caster's MA {4/3} Nanoflare: Damage = ([Caster's MA /2] + 2) * Caster's MA {4/3} Omnislash: Damage = [Caster's MA * 40] {4/3vert0} Raise: Healing = [Target's MaxHP / 2] {3/1} Shock!: Damage = [Caster's MaxHP - Caster's CurHP] {8/1} Truth: See [5.9] Ulmaguest: Damage = [Caster's MaxHP - Caster's CurHP] {4/3} Zodiac compatibility affects the damage done by magic spells: - 'Worst' compatibility: Damage = Damage * .50 - 'Bad' compatibility: Damage = Damage * .75 - 'Good' compatibility: Damage = Damage * 1.25 - 'Best' compatibility: Damage = Damage * 1.50 (see section [7.1] for the a description of an attack if it does not appear here) 444 PART FOUR 44 44 --------------------------------------------- 4 44 effect magic 444444444 & percentage multipliers 44 44 __________________ [4.1] Effect Magic ============ SUCCESS% = ((P.M. * CFa) / 40) * TFa (round decimals UP here!) where P.M. 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 'Death' on a character with 50 Faith with a Wizard with 75 faith, then you would first look up the multiplier for 'Death' (.500). Then substitute: ((.500 * 75) / 40) * 50 = 46.875 = 47%. ++ 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! _____________________________________________ [4.2] Complete list of percentage multipliers ======================================= Yin-Yang Magic Mult. Results {Range/Effect} ~~~~~~~~~~~~~~ ~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~ Blind 0.900 Add: Darkness {4/2} Life Drain 0.750 Drain 1/4 of HP {4/1} Spell Absorb 0.750 Drain 1/4 of MP {4/1} Pray Faith 0.700 Add: Faith {4/1} Doubt Faith 0.700 Add: Innocent {4/1} Zombie 0.500 Add: Undead {4/1} Silence 0.825 Add: Silence {4/2} Blind Rage 0.575 Add: Berserk {4/1} Foxbird 0.650 Br -30 {4/1} Confusion Song 0.625 Add: Confusion {4/1} Dispel Magic 1.000 Remove helpful status {4/1} Paralyze 0.850 Add: Don't Act {4/2} Sleep 0.775 Add: Sleep {4/2} Petrify 0.575 Add: Petrify {4/1} Impure / Bio ~~~~~~~~~~~~ Bio 2 0.580 Add: Silence {4/2} Bio 2 0.550 Add: Slow {4/2} Bio 2 0.550 Add: Poison {4/2} Bio 2 0.550 Add: Petrify {4/2} Ja Magic ~~~~~~~~ Toad 2 0.750 Add: Frog {4/2} Gravi 2 0.750 HP goes to 1 {4/2} Confuse 2 0.750 Add: Confusion {4/2} Sleep 2 0.750 Add: Sleep {4/2} Blind 2 0.750 Add: Darkness {4/2} Time Magic ~~~~~~~~~~ Haste 0.825 Add: Haste {3/2vert1} Haste 2 1.050 Add: Haste {4/2} Slow 0.825 Add: Slow {3/2vert1} Slow 2 1.050 Add: Slow {4/2} Stop 0.550 Add: Stop {3/1} Don't Move 0.850 Add: Don't Move {4/1} Float 0.650 Add: Float {4/1} Reflect 0.825 Add: Reflect {3/1} Quick 0.650 Add: Quick {3/1} Demi 0.850 [HP * .25] damage {3/2} Demi 2 0.575 [HP * .50] damage {4/2} White Magic ~~~~~~~~~~~ Raise 0.825 Cancel: Dead & restore 1/2 HP {4/1} Raise 2 0.750 Cancel: Dead & restore full HP {4/1} Reraise 0.650 Add: Reraise {3/1} Regen 0.775 Add: Regen {3/1} Protect 0.900 Add: Protect {3/2} Protect 2 0.575 Add: Protect {3/2} Shell 0.900 Add: Shell {3/2} Shell 2 0.575 Add: Shell {3/2} Wall 0.650 Add: Protect, Shell {3/1} Esuna 0.850 Cancel negative status ailments {3/2} Black Magic ~~~~~~~~~~~ Poison 0.750 Add: Poison {4/1} Frog 0.575 Add: Frog {4/1} Death 0.500 Add: Dead {4/1} Holy Magic ~~~~~~~~~~ MBarrier 0.850 Add: Protect, Shell, Haste, Regen, Reraise {5/1} Deathspell 2 0.850 Cancel negative status ailments {4/1} Magic Sword (if the target has 'Blade Grasp', these percentages are halved) ~~~~~~~~~~~ Blind 0.975 Add: Darkness {4/1} Aspel 0.875 Drain 1/4 of MP {4/1} Drain 0.875 Drain 1/4 of HP {4/1} Faith 0.875 Add: Faith {etc.} Innocent 0.875 Add: Innocent Zombie 0.850 Add: Undead Silence 0.875 Add: Silence Berserk 0.800 Add: Berserk Chicken 0.875 Br -50 Don't Act 0.875 Add: Don't Act Despair 0.850 Cancel positive status ailments Confuse 0.850 Add: Confusion Sleep 0.850 Add: Sleep Break 0.800 Add: Petrify Saturation ~~~~~~~~~~ Mute 0.900 MP goes to zero {4/3} Despair 2 0.900 Cancel positive status ailments {4/3} Return 2 0.900 CT goes to zero {4/3} Destroy Sword (also halved by 'Blade Grasp') ~~~~~~~~~~~~~ Magic Ruin 1.100 MP is halved {4/2} Speed Ruin 1.100 Speed -3 {4/2} Power Ruin 1.100 Phys AT -5 {4/2} Mind Ruin 1.100 Mag AT -5 {4/2} - remember to factor in evasion percentages (see section [1.3]). - status abnormality 'Faith' in target or caster makes [percentage = percentage * 3/2]; - status abnormality 'Innocent' makes [percentage = 0]. 5555555 PART FIVE 55 --------------------------------------------- 555555 formulas for various abilities 55 55 555555 ______________ [5.1] Draw Out ======== Damage from Draw Out attacks is calculated based on the user's Magic AT: Draw Out Skill Result {Range/Effect} ~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~ Asura Damage = 8 * Mag AT {A/3} Koutetsu Damage = 12 * Mag AT {A/3} Bizen Boat Damage to MP = 4 * Mag AT {A/3} Murasame Healing = 12 * Mag AT {A/3} Heaven's Cloud Damage = 14 * Mag AT, may cause Slow {A/3} Muramasa Damage = 18 * Mag AT, may cause Confuse/Death Sentence {A/3} Kikuichimoji Damage = 16 * Mag AT {4dir/8} Masamune Add: Regen and Haste {A/3} Chirijiraden Damage = 30 * Mag AT {A/3} ___________ [5.2] Throw ===== 'Throw' damage is calculated by: Damage = (Speed * [PA / 20]) * 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. _______________ [5.3] Punch Art ========= Spin Fist Damage = PA * [PA / 2] Repeating Fist Expected Damage = PA * 7.5 Wave Fist Damage = PA * ([PA / 2] + 1) Earth Slash Damage = PA * [PA / 2] {earth} Secret Fist Success% = MA + 50 Chakra Recovery = (5 * PA) HP; [5 * PA / 2] MP Revive Success% = PA + 70 If the user of Punch Art has the 'Martial Arts' ability (i.e., Monk, Archaic Demon, Ultima Demon, Apanda, Byblos, or anyone with Martial Arts equipped as a support ability), then there are bonuses, as follow: Spin Fist Damage = Normal Damage * 1.5 Repeating Fist Expected Damage = Normal Expected Damage * 1.25 Wave Fist Damage = Normal Damage * 1.25 Earth Slash Damage = Normal Damage * 1.5 Secret Fist Chance = Normal Chance + [MA / 2]% Chakra Recovery = Normal Recovery * 1.5 Revive Chance = Normal Chance + [PA / 2]% ___________ [5.4] Steal ===== Success % = (K + Stealer's Speed) * [Evasion Factor] - K is a number that varies for the different 'Steal' commands: Command K value ~~~~~~~~~~~~ ~~~~~~~ Steal Helmet 40 Steal Armor 35 Steal Shield 35 Steal Weapon 30 Steal Accessory 40 Steal Exp. 70 Gil Taking 90 'Steal Heart' uses a different scheme: Command Success% ~~~~~~~~~~~ ~~~~~~~~~~~~~ Steal Heart (Stealer's MA + 50) * [Evasion Factor] Calculating 'Evasion Factor' ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Evasion for steal depends on two factors: (1) the target's physical S-EV, (2) the position where the thief is relative to the target. 1. Convert physical S-EV percentage to a decimal (e.g., 24% = 0.24). 2. If the thief is directly behind the target, then evasion factor = 1. If the thief is to the left or the right of the target, then evasion factor = (1.00 - S.EV) If the thief is facing the target, then evasion factor = (1.00 - S.EV) * 5/6 __________________ [5.5] Battle Skill ============ Success % = (Caster's PA + K) * [Evasion Factor] - K is a number that varies for the different 'Battle Skill' commands: Command K value ~~~~~~~~~~~~~ ~~~~~~~ Head Break 59 Armor Break 54 Shield Break 60 Weapon Break 44 Magic Break 50 Speed Break 50 Power Break 50 Mind Break 50 Calculating 'Evasion Factor' Evasion for Battle Skill depends on two factors: (1) the target's physical S-EV, (2) the position where the caster is relative to the target. 1. Convert physical S-EV percentage to a decimal (e.g., 24% = 0.24). 2. If the caster is directly behind the target, then evasion factor = 1. If the caster is to the left or the right of the target, then evasion factor = (1.00 - S.EV) If the caster is facing the target, then evasion factor = (1.00 - S.EV) * 5/6 ________________ [5.6] Talk Skill ========== Success % = Caster's MA + K * [Evasion factor] - K is a number that varies for the different 'Talk Skill' commands: Command K value ~~~~~~~~~~~~~ ~~~~~~~ Invitation 20 Persuade 30 Preach 50 Threaten 70 Praise 50 Solution 70 Death Sentence 30 Negotiate 60 Insult 40 Mimic Daravon 40 Calculating 'Evasion Factor' 1. Convert the target's A-EV and S-EV to decimals (50% = .50). 2. Subtract the target's magical S-EV from 1.00. Call this 'A' 3. Subtract the target's magical A-EV from 1.00. Call this 'B' 4. Evasion factor = [A * B] __________________ [5.7] Sword Skills ============ These include various attacks by special classes -- the Holy Knight, Dark Knight, and Divine Knight. Damage = (Weapon's Power) * (User's PA + K) Command K-value ~~~~~~~~~~~~~~ ~~~~~~~ Dark Sword 0 (MP) Night Sword 0 Stasis Sword 2 Crush Punch 2 Split Punch 3 Lightning Stab 4 Holy Explosion 5 Shellbust Stab 0 Blastar Punch 0 Hellcry Punch 0 Icewolf Bite 0 ______________ [5.8] Geomancy ======== Damage from Geomancy is equal to: (([PA/5] * 3) + [5/PA]) * MA If [PA/5] comes out less than 1, then it is 1. The '+ [5/PA]' part is only there because the game seems to magically add 1 to the '3*[PA/5]' part of the equation when PA is less than or equal to 5. When PA exceeds 5, you can disregard this part of the equation. For instance, a character having 10 PA and 8 MA uses Geomancy. Regardless of what Geomancy ability is used, damage will be ([10/5] * 3) + [5/10]) * 8 = (6 + 0) * 8 = 48 (with neutral Zodiac). ___________ [5.9] Truth ===== The Heaven Knight's 'Truth' spells are dependent on only the magic AT of the caster. All Truth spells have a range/effect of {4/2} and will fire a random number of times at random squares in the affected region. Spell Name Effect ~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Heaven Thunder Damage: ([MA/2] + 4) * MA (Lightning) Asura Damage: ([MA/2] + 5) * MA (Fire) Diamond Sword Damage: ([MA/2] + 5) * MA (Wind) Hydragon Pit Damage: ([MA/2] + 6) * MA (Water) Space Storage Damage: ([MA/2] + 3) * MA (add: numerous ailments) Sky Demon Damage: ([MA/2] +10) * MA (Earth) _______________ [5.10] Un-truth ======== The Hell Knight's 'Un-truth' attacks are very odd in that they use a sort of 'backward version' of the normal, faith-based magic formula. The formula for Un-truth damage is: (100 - CFa) * (100 - TFa) * MA * K Damage = ---------------------------------- [always round down] 10000 where, CFa is the caster's Faith TFa is the target's Faith MA is the caster's Magic AT K is a constant multiplier dependent on the spell being cast (see the table below for values of K). -- meaning, Un-truth does more damage when the caster and/or the target of the spell have low Faith. The range and effect of all Un-truth spells is the same as that of their 'Truth' counterparts: {4/2}, hitting a random number of times on random squares of the affected area. Spell Name K-value & other properties ~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~ Heaven Thunder Back 19 (Lightning) Asura Back 21 (Fire) Diamond Sword Back 23 (Wind) Dragon Pit Back 26 (Water) Space Storage Back 16 (add: numerous ailments) Sky Demon Back 36 (Earth) - 'Un-Truth' still will do 0 damage to someone with 'Innocent' status. 6666 PART SIX 66 --------------------------------------------- 666666 Monster Ability List 66 66 66 66 66666 NOTES: In the 'Used By' column, '1' indicates that the lowest class of monster uses it, '2' indicates middle class, and '3' indicates highest class (e.g., '1' = Chocobo, '2' = Black Chocobo, '3' = Red Chocobo). A bracketed number ([3]) indicates that that monster only can use the ability when standing next to someone with 'Monster Skill'. Skills without range and effect ('{R/E}') specified are {1/1}. Formulas are for HP damage unless otherwise noted. Formulas followed by the '%' sign are success rates of the attack. Name Effect {R/E} Used By -------------- -------------------------------------------- ----------- CHOCOBO SKILLS Choco Attack PA * [PA * (Br/100)] 1 2 3 Choco Ball PA * [PA / 2] {4/1} 2 3 Choco Cure Cure: MA * 3 {A/2} 1 [3] Choco Esuna Heal various status ailments (4*PA)% {A/2} [1] 2 Choco Meteor MA * 4 {6/1} [2] 3 GOBLIN SKILLS Tackle PA * [PA * (Br/100)] 1 2 3 Turn Punch PA * (MA - 2) {4 directions} 2 Eye Gouge Add: Darkness (43+MA)% 1 3 Goblin Punch [Max HP - Current HP] [1][2] 3 Mutilate Drain: [Target's Max HP * .75] [3] BOMB SKILLS Bite PA * [PA * (Br/100)] 1 2 3 Self-Destruct [Max HP - Current HP] {A/4} 1 2 3 Small Bomb PA * [PA / 2] [1] 2 [3] Flame Attack MA * 3 {4/1} (Fire) [2] Spark MA * 2 {A/3} (Fire) 3 PANTHER SKILLS Scratch PA * [PA * (Br/100)] 1 2 3 Cat Kick Expected damage: PA * 5 (random multiple) [1] 2 3 Poison Nail Add: Poison (40+MA)% 1 2 Blaster Add: Petrify (30+MA)%, Stop {3/1} [2] 3 Blood Suck Drain: [Target's Max HP *.25];Add: Bl.Suck [3] SQUID-MAGE SKILLS Tentacle PA * [PA * (Br/100)] 1 2 3 Black Ink Add: Darkness (50+MA)% {2(4dir)/1} [1] 2 3 Odd Soundwave Cancel beneficial status (100%) {A/3} 2 Mind Blast Add: Confusion (35+MA)%, Berserk {4/2} [2] 3 Level Blast Level -1 (60+MA)% {4/2} [3] SKELETON SKILLS Knife Hand PA * [PA * (Br/100)] 1 2 3 Thunder Soul MA * 2 {3/1} (Lightning) 1 Aqua Soul MA * 2 {3/1} (Water) [1] 2 Ice Soul MA * 2 {3/1} (Ice) [2] 3 Wind Soul MA * 3 {3/1} (Wind) [3] GHOST SKILLS Throw Spirit PA * [PA * (Br/100)] {3/1} 1 2 3 Sleep Touch Add: Sleep (40+MA)% 1 Grease Touch Add: Oil (50+MA)% [1] 2 Drain Touch Drain: 0.34 * Target's MaxHP (round UP!) [2] 3 Zombie Touch Add: Undead (45+MA)% [3] AHRIMAN SKILLS Wing Attack PA * [PA * (Br/100)] 1 2 3 Look of Devil Add: Petrify (35+MA)%, Stop, Silence {3/1} 2 3 Look of Fright Br -10 (40+MA)% {3/1} [1] 2 Death Sentence Add: Death Sentence (40+MA)% {3/1} [2] 3 Circle Target's Mag AT -2 (55+MA)% {4/1} [3] COCKATRICE SKILLS Scratch Up PA * [PA * (Br/100)] 1 2 3 Feather Bomb MA * 2 {3/1} [1] 3 Shine Lover Steal [Stealer's Level * 11] gil 2 Beak Add: Petrify (37+MA)% [2] 3 Beaking Target's Phys AT -2 (45+MA)% [3] URIBO SKILLS Straight Dash PA * [PA * (Br/100)] 1 2 3 Pooh- Add: Sleep (100%) 2 Oink Cancel: Dead & restore all HP (74+MA)% [1] Nose Bracelet Add: Charm (52+MA)% [2] 3 Please Eat Target's Lv.+1; caster becomes crystal [3] DRYAD SKILLS Leaf Dance MA * 3 {A/2} 1 2 3 Spirit of Life Cure: MA * 2 {A/2} 2 Magic Spirit Cure MP: MA * 1 {A/2} [3] Protect Spirit Add: Protect (45+MA)% {A/2} [1] 3 Clam Spirit Add: Shell (45+MA)% {A/2} [2] 3 MINOTAUR SKILLS Shake Off PA * [PA * (Br/100)] 1 2 3 Wave Around PA * [PA/2] {4 directions} [1] 2 Blow Fire MA * 4 (Fire) [2][3] Mimic Titan MA * 3 (Earth) 3 Gather Power Caster's Phys AT +2 {A/1} 3 MOLBOL SKILLS Tentacle PA * [PA * (Br/100)] 1 2 3 Lick Add: Reflect (100%) 1 [2] Goo Add: Don't Move (100%) [1] 2 Bad Bracelet Add: Petrify (25%), Stop, Sleep, Poison {A/3} 3 Moldball Virus Target becomes a Molbol (MA+5)% [3] BEHEMOTH SKILLS Stab Up PA * [PA * (Br/100)] 1 2 3 Sudden Cry PA * ([PA/2] + 1) 1 2 3 Giga Flare MA * 7 {4/3} [1] Hurricane [Target's Max HP * .34] (Wind) {4/3} [2] Ulmaguest [Caster's Max HP - Current HP] {4/3} [3] DRAGON SKILLS Dash PA * [PA * (Br/100)] 1 2 3 Tail Swing PA * 8 [1] Fire Bracelet MA * 12 (Fire) {2(4dir)/1} [3] Ice Bracelet MA * 12 (Ice) {"} 2 Thnder Brcelet MA * 12 (Lightning) {"} [2] 3 HYDRA SKILLS Triple Attack PA * [PA * (Br/100)] {2(4dir)/2(3dir)} 1 2 Triple Brcelet [Target's MaxHP / 2] (Fire,Ice,Lit) {"} [1] 3 Triple Thunder MA * ([MA / 2] + 6) {4/2(3 random hits)} [2] 3 Triple Flame MA * ([MA / 2] + 12) {4/2(3 random hits)} 2 3 Dark Whisper MA * [MA / 2]; may add: Sleep or Dead; [3] (Dark); {4/2(6 random hits)} --------------------------------------------------------------------- 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 {.000} ... value of 'P.M.' for Effect Magic (see section [4.2]) (x00) ... value of 'Q' for faith-based magic (see section [3.2]) ~x00~ ... value of 'K' for Un-Truth Add: (status) ... causes this status ailment The two characters before the ability name refer to the GameShark substitution for ?? in the code to change the character's secondary ability: 3005xx7B 00?? (xx = 7F for character 1, 80 for char. 1, 81 for 3, 82 for 5, 83 for 5, 84 for 6, 85 for 7, 86 for 8, 87 for 9, 88 for 10, 89 for 11, 8A for 12, 8B for 13, 8C for 14, 8D for 15, 8E for 16) 3D ALL MAGIC ORIGIN: Rofel's secondary ------------------------------------------------------------------------- Name |MP |Spd.|Range|JP |Effect ------------------------------------------------------------------------- Confusion Song 20 20 4/1 400 Add: Confusion Petrify 16 12 4/1 580 Add: Petrify Silence Song 16 34 4/2 170 Add: Silence 41 ALL MAGIC ORIGIN: Vormav's secondary ------------------------------------------------------------------------- Name |MP |Spd.|Range|JP |Effect ------------------------------------------------------------------------- Quake 70 15 4/4 0 Damage: Earth (x39) 47 ALL MAGIC ORIGIN: Dycedarg's secondary ------------------------------------------------------------------------- Name |MP |Spd.|Range|JP |Effect ------------------------------------------------------------------------- Fire 3 24 15 4/2 480 Damage: Fire (x24) Ice 3 24 15 4/2 480 Damage: Ice (x24) Bolt 3 24 15 4/2 480 Damage: Lightning (x24) Bio 3 24 17 4/3 0 Damage (x24) and add: Dead 48 ALL MAGIC ORIGIN: Sorceror job command ------------------------------------------------------------------------- Name |MP |Spd.|Range|JP |Effect ------------------------------------------------------------------------- Holy 56 17 5/1 600 Damage: Holy (x50) Dark Holy 40 15 4/1 0 Damage: Dark (x37) Demi 2 50 12 4/2 550 Cuts targets' HP by 1/2 {0.575} Raise 2 20 10 4/1 500 Revive with full HP {0.750} Flare 60 15 5/1 900 Damage (x46) 78 ALL MAGIC ORIGIN: Adramelk's secondary ------------------------------------------------------------------------- Name |MP |Spd.|Range|JP |Effect ------------------------------------------------------------------------- Holy 56 17 5/1 600 Damage: Holy (x50) Fire 4 48 10 4/3 850 Damage: Fire (x32) Ice 4 48 10 4/3 850 Damage: Ice (x32) Bolt 4 48 10 4/3 850 Damage: Lightning (x32) Bahamut 60 10 4/4 1200 Damage (x46) Odin 50 12 4/4 900 Damage (x40) Leviathan 48 12 4/4 850 Damage: Water (x38) Salamander 48 12 4/3 820 Damage: Fire (x38) 4A ALL SWORDSKILL ORIGIN: Holy Swordsman job command ------------------------------------------------------------------------- Name |MP |Spd.|Range|JP |Effect ------------------------------------------------------------------------- Stasis Sword 2/2 0 (PA+2)*WP dmg; may cause Stop Split Punch 3V3/1 400 (PA+3)*WP dmg; may cause D. Sentence Crush Punch 3V2/1 500 (PA+2)*WP dmg; may cause Dead Lightning Stab 3/2 700 (PA+4)*WP dmg; may cause Silence Holy Explosion 5(4dir)/5 800 (PA+5)*WP dmg; may cause Confusion Shellbust Stab 3/1 200 PA*WP damage; Destroys armor Blastar Punch 3/1 400 PA*WP damage; Destroys helmet Hellcry Punch 3/1 500 PA*WP damage; Destroys weapon Icewolf Bite 3/1 800 PA*WP damage; Destroys accessory Dark Sword 3/1 500 Drains (PA*WP) MP from target Night Sword 3/1 100 Drains (PA*WP) HP from target (Dark) ! must be equipped with a sword to use any of these attacks 05 BASIC SKILL ORIGIN: Squire job command ------------------------------------------------------------------------- Name |MP |Spd.|Range|JP |Effect ------------------------------------------------------------------------- Accumulate A/1 300 Phys. attack + 1 Dash 1/1 75 damage: PA * 1, 2, 3, or 4 Throw Stone 4/1 90 damage: PA * 1 or 2 Heal 1/1 150 removes: Dark, Silence, Poison ! Damage from 'Dash' and 'Throw Stone' is multiplied by 1.5 if the caster has the 'Martial Arts' support ability. 07 BATTLE SKILL 33 BATTLE SKILL ORIGIN: Knight (Blade) job command ------------------------------------------------------------------------- Name |MP |Spd.|Range|JP |Effect ------------------------------------------------------------------------- Head Break */1 300 Destroys target's helmet, K = 59** Armor Break */1 400 Destroys target's armor, K = 54 Shield Break */1 300 Destroys target's shield, K = 60 Weapon Break */1 400 Destroys target's weapon, K = 44 Magic Break */1 250 Lowers target's MP, K = 50 Speed Break */1 250 Lowers target's speed, K = 50 Power Break */1 250 Lowers target's phys. attack, K = 50 Mind Break */1 250 Lowers target's mag. attack, K = 50 * Range is that of equipped weapon ** See section [5.5] for what 'K' represents. AC BIO ORIGIN: Apanda job command ------------------------------------------------------------------------- Name |MP |Spd.|Range|JP |Effect ------------------------------------------------------------------------- Bio 8 34 4/1 0 Damage (x12) and may add: Darkness Bio 8 34 4/1 0 Damage (x12) and may add: Poison Bio 8 34 4/1 0 Damage (x12) and may add: Oil Bio 2 16 20 4/2 0 Add: Silence (.580) Bio 2 16 20 4/2 0 Add: Petrify (.550) Bio 2 16 20 4/2 0 Add: Slow (.550) Bio 2 16 20 4/2 0 Add: Frog (.550) Bio 3 24 17 4/3 0 Damage (x24) and may add: Dead Bio 3 24 17 4/3 0 Damage (x24) and may add: Undead Bio 3 24 17 4/3 0 Damage (x24) and may add: Petrify 0B BLACK MAGIC ORIGIN: Wizard job command ------------------------------------------------------------------------- Name |MP |Spd.|Range|JP |Effect ------------------------------------------------------------------------- Fire 6 25 4/2 50 Fire attack (x14) Fire 2 12 20 4/2 200 Fire attack (x18) Fire 3 24 15 4/2 480 Fire attack (x24) Fire 4 48 10 4/3 850 Fire attack (x32) Bolt 6 25 4/2 50 Lightning attack (x14) Bolt 2 10 20 4/2 200 Lightning attack (x18) Bolt 3 24 15 4/2 480 Lightning attack (x24) Bolt 4 48 10 4/3 850 Lightning attack (x32) Ice 6 25 4/2 50 Ice attack (x14) Ice 2 12 20 4/2 200 Ice attack (x18) Ice 3 24 15 4/2 480 Ice attack (x24) Ice 4 48 10 4/3 850 Ice attack (x32) Poison 6 34 4/2 150 Causes Poison status {.750} Frog 12 20 3/1 500 Causes Frog status {.575} Death 24 10 4/1 600 Instant death attack {.500} Flare 60 15 5/1 900 Non-elemental damage (x60) 3F BLOOD SUCK ORIGIN: Elmdor's secondary ------------------------------------------------------------------------- Name |MP |Spd.|Range|JP |Effect ------------------------------------------------------------------------- Blood Suck 1V0/1 0 Drain [MaxHP/4] and add: Blood Suck 2C BREATH ORIGIN: Holy Dragon job command ------------------------------------------------------------------------- Name |MP |Spd.|Range|JP |Effect ------------------------------------------------------------------------- Fire Bracelet 4dir/2 0 Fire-elemental breath MA * 12 Ice Bracelet 4dir/2 0 Ice-elemental breath MA * 12 Thnder Brcelet 4dir/2 0 Lightning-elemental breath MA * 12 AA BYBLOS ORIGIN: Byblos job command ------------------------------------------------------------------------- Name |MP |Spd.|Range|JP |Effect ------------------------------------------------------------------------- Energy 4/1 0 Heals by [40% of Byblos' HP]* Parasite 4/1 0 Causes many status problems 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 */1 100 Charge up attack: PA + 1 Charge+2 */1 150 Charge up attack: PA + 2 Charge+3 */1 200 Charge up attack: PA + 3 Charge+4 */1 250 Charge up attack: PA + 4 Charge+5 */1 300 Charge up attack: PA + 5 Charge+7 */1 400 Charge up attack: PA + 7 Charge+10 */1 600 Charge up attack: PA + 10 Charge+20 */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 {1.100} Power Ruin 20 34 4/2 400 Lowers physical AT by 5 {1.100} Magic Ruin 20 34 4/2 400 Lowers magical AT by 5 {1.100} Mind Ruin 20 34 4/2 400 Cuts MP by half {1.100} ! 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/5] * 3) + [5/PA]) * MA. Pitfall 5/2 150 Damage, may add: Don't Move Water Ball 5/2 150 Water damage, may add: Frog Hell Ivy 5/2 150 Damage, may add: Stop Carve Model 5/2 150 Damage, may add: Petrify Local Quake 5/2 150 Earth damage, may add: Confusion Kamaitachi 5/2 150 Wind damage, may add: Don't Act Demon Fire 5/2 150 Fire damage, may add: Sleep Quicksand 5/2 150 Water damage, may add:DeathSentence Sand Storm 5/2 150 Wind damage, may add: Darkness Blizzard 5/2 150 Ice damage, may add: Silence Gusty Wind 5/2 150 Wind damage, may add: Slow Lava Ball 5/2 150 Fire damage, may add: Dead 6B FEAR ORIGIN: Angel of Death job command ------------------------------------------------------------------------- Name |MP |Spd.|Range|JP |Effect ------------------------------------------------------------------------- Nightmare 5/2 0 Add: Sleep or Death Sentence [100%] Chicken Race 5/1 0 Add: Don't Act [100%] Spell 5/2 0 Add: Stop [100%] Seal 6/1 0 Add: Petrify [100%] 6F FEAR ORIGIN: Regulator job command ------------------------------------------------------------------------- Name |MP |Spd.|Range|JP |Effect ------------------------------------------------------------------------- Spell 5/2 0 Add: Stop [100%] Death Cold 5/2 0 Add: Slow [100%] 73 FEAR ORIGIN: Impure King job command ------------------------------------------------------------------------- Name |MP |Spd.|Range|JP |Effect ------------------------------------------------------------------------- Nightmare 5/2 0 Add: Sleep or Death Sentence [100%] Chicken Race 5/1 0 Add: Don't Act [100%] Spell 5/2 0 Add: Stop [100%] 77 FEAR ORIGIN: Ghost of Fury job command ------------------------------------------------------------------------- Name |MP |Spd.|Range|JP |Effect ------------------------------------------------------------------------- Seal 6/1 0 Add: Petrify [100%] Lose Voice 5/2 0 Add: Silence [100%] Loss 5/2 0 Add: Confusion [100%] Chicken Race 5/1 0 Add: Don't Act [100%] 19 GUTS ORIGIN: Ramza (ch.1) job command ------------------------------------------------------------------------- Name |MP |Spd.|Range|JP |Effect ------------------------------------------------------------------------- Accumulate A/1 300 Phys. attack + 1 Dash 1/1 75 damage: PA * 1, 2, 3, or 4 Throw Stone 4/1 90 damage: PA * 1 or 2 Heal 1/1 150 removes: Dark, Silence, Poison Yell 3/1 200 Speed + 1 Wish 1/1 0 +[40% of Caster's MaxHP] to target; -[20% of MaxHP] to caster ! Damage from 'Dash' and 'Throw Stone' is multiplied by 1.5 if the caster has the 'Martial Arts' support ability. 1A GUTS ORIGIN: Ramza (ch.2/3) job command ------------------------------------------------------------------------- Name |MP |Spd.|Range|JP |Effect ------------------------------------------------------------------------- Accumulate A/1 300 Phys. attack + 1 Dash 1/1 75 damage: PA * 1, 2, 3, or 4 Throw Stone 4/1 90 damage: PA * 1 or 2 Heal 1/1 150 removes: Dark, Silence, Poison Yell 3/1 200 Speed + 1 Cheer Up 3/1 200 Br +10 Wish 1/1 0 +[40% of Caster's MaxHP] to target; -[20% of MaxHP] to caster ! Damage from 'Dash' and 'Throw Stone' is multiplied by 1.5 if the caster has the 'Martial Arts' support ability. 1B GUTS ORIGIN: Ramza (ch.4) job command ------------------------------------------------------------------------- Name |MP |Spd.|Range|JP |Effect ------------------------------------------------------------------------- Accumulate A/1 300 Phys. attack + 1 Dash 1/1 75 damage: PA * 1, 2, 3, or 4 Throw Stone 4/1 90 damage: PA * 1 or 2 Heal 1/1 150 removes: Dark, Silence, Poison Yell 3/1 200 Speed + 1 Cheer Up 3/1 200 Br +10 Scream self 500 Br +10, PA+1, MA+1, Speed +1 Ultima 4/2 * damage (x23) Wish 1/1 0 +[40% of Caster's MaxHP] to target; -[20% of MaxHP] to caster ! Damage from 'Dash' and 'Throw Stone' is multiplied by 1.5 if the caster has the 'Martial Arts' support ability. * 'Ultima' must be learnt by experiencing it: i.e., it must be cast on you (and deal damage to you) when you are a 'Squire'. You will then be prompted to learn the spell. 1C GUTS ORIGIN: Delita (ch.1) job command ------------------------------------------------------------------------- Name |MP |Spd.|Range|JP |Effect ------------------------------------------------------------------------- Accumulate A/1 300 Phys. attack + 1 Dash 1/1 75 damage: PA * 1, 2, 3, or 4 Throw Stone 4/1 90 damage: PA * 1 or 2 Heal 1/1 150 removes: Dark, Silence, Poison Wish 1/1 0 +[40% of Caster's MaxHP] to target; -[20% of MaxHP] to caster 47 HOLY MAGIC ORIGIN: Cleric job command -------------------------------------------------------------------------- Name |MP |Spd.|Range|JP |Effect -------------------------------------------------------------------------- MBarrier 30 25 3/1 0 Add: Regen, Reraise, Haste, Protect, Shell {.850} Deathspell 2 20 25 4/1 0 Remove status alterations {.850} Wish 1/1 0 +40% of caster's MaxHP to target, -20% of caster's MaxHP to caster Ultima 10 20 4/2 n/a Magical damage (x23) 1D HOLY SWORD ORIGIN: Holy Knight job command ------------------------------------------------------------------------- Name |MP |Spd.|Range|JP |Effect ------------------------------------------------------------------------- Stasis Sword 2/2 0 (PA + 2)*WP; may cause Stop Split Punch 3/1 400 (PA + 3)*WP; may cause DeathSentence Crush Punch 3/1 500 (PA + 2)*WP; may cause instant Death Lightning Stab 3/2 700 (PA + 4)*WP; may cause Silence Holy Explosion 5(4dir)/5(1dr)800 (PA + 5)*WP; may cause Confusion 74 IMPURE ORIGIN: Queklain's secondary ------------------------------------------------------------------------- Name |MP |Spd.|Range|JP |Effect ------------------------------------------------------------------------- Bio 8 34 4/1 0 Damage (x12) and may add: Darkness Bio 8 34 4/1 0 Damage (x12) and may add: Poison Bio 8 34 4/1 0 Damage (x12) and may add: Oil Bio 2 16 20 4/2 0 Add: Silence Bio 2 16 20 4/2 0 Add: Petrify Bio 2 16 20 4/2 0 Add: Slow Bio 2 16 20 4/2 0 Add: Frog Bio 3 24 17 4/3 0 Damage (x24) and may add: Dead Bio 3 24 17 4/3 0 Damage (x24) and may add: Undead Bio 3 24 17 4/3 0 Damage (x24) and may add: Petrify 06 ITEM ORIGIN: Chemist job command ------------------------------------------------------------------------- Name |MP |Spd.|Range|JP |Effect ------------------------------------------------------------------------- Potion */1 30 use Potion (+30 HP) Hi-Potion */1 200 use Hi-Potion (+70 HP) X-Potion */1 300 use X-Potion (+150 HP) Ether */1 300 use Ether (+20 MP) Hi-Ether */1 400 use Hi-Ether (+50 MP) Elixir */1 900 use Elixir (full HP/MP) Antidote */1 70 use Antidote (cancel Poison) Eye Drop */1 80 use Eye Drop (cancel Darkness) Echo Grass */1 120 use Echo Grass (cancel Silence) Maiden's Kiss */1 200 use Maiden's Kiss (cancel Frog) Soft */1 250 use Soft (cancel Petrify) Holy Water */1 400 use H.Water(cancel Undead,Bloodsuck) Remedy */1 700 use Remedy (cure most bad status) Phoenix Down */1 90 use Phoenix Down (revive w/ a few HP) * if the caster is a Chemist or has 'Throw Item' equipped, then the range is 4. Otherwise, it is 1. If you have 'Throw Item', you can't throw the item through an obstacle. It'll just waste the item. 6C JA MAGIC ORIGIN: Zarela's secondary ------------------------------------------------------------------------- Name |MP |Spd.|Range|JP |Effect ------------------------------------------------------------------------- Flare 2 35 25 4/2 0 Damage (x38) Toad 2 35 25 4/2 0 Add: Frog {.750} Sleep 2 35 25 4/2 0 Add: Sleep {.750} Confuse 2 35 25 4/2 0 Add: Confusion {.750} Blind 2 35 25 4/2 0 Add: Darkness {.750} Gravi 2 35 25 4/2 0 HP goes to 1 {.750} 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, {0.975} Aspel 2 4/1 0 Drain [Target's MaxHP / 4], {0.875} Drain 12 4/1 180 Drain [Target's MaxMP / 4], {0.875} Faith 10 4/1 200 Add: Faith, {0.875} Innocent 10 4/1 200 Add: Innocent, {0.875} Zombie 14 4/1 150 Add: Undead, {0.850} Silence 16 4/1 90 Add: Silence, {0.875} Berserk 16 4/1 200 Add: Berserk, {0.800} Chicken 12 4/1 500 Target's Brave -50, {0.875} Confuse 14 4/1 200 Add: Confusion, {0.850} Despair 20 4/1 300 Removes positive status ailments {.85} Don't Act 14 4/1 50 Add: Don't Act, {0.875} Sleep 20 4/1 170 Add: Sleep, {0.850} Break 24 4/1 300 Add: Petrify, {0.800} Shock 20 8/1 600 Damage: [User's Max HP - Current HP] ! 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 5 200 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 x 8 Koutetsu A/3 180 Magic attack: Mag AT x 12 Muramasa A/3 580 Magic attack: Mag AT x 18; may cause Confusion and Death Sentence Kikuichimoji 4dir/8 660 Magic attack: Mag AT x 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 {.825} Haste 2 30 15 3/2 550 Causes Haste status {1.05} Slow 8 50 3/2 80 Causes Slow status {.825} Slow 2 30 15 3/2 520 Causes Slow status {1.05} Stop 14 15 3/2 330 Causes Stop status {.550} Don't Move 10 34 3/2 100 Causes Don't Move status {.850} Float 8 50 4/2 200 Causes Float status {.650} Reflect 12 50 4/1 300 Causes Reflect status {.825} Quick 24 25 4/1 800 Instant turn {.650} Demi 24 17 4/2 250 Target loses 1/4 HP {.850} Demi 2 50 12 4/2 550 Target loses 1/2 HP {.575} Meteor 70 8 4/4 1500 Magic attack (x60) 32 TRUTH ORIGIN: Heaven Knight job command ------------------------------------------------------------------------- Name |MP |Spd.|Range|JP |Effect ------------------------------------------------------------------------- Heaven Thunder 34 4/2 100 Lit:([MA/2]+4)*MA (random targeting) Asura 25 4/2 200 Fire:([MA/2]+5)*MA (rnd targeting) Diamond Sword 20 4/2 300 Wind:([MA/2]+5)*MA (rnd targeting) Hydragon Pit 17 4/2 400 Water:([MA/2]+6)*MA (rnd targeting) Space Storage 20 4/2 500 ([MA/2]+3)*MA,status FX (rnd targ) Sky Demon 15 4/2 600 Earth:([MA/2+10)*MA (rnd targeting) 7B ULTIMATE MAGIC ORIGIN: Altima's secondary ------------------------------------------------------------------------- Name |MP |Spd.|Range|JP |Effect ------------------------------------------------------------------------- Ultima [2] 25 15 4/3 0 Damage (x30) 2E UN-TRUTH ORIGIN: Hell Knight job command ------------------------------------------------------------------------- Name |MP |Spd.|Range|JP |Effect ------------------------------------------------------------------------- Heaven Thunder Back 34 4/2 100 Lightning damage ~x19~(rnd targeting) Asura Back 25 4/2 200 Fire damage ~x21~ (rnd targeting) Diamond Sword Back 20 4/2 300 Wind damage ~x23~ (random targeting) Hydragon Pit Back 17 4/2 400 Water damage ~x26~(random targeting) Space Storage Back 20 4/2 500 Damage ~x16~, status fx (rnd target) Sky Demon Back 15 4/2 600 Earth damage ~x36~(random targeting) 36 USE HAND ORIGIN: Assassin job command ------------------------------------------------------------------------- Name |MP |Spd.|Range|JP |Effect ------------------------------------------------------------------------- Shadow Stitch 4/1 0 Add: Stop (100%) Stop Bracelet 1/1 0 Instant death (100%) Allure 3/1 0 Add: Charm (70+MA)% Seal 6/1 0 Add: Petrify (100%) Ultima 10 20 4/2 n/a Magical damage (x23) 68 WARLOCK SUMMON ORIGIN: Velius' secondary ------------------------------------------------------------------------- Name |MP |Spd.|Range|JP |Effect ------------------------------------------------------------------------- Titan 30 20 4/3 220 Damage: Earth (x28) Lich 40 12 4/3 600 Damage: Dark (Max HP / 2) Cyclops 62 12 4/4 1000 Damage (x50) 2A WHITE-AID ORIGIN: Holy Priest job command ------------------------------------------------------------------------- Name |MP |Spd.|Range|JP |Effect ------------------------------------------------------------------------- Cure 3 16 15 4/2 400 Cure more HP (x30) Cure 2 12 20 4/2 180 Cure some HP (x20) Confuse* 14 4/1 200 Add: Confusion [Magic Sword] Sleep* 20 4/1 170 Add: Sleep [Magic Sword] Drain* 12 4/1 180 Absorbs target's HP [Magic Sword] Silence* 16 4/1 90 Add: Silence [Magic Sword] Don't Act* 14 4/1 50 Add: Don't Act [Magic Sword] Raise 2 20 10 4/1 500 Revive & recover all HP Esuna 18 34 3/2 280 Cure most status ailments * Sword needed to use 0A WHITE MAGIC ORIGIN: Priest job command ------------------------------------------------------------------------- Name |MP |Spd.|Range|JP |Effect ------------------------------------------------------------------------- Cure 6 25 4/2 50 Restores HP (x14) Cure 2 10 20 4/2 180 Restores HP (x20) Cure 3 16 15 4/2 400 Restores HP (x30) Cure 4 20 10 4/2 700 Restores HP (x40) Raise 10 25 4/1 180 Revives dead {.825} Raise 2 20 10 4/1 500 Revives dead, full HP {.750} Reraise 16 15 3/1 800 Gives Reraise status {.650} Regen 8 25 3/2 300 Gives Regen status {.775} Protect 6 25 3/2 70 Gives Protect status {.900} Protect 2 24 15 3/2 500 Gives Protect status {.575} Shell 6 25 3/2 70 Gives Shell status {.900} Shell 2 20 15 3/2 500 Gives Shell status {.575} Wall 24 25 3/1 380 Gives Protect and Shell {.650} Esuna 18 34 3/2 280 Cures most status ailments {.850} 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 {.900} Spell Absorb 2 50 4/1 200 Drain [MaxMP / 4] from target {.750} Life Drain 16 50 4/1 350 Drain [MaxHP / 4] from target {.750} Pray Faith 6 25 4/1 400 Add: Faith {.700} Doubt Faith 6 25 4/1 400 Add: Innocent {.700} Zombie 20 20 4/1 300 Add: Undead {.500} Silence Song 16 34 4/2 170 Add: Silence {.825} Blind Rage 16 20 4/1 400 Add: Berserk {.575} Foxbird 20 25 4/1 200 Br -30 {.650} Confusion Song 20 20 4/1 400 Add: Confusion {.625} Dispel Magic 34 34 4/1 700 Remove positive status {1.000} Paralyze 10 20 4/2 100 Add: Don't Act {.850} Sleep 24 17 4/2 350 Add: Sleep {.775} Petrify 16 12 4/1 580 Add: Petrify {.575} ________________________ [7.2] Reaction Abilities ================== Name Effect Trigger ~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~ A Save PA + 1 Physical attack MA Save MA + 1 Magical attack Speed Save Speed + 1 HP damage Sunken State Evade % up HP damage Caution Take defensive stance HP damage Dragon Spirit Add: Reraise HP damage Regenerator Add: Regen HP damage Brave Up Br + 3 Physical attack Face Up Fa + 3 Magical attack MP Restore Restore MP to full Critical HP Restore Restore HP to full Critical Critical Quick Add: Quick Critical Meatbone Slash Damage: [Max HP of user] Critical & attacked Counter Magic Cast same spell at caster Magical attack Counter Tackle Use 'Dash' Physical Attack Counter Flood Counter with Geomancy HP damage Absorb Used MP User absorbs MP used by enemy Spell cast Gilgame Heart Steal [Lv. * 10] GIL Physical attack Reflect* Add: Reflect Magical attack Auto Potion Uses lowest potion available HP damage Counter Counterattacks Physical attack Distribute Excess healing is split Healing at full HP equally among party members MP Switch Damage done to HP is instead HP damage done to MP. Damage Split You take half the damage HP damage incurred and your assailant takes the other half Weapon Guard Enable weapon evasion Attack from front Finger Guard Immune to Mediator skills -- Abandon Raises evade% HP damage Catch Catch thrown items 'Throw' command Blade Grasp Evasion increased by [Brave]% -- Arrow Guard Immune to Bow/Crossbow attack -- Hamedo Attack before being attacked Phys. attack by human * only available with GameShark _______________________ [7.3] Support Abilities ================= Name Effect ~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Equip Armor able to equip heavy armor regardless of job Equip Shield able to equip shields regardless of job Equip Sword able to equip (non-knight) swords regardless of job Equip Katana able to equip katana regardless of job Equip Crossbow able to equip crossbows regardless of job Equip Spear able to equip spears regardless of job Equip Axe able to equip axes regardless of job Equip Gun able to equip guns regardless of job Half of MP all MP used is halved Gained JP-UP earned JP multiplied by 1.5 Gained EXP-UP earned Exp. multiplied by 1.5 Attack UP PA * 1.25 Defense UP physical damage to you is multiplied by [2/3] Magic Att. UP MA * 1.25 Magic Def. UP magical damage to you is multiplied by [2/3] Concentrate targets' C-EV, S-EV, A-EV is always 0 Train Add: Invite if you critically injure a monster Secret Hunt Poach a monster if you kill it with a normal attack Martial Arts 1.5 * Barehand damage, Punch Art bonuses Monster Talk use 'Talk Skill' on monsters, regardless of job Throw Item able to throw items 4 squares, regardless of job Maintenance immune to breaking techniques Two Hands grip weapon with two hands, doubling damage Two Swords able to equip two (one-handed) weapons at once Monster Skill monsters standing on adjacent squares get bonus skill Defend adds 'Defend' command Equip Change able to change equipment in battle (takes a turn) Short Charge charge time cut in half (except 'Charge' command) Non-charge* charge time is 0 (except for 'Charge' command) * only available with GameShark ________________________ [7.4] Movement Abilities ================== Name Effect ~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Move +1 Move + 1 Move +2 Move + 2 Move +3 Move + 3 Jump +1 Jump + 1 Jump +2 Jump + 2 Jump +3 Jump + 3 Ignore Height able to jump to any height, regardless of 'Jump' stat Move-HP Up recover [MaxHP / 8] HP as you move Move-MP Up recover [MaxMP / 8] MP as you move Move-Get Exp gain 1 experience per panel moved Move-Get Jp gain 2 job points per panel moved Teleport teleport; less chance of working as you go further Teleport 2* teleport with 100% success (ultimate movement!) Any Weather ignores weather effects on magic Any Ground move at same speed on rough terrain Move in Water no movement penalty in water Walk on Water walk on top of water Move on Lava walk on top of lava Move Undrwater* move [and stop] in water up to 3h deep Float float 1h above ground; cancel: Earth Fly soar over enemies and obstacles Silent Walk* can't spring traps Move-Find Item find hidden items on the battlefield * only available with GameShark -- end of file -- (c) 1999 by aerostar13@aol.com and townknave@aol.com also check out: The FFT GameShark FAQ v2.0 (http://members.xoom.com/Fallen_One/fftshark.txt) The FF6(3) Battle Mechanics Handbook v2.0 (http://members.xoom.com/Fallen_One/FF6Mech2.txt) The FF6(3) FAQ v8.0 (http://www.crosswinds.net/phoenix/~aeroshadow/ff3faq80.zip) ------------------------------------------------------------------------ fftbm132.txt * revision 1.32 * 99-09-22