_____ __. __ __. .____ __. _____ .____ __ __.._____.____. ____. .__ .__ NNNNN NN) NN (NN) JNNNN. NN) NNNNN JNNNN. NN (NN)(NNNNN)NNNNL NNNNNN)(NN.JNN NNF"" NN) NNN(NN) NNNNN) NN) NNF"" NNNNN) NNN(NN)`"4NN`(NNNNN NNN`NN) NN)NN) NNL__ NN) NNNNNN) NN)NN) NN) NNL__ NN)NN) NNNNNN) (NN (NN(NN NNNN_ (NLNN NNNNN NN) NNNNNN)(NN)NNN NN) NNNNN(NN)NNN NNNNNN) (NN NNN(NN)`NNNNN) `NNNF NNF"" NN) NNNNNN)(NN_JNN NN) NNF""(NN_JNN NNNNNN) (NN NNL_NN)__.4NNN 4NN` NN) NN) NN NNN)NNNNNNN)NNL_. NN) NNNNNNN)NN NNN) (NN(NNNNNNNNNN NNN (NN NN) NN) NN (NN)NN) NN)NNNN) NN) NN) NN)NN (NN) (NN(NN (NNNNNNNNN (NN ""` ""` "" `""`""` ""`""""` ""` ""` ""`"" `""` `""`"" `"" `"""` `"" ._____. ____. ___. ______ __. .___ .____ . (NNNNN).NNNNL .NNNNNN NNNNNN NN) JNNNNN)(NNNNNN `"4NN"`(NNNNN (NN`4NN ""NNF" NN) NNF`NN)(NN)4NN (NN (NN(NN (NN (NN NN) NN) NN) NN)(NNNL. (NN NNN(NN)(NN NN) NN) NN) 4NNNNN (NN NNL_NN)(NN (NN NN) NN) NN) NN).__`NNN) (NN (NNNNNNN(NN.JNN NN) NN) NNL.NN)(NN)(NN) (NN (NN (NN(NNNNNF NN) NN) NNNNNN`(NNNNNN) `"" `"" `"" """` ""` ""` `""" """" =============================================================================== #########################[ BATTLE MECHANICS HANDBOOK ]######################### ------------------------------------------------------------------------------- Version 4.3 07 May 2002 ------------------------------------------------------------------------------- Written by Aerostar ``````````````````````````````````````````````````````````````````````````````` with Aaditya Rangan and the Town Knave ------------------------------------------------------------------------------- * Visit the Handbook's homepage at http://www.fftactics.net/fftmech/ * ------------------------------------------------------------------------------- What began as a short list of the spell multipliers for damaging, faith-based magic spells has expanded into a manual encompassing virtually every aspect of Final Fantasy Tactics' battle mechanics. Having been an outgrowth of that one list -- part 4 of the old handbook -- the Battle Mechanics Guide was rather disorganized. Radiating out from that kernel first came lists of status-inducing magic (part 5), then weapon attack formulas co-opted from my friend the Town Knave (part 3), then an introduction to it all (part 2). Aware of all the formulae that I had yet to discover, I soon slapped on a section (part 6) analysing the commands of most standard jobs. Then, one summer, I endeavoured to compile all the damage and success formulae from all attacks, which I separated into two lists: one for humans (part 8) and one for monsters (part 7). Correspondence on the GameFAQs FFT Message Board eventually brought Aaditya Rangan's gameflow theory (part 1) into the mix, and just last summer I set to the task of demystifying stat determination and growth (part 9). Up to now, the guide was essentially sorted chronologically, and not really in any deliberate order. In an attempt to ease readability, this new version is totally revamped, the parts shuffled round and the prose, for the most part, rewritten. This, I hope, will remove the inconsistencies and redundancies which sometimes plagued the previous versions of the guide, and will make the guide as a whole more digestible (game-flow is far too intimidating to open the guide!). At any rate, many thanks go to one Jivera on the GameFAQs message board, whose thoughtful comments roused me to rework the structure of the guide. In this last revision, I compared my table of stat multipliers and C values (see part 8) against a RAM dump made by NeoKamek, and corrected quite a few numbers in my table (my errors were mostly due to the fact that I determined the original numbers without the benefit of a RAM dump, and I was forced to back-calculate numbers with three significant figures from numbers with two significant figures. (I had a trick of doing this that involved taking multiple data points, but it wasn't 100% accurate.) Anyway, enjoy the latest version. -- Aerostar ******************************************************************************* * FONT CHECK: This file does not exceed 80 characters on a line at its widest * * point. For optimal viewing, ensure that this entire box, bounded by the * * asterisks, is fully visible and properly aligned. * ******************************************************************************* ------------------------------------------------------------------------------- =============================================================================== For updates to the guide, look on the following websites: * http://www.fftactics.net/fftmech/ The FFT Battle Mechanics Handbook homepage. Find the latest version of the Handbook along with an archive of all previous versions. Special thanks go to George Greer for allowing me to host the site on his server space. * http://www.gamefaqs.com/ New versions of the handbook, unless they contain extremely minor revisions, will usually be posted to GameFAQs as well. This is a wonderful site and, if you haven't been there, you must check it out. The site is run single-handedly (!) by CJayC. =============================================================================== ------------------------------------------------------------------------------- Before the guide begins, I'd like to take a bit of space to thank everyone for their positive feedback, helpful hints and suggestions for improving the guide. Thanks to all of the following people for providing me with bits of information and/or inspiration: - Elmor the Elf - Kochocobo - Andy Harrington - rain duragan - A P - Master Daravon - Notti - George Greer - Garanhir - Jjukil - Dragon Fogel - Owvin - Johan Bager - Nick Lang - Jivera - Kantolin - NeoKamek New in this version: (version 4.3) - Expanded and clarified section on reaction abilities - Made corrections in tables in part 8 by checking against NeoKamek's RAM dump - Corrected and expanded algorithm for damage modifiers for physical and magical attacks - Miscellaneous minor revisions, additions and corrections (version 4.2) - Added a new section [5.6] on which abilities can activate Counter - Made some corrections to the section on monster attacks - Corrected (again) the damage formula for 'Holy Bracelet' (thanks Notti!) - Added the effect of snowstorms on Ice damage in the Weather and Terrain section [5.5] - Made various minor additions and corrections (version 4.1) - Added Appendix B - Corrected the damage formula for 'Holy Bracelet' - Added more information on the 'Golem' spell - Corrected Regen, Poison, Move-HP Up and Move-MP Up formulae - Introduced (x..y) notation for generation of random numbers - As always, made various corrections and clarifications (version 4.0) - Restructured the guide, moving the complicated gameflow section to the end and moving the crux of the FAQ (current parts 2 and 3, former parts 4, 5, and 6) closer to the beginning. - Expanded the section on elemental attributes - Expanded the section on evasion - Made some corrections in the chart of monster attacks, including the Monster Skills of Bull Demon and Morbol. Also found out, through testing, that 'Tail Swing' does random damage between 1 and 15 * PA. - Added sections on Brave and Faith limits as well as how to handle stat modifications in equations with two instances of the same variable - Revised or rewrote several sections - Abolished the frivolous subsection headings - Expanded lists of Reaction, Support, and Move abilities in [8.2] - [8.4] - Expanded section on weather and terrain effects - Corrected errors in the HOLY SWORD formulae - Corrected the range of THROW - Rewrote the stat-determining equation in [8.2] to reflect more accurately how the game stores the data - Made other sundry corrections (version 3.21) - Corrected some of the values in the table in [9.3] - Corrected typo in teleport success equation (thanks to Nick Lang for pointing this out) (version 3.2) - Added table of inherent abilities and statuses in <2.6.6> - Revised sections on evasion - Revised TRUTH and UN-TRUTH formulae (thanks to Notti for spotting the errors) - Corrected the requisite minor errors (those never seem to go away, do they?) (version 3.1) - Added several subsections in the miscellany section [2.6], including the formulae for teleport success, falling damage, and the success of random events (thanks to Goryus for most of this information) - Added information on critical hits <3.1.3>, as well as more detailed information on the randomization of axe, flail, and bag damage <3.1.2> - Corrected formula for UN-TRUTH damage - As always, sundry minor corrections and revisions (version 3.05) - Revised section [9.3], on levelling up, and added section [9.4], on levelling down - Moved data on initial stat point values into [9.2]; revised those values - Corrected typo in equation for JP gain - Corrected other minor errors (version 3.00) - Added Part 9, on character statistics and level up bonuses - Added equations for gained Exp and JP - Revised status/effect magic formula into a clearer form - Made miscellaneous revisions and corrections (version 2.66) - Corrected Sing and Dance percentages - Added Galaxy Stop percentage - Fixed Battle Skill formulae - Changed formulae for Nanoflare and the Tiamat skills into the forms used internally by the game (version 2.60) - Corrected various errors - Did some other stuff I can't remember because I did it before I went home for vacation but forgot to upload the FAQ :) (version 2.56) - Corrected miscellaneous errors - Added game-flow section - Converted all Speed data to ctr data - Added approximate success percentages for SING and DANCE - Renumbered sections (version 2.1) - Updated list of monster attacks; corrected physical vs. magical attack inaccuracies for monster attacks - Rewrote definitions of 'physical' and 'magical' attacks - Updated information on 'Blood Suck' status - Made a few miscellaneous revisions and clarifications (version 2.0) - Section on abnormal status totally rewritten - Information on JP sharing, counter magic, and learning magic updated and revised - Equations for Zodiac effects and miscellaneous other PA / MA bonuses rewritten to more accurately reflect the game's calculation - Errors in some weapon formulae corrected - Spell multiplier charts updated to include information on reflectability, calculability, avoidability, and ability to be countered - Vertical tolerances added to the range and effect notation of EVERY attack! - Talk Skill is not affected by evade percentages. Oops. ^_^() - List of monster abilities now includes names of the different 'species' in the monster 'genus' - TONS of new information added on damage & probability modifiers - Several corrections, clarifications, and updates made to part 7 Special thanks to Notti for a thorough critique of version 1.5 of the FAQ and the contribution of several pieces of information. Thanks also to Master Daravon , who pointed out the inaccuracies in the monster abilities section in version 2.01. In addition, kudos to Aaditya Rangan for dealing with all the game-flow stuff, which all happens to quickly within the game for me to deal with . Finally, thanks to all the regulars on the GameFAQs FFT Message Board , many of whom also offered insightful comments on how I might make this file better. ,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, C O N T E N T S F F T M E C H v 4 . 1 ``````````````````````````````````````````````````````````````````````````````` PART 1: Mechanics Fundamentals 1.1 Definitions 1.2 Abbreviations & Symbols 1.3 Signs of the Zodiac 1.4 Evasion 1.5 Protect and Shell 1.6 Summary of Evasion, Protect & Shell Data 1.7 The Elements 1.8 Handling Multiple Instances of the Same Variable PART 2: ATTACK: Equations for Weapon Damage 2.1 The Formulae 2.2 Weapon Damage Modifiers PART 3: Magic and Other Commands 3.1 Faith-based Damage Magic 3.2 Faith-based Effect Magic 3.3 Battle Skill 3.4 Punch Art 3.5 Steal 3.6 Charge 3.7 Jump 3.8 Throw 3.9 Draw Out 3.10 Talk Skill 3.11 Sword Skills 3.12 Elemental 3.13 Truth 3.14 Un-truth PART 4: Abnormal Status 4.1 Preparative Status Changes 4.2 Supportive Status Changes 4.3 Negative Status Changes 4.4 Damage-derived Status Changes 4.5 Other Status Changes PART 5: Miscellany 5.1 Crystals 5.2 Counter Magic 5.3 Experience and Job Points 5.4 Learning Magic 5.5 Weather and Terrain 5.6 Counter 5.7 Blade Grasp 5.8 Teleport 5.9 Random Events 5.10 Extending Bow Range 5.11 On Brave and Faith PART 6: Compendium of Human Abilities 6.1 Action Abilities 6.2 Reaction Abilities 6.3 Support Abilities 6.4 Movement Abilities PART 7: Compendium of Monster Attacks 7.1 Types of Attacks 7.2 List of Monster Attacks PART 8: Stats and Stat Growth 8.1 The Stats You Know 8.2 The Stats You Don't Know 8.3 Levelling Up 8.4 Levelling Down 8.5 List of Inherent Abilities APPENDIX A: Aaditya Rangan's Theory of Gameflow A.1 Action and Reaction A.2 Gameflow Basics A.3 The Mime Cycle A.4 The Quick and the Dead APPENDIX B: Details on Weapons, Shields, and Mantles B.1 Weapons B.2 Shields B.3 Mantles FINAL FANTASY TACTICS BATTLE MECHANICS HANDBOOK version 4.1 ""4NNN) PART ONE NNN) _________________________________________________________________ NNN) ================================================================= NNN) NNN) Mechanics Fundamentals NNN) NNN) _________________________________________________________________ __=NNNL=__ ================================================================= _______________________________________________________________________________ [1.1] definitions ========================================================================= Tackling any subject as complex as the battle mechanics of Final Fantasy Tactics requires a jargon of sorts. This list of terms is not meant to intimidate or confuse, but rather to prevent intimidation and confusion in later parts of the FAQ. Some of the terms are used by the game itself, and some of them I (or others) have simply made up to aid in discussions of how the game works. - A UNIT is any person or monster on the battlefield. - An ATTACK is any action taken by a unit in battle except for 'Move', 'Defend', 'Wait', or 'Equip Change'. - The CASTER is the unit executing an attack. This doesn't necessarily have to refer to spells; a unit striking another with a sword is a 'caster' as well. This is somewhat counterintuitive, but it is easier to refer to all executors of attacks as 'casters' rather than using the words 'caster', 'attacker', 'stealer', etc. to refer to what is basically the same thing. - The TARGET is the unit(s) on the receiving end of the attack. The caster and target can be the same unit. - DAMAGE refers to loss of HP or MP. Unless otherwise stated, assume that the term 'damage' refers to HP damage. - An EFFECTIVE statistic is one that is not actually displayed on the status screen in the game, but is used internally by the game for calculation of the formula in which it appears. - PHYSICAL AT (PA) 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 usually abbreviated 'PA'. A unit can have a PA no less than 1 and no greater than 99. Note: if your PA is high enough, you can actually raise your _effective_ PA higher than 99 with Attack UP or Martial Arts. - MAGICAL AT (MA) 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 usually abbreviated as 'MA'. Like PA, this statistic is bounded by 1 and 99. Also like PA, if your MA is high enough, you can raise your effective MA higher than 99 with Magic Attack UP. - An ATTACK STAT (XA) is a general term that can stand for any statistic -- usually PA, MA, or Speed -- that may influence the damage or success rate of an attack. It is used in discussions where the same formula applies to two types of attacks, but different stats are plugged into the formula for each attack. For instance, rods and staves share the damage formula of XA * WP, where the attack stat XA = PA for rods and XA = MA for staves. - An ACTIVE TURN (AT, or simply TURN) occurs when a character is given the option to Move, Act, and/or Wait. Do not confuse this with the AT in physical AT and magic AT, which stands for 'attack' and has nothing to do with this. - WEAPON POWER is a property of weapons which determines their strength. It can be seen on the middle panel of the status screen, next to the letter of the appropriate hand ('R' or 'L'). - A PHYSICAL ATTACK is defined as any attack for which either damage or success rate is reduced by the target having 'Protect' status. This seems like an awkward definition, but it is the only one that truly works, because physical attacks can do damage based on PA, MA, or Speed. Physical attacks include all weapon attacks (except magic guns), BATTLE SKILL, STEAL (except Steal Heart), THROW, JUMP, PUNCH ART, HOLY SWORD, MIGHTY SWORD, DARK SWORD, SNIPE, and WORK, among others. If an attack uses PA in its calculation, assume it is physical unless something contrary is specified. - A MAGICAL ATTACK is defined as any attack for which NEITHER damage nor success rate is reduced by the target having 'Protect' status. Magical attacks include all commands with 'MAGIC' in the name, DRAW OUT, TALK SKILL, ELEMENTAL (Geomancy), MATH SKILL, and weapon attacks from magical guns, among others. Magical attacks, with very few exceptions, will use MA in the calculation of their damage or success rates; however, the converse is not true: NOT all attacks that are calculated using MA are magical attacks. Several of them -- such as a weapon attack from a Stick or Staff, and monster abilities such as 'Look of Devil', 'Drain Touch', and 'Choco Ball' -- are in fact physical. - A CLOCKTICK is the basic unit of time of an FFT battle. During one clocktick, each unit's CT meter increases by an amount equal to the unit's Speed. Strictly, a clocktick is defined as the period of time between two consecutive S+ phases (don't worry about this now; see the gameflow section, Appendix A, for details). - A SLOW ACTION is any attack which requires a charging time between the time it is selected and the time when it is actually executed. Each slow action has an associated value known as 'ctr' (clockticks till resolution) which specifies this duration in clockticks. See the gameflow section for details. - A FAST ACTION is any attack which is resolved immediately upon selection. See the gameflow section for details. - A REACTION is any attack immediately executed by the target of a just-resolved slow action, fast action, or act of mimicry. Reaction abilities cannot be reacted to or mimed. The nature of the reaction is determined by a unit's reaction ability. - 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 a few special skills and some 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'. Brave is on a scale from 0 to 100; if you fall below 10 Brave, you'll be afflicted with the Chicken status ailment (i.e., figurative chickens become literal chickens). - 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'. Like Brave, it varies from 0 to 100. Any character, except for Ramza or a Guest, that has Faith exceeding 90 at the end of a battle will leave the party. - To ADD a status change is to cause a unit to be affected by that status change. - To CANCEL a status change is to remove a status change that had previously been added to a unit. - 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. If this is so, it will be noted in the handbook with a "vX" after the range number, where X is the vertical tolerance of the attack in height units. For instance, the range of 'Threaten' is 3v2. - 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. Height restrictions will be noted in the guide with "vX" appended on to the effect number, with X being the vertical tolerance of the attack in height units. For instance, the effect area of 'Haste 2' is 2v3. 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 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 {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. If the attack is helpful, the caster will usually also be targeted; if the attack is harmful, the caster will usually not be targeted. 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 4directions/ A/3 3(1direction) (caster may or may not be affected.) - LINE OF SIGHT (LOS) means that the target of an attack must lie along a roughly linear path from the caster without any obstacles or other units intervening. For longbows, this path can be concave-down parabolic as well as linear (the arrow can arc) If an obstacle blocks the line of sight, a line-of-sight attack will fail. If another unit blocks the line of sight, the attack will be executed on the other unit instead of the intended target. This can be used to your advantage with guns and bows to hit targets that are closer than 3 panels (which can't normally be fired on): target a panel directly behind the unit you want to hit, and since he blocks your shot, you'll hit the intended target instead! Sometimes this won't work with longbows because the arrow will arc over the intervening target. _______________________________________________________________________________ [1.2] abbreviations & symbols ========================================================================= Listed below are abbreviations and symbols, both mathematical and game-related, that will be used throughout the guide. ------------------------------------------------------------------------------- MATHEMATICAL FUNCTIONS * signifies multiplication / signifies division [X] means to truncate X -- that is, convert X to a decimal and then drop all decimal places, regardless of what numbers they contain. For instance, [3.001] = 3; [3.999] = 3; [0.556] = 0; [-0.872] = 0; [-7.25] = -7. Note that this differs from the greatest integer (floor) function in its treatment of negative numbers: [-9.1] = -9 while floor(-9.1) = -10. FFT uses truncation, not floor. RU{X}, the round-up function, means to truncate X and add 1 to the absolute value of X, while maintaining X's sign. That is, RU{X} = [X] + |X|/X. This means that if X is positive, RU{X} = [X] + 1, but if X is negative, RU{X} = [X] - 1. max{x,y} = (x if x > y) or (y if y > x) min{x,y} = (x if x < y) or (y if y < x) (x..y) means that the game generates a random integer between x and y, inclusive ------------------------------------------------------------------------------- GAME-RELATED ABBREVIATIONS a : can only target allies (in range/effect notation) A/2, A/3, etc. : automatic firing range 2, 3, etc. (see above) Br : Brave C_x : caster's (attribute x) CFa : caster's Faith CT : charge time ctr : clockticks 'til resolution CurHP : current HP (in HP 500/556, 500 is the CurHP) CurMP : current MP dir : directions e : can only affect enemies (in range/effect notation) Fa : Faith LOS : line of sight Lv : Level M.AEv : magical accessory Evade% M.CEv : magical inherent Evade% M.SEv : magical shield Evade% MA : Magical AT MaxHP : maximum HP (in HP 500/556, 556 is the MaxHP) MaxMP : maximum MP P.AEv : physical accessory Evade% P.CEv : physical inherent Evade% P.SEv : physical shield Evade% PA : Physical AT R/E : Range / Effect area (= firing range) Spd : Speed (statistic) SP : Speed (of a spell or attack) T_x : Target's (attribute x) TFa : Target's Faith v : vertical (in effect area) WEv : weapon Evade% WP, WpnPwr : weapon's power XA : attack stat ------------------------------------------------------------------------------- >> In the formulae, assume that any statistic is that of the user of the ability unless otherwise specified (e.g., 'Level' refers to 'caster's Level'). _______________________________________________________________________________ [1.3] signs of the zodiac ========================================================================= What would the 'Zodiac Brave Story' be without Zodiac compatibility? Every unit 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 exchanged 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), Bad (monsters) ------------------------------------------------------------------------------- Zodiac compatibility can affect damage done by an attack as well as the chance of an attack succeeding. In these two cases, Zodiac compatibility is handled differently. DAMAGE In general, for damaging attacks, Zodiac compatibility will affect the relevant attack stat -- call this stat XA: 'Neutral' compatibility: XA_zodiac = XA 'Good' compatibility: XA_zodiac = XA + [XA / 4] 'Best' compatibility: XA_zodiac = XA + [XA / 2] 'Bad' compatibility: XA_zodiac = XA - [XA / 4] 'Worst' compatibility: XA_zodiac = XA - [XA / 2] Once you have calculated XA_zodiac, use XA_zodiac instead of the original XA in calculating the damage or success rate of an attack. SUCCESS RATE Instead of affecting only the attack stat, Zodiac compatibility is usually applied to the success rate as a whole: 'Neutral' compatibility: success%_zodiac = success% 'Good' compatibility: success%_zodiac = success% + [success% / 4] 'Best' compatibility: success%_zodiac = success% + [success% / 2] 'Bad' compatibility: success%_zodiac = success% - [success% / 4] 'Worst' compatibility: success%_zodiac = success% - [success% / 2] TALK SKILL provides a good example of this -- say you have a Mediator with an MA of 21. The success rate of 'Death Sentence' against a neutral target would be (MA + 30) = 51%. Against a target with good compatibility, success is 51 + [51/4] = 51 + 12 = 63%. Applying the zodiac just to the MA would give you ((21 + [21/4]) + 30) = 26 + 30 = 56%, which is wrong. ZODIAC COMPATIBILITY DOES NOT AFFECT EVASION; it can only affect the base success percentage of an attack. 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 'Bad'. 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. _______________________________________________________________________________ [1.4] evasion ========================================================================= When you attack a unit, it has a chance to dodge your attack with four parameters: (1) its natural stealth (C-EV); (2) its shield (S-EV); (3) its accessory (A-EV); (4) its weapon (W-EV), if it has the reaction ability 'Weapon Guard' set. These four percentages are each converted to decimal form, subtracted from 1, multiplied together and then multiplied by 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) evade. Weapon evasion only works on physical attacks. EVADING PHYSICAL ATTACKS Physical attack evasion depends on the attacker's position relative to the target. from front: hit% = [(base hit%)*(1-P.CEV)*(1-P.SEV)*(1-P.AEV)*(1-W.EV)] from side: hit% = [(base hit%) * (1-P.SEV) * (1-P.AEV) * (1-W.EV)] from rear: hit% = [(base hit%) * (1-P.AEV)] EVASION WORKS ON | EVASION DOES NOT WORK ON ----------------------------------------------- Weapon attacks | Gun attacks (except guns) | JUMP THROW | SNIPE BATTLE SKILL | HOLY SWORD STEAL* | DARK SWORD Spin Fist | MIGHTY SWORD Repeating Fist | Earth Slash Wave Fist | Secret Fist Throw Stone | Dash * Applies to Steal Weapon, Steal Helmet, Steal Shield, Steal Armor, Steal Accessory and Gil Taking only. Steal Exp. and Steal Heart are not affected by evade percentages. For normal weapon attacks, THROW, sword skills, Spin Fist, Repeating Fist, Wave Fist, Earth Slash, Throw Stone, and Dash, the base hit% is 100. For other attacks, see the appropriate section of part 6 for how to determine the base hit%. Even if you fire BATTLE SKILL attacks out of a gun, they are still subject to evasion. MIGHTY SWORD has a 00% success rate if the target is not equipped with an appropriate item for the Mighty Sword skill to break. Consequently, all monsters are unaffected by MIGHTY SWORD. What is considered the 'front', 'side', and 'back' can be confusing when dealing with ranged attacks like arrows and Wave Fist. The following diagram should help (thanks to Notti for giving me the idea to present the information in this way). ___________________ | | | | | | If the target is standing on the panel marked 'X' | S | B | B | B | S | and facing in the direction indicated by the arrow, |___|___|___|___|___| if you are attacking from a panel marked 'F', you | | | | | | are considered to be attacking from the front; if | S | S | B | S | S | you attack from a panel marked 'S', the game |___|___|___|___|___| considers you to be attacking from the side; and | | | || | | if you attack from a panel marked 'B', you are | S | S | Xv| S | S | attacking from the rear. Basically, the game |___|___|___|___|___| just decides whether your forward, sideways, or | | | | | | behind distance from your opponent is greater, and | S | F | F | F | S | takes that to be your orientation. In the event |___|___|___|___|___| of a tie, the foremost direction is the winner | | | | | | (front over side, side over back). Note that this | F | F | F | F | F | is absolutely independent of the relative panel |___|___|___|___|___| heights. EVADING MAGICAL ATTACKS any position: hit% = [(base hit%) * (1 - M.SEV) * (1 - M.AEV)] This applies to most magic attacks, whether they be status-inducing or damage-causing. However, the following magic attacks are not subject to evasion: - A unit will not try to evade attacks that are curative or that add helpful status. - The following magic attacks have a 100% hit rate, regardless of evade percentages: DRAW OUT, FEAR, TRUTH, UN-TRUTH, ELEMENTAL, LIMIT, Ramuh, Shiva, Ifrit, Titan, Leviathan, Salamander, Odin, Bahamut, Cyclops, Holy, Dark Holy, Meteor, Melt, Quake, Tornado, Flare 2, Ultima, Ultima (2), All-ultima, Poison Frog, Midgar Swarm, Shock, Giga Flare, Nanoflare, Lifebreak, Ulmaguest, Choco Meteor, Spark, Self-Destruct, Feather Bomb, Leaf Dance, Spirit of Life, Magic Spirit, Mimic Titan, Triple Thunder, Triple Flame, Dark Whisper. - The following magic attacks do not have 100% hit rates, but they still ignore evade percentages: Mind Blast, Level Blast, Death Sentence [Plague], Circle, Nose Bracelet. For an example of how evade percentages work, 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%) -- from the side. Inherent evade% (P.CEV) is ineffective from the side, but Algus' shield (P.SEV) and cloak (P.AEV) will give him a chance to avoid the damage: Orig% Shield Mantle 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 Mantle Flare Hit% = [100 * (1-.15) * (1-.30)] = [100 * .85 * .7] = [.595] = 59% Note that the inherent magical evade percent (M.CEV) stat is useless, as it is 0% for all classes. We will therefore ignore it for the rest of this handbook. If a target is somehow protected from a particular attack (for instance, if he has Rubber Shoes [cancel: Lightning] equipped and is targeted with Bolt 3, or is targeted with Seal Evil and is not undead), that attack will have a 00% success rate, regardless of zodiac sign, evasion multipliers, percentage multipliers, or anything else. 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 it wouldn't try to evade 'Haste'; it would try to avoid 'Flare', but not 'Cure 4'.) The reaction ability 'Abandon' causes all of a unit's evasion percentages to be doubled for the entire battle (it does not require a trigger, despite what the in-game description says). The 'Defending' status causes the same effect temporarily. If a target evades an attack due to its C-Ev, a 'Missed!' message will be displayed. If a target evades an attack due to its A-Ev or S-Ev, a 'Guarded' message will be displayed. As mentioned in the Zodiac section above, Zodiac has NO effect on evasion percentages. For a list of S-Ev values for each shield, see [B.2]. For a list of A-Ev values for each mantle, see [B.3]. _______________________________________________________________________________ [1.5] protect and shell ========================================================================= The 'Protect' and 'Shell' statuses can protect units from several attacks in a variety of ways. Here is a summary of the different types of defense afforded by these statuses. 'Protect D' -- If a Protected unit is attacked with this type of attack, Protect will cause the PA (or MA for some weapon attacks, or Speed for Throw attacks) in the damage equation to be multiplied by 2/3 (see the status section for details). This also means that the same effect will be created if the attacked unit has 'Defense UP'. Also, if a unit uses this attack and 'Attack UP' is set, the PA in the damage equation will be multiplied by 4/3 in the same manner as the 2/3 multiplier is handled (Attack UP does NOT apply to THROW). 'Protect C' -- If a Protected unit is attacked with this type of attack, Protect will cause the PA (or Speed, for Throw and Steal) in the probability equation to be multiplied by 2/3, lessening the chance of success (see the status section for details). This also means that the same effect will be created if the attacked unit has 'Defense UP'. Also if a unit uses this attack and has 'Attack UP', the PA in the probability equation will be multiplied by 4/3 in the same manner as the 2/3 multiplier is handled. If the attack also deals damage, neither Protect, nor Defense UP nor Attack UP will affect the damage dealt. 'Shell D' -- If a Shelled unit is attacked with this type of attack, Shell will cause the MA in the damage equation to be multiplied by 2/3 (see the status section for details). This also means that the same effect will be created if the attacked unit has 'Magic DefendUP'. Also, if a unit uses this attack and 'Magic AttackUP' is set, the MA in the damage equation will be multiplied by 4/3 in the same manner as the 2/3 multiplier is handled. 'Shell C' -- If a Shelled unit is attacked with this type of attack, Shell will cause the MA in the probability equation to be multiplied by 2/3, lessening the chance of success (see the status section for details). This also means that the same effect will be created if the attacked unit has 'Magic DefendUP'. Also, if a unit uses this attack and has 'Magic AttackUP', the PA in the probability equation will be multiplied by 4/3 in the same manner as the 2/3 multiplier is handled. If the attack also deals damage, neither Shell, nor Magic DefendUP nor Magic AttackUP will affect the damage dealt. _______________________________________________________________________________ [1.6] summary of evasion, protect, and shell data ========================================================================= This table summarizes whether an attack is subject to evasion and/or damage or success rate modification by Protect or Shell. HUMAN ATTACKS EVADE% PROTECT OR SHELL -------------------------------------------- ------ ---------------- Physical attack or THROW, front P.CEV, Protect D P.AEV, P.SEV, W.EV BATTLE SKILL, front " Protect C STEAL*, front " Protect C ---------------------------------------------------------------------- Physical attack or THROW, side P.AEV, Protect D P.SEV, W.EV BATTLE SKILL, side " Protect C STEAL*, side " Protect C ---------------------------------------------------------------------- Physical attack or THROW, rear P.AEV Protect D BATTLE SKILL, rear " Protect C STEAL*, rear " Protect C ---------------------------------------------------------------------- Damaging magical attack, avoidable M.SEV, Shell D M.AEV ---------------------------------------------------------------------- Damaging magical attack, unavoidable none Shell D ---------------------------------------------------------------------- Damaging magical attack, % of HP, faith- M.SEV, Shell C based (e.g., Demi, Life Drain, Lich, Death) M.AEV Status-causing magic, faith-based " Shell C ---------------------------------------------------------------------- TALK SKILL, Steal Heart, Allure none none Damaging magical attack, % of HP, none none (MA + K)% based (e.g., Hurricane, Mutilate) ---------------------------------------------------------------------- Geomancy none Shell D ---------------------------------------------------------------------- * Applies to Steal Weapon, Steal Helmet, Steal Shield, Steal Armor, Steal Accessory and Gil Taking only. Steal Exp. and Steal Heart are not affected by evade percentages. MONSTER ATTACKS (see [7.1]) EVADE% PROTECT OR SHELL ------------------------------------------- ------ ---------------- Physical, type I or II, front, P.CEV, Protect D damage-causing P.SEV, P.AEV Physical, type I or II, front, " Protect C status-causing (MA+K)%-based ---------------------------------------------------------------------- Physical, type I or II, side, P.SEV, Protect D damage-causing P.AEV, Physical, type I or II, side, " Protect C status-causing (MA+K)%-based ---------------------------------------------------------------------- Physical, type I or II, rear, damage P.AEV Protect D Physical, type I or II, rear, status (MA+K)% " Protect C ---------------------------------------------------------------------- Magical, type I, damage-causing M.SEV, Shell D M.AEV Magical, type I, status-causing (MA+K)% " Shell C ---------------------------------------------------------------------- Magical, type II, damage-causing none Shell D Magical, type II, status-causing (MA+K)% none Shell C ---------------------------------------------------------------------- Physical, guaranteed success none Protect D Magical, guaranteed success none Shell D Indeterminate, guaranteed success none none ---------------------------------------------------------------------- _______________________________________________________________________________ [1.7] the elements ========================================================================= There are eight elemental properties in the game: Fire, Ice, Lightning, Water, Earth, Wind, Dark, and Holy. In turn, there are two separate effects that can be caused by an elemental attribute. They are (1) MA strengthening for a caster, and (2) damage modification for a target. If the caster of an elemental spell has equipment endowed with 'Strengthen: (element)', when he casts spells of that element, his strengthened_MA will be equal to [MA * 1.25]. Note that this applies to the MA of the caster, and not to the damage caused by the spell. Though this will increase the damage of most spells (e.g., Fire 4, Shiva, Holy), if the spell normally does damage that is independent of MA (e.g., Lich), it will do no more damage from the 'Strengthen' effect (the success percentage, however, which does depend on MA, will be increased). The 'Strengthen' bonus works the same for elemental weapons like Ice Brand and Holy Lance, except it is applied to the appropriate attack stat(s) of the weapon. The target of an elemental spell can have a variety of properties that modify the actual DAMAGE dealt by the spells on that target (and not the caster's MA): 'Weak: (Element)' ... Damage from this element is doubled, even when the amount of damage is unaffected by other types of modifiers (e.g., Tiamats receive [MaxHP * .68] damage from Hurricane instead of [MaxHP * .34] because they are weak against Wind) 'Half: (Element)' ... Damage from this element is halved (and truncated). As with 'Weak', this applies even to attacks not normally susceptible to damage modification. calculating damage on this target 'Cancel: (Element)' .. Attacks of this element cannot succeed (the prediction will just say 00%) 'Absorb: (Element)' .. Damage from element is added to, instead of subtracted from, the HP total. Note that Weak, Half, Absorb and Cancel have no effect on the success rate of elemental attacks. For Geomancy, only MA is affected by elemental attributes, even though PA is also used to calculate the damage. The elemental affiliations of an attack are listed in its description. Example of elemental effects: This example allows you to appreciate the subtle difference between the two kinds of elemental effects. Let's assume you have a Summoner with 20 MA and 70 Fa casting Lich on a target with 501 HP, neutral Zodiac compability and 60 Fa. Lich does damage equal to RU{Target's MaxHP/2} with a success rate of [(Caster Fa/100)*(Target Fa/100)*(MA+160)]. Now envision some scenarios: 1. Normal. Lich does RU{501/2} = 251 damage with a success rate of [.70*.60*180] = 75%. 2. The Summoner equips himself with 108 Gems, which strengthens Dark elemental. This means that wherever MA is considered, new_MA = [MA * 1.25]. Because MA doesn't determine the damage done by Lich, the damage is unaffected, and remains at 251. The success rate, however, increases slightly, because new_MA = [20 * 1.25] = 25. So the success rate is now [.70*.60*185] = 77%. 3. Suppose the Summoner unequips the Gems, then the target equips himself with an N-Kai Armlet, which has the property 'Half: Dark'. Since 'Half' affects damage itself and NOT MA directly, this time the damage done by the spell will be affected, but the success rate will not. The damage will now be equal to RU{MaxHP/4}, or 126. The success rate, however, remains unaffected at 75%. Weather-related effects on magic -- such as the strengthening of Lightning during thunderstorms, the weakening of Fire during thunderstorms, and the strengthening of Ice during snowstorms (see [5.5]) -- are effects of the second type, influencing the actual damage done by the spell rather than the caster's MA. _______________________________________________________________________________ [1.8] handling multiple instances of the same variable ========================================================================= A number of multipliers can act on the variables you'll find in the various equations throughout this guide. In a few of these equations, the same variable appears twice; in these cases, it can be hard to determine where to apply the variable modifiers. Usually only one instance of the variable gets modified. The list below shows these equations, with the modifiable variable marked with a "!". ATTACK barehanded Damage = PA! * [PA * Br/100] Monster attacks Damage = PA! * [PA * Br/100] Physical Gun ATTACK Damage = WP! * WP Spin Fist Damage = PA! * [PA / 2] Repeating Fist Expected Damage = 5 * (PA! + [PA / 2]) Wave Fist Damage = PA! * ([PA / 2] + 1) Earth Slash Damage = PA! * [PA / 2] TRUTH Damage = MA! * [(MA + K)/2] Snake Carrier Damage = PA! * [(PA + 5) / 2] Nanoflare Damage = MA! * [(MA + 5) / 2] Sudden Cry Damage = PA! * [(PA + 2) / 2] Turn Punch Damage = PA! * [PA / 2] Wave Around Damage = PA! * [PA / 2] Choco Ball Damage = PA! * [PA / 2] Triple Flame Damage = MA! * [(MA + 24) / 2] Triple Thunder Damage = MA! * [(MA + 12) / 2] Dark Whisper Damage = MA! * [(MA + 1) / 2] _NN"4NNNNN. PART TWO (NNN. (NNNN ______________________________________________________________ (NNN) .NNNN ============================================================== .NNNN` JNNN` ATTACK: Equations for Weapon Damage .NNN" N JNNNNNNNNNNN ______________________________________________________________ (NNNNNNNNNNNN ============================================================== _______________________________________________________________________________ [2.1] the formulae ========================================================================= The ATTACK directive is the most basic command in FFT, as well as one of the most frequently used. The following formulae prescribe how much damage an attack with a particular type of weapon can do. This damage is subject to various modifications which are detailed in the next section. See [B.1] for a list of the values of WP for each weapon in the game. WEAPON | FORMULA | NOTES =============================================================================== Bare Hands | [PA * (Br / 100)] * PA | without Martial Arts ------------------------------------------------------------------------------- Knife | [(PA + Sp) / 2] * WP | ------------------------------------------------------------------------------- Sword | PA * WP | non-Knight swords ------------------------------------------------------------------------------- Knight Sword | [Br/100 * PA] * WP | ------------------------------------------------------------------------------- Ninja Sword | [(PA + Spd) / 2] * WP | ------------------------------------------------------------------------------- Katana | [Br/100 * PA] * WP | ------------------------------------------------------------------------------- Staff | MA * WP | ------------------------------------------------------------------------------- Rod | PA * WP | ------------------------------------------------------------------------------- Crossbow | PA * WP | range 4 ------------------------------------------------------------------------------- Bow | [(PA + Sp) / 2] * WP | range 5 ------------------------------------------------------------------------------- Gun (regular) | WP * WP | range 8 ------------------------------------------------------------------------------- Gun (magical) | [CFa/100*TFa/100*WP*Q] | range 8 | | Q = 14 .... 60% probability | | Q = 18 .... 30% probability | | Q = 24 .... 10% probability ------------------------------------------------------------------------------- Flail | F * WP (actual) | F is a random integer between | ([PA/2]+1)*WP (expected) | 1 and PA, inclusive ------------------------------------------------------------------------------- Axe | F * WP (actual) | F is a random integer between | ([PA/2]+1)*WP (expected) | 1 and PA, inclusive ------------------------------------------------------------------------------- Stick | MA * WP | range 2 [4 directions] ------------------------------------------------------------------------------- Spear | PA * WP | range 2 [4 directions] ------------------------------------------------------------------------------- Musical Instrument | [(PA + MA) / 2] * WP | range 3 ------------------------------------------------------------------------------- Dictionary | [(PA + MA) / 2] * WP | range 3 ------------------------------------------------------------------------------- Cloth | [(PA + MA) / 2] * WP | range 2 ------------------------------------------------------------------------------- Bag | F * WP (actual) | F is a random integer between | ([PA/2]+1)*WP (expected) | 1 and PA, inclusive ------------------------------------------------------------------------------- CRITICAL HITS Approximately 5% of the time during normal weapon attacks as well as DARK SWORD, HOLY SWORD, and MIGHTY SWORD attacks, critical hits will occur. You can tell a critical hit because the sound of the hit will be more sharp and sudden, and the damage numbers will appear more quickly and have different animation. Critical hits randomly modify your PA, MA, and/or Speed (depending on what weapon you are equipped with) to increase damage. This modified PA, MA, or Speed is then plugged into the appropriate formula above to calculate the final damage. Critical hit bonus: modified_XA = normal_XA + (1..normal_XA) - 1 This equation is equivalent to modified_XA = normal_XA + (0..(normal_XA-1)) but I suspect that it is the first equation that FFT actually uses, given that in other cases it generates random numbers of the form (1..x) rather than (0..x). However, I don't know for sure. Regardless, the max damage a critical hit can do is equal to ((2 * normal_XA) - 1) * WP -- slightly less than twice normal damage -- and the least it can do is normal damage. Most often it will be between these two extrema. Critical hits will also knock the target back one square fifty percent of the time (assuming that there is an unoccupied square directly behind the target). _______________________________________________________________________________ [2.2] weapon attack modifiers ========================================================================= Many factors -- including the attacker's abilities and status, the target's abilities and status, as well as Zodiac compatibility -- can affect the damage done by weapon attacks. The procedure outlined below is a summary of how to apply all these different modifiers. 'XA' below stands for whatever stat the weapon uses to calculate its damage -- PA for swords, MA for sticks, WP for guns. If a weapon uses multiple stats -- e.g., PA and Speed for Ninja swords -- make sure to apply these modifiers to _both_ stats. If there are multiple instances of the _same_ statistic in a damage equation (for instance, the non-magic gun and barehand equations), only modify _one_ instance of the statistic. See [1.8] for a clarification on this. Let 'XA0' be the attacker's XA on the stat screen. The 'Attacker' is the unit making the attack, and the 'Defender' is the unit being attacked. 1. If this is a critical hit, then XA1 = XA0 + (1..XA0) - 1. See [2.1] for details. 2. If the weapon is endowed with an Element, and the attacker has equipment that 'Strengthens' that element, then (XA2 = [XA1 * 5/4]), else XA2 = XA1 3. If attacker has Attack UP, then (XA3 = [XA2 * 4/3]), else XA3 = XA2 4. If attacker has Martial Arts and is barehanded, then (XA4 = [XA3 * 3/2]), else XA4 = XA3 5. If attacker is Berserk, then (XA5 = [XA4 * 3/2]), else XA5 = XA4 6. If defender has Defense UP, then (XA6 = [XA5 * 2/3]), else XA6 = XA5 7. If defender has Protect, then (XA7 = [XA6 * 2/3]), else XA7 = XA6 8. If defender is Charging, then (XA8 = [XA7 * 3/2]), else XA8 = XA7 9. If defender is Sleeping, then (XA9 = [XA8 * 3/2]), else XA9 = XA8 10. If defender is a Chicken and/or a Frog, then (XA10 = [XA9 * 3/2]), else XA10 = XA9 11. Apply zodiac multipliers: If compatibility is 'Good', then (XA11 = XA10 + [(XA10)/4])) elseIf compatibility is 'Bad', then (XA11 = XA10 - [(XA10)/4]) elseIf compatibility is 'Best', then (XA11 = XA10 + [(XA10)/2]) elseIf compatibility is 'Worst', then (XA11 = XA10 - [(XA10)/2]) else XA11 = XA10 12. Apply weapon's damage formula using XA = XA11 (if there is more than one instance of XA, only set _one_ instance to XA11 and leave the other as XA0 (see above). Also remember that weapon attacks can be evaded. See section [1.3] for details. .NNN"NNNNL PART THREE (NNN (NNN) ________________________________________________________________ ""` NNNN) ================================================================ __NNNNF `"NNNNN. Magic and Other Commands ___ 4NNN) (NNN) NNNN) ________________________________________________________________ `NNN__NNNNN" ================================================================ ______________________________________________________________________________ [3.1] faith-based damage magic ======================================================================== In general, spells that depend on faith which either cause or heal damage are governed by a single equation: damage = [Q * MA * (CFa/100) * (TFa/100)] 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. Below is a chart of all the spells' multipliers, which will allow you to calculate the damage they will cause based on the above formula. How to use the chart: Let's say you want to calculate the damage from a 'Dark Holy' spell from a character with 15 MA and 80 Faith, targeting a character with 64 Faith, normal Zodiac compatibility, and no modifiers for Dark damage. 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 * 0.80 * 0.64] = [284.16] = 284 HP. MULTIPLIERS FOR FAITH-BASED DAMAGE MAGIC ------------------------------------------------------------------------------- ~ legend ~ Q-VALUE : constant which determines strength of spell. MP : amount of MP that must be expended to cast the spell ELE : elemental attributes of the spell: F: fire L: lightning H: holy W: water C: curative* I: ice A: wind (air) D: dark E: earth -: no elemental * not really an elemental; included because spells with this attribute will harm undead and heal non-undead; this is not true of all HP-restoring mechanisms (i.e., Chakra still heals undead). All units except those with the 'Undead' status automatically absorb curative-'elemental' attacks. CM? : 'x' indicates that the spell can be countered with Counter Magic REF : 'x' indicates that the spell will be reflected by Reflect status CAL : 'x' indicates that the spell can be Calculated R/E : the spell's range and effect EV? : 'x' indicates the spell's can be avoided with a unit's magic evasion SPELL ... Q-VALUE | MP |ELE|CM?|REF|CAL| R/E |EV? ------------------|-----------------------------|--- All-ultima ... 55 | 50 | - | | | | 5/4v3 | Bahamut ...... 46 | 60 | - | | | | 4/4v3e | Bio .......... 12 | 8 | - | x | x | | 4/2v3 | x Bio 3 ........ 24 | 24 | - | x | x | | 4/3v3 | x Bolt ........ 14 | 6 | L | x | x | x | 4/2v1 | x Bolt 2 ....... 18 | 10 | L | x | x | x | 4/2v2 | x Bolt 3 ....... 24 | 24 | L | x | x | x | 4/2v3 | x Bolt 4 ....... 32 | 48 | L | | | | 4/3v3 | x Cure ......... 14 | 6 | C | | x | x | 4/2v1 | Cure 2 ....... 20 | 12 | C | | x | x | 4/2v1 | Cure 3 ....... 30 | 16 | C | | x | x | 4/2v2 | Cure 4 ....... 40 | 20 | C | | | | 4/2v3 | Cyclops ...... 50 | 62 | - | | | | 4/3v2e | Dark Holy .... 37 | 40 | D | x | | | 4/1 | Fairy ........ 24 | 24 | C | | | | 4/3v2a | Fire ......... 14 | 6 | F | x | x | x | 4/2v1 | x Fire 2 ....... 18 | 12 | F | x | x | x | 4/2v2 | x Fire 3 ....... 24 | 24 | F | x | x | x | 4/2v3 | x Fire 4 ....... 32 | 48 | F | | | | 4/3v3 | x Flare ........ 46 | 60 | - | x | x | x | 5/1 | x Flare 2 ...... 38 | 35 | - | | | | 4/2v3e | Holy ......... 50 | 56 | H | x | x | x | 5/1 | Ice .......... 14 | 6 | I | x | x | x | 4/2v1 | x Ice 2 ........ 18 | 12 | I | x | x | x | 4/2v2 | x Ice 3 ........ 24 | 24 | I | x | x | x | 4/2v3 | x Ice 4 ........ 32 | 48 | I | | | | 4/3v3 | x Ifrit ........ 24 | 24 | F | | | | 4/3v2e | Leviathan .... 38 | 48 | W | | | | 4/4v3e | Melt ......... 38 | 70 | F | x | | | 4/4v3 | Meteor ....... 60 | 70 | - | x | | | 4/4v3 | Moogle ....... 12 | 8 | C | | | | 4/3v2a | Odin ......... 40 | 50 | - | | | | 4/4v3e | Quake ........ 39 | 70 | E | x | | | 4/4v3 | Ramuh ........ 24 | 24 | L | | | | 4/3v2e | Salamander ... 38 | 48 | F | | | | 4/3v2e | Shiva ........ 24 | 24 | I | | | | 4/3v2e | Titan ........ 28 | 30 | E | | | | 4/3v2e | Tornado ...... 37 | 70 | A | x | | | 4/4v3 | Ultima ....... 23 | 10 | - | | | | 4/2v1 | Ultima (2).... 30 | 25 | - | | | | 4/3v3 | Zodiac ....... 96 | 99 | - | | | | 4/4v3e | DAMAGE MODIFIERS Many factors -- including the caster's abilities and status, the target's abilities and status, as well as Zodiac compatibility -- can affect the damage done by magical attacks. The procedure outlined below is a summary of how to apply all these different modifiers. Let 'MA0' be the caster's MA on the stat screen. 1. If caster has 'Strengthen: [element of spell]', then (MA1 = [MA0 * 5/4]) else MA1 = MA0 2. If caster has Magic AttackUP, then (MA2 = [MA1 * 4/3]), else MA2 = MA1 3. If target has Magic DefendUP, then (MA3 = [MA2 * 2/3]), else MA3 = MA2 4. If target has Shell, then (MA4 = [MA3 * 2/3]), else MA5 = MA4 5. Apply zodiac multipliers: If compatibility is 'Good', then (MA5 = MA4 + [(MA4)/4])) ElseIf compatibility is 'Bad', then (MA5 = MA4 - [(MA4)/4]) ElseIf compatibility is 'Best', then (MA5 = MA4 + [(MA4)/2]) ElseIf compatibility is 'Worst', then (MA5 = MA4 - [(MA4)/2]) Else MA5 = MA4 6. Apply the spell's damage formula using MA5 = MA. If there is more than one instance of MA in the equation, set the MA that is a stand-alone multiplier to MA5, but _leave_ the other one as MA0 (see [1.8] for more details). Remember that some spells can be evaded if the target has magic-evading equipment on, and, if the spell is elemental and does damage, that the damage done will often be subject to elemental multipliers. First apply these damage multipliers: If this is a snowstorm and the spell is ice-elemental, then damage1 = [damage * 5/4] If this is a thunderstorm and the spell is fire-elemental, then damage1 = [damage * 3/4] If this is a thunderstorm and the spell is lightning-elemental, then damage1 = [damage * 5/4] Else damage1 = damage Then apply these damage multipliers: If target is 'Weak' against spell's element, damage2 = damage1 * 2 If target has 'Half' spell's element, damage2 = [damage1 / 2] Else damage2 = damage1 Damage2 will then be the amount of damage that the spell does. _______________________________________________________________________________ [3.2] faith-based effect magic ========================================================================= Magic that depends on faith and causes a special effect -- such as a status abnormality, a reduction in stats, or a reduction in HP by a set percentage -- is governed by this equation: success% = [CFa/100 * TFa/100 * (MA + Y)] * (evasion factor) (Note that you don't have to actually do the division of faith values as a calculation... simply tack on a decimal point before the tens place of the faith and you have Fa/100). where Y is a percentage multiplier peculiar to the spell; CFa is the caster's faith; TFa is the target's faith; Evasion factor = (1 - (target's M.SEV)) * (1 - (target's M.AEV)). 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' (120). Then substitute: [CFa/100 * TFa/100 * (MA + Y)] = [.75 * .50 * (14 + 120)] = [.375 * 134] = [50.25] = 50% Here, as before, is a chart of values for each spell that uses this equation. CHART OF EFFECT MAGIC CONSTANTS ~ legend ~ Y : constant used in determining the success rate of the spell. CM? : 'x' indicates that the spell can be countered with Counter Magic REF : 'x' indicates that the spell will be reflected by Reflect status CAL : 'x' indicates that the spell can be Calculated For any spells of this type that cause damage, the damage is unaffected by Protect, Shell, Magic AttackUP and Magic DefendUP, but the success rate _is_ affected. YIN-YANG MAGIC Y CM? REF CAL Results {Range/Effect} -------------- ---- --- --- --- ------------------------- Blind 200 x x x Add: Darkness {4/2v1} Life Drain 160 x Drain RU{MaxHP/4}** {4/1} Spell Absorb 160 x Drain RU{MaxMP/4}** {4/1} Pray Faith 150 x x Add: Faith {4/1} Doubt Faith 150 x x Add: Innocent {4/1} Zombie 100 x x x Add: Undead {4/1} Silence 180 x x x Add: Silence {4/2v1} Blind Rage 120 x x x Add: Berserk {4/1} Foxbird 140 x x x Br -30 {4/1} Confusion Song 130 x x x Add: Confusion {4/1} Dispel Magic 220 x x Remove helpful status {4/1} Paralyze 190 x x x Add: Don't Act {4/2v0} Sleep 170 x x x Add: Sleep {4/2v1} Petrify 110 x x x Add: Petrify {4/1} ** will drain this amount regardless of the target's current HP/MP total -- i.e., you can drain more HP/MP than the target has remaining. TIME MAGIC CM? REF CAL ---------- --- --- --- Haste 180 x x Add: Haste {3/2v0} Haste 2 240 Add: Haste {4/2v3} Slow 180 x x x Add: Slow {3/2v0} Slow 2 240 x Add: Slow {4/2v3} Stop 110 x x x Add: Stop {3/2v0} Don't Move 190 x x x Add: Don't Move {3/2v1} Float 140 x x Add: Float {4/2v1} Reflect 180 x x Add: Reflect {3/1} Quick 140 x x Add: Quick {3/1} Demi 190 x x x RU{T_MaxHP / 4} damage {4/2v1} Demi 2 120 x x x RU{T_MaxHP / 2} damage {4/2v3} WHITE MAGIC CM? REF CAL ----------- --- --- --- Raise 180 x x Cancel: Dead & restore 1/2 HP {4/1} Raise 2 160 x x Cancel: Dead & restore full HP {4/1} Reraise 140 x x Add: Reraise {3/1} Regen 170 x x Add: Regen {3/2v0} Protect 200 x x Add: Protect {3/2v0} Protect 2 120 Add: Protect {3/2v3} Shell 200 x x Add: Shell {3/2v0} Shell 2 120 Add: Shell {3/2v3} Wall 140 x x Add: Protect, Shell {3/1} Esuna 190 x x Cancel negative status ailments {3/2v2} BLACK MAGIC CM? REF CAL ----------- --- --- --- Poison 160 x x x Add: Poison {4/2v2} Frog 120 x x x Add: Frog {3/1} Death 100 x x x Add: Dead {4/1} SUMMON MAGIC CM? REF CAL ------------ --- --- --- Golem 200 Absorbs (Caster_MaxHP) worth of damage from ATTACK, JUMP or CHARGE directives {all allies}** Silf 150 Add: Silence {4/3v2e} Carbunkle 150 Add: Reflect {4/3v2a} Lich 160 Damage: RU{T_MaxHP / 2} {4/3v2a} ** A note on Golem: Golem will function to its full capacity as long as it has at least 1 HP remaining. So if you cast Golem with 378 MaxHP, and then an enemy ATTACKS for 375 damage, the Golem will have 3 HP left. However, it can still fully absorb another 375 HP blast, leaving the target unharmed. Note that even if an attack is blocked by Golem, it still triggers reaction abilities. HOLY MAGIC CM? REF CAL ---------- --- --- --- MBarrier 190 Add: Protect, Shell, Haste, Regen, Reraise {5/1} Deathspell 2 190 Cancel negative status ailments {4/1} IMPURE (BIO) CM? REF CAL ------------ --- --- --- Bio 2 120 x x Add: Silence {4/2v3} Bio 2 110 x x Add: Slow {4/2v3} Bio 2 110 x x Add: Poison {4/2v3} Bio 2 110 x x Add: Petrify {4/2v3} JA MAGIC CM? REF CAL -------- --- --- --- Toad 2 160 Add: Frog {4/2v3e} Gravi 2 160 Damage: T_CurHP - 1 {4/2v3e} Confuse 2 160 Add: Confusion {4/2v3e} Sleep 2 160 Add: Sleep {4/2v3e} Blind 2 160 Add: Darkness {4/2v3e} MAGIC SWORD * CM? REF CAL ----------- --- --- --- Blind 220 Add: Darkness {4/1} Aspel 200 Drain RU{T_MaxMP/4} {4/1} Drain 200 Drain RU{T_MaxHP/4} {4/1} Faith 200 Add: Faith {etc.} Innocent 200 Add: Innocent Zombie 190 Add: Undead Silence 200 Add: Silence Berserk 180 Add: Berserk Chicken 200 Br -50 Confuse 190 Add: Confusion Despair 200 Cancel support status, Faith, Reflect Don't Act 200 Add: Don't Act Sleep 190 Add: Sleep Break 180 Add: Petrify SATURATION CM? REF CAL ---------- --- --- --- Mute 200 Damage to MP: T_CurMP {4/3v2} Despair 2 200 Cancel support status, Faith, Reflect {4/3v2e} Return 2 200 CT goes to zero {4/3v2e} Destroy Sword * CM? REF CAL ------------- --- --- --- Magic Ruin 250 Damage to MP: RU{T_MaxMP / 2} {4/2v0} Speed Ruin 250 T_Speed -3 {4/2v0} Power Ruin 250 T_PA -5 {4/2v0} Mind Ruin 250 T_MA -5 {4/2v0} * Must be equipped with a sword to use these attacks SUCCESS RATE MODIFIERS FOR EFFECT MAGIC This procedure applies to spells that use the formula success% = [(CFa * TFa * Y / 100) + (CFa/100 * TFa/100 * MA)]. Let MA0 be the caster's MA as listed on the stat screen. 1. If caster has 'Strengthen: [element of spell]', then (MA1 = [MA0 * 5/4]) else MA1 = MA0 2. If caster has Magic AttackUP, then (MA2 = [MA1 * 4/3]), else MA2 = MA1 3. If target has Magic DefendUP, then (MA3 = [MA2 * 2/3]), else MA3 = MA2 4. If target has Shell, then (MA4 = [MA3 * 2/3]), else MA4 = MA3 5. Apply the spell's success% formula using MA = MA4. 6. Apply Zodiac modifiers to the success%: 'Good' compatibility: success%_zodiac = success% + [success% / 4] 'Best' compatibility: success%_zodiac = success% + [success% / 2] 'Bad' compatibility: success%_zodiac = success% - [success% / 4] 'Worst' compatibility: success%_zodiac = success% - [success% / 2] 7. Apply any evasion percentages that the target has due to his equipment. If the attack does damage and is elemental, the same elemental multipliers apply to the damage as detailed in [3.1]. _______________________________________________________________________________ [3.3] battle skill ========================================================================= For the equipment breaks, the formula is, Success % = (C_PA + WP + K) * (evasion factor) where K is a command-specific constant: command K value ------------- ------- Head Break 45 Armor Break 40 Shield Break 55 Weapon Break 30 For the statistic breaks, the formula is, Success % = (C_PA + K) * (evasion factor) where K is a command-specific constant: command effect K value ------------- ------ ------- Magic Break damage to MP: RU{MaxMP/2} 50 Speed Break Sp -2 50 Power Break PA -3 50 Mind Break MA -3 50 If a BATTLE SKILL is targeted on a type of item that the target is not equipped with, an ATTACK directive will be executed instead of the BATTLE SKILL. An interesting trick you can pull with this is to intentionally target an elemental gun to break a piece of equipment that your target does not have -- the result will be an ATTACK, but your attack will look like a normal gun attack instead of an elemental gun attack! (Damage done will still correspond to elemental gun damage and have the appropriate elemental properties.) MODIFIERS The 'Attacker' is the unit executing the BATTLE SKILL directive, and the 'Defender' is the unit being attacked. Let PA0 be the attacker's initial PA, given on the stat screen. 1. If attacker has Attack UP, then (PA1 = [PA0 * 4/3]), else PA1 = PA0 2. If attacker has Martial Arts and is bare-handed, then (PA2 = [PA1 * 3/2]), else PA2 = PA1 3. If defender has Defense UP, then (PA3 = [PA2 * 2/3]), else PA3 = PA2 4. If defender has Protect, then (PA4 = [PA3 * 2/3]), else PA4 = PA3 5. If defender is Charging, then (PA5 = [PA4 * 3/2]), else PA5 = PA4 6. If defender is Sleeping, then (PA6 = [PA5 * 3/2]), else PA6 = PA5 7. If defender is a Frog and/or Chicken, then (PA7 = [PA6 * 3/2]), else PA7 = PA6 8. Calculate Z (zodiac multiplier): If compatibility is 'Good', then Z = [(PA7 + K) / 4] ElseIf compatibility is 'Bad', then Z = -[(PA7 + K) / 4] ElseIf compatibility is 'Best', then Z = [(PA7 + K) / 2] ElseIf compatibility is 'Worst', then Z = -[(PA7 + K) / 2] Else Z = 0 9. success% = [((PA7 + K) + Z) * evasion factor] * for the equipment breaks, substitute (PA7 + WP + K) for all instances of (PA7 + K) in the above process. Evasion for BATTLE SKILL attacks works the same as it does for normal weapon attacks (see [1.4]). Instead of 100%, however, the base hit% is equal to (PA + K)% or (PA + WP + K)%, depending on which Break is being used. _______________________________________________________________________________ [3.4] punch art ========================================================================= command formula evade? ------- ------- ------ Spin Fist Damage = PA * [PA / 2] yes Repeating Fist Damage = (1..9) * (PA + [PA / 2]) yes Wave Fist Damage = PA * ([PA / 2] + 1) yes Earth Slash Damage = PA * [PA / 2] {earth} no Secret Fist Success% = MA + 50 no Stigma Magic 100% success no Chakra Recovery = (5 * PA) HP; [(5 * PA) / 2] MP no Revive Success% = PA+70; Recovery = RU{T_MaxHP/5} no Damage modifiers for damage-causing PUNCH ART are the same as those for weapon attacks detailed in [2.2]. Zodiac for PUNCH ART works as discussed in [1.2] -- for the damage-causing attacks, PA is affected, and for the attacks with stat-dependent success rates, the success rate as a whole is affected by Zodiac compatibility. See [1.2] for details. In those formulae that have more than one instance of PA, only one PA stat is modified; it is the same PA stat that is affected by Martial Arts -- Martial Arts effects are charted below. Even though Secret Fist uses MA to calculate its success rate, it is a PHYSICAL attack, and the chance of success will be lessened appropriately if the target has Protect or Defense UP. Secret Fist is analagous to the (MA+K)-based physical monster attacks discussed in [7.1] -- see that section for a detailed discussion of success rate modifiers. Spin Fist, Repeating Fist, and Wave Fist can be evaded -- in terms of evasion, they are treated like normal weapon attacks. See [1.4] for details. Actual damage from Repeating Fist is randomized, but the damage forecast is 5 * ([PA / 2] + PA). The PA bonuses of 'Martial Arts' and 'Attack UP' will apply to Punch Art skills as well; however, only the 'stand-alone PA' (the one furthest to the left in the equations above) will be affected. For clarity, here are the formulae modified with the Martial Arts bonus: Spin Fist Damage = [PA * 3/2] * [PA / 2] Repeating Fist Damage = (1..9) * ([PA * 3/2] + [PA / 2]) Wave Fist Damage = [PA * 3/2] * ([PA / 2] + 1) Earth Slash Damage = [PA * 3/2] * [PA / 2] {earth} Secret Fist Success% = [MA * 3/2] + 50 Stigma Magic Chakra Recovery = (5 * [PA * 3/2]) HP; [(5 * [PA * 3/2]) / 2] MP Revive Success% = [PA * 3/2] + 70 _______________________________________________________________________________ [3.5] steal ========================================================================= For a STEAL directive, success % = (C_Speed + K) * (evasion factor) - K is a constant that varies for the different STEAL commands: command K evade notes --------------- ---- ----- ---------------------------------- Steal Helmet 40 yes Steal Armor 35 yes Steal Shield 35 yes Steal Weapon 30 yes Steal Accessory 40 yes Steal Exp. 70 no exp stolen = min{C_Sp + 5, T_Exp} Gil Taking 90 yes gil taken = C_Lv * C_Sp 'Steal Heart' uses a different scheme: command success% evade ----------- ------------ ----- Steal Heart (C_MA + 50) no 'Steal Heart' will have a 00% success rate if the target is of the same sex as the caster (e.g., if the caster is female, the target must be either male or monster). 'Steal Heart' works more like a TALK SKILL attack, and so use the modifier procedure in that section [3.10] for information on 'Steal Heart' modifiers. MODIFIERS The 'caster' is the unit executing the STEAL directive, and the 'target' is the unit being stolen from. Let 'Sp0' be the thief's original Speed as given on the status screen. 1. If caster has Attack UP, then (Sp1 = [Sp0 * 4/3]), else Sp1 = Sp0 2. If caster has Martial Arts, then (Sp2 = [Sp1 * 3/2]), else Sp2 = Sp1 3. If target has Defense UP, then (Sp3 = [Sp2 * 2/3]), else Sp3 = Sp2 4. If target has Protect, then (Sp4 = [Sp3 * 2/3]), else Sp4 = Sp3 5. If target is Charging, then (Sp5 = [Sp4 * 3/2]), else Sp5 = Sp4 6. If target is Sleeping, then (Sp6 = [Sp5 * 3/2]), else Sp6 = Sp5 7. If target is a Frog and/or Chicken, then (Sp7 = [Sp6 * 3/2]), else Sp7 = Sp6 8. Calculate Z (zodiac multiplier): If compatibility is 'Good', then Z = [(Sp7 + K)/4] ElseIf compatibility is 'Bad', then Z = -[(Sp7 + K)/4] ElseIf compatibility is 'Best', then Z = [(Sp7 + K)/2] ElseIf compatibility is 'Worst', then Z = -[(Sp7 + K)/2] Else Z = 0 9. success % = ((Sp7 + K) + Z) * (evasion factor) Steal Heart is affected only by Zodiac compatibility; for Steal Heart, skip directly to step 9 and substitute MA for Sp. Evasion for most STEAL attacks works the same as it does for normal weapon attacks (see [1.4]). Instead of 100%, however, the base hit% is equal to (Sp + K)%. STEAL attacks marked with a 'no' in the 'evade' column above are not affected by evade percentages. ______________________________________________________________________________ [3.6] charge ======================================================================== Damage from the Archer's CHARGE command is calculated using the normal weapon equations, with the following modifications. For Charge +K, damage is equal to: Bare Hands: [(PA + K) * (Br / 100)] * PA Knife: [((PA + K) + (Spd + K)) / 2] * WP Sword: (PA + K) * WP Knight Sword: [Br/100 * (PA + K)] * WP Ninja Sword: [((PA + K) + (Sp + K)) / 2] * WP Katana: [Br/100 * (PA + K)] * WP Staff: (MA + K) * WP Rod: (PA + K) * WP Crossbow: (PA + K) * WP Bow: [((PA + K) + (Spd + K)) / 2] * WP Gun (standard): (WP + K) * WP Gun (magic): [CFa/100*TFa/100*(WP + K)*Q] Flail: F * WP | F ranges from 1 to (PA + K) Axe: F * WP | F ranges from 1 to (PA + K) Stick: (MA + K) * WP Spear: (PA + K) * WP Musical Instrument: [(PA+K + MA+K) / 2] * WP (range 3) Dictionary: [(PA+K + MA+K) / 2] * WP (range 3) Cloth: [(PA+K + MA+K) / 2] * WP (range 2) Bag: F * WP | F ranges from 1 to (PA + K) CHARGE abilities are slow actions, and have the following initial values of ctr: ATTACK NAME INITIAL CTR ----------- ------------- Charge +1 ... 4 clockticks Charge +2 ... 5 clockticks Charge +3 ... 6 clockticks Charge +4 ... 8 clockticks Charge +5 ... 10 clockticks Charge +7 ... 14 clockticks Charge +10... 20 clockticks Charge +20... 35 clockticks These ctr values are, somewhat ironically given the command's name, not affected by the 'Short Charge' or 'Non-charge' abilities. A CHARGE directive can only target a panel, not a unit. If the target of the CHARGE moves before the CHARGE is executed, the attack will fail to connect. If the caster of the CHARGE moves while charging, the CHARGE will be aborted. In terms of damage, evasion, and modifiers, CHARGE attacks are treated just like normal weapon attacks (see [2.2] for details). _______________________________________________________________________________ [3.7] jump ========================================================================= Damage from a Lancer's JUMP is calculated as follows: damage = [(PA * K) * WP] where K = 1.5 if the jumping character is equipped with a spear K = 1.0 otherwise The JUMP directive will leave the jumper in the air for a number of clockticks, ctr: ctr = [50/(Jumper's Speed)] This ctr value is unaffected by the 'Short Charge' and 'Non-Charge' abilities. 'Haste' status is ignored in this equation -- a Hasted jumper will land in the same number of clockticks as an un-Hasted jumper with the same Speed. Range of the jump is determined by the specific Lancer abilities that the jumper has learnt: range/effect = xvy/1 where x = 1 if no Level Jump abilities have been learnt x = 2 if Level Jump2 is the highest Level Jump ability learnt x = 3 if Level Jump3 is the highest Level Jump ability learnt x = 4 if Level Jump4 is the highest Level Jump ability learnt x = 5 if Level Jump5 is the highest Level Jump ability learnt . . . x = 8 if Level Jump8 is the highest Level Jump ability learnt and y = 1 if no Vertical Jump abilities have been learnt y = 2 if Vertical Jump2 is the highest Vertical Jump ability learnt y = 3 if Vertical Jump3 is the highest Vertical Jump ability learnt . . . y = 8 if Vertical Jump8 is the highest Vertical Jump ability learnt Some notes here: > The (PA * WP) component of this formula remains the same regardless of the weapon equipped -- even if that weapon does not use this formula to calculate its ATTACK damage (e.g. staves, dictionaries, knives, guns). > JUMP can only target panels, not units. > JUMP damage is not affected by Two Hands, Attack UP, Defense UP, or Martial Arts. > JUMP cannot be evaded, but can be dodged with Blade Grasp. > Zodiac modifiers for JUMP are computed as for a normal physical attack. > If your weapon has elemental properties (e.g., Holy Lance), the damage from the JUMP will acquire those elemental properties. _______________________________________________________________________________ [3.8] throw ========================================================================= THROW damage is calculated by the following equation. damage = (C_Speed * ThrownWpnPwr) 'C_Speed' is the thrower's speed, and 'ThrownWpnPwr' is the WP of the thrown weapon (see Appendix B for a list of Weapon Powers). The range and effect of THROW are M/1 (line of sight), where M is equal to your 'Move' statistic. MODIFIERS THROW is a physical attack, but oddly enough it is not affected by Attack UP. Below is a summary of the different multipliers that may be applied to it. The 'thrower' is the unit throwing the weapon, and the 'target' is the unit being attacked. Let 'Sp0' be the thrower's initial Speed, given on the status screen. 1. If target has Defense UP, then (Sp1 = [Sp0 * 2/3]), else Sp1 = Sp0 2. If target has Protect, then (Sp2 = [Sp1 * 2/3]), else Sp2 = Sp1 3. If target is Charging, then (Sp3 = [Sp2 * 3/2]), else Sp3 = Sp2 4. If target is Sleeping, then (Sp4 = [Sp3 * 3/2]), else Sp4 = Sp3 5. If target is a Frog and/or Chicken, then (Sp5 = [Sp4 * 3/2]), else Sp5 = Sp4 6. Apply zodiac multipliers: If compatibility is 'Good', then (Sp6 = Sp5 + [(Sp5)/4])) ElseIf compatibility is 'Bad', then (Sp6 = Sp5 - [(Sp5)/4]) ElseIf compatibility is 'Best', then (Sp6 = Sp5 + [(Sp5)/2]) ElseIf compatibility is 'Worst', then (Sp6 = Sp5 - [(Sp5)/2]) Else Sp6 = Sp5 7. Damage = Sp6 * (ThrownWpnPwr) Evasion for THROW attacks works the same as it does for normal weapon attacks (see [1.4]). _______________________________________________________________________________ [3.9] draw out ========================================================================= Damage from DRAW OUT is calculated based on the user's Magic AT: DRAW OUT skill result {Range/Effect} -------------- ------------------------------------------------------------- Asura Damage = 8 * MA {A/3v3e} Koutetsu Damage = 12 * MA {A/3v3e} Bizen Boat Damage to MP = 4 * MA {A/3v3e} Murasame Healing = 12 * MA {A/3v3a} Heaven's Cloud Damage = 14 * MA, may cause Slow {A/3v3e} Muramasa Damage = 18 * MA, may cause Confusion/Death Sentence {A/3v3e} Kikuichimoji Damage = 16 * MA {4dir/8v3e} Masamune Add: Regen and Haste {A/3v3a} Chirijiraden Damage = 30 * MA {A/3v3e} Damage modifiers and zodiac effects for DRAW OUT are the same as those for damage-causing magic attacks detailed in [3.1]. DRAW OUT attacks have a 100% success rate and ignore evade percentages. When you use a DRAW OUT attack, one of the Katanas in your inventory may break. The probability of this happening is 15% (thanks to Goryus for this number). _______________________________________________________________________________ [3.10] talk skill (and charm attacks) ======================================================================== success % = (C_MA + K) - K is a number that varies for the different commands: command K value effect -------------- ------- ------------------------------- Invitation 20 Add: Invite Persuade 30 CT goes to zero Preach 50 Fa +4 Threaten 90 Br -20 Praise 50 Br +4 Solution 90 Fa -20 Death Sentence 30 Add: Death Sentence Negotiate 90 Steal (C_Lv * C_Sp) gil Insult 40 Add: Berserk Mimic Daravon 40 Add: Sleep ------------------------------------------------------ Steal Heart 50 Add: Charm Allure 70 Add: Charm TALK SKILL, 'Steal Heart', and 'Allure' (from the Assassin's USE HAND command set) success rates are not affected by evade percentages, nor by Magic AttackUP, Magic DefendUP, or Shell. Zodiac compatibility affects the entire success percentage, not just the MA component: 'Good': new success% = (success% + [success% / 4]) 'Bad': new success% = (success% - [success% / 4]) 'Best': new success% = (success% + [success% / 2]) 'Worst': new success% = (success% - [success% / 2]) TALK SKILL will have a 00% success rate if the target has the Sleep status (oddly enough, Sleeping units can still be Charmed). 'Allure' and 'Steal Heart' will have a 00% success rate if the target is of the same sex as the caster (e.g., if the caster is male, the target must be either female or monster). _______________________________________________________________________________ [3.11] sword skills ======================================================================== These include various attacks by special classes -- the Holy Knight, Dark Knight, and Divine Knight. Damage = PA * (WP + K) command K other effects --------------- - ------------- [DARK SWORD] Dark Sword 0 MP drain Night Sword 0 HP drain [HOLY SWORD] Stasis Sword 2 add: Stop (~20%) Crush Punch 2 add: Dead (~20%) Split Punch 3 add: Death Sentence (~20%) Lightning Stab 4 add: Silence (~20%) Holy Explosion 5 add: Confusion (~20%) [MIGHTY SWORD] Shellbust Stab 0 Break Armor (100%) Blastar Punch 0 Break Helmet (100%) Hellcry Punch 0 Break Weapon (100%) Icewolf Bite 0 Break Acccessory (100%) DARK SWORD will drain (PA * WP) regardless of the target's current HP/MP total -- i.e., you can drain more HP/MP than the target has remaining. MIGHTY SWORD breaks the item in question 100% of the time, and has a 00% success rate if the target is not equipped with an appropriate item for the MIGHTY SWORD skill to break. Consequently, all monsters are unaffected by MIGHTY SWORD. Sword skills are not affected by evade percentages; they will always succeed (except for Mighty Sword, which will never succeed if the target is not equipped with the type of equipment that the skill breaks). Despite what the in-game help says, all HOLY SWORD and DARK SWORD skills are NON-ELEMENTAL. However, if your weapon has elemental properties (e.g., Ice Brand), the sword skill will acquire those elemental properties. Approximately 5% of the time during DARK SWORD, HOLY SWORD, and MIGHTY SWORD attacks, critical hits will occur. You can tell a critical hit because the sound of the hit will be more sharp and sudden, and the damage numbers will appear more quickly and have different animation. Critical hits randomly modify your PA to increase damage. This modified PA is then plugged into the formula above to calculate the final damage. Critical hit bonus: Critical hit bonus: modified_XA = normal_XA + (1..normal_XA) - 1 This equation is equivalent to modified_XA = normal_XA + (0..(normal_XA-1)) but I suspect that it is the first equation that FFT actually uses, given that in other cases it generates random numbers of the form (1..x) rather than (0..x). However, I don't know for sure. Regardless, the max damage a critical hit can do is equal to ((2 * normal_XA) - 1) * WP -- slightly less than twice normal damage -- and the least it can do is normal damage. Most often it will be between these two extrema. Critical hits will also knock the target back one square fifty percent of the time (assuming that there is an unoccupied square directly behind the target). Zodiac compatibility for sword skills: 'Good': damage = ((PA + [PA/4]) * (WP + K) 'Bad': damage = ((PA - [PA/4]) * (WP + K) 'Best': damage = ((PA + [PA/2]) * (WP + K) 'Worst': damage = ((PA - [PA/2]) * (WP + K) PA modifiers are the same as those for physical attacks, which are detailed in [2.2]. _______________________________________________________________________________ [3.12] elemental ======================================================================== Damage from an ELEMENTAL directive 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. These modifiers work exactly like those for faith-based damage magic (see [3.1]). For more on elements, see [1.7]. Which ELEMENTAL ability is used depends on the topography of where the caster is standing: Topography | Geomancy used | Element | Random Status =========================================================================== Natural Surface, Road, | | | Wasteland | Pitfall | none | Don't Move --------------------------------------------------------------------------- Waterway, River, Lake, | | | Sea, Waterfall | Water Ball | Water | Frog --------------------------------------------------------------------------- Grassland, Thicket, | | | Water Plant, Ivy | Hell Ivy | none | Stop --------------------------------------------------------------------------- Gravel, Stone Wall | | | Stone Floor, Tombstone,| | | Mud Wall | Carve Model | none | Petrify --------------------------------------------------------------------------- Rocky Cliff, Lava Rocks | Local Quake | Earth | Confusion --------------------------------------------------------------------------- Book, Tree, Brick, Moss, | | | Bridge, Furniture, | | | Iron Plate, Coffin | Kamaitachi | Wind | Don't Act --------------------------------------------------------------------------- Wooden Floor, Rug, Box, | | | Stairs, Deck | Demon Fire | Fire | Sleep --------------------------------------------------------------------------- Swamp, Marsh, | | | Death Poisoned Marsh | Quicksand | Water | Sentence --------------------------------------------------------------------------- Sand Area, Stalactite, | | | Salt | Sand Storm | Wind | Darkness --------------------------------------------------------------------------- Snow, Ice | Blizzard | Ice | Silence --------------------------------------------------------------------------- Roof, Sky, Chimney | Gusty Wind | Wind | Slow --------------------------------------------------------------------------- Lava, Machine | Lava Ball | Fire | Dead --------------------------------------------------------------------------- Every ELEMENTAL ability counts as a magic attack (damage is therefore reduced by Shell and Magic DefendUP, but not by Protect or Defense UP), has a 100% success rate, and is not affected by evade percentages. An ELEMENTAL attack has a 20% chance of inflicting its characteristic status ailment. Damage modifiers and zodiac effects for ELEMENTAL are the same as those for damage-causing magic attacks detailed in [3.1]. Modifiers to ELEMENTAL damage are _MA-based only_ (i.e., ([PA / 2] + 1) remains the same regardless of zodiac compatibility, status, elemental weakness, Magic AttackUP, etc.) Zodiac compatibility: 'Good': damage = (MA + [MA/4])) * ([PA / 2] + 1) 'Bad': damage = (MA - [MA/4])) * ([PA / 2] + 1) 'Best': damage = (MA + [MA/2])) * ([PA / 2] + 1) 'Worst': damage = (MA - [MA/2])) * ([PA / 2] + 1) _______________________________________________________________________________ [3.13] 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 {4/2v3} and will fire a random number of times (between 1 and 6, inclusive) at random squares in the affected region. spell name effect -------------- ---------------------------------------------------------- Heaven Thunder Damage: [(MA + 8) / 2] * MA (Lightning) Asura Damage: [(MA + 9) / 2] * MA (Fire) Diamond Sword Damage: [(MA + 10) / 2] * MA (Wind) Hydragon Pit Damage: [(MA + 12) / 2] * MA (Water) Space Storage Damage: [(MA + 6) / 2] * MA (may add: Darkness, Confusion, Silence, Frog, Poison, Slow, or Sleep) Sky Demon Damage: [(MA + 20) / 2] * MA (Earth) Damage modifiers and zodiac effects for TRUTH are the same as those for damage-causing magic attacks detailed in [3.1]. _______________________________________________________________________________ [3.14] 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, one of the game's most complex, is: damage = [(1 - CFa/100) * (1 - TFa/100) * [(MA + K) / 2] * MA] 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: {4/2v3}, hitting a random number of times on random squares of the affected area. spell name K-value & other properties ------------------- ----------------------------------------------- Heaven Thunder Back 27 (Lightning) Asura Back 30 (Fire) Diamond Sword Back 34 (Wind) Dragon Pit Back 40 (Water) Space Storage Back 20 (may add: Darkness, Confusion, Silence, Frog, Poison, Slow, or Sleep) Sky Demon Back 60 (Earth) - The chance of Space Storage adding a status ailment is 20%. - As far as UN-TRUTH (and _only_ UN-TRUTH) is concerned, someone with 'Innocent' status is considered to have 100 Faith, and someone with Faith status is considered to have 0 Faith. This makes the net effect of Innocent and Faith on UN-TRUTH the same as for other magic attacks: Faith results in more damage and Innocent nullifies the attack. Damage modifiers and zodiac effects for UN-TRUTH are the same as those for damage-causing magic attacks detailed in [3.1]. JNNN PART FOUR _NNNNN _______________________________________________________________ .NF NNNN =============================================================== .N` NNNN JF NNNN , Abnormal Status (NNNNNNNNNNNNN NNNN ` _______________________________________________________________ ._,NNNN,_. =============================================================== CREDITS ********************************************************* > Jjukil provided a lot of information on the Frog status. ********************************************************* There are five types of status alterations in Final Fantasy Tactics: preparative, supportive, negative, damaged-derived, and miscellaneous. Below are summaries of all the status ailments, the effects they have on your units, and how they can be identified. Abbrevations: DO - identifies a Draw Out technique MS - identifies a Magic Sword technique (C) - status is added as a reaction (counter) ability (A) - status is always on when this item is equipped (1) - character starts battle with this status when this item is equipped In the 'Add with:' category, only the effects and items which _always_ impart the status effect in question are included (for instance, Lightning Stab and Mage Masher are not included under 'Silence' because they usually do not cause the effect). The 'Duration:' category indicates the length of time that the status will remain in effect if left to its own devices (i.e., if the character is targeted by no spells or effects that add, remove, or cancel out that status). See [A.2] for definitions of the phases of battle and of 'clockticks'. 'Infinite' in this category means the effect will last the entire battle; all effects except 'Invitation' and 'Morbol' will wear off at the end of battle. An ability in [brackets] indicates that the ability can only target a certain type of unit (e.g., [Dragon Tame] only affects Dragons and Hydras). Look the ability up in [6.1] for more details. _______________________________________________________________________________ [4.1] preparative status changes ========================================================================= These status changes occur when a character is preparing to execute an action. They will be cancelled when the action is executed or (at your option) at the character's next AT. Name: Charging Appearance: 'C' in a starburst above character's head Description: This status occurs when a character is charging up a slow-action. When a character is in 'Charging' status, his evade percentages will all drop to 0%, and all units attacking him physically will receive a bonus to their PA (new PA = [PA * 3/2]) (i.e., the charging character will take about 1.5 times as much damage from physical attacks, and physical abilities which cause non- damaging effects (e.g., BATTLE SKILL) will have a higher chance of working). Add with: Initiate spell-casting or CHARGE directive Cancel with: Execute directive; cancel on next AT Duration: until the S+ phase when the slow-action is resolved. Name: Defending Appearance: Arms crossed in defensive stance Description: This status is activated when the 'Defend' command is selected. When a character is 'Defending', his evade percentages will all be doubled. Note: if the character also has 'Abandon', his evade percentages will be quadrupled. If a chracter with Abandon is defending and is attacked by a character with Darkness, his evade percentages will be octupled. Add with: DEFEND, Caution (C) Cancel with: cancelled on next AT Duration: one turn Name: Performing Appearance: Character is singing or dancing Description: This status is activated when a SING or DANCE directive is selected. When a character is 'Performing', his evade percentages will all drop to 0%. Add with: SING, DANCE Cancel with: cancellation of SING or DANCE directive Duration: player-determined _______________________________________________________________________________ [4.2] supportive status changes ========================================================================= These status changes will afford special abilities or protections to your characters. Name: Float Appearance: Character is floating 1h above the ground Description: This status is invoked by the 'Float' spell, the accessory 'Feather Boots', or the Move ability, 'Float'. Characters with 'Float' will act as if they are stationed 1h above where they are actually standing. For example, if a character with Float is standing at height 9, and there is a character at height 7 trying to attack the floating character with an attack which has a vertical tolerance of 2, he will be unable to do so because the floater will behave as if he were standing at height 10. In addition, floating characters can move over rugged terrain such as lava and water without penalty to their movement, and are unaffected by other terrain-based penalties such as the inability to move in water of depth 2h or greater (a character with 'Float' will float 1h above the water level). Furthermore, floating characters are immune to Earth-elemental attacks. Characters with the 'Float' movement ability (but _not_ those who received the status from the boots or from the Time Magic), will be able to stop over lava. Add with: Float, Feather Boots, Float (M) Cancel with: Dispel Magic, Despair, Despair 2, Odd Soundwave Duration: infinite Name: Haste Appearance: Animation is sped up Description: Effective speed is multiplied by 1.5 (round down). Note that this is only applied in CT incrementing, and has no affect on formulae which depend on speed, such as the THROW directive or an ATTACK with a longbow. Haste also has no effect on the charge time of a JUMP directive. Add with: Haste, Haste 2, MBarrier, DO Masamune, Excalibur (A), Setiemson (A), Nameless Song Cancel with: Dispel Magic, Despair, Despair 2, Odd Soundwave, Slow, Slow 2, Stop Duration: 31 clockticks Name: Protect Appearance: Triangle in dialogue balloon above character's head Description: Reduces physical damage by one-third. More precisely, any unit attacking the Protected unit with a physical attack will receive a PA penalty such that (revised PA) = [PA * 2/3]. Also note that though PA is the stat usually modified by Protect, it doesn't _have_ to be. Some physical attacks calculate damage or success rate based on MA or Speed. For these attacks, Protect acts as above, except replace 'PA' with 'MA' or 'Speed'. In addition, physical attacks that have stat-dependent success rates (e.g., BATTLE SKILL, STEAL) will face a penalty such that revised stat = [stat * 2/3] when targeting a Protected unit; consequently, Protect can lower either the success rate or the damage of physical attacks. Unless it is imparted by an item, Protect will wear off on its own after a time. Add with: Protect, Protect 2, Wall, MBarrier, Protect Spirit, DO Kiyomori, Salty Rage (A), Save the Queen (A), Robe of Lords (A), Nameless Song Cancel with: Dispel Magic, Despair, Despair 2, Odd Soundwave Duration: 31 clockticks Name: Regen Appearance: Character has a bluish glow Description: At the end of every AT, a character with Regen will gain back [MaxHP / 8] HP. Regen will wear off on its own after a time unless it is imparted by an item. Add with: Regen, MBarrier, DO Masamune, Chaos Blade (A), Chantage (A), Regenerator (C), Nameless Song Cancel with: Dispel Magic, Despair, Despair 2, Odd Soundwave, add Poison Duration: 35 clockticks Name: Reraise Appearance: Angel hovering above character's head Description: If character is put into 'Dead' status, he will be revived with RU{MaxHP/10} on what would be his first AT after dying. Reraise is cancelled when a character is revived by it. Add with: Reraise, MBarrier, Angel Ring (1), Chantage (A), Dragon Spirit (C), Nameless Song Cancel with: Dispel Magic, Despair, Despair 2, Odd Soundwave Duration: until revivification, one AT after Dead is added Name: Shell Appearance: Square in dialogue balloon above character's head Description: The caster of magical attacks against a unit will Shell will have his or her MA reduced to [MA * 2/3]. This in effect reduces the damage or success rate of magical attacks executed against the unit with Shell. Note that Shell does NOT affect damage from spells that subtract a certain percentage of the target's HP (such as Demi, Lich and Life Drain), though it may affect the success rate of these spells. Unless imparted by an item, Shell will wear off on its own after a time. Add with: Shell, Shell 2, Wall, MBarrier, DO Kiyomori, Clam Spirit, Ragnarok (A), Salty Rage (A), Robe of Lords (A), Nameless Song Cancel with: Dispel Magic, Despair, Despair 2, Odd Soundwave Duration: 31 clockticks Name: Transparent Appearance: Character is translucent Description: Character is ignored by computer-controlled units. Attacks made by a Transparent character ignore all evade percentages -- physical AND magical. Transparent is cancelled at the end of any AT during which the Transparent character takes an action. Add with: Secret Clothes (1), Sunken State (C), Vanish Mantle (1) Cancel with: Dispel Magic, Despair, Despair 2, Odd Soundwave Duration: player-determined _______________________________________________________________________________ [4.3] negative status changes ========================================================================= These status changes will weaken your characters or impede them from battling normally. Name: Blood Suck Appearance: Character is colored purple Description: Character is a vampire. He will be uncontrollable, and attack random units with the 'Blood Suck' (human) attack. All monsters are inherently immune to Blood Suck. The battle ends if all the members of one team are Dead, Invited, Petrified, or Blood Sucked simultaneously, in any combination. Add with: Blood Suck (BLOOD SUCK command set). The Vampire's Blood Suck monster skill will only add Blood Suck about 34% of the time. Cancel with: Deathspell 2, Holy Water Duration: infinite Name: Charm Appearance: Heart in dialogue balloon above character's head Description: Character will attack allies, but does _not_ technically switch teams -- i.e., a charmed ally is still an ally and a charmed enemy is still an enemy. Add with: Steal Heart, Allure Cancel with: HP damage to unit Duration: 31 clockticks Name: Chicken Appearance: Character is, well... a chicken Description: This status is caused by a character having less than 10 Brave. The character will flee from all foes, and regain 1 Brave per AT until he reaches 10 Brave, at which point Chicken will be cancelled. Characters attacking a chicken will receive a PA bonus (usually, new PA = [PA * 3/2]) (i.e., chickens will take about 1.5 times as much damage from physical attacks). Weapon attacks which normally have a vertical 3 tolerance when attacking from above will only have a vetical 2 tolerance if the target is a Chicken. Add with: Lower Brave to 9 or less Cancel with: Raise Brave to 10 Duration: the number of turns it takes for Brave to increment to 10 Name: Confusion Appearance: Awkward movements by character Description: Character will attack random panels with random attacks. Also gives the effect of Darkness -- i.e., the evasion percentages of targets attacked by a Confused unit will be doubled. Confusion will be cancelled if the afflicted character takes damage from anther unit. Add with: Confusion Song, MS Confuse, Confuse 2, Mind Blast, Nameless Dance, Parasite, Bad Bracelet, Grand Cross, Loss Cancel with: Esuna, Remedy, Deathspell 2, Stigma Magic, [Dragon Care], damage Duration: infinite Name: Darkness Appearance: Eye with 'x' hovering above character Description: Character cannot see. For physical attacks, all targets' evade percentages are doubled. This status can also be cancelled with the item 'Eye Drops' or with the Basic Skill 'Heal'. Add with: Blind, MS Blind, Blind 2, Darkness, Eye Gouge, Black Ink, Parasite, Bad Breath, Nameless Dance, Grand Cross, Look of Devil Cancel with: Esuna, Remedy, Stigma Magic, Choco Esuna, Eye Drop, Heal, [Dragon Care], hit with Octagon Rod Duration: infinite Name: Death Sentence Appearance: Number hovering above character Description: A countdown will start from 3 and decrement during each of the affected character's ATs. When the countdown reaches 0, the character is given 'Dead' status. Add with: Death Sentence (Talk Skill), Death Sentence (Ahriman), Nightmare, Secret Fist Cancel with: add Undead, add Petrify, hit with White Staff Duration: three ATs Name: Don't Act Appearance: 'DA' in dialogue balloon above character's head Description: 'Act' command is sealed. Unit cannot act, evade, or use reaction abilities, including Blade Grasp and Abandon. Add with: Paralyze, MS Don't Act, Arm Aim, Galaxy Stop, Look of Devil, Chicken Race Cancel with: Esuna, Choco Esuna, Deathspell 2, Stigma Magic, [Dragon Care], hit with Octagon Rod Duration: 23 clockticks Name: Don't Move Appearance: 'DM' in dialogue balloon above character's head Description: 'Move' command is sealed. Add with: Don't Move, Leg Aim, Hold Tight, Galaxy Stop, Look of Devil, Goo Cancel with: Esuna, Choco Esuna, Deathspell 2, Stigma Magic, [Dragon Care], hit with Octagon Rod Duration: 23 clockticks Name: Frog Appearance: Character is a frog Description: Character cannot do anything but use the 'Attack' command and the 'Frog' BLACK MAGIC spell; characters attacking a Frog will receive a PA bonus (new PA = [PA * 3/2]) (i.e., Frogs will take about 1.5 times as much damage from physical attacks). Attacking frogs deal damage equal to [PA * Br/100]. 'Berserk' status has no effect on Frogs' attack damage. (Thanks to Jjukil for this detailed information on the Frog status.) Weapon attacks which normally have a vertical 3 tolerance when attacking from above will only have a vetical 2 tolerance if the target is a Frog. Add with: Frog, Toad 2, Poison Frog, Parasite, Bad Bracelet, Grand Cross, Nameless Dance, Bio 2a Cancel with: Frog, Toad 2, Poison Frog, Esuna, Stigma Magic, Remedy, Deathspell 2, Maiden's Kiss, hit with Octagon Rod Duration: infinite Name: Morbol Appearance: character is a Morbol Description: Works only on monsters. Character has been transformed into a Morbol. Add with: Moldball Virus Cannot be cancelled. Duration: _really_ infinite (lasts even after battle!) Name: Oil Appearance: Character is covered with blackness Description: This is supposed to increase damage from fire attacks. Presumably due to a glitch, it has no effect. Add with: Self-Destruct, Grease Touch, Parasite, Bad Bracelet Cancel with: Remedy, [Dragon Care], hit with Octagon Rod, fire element Duration: infinite Name: Petrify Appearance: Character is completely grey Description: Character's CT does not increment. Character cannot move or act. Character cannot be the target of spells or effects; character cannot be damaged or healed. The battle ends if all the members of one team are Dead, Invited, Petrified, or Blood Sucked simultaneously, in any combination. Add with: Petrify, MS Break, Seal (Use Hand), Seal (Fear), [Seal Evil], Blaster, Beak, Parasite, Bad Bracelet, Grand Cross, Look of Devil, Bio 2d, Finishing Touch, Stone Gun (1) Cancel with: Esuna, Stigma Magic, Remedy, Choco Esuna, Soft, Deathspell 2 Duration: infinite Name: Poison Appearance: Character is glowing green Description: Character takes [MaxHP / 8] damage at the end of each AT. Add with: Poison, Poison Nail, Poison Frog, Nameless Dance, Parasite, Bad Bracelet, Grand Cross Cancel with: Esuna, Stigma Magic, Heal, Antidote, Deathspell 2, Choco Esuna, [Dragon Care], hit with Octagon Rod, add Regen Duration: 35 clockticks Name: Silence Appearance: Dialogue balloon with '...' above character's head Description: Character cannot use magic or TALK SKILL (disables TALK SKILL as well as any attack that normally requires charging except for SING, DANCE, CHARGE and LIMIT -- kind of weird that you can still sing when you're silenced, eh? ^_^) Add with: Silence Song, MS Silence, Lose Voice, Silf, Parasite, Bad Bracelet, Nameless Dance, Grand Cross, Look of Devil, Bio 2c Cancel with: Esuna, Stigma Magic, Remedy, Deathspell 2, Choco Esuna, Heal, Echo Grass, [Dragon Care] Duration: infinite Name: Sleep Appearance: Dialogue balloon with 'ZZZ' above character's head Description: Unit's CT stops incrementing; characters attacking a sleeping unit will receive a PA bonus (usually, new PA = [PA * 3/2]) (i.e., Sleepers will take about 1.5 times as much damage from physical attacks). Sleeping units cannot evade or use reaction abilities (including Blade Grasp and Abandon, which will be inactive while a character is asleep). Sleeping characters are immune to TALK SKILL. Add with: Sleep Song, MS Sleep, Mimic Daravon, Nightmare, Nameless Dance, Parasite, Bad Bracelet, Grand Cross Cancel with: Esuna, Stigma Magic, Remedy, Deathspell 2, [Dragon Care], physical attack Duration: 59 clockticks Name: Slow Appearance: Slower animation than normal Description: Character's effective speed is halved (round down). Add with: Slow, Slow 2, Death Cold, Bio 2b, Nameless Dance, Grand Cross Cancel with: add Haste, hit with Octagon Rod Duration: 23 clockticks Name: Stop Appearance: Character stops moving Description: Freezes character's CT meter. Stopped characters cannot evade or use reaction abilities, including Blade Grasp and Abandon. Stop will wear off on its own after a time. Add with: Stop, Galaxy Stop, Shadow Stitch, Spell, Nameless Dance, Blaster, Finishing Touch Cancel with: Deathspell 2, Choco Esuna, [Dragon Care], hit with Octagon Rod Duration: 19 clockticks Name: Undead Appearance: Character has a magenta tint Description: Character becomes undead. This has several effects: (1) most attacks which normally restore HP, such as the Cure spells and the Healing Staff, will instead subtract HP. Exception: Chakra will still heal HP. Even though Cure spells will damage the character, he still will not try to evade them. (2) 'Poison' and 'Reraise' cannot be set on that character. (3) the 'Death' spell will restore the character to full HP. The 'Raise' spell will subtract (Undead Character's HP / 2) HP. The 'Raise 2' spell will kill the undead character instantly. Note that though Undead are immune to 'Death', they are _not_ immune to attacks that add: Dead, such as Stop Bracelet. This is because Death does _not_ actually add Dead; rather, it deals damage equal to (target's MaxHP) and has some sort of lock on it so that it isn't modified by Shell. (4) HP-draining attacks, such as Life Drain and Blood Suck, work as follows (MP is still drained as normal). effect on effect on target caster target ------ --------- --------- normal + HP - HP undead - HP + HP These rules apply whether the caster is normal or whether he is Undead as well. (5) when an Undead character has the 'Dead' status, there is a roughly 50% chance that instead of crystallizing when the countdown runs out, he will be revived with a random amount of HP (CurHP = (1..MaxHP)). (6) when a 'Death Sentence' runs out on an undead character, it will simply cancel 'Death Sentence' rather than adding 'Dead'. Add with: Zombie, MS Zombie, Zombie Touch, Cursed Ring (A) Cancel with: Holy Water Duration: infinite _______________________________________________________________________________ [4.4] damage-derived status changes ========================================================================= These status abnormalities occur when a character has sustained too much damage in battle. Name: Critical Appearance: Character is kneeling Description: Character's current HP is less than RU{MaxHP / 5}. Critical has no adverse effects per se, but a Critical character is in danger of dying. Critical can be cancelled with HP recovery. Add with: HP depletion Cancel with: HP recovery Duration: infinite Name: Dead Appearance: Character is lying on ground Description: Character has 0 HP and is incapacitated. Character does not get a turn. When 'Dead' is set, a countdown will begin from 3 and decrement by 1 at each AT the character would have had. When the countdown reaches -1, the character either turns into a treasure box or a crystal, and is removed from the game. The battle ends if all the members of one team are Dead, Invited, Petrified, or Blood Sucked simultaneously, in any combination. Add with: HP depletion, Death, Stop Bracelet, Finishing Touch Cancel with: Raise, Raise 2, Phoenix Down, Revive, Oink Duration: four turns _______________________________________________________________________________ [4.5] other status changes ========================================================================= These are miscellaneous status changes that do not fit into any other category; they are not intrinsically positive or negative but can vary depending on the situation. Name: Berserk Appearance: Character has a bright red tint and a red star in a dialogue balloon hovering above his head Description: Character's effective PA is equal to [PA * 3/2]. Character is uncontrollable, and will always use the 'Attack' command. Add with: Blind Rage, MS Berserk, Insult, Mind Blast, Grand Cross Cancel with: Esuna, Stigma Magic Duration: infinite Name: Faith Appearance: Arrow up in a dialogue balloon above character's head Description: Character's Faith is 100. (exception: UN-TRUTH attacks consider the character's Faith to be 0.) Add with: Pray Faith, MS Faith, Faith Rod (A) Cancel with: Dispel Magic, Despair, Despair 2, Odd Soundwave, add Innocent Duration: 31 clockticks Name: Innocent Appearance: Arrow down in a dialogue balloon above character's head Description: Character's Faith is 0. (exception: UN-TRUTH attacks consider the character's Faith to be 100.) Add with: Doubt Faith, MS Innocent Cancel with: cannot be cancelled except by time Duration: 31 clockticks Name: Invitation Appearance: none visible Description: Character joins the enemy's party (as a guest). An Invited ally becomes an enemy, and an Invited enemy becomes an ally. At the end of the battle, any Invited enemies will be given the chance to permanently join the ally party. The battle ends if all the members of one team are Dead, Invited, Petrified, or Blood Sucked at the same time, in any combination. Add with: Invitation, [Train] (when target is critical), [Dragon Tame] Cannot be cancelled. Duration: _really_ infinite (lasts even after battle!) Name: Reflect Appearance: none Description: Reflectable spells bounce off a character with the 'Reflect' condition and are redirected to another panel. Add with: Reflect, Reflect Mail (A), Reflect Ring (A), Reflect (C) Cancel with: Dispel Magic, Despair, Despair 2, Odd Soundwave Duration: 31 clockticks Name: Quick Appearance: n/a Description: If the Quicked character is eligible (i.e., he has no status ailments that would prevent him from taking a turn), that character gets a quick-turn. Quick is cancelled upon the beginning of this AT. (If a Stopped character is Quicked, he will remain at CT 100 until after Stop wears off). Quick-turns take precedence over all other turns; they are placed at the top of the AT_list regardless of the character's position on the character_list (see [A.2]). See [A.4] for a detailed discussion of the Quick status. Add with: Quick, [Dragon LevelUp], Last Song, Critical Quick (C) Cancel with: n/a Duration: instantaneous _) NNNNNNNNN) PART FIVE NNNNNNNNF ________________________________________________________________ ) ================================================================ NNF4NNNNL `NNNN. Miscellany ___ 4NNN) (NNN) NNNN) ________________________________________________________________ `NNN__NNNNF` ================================================================ CREDITS ******************************************************** > Goryus , through tireless testing, provided much of the data for the miscellaneous factoids in this section, including the formula for teleport percentage and the chances of random events occurring. ******************************************************** _______________________________________________________________________________ [5.1] crystals ========================================================================= When an enemy crystallizes and you are given the opportunity to learn its abilities, you will gain _all_ of the abilities on the list, not just the one you select. The abilities you have the opportunity to learn will be randomly selected from the list of abilities that the departed unit knew that are part of jobs that are open to the character taking the crystal (e.g., a unit can only learn Shiva from a crystal if it has Summoner as a job available to change to). _______________________________________________________________________________ [5.2] counter magic ========================================================================= The 'Counter Magic' reaction ability causes a character to respond to a magical attack with the same magical attack, with the caster of the original magic being the epicenter of the countered magic's range. Counter Magic is activated by the following spells: - All Black Magic except Fire 4, Ice 4, and Bolt 4 - Holy, Dark Holy - Yin-Yang Magic except Pray Faith and Doubt Faith - Slow, Slow 2, Don't Move, Quick, Stop, Demi, Demi 2, Meteor - Bio, Bio 2, Bio 3 - Melt, Tornado, Quake - Attacks from the Blaze Gun, Glacier Gun, and Blast Gun For a discussion of the Counter Magic-Quick phenomenon, see [A.3]. Counter Magic cannot counter Calculated spells, nor can it counter spells which have already been Reflected. Similarly, a spell cast by Counter Magic cannot be Reflected. _______________________________________________________________________________ [5.3] experience and job points ========================================================================= The Exp that a unit will gain when performing an action is given by the following equation. Exp = [Max{(10 + (T_Lv - C_Lv) + D), 1} * M] where T_Lv is the target's level C_Lv is the caster's (attacker's) level D is a 'death bonus', equal to 10 if this action is killing the target for the first time in this battle; equal to 0 otherwise. M is 2.0 if the caster has 'Gained Exp-UP' 1.0 otherwise JP are doled out according to this equation: JP = [(8 + (JobLevel * 2) + [Lv / 4]) * M] where JobLevel is caster's level at their current job (can range from 1 - 8) Lv is the level of the person performing the action M is 1.5 if the caster has 'Gained JP-UP' 1.0 otherwise JP SHARING When person X gains JP, everyone else in the party will earn [gained JP / 4] towards the job which person X currently has. Note: if person X has 'Gained JP-UP', the extra JP given by that ability are ignored in the JP sharing equation. _______________________________________________________________________________ [5.4] learning magic ========================================================================= The spells Ultima and Zodiac must be learned 'blue mage style': by experiencing their effects. However, other spells can be learned in this manner as well. The correlation seems to be that spells that are not calculable are learnable by experience. Note that a character MUST be of the proper job to learn a spell 'blue mage style', and he will NOT NECESSARILY be given the opportunity to learn it, even if he is the proper job. WIZARD Fire 4 Ice 4 Bolt 4 PRIEST Cure 4 Protect 2 Shell 2 TIME MAGE Haste 2 Slow 2 Quick (unconfirmed) Meteor SUMMONER All summons (hard since you can't cast most summons on yourself) SQUIRE Ramza #3 Ultima CLERIC Ultima ASSASSIN Ultima _______________________________________________________________________________ [5.5] weather and terrain ========================================================================= The weather and terrain on the battlefield can have a (limited) influence on the battle mechanics. Normally you can move a number of sqaures equal to your Move statistic, so we might say that moving one square uses one 'Move Point'. WATER When moving through flowing water, moving one square instead uses two Move Points. You cannot advance a square in flowing water unless you have two Move Points left. This means if you have a Move of 5, you will only be able to move two squares in flowing water. This effect is nullified if the unit in question has the movement abilities 'Any Ground' or 'Move Undrwater' equipped. Stagnant water has no effect on Move under normal conditions. However, if it is raining heavily or thunderstorming, stagnant water (as in marshes and small ponds) also requires two Move Points to traverse one square. This effect is nullified if the unit in question has the movement abilities 'Any Weather' or 'Move Undrwater' equipped. When standing in water, you are considered to be at a height equal to the stated height of the panel minus the depth of the water, unless you have an ability that changes this such as 'Float' (which allows you to hover 1h over the water) or 'Move in Water' (which allows you to walk on the water). If a unit is submerged in water 2h deep or greater, the unit cannot Act or use reaction abilities (including Abandon and Blade Grasp, which will become disabled). This effect is neutralized if the unit has the 'Float' status or the movement abilities 'Move in Water' or 'Walk on Water'. THUNDERSTORMS In some battles, thunderstorms will be occurring. If this is the case, then damage from Lightning-elemental spells = [normal_damage * 5/4] and damage from Fire-elemental spells = [normal_damage * 3/4]. This effect is also nullified if the caster has the 'Any Weather' ability. SNOWSTORMS In the case of a snowstorm during battle, damage from Ice-elemental spells = [normal_damage * 5/4]. This, too, is nullified if the caster has 'Any Weather'. SLOPED PANELS When moving onto a panel over a height difference, the overall height of the panel is irrelevant; what is relevant is the height of the edge that borders the panel you are moving to. To illustrate: (B) - stated height = '7' |\ 8 Assume each panel is two characters wide, and 1h = | \ 7 1 character high. A unit standing on C (3h) | | 6 with a Jump of 3 can make it onto panel (B), even | | 5 though the stated height is 7, because the closer (A)| |(C) 4 edge is of height 6. Similarly, a unit standing --|-- --|--| 3 on (A) with a Jump of 4 _cannot_ make it onto panel (B), even though the stated height is 7, because the closer edge is at height 8. HORIZONTAL JUMPING A unit is able to jump over a horizontal gap of length [Jump/2] panels, where 'Jump' is the unit's Jump statistic. Jump +1, Jump +2, and Jump +3 increase your ability to Jump horizontally, as they affect your Jump statistic directly, but Ignore Height does not, as it only permits infinite _vertical_ jumping. FALLING If a character falls (because of the knocking back effect of Throw Stone, a critical hit, or a similar attack) a distance greater than his Jump statistic, he will sustain damage: fall_damage = RU{((fall_distance - Jump) * .1) * MaxHP} STEEL NEEDLE TRAPS Steel Needle traps deal damage equal to [MaxHP / 5]. DEGENERATOR TRAPS Degenerator traps cause you to lose 1 levels, and lose the stat growth that you would have gained during that level up had it occured in your current job. If you step on one at level 1, you will remain at level 1, but your stats will still undergo a decrease according to the level down formula found in [8.4]. A SHOT IN THE DARK When the battle takes place at night, there is an accuracy penalty charged to users of bows and crossbows. A target's evade percentages (P.CEv, P.SEv, P.AEv) are increased as follows: night_evade = RU{evade * 4/3} Note that this doesn't apply for guns, since they cut through evasion percentages anyway. _______________________________________________________________________________ [5.6] counter ========================================================================= The 'Counter' reaction ability counterattacks certain physical attacks with an ATTACK directive if the original attacker is within range of the countering unit's weapon. The following attacks trigger the Counter ability. ATTACK, except with spell guns CHARGE Scratch Shine Lover JUMP Poison Nail Straight Dash THROW Blood Suck* Bite BATTLE SKILL Tentacle (Squid) Shake Off Steal Helmet Knife Hand Wave Around Steal Armor Sleep Touch Tentacle (Morbol) Steal Weapon Grease Touch Goo Steal Accessry Drain Touch Stab Up Gil Taking Zombie Touch Sudden Cry Choco Attack Wing Attack Dash (Dragon) Tackle Scratch Up Tail Swing Goblin Punch Beak Triple Attack Eye Gouge Beaking Snake Carrier * Vampire version of Blood Suck ONLY The following attacks do NOT trigger Counter, even though you might expect that they do: Dash (BASIC SKILL) Throw Stone PUNCH ART Steal Exp. SNIPE Blood Suck (BLOOD SUCK command set) Turn Punch Mutilate Cat Kick Small Bomb WORK Counter will be activated regardless of whether the attack in question hits or misses. Counter cannot be activated by magical attacks. _______________________________________________________________________________ [5.7] blade grasp ========================================================================= The Samurai's 'Blade Grasp' is a powerful little reaction ability which has the effect of adding an additional evade multiplier of (1 - (Br/100)) to the success% of the attack in question. Blade Grasp is not the same as evasion, however -- several attacks which can be evaded cannot be blocked by Blade Grasp, and a few that can be blocked by Blade Grasp cannot be evaded by other means. Blade Grasp works on the same attacks that Counter does (see [5.6] above for the list), with the exception that Blade Grasp works against Spell Guns, while Counter does not. Note that Blade Grasp will NOT evade the second hit of a Two Swords attack, nor blows resulting from the Counter, Hamedo and Meatbone Slash reaction abilities. _______________________________________________________________________________ [5.8] teleport ========================================================================= (thanks to Goryus on the GameFAQs FFT Message Board for this data) The 'Teleport' ability from the Time Mage is one of the game's best, allowing a unit to ignore height differences and pass through walls and obstacles. Teleport can fail if you attempt to teleport too far, however, and the success rate is given by the formula below. success% = min(100, (100 - 10 * (teleport_distance - move))) where 'teleport_distance' is the number of squares that you are teleporting -- note that just as with normal movement, each square you move diagonally counts as two squares, because you can only move in four directions (forward, backward, left and right). 'Move' is the Move stat of the person who is teleporting. This equation essentially means that you are penalized 10% for each square outside your movement range that you attempt to teleport. If you teleport inside your movement range, you are guaranteed success. _______________________________________________________________________________ [5.9] random events ========================================================================= (thanks to Goryus for the data in this section) There are a few attacks in FFT that have an additional effect sometimes when they are used. These include the Holy Sword attacks, weapons with 'Add:', and the Dash and Throw Stone abilities. Here is a list of random occurrences along with their probabilities of happening. EVENT PROB. DESCRIPTION / EXAMPLES -------------- ----- ----------------------------------------------- Add status 20% when the status name appears in red in the damage prediction area. examples include Death Sentence from Split Punch, Frog from the Nagrarock, and all the status ailments caused by Geomancy. The one exception to this is Blood Suck, which seems to have a 100% success rate on the human version, and a 34% success rate on the Vampire version. Weapon's magic 20% random spellcasting from weapons like the Ice Brand, Fire Rod, Holy Lance, and Lightning Bow Spell quote 15% long spell quote vs. only the name of the spell Critical hit 5% a physical attack that causes more damage. it will make a different sound and the damage numbers will appear in a different way than usual. See [2.1] for details. Katana breakage 15% when using Draw Outs Knock back 50% targets of certain attacks will be knocked back one square (assuming there is an empty square in back of where the target is standing) fifty percent of the time. The following attacks can trigger this: (Critical hit), Dash, Throw Stone, Cat Kick, Tail Swing. Undead revival 50% a unit with 'Undead' status will be revived with a random number of HP from 1 to (MaxHP) instead of crystallizing when the Dead counter reaches -1. _______________________________________________________________________________ [5.10] extending bow range ======================================================================== Normally, longbows can fire between three and five squares away from the archer. However, height differences modify this range. Call this height difference 'HD': HD = (shooter's height - target's height) bow range = 5 + [HD / 2] This means that you get a +1 range extension for each 2h in vertical height if you are higher, and a -1 range penalty for every 2h in vertical height if you are lower. Crossbows are not subject to this range modification. _______________________________________________________________________________ [5.11] on brave and faith ======================================================================== Unlike most other stats, you can permanently change a unit's Brave and/or Faith during a battle. The formula by which the permanent Brave or Faith gain is determined is permanent_BraveGain = [battle_BraveGain / 4] permanent_FaithGain = [battle_FaithGain / 4] where 'battle_BraveGain' is the amount of Brave/Faith you gained during the battle. If you lost Brave or Faith, this number will be negative. To write the equation in plain English: for ever four points of Brave or Faith you gain (lose) in battle, you will gain (lose) one permanently. Furthermore, if your Brave gets too low, or your Faith too high, bad things will happen. If his or her Faith is greater than or equal to 95 at the end of a battle, any character except for Ramza or a Guest will immediately leave the party out of religious fervour, never to be heard from again (perhaps they joined the Glabados Right?). If the unit's Faith is 85 to 94, you'll sometimes receive 'Warnings' at the end of battle warning you how your bloodthirsty ways are unholy. If the unit's Brave is 5 or lower at the end of a battle, the unit will immediately leave the party due to cowardice. If the unit's Brave is 6 to 15, you'll sometimes get a cowardly 'Warning' at the end of the battle. The above apply to in-battle Brave and Faith values, not permanent Brave and Faith values. .JNNN"" PART SIX JNNN" _______________________________________________________________ .NNNN` =============================================================== NNNNNNF4NNNL NNNN) `NNNN Compendium of Human Abilities NNNN) NNNN (NNN) (NNNF _______________________________________________________________ `4NNN_JNNN` =============================================================== _______________________________________________________________________________ [6.1] complete list of action ablities ========================================================================= - Listed alphabetically by command name - Abbreviations to remember PA: Physical AT MA: Magical AT T_: Target's WP or WpnPwr: Weapon's Power Br: Brave Fa: Faith [x]: truncate x (see [1.1]) RU{x}: round x up to the nearest integer with the greater absolute value (see [1.1]) A number in the 'ctr' column indicates that the ability in question is a slow action; the number listed is the number of clockticks that will pass between the selection of the attack and its resolution (i.e., the 'charging time'). The game gives an encoded form of the ctr as the 'Speed' (SP) of an attack; this made-up quantity is equal to RU{100/ctr}. In the tables below, I have listed the actual ctr values for all attacks (all slow actions have ctr, but not all of them have an SP designation in the game). If an action has no number listed here, then it is a fast action. Status changes has: Haste BS : Blood Suck frg: Frog pro: Protect con: Confusion oil: Oil rgn: Regen drk: Darkness pet: Petrify shl: Shell DM : Don't Move poi: Poison rer: Reraise DA : Don't Act sle: Sleep ref: Reflect stp: Stop fai: Faith zrk: Berserk sil: Silence slw: Slow 'support status' means: haste, protect, shell, float, regen, reraise, and transparent {000} ... value of 'Y' for effect magic in equation success% = [(CFa/100) * (TFa/100) * (MA + Y)] (see [3.2] for details) (x00) ... value of 'Q' for damage magic in equation damage = [(CFa/100) * (TFa/100) * MA * Q] (see [3.1] for details) ~x00~ ... value of 'K' for UN-TRUTH spells in equation damage = [(1 - CFa/100) * (1 - TFa/100) * MA * Q] (see [3.14] for details) Add: (status) ... causes this status ailment [100%] ... attack ignores evasion percentages and never misses (unless target is somehow protected from its effect -- for instance, equipped with an accessory that prevents the status that the attack inflicts) 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) >> Want to create your own command set? There are codes to do it in the FFT Gameshark Handbook version 3.6! Download it today at http://www.gamefaqs.com/ 3D ALL MAGIC ORIGIN: Rofel's secondary ------------------------------------------------------------------------- Name |MP |ctr.|Range|JP |Effect ------------------------------------------------------------------------- Confusion Song 20 5 4/1 400 Add: Confusion {130} Petrify 16 9 4/1 580 Add: Petrify {110} Silence Song 16 3 4/2v1 170 Add: Silence {180} 41 ALL MAGIC ORIGIN: Vormav's secondary ------------------------------------------------------------------------- Name |MP |ctr.|Range|JP |Effect ------------------------------------------------------------------------- Quake 70 7 4/4v3 0 Damage: Earth (x39) [100%] 47 ALL MAGIC ORIGIN: Dycedarg's secondary ------------------------------------------------------------------------- Name |MP |ctr.|Range|JP |Effect ------------------------------------------------------------------------- Fire 3 24 7 4/2v3 480 Damage: Fire (x24) Ice 3 24 7 4/2v3 480 Damage: Ice (x24) Bolt 3 24 7 4/2v3 480 Damage: Lightning (x24) Bio 3 24 6 4/3v3 0 Damage (x24) and may add: Dead 48 ALL MAGIC ORIGIN: Sorceror job command ------------------------------------------------------------------------- Name |MP |ctr.|Range|JP |Effect ------------------------------------------------------------------------- Holy 56 6 5/1 600 Damage: Holy (x50) [100%] Dark Holy 40 7 4/1 0 Damage: Dark (x37) [100%] Demi 2 50 9 4/2v3 550 Damage: RU{T_MaxHP / 2} {120} Raise 2 20 10 4/1 500 Revive with full HP {160} Flare 60 7 5/1 900 Damage (x46) 78 ALL MAGIC ORIGIN: Adramelk's secondary ------------------------------------------------------------------------- Name |MP |ctr.|Range|JP |Effect ------------------------------------------------------------------------- Holy 56 6 5/1 600 Damage: Holy (x50) [100%] Fire 4 48 10 4/3v3 850 Damage: Fire (x32) Ice 4 48 10 4/3v3 850 Damage: Ice (x32) Bolt 4 48 10 4/3v3 850 Damage: Lightning (x32) Bahamut 60 10 4/4v3e 1200 Damage (x46) [100%] Odin 50 9 4/4v3e 900 Damage (x40) [100%] Leviathan 48 9 4/4v3e 850 Damage: Water (x38) [100%] Salamander 48 9 4/3v2e 820 Damage: Fire (x38) [100%] 4A ALL SWORDSKILL (!) ORIGIN: Holy Swordsman job command ------------------------------------------------------------------------- Name |MP | Range |JP |Effect ------------------------------------------------------------------------- Stasis Sword 2/2 100 PA*(WP+2) dmg; may add Stop Split Punch 3v3/1 400 PA*(WP+3) dmg; may add D. Sentence Crush Punch 3v2/1 500 PA*(WP+2) dmg; may add Dead Lightning Stab 3/2 700 PA*(WP+4) dmg; may add Silence Holy Explosion 5(4dir)/5v2 800 PA*(WP+5) dmg; may add 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) * These attacks will miss if the target does not have the proper item equipped or if the target has 'Maintenance'. ! You must be equipped with a sword to use any of these attacks. ! All attacks have a 100% success rate and are not affected by evade%. 01 ATTACK ORIGIN: Universal command ------------------------------------------------------------------------- Name |Range |Effect ------------------------------------------------------------------------- ATTACK (barehand) 1v3/1 (from above) damage: PA * [PA * Br/100] 1v2/1 (from below) ATTACK (with weapon) see Appendix B see [2.1] or Appendix B 05 BASIC SKILL ORIGIN: Squire job command ------------------------------------------------------------------------- Name |Range|JP |Effect ------------------------------------------------------------------------- Accumulate A/1 300 PA + 1 Dash 1v1/1 75 damage: PA * (1..4) [100%] Throw Stone 4/1 90 damage: PA * (1..2) Heal 1v2/1 150 cancel: Darkness, 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 |Range|JP |Effect ------------------------------------------------------------------------- Accumulate A/1 300 PA + 1 Dash 1v1/1 75 damage: PA * (1..4) [100%] Throw Stone 4/1 90 damage: PA * (1..2) Heal 1v2/1 150 cancel: Darkness, Silence, Poison Head Break +/1 300 Destroys target's helmet, K = 59** Armor Break +/1 400 Destroys target's armor, K = 40** ! 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 **success% = (PA + WP + K) * (evasion factor). See [3.3] for details. 07 BATTLE SKILL ORIGIN: Knight job command 33 BATTLE SKILL ORIGIN: Knight Blade job command ------------------------------------------------------------------------- Name |Range|JP |Effect ------------------------------------------------------------------------- Head Break */1 300 Destroys target's helmet, K = 45** Armor Break */1 400 Destroys target's armor, K = 40** Shield Break */1 300 Destroys target's shield, K = 55** Weapon Break */1 400 Destroys target's weapon, K = 30** Magic Break */1 250 Damage MP: RU{T_MaxMP/2}, K = 50*** Speed Break */1 250 Target's speed -2, K = 50*** Power Break */1 250 Target's PA -3, K = 50*** Mind Break */1 250 Target's MA -3, K = 50*** * Range is that of equipped weapon **success% = (PA + WP + K) * (evasion factor). See [3.3] for details. ***success% = (PA + K) * (evasion factor). See [3.3] for details. AC BIO ORIGIN: Apanda job command ------------------------------------------------------------------------- Name |MP |ctr.|Range|JP |Effect ------------------------------------------------------------------------- Bio 8 3 4/2v2 0 Damage (x12) and may add: Darkness Bio 8 3 4/2v2 0 Damage (x12) and may add: Poison Bio 8 3 4/2v2 0 Damage (x12) and may add: Oil Bio 2 16 5 4/2v3 0 Add: Frog {110} Bio 2 16 5 4/2v3 0 Add: Slow {110} Bio 2 16 5 4/2v3 0 Add: Silence {120} Bio 2 16 5 4/2v3 0 Add: Petrify {110} Bio 3 24 6 4/3v3 0 Damage (x24) and may add: Dead Bio 3 24 6 4/3v3 0 Damage (x24) and may add: Undead Bio 3 24 6 4/3v3 0 Damage (x24) and may add: Petrify > BIO spells will not hit the caster, even if (s)he is in the effect area. 0B BLACK MAGIC ORIGIN: Wizard job command ------------------------------------------------------------------------- Name |MP |ctr.|Range|JP |Effect ------------------------------------------------------------------------- Fire 6 4 4/2v1 50 Fire attack (x14) Fire 2 12 5 4/2v2 200 Fire attack (x18) Fire 3 24 7 4/2v3 480 Fire attack (x24) Fire 4 48 10 4/3v3 850 Fire attack (x32) Bolt 6 4 4/2v1 50 Lightning attack (x14) Bolt 2 10 5 4/2v2 200 Lightning attack (x18) Bolt 3 24 7 4/2v3 480 Lightning attack (x24) Bolt 4 48 10 4/3v3 850 Lightning attack (x32) Ice 6 4 4/2v1 50 Ice attack (x14) Ice 2 12 5 4/2v2 200 Ice attack (x18) Ice 3 24 7 4/2v3 480 Ice attack (x24) Ice 4 48 10 4/3v3 850 Ice attack (x32) Poison 6 3 4/2v2 150 Add: Poison {160} Frog 12 5 3/1 500 Add: Frog {120} Death 24 10 4/1 600 Damage: (T_CurrentHP) {110} Flare 60 7 5/1 900 Non-elemental damage (x60) > Fire 4, Ice 4, and Bolt 4 will not hit the caster, even if (s)he is in the effect area. 3F BLOOD SUCK ORIGIN: Elmdor's secondary ------------------------------------------------------------------------- Name |Range|JP |Effect ------------------------------------------------------------------------- Blood Suck 1v0/1 0 Drain RU{T_MaxHP/4}, add: Blood Suck [100%] 2C BREATH ORIGIN: Holy Dragon job command ------------------------------------------------------------------------- Name | Range |JP |Effect ------------------------------------------------------------------------- Fire Bracelet 2(4dir)/1 0 Fire damage: MA * 5 Ice Bracelet 2(4dir)/1 0 Ice damage: MA * 5 Thnder Brcelet 2(4dir)/1 0 Lightning damage: MA * 5 AA BYBLOS ORIGIN: Byblos job command ------------------------------------------------------------------------------- Name |Range|JP |Effect ------------------------------------------------------------------------------- Energy 4/1 0 Heals target by RU{C_MaxHP * .40}* Parasite 4/1 0 Add: pet,drk,con,sil,oil,frg,poi,sle [25% chance for each] Shock 5v3/1 0 Damage: (C_MaxHP - C_CurrentHP) [100%] Difference 5v3/1 0 Damage: (T_CurrentMP) [100%] * Caster loses [half] the HP healed 7C CHAOS ORIGIN: Altima's secondary ------------------------------------------------------------------------- Name |MP |ctr.|Range|JP |Effect ------------------------------------------------------------------------- Grand Cross 0 5 4/3v2e 0 Add: pet, drk, con, zrk, frg, poi, slw, sle [25% for each] 08 CHARGE ORIGIN: Archer job command ------------------------------------------------------------------------- Name |ctr.|Range|JP |Effect ------------------------------------------------------------------------- Charge+1 4 */1 100 Charge up attack: ATTACK stat + 1 Charge+2 5 */1 150 Charge up attack: ATTACK stat + 2 Charge+3 6 */1 200 Charge up attack: ATTACK stat + 3 Charge+4 8 */1 250 Charge up attack: ATTACK stat + 4 Charge+5 10 */1 300 Charge up attack: ATTACK stat + 5 Charge+7 14 */1 400 Charge up attack: ATTACK stat + 7 Charge+10 20 */1 600 Charge up attack: ATTACK stat + 10 Charge+20 35 */1 1000 Charge up attack: ATTACK stat + 20 * range is the same as that of the equipped weapon ! see [3.12] for formulae for CHARGE damage for each specific type of weapon. ! The 'Short Charge' ability has no effect on the ctr of CHARGE commands. 7D COMPLETE MAGIC ORIGIN: Arch Angel job command ------------------------------------------------------------------------- Name |MP |ctr.|Range|JP |Effect ------------------------------------------------------------------------- All-ultima 50 15 5/4v3 0 Magical damage (x55) [100%] Grand Cross 0 5 4/3v2e 0 Add: pet, drk, con, zrk, frg, poi, slw, sle 17 DANCE ORIGIN: Dancer job command ------------------------------------------------------------------------- Name |ctr.|Range|JP |Effect ------------------------------------------------------------------------- Witch Hunt 6 * 100 Damage MP: [(1+Br/100)*PA] [100%] Wiznaibus 6 * 100 Damage: [(1+Br/100)*PA] [100%] Slow Dance 8 * 100 Speed -1 [50%] Polka Polka 8 * 100 PA -1 [50%] Disillusion 10 * 100 MA -1 [50%] Nameless Dance 10 * 100 add: drk, con, sil, frg, poi, slw, stp, sle [50%] Last Dance 20 * 100 CT resets to 0 [34%] * all enemies ! 'Short Charge' has no effect on the ctr of DANCE commands. AD DARK CLOUD ORIGIN: Serpentarius job command ------------------------------------------------------------------------- Name |MP |ctr.|Range|JP |Effect ------------------------------------------------------------------------- Snake Carrier 1v2/1 0 Damage: PA * [(PA + 5) / 2] ** Poison Frog 4/3v1 0 Add: Poison and Frog [100%] Midgar Swarm 0 10 4/3v2 0 Damage: 24 * MA [100%] Zodiac 99 10 4/4v3e -- Ultimate summon magic: damage (x96) [100%] ** Snake Carrier, despite the magic-casting animation that precedes it, is a PHYSICAL attack that is subject to PHYSICAL evade percentages and can activate Counter and be blocked with Blade Grasp. AE DARK MAGIC ORIGIN: Archaic Demon job command ------------------------------------------------------------------------- Name |MP |ctr.|Range|JP |Effect ------------------------------------------------------------------------- Dark Holy 40 7 4/1 0 Dark-elemental damage (x37) Lifebreak 0 2 4/1 0 Damage: (C_MaxHP - C_CurHP) Giga Flare 4/3v0 0 Damage: 7 * MA [100%] 20 DARK SWORD ORIGIN: Dark Knight job command ------------------------------------------------------------------------- Name |MP |Spd.|Range|JP |Effect ------------------------------------------------------------------------- Night Sword 3/1 250 Drain (PA * WP) HP [100%] Dark Sword 3/1 500 Drain (PA * WP) MP [100%] 02 DEFEND ORIGIN: Squire support ability ------------------------------------------------------------------------- Name |Range|JP |Effect ------------------------------------------------------------------------- DEFEND A/1 50 Add: Defending 4B DESTROY SWORD (!) ORIGIN: Arc Knight job command ------------------------------------------------------------------------- Name |MP |ctr.|Range|JP |Effect ------------------------------------------------------------------------- Speed Ruin 20 3 4/2v0 400 T_Speed -3 {250} Power Ruin 20 3 4/2v0 400 T_PA -5 {250} Magic Ruin 20 3 4/2v0 400 T_MA -5 {250} Mind Ruin 20 3 4/2v0 400 Damage to MP: RU{T_MaxMP / 2} {250} ! must be equipped with a sword to use any of these attacks 70 DIMENSION MAGIC ORIGIN: Hashmalum's secondary ------------------------------------------------------------------------- Name |MP |ctr.|Range|JP |Effect ------------------------------------------------------------------------- Melt 70 7 4/4v3 0 Damage: Fire (x38) [100%] Tornado 70 7 4/4v3 0 Damage: Wind (x37) [100%] Quake 70 7 4/4v3 0 Damage: Earth (x39) [100%] Meteor 70 15 4/4v3 0 Damage (x60) [100%] 2B DRAGON ORIGIN: Dragoner job command ------------------------------------------------------------------------- Name | 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 2v2/1e 300 Add: Invite on dragon / hydra Dragon Care 2v2/1 300 'Wish' effect on dragon / hydra; cancel drk, con, sil, oil, zrk, frg, poi, stp, sle, DM, DA Dragon PowerUp 2v2/1 400 Sp +2, PA +2, MA +2, Br +5 to dragon / hydra Dragon LevelUp 2v2/1 400 Add: Quick on dragon / hydra Holy Bracelet 4/3v3 900 Damge: [(MA + 20) / 2] * MA (Holy, random targets, random number of strikes between 1 and 4, inclusive) * Note that these are different versions of Ice Bracelet, Fire Bracelet, and Thunder Bracelet than the dragons use. Dragoner versions are stronger, with a MA multiplier of 12 instead of 5. 13 DRAW OUT (!) ORIGIN: Samurai job command ------------------------------------------------------------------------- Name | Range |JP |Effect ------------------------------------------------------------------------- Asura A/3v3e 100 Damage: MA * 8 Koutetsu A/3v3e 180 Damage: MA * 12 Bizen Boat A/3v3e 260 Damage to MP: MA * 4 Murasame A/3v3a 340 Heal: MA * 12 Heaven's Cloud A/3v3e 420 Damage: MA * 14, may add: Slow Kiyomori A/3v3a 500 Add: Protect, Shell Muramasa A/3v3e 580 Damage: MA * 18, may add: Confusion and Death Sentence Kikuichimoji 4dir/8v3e 660 Damage: MA * 16 Masamune A/3v3a 740 Add: Regen and Haste Chirijiraden A/3v3e 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. > All Draw Outs have a 100% success rate and are unaffected by evade%. 11 ELEMENTAL ORIGIN: Geomancer job command ------------------------------------------------------------------------- Name |Range|JP |Effect ------------------------------------------------------------------------- ! Damage from all ELEMENTAL attacks (before consideration of elemental attributes and zodiac) is equal to ([PA/2] + 1) * MA. Pitfall 5/2v0 150 Damage, may add: Don't Move Water Ball 5/2v0 150 Water damage, may add: Frog Hell Ivy 5/2v0 150 Damage, may add: Stop Carve Model 5/2v0 150 Damage, may add: Petrify Local Quake 5/2v0 150 Earth damage, may add: Confusion Kamaitachi 5/2v0 150 Wind damage, may add: Don't Act Demon Fire 5/2v0 150 Fire damage, may add: Sleep Quicksand 5/2v0 150 Water damage, may add:DeathSentence Sand Storm 5/2v0 150 Wind damage, may add: Darkness Blizzard 5/2v0 150 Ice damage, may add: Silence Gusty Wind 5/2v0 150 Wind damage, may add: Slow Lava Ball 5/2v0 150 Fire damage, may add: Dead > All 'Elemental' attacks have a 100% success rate and are unaffected by evade%. 03 EQUIP CHANGE ORIGIN: Chemist support ability ------------------------------------------------------------------------- Name |Range|JP |Effect ------------------------------------------------------------------------- EQUIP CHANGE A/1 0 Allows you to change your equipment in battle; counts as an action > If you use EQUIP CHANGE to put on an item that adds a status effect at the beginning of battle (such as the Stone Gun), that status effect will not be added. Similarly, if you equip an item which nullifies a status you are currently afflicted with, that status will not be cancelled. 67 FEAR ORIGIN: Warlock job command ------------------------------------------------------------------------- Name |Range|JP |Effect ------------------------------------------------------------------------- Lose Voice 5/2v0 0 Add: Silence [100%] Seal 5/1 0 Add: Petrify [100%] Loss 5/2v0 0 Add: Confusion [100%] 6B FEAR ORIGIN: Angel of Death job command ------------------------------------------------------------------------- Name |Range|JP |Effect ------------------------------------------------------------------------- Darkness 5/1 0 Add: Darkness [100%] Spell 5/2v0 0 Add: Stop [100%] Chicken Race 5/1 0 Add: Don't Act [100%] Nightmare 5/2v0 0 Add: Sleep or Death Sentence [100%] 6F FEAR ORIGIN: Regulator job command ------------------------------------------------------------------------- Name | MP |ctr.|Range|JP |Effect ------------------------------------------------------------------------- Speed Ruin * 20 3 4/2v0 400 T_Speed -3 {250} Spell 5/2v0 0 Add: Stop [100%] Death Cold 5/2v0 0 Add: Slow [100%] * must have a sword equipped for this command to appear 73 FEAR ORIGIN: Impure King job command ------------------------------------------------------------------------- Name |Range|JP |Effect ------------------------------------------------------------------------- Nightmare 5/2v0 0 Add: Sleep or Death Sentence [100%] Chicken Race 5/1 0 Add: Don't Act [100%] Death Cold 5/2v0 0 Add: Slow [100%] 77 FEAR ORIGIN: Ghost of Fury job command ------------------------------------------------------------------------- Name |Range|JP |Effect ------------------------------------------------------------------------- Seal 5/1 0 Add: Petrify [100%] Chicken Race 5/1 0 Add: Don't Act [100%] Lose Voice 5/2v0 0 Add: Silence [100%] Loss 5/2v0 0 Add: Confusion [100%] 19 GUTS ORIGIN: Ramza (ch.1) job command ------------------------------------------------------------------------- Name |Range|JP |Effect ------------------------------------------------------------------------- Accumulate A/1 300 PA +1 Dash 1v1/1 75 damage: PA * (1..4) [100%] Throw Stone 4/1 90 damage: PA * (1..2) Heal 1v2/1 150 cancel: Darkness, Silence, Poison Yell 3/1 200 Speed + 1 Wish 1v3/1 0 +RU{C_MaxHP * 2/5} to target; -RU{C_MaxHP * 1/5} to caster 1A GUTS ORIGIN: Ramza (ch.2/3) job command ------------------------------------------------------------------------- Name |Range|JP |Effect ------------------------------------------------------------------------- Accumulate A/1 300 PA +1 Dash 1v1/1 75 damage: PA * (1..4) [100%] Throw Stone 4/1 90 damage: PA * (1..2) Heal 1v2/1 150 cancel: Darkness, Silence, Poison Yell 3/1 200 Speed +1 Cheer Up 3/1 200 Br +5 Wish 1v3/1 0 +RU{C_MaxHP * 2/5} to target; -RU{C_MaxHP * 1/5} 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 |ctr.|Range|JP |Effect ------------------------------------------------------------------------- Accumulate A/1 300 PA +1 Dash 1v1/1 75 damage: PA * (1..4) [100%] Throw Stone 4/1 90 damage: PA * (1..2) Heal 1v2/1 150 cancel: Darkness, Silence, Poison Yell 3/1 200 Speed +1 Cheer Up 3/1 200 Br +5 Scream A/1 500 Br +10, PA+1, MA+1, Speed +1 Ultima 10 5 4/2v1 * damage (x23) [100%] Wish 1v3/1 0 +RU{C_MaxHP * 2/5} to target; -RU{C_MaxHP * 1/5} to caster * '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 |Range|JP |Effect ------------------------------------------------------------------------- Accumulate A/1 300 PA +1 Dash 1v1/1 75 Damage: PA * (1..4) [100%] Throw Stone 4/1 90 Damage: PA * (1..2) Heal 1v2/1 150 Cancel: Darkness, Silence, Poison Wish 1v3/1 0 +RU{C_MaxHP * 2/5} to target; -RU{C_MaxHP * 1/5} to caster 24 HOLY MAGIC ORIGIN: Princess job command -------------------------------------------------------------------------- Name |MP |ctr.|Range|JP |Effect -------------------------------------------------------------------------- MBarrier 30 4 3/1 0 Add: rgn, rer, has, pro, shl {190} Deathspell 2 20 4 4/1 0 Cancel: pet, con, sil, BS, frg, psn, stp, sle, DM, DA {190} 47 HOLY MAGIC ORIGIN: Cleric job command -------------------------------------------------------------------------- Name |MP |ctr.|Range|JP |Effect -------------------------------------------------------------------------- MBarrier 30 4 3/1 0 Add: rgn, rer, has, pro, shl {190} Deathspell 2 20 4 4/1 0 Cancel: pet, con, sil, BS, frg, psn, stp, sle, DM, DA {190} Wish 1v3/1 0 +RU{C_MaxHP * 2/5} to target; -RU{C_MaxHP * 1/5} to caster Ultima 10 5 4/2v2 -- Magical damage (x23) [100%] 1D HOLY SWORD ORIGIN: Holy Knight Delita job command ------------------------------------------------------------------------- Name | Range |JP |Effect ------------------------------------------------------------------------- ! Stasis Sword 2/2v0 100 dmg: PA*(WP+2); may add Stop ! Split Punch 3v2/1 400 dmg: PA*(WP+3); may add D. Sentence ! Crush Punch 3v1/1 500 dmg: PA*(WP+2); may add Dead ! Lightning Stab 3/2v1 700 dmg: PA*(WP+4); may add Silence ! Holy Explosion 4dir/5v2 800 dmg: PA*(WP+5); may add Confusion Wish 1v3/1 0 +RU{C_MaxHP * 2/5} to target; -RU{C_MaxHP * 1/5} to caster > All Holy Sword skills have a 100% success rate and are unaffected by evade percentages. ! Must be equipped with a sword to use these skills. 21 HOLY SWORD (!) 28 HOLY SWORD (!) ORIGIN: Holy Knight Agrias job command ------------------------------------------------------------------------- Name | Range |JP |Effect ------------------------------------------------------------------------- Stasis Sword 2/2v0 100 dmg: PA*(WP+2); may add Stop Split Punch 3v2/1 400 dmg: PA*(WP+3); may add D. Sentence Crush Punch 3v1/1 500 dmg: PA*(WP+2); may add Dead Lightning Stab 3/2v1 700 dmg: PA*(WP+4); may add Silence Holy Explosion 4dir/5v2 800 dmg: PA*(WP+5); may add Confusion ! All Holy Sword skills have a 100% success rate and are unaffected by evade percentages. ! Must be equipped with a sword to use these skills. 22 HOLY SWORD (!) ORIGIN: White Knight Wiegraf (1st) job command ------------------------------------------------------------------------- Name | Range |JP |Effect ------------------------------------------------------------------------- Stasis Sword 2/2v0 100 dmg: PA*(WP+2); may add Stop Split Punch 3v2/1 400 dmg: PA*(WP+3); may add D. Sentence Crush Punch 3v1/1 500 dmg: PA*(WP+2); may add Dead ! All Holy Sword skills have a 100% success rate and are unaffected by evade percentages. ! Must be equipped with a sword to use these skills. 30 HOLY SWORD (!) ORIGIN: White Knight Wiegraf (2nd) job command ------------------------------------------------------------------------- Name | Range |JP |Effect ------------------------------------------------------------------------- Stasis Sword 2/2v0 100 dmg: PA*(WP+2); may add Stop Split Punch 3v2/1 400 dmg: PA*(WP+3); may add D. Sentence Crush Punch 3v1/1 500 dmg: PA*(WP+2); may add Death Lightning Stab 3/2v1 700 dmg: PA*(WP+4); may add Silence ! All Holy Sword skills have a 100% success rate and are unaffected by evade percentages. ! Must be equipped with a sword to use these skills. 3A HOLY SWORD (!) ORIGIN: White Knight Wiegraf (3rd) job command ------------------------------------------------------------------------- Name | Range |JP |Effect ------------------------------------------------------------------------- Lightning Stab 3/2v1 700 dmg: PA*(WP+4); may add Silence ! All Holy Sword skills have a 100% success rate and are unaffected by evade percentages. ! Must be equipped with a sword to use these skills. 74 IMPURE ORIGIN: Queklain's secondary ------------------------------------------------------------------------- Name |MP |ctr.|Range|JP |Effect ------------------------------------------------------------------------- Bio 8 3 4/2v2 0 Damage (x12) and may add: Darkness Bio 8 3 4/2v2 0 Damage (x12) and may add: Poison Bio 8 3 4/2v2 0 Damage (x12) and may add: Oil Bio 2 16 5 4/2v3 0 Add: Frog {110} Bio 2 16 5 4/2v3 0 Add: Slow {110} Bio 2 16 5 4/2v3 0 Add: Silence {120} Bio 2 16 5 4/2v3 0 Add: Petrify {110} Bio 3 24 6 4/3v3 0 Damage (x24) and may add: Dead Bio 3 24 6 4/3v3 0 Damage (x24) and may add: Undead Bio 3 24 6 4/3v3 0 Damage (x24) and may add: Petrify > BIO spells do not hit the caster, even if (s)he is in the effect area. 06 ITEM (!) ORIGIN: Chemist job command -------------------------------------------------------------------------- Name |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,Blood Suck) Remedy */1 700 use Remedy (cancel Petrify, Darkness, Confusion, Silence, Oil, Frog, Poison, Sleep) Phoenix Down */1 90 use Phoenix Down (cancel Dead; HP gain = (1..19)) * if the caster is a Chemist or has 'Throw Item' equipped, then the range is 4. Otherwise, it is 1. The target of thrown items must be in the caster's line of sight. When an Item is not thrown (i.e., is used on a square adjacent to the caster's), the target need not be in the caster's line of sight. ! you must have at least one of the appropriate item in stock in order to use the corresponding ITEM command. When you use the ITEM command, your stock of that item will be depleted by one. 6C JA MAGIC ORIGIN: Zalera's secondary ------------------------------------------------------------------------- Name |MP |ctr.|Range |JP |Effect ------------------------------------------------------------------------- Flare 2 35 4 4/2v3e 0 Damage (x38) [100%] Toad 2 35 4 4/2v3e 0 Add: Frog {160} Sleep 2 35 4 4/2v3e 0 Add: Sleep {160} Confuse 2 35 4 4/2v3e 0 Add: Confusion {160} Blind 2 35 4 4/2v3e 0 Add: Darkness {160} Gravi 2 35 4 4/2v3e 0 Damage: (T_CurHP - 1) {160} 12 JUMP ORIGIN: Lancer Job command ------------------------------------------------------------------------- Name | ctr |Range|JP |Effect ------------------------------------------------------------------------- JUMP [50/(C_speed)] +/1 [PA * 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 1.00 otherwise ! 'Short Charge' has no effect on the ctr of JUMP. 29 LIMIT (!) ORIGIN: Soldier job command ------------------------------------------------------------------------- Name |MP |ctr.|Range|JP |Effect ------------------------------------------------------------------------- Braver 3 2/1 150 Damage: 12 * MA Cross-slash 4 2/2v0 200 Damage: 22 * MA Blade Beam 5 2/1 250 Damage: (C_MaxHP - C_CurrentHP) Climhazzard 7 2/1 450 Damage: (T_MaxHP - T_CurrentHP) Meteorain 10 3/3v0 560 Damage: 26 * MA Finish Touch 5 3/2v0 670 Add: Dead, Petrify, Stop [100%]** Omnislash 15 3/3v0 900 Damage: 40 * MA Cherry Blossom 20 3/3v0 1200 Damage: 60 * MA ! A 'Materia Blade' must be equipped to use any of these skills! ! All Limits have a 100% success rate and ignore evade percentages **One of these three status ailments will be added at random 23 MAGIC ORIGIN: Delita's Sis job command ------------------------------------------------------------------------- Name |MP |ctr.|Range|JP |Effect ------------------------------------------------------------------------- Cure 6 4 4/2v1 50 Heal HP (x14) Wish 1v3/1 0 +RU{C_MaxHP * 2/5} to target; -RU{C_MaxHP * 1/5} to caster 45 MAGIC SWORD (!) ORIGIN: Temple Knight job command ------------------------------------------------------------------------- Name |MP |ctr.|Range|JP |Effect ------------------------------------------------------------------------- Blind 6 4/1 50 Add: Darkness, {220} Aspel 2 4/1 0 Drain RU{T_MaxHP / 4} {200} Drain 12 4/1 180 Drain RU{T_MaxMP / 4} {200} Faith 10 4/1 200 Add: Faith, {200} Innocent 10 4/1 200 Add: Innocent, {200} Zombie 14 4/1 150 Add: Undead, {190} Silence 16 4/1 90 Add: Silence, {200} Berserk 16 4/1 200 Add: Berserk, {180} Chicken 12 4/1 500 Target's Brave -50, {200} Confuse 14 4/1 200 Add: Confusion, {190} Despair 20 4/1 300 Cancel: support status,fai,ref {190} Don't Act 14 4/1 50 Add: Don't Act, {200} Sleep 20 4/1 170 Add: Sleep, {190} Break 24 4/1 300 Add: Petrify, {180} Shock 20 8/1 600 Damage: [C_MaxHP - C_CurHP] ! Must be equipped with a sword to use any Magic Sword attacks 15 MATH SKILL ORIGIN: Calculator job command ------------------------------------------------------------------------- Name |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. The spell charts in [3.1] and [3.2] tell which spells are calculable. 1E MIGHTY SWORD (!) ORIGIN: Divine Knight job command ------------------------------------------------------------------------- Name |Range|JP |Effect ------------------------------------------------------------------------- Shellbust Stab 3/1 200 Destroy armor; damage: (PA * WP) Blastar Punch 3/1 400 Destroy helmet; damage: (PA * WP) Hellcry Punch 3/1 500 Destroy weapon; damage: (PA * WP) Icewolf Bite 3/1 800 Destroy accessory; damage: (PA * WP) ! Must be equipped with a sword in order to use any of these attacks ! All Mighty Sword skills have a 100% success rate and are unaffected by evade percentages, assuming the enemy has the appropriate piece of equipment to break. If not, success is 0%. AF NIGHT MAGIC ORIGIN: Ultima Demon job command ------------------------------------------------------------------------- Name |MP |ctr.|Range|JP |Effect ------------------------------------------------------------------------- Nanoflare 0 5 4/3v1 0 Damage: (MA) * [(MA + 5) / 2] [100%] Dark Holy 40 7 4/1 0 Damage: Dark (x37) [100%] Hurricane 4/3v2 0 Damage: RU{MaxHP * .34}, [50+MA%] Ulmaguest 4/3v1 0 Damage: (MaxHP - CurrentHP) [100%] Ultima 10 5 4/2v1 0 Damage (x23) [100%] 49 PHANTOM ORIGIN: Kletian's secondary ------------------------------------------------------------------------- Name |MP |ctr.|Range |JP |Effect ------------------------------------------------------------------------- Midgar Swarm 0 10 4/3v2 0 Damage: 24 * MA [100%] Bahamut 60 10 4/4v3e 1200 Magic attack (x46) [100%] Odin 50 9 4/4v3e 900 Damage (x40) [100%] Leviathan 48 9 4/4v3e 850 Damage: Water (x38) [100%] Salamander 48 9 4/3v2e 820 Damage: Fire (x38) [100%] 09 PUNCH ART ORIGIN: Monk job command ------------------------------------------------------------------------- Name | Range |JP |Effect ------------------------------------------------------------------------- Spin Fist A/2v0 150 Damage: PA * [PA / 2] Repeating Fist 1v1/1 300 Damage: (1..9) * (PA + [PA / 2]) Wave Fist 3v3/1 300 Damage: PA * ([PA / 2] + 1) Earth Slash 4dir/8v2 600 Damage: PA * [PA / 2] (Earth) [100%] Secret Fist 1v0/1 300 Add: Death Sentence {MA+50%} Stigma Magic A/2v0 200 Cancel: pet, drk, con, sil, zrk, frg, psn, sle, DM, DA [100%] Chakra A/2v0 350 Restores (5*PA) HP and [5/2*PA] MP Revive 1v0/1 500 Cancel: Dead; restore RU{T_MaxHP/5} HP (PA+70)% 35 PUNCH SKILL ORIGIN: Wiegraf's (3rd) secondary ------------------------------------------------------------------------- Name | Range |JP |Effect ------------------------------------------------------------------------- Wave Fist 3/1 300 Damage: PA * ([PA / 2] + 1) Earth Slash 4dir/8v2 600 Damage: PA * [PA / 2] (Earth) [100%] 7E SATURATION ORIGIN: Altima's secondary --------------------------------------------------------------------------- Name |MP |ctr.|Range|JP |Effect --------------------------------------------------------------------------- Mute 7 4/3v3 0 Damage MP: (target's current MP) {200} Despair 2 7 4/3v3e 0 Cancel: support status, fai, ref {200} Return 2 7 4/3v3e 0 CT goes to 0 {200} 16 SING ORIGIN: Bard job command ------------------------------------------------------------------------- Name |MP |ctr.|Range|JP |Effect ------------------------------------------------------------------------- Angel Song 6 * 100 Cure: (MA + 20) MP [100%] Life Song 6 * 100 Cure: (MA + 10) HP [100%] Cheer Song 8 * 100 Speed +1 [50%] Battle Song 8 * 100 PA +1 [50%] Magic Song 10 * 100 MA +1 [50%] Nameless Song 10 * 100 Add: rer, rgn, pro, ref [50%] Last Song 20 * 100 Add: Quick [50%] * all allies ! 'Short Charge' has no effect on the ctr of SING commands. 25 SNIPE ORIGIN: Engineer job command ------------------------------------------------------------------------- Name |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 (Speed+70)%** * range is same as that of equipped weapon ** success percent will be zero if target is not undead 2F STARRY HEAVEN ORIGIN: Astrologist job command ------------------------------------------------------------------------- Name |MP |ctr.|Range|JP |Effect ------------------------------------------------------------------------- Galaxy Stop 5 * 0 Add: Don't Act,Don't Move,Stop [50%] Accumulate A/1 300 PA +1 ! Dash 1v1/1 75 Damage: (1..4) * PA [100%] ! Throw Stone 4/1 90 Damage: (1..2) * PA Heal 1v2/1 150 Cancel: Darkness, Poison, Silence * all enemies ! PA bonuses from 'Martial Arts' apply to Dash and Throw Stone. 0E STEAL ORIGIN: Thief job command -------------------------------------------------------------------------- Name |Range |JP |Effect -------------------------------------------------------------------------- Gil Taking 1v1/1e 10 Steal [C_Lv * C_Speed] gil, K = 90* Steal Heart 3/1e 150 add: Charm (50 + MA)% ** Steal Helmet 1v1/1e 350 Steal target's helmet, K = 40 Steal Armor 1v1/1e 450 Steal target's armor, K = 35 Steal Shield 1v1/1e 350 Steal target's shield, K = 35 Steal Weapon 1v1/1e 600 Steal target's weapon, K = 30 Steal Accessry 1v1/1e 500 Steal target's accessory, K = 40 Steal Exp 1v1/1 250 Steal max{5+C_Sp, T_Exp} Exp., K = 70 * success% = (Sp + K) * (evasion factor). See [3.5] for details. ** Only works on opposite sex or on monsters 0D SUMMON MAGIC ORIGIN: Summoner job command ------------------------------------------------------------------------- Name |MP |ctr.|Range |JP |Effect ------------------------------------------------------------------------- Moogle 8 2 4/3v2a 110 Restores HP (x12) Shiva 24 4 4/3v2e 200 Ice attack (x24) [100%] Ramuh 24 4 4/3v2e 200 Lightning attack (x24) [100%] Ifrit 24 4 4/3v2e 200 Fire attack (x24) [100%] Titan 30 5 4/3v2e 220 Earth attack (x28) [100%] Golem 40 3 * 500 Protects from (C_MaxHP) worth of damage from ATTACK, JUMP and THROW commands {200} Carbunkle 30 4 4/3v2a 350 Gives Reflect status {150} Bahamut 60 10 4/4v3e 1200 Magic attack (x46) [100%] Odin 50 9 4/4v3e 900 Magic attack (x40) [100%] Leviathan 48 9 4/4v3e 850 Water attack (x38) [100%] Salamander 48 9 4/3v2e 820 Fire attack (x38) [100%] Silf 26 5 4/3v2e 400 Add: Silence {150} Fairy 28 4 4/3v2a 400 Restores HP (x24) Lich 40 9 4/3v2e 600 Damage: Dark, RU{T_MaxHP/2} {160} Cyclops 62 9 4/3v2e 1000 Magic attack (x50) [100%] Zodiac 99 10 4/4v3e ** Magic attack (x96) [100%] * 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 | Range |JP |Effect ------------------------------------------------------------------------- Stasis Sword 2/2v0 100 PA*(WP+2); may cause Stop Split Punch 3v2/1 400 PA*(WP+3); may cause Death Sentence Crush Punch 3v1/1 500 PA*(WP+2); may cause instant Death Lightning Stab 3/2v1 700 PA*(WP+4); may cause Silence Holy Explosion 4dir/5v2 800 PA*(WP+5); may cause Confusion Shellbust Stab 3/1 200 PA*WP; Destroys armor* Blastar Punch 3/1 400 PA*WP; Destroys helmet* Hellcry Punch 3/1 500 PA*WP; Destroys weapon* Icewolf Bite 3/1 800 PA*WP; Destroys accessory* ! A sword is needed to use any of these skills. * Cannot work unless enemy has appropriate piece of equipment > All Sword Skills have a 100% success rate and are unaffected by evade percentages. 9B SWORD SKILL ORIGIN: undead Knight job command ------------------------------------------------------------------------- Name |Range|JP |Effect ------------------------------------------------------------------------- Head Break */1 300 Destroys target's helmet, K = 45** Armor Break */1 400 Destroys target's armor, K = 40** Shield Break */1 300 Destroys target's shield, K = 55** Weapon Break */1 400 Destroys target's weapon, K = 30** Magic Break */1 250 Damage MP: (T_MaxMP/2), K = 50*** Speed Break */1 250 Target's speed -2, K = 50*** Power Break */1 250 Target's PA -3, K = 50*** Mind Break */1 250 Target's MA -3, K = 50*** * Range is that of equipped weapon **success% = (PA + WP + K) * (evasion factor). See [3.3] for details. ***success% = (PA + K) * (evasion factor). See [3.3] for details. 3B SWORD SPIRIT (!) ORIGIN: Arc Knight job command -------------------------------------------------------------------------- Name |Range |JP |Effect -------------------------------------------------------------------------- Asura A/3v2e 100 Magic attack: MA * 8 [100%] Koutetsu A/3v2e 180 Magic attack: MA * 12 [100%] Muramasa A/3v2e 580 Magic attack: MA * 18; may cause Confusion and Death Sentence [100%] Kikuichimoji 4dir/8v3e 660 Magic attack: MA * 16 [100%] ! Note: this won't ever work for some reason. Use 'Draw Out' instead. 0F TALK SKILL (!) ORIGIN: Mediator job command ------------------------------------------------------------------------- Name |Range |JP |Effect ------------------------------------------------------------------------- Invitation 3v3/1e 100 Add: Invite, K = 20* Persuade 3v3/1 100 Target's CT goes to 0, K = 30 Praise 3v3/1 200 Br +4 (+1 permanently), K = 50 Threaten 3v3/1 200 Br -20 (-5 permanently), K = 70 Preach 3v3/1 200 Fa +4 (+1 permanently), K = 50 Solution 3v3/1 200 Fa -20 (-5 permanently), K = 70 Death Sentence 3v3/1 500 Add: Death Sentence, K = 30 Negotiate 3v3/1 100 Steal (C_Lv * C_Speed) gil, K = 60 Insult 3v3/1 300 Add: Berserk, K = 40 Mimic Daravon 3v3/2 300 Add: Sleep, K = 40 * success% = K + MA ! Monsters are immune to TALK SKILL unless the caster has the 'Monster Talk' ability (Mediator and Dragoner have this inherent). 14 THROW (!) ORIGIN: Ninja job command ------------------------------------------------------------------------- Name |Range|JP |Effect ------------------------------------------------------------------------- THROW M/1 Damage: (Speed * ThrownWP) 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 ! M is equal to the caster's 'Move' statistic, including bonuses afforded by abilities and accessories. 'Teleport' and 'Teleport 2' do not increase the Move statistic. ! 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 |ctr.|Range|JP |Effect ------------------------------------------------------------------------- Haste 8 2 3/2v0 100 Add: Haste {180} Haste 2 30 7 3/2v3 550 Add: Haste {240} Slow 8 2 3/2v0 80 Add: Slow {180} Slow 2 30 7 3/2v3 520 Add: Slow {240} Stop 14 7 3/2v0 330 Add: Stop {110} Don't Move 10 3 3/2v1 100 Add: Don't Move {190} Float 8 2 4/2v1 200 Add: Float {140} Reflect 12 2 4/1 300 Add: Reflect {180} Quick 24 4 4/1 800 Add: Quick {140} Demi 24 6 4/2v1 250 Damage: RU{T_MaxHP / 4} {190} Demi 2 50 9 4/2v3 550 Damage: RU{T_MaxHP / 2} {120} Meteor 70 15 4/4v3 1500 Magic attack (x60) [100%] 32 TRUTH ORIGIN: Heaven Knight job command ------------------------------------------------------------------------- Name |ctr.|Range|JP |Effect ------------------------------------------------------------------------- Heaven Thunder 3 4/2v3 100 Lit:[(MA+8)/2]*MA (random targeting) Asura 4 4/2v3 200 Fire:[(MA+9)/2]*MA (rnd targeting) Diamond Sword 5 4/2v3 300 Wind:[(MA+10)/2]*MA (rnd targeting) Hydragon Pit 6 4/2v3 400 Water:[(MA+12)/2]*MA (rnd targeting) Space Storage 5 4/2v3 500 [(MA+6)/2]*MA,may add: drk, con, sil frg, poi, slw, slp (rnd targeting) Sky Demon 7 4/2v3 600 Earth:[(MA+20)/2]*MA (rnd targeting) > All TRUTH skills have a 100% success rate (on panels that they hit) and are unaffected by evade percentages. > TRUTH skills will hit between 1 and 6 times. Each number of hits is equally likely. 7B ULTIMATE MAGIC ORIGIN: Holy Angel job command ** ------------------------------------------------------------------------- Name |MP |ctr.|Range|JP |Effect ------------------------------------------------------------------------- Ultima * 25 7 4/3v3 0 Damage (x30) [100%] * stronger than the Ultima in the GUTS, HOLY MAGIC, USE HAND, and NIGHT MAGIC command sets. ** this was supposed to be the job command of Altima's first incarnation, the Holy Angel, but the programmers screwed up and forgot to assign the command to the class. So, if you use the Holy Angel class, you will find that she has no job command. 2E UN-TRUTH ORIGIN: Hell Knight job command ------------------------------------------------------------------------- Name |ctr.|Range|JP |Effect ------------------------------------------------------------------------- Heaven Bolt Back 3 4/2v2 100 Lightning damage ~x27~(rnd targeting) Asura Back 4 4/2v2 200 Fire damage ~x30~ (rnd targeting) Diamond Sword Back 5 4/2v2 300 Wind damage ~x34~ (random targeting) Dragon Pit Back 6 4/2v2 400 Water damage ~x40~(random targeting) Space Storage Back 5 4/2v2 500 Damage ~x20~, may add: drk, con, sil frg, poi, slw, slp (rnd targeting) Sky Demon Back 7 4/2v2 600 Earth damage ~x60~(random targeting) > All Un-truth skills have a 100% success rate (on panels that they hit) and are unaffected by evade percentages. > Un-truth skills will hit between 1 and 6 times. Each number of hits is equally likely. > For targets of Un-truth skills, 'Faith' is treated as 0 Faith and 'Innocent' is treated as 100 Faith. 36 USE HAND 37 USE HAND ORIGIN: Assassin job command ------------------------------------------------------------------------- Name |MP |ctr.|Range|JP |Effect ------------------------------------------------------------------------- Seal 6/1 0 Add: Petrify [100%] Shadow Stitch 4/1 0 Add: Stop [100%] Stop Bracelet 1v0/1 0 Add: Dead [100%] Ultima 10 5 4/2v2 -- Magical damage (x23) [100%] Allure 3/1e 0 Add: Charm (70+MA)% 68 WARLOCK SUMMON ORIGIN: Velius' secondary ------------------------------------------------------------------------- Name |MP |ctr.|Range |JP |Effect ------------------------------------------------------------------------- Titan 30 5 4/3v2e 220 Damage: Earth (x28) [100%] Lich 40 9 4/3v2e 600 Damage: Dark, RU{T_MaxHP/2} {160} Cyclops 62 9 4/3v2e 1000 Damage (x50) [100%] 2A WHITE-AID ORIGIN: Holy Priest job command ------------------------------------------------------------------------- Name |MP |ctr.|Range|JP |Effect ------------------------------------------------------------------------- Cure 3 16 7 4/2v2 400 Restores HP (x30) Cure 2 12 5 4/2v1 180 Restores HP (x20) ! Confuse 14 4/1 200 Add: Confusion {190} ! Sleep 20 4/1 170 Add: Sleep {190} ! Drain 12 4/1 180 Drain: RU{T_MaxHP / 4} {200} ! Silence 16 4/1 90 Add: Silence {200} ! Don't Act 14 4/1 50 Add: Don't Act {200} Raise 2 20 10 4/1 500 Cancel: Dead & recover all HP {160} Esuna 18 3 3/2v2 280 Cancel: pet, drk, con, sil, zrk, frg, psn, sle, DM, DA {190} * Sword needed to use 0A WHITE MAGIC ORIGIN: Priest job command ------------------------------------------------------------------------------ Name |MP |ctr.|Range|JP |Effect ------------------------------------------------------------------------------ Cure 6 4 4/2v1 50 Restore HP (x14) Cure 2 10 5 4/2v1 180 Restore HP (x20) Cure 3 16 7 4/2v2 400 Restore HP (x30) Cure 4 20 10 4/2v3 700 Restore HP (x40) Raise 10 4 4/1 180 Cancel Dead; restore RU{T_MaxHP/2} {180} Raise 2 20 10 4/1 500 Cancel Dead; restore full HP {160} Reraise 16 7 3/1 800 Add Reraise {140} Regen 8 4 3/2v0 300 Add Regen {170} Protect 6 4 3/2v0 70 Add Protect {200} Protect 2 24 7 3/2v3 500 Add Protect status {120} Shell 6 4 3/2v0 70 Add Shell status {200} Shell 2 20 7 3/2v3 500 Add Shell status {120} Wall 24 4 3/1 380 Add Protect and Shell {140} Esuna 18 3 3/2v2 280 Cancel: pet, drk, con, sil, zrk, frg, psn, sle, DM, DA {190} Holy 56 6 5/1 600 Holy attack (x50) [100%] AB WORK ORIGIN: Steel Giant job command ------------------------------------------------------------------------- Name |Range|JP |Effect ------------------------------------------------------------------------- Destroy 1v2/1 0 Damage to target: 10 * PA [100%] damage to caster: [(10 * PA) / 8] Compress 1v2/1 0 Damage to target: 12 * PA [100%] damage to caster: [(12 * PA) / 6] Dispose 8/1 0 Damage to target: 10 * PA [100%] damage to caster: [(10 * PA) / 4] Crush 1v0/1 0 Damage to target: 16 * PA [100%] damage to caster: [(16 * PA) / 4] 10 YIN-YANG MAGIC ORIGIN: Oracle job command ----------------------------------------------------------------------------- Name |MP |ctr.|Range |JP |Effect ----------------------------------------------------------------------------- Blind 4 2 4/2v1 100 Add: Darkness {200} Spell Absorb 2 2 4/1 200 Drain: RU{T_MaxMP / 4} HP {160} Life Drain 16 2 4/1 350 Drain: RU{T_MaxHP / 4} MP {160} Pray Faith 6 4 4/1 400 Add: Faith {150} Doubt Faith 6 4 4/1 400 Add: Innocent {150} Zombie 20 5 4/1 300 Add: Undead {100} Silence Song 16 3 4/2v1 170 Add: Silence {180} Blind Rage 16 5 4/1 400 Add: Berserk {120} Foxbird 20 4 4/1 200 T_Br -30 {140} Confusion Song 20 5 4/1 400 Add: Confusion {130} Dispel Magic 34 3 4/1 700 Cancel: support status, fai, ref {220} Paralyze 10 5 4/2v0 100 Add: Don't Act {190} Sleep 24 6 4/2v1 350 Add: Sleep {170} Petrify 16 9 4/1 580 Add: Petrify {110} _______________________________________________________________________________ [6.2] reaction abilities ========================================================================= 'PSEUDO-SUPPORT' ABILITIES: These reaction abilities act more like support abilities, in that they do not depend on Brave, nor do they require a specific trigger to activate -- essentially, they are always active if set. These are good choices for low-Brave units. Abandon (400 JP, Ninja): This ability doubles all inherent, shield, accessory, and weapon evade percentages. That is, instead of (1 - Ev), each evasion statistic contributes a multiplier of (1 - 2*Ev) to the success percent equation for evadable attacks. Weapon Guard (200 JP, Knight): This ability enables your weapon evasion (W-EV) statistic. DAMAGE-TRIGGERED ABILTIES: These abilities are triggered if you receive HP damage from any other unit. They will trigger (Brave)% of the time. A Save (550 JP, Dancer): PA +1. Auto Potion (400 JP, Chemist): Use a Potion (recovers 30 HP). If you have no Potions in stock, use a Hi-Potion (recovers 70 HP). If you have no Hi-Potions in stock, use an X-Potion (recovers 150 HP). If you have none of these potions in stock, the ability has no effect. Caution (200 JP, Thief): Add: Defending. Damage Split (300 JP, Calculator): The unit that damaged you will take RU{damage/2} damage and you will recover RU{damage/2} HP. Gilgame Heart (200 JP, Thief): Steal (Damage * 10) gil from the enemy, where Damage is the amount of damage that was just done to you. MA Save (450 JP, Bard): MA +1. Regenerator (400 JP, Priest): Add: Regen. Speed Save (800 JP, Archer): Speed +1. COUNTERGRASP: So called from the two most popular reaction abilities of this class, Counter and Blade Grasp, these attacks will be triggered by any of the physical attacks listed below. The attack does not have to succeed or cause damage in order for the reaction ability to activate. Like most reaction abilities, these will activate Br% of the time. ------------LIST OF COUNTERGRASP ACTIVATORS------------- |========================================================| | ATTACK* Eye Gouge Beaking | | JUMP Scratch Shine Lover | | THROW Poison Nail Straight Dash | | CHARGE Blood Suck** Bite | | BATTLE SKILL Tentacle (Squid) Shake Off | | Steal Helmet Knife Hand Wave Around | | Steal Armor Sleep Touch Tentacle (Morbol) | | Steal Weapon Grease Touch Goo | | Steal Accessry Drain Touch Stab Up | | Steal Shield Zombie Touch Sudden Cry | | Gil Taking Snake Carrier Dash (Dragon) | | Choco Attack Wing Attack Tail Swing | | Tackle Scratch Up Triple Attack | | Goblin Punch Beak | | | | * Countergrasp reactions (except Blade Grasp) do not | | work against ATTACKs with magic guns | | ** Vampire version of 'Blood Suck' only! | -------------------------------------------------------- Blade Grasp (700 JP, Samurai): This makes the base hit percentage for Countergraspable attacks made against you equal to (100 - Br) instead of 100. Unlike the other Countergrasp reaction abilities, Blade Grasp DOES work against magic guns. See [5.7] for details. Brave Up (500 JP, Dancer): Br +3. Counter (300 JP, Monk): If the unit which attacked you is within range of your equipped weapon, you will counter with an ATTACK directive. Counter Tackle (180 JP, Squire): If the unit which attacked you is within range of 'Dash', you will counter with 'Dash'. Sunken State (900 JP, Ninja): Add: Transparent. ABILITIES ACTIVATED WHEN IN CRITICAL STATUS: These abilities will activate Br% of the time if you receive HP damage and are in Critical status after that damage resolves. Critical Quick (700 JP, Time Mage): Add: Quick. HP Restore (500 JP, Monk): Restore HP to maximum. Meatbone Slash (200 JP, Samurai): If the attacker is within range of your weapon, you will counter with 'Meatbone Slash', which deals damage equal to your Max HP. MP Restore (400 JP, Oracle): Restore MP to maximum. OTHER REACTION ABILITIES: These don't fit in any category. Absorb Used MP (250 JP, Oracle): Whenever another unit uses an ability that costs it MP, you have a Br% chance of gaining the amount of MP that the unit used. Arrow Guard (450 JP, Archer): This is like Blade Grasp, but it only works on bow and crossbow attacks. See 'Blade Grasp'. Catch (200 JP, Thief): If you are targeted with a THROW attack, you will catch the item and add it to your inventory Br% of the time. Mimed THROW attacks cannot be Caught for some reason. Counter Flood (300 JP, Geomancer): If you receive damage from a Countergraspable physical attack (note that it must cause damage, which means no BATTLE SKILL or STEAL!) or an ELEMENTAL directive or a ghost's 'Throw Spirit' attack, you will counter with an ELEMENTAL directive corresponding to the ground you are currently standing on, regardless of your assailant's distance from you and regardless of whether you have actually learned the appropriate ability. This will activate Br% of the time. Counter Magic (800 JP, Wizard): If you are targeted by a magic gun or a spell that is subject to Counter Magic (see spell lists in [3.1] and [3.2]), you will cast that spell back at the caster, paying the appropriate MP cost. This will activate Br% of the time. Distribute (200 JP, Calculator): If you are healed by another unit (this ability does NOT activate if you are healing yourself!), every allied unit that does not have full HP will gain RU{(gained_HP - (maxHP - curHP)) / N} where gained_HP is the magnitude of the triggering HP gain, maxHP is your maximum HP, curHP was your current HP before the HP gain, and N is the number of allied units which do not have full HP. (i.e., any excess healing will be split equally (round up) among all other party members that are not at full HP. Note that only one character's healing will be shown in the animation, but all characters that do not have full HP will be healed.) This ability will activate Br% of the time. Dragon Spirit (560 JP, Lancer): If you are _damaged_ by a Countergraspable attack, this ability will add: Reraise Br% of the time. Face Up (500 JP, Bard): If you are targeted by any Faith-based magical attack, this ability will increase your Faith by 3 Br% of the time. Finger Guard (300 JP, Mediator): Base success percentage of TALK SKILL attacks executed against you is now equal to (Base% - Br). Hamedo (1200 JP, Monk): If you are targeted by an ATTACK, BATTLE SKILL, THROW, or CHARGE directive and your attacker is within range of your weapon, the attacker's directive will be cancelled and you will instead execute an ATTACK directive on the attacker. Note that this only works on the above-listed commands, which means it is useless on monsters, since they have special forms of physical attack. This ability will trigger Br% of the time. Note: unlike Counter, Hamedo will activate against spell guns. MP Switch (400 JP, Time Mage): If you receive HP damage and your CurMP > 0, the damage will instead be dealt to your MP Br% of the time. This works on _any_ source of damage, including Poison, falling damage, and self-inflicted damage. Reflect (GameShark only): If you are targeted by a magical attack, this ability will add: Reflect Br% of the time. _______________________________________________________________________________ [6.3] support abilities ========================================================================= Unlike most reaction abilities, support abilities, once equipped, are always active. Attack UP (400 JP, Geomancer): For physical attacks except JUMP, the effective value of your relevant stat X = [X * 4/3]. Usually, stat X is PA, but it can sometimes be MA (as in a stick ATTACK), or Speed (as in THROW). *** Concentrate (400 JP, Archer): Targets cannot evade your physical attacks via their evasion percentages (P.CEV, P.SEV, P.AEV, W-EV). Note that this does not guarantee 100% success on attacks such as BATTLE SKILL, since these attacks can still MISS. Targets may also still evade using the 'Blade Grasp' and 'Arrow Guard' abilities. Concentrate has no effect on magic evasion. Defend (50 JP, Squire): Adds the DEFEND command (add: Defending) to your action menu. Defense UP (400 JP, Oracle): For physical attacks except JUMP, units attacking you receive a penalty to their relevant stat X such that X = [X * 2/3]. Usually, stat X is PA, but it can sometimes be MA (as in a stick ATTACK), or Speed (as in THROW). ** Equip Armor (500 JP, Knight): You can equip heavy armor and helmets regardless of your current job. Equip Axe (200 JP, Squire): You can equip axes regardless of your current job. Equip Change (0 JP, Chemist): Adds the EQUIP CHANGE command to your action menu. This allows you to change your equipment in battle at the cost of one turn. Equip Crossbow (350 JP, Archer): You can equip crossbows regardless of your current job. Equip Gun (750 JP, Mediator): You can equip guns (both regular and magical) regardless of your current job. Equip Knife (400 JP, Samurai): You can equip katana regardless of your current job. Equip Shield (250 JP, Knight): You can equip shields regardless of your current job. Equip Spear (400 JP, Lancer): You can equip spears regardless of your current job. Equip Sword (400 JP, Knight): You can equip swords (but not knight swords) regardless of your current job. Gained Exp-UP (350 JP, Calculator): When you receive experience for an action, you receive bonus experience such that received Experience = [earned exp. * 2]. Gained JP-UP (200 JP, Squire): When you receive JP for an action, you receive bonus JP such that received JP = [earned JP * 3/2]. Half of MP (900 JP, Summoner): Any MP-using ability takes half as many MP to use (round down). Magic AttackUP (400 JP, Wizard): For magical attacks, the effective value of your MA = [MA * 4/3]. This does not include physical attacks (such as stick and staff ATTACK) which use MA as their relevant stat. ** Magic DefendUP (400 JP, Priest): For magical attacks targeting you, the effective value of the caster's MA = [MA * 2/3]. This does not include physical attacks (such as stick and staff ATTACK) which use MA as their relevant stat. ** Maintenance (250 JP, Chemist): Your equipment cannot be stolen or broken. Any attack which steals or breaks equipment will have a 0% success rate if targeted against you. Martial Arts (200 JP, Monk): If you are barehanded, your effective XA for physical attacks except JUMP is equal to [XA * 3/2]. If you are not barehanded, it works the same except that those physical attacks which involve your weapon (ATTACK, CHARGE, BATTLE SKILL, SNIPE, sword skills) will not receive the bonus. Monster Skill (200 JP, Squire): Monsters standing on squares adjacent to you will have access to a new skill (vertical tolerance 3). Monster Talk (100 JP, Mediator): Enables the use of TALK SKILL on monsters, regardless of job. Non-charge (GameShark only): Slow actions, except for JUMP, CHARGE, SING, and DANCE, become fast actions. Secret Hunt (200 JP, Thief): If you kill a monster directly with your weapon (i.e., through ATTACK, CHARGE or Counter), you will poach it; that is, it will be transformed into an item that you can buy at one of the Fur Shops located around Ivalice. Short Charge (800 JP, Time Mage): For slow actions except for JUMP, CHARGE, SING and DANCE, ctr = RU{ctr/2}. Throw Item (350 JP, Chemist): You can to throw items up to 4 squares, regardless of job. Train (450 JP, Mediator): If you add: Critical to a monster directly with your weapon (i.e., through ATTACK, CHARGE, or Counter), you will also add: Invite to that same monster. Two Hands (900 JP, Samurai): You are able to grip one-handed weapons with both hands, doubling weapon power (does not apply to non-striking weapons like guns and crossbows). Weapon power is doubled for the ATTACK command only and does not affect other physical attacks -- even those that employ weapons such as JUMP, BATTLE SKILL, HOLY SWORD, DARK SWORD and MIGHTY SWORD. (It does apply, however, to the ATTACK that results from targetting a BATTLE SKILL on a piece of equipment that the target does not have.) Two Swords (900 JP, Ninja): You are able to equip two one-handed weapons at once. This has some interesting upshots -- for instance, all BATTLE SKILL, CHARGE, and SNIPE directives are executed twice if you are carrying two weapons. In addition, if you attack a target that has Blade Grasp set, Blade Grasp can only block one of the two hits that you incur. ** the PA / MA modifying for Martial Arts, Attack UP, Defense UP, Magic Att. UP, and Magic Def UP works in the same way as that described for 'Protect' and 'Shell' in section [1.5]. If you have more than one of these abilities active at once, just multiply the multipliers together, doing a greatest integer function with every multiplication. See the sections on damage and probability modifiers in the first five parts of the handbook for details. _______________________________________________________________________________ [6.4] movement abilities ========================================================================= Movement abilities allow you to move about the battlefield more easily, or activate special powers when you move. Any Ground (220 JP, Geomancer): Normally each square of water you walk through costs you two movement points instead of one. With this ability, the movement penalty to walk through deep water vanishes. Any Weather (200 JP, Oracle): Normally, you can walk over marsh sqaures without suffering the water penalty. However, if it is raining heavily in a marshland, you will face a similar penalty -- you must use two movement points for every square of marsh you move over. If you have Any Weather equipped, that penalty will not take effect. In addition, weather effects on magic (increase in Lightning damage and decrease in Fire damage during thunderstorms) are nullified if the caster has Any Weather. This is in a heated battle with Move on Lava for the title of 'most useless ability'. And another curiosity: the programmers gave the Steel Giant class Any Ground and Any Weather inherent, but they also gave it Cannot enter water inherent, making Any Ground and Any Weather completely useless! Perhaps they intended to program more weather and terrain effects into the game but never got around to it. Cannot enter water (inherent for several monsters): You cannot move or stop on squares that are submerged in water. Float (540 JP, Time Mage): Add: Float. And it can't be removed. Fly (1200 JP, Bard): Allows you to fly over all height differences, enemies, and obstacles. Ignore Height (700 JP, Lancer): You are able to jump to any vertical height, regardless of your 'Jump' stat. This has no effect on the Lancer's JUMP command. Jump +1 (200 JP, Archer): 'Jump' stat + 1. This has no effect on the Lancer's JUMP command. Jump +2 (480 JP, Thief): 'Jump' stat + 2. This has no effect on the Lancer's JUMP command. Jump +3 (1000 JP, Dancer): 'Jump' stat + 3. This has no effect on the Lancer's JUMP command. Move +1 (200 JP, Squire): 'Move' stat + 1. Move +2 (520 JP, Thief): 'Move' stat + 2. Move +3 (1000 JP, Bard): 'Move' stat + 3. Move in Water (420 JP, Ninja): You can move (and stop) on top of water; water is treated like normal ground. Move on Lava (150 JP, Geomancer): You can move (and stop) on top of lava; lava is treated like normal ground. Move Undrwater (inherent for Pisco Demon, Squidlarkin, Mindflare): You can move (and stop) in water up to 3h deep without penalty. Move-Find Item (100 JP, Chemist): You can extract hidden items from booby-trapped squares without triggering the traps. Move-Get Exp (400 JP, Calculator): You gain 1 Exp. per panel moved. Move-Get JP (360 JP, Calculator): You gain 2 JP per panel moved. Move-HP Up (300 JP, Monk): Recover RU{MaxHP / 10} HP if you move at least one panel. Move-MP Up (350 JP, Oracle): Recover RU{MaxMP / 10} MP if you move at least one panel. Silent Walk (GameShark only): Prevents you from springing traps when you stop on booby-trapped squares. Teleport (600 JP, Time Mage): Able to teleport through obstacles, height differences, units, etc. Chance of success is 100% within your Move range and decreases 10% per extra square you move. See [5.8] for details. Teleport 2 (inherent for Arch Angel, Holy Angel): Teleport anywhere on the battlefield with 100% success. Walk on Water (300 JP, Samurai): Ignore water depth; all water is treated like it is 1h deep, regardless of actual depth. JNNNNNNNNNN PART SEVEN (NNNNNNNNNN` ________________________________________________________________ N` JN ================================================================ JF .NF Compendium of Monster Attacks (NN. (NNNN ________________________________________________________________ (NNNN ================================================================ _______________________________________________________________________________ [7.1] types of attacks ========================================================================= Monster attacks fall into five different categories. You can find out which category each individual attack belongs to by looking at the 'type' column in the chart below. PHYSICAL ATTACK, TYPE 1 (symbol: P1) >> Attack is physical in nature, and the same damage modifiers apply that apply for weapon attacks (see [2.2]). >> Evade percentages used are the same as those used for a normal weapon attack, depending on the position of the attacker relative to the target just as in normal weapon evasion (see [1.3] for details). >> Status-inducing attacks or HP draining attacks of this type may have a success rate of (MA+K)%, where K is a constant peculiar to each individual attack. If this is the case, apply the following modifying procedure to get the final success rate. The 'attacker' is the unit using the skill, and the 'target' is the is the unit being attacked. Let MA0 be the attacker's initial MA, as given on the stat screen. Despite the fact that MA is used to calculate their success rates, attacks of this type are purely physical. 1. If attacker has Attack UP, then (MA1 = [MA0 * 4/3]), else MA1 = MA0 2. If attacker has Martial Arts and is barehanded, then (MA2 = [MA1 * 3/2]), else MA2 = MA1 3. If target has Defense UP, then (MA3 = [MA2 * 2/3]), else MA3 = MA2 4. If target has Protect, then (MA4 = [MA3 * 2/3]), else MA4 = MA3 5. If target is Charging, then (MA5 = [MA4 * 3/2]), else MA5 = MA4 6. If target is Sleeping, then (MA6 = [MA5 * 3/2]), else MA6 = MA5 7. If target is a Frog, then (MA7 = [MA6 * 3/2]), else MA7 = MA6 8. If target is a Chicken, then (MA 8 = [MA7 * 3/2]), else MA8 = MA7 9. Calculate Z (zodiac multiplier): If compatibility is 'Good', then Z = [(MA8 + K) / 4] ElseIf compatibility is 'Bad', then Z = -[(MA8 + K) / 4] ElseIf compatibility is 'Best', then Z = [(MA8 + K) / 2] ElseIf compatibility is 'Worst', then Z = -[(MA8 + K) / 2] Else Z = 1 10. success% = [((MA8 + K) + Z) * (target's evasion multipliers)] I realize that monsters won't normally have Attack UP, Defense UP, or Martial Arts, but I've included them for completeness' sake (they do factor in if you use the GameShark to give monster abilities to humans). >> If target has Blade Grasp, in addition to the evasion multipliers, a multiplier of (100 - Brave)/100 is multiplied in. PHYSICAL ATTACK, TYPE II (symbol: P2) >> These attacks are exactly the same as Physical Attack, Type I, except that their success rates are NOT affected if the target has Blade Grasp, and the reaction ability Counter does NOT work against them. PHYSICAL ATTACK, TYPE III (symbol: P3) >> These attacks are the same as Physical Attack, Type I, except they are not subject to conventional evasion. They can, however, be evaded via Blade Grasp. Counter works against these type of attacks. MAGICAL ATTACK, TYPE I (symbol: M1) >> These attacks are magical in nature. The same damage modifiers that apply to damage-causing magic (see [3.1]) apply to these attacks. >> The evasion multiplier is the following product (the stats referred to here are the target's): evasion mult = [(1 - ((M-SEV)/100)) * (1 - ((M-AEV))/100)] >> Status-inducing attacks or HP draining attacks of this type may have a success rate of (MA+K)%, where K is a constant peculiar to each individual attack. If this is the case, apply the following modifying procedure to get the final success rate. 1. If caster has Magic AttackUP, then (MA1 = [MA0 * 4/3]), else MA1 = MA0 2. If target has Magic DefendUP, then (MA2 = [MA1 * 2/3]), else MA2 = MA1 3. If target has Shell, then (MA3 = [MA2 * 2/3]), else MA3 = MA2 4. If target is a Frog, then (MA4 = [MA3 * 3/2]), else MA4 = MA3 5. If target is a Chicken, then (MA5 = [MA4 * 3/2]), else MA5 = MA4 6. Calculate Z (zodiac multiplier): If compatibility is 'Good', then Z = [(MA5 + K) / 4] ElseIf compatibility is 'Bad', then Z = -[(MA5 + K) / 4] ElseIf compatibility is 'Best', then Z = [(MA5 + K) / 2] ElseIf compatibility is 'Worst', then Z = -[(MA5 + K) / 2] Else Z = 0 7. success% = [((MA5 + K) + Z) * (evasion mult)] MAGICAL ATTACK, TYPE II (symbol: M2) >> These attacks are also magical. They differ from Type I magical attacks in that they ignore evade percentages. These attacks will always be status-inducing. Apply the following modifying procedure to get the final success rate: 1. If caster has Magic AttackUP, then (MA1 = [MA0 * 4/3]), else MA1 = MA0 2. If target has Magic DefendUP, then (MA2 = [MA1 * 2/3]), else MA2 = MA1 3. If target has Shell, then (MA3 = [MA2 * 2/3]), else MA3 = MA2 4. If target is a Frog, then (MA4 = [MA3 * 3/2]), else MA4 = MA3 5. If target is a Chicken, then (MA5 = [MA4 * 3/2]), else MA5 = MA4 6. Calculate Z (zodiac multiplier): If compatibility is 'Good', then Z = [(MA5 + K) / 4] ElseIf compatibility is 'Bad', then Z = -[(MA5 + K) / 4] ElseIf compatibility is 'Best', then Z = [(MA5 + K) / 2] ElseIf compatibility is 'Worst', then Z = -[(MA5 + K) / 2] Else Z = 0 7. success% = ((MA5 + K) + Z) GUARANTEED-SUCCESS ATTACKS (symbols: 100M [magical], 100% [indeterminate]) >> These attacks will not miss, unless the target has some kind of protection against the specific effect of the attack (e.g., if the target of 'Pooh-' (add: Sleep, 100%) wears a Grand Helmet (which prevents Sleep), Pooh- will have a 00% success rate. >> Note that if these attacks cause damage, the amount of damage caused is still subject to damage multipliers -- use multipliers for M1 attacks for 100M attacks (see [7.1]). >> 'Indeterminate' attacks don't have any characteristics that would characterize them as either 'physical' or 'magical'. Since evasion, Protect, and Shell are not factors for the success rates of guaranteed- success attacks, it is impossible to determine whether status-inducing attacks of this type are physical or magical. _______________________________________________________________________________ [7.2] list of monster attacks ========================================================================= 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'. Formulae are for HP damage unless otherwise noted. Formulae followed by the '%' sign are success rates of the attack. The 'type' column indicates which type the attack is (see [7.1]): P1: physical attack, type I P2: physical attack, type II P3: physical attack, type III M1: magical attack, type I M2: magical attack, type II 100M: guaranteed success attack, magical 100%: guaranteed success attack, indeterminate name effect {R/E} used by type -------------- -------------------------------------------- --------- ---- CHOCOBO SKILLS (1: Chocobo; 2: Black Chocobo; 3: Red Chocobo) Choco Attack PA * [PA * (Br/100)] {1v2/1} 1 2 3 P1 Choco Ball PA * [PA / 2] {4/1} 2 3 P2 Choco Cure Cure: MA * 3 {A/2v2} 1 [3] 100M Choco Esuna Heal various status ailments (4*PA)% {A/2v2} [1] 2 M2 Choco Meteor MA * 4 {5/1} [2] 3 100M GOBLIN SKILLS (1: Goblin; 2: Black Goblin; 3: Gobbledeguck) Tackle PA * [PA * (Br/100)] {1v2/1} 1 2 3 P1 Turn Punch PA * [PA / 2] {A/2v1} 2 P2 Eye Gouge Add: Darkness (43+MA)% {1v2/1} 1 3 P1 Goblin Punch [Max HP - Current HP] (35+MA)% {1v1/1} [1][2] 3 P1 Mutilate Drain: RU{T.MaxHP * .75} (30+MA)% {1v0/1} [3] P2 BOMB SKILLS (1: Bomb; 2: Grenade; 3: Explosive) Bite PA * [PA * (Br/100)] {1v2/1} 1 2 3 P1 Self-Destruct [Max HP - Current HP] {A/3v3} 1 2 3 100% Small Bomb PA * [PA / 2] {1v0/1} [1] 2 [3] P2 Flame Attack MA * 3 {4/1} (Fire) {3/1} [2] M1 Spark MA * 2 {A/3} (Fire) {A/3v1} 3 100M COUGAR SKILLS (1:Red Panther; 2:Cuar; 3:Vampire) Scratch PA * [PA * (Br/100)] {1v3/1} 1 2 3 P1 Cat Kick Expected damage: PA * 5 {1v2/1} [1] 2 3 P2 Actual damage: PA * (1..9) Poison Nail Add: Poison (40+MA)% {1v2/1} 1 2 P1 Blaster Add: Petrify (30+MA)%, Stop {3/1, LOS} [2] 3 M1 Blood Suck Drain: RU{Target's Max HP *.25} (100%) [3] P3 Add: Blood Suck (~34%) {1v0/1} SQUID-MAGE SKILLS (1: Pisco Demon; 2: Squidlarkin; 3: Mindflare) Tentacle PA * [PA * (Br/100)] {1v2/1} 1 2 3 P1 Black Ink Add: Darkness (50+MA)% {2(4dir)/1} [1] 2 3 P2 Odd Soundwave Cancel beneficial status (100%) {A/3v1} 2 100% Mind Blast Add: Confusion (35+MA)%, Berserk {3/2v1} [2] 3 M2 Level Blast Level -1 (60+MA)% {4/1} [3] M2 SKELETON SKILLS (1: Skeleton; 2: Bone Snatch; 3: Living Bone) Knife Hand PA * [PA * (Br/100)] {1v2/1} 1 2 3 P1 Thunder Soul MA * 2 {3/1, LOS} (Lightning) 1 M1 Aqua Soul MA * 2 {3/1, LOS} (Water) [1] 2 M1 Ice Soul MA * 2 {3/1, LOS} (Ice) [2] 3 M1 Wind Soul MA * 3 {3/1, LOS} (Wind) [3] M1 GHOST SKILLS (1: Ghoul; 2: Gust; 3: Revenant) Throw Spirit PA * [PA * (Br/100)] {3/1, LOS} 1 2 3 P2 Sleep Touch Add: Sleep (40+MA)% {1v2/1} 1 P1 Grease Touch Add: Oil (50+MA)% {1v2/1} [1] 2 P1 Drain Touch Drain: RU{0.34 * T_MaxHP} (60+MA)% {1v2/1} [2] 3 P1 Zombie Touch Add: Undead (45+MA)% {1v2/1} [3] P1 AHRIMAN SKILLS (1: Flotiball; 2: Ahriman; 3: Plague) Wing Attack PA * [PA * (Br/100)] {1v2/1} 1 2 3 P1 Look of Devil Add: Petrify, Stop, Don't Act, Silence, 2 3 P2 Darkness (35+MA)% {3/1, LOS} Look of Fright Br -10 (40+MA)% {3/1, LOS} [1] 2 M1 Death Sentence Add: Death Sentence (40+MA)% {3/1} [2] 3 M2 Circle Target's MA -2 (55+MA)% {4/1} [3] M2 COCKATRICE SKILLS (1: Juravis; 2: Steel Hawk; 3: Cockatoris) Scratch Up PA * [PA * (Br/100)] {1v2/1} 1 2 3 P1 Feather Bomb MA * 2 {3/1} [100%] [1] 3 100M Shine Lover Steal [C_Lv * C_Spd] gil {1v1/1e} 2 P3 Beak Add: Petrify (37+MA)% {1v0/1} [2] 3 P1 Beaking Target's PA -2 (45+MA)% {1v1/1} [3] P3 BOAR SKILLS (1: Uribo; 2: Porky; 3: Wildbow) Straight Dash PA * [PA * (Br/100)] {1v0/1} 1 2 3 P1 Pooh- Add: Sleep {1v1/1} 2 100% Oink Cancel:Dead; restore all HP (74+MA)% {1v1/1} [1] M2 Nose Bracelet Add: Charm (40+MA)% {1v1/1e} [2] 3 M2 Please Eat Target's Lv +1; caster crystallizes {1v1/1} [3] 100% DRYAD SKILLS (1: Woodman; 2: Trent; 3: Taiju) Leaf Dance MA * 3 {A/2v0} 1 2 3 100M Spirit of Life Cure: MA * 2 {A/2v0} 2 100M Magic Spirit Cure MP: MA * 1 {A/2v0} [3] 100M Protect Spirit Add: Protect (45+MA)% {A/2v0} [1] 3 M2 Clam Spirit Add: Shell (45+MA)% {A/2v0} [2] 3 M2 MINOTAUR SKILLS (1: Bull Demon; 2: Minitaurus; 3: Sacred) Shake Off PA * [PA * (Br/100)] {1v2/1} 1 2 3 P1 Wave Around PA * [PA/2] {A/2v1} 2 P1 Blow Fire MA * 4 (Fire) {2(4dir)/1} [2][3] M1 Mimic Titan MA * 3 (Earth) {A/3v1} 3 100M Gather Power Target's PA +2 {A/1} [1] 3 100% MOLBOL SKILLS (1: Morbol; 2: Ochu; 3: Great Morbol) Tentacle PA * [PA * (Br/100)] {1v1/1} 1 2 3 P1 Lick Add: Reflect {1v0/1} 1 [2] 100% Goo Add: Don't Move {1v1/1} (100%) 2 P3 Bad Bracelet Add: Petrify, Stop, Sleep, Poison [1] 3 25%* Silence, Frog (25%) {A/3v0} Moldball Virus Target becomes a Morbol (MA+5)% {1v0/1} [3] * success rate for 'Bad Bracelet' is 25% for each status ailment; in terms of probability, the addition of each status ailment is considered to be a separate event. BEHEMOTH SKILLS (1: Behemoth; 2: King Behemoth; 3: Dark Behemoth) Stab Up PA * [PA * (Br/100)] {1v2/1} 1 2 3 P1 Sudden Cry PA * [(PA + 2) / 2] {1v0/1} 1 2 3 P1 Giga Flare MA * 7 {4/3v0} [1] 100M Hurricane RU{T_MaxHP * .34} (50+MA)% {4/3v2} [2] M1 Ulmaguest [C_MaxHP - C_CurrentHP] {4/3v1} [3] 100% DRAGON SKILLS (1: Dragon; 2: Blue Dragon; 3: Red Dragon) Dash PA * [PA * (Br/100)] {1v2/1} 1 2 3 P1 Tail Swing Expected damage: PA * 8 {1v2/1} [1] P1 Actual damage: PA * (1..15) Fire Bracelet MA * 5 (Fire) {2(4dir)/1} [3] M1 Ice Bracelet MA * 5 (Ice) {"} 2 M1 Thnder Brcelet MA * 5 (Lightning) {"} [2] 3 M1 HYDRA SKILLS (1: Hyudra; 2: Hydra; 3: Tiamat) Triple Attack PA * [PA * (Br/100)] {1/3 panels·v1} 1 2 P1 Triple Brcelet RU{T_MaxHP / 2} {2(4dir)/2(3dir)} [1] 3 M1 Triple Thunder MA * [(MA + 12) / 2] {4/2v0(3 random hits)} [2] 3 100M Triple Flame MA * [(MA + 24) / 2] {4/2v0(3 random hits)} 2 3 100M Dark Whisper MA * [(MA + 1) / 2]; may add: Sleep or Dead; [3] 100M (Dark); {4/2v0(6 random hits)} --> Unlike the Dragons' Breath attacks, Triple Brcelet can hit TWO units at once in the same direction. e.g., B A D X Y T X Y C D If the Dragon (D) targets unit Y with a Breath attack, it will hit unit X instead. A Tiamat (T), on the other hand, will always target both units X and Y if it casts Triple Brcelet on either of them. Triple Brcelet will also affect squares A, B, C, and D. ------------------------------------------------------------------------------- ,,, NNNF44NNN PART EIGHT (NNN) (NNN) ________________________________________________________________ (NNNL NNNN) ================================================================ `4NNNNNNNF` .JNNN" "NNNN. Stats and Stat Growth NNNN` `NNNN NNNN. .NNNN ________________________________________________________________ `4NNNJJJNNNF` ================================================================ ``````` CREDITS ********************************************************* > George Greer first discovered that there were three bytes of data corresponding to each of the stats. George's website, featuring a bunch of technical information especially regarding the contents of the FFT CD, is at http://www.fftactics.org/ > Garanhir created an excellent FAQ on levelling up and down. This FAQ provided much of the inspiration for me to write this section, and it's available at http://www.angelfire.com/games2/garanhir/ > NeoKamek made a RAM dump that I used to correct the tables in this section after I realized (by way of CzarDragon's site) that the stat multipliers and C values were stored in the RAM. ********************************************************* _______________________________________________________________________________ [8.1] the stats you know ========================================================================= All the formulae in the previous section contain just a handful of quantities which, in various combinations, determine the damage or success rate of an attack. Here is a brief review of those quantities: BRAVE (Br) is a numerical representation of a unit's courage. Its initial value for a unit (except predefined special characters) is randomly generated between 40 and 80. It can be raised or lowered by various effects. FAITH (Fa) numerically represents belief in magical and supernatural phenomena. Its initial value is determined in the same way as Brave's, and it too can be easily altered. LEVEL (Lv) is a quantity representing how experienced a unit is in battle. Generics start at level 1; special allies and enemies in story battles start at preset levels; units in random battles start at levels comparable to the highest-levelled unit in your party. A unit goes up one Level for every 100 Experience Points gained. HIT POINTS (HP) are a measure of how much damage a unit can take before expiring. Armors can add HP to a unit, but the base HP of a unit are dependent on a unit's class and are determined through a complex process which is detailed in [8.2]. MAGIC POINTS (MP) allow your character to cast magic spells. Armors can also add MP, but the base MP are dependent on a unit's class and are determined through a process similar to that for HP. PHYSICAL ATTACK POWER (PA) governs the strength of a number of attacks, usually involving the body, fists, or weapons. PA can be modified by equipment, but a unit's base PA is dependent on its class, sex, and a number of other factors. MAGICAL ATTACK POWER (MA) imparts strength to magic spells and other magical (and a few physical) attacks. It is determined in a similar way that PA is, dependent on the same things. SPEED (Sp) is a unit's quickness, and also influences the success rate of stealing and a few weapon attacks. It can be modified by equipment, but, like PA and MA, the base Speed depends on a number of variables. _______________________________________________________________________________ [8.2] the stats you don't know ========================================================================= Well, it turns out that your character's HP, MP, PA, MA, and Speed aren't the most basic stats after all. Squirrelled away in the bowels of the RAM are five three-byte values which govern every aspect of your character's stats and stat growth. The stats you actually see are derived from these hidden parameters by this equation : HP = [(HPP/16384) * (ClassHPMult/100)] MP = [(MPP/16384) * (ClassMPMult/100)] Sp = [(SpP/16384) * (ClassSpMult/100)] PA = [(PAP/16384) * (ClassPAMult/100)] MA = [(MAP/16384) * (ClassMAMult/100)] Notes: - For all of these equations, decimal places are RETAINED until the final multiplication by the ClassMult, and if the final value is less than 1, it becomes 1 -- i.e., revised_value = max(value, 1)). - As a consequence of this, you can simplify the equation by computing it as X = [(XP / 1638400) * ClassXMult] where X is any statistic. - Enemy Zodiac beasts, in the special story battles where you fight them, have unique equations that determine their HP and MP: HP = [(HPP/16384) * (ClassHPMult/10)] MP = [(MPP/16384) * (ClassMPMult/10)] This accounts for the Zodiac beasts' high HP and MP despite their unremarkable multipliers. The following subsections discuss the different components of the stat determination formula. STAT POINTS > HPP, MPP, PAP, MAP, and SpP (HP Points, MP Points, PA Points, etc.) are three-byte values (values between 0 and $FFFFFF, or 16777215). They are stored at the following locations in the RAM (this is unimportant unless you have a GameShark or other means of modifying the RAM): STAT BYTE 3 BYTE 2 BYTE 1 ---- ---------- ---------- ---------- HPP $05xx8F $05xx8E $05xx8D MPP $05xx92 $05xx91 $05xx90 SpP $05xx95 $05xx94 $05xx93 PAP $05xx98 $05xx97 $05xx96 MAP $05xx9B $05xx9A $05xx99 (xx defines which character you're modifying, as with the job and sprite GameShark codes... 7F = character 01, 80 = character 02, 81 = character 03, etc. To make GS codes out of these addresses, just add '30' to the beginning of the address [3005xx8F + 3005xx8E + 3005xx8D would be the HPP modifier].) Collectively, I call these values a character's 'stat points'. If byte 3 were $08, byte 2 were $3E, and byte 1 were $99, the stat-point would have the value $083E99, or 540313. Note that the bytes are IN REVERSE ORDER in terms of their RAM locations -- that is, because most hex editors display addresses increasing from left to right, byte 1 comes first in the RAM, followed by byte 2, followed by byte 3, whereas in the value of the actual stat point, byte 3 is worth most, followed by byte 2, followed by byte 1. How do you determine how many stat points your character has? What follows is a list of the initial stat point values (i.e., at level 1) for different kinds of units. For human units, the initial value is a constant for a each sex for the SpP, PAP, and MAP stats. For monsters, which are all one sex and are neither male nor female, only SpP is nonrandom. initial values Sex SpP PAP MAP ------- ------ ------ ------ Male 98,304 81,920 65,536 Female 98,304 65,536 81,920 Monster 81,920 random random Because the level up bonus is ultimately based on this initial value, females will have better MA growth than males, and males will have better PA growth than females. EXCEPTION: Ramza starts with 81,920 of both PAP and MAP. Monsters have randomized initial PAP and MAP values. A monster's initial values will lie between the two extrema for each stat, inclusive. Sex initial PAP initial MAP ------- ---------------- ---------------- Monster (81,920..98,303) (81,920..98,303) However, HPP and MPP have random variation for all units, human and monster; different units will start with different amounts of HPP and MPP within a certain range: Sex initial HPP initial MPP ------- ------------------ ------------------ Male (491,520..524,287) (229,376..245,759) Female (458,752..491,519) (245,760..262,143) Monster (573,440..622,591) (98,304..147,455) Note that bred monsters, instead of having truly random stats, seem to have their statpoints all selected at once from a set of 250-500 preset 'stat configurations'. Bred monsters can have Brave and Faith ranging from 40 to 70, unlike other randomly-generated monsters and units found in battle, which can have Brave and Faith ranging from 46 to 74. Consequences of the initial statpoint distribution: - females gain more MP and MA on level up than males - males gain more HP and PA on level up than females - monsters gain more HP, PA, and MA than either human sex; monsters gain less MP and Speed than either human sex (though the Speed stat often rivals or exceeds humans because monster classes tend to have lower C values for Speed than do human classes -- see below). See [8.3] for information on how stat point values change with level up. STAT MULTIPLIERS > ClassHPMult, ClassMPMult, ClassPAMult, etc. are multipliers peculiar to each class which determine the final value of each stat. A table of ClassMult values for the game's 150 or so classes follows. I've also included Move, Jump, and inherent Evade% in the table so it can serve as a compendium of sorts for class comparison. Some factoids based on the data below: - highest HP multiplier: Great Morbol (181) Arc Knight [Elmdor] (180) - highest MP multiplier: Archaic Demon (200) Holy Priest (200) - highest PA multiplier: Dark Behemoth (200) - highest MA multiplier: Cleric (160) - highest Speed multiplier: Arch Angel (150) - highest Move: Arch Angel (8) - highest Jump: Assassin (7) - highest C-Evade: Uribo (42%) - lowest HP multiplier: Bard (50) - lowest MP multiplier: Uribo (1) - lowest PA multiplier: Bard (60) - lowest MA multiplier: Knight Blade (50) - lowest Speed multiplier: Calculator (50) - lowest Move: tons of classes (3) - lowest Jump: Ultima Demon (2) - lowest C-Evade: Serpentarius (3%) ('lowest' values exclude zeroes) A few words before the table: - FFT's classes are divided into three main families: > HUMAN classes (00-5D) -- note that these include some classes that are monsterlike in appearance, such as the Zodiac beasts. Human classes are characterized by the ability to use primary, secondary, reaction, support, and move abilities. > MONSTER classes (5E-8D) -- these are monsters that have a fixed skill set -- secondary abilities, reaction abilities, support abilities and movement abilities, other than those that are inherent to each class, cannot be set on these classes. They tend to have higher stats than human classes, especially in the HP, PA, and MA departments. > HUMANOID classes (90-9A) -- these classes closely resemble humans, and can equip different types of abilities (though you must use the GS to do so). These classes cannot use equipment, however -- in fact, if you do put equipment on them using the Game Shark, it will disappear in battle. Humanoid classes have stats comparable to human ones. - Classes differ in the level up bonuses that they impart. This chart does not take these bonuses into account; these data were gathered with level at a constant. For information on level up bonuses, see [8.3]. - The HP and MP stats do not take equipment into account. So, while the differences between multipliers for HP and MP may not seem all that great, the difference is heightened by the fact that classes like Monk and Lancer cannot use MP-raising equipment, and classes like Wizard and Priest cannot use the most effective HP-raising equipment. - Though monsters have ClassMult values in the same range as humans, their HPP, PAP, and MAP values will be substantially higher because they start with more than humans do, and the level up bonus is a percentage of the original stat-point value. This explains the monsters' ridiculously high PA and MA. Monster classes also inherently receive more stat bonus -- especially for MA -- on level up than do human classes. See [8.3]. ---ClassMult Values--- | | JOB NAME IDENTITY HP MP PA MA Spd M J C.Ev ----------------- --------- --- --- --- --- --- - - ---- 01 Squire Ramza1 125 105 111 102 107 4 3 10% 02 Squire Ramza2 125 105 111 102 107 4 3 10% 03 Squire Ramza3 125 105 111 102 107 4 3 10% 04 Squire Delita1 130 100 120 100 100 4 3 5% 05 Holy Knight Delita2 135 100 120 105 110 4 3 10% 06 Arc Knight Delita3 150 100 120 110 120 4 3 15% 07 Squire Algus 120 100 110 100 100 4 3 15% 08 Arc Knight Zalbag 168 80 120 100 100 4 3 10% 09 Lune Knight Dycedarg 170 103 105 100 110 4 3 10% 0A Duke Larg 100 100 100 100 100 3 3 10% 0B Duke Goltana 100 100 100 100 100 3 3 10% 0C Princess Ovelia 100 100 100 100 100 4 3 20% 0D Holy Swordsman Orlandu 160 120 122 100 110 4 3 20% 0E High Priest Funeral 100 100 100 100 100 3 3 10% 0F Dragoner Reis 140 115 120 110 120 3 3 7% 10 Holy Priest Zalmo 160 200 90 150 100 4 3 9% 11 Dark Knight Gafgarion 150 100 100 90 120 3 3 15% 12 Hell Knight ??? 0 0 0 0 0 4 3 8% 13 Bishop Simon 100 180 100 100 100 3 3 10% 14 Cleric Alma? 100 150 100 160 115 4 3 24% 15 Astrologist Olan 140 108 100 130 125 3 4 15% 16 Engineer Mustadio 100 75 95 100 115 3 4 18% 17 Dark Knight Gafgarion 150 100 100 90 120 3 3 15% 18 Cardinal Draclau 100 100 100 100 100 3 3 10% 19 Heaven Knight Rafa 90 100 80 100 115 3 3 10% 1A Hell Knight Malak 100 110 105 100 110 4 3 8% 1B Arc Knight Elmdor 180 120 120 100 120 3 5 16% 1C Delita's Sis Teta 0 0 0 0 0 0 0 0% 1D Arc Duke Barinten 100 100 100 100 100 3 3 10% 1E Holy Knight Agrias 140 100 100 100 100 3 3 25% 1F Temple Knight Beowulf 122 145 125 105 105 4 3 14% 20 White Knight Wiegraf1 140 150 116 100 100 3 3 10% 21 Arc Witch Balmafula 100 100 100 100 100 3 3 10% 22 Engineer Mustadio 100 75 95 100 115 3 4 18% 23 Bi-count Rudvich 100 100 100 100 100 3 3 10% 24 Divine Knight Vormav 165 100 124 100 115 4 3 25% 25 Divine Knight Rofel 150 100 122 100 115 4 3 21% 26 Knight Blade Izlude 155 50 120 50 110 4 4 10% 27 Sorceror Kletian 125 140 80 125 105 3 3 14% 28 White Knight Wiegraf2 165 150 120 95 110 3 3 15% 29 Heaven Knight Rafa 100 100 100 100 115 3 3 10% 2A Divine Knight Meliadoul 125 80 120 90 105 4 3 12% 2B Engineer Balk 140 100 100 120 125 4 3 18% 2C Cleric ??? 0 0 0 0 0 4 3 18% 2D Assassin Celia 160 125 120 125 110 4 7 30% 2E Assassin Lede 155 125 120 125 115 4 7 28% 2F Divine Knight Meliadoul 125 80 120 90 105 4 3 12% 30 Cleric Alma 90 100 100 160 105 4 3 18% 31 Phony Saint Ajora 100 100 100 100 100 3 3 10% 32 Soldier Cloud 125 116 123 120 100 3 3 20% 33 Arc Knight Zalbag-Z 170 105 125 105 125 4 3 22% 34 Holy Knight Agrias 140 100 100 100 100 3 3 25% 35 Chemist ??? 75 75 75 80 100 3 3 0% 36 Priest ??? 80 120 90 110 110 3 3 0% 37 Wizard ??? 75 120 60 150 100 3 3 0% 38 Oracle ??? 75 110 50 120 100 3 3 0% 3C Warlock Velius 80 86 141 140 132 5 5 18% 3D Knight (undead) 130 80 125 80 110 3 3 10% 3E Angel of Death Zalera 85 100 145 140 133 5 4 24% 3F Archer (undead) 110 65 115 80 105 3 3 10% 40 Regulator Hashmalum 83 87 141 125 148 5 4 12% 41 Holy Angel Altima1 70 90 113 120 118 5 4 11% 42 Wizard (undead) 100 120 60 150 105 3 3 5% 43 Impure King Queklain 50 90 144 130 130 4 4 12% 44 Time Mage (undead) 100 120 50 135 110 3 3 5% 45 Ghost of Fury Adramelk 90 95 139 110 150 5 4 19% 46 Oracle (undead) 90 110 50 120 110 3 3 5% 47 Summoner (undead) 85 125 50 125 100 3 3 5% 48 Holy Dragon Reis 130 115 147 110 132 5 3 5% 49 Arch Angel Altima2 125 100 120 130 150 8 5 10% JOB NAME TYPE HP MP PA MA Spd M J C.Ev ----------------- --------- --- --- --- --- --- - - ---- 4A Squire generic 100 75 90 80 100 4 3 5% 4B Chemist generic 80 75 75 80 100 3 3 5% 4C Knight generic 120 80 120 80 100 3 3 10% 4D Archer generic 100 65 110 80 100 3 3 10% 4E Monk generic 135 80 129 80 110 3 4 20% 4F Priest generic 80 120 90 110 110 3 3 5% 50 Wizard generic 75 120 60 150 100 3 3 5% 51 Time Mage generic 75 120 50 130 100 3 3 5% 52 Summoner generic 70 125 50 125 90 3 3 5% 53 Thief generic 90 50 100 60 110 4 4 25% 54 Mediator generic 80 70 75 75 100 3 3 5% 55 Oracle generic 75 110 50 120 100 3 3 5% 56 Geomancer generic 110 95 110 105 100 4 3 10% 57 Lancer generic 120 50 120 50 100 4 3 15% 58 Samurai generic 75 75 128 90 100 3 3 20% 59 Ninja generic 70 50 120 75 120 4 4 30% 5A Calculator generic 65 80 50 70 50 3 3 5% 5B Bard generic 55 50 30 115 100 3 3 5% 5C Dancer generic 60 50 110 95 100 3 3 5% 5D Mime generic 140 50 120 115 120 4 4 5% MONSTER CLASS TYPE HP MP PA MA Spd M J C.Ev ----------------- --------- --- --- --- --- --- - - ---- 5E Chocobo Chocobo 108 100 97 94 119 6 5 15% 5F Black Chocobo Chocobo 80 150 150 105 98 6 5 25% 60 Red Chocobo Chocobo 91 90 130 99 136 6 5 10% 61 Goblin Goblin 117 40 98 85 105 3 3 18% 62 Black Goblin Goblin 86 35 103 87 114 3 3 19% 63 Gobbledeguck Goblin 98 75 115 92 128 3 3 20% 64 Bomb Bomb 85 20 100 93 104 3 3 10% 65 Grenade Bomb 87 30 85 94 115 3 3 11% 66 Explosive Bomb 124 40 116 96 100 3 3 12% 67 Red Panther Panther 116 50 98 91 116 4 4 23% 68 Cuar Panther 91 60 116 105 129 4 4 26% 69 Vampire Panther 99 70 132 85 134 4 4 24% 6A Pisco Demon Squid 108 120 90 96 111 3 3 8% 6B Squidlarkin Squid 115 115 101 96 101 3 3 9% 6C Mindflare Squid 92 160 127 92 112 3 3 10% 6D Skeleton Skeleton 115 50 108 85 120 3 4 11% 6E Bone Snatch Skeleton 90 40 123 87 106 3 4 12% 6F Living Bone Skeleton 101 30 125 88 102 3 4 13% 70 Ghoul Ghost 83 124 90 105 103 4 4 26% 71 Gust Ghost 82 96 93 106 110 4 4 27% 72 Revenant Ghost 93 64 97 110 121 5 4 28% 73 Floatiball Ahriman 80 80 90 89 104 5 5 12% 74 Ahriman Ahriman 75 95 140 95 95 5 5 13% 75 Plague Ahriman 77 140 126 120 108 5 5 11% 76 Juravis Cocktric. 90 40 105 85 113 6 6 30% 77 Steel Hawk Cocktric. 85 60 108 90 131 6 6 28% 78 Cockatoris Cocktric. 101 10 152 100 135 6 6 33% 79 Uribo Boar 69 1 70 110 140 3 3 42% 7A Porky Boar 83 1 80 110 139 3 3 36% 7B Wildbow Boar 77 1 160 110 138 3 3 39% 7C Woodman Dryad 150 160 102 100 99 3 3 0% 7D Trent Dryad 130 180 89 95 96 3 3 0% 7E Taiju Dryad 175 150 97 99 94 3 3 0% 7F Bull Demon Minotaur 135 5 120 100 107 3 3 11% 80 Minitaurus Minotaur 160 8 152 100 108 4 3 15% 81 Sacred Minotaur 151 10 173 100 122 3 3 12% 82 Morbol Marlboro 175 15 105 99 97 3 3 0% 83 Ochu Marlboro 145 15 110 110 95 3 3 0% 84 Great Morbol Marlboro 181 10 98 95 93 3 3 0% 85 Behemoth Behemoth 140 120 134 105 117 4 3 13% 86 King Behemoth Behemoth 150 140 149 100 123 4 3 13% 87 Dark Behemoth Behemoth 161 160 200 95 125 4 3 18% 88 Dragon Dragon 133 75 136 100 118 5 3 5% 89 Blue Dragon Dragon 135 110 130 105 124 5 3 9% 8A Red Dragon Dragon 157 115 147 100 132 5 3 8% 8B Hyudra Hydra 80 50 133 100 126 4 4 0% 8C Hydra Hydra 100 160 151 100 133 4 4 0% 8D Tiamat Hydra 112 90 175 120 137 4 4 0% HUMANOID CLASS TYPE HP MP PA MA Spd M J C.Ev ----------------- --------- --- --- --- --- --- - - ---- 90 Byblos Apanda 130 110 100 100 104 3 6 33% 91 Steel Giant Worker 8 115 0 140 0 105 3 3 0% 96 Apanda Apanda 140 120 100 100 105 4 3 10% 97 Serpentarius Elidibs 100 150 50 125 90 4 3 3% 99 Archaic Demon Demon 140 200 130 145 110 4 3 5% 9A Ultima Demon Demon 155 180 135 128 105 5 2 10% _______________________________________________________________________________ [8.3] levelling up ========================================================================= HPP, MPP, SpP, PAP, and MAP are increased on level up. Different classes -- as well as different sexes -- receive different stat point bonuses on level up, which results in the classes' differing stat growth. Stat point growth on levelling up is determined by the following equation: bonus = [current_xP / (C + Lv)] where xP is a generic term for any stat point (HPP, MPP, SpP, PAP or MAP) Lv is the LOWER level in question -- so if you are levelling up to 51 from 50, Lv = 50. C is a constant that varies for each class; the value of C is what differentiates one class' growth pattern from another. Keep in mind that since C is in the denominator of this expression, LOWER VALUES OF C YIELD HIGHER STATS. * Note that if you do not do any levelling down (see [8.4] for the effect of levelling down), it just so happens that the number of stat points you get on a level up will be a constant. That is, on a normal levelling up route, the ratio of current_xP to (C + Lv) remains constant -- meaning if you want to calculate the stat point increase from multiple level ups, you just have to calculate it once and multiply it by the number of level ups. The table of C values follows. A few observations based on the data: - Thief and Ninja are the only classes that offer Speed bonuses relative to the others: Ninja's bonus is greatest. - Mime is the best class for HP growth. - Summoner is the best class for MP growth. - Knight and Lancer are best for PA growth. - Mime is the ONLY standard class that offers an MA bonus relative to the others. - Monsters gain a hell of a lot more HP, PA and MA than humans do (especially MA -- notice how most monsters have a C value of only 7, whereas the strongest human MA gainer has a C value of 35. - I realize this isn't the most clear way to present which classes are best at what, since the 'lower = better' concept is contrary to intuition and to the other tables in this FAQ. However, this is the way THE GAME ACTUALLY DOES IT, and the aim of this file is to explain how the game performs its various functions -- and not to sacrifice that to provide the most user-friendly presentation of what those functions mean in terms of gameplay. The data may look strange, but the C values are real. I present them in this format rather than in decimal (and therefore 'higher = better') form because rounding off to 4 or 5 decimal places would cause rounding error when multiple level-up bonuses were applied -- 1/7 is different from 0.14286. Some factoids: HUMAN / HUMANOID Best HP gainers: Dragoner (C = 5), Mime (C = 6) Best MP gainers: Summoner, Assassin, Sorcerer (C = 8) Best PA gainers: Steel Giant (C = 30), Mime, Divine Knight Vormav (C = 35) Best MA gainers: Byblos, Apanda (C = 35), Mime, Lune Knight (C = 40) Best Sp gainers: Byblos (C = 75), Ninja (C = 80) MONSTER Best HP gainers: All Hydra class (C = 3) Best MP gainers: It's a 48-way tie! (all classes C = 30) Best PA gainer: Dark Behemoth (C = 34) Best MA gainers: Dark Behemoth, Red Dragon (C = 6) Best Sp gainer: Chocobo (yellow only) (C = 75) C values (lower is better!) JOB NAME IDENTITY HPP MPP PAP MAP SpP ----------------- ---------- --- --- --- --- --- 01 Squire Ramza1 11 11 50 48 95 02 Squire Ramza2 11 11 50 48 95 03 Squire Ramza3 11 11 50 48 95 04 Squire Delita1 10 11 50 50 100 05 Holy Knight Delita2 10 11 50 50 100 06 Arc Knight Delita3 10 11 50 50 100 07 Squire Algus 10 11 50 50 100 08 Arc Knight Zalbag 10 11 40 50 100 09 Lune Knight Dycedarg 10 9 48 42 95 0A Duke Larg 11 11 50 50 100 0B Duke Goltana 11 11 50 50 100 0C Princess Ovelia 11 11 50 50 100 0D Holy Swordsman Orlandu 10 11 42 42 100 0E High Priest Funeral 11 11 50 50 100 0F Dragoner Reis 5 10 39 38 95 10 Holy Priest Zalmo 10 11 50 49 120 11 Dark Knight Gafgarion 11 11 50 50 100 12 Hell Knight Dead Malak 0 0 0 0 0 13 Bishop Simon 15 11 50 50 100 14 Cleric Alma? 11 11 50 50 100 15 Astrologist Olan 10 11 50 55 95 16 Engineer Mustadio 11 13 50 50 100 17 Dark Knight Gafgarion 11 11 50 50 100 18 Cardinal Draclau 11 11 50 50 100 19 Heaven Knight Rafa 11 11 50 50 100 1A Hell Knight Malak 10 11 50 50 100 1B Arc Knight Elmdor 9 10 40 42 100 1C Delita's Sis Teta 0 0 0 0 0 1D Arc Duke Barinten 11 11 50 50 100 1E Holy Knight Agrias 10 11 50 50 100 1F Temple Knight Beowulf 10 11 48 45 100 20 White Knight Wiegraf1 11 11 50 50 100 21 Arc Witch Balmafula 11 11 50 50 100 22 Engineer Mustadio 11 13 50 50 100 23 Bi-count Rudvich 11 11 50 50 100 24 Divine Knight Vormav 9 9 37 50 100 25 Divine Knight Rofel 10 10 38 50 100 26 Knight Blade Izlude 10 11 48 50 100 27 Sorcerer Kletian 10 8 55 49 100 28 White Knight Wiegraf2 10 11 50 50 100 29 Heaven Knight Rafa 11 11 50 50 100 2A Divine Knight Meliadoul 10 15 39 50 100 2B Engineer Balk 8 11 50 46 100 2C Cleric ??? 0 0 0 0 0 2D Assassin Celia 9 8 50 45 105 2E Assassin Lede 9 8 50 45 110 2F Divine Knight Meliadoul 10 15 39 50 100 30 Cleric Alma 11 11 50 50 100 31 Phony Saint Ajora 11 11 50 50 100 32 Soldier Cloud 11 10 42 46 100 33 Arc Knight Zalbag-Z 8 10 38 48 97 34 Holy Knight Agrias 10 11 50 50 100 35 Chemist ??? 12 16 75 50 100 36 Priest ??? 10 10 50 50 100 37 Wizard ??? 12 9 60 50 100 38 Oracle ??? 12 10 60 50 100 3C Warlock Velius 12 10 38 46 95 3D Knight (undead) 9 15 40 50 100 3E Angel of Death Zalera 12 10 38 46 90 3F Archer (undead) 10 16 45 50 100 40 Regulator Hashmalum 12 10 38 46 100 41 Holy Angel Altima1 12 10 40 46 100 42 Wizard (undead) 11 9 60 50 100 43 Impure King Queklain 12 10 42 46 100 44 Time Mage (undead) 11 10 65 48 100 45 Ghost of Fury Adramelk 12 10 43 47 100 46 Oracle (undead) 11 10 60 45 100 47 Summoner (undead) 12 8 70 40 100 48 Holy Dragon Reis 6 30 39 6 90 49 Arch Angel Altima2 10 15 38 48 95 JOB NAME IDENTITY HPP MPP PAP MAP SpP ----------------- ---------- --- --- --- --- --- 4A Squire generic 11 15 60 50 100 4B Chemist generic 12 16 75 50 100 4C Knight generic 10 15 40 50 100 4D Archer generic 11 16 45 50 100 4E Monk generic 9 13 48 50 100 4F Priest generic 10 10 50 50 100 50 Wizard generic 12 9 60 50 100 51 Time Mage generic 12 10 65 50 100 52 Summoner generic 13 8 70 50 100 53 Thief generic 11 16 50 50 90 54 Mediator generic 11 18 55 50 100 55 Oracle generic 12 10 60 50 100 56 Geomancer generic 10 11 45 50 100 57 Lancer generic 10 15 40 50 100 58 Samurai generic 12 14 45 50 100 59 Ninja generic 12 13 43 50 80 5A Calculator generic 14 10 70 50 100 5B Bard generic 20 20 80 50 100 5C Dancer generic 20 20 50 50 100 5D Mime generic 6 30 35 40 100 MONSTER CLASS TYPE HPP MPP PAP MAP SpP ---------------- ------- --- --- --- --- --- 5E Chocobo Chocobo 8 30 34 7 75 5F Black Chocobo Chocobo 7 30 39 7 85 60 Red Chocobo Chocobo 4 30 39 7 85 61 Goblin Goblin 7 30 39 7 85 62 Black Goblin Goblin 6 30 39 7 85 63 Gobbledeguck Goblin 6 30 39 7 85 64 Bomb Bomb 7 30 39 7 90 65 Grenade Bomb 7 30 39 7 90 66 Explosive Bomb 7 30 39 7 90 67 Red Panther Panther 6 30 39 7 85 68 Cuar Panther 6 30 39 7 85 69 Vampire Panther 6 30 39 7 85 6A Pisco Demon Squid 7 30 39 7 85 6B Squidlarkin Squid 7 30 39 7 85 6C Mindflare Squid 7 30 39 7 85 6D Skeleton Skeleton 5 30 39 7 85 6E Bone Snatch Skeleton 5 30 39 7 85 6F Living Bone Skeleton 5 30 39 7 85 70 Ghoul Ghost 7 30 39 7 85 71 Gust Ghost 7 30 39 7 85 72 Revenant Ghost 7 30 39 7 85 73 Flotiball Ahriman 6 30 40 7 85 74 Ahriman Ahriman 6 30 40 7 85 75 Plague Ahriman 6 30 40 7 85 76 Juravis Cockatrice 7 30 39 7 85 77 Steel Hawk Cockatrice 7 30 39 7 85 78 Cockatoris Cockatrice 7 30 39 7 85 79 Uribo Boar 9 30 39 7 85 7A Porky Boar 9 30 39 7 85 7B Wildbow Boar 9 30 39 7 85 7C Woodman Dryad 7 30 39 7 90 7D Trent Dryad 7 30 39 7 90 7E Taiju Dryad 7 30 39 7 90 7F Bull Demon Minotaur 6 30 39 7 85 80 Minitaurus Minotaur 6 30 39 7 85 81 Sacred Minotaur 6 30 39 7 85 82 Morbol Marlboro 8 30 38 30 90 83 Ochu Marlboro 8 30 39 27 90 84 Great Morbol Marlboro 8 30 39 24 88 85 Behemoth Behemoth 5 30 36 7 85 86 King Behemoth Behemoth 5 30 35 7 85 87 Dark Behemoth Behemoth 5 30 34 6 85 88 Dragon Dragon 6 30 39 7 85 89 Blue Dragon Dragon 6 30 39 7 85 8A Red Dragon Dragon 6 30 39 6 85 8B Hyudra Hydra 3 30 39 34 85 8C Hydra Hydra 3 30 39 31 85 8D Tiamat Hydra 3 30 35 29 85 HUMANOID CLASS TYPE HPP MPP PAP MAP SpP ---------------- ------- --- --- --- --- --- 90 Byblos Apanda 6 7 40 35 75 91 Steel Giant Worker 4 100 30 100 80 96 Apanda Apanda 6 7 36 35 98 97 Serpentarius Elidibs 10 8 70 50 100 99 Archaic Demon Demon 8 9 39 45 100 9A Ultima Demon Demon 9 8 39 43 100 _______________________________________________________________________________ [8.4] levelling down ========================================================================= For years, FFT players have been using the 'level up/down' trick to build characters with super stats. The idea behind the trick is that you level up as a character with strong stat growth (low C values) such as Ninja or Mime, and then level down (using Mindflare's 'Level Blast' technique or one of the many Degenerator traps scattered throughout the game's battlefields) with a class with poor stat growth (high C values) such as Bard or Dancer. Though the game adjusts your stats when you level down so that you lose the stats that you would have gained as that class, by using poor classes to level down you can fool the game and lose less going down than you gain going up; in this manner, you can build all your stats up to their maxima if you do enough levelling cycles. Note though, that if you level up and down _without_ changing classes, you will actually _lower_ your stats. This is because the level down algorithm is the following equation: decrement = [current_xP / (Lv + C)] where Lv is the level you are levelling DOWN to (i.e., the lower level). For instance, if you level down to 50 from level 51, Lv = 50. This results in a slight stat decrease. Consider the following example. Suppose you have a male Squire (491,520 < initial HPP < 524,288) with initial HPP of 504,000. Levelling up from 1 to 2, he will receive an HPP bonus as follows (C_HPP = 11): bonus = [504,000 / (11 + 1)] = [504,000 / 12] = 42000. Your new HPP at level 2 will be 546,000. So if you level down from 2 to 1, your HPP will decrease as follows: decrement = [546,000 / (11 + 1)] = [546,000 / 12] = 45500. Your new HPP at level 1 will then be 546,000 - 45500 = 500,500 instead of 504,000 as you had originally. While this isn't that big of a decrease, if done all the way down from level 99 to level 1, it can add up. However, if you do change classes while levelling down, this small loss will be compensated for by the higher C values of the poor stat-gaining class that you level down as. _______________________________________________________________________________ [8.5] list of inherent abilities ========================================================================= Notation: [ability names] - class always has these abilities set I: - class is immune to these abnormal statuses S: - class starts the battle with this abnormal status A: - class always has this abnormal status JOB NAME IDENTITY ABILITIES ----------------- --------- -------------------------------------------------- 01 Squire Ramza1 I: Invite 02 Squire Ramza2 I: Invite 03 Squire Ramza3 I: Invite 04 Squire Delita1 I: Invite 05 Holy Knight Delita2 I: Invite, Blood Suck, Chicken, Charm, Death Sentence 06 Arc Knight Delita3 I: Invite, Blood Suck, Chicken, Charm 07 Squire Algus I: Invite 08 Arc Knight Zalbag I: Invite 09 Lune Knight Dycedarg [Defense UP, Magic DefendUP] I: Dead, Undead, Petrify, Invite, Confusion, Blood Suck, Sleep, Transparent, Reraise, Berserk, Stop, Poison, Charm, Don't Act, Don't Move, Death Sentence 0A Duke Larg I: Invite 0B Duke Goltana I: Invite 0C Princess Ovelia [Defense UP, Magic DefendUP] I: Invite, Petrify 0D Holy Swordsman Orlandu I: Invite 0E High Priest Funeral I: Invite 0F Dragoner Reis [Monster Talk, Two Swords, Monster Skill, Train] I: Invite 10 Holy Priest Zalmo I: Undead, Dead, Invite, Petrify, Blood Suck, Transparent, Reraise, Frog, Chicken, Poison, Stop, Sleep, Charm, Don't Act, Don't Move, Death Sentence 11 Dark Knight Gafgarion I: Invite, Petrify, Blood Suck, Transparent, Berserk, Charm 12 Hell Knight ??? I: Undead, Crystal, Performing, Defending, Jumping, Charging, Petrify, Invite, Darkness, Confusion, Silence, Blood Suck, Treasure, Critical, Frog, Chicken, Berserk, Transparent, Reraise, Float, Oil, Stop, Slow, Haste, Shell, Protect, Regen, Poison, Death Sentence, Reflect, Don't Act, Don't Move, Sleep, Charm, Innocent, Faith 13 Bishop Simon I: Invite 14 Cleric Alma? [Defense UP, Magic DefendUP] I: Invite; S: Dead 15 Astrologist Olan I: Undead, Dead, Invite, Confusion, Transparent, Frog, Chicken, Berserk, Sleep, Charm, Don't Act, Don't Move, Death Sentence 16 Engineer Mustadio I: Invite 17 Dark Knight Gafgarion I: Invite 18 Cardinal Draclau I: Invite 19 Heaven Knight Rafa I: Invite 1A Hell Knight Malak I: Invite 1B Arc Knight Elmdor I: Undead, Dead, Petrify, Invite, Confusion, Blood Suck, Reraise, Transparent, Berserk, Frog, Chicken, Poison, Stop, Sleep, Charm, Don't Act, Don't Move, Death Sentence 1C Delita's Sis Teta I: Undead, Crystal, Performing, Defending, Jumping, Charging, Petrify, Invite, Darkness, Confusion, Silence, Blood Suck, Treasure, Critical, Frog, Chicken, Berserk, Transparent, Reraise, Float, Oil, Stop, Slow, Haste, Shell, Protect, Regen, Poison, Death Sentence, Reflect, Don't Act, Don't Move, Sleep, Charm, Innocent, Faith; A: Dead 1D Arc Duke Barinten I: Invite 1E Holy Knight Agrias I: Invite 1F Temple Knight Beowulf I: Invite 20 White Knight Wiegraf1 I: Undead, Dead, Petrify, Invite, Confusion, Blood Suck, Transparent, Reraise, Frog, Chicken, Berserk, Sleep, Charm, Death Sentence 21 Arc Witch Balmafula I: Invite 22 Engineer Mustadio [Maintenance] I: Invite 23 Bi-count Rudvich I: Invite 24 Divine Knight Vormav I: Undead, Dead, Confusion, Invite, Petrify, Transparent, Reraise, Frog, Chicken, Berserk, Poison, Stop, Sleep, Charm, Don't Act, Don't Move, Death Sentence 25 Divine Knight Rofel I: Undead, Dead, Confusion, Invite, Petrify, Transparent, Reraise, Frog, Chicken, Berserk, Poison, Stop, Sleep, Charm, Don't Act, Don't Move, Death Sentence 26 Knight Blade Izlude [Concentrate] I: Undead, Dead, Confusion, Invite, Petrify, Transparent, Reraise, Frog, Chicken, Berserk, Poison, Stop, Sleep, Charm, Don't Act, Don't Move, Death Sentence 27 Sorceror Kletian I: Undead, Dead, Confusion, Invite, Petrify, Transparent, Reraise, Frog, Chicken, Berserk, Poison, Stop, Sleep, Charm, Don't Act, Death Sentence 28 White Knight Wiegraf2 I: Undead, Dead, Confusion, Invite, Petrify, Transparent, Reraise, Frog, Chicken, Berserk, Poison, Stop, Sleep, Charm, Don't Act, Don't Move, Death Sentence 29 Heaven Knight Rafa I: Invite 2A Divine Knight Meliadoul I: Invite 2B Engineer Balk [Defense UP, Magic DefendUP, Monster Talk] I: Undead, Dead, Confusion, Invite, Petrify, Transparent, Reraise, Frog, Chicken, Berserk, Poison, Stop, Sleep, Charm, Don't Act, Death Sentence 2C Cleric Alma I: Undead, Crystal, Performing, Defending, Jumping, Charging, Petrify, Invite, Darkness, Confusion, Silence, Blood Suck, Treasure, Critical, Frog, Chicken, Berserk, Transparent, Reraise, Float, Oil, Stop, Slow, Haste, Shell, Protect, Regen, Poison, Death Sentence, Reflect, Don't Act, Don't Move, Sleep, Charm, Innocent, Faith; A: Dead 2D Assassin Celia [Two Swords] I: Dead, Invite, Petrify, Transparent, Frog, Chicken 2E Assassin Lede [Two Swords] I: Dead, Invite, Petrify, Transparent, Frog, Chicken 2F Divine Knight Meliadoul I: Dead, Petrify, Invite 30 Cleric Alma [Defense UP, Magic DefendUP] I: Invite 31 Phony Saint Ajora I: Invite 32 Soldier Cloud I: Invite 33 Arc Knight Zalbag-Z I: Invite 34 Holy Knight Agrias I: Invite 35 Chemist ??? [Throw Item] 36 Priest ??? n/a 37 Wizard ??? n/a 38 Oracle ??? n/a 3C Warlock Velius [Cannot enter water, Martial Arts, Short Charge] I: Dead, Undead, Crystal, Confusion, Invite, Petrify, Treasure, Blood Suck, Frog, Chicken, Berserk, Transparent, Reraise, Float, Oil, Regen, Poison, Stop, Sleep, Charm, Innocent, Faith, Don't Act, Death Sentence 3D Knight (undead) [Monster Skill] I: Darkness, Invitation, Blood Suck, Transparent, Reraise, Regen, Poison, Charm, Death Sentence; A: Undead 3E Angel of Death Zalera [Cannot enter water, Fly, Short Charge, Monster Skill] I: Undead, Dead, Crystal, Confusion, Invite, Petrify, Blood Suck, Silence, Treasure, Oil, Transparent, Reraise, Poison, Stop, Sleep, Charm, Innocent, Faith, Don't Act, Don't Move, Death Sentence; A: Float 3F Archer (undead) [Monster Skill] I: Darkness, Invitation, Blood Suck, Transparent, Reraise, Regen, Poison, Charm, Death Sentence; A: Undead 40 Regulator Hashmalum [Cannot enter water, Short Charge] I: Undead, Dead, Crystal, Confusion, Invite, Petrify, Blood Suck, Silence, Treasure, Frog, Chicken, Berserk, Transparent, Reraise, Float, Oil, Regen, Poison, Stop, Sleep, Charm, Innocent, Faith, Don't Act, Death Sentence 41 Holy Angel Altima1 [Martial Arts, Short Charge, Teleport 2] I: Undead, Dead, Crystal, Confusion, Invite, Petrify, Blood Suck, Silence, Treasure, Oil, Transparent, Reraise, Poison, Stop, Sleep, Charm, Innocent, Faith, Don't Move, Death Sentence; A: Float 42 Wizard (undead) [Monster Skill] I: Darkness, Invitation, Blood Suck, Transparent, Reraise, Regen, Poison, Charm, Death Sentence; A: Undead 43 Impure King Queklain [Martial Arts, Short Charge] I: Undead, Dead, Crystal, Confusion, Invite, Petrify, Blood Suck, Silence, Treasure, Frog, Chicken, Berserk, Transparent, Reraise, Float, Oil, Regen, Poison, Stop, Sleep, Charm, Innocent, Faith, Don't Act, Death Sentence 44 Time Mage (undead) [Monster Skill] I: Darkness, Invitation, Blood Suck, Transparent, Reraise, Regen, Poison, Charm, Death Sentence; A: Undead 45 Ghost of Fury Adramelk [Cannot enter water, Short Charge] I: Dead, Undead, Crystal, Confusion, Invite, Petrify, Treasure, Blood Suck, Frog, Chicken, Berserk, Transparent, Reraise, Float, Oil, Regen, Poison, Stop, Sleep, Charm, Innocent, Faith, Don't Act, Death Sentence 46 Oracle (undead) [Monster Skill] I: Darkness, Invitation, Blood Suck, Transparent, Reraise, Regen, Poison, Charm, Death Sentence; A: Undead 47 Summoner (undead) [Monster Skill] I: Darkness, Invitation, Blood Suck, Transparent, Reraise, Regen, Poison, Charm, Death Sentence; A: Undead 48 Holy Dragon Reis [Cannot enter water] I: Invite, Blood Suck 49 Arch Angel Altima2 [Face Up, Short Charge, Teleport 2] I: Undead, Dead, Crystal, Petrify, Invite, Darkness, Confusion, Silence, Blood Suck, Treasure, Transparent, Reraise, Oil, Frog, Chicken, Berserk, Regen, Poison, Stop, Sleep, Charm, Innocent, Faith, Death Sentence, Don't Act; A: Float 4A Squire generic n/a 4B Chemist generic [Throw Item] 4C Knight generic n/a 4D Archer generic n/a 4E Monk generic [Martial Arts] 4F Priest generic n/a 50 Wizard generic n/a 51 Time Mage generic n/a 52 Summoner generic n/a 53 Thief generic n/a 54 Mediator generic [Monster Talk] 55 Oracle generic n/a 56 Geomancer generic n/a 57 Lancer generic n/a 58 Samurai generic n/a 59 Ninja generic [Two Swords] 5A Calculator generic n/a 5B Bard generic n/a 5C Dancer generic n/a 5D Mime generic [Concentrate, Martial Arts, Monster Skill] 5E Chocobo Chocobo [Counter, Walk on Water] I: Blood Suck 5F Black Chocobo Chocobo [Counter, Walk on Water] I: Blood Suck 60 Red Chocobo Chocobo [Counter, Walk on Water] I: Blood Suck 61 Goblin Goblin [Counter] I: Blood Suck 62 Black Goblin Goblin [Counter] I: Blood Suck 63 Gobbledeguck Goblin [Counter] I: Blood Suck 64 Bomb Bomb [Counter, Cannot enter water, Float] I: Blood Suck, Oil, Float 65 Grenade Bomb [Counter, Cannot enter water, Float] I: Blood Suck, Oil, Float 66 Explosive Bomb [Counter, Cannot enter water, Float] I: Blood Suck, Oil, Float 67 Red Panther Panther [Counter, Cannot enter water, Ignore Height] I: Blood Suck 68 Cuar Panther [Counter, Cannot enter water, Ignore Height] I: Blood Suck 69 Vampire Panther [Counter, Cannot enter water, Ignore Height] I: Blood Suck 6A Pisco Demon Squid [Counter, Move Underwater] I: Blood Suck 6B Squidlarkin Squid [Counter, Move Underwater] I: Blood Suck 6C Mindflare Squid [Counter, Move Underwater] I: Blood Suck 6D Skeleton Skeleton [Counter] I: Reraise, Regen, Poison, Blood Suck; A: Undead 6E Bone Snatch Skeleton [Counter] I: Reraise, Regen, Poison, Blood Suck; A: Undead 6F Living Bone Skeleton [Counter] I: Reraise, Regen, Poison, Blood Suck; A: Undead 70 Ghoul Ghost [Counter, Cannot enter water, Float, Teleport] I: Reraise, Float, Regen, Poison, Blood Suck; A: Undead 71 Gust Ghost [Counter, Cannot enter water, Float, Teleport] I: Reraise, Float, Regen, Poison, Blood Suck; A: Undead 72 Revenant Ghost [Counter, Cannot enter water, Float, Teleport] I: Reraise, Float, Regen, Poison, Blood Suck; A: Undead 73 Floatiball Ahriman [Counter, Cannot enter water, Fly] I: Blood Suck 74 Ahriman Ahriman [Counter, Cannot enter water, Fly] I: Blood Suck 75 Plague Ahriman [Counter, Cannot enter water, Fly] I: Blood Suck 76 Juravis Bird [Counter, Cannot enter water, Fly] I: Blood Suck 77 Steel Hawk Bird [Counter, Cannot enter water, Fly] I: Blood Suck 78 Cockatoris Bird [Counter, Cannot enter water, Fly] I: Blood Suck 79 Uribo Pig [Counter, Cannot enter water] I: Blood Suck 7A Porky Pig [Counter, Cannot enter water] I: Blood Suck 7B Wildbow Pig [Counter, Cannot enter water] I: Blood Suck 7C Woodman Dryad [Counter, Cannot enter water] I: Blood Suck, Float 7D Trent Dryad [Counter, Cannot enter water] I: Blood Suck, Float 7E Taiju Dryad [Counter, Cannot enter water] I: Blood Suck, Float 7F Bull Demon Minotaur [Counter, Cannot enter water] I: Blood Suck, Float 80 Minitaurus Minotaur [Counter, Cannot enter water] I: Blood Suck, Float 81 Sacred Minotaur [Counter, Cannot enter water] I: Blood Suck, Float 82 Morbol Marlboro [Counter, Move in Water] I: Blood Suck, Float 83 Ochu Marlboro [Counter, Move in Water] I: Blood Suck, Float 84 Great Morbol Marlboro [Counter, Move in Water] I: Blood Suck, Float 85 Behemoth Behemoth [Counter, Cannot enter water] I: Blood Suck, Float 86 King Behemoth Behemoth [Counter, Cannot enter water] I: Blood Suck, Float 87 Dark Behemoth Behemoth [Counter, Cannot enter water] I: Blood Suck, Float 88 Dragon Dragon [Counter, Cannot enter water] I: Blood Suck, Float 89 Blue Dragon Dragon [Counter, Cannot enter water] I: Blood Suck, Float 8A Red Dragon Dragon [Counter, Cannot enter water] I: Blood Suck, Float 8B Hyudra Hydra [Counter, Cannot enter water, Fly] I: Blood Suck, Float 8C Hydra Hydra [Counter, Cannot enter water, Fly] I: Blood Suck, Float 8D Tiamat Hydra [Counter, Cannot enter water, Fly] I: Blood Suck, Float 90 Byblos Apanda [Counter, Cannot enter water, Ignore Height, Secret Hunt] I: Invite, Blood Suck 91 Steel Giant Worker 8 [Counter, Cannot enter water, Any Ground, Any Weather] I: Undead, Dead, Petrify, Invite, Darkness, Blood Suck, Silence, Frog, Chicken, Berserk, Transparent, Reraise, Float, Oil, Stop, Slow, Haste, Shell, Protect, Regen, Poison, Faith, Charm, Sleep, Death Sentence, Reflect, Don't Act, Don't Move; A: Innocent 96 Apanda Apanda [Counter, Cannot enter water, Ignore Height, Short Charge] I: Invite, Blood Suck, Float 97 Serpentarius Elidibs [Counter, Cannot enter water, Short Charge] I: Undead, Dead, Crystal, Invite, Petrify, Confusion, Blood Suck, Silence, Treasure, Float, Reraise, Transparent, Chicken, Berserk, Regen, Poison, Sleep, Charm, Don't Act, Don't Move, Death Sentence 99 Archaic Demon Demon [Counter, Cannot enter water, Short Charge] I: Invite, Blood Suck, Float, Transparent 9A Ultima Demon Demon [Counter, Cannot enter water, Martial Arts, Short Charge] I: Invite, Blood Suck, Float, Transparent ------------------------------------------------------------------------------- (NN APPENDIX A .NNNL ______________________________________________________________ .NNNNN) ============================================================== N)4NNNN. JF NNNNN Aaditya Rangan's Theory of Gameflow (NNNNNNNNNL .N` `NNNN) ______________________________________________________________ _NN_. ._NNNNN_. ============================================================== CREDITS ********************************************************* > Aaditya Rangan developed essentially all the ideas presented in this section. ********************************************************* _______________________________________________________________________________ [A.1] action and reaction ========================================================================= Before considering FFT's gameflow, it is important to understand the three following terms: - A SLOW ACTION is any attack which requires a charging time between the time it is selected and the time when it is actually executed. Each slow action has an associated value known as 'ctr' (clockticks till resolution) which specifies this duration in clockticks. Slow actions can only resolve during SR phases. - A FAST ACTION is any attack which is resolved immediately upon selection. Fast actions resolve during CR phases; slow actions can never resolve in a CR phase. - A REACTION is any counterattack or ability immediately executed by the target of a just-resolved slow action, fast action, or act of mimicry. Reaction abilities cannot be reacted to or mimed. The nature of the reaction is determined by a unit's reaction ability. An altered version of Newton's third law governs reaction abilities in FFT: every action has a _chance_ to generate a reaction; however, as mentioned above, reactions do not count as actions themselves. Simple, huh? Now, for the good stuff... _______________________________________________________________________________ [A.2] basic gameflow ========================================================================= * NOTE: This section is based ENTIRELY on the theory of gameflow developed by Aaditya Rangan . I, Aerostar, take NO credit for this information. All credit should go to Aaditya. THE CHARACTER-LIST At the beginning of each battle, enemy and ally characters are assigned numbers in a character_list, as follows. (1) Each enemy (red) formation comes with pre-selected enemy index_numbers. These units are numbered first in the character_list, starting at 01. (2) The numbers of the player (blue) units are determined by the player's placement of the units on the map before battle, in this order: ________________ /_L_/_K_/_J_/_I_/ /_H_/_G_/_F_/_E_/ /_D_/_C_/_B_/_A_/ (the actual perspective seen in the game is this drawing rotated roughly 30 degrees clockwise) The three 'rows' are ABCD, EFGH, and IJKL. Sometimes a map will have more rows than this, but you should be able to deduce the pattern for any map from this drawing. Squares are alphabetized (well, not really, but it makes it easier to visualize) in rows, the foremost row being considered first and the rearmost being considered last. Letter 'A' is assigned to the rightmost square in the foremost row. Blue units are then numbered sequentially on the character_list, starting from 17, based on the squares they are standing on in alphabetical order. In the case of multiple units with CT >= 100, the one with the lowest number on the character_list gets to go first. Since each unit has a unique number, this resolves all ties. PHASES OF BATTLE Once the character_list is formed, gameflow proceeds as follows: S+ phase SR phase C+ phase CR phase Status Check This applies to ordinary battle situations -- i.e., no miming, critical quicking, counter-magic quick loops or the like. See sections [A.3] and [A.4] for that type of stuff. :) ~ S+ phase ~ One 'clocktick' is defined as the duration of time between two consecutive S+ phases. During this phase, the AT_list is checked, and every eligible slow-action has its ctr_countdown decremented by 1 (see below). Every slow_action has some initial_ctr that counts down during the S+ phase. If two slow_actions reach zero at the same time, the slow_action spawned by the character with the lower number on the character_list is resolved first. The initial ctr values are as follows: Charge +1 ............ 4 Charge +2 ............ 5 Charge +3 ............ 6 Charge +4 ............ 8 Charge +5 ........... 10 Charge +7 ........... 14 Charge +10........... 20 Charge +20........... 35 JUMP ................ [50 / (jumper's speed)] 5 SP actions ........ 20 7 SP actions ........ 15 10 SP actions ....... 10 12 SP actions ....... 9 13 SP actions ....... 8 15 SP actions ....... 7 17 SP actions ....... 6 20 SP actions ....... 5 25 SP actions ....... 4 34 SP actions ....... 3 50 SP actions ....... 2 'SP' refers to the Speed stat that is listed for the attack in the game. Notice that SP will only take on the values 5, 7, 10, 12, 13, 15, 17, 20, 25, 34, and 50. This is because it doesn't really exist per se: rather, it's just an encoded form of the ctr: SP = RU{100/ctr}. All slow_actions, EXCEPT THOSE ON THE LIST THAT FOLLOWS, have their initial ctr affected by Short Charge: short_ctr = RU{initial_ctr/2}. List of actions not affected by Short Charge: - JUMP command - CHARGE commands - SING commands - DANCE commands Slow_actions whose ctrs are altered by short-charge can also be made into fast_actions by the 'Non-charge' ability. In that case, they are treated *as* fast_actions and not as slow_actions. All active ctr_countdowns are decremented by 1 in the S+ phase, but nothing else can 'happen'. Character's don't gain CT, nobody gets any turns, and spells don't go off. Nothing happens. ~ SR phase ~ During this phase, slow actions can resolve. That is, all the slow actions on the AT_list are checked, and all those whose ctr_countdowns are at zero AND whose casters are healthy are executed. Slow actions that aren't fully charged are simply ignored. When a slow action resolves, each target, in character_list order, is given a chance to react (i.e., activate his reaction ability). Characters don't increment CT during this phase. Slow actions don't charge up during this phase. No characters can take any turns during this phase (with the exception of quick-turns, of course). ~ C+ phase ~ During this phase, characters charge up their CT. Each character adds to his CT appropriately: CT_increment = (character's Speed) Even if a character's CT exceeds 100, the extra CT _will_ be stored (though not displayed on the CT bar). No slow actions charge up in this phase, and no slow actions are resolved. No characters get any turns. ~ CR phase ~ During this phase, characters can take their standard (non-quick)turns. That is, characters get their 'natural' AT's during this phase. No slow actions charge. No slow actions resolve. No characters charge. During a character's turn he can execute a fast-action or he can start charging a slow-action. If multiple characters have CT >= 100, the order is determined by the enumeration in the character_list; characters with lower numbers go first When a fast action resolves, each target, in character_list order, is given a chance to react. Reaction abilities are NOT considered fast actions; they are 'faster than fast'. Once a character takes a turn, his CT is decreased as follows: If character moved and acted --> new_CT = min(60, CT - 100) If character moved but did not act --> new_CT = min(60, CT - 80) If character acted but did not move --> new_CT = min(60, CT - 80) If character neither moved nor acted --> new_CT = min(60, CT - 60) Note that if you have 'Don't Move' or 'Don't Act', for CT purposes the game always considers that you have already moved or acted: i.e., a 'Don't Move' character that waits or a 'Don't Act' character that doesn't move will still have his CT reduced by 80. If a unit has both 'Don't Move' and 'Don't Act', his CT will always be reduced by 100. ~ Status Check phase ~ The character_list is checked in order, and all status effects whose ctr_countdowns have reached zero are removed. The initial ctr_countdown values for the timed status effects follow: STATUS INITIAL CTR -------------- ------------- Charm ........ 31 clockticks Don't Act .... 23 clockticks Don't Move ... 23 clockticks Faith ........ 31 clockticks Haste ........ 31 clockticks Innocent ..... 31 clockticks Poison ....... 35 clockticks Protect ...... 31 clockticks Reflect ...... 31 clockticks Regen ........ 35 clockticks Shell ........ 31 clockticks Slow ......... 23 clockticks Sleep ........ 59 clockticks Stop ......... 19 clockticks After the status check, the loop has been traversed once and starts anew at the next S+ phase. _______________________________________________________________________________ [A.3] the mime-cycle ========================================================================= Ah, Mimes... probably one of the most useless classes in Final Fantasy Tactics because of the complexity involved in coordinating their mimicry. However, this one job, seldom actually used in the game, presents a host of new gameflow possibilities due to its continual copying of whatever action just happened. Well, sort of. Whenever a fast action or slow action resolves, a mime-cycle ensues. During the mime-cycle, each mime in battle will have a chance to mimic the last action that was taken (call this the last_action). ONE last_action is stored in the game's memory, along with who performed that last_action. Reaction abilities are NOT written into the last_action. If the Mime in question is not on the same team as the person who performed the last_action, the last_action is NOT mimicked (this prevents mimicking enemy actions). Note that mimicked actions do NOT count as fast actions; they, like reaction abilities, are 'faster than fast'. Upon mimicking an action, the mime's target(s) get a chance to react to the mimicry in order determined by the character list; then the next mime in the character_list mimics. This goes on until no more eligible mimes remain. _______________________________________________________________________________ [A.4] the quick and the dead ========================================================================= Of all FFT's 400-or-so spells and effects, there is one that presents more gameflow nightmares than any other -- this is the Time Mage spell, Quick, and its related reaction ability, Critical Quick. When a target is given the 'Quick' status, his CT is set to 100 (or sometimes 154 for mimed Quick -- probably a glitch) and he receives a 'quick-flag'. This quick-flag indicates that the character is in line to receive a quick-turn. A quick-turn is distinguished from a normal turn in that it can occur during ANY phase of battle, not just the CR. What creates the difficulty are our friends, the Mimes, which can mimic the Quick spell and hand out quick-flags during the mime-cycle! And to boot, Quick can be Counter Magicked (WHY, Squaresoft?!), which means a mimed Quick can be thrown back at the mime in the middle of the mime-cycle, creating a really nasty gameflow mess. To guide us through this mire of *cough* quick-sand *cough*, here is a superb analysis of the whole Quick-Mime-Counter Magic from the gameflow guru, Aaditya Rangan : - Begin Aaditya's section. What follows was NOT written by me, but by Aaditya Rangan. This is some amazing stuff. - -[QUOTE]----------------------------------------------------------------------- PRELIMINARIES 0. An action (i.e., a fast action, or the resolution of a slow action) will always immediately spawn a reaction. Every action will ALWAYS allow for its targets to react. In other words, nobody can take quick-turns in between an action and its reactions. 1. A mime-cycle is when the mimes are checked in character_list order, and all the eligible mimes mimic the last_action. After each mime mimics the last action, his target gets a chance to react. Then the next mime on the list mimicks the last_action, and so on. Mime-cycles are always completed. That is, they are never interrupted. Nobody can take a quick-turn (of any type) in the middle of a mime-cycle. So basically, all a mime-cycle can do (for my purposes) is hand out a bunch of quick-flags all over the place. There is no way anybody can do anything 'funny' in the middle of a mime-cycle, and the mime-cycle is completely determined by the last_action (defined prior to the mime-cycle). 2. The game sometimes checks for quick-turns in between actions and mime-cycles. The game sometimes checks for quick-turns after mime-cycles. This is why I must introduce the notion of a 'quick- safety'. This can be either on or off. The quick-safety is basically some bit toggled somewhere which switches the gameflow between 'safe' mode (no quick-turns happening here, no siree) and 'quick' mode (alas! must resolve multiple quick-turns). The only reason I am introducing this quick-safety is that quick-turn resolution during SR phases makes NO SENSE without it. 3. There seem to be four different types of Quick. There is Quick (the spell); there is Critical Quick (the reaction); there is mime-Quick (when a character gets hit with the Quick spell during a mime-cycle); and there is mime-Critical Quick (when a character Critical Quicks during a mime-cycle). As far as I can tell, Counter Magic-Quick (the reaction) and Quick (the spell) are equivalent. So a character can have no quick flag, a quick-spell-flag, a critical-quick-flag, a mime-quick-spell-flag, or a mime-critical-quick-flag. I will denote these with N-flag, QS-flag, CQ-flag, MQS-flag and MCQ-flag respectively. 4. As far as I can tell right now, the only observable difference between MQS and MCQ is that MQS raises CT to 100, whereas MCQ raises CT to 154 (what the hell is that all about?). What is even more weird is that MCQ only raises CT to 154 most of the time -- sometimes it only raises CT to 100. QS is definitely different from CQ, and I'm pretty sure CQ is different from MCQ. So I'm guessing that QS is different from MQS. 5. As you probably guessed, the difference between QS and CQ has to do with the quick-safety. I'll get into that later. ENTER THE JUNGLE The standard way events are resolved is: 1. Resolve the initial basic action (and redefine last_action). This step can apply a QS-flag. 2. Resolve the initial reaction(s). This step can apply (several) CQ-flags. It can also apply a QS-flag (via Counter Magic). 3. Check the character_list for quick-flags. If nobody has any quick-flags, head on to step 4. Otherwise give the first quick-flagged character on the list a quick-turn. This character can act, and redefine the last-action. Then allow all appropriate reactions (hence applying CQ-flags). After the reactions, ignore the rest of the quick-flagged characters on the character_list, and immediately skip to the... 4. Mime-cycle. Examining the last_action, all eligible mimes do their thing. Each mime is checked in order of the character_list, and the first eligible mime acts (and triggers reactions). Then the next eligible mime acts (and triggers reactions), and so on. This allows the distribution of several MQS-flags or MCQ-flags. At the end of the mime-cycle, the last_action is cleared (set to null). 5. Check the character_list for quick-flags. If nobody has any quick-flags, head on to step 6. Otherwise, give the first quick-flagged character on the list a quick-turn. If that character acts, he redefines the last-action. Then allow all appropriate reactions (hence applying cq-flags). After this character's quick-turn is finished, go back to step 4. 6. Now the initial basic action is considered to have ended. The last-action is cleared, and the game moves on. (If we were in an SR phase, the game would check for the next eligible slow-action, and (if it finds one) then head back to step 1). If we were in a CR phase, the game would check for the next eligible character, and give them an AT. So what's the problem? Well, often during SR phases, steps 3 and 5 above are SKIPPED. That is, characters who should get quick-turns are instead 'passed over' until later (this is where I get to the quick-safety)... Once I explain this, it should generalize to the CR phases. (If you think that steps 3 and 5 are basically the same step, then you're right. I am pretty sure that 3 and 5 both involve calling the same subroutine to resolve the first quick-turn on the character_list. The only difference is that skipping 3 leads to 4, whereas skipping 5 leads to 6 (a difference in the function call only, not the subroutine)). So here are some rules to fix all this wackiness. First assume that the game ONLY looks at step 3 and 5 if the quick-safety is OFF (that is, steps 3 and 5 are automatically skipped if the game is in 'safe' mode). a. At the beginning of step 1, the character_list is checked for quick-flags. If anybody has any quick-flags, the quick-safety is turned OFF (that is, the game enters 'quick' mode). Otherwise, the quick-safety is turned ON (the game falls into 'safe' mode). b. If step 1 (or 2) applies a QS-flag, the quick-safety is turned OFF (note that application of a CQ-flag does NOT turn the safety off). So if the initial actor quick-spells somebody (or is hit by Counter Magic-Quick), then the game is put into 'quick' mode. c. Now, after step 2, the game will enter step 3 only if it is in 'quick' mode. If the quick-safety is on, the game will skip straight to step 4. d. At the beginning of step 4, the character_list is checked for quick-flags. If anybody has any quick-flags, the quick-safety is turned off. Otherwise, the quick-safety is not altered. The quick-safety is not altered during the resolution of the mime cycle. That is, the application of MQS-flags or MCQ-flags won't switch the game into 'quick' mode. So unless the quick-safety was OFF to begin with, the game will skip straight to step 6 after the mime-cycle. e. During step 6, the quick-safety is turned ON (and the game is put back into 'safe' mode). Now, this explains everything I have observed so far. Quick-spell (and Counter Magic-Quick) will immediately put the game into quick mode. That means that somebody will get a quick-turn before the resulting mime-cycle. Critical Quick will NOT put the game into quick-mode, until AFTER step 3 (at the beginning of step 4). That means that CQ won't trigger a quick- turn until after the resulting mimecycle. In addition (and this is the most important part), MimeQS and MimeQC will NOT switch the game into quick mode. That means that if the game is in safe mode BEFORE the mime-cycle, and then some MimeQS-flags or MimeCQ-flags are applied, those quick-turns get skipped until later (until the next 'step 3' comes around, to be more precise). SUMMARY Here's a more concise version of what goes on. The above steps can be rewritten as follows: 1. Resolution of basic initial action: 1a. If there are any quick-flags, turn quick-safety OFF. 1b. Resolve basic inital action, handing out QS-flags as needed. 1c. Rewrite last_action appropriately. (including information about the action taken, and the team that took that action). 1d. Go on to step 2. 2. Resolution of basic initial reaction(s): 2a. Resolve basic initial reaction(s) (in character_list order), handing out QS-flags and CQ-flags as needed. 2b. If there are any QS-flags, turn quick-safety OFF. 2c. If the quick-safety is off, go to step 3. 2d. If the quick-safety is on, go to step 4. 3. Resolution of the first quick-turn: 3a. Check the character_list for the first fellow with a quick-flag. 3b. Give that sap a turn. 3c. If he acts, rewrite the last_action appropriately. 3d. If he acted, resolve all the reactions, and hand out the CQ-flags as needed. 3e. Go on to step 4. 4. Mime-cycle: 4a. If there are any quick-flags, turn quick-safety OFF. 4b. Go through the mime-cycle (I won't bore you with the details), handing out MQS-flags and MCQ-flags as necessary. 4c. Clear the last_action (rewrite it to empty). 4d. If the quick-safety is off, go to step 5. 4e. If the quick-safety is on, go to step 6. 5. Resolution of the first quick-turn: 5a. Check the character_list for the first fellow with a quick-flag. 5b. If there aren't any quick-flags, go on to step 6. 5c. Otherwise, give the first character on the charcter_list a quick-turn. 5c. If he acts, rewrite the last_action appropriately. 5d. If he acted, resolve all the reactions, and hand out the CQ-flags as needed. 5e. Go back to step 4. 6. End of action: 6a. If in an SR phase, turn quick-safety on. 6b. If in an SR phase, look for the next slow-action on the character_list. 6c. Once you find it, go back to step 1. EXAMPLE Now here is an easily reproducible example that illustrates the need for the quick-safety. A,B and C all have CT 100, speed 99, and Short Charge. D and E are mimes. A starts casting Quick (targets an empty panel) B waits C waits (time passes, and every character's CT increments) A, B, C all wait (time passes) A's Quick goes off, and misses D mimes A and hits C E mimes A and hits B (every character's CT increments) Now, during the subsequent CR phase, the turn order is B, C, A As you can see, B and C definitely got quick-flags (MQS-flags, to be exact). But they did not get quick-turns until the following CR phase. In other words, they were ignored during the SR phase. There was a mime-cycle during the SR phase (after A's quick-spell went off). And yet B and C did NOT get quick-turns right after the mime-cycle. The reason is that at the beginning of the mime-cycle, nobody had any quick-flags, and so the game stayed in 'safe' mode. Here is a slightly different example. A,B and C all have CT 100, speed 99, and Short Charge. D and E are mimes. A starts casting Quick (targets an empty panel) B and C wait. (time passes, and every character's CT increments) B starts casting Haste (targets an empty panel) C starts casting Haste (targets an empty panel) (time passes) A's Quick spell goes off, missing. D mimes A, and hits C with a Quick spell E mimes A, and hits B with a Quick spell B's Haste spell goes off B gets a quick-turn B waits D mimes B, and hits C with a Haste spell E mimes B, and hits C with a Haste spell C gets a quick-turn C waits (every character's CT increments) Now, during the subsequent CR phase, the turn order is A, B, C Now you can see the effect of the quick-safety. Since there were no quick-flags during A's action, the game was left in safe mode. So after the resultant mime-cycle, C and B were ignored. However, at the beginning of B's haste spell, the game switched to 'quick' mode. Then, B got a quick-turn BEFORE the resultant mime-cycle. After B finished, the mime-cycle went off, and then C got a quick-turn. After C finished, every character's CT incremented. -------------------------------------------------------------------[END QUOTE]- Well, that pretty much covers gameflow -- thanks again to Aaditya Rangan for providing all that information. "NNNNN"NNNN. APPENDIX B NNNNN NNNNN ______________________________________________________________ NNNNN NNNNN ============================================================== NNNNNJNN"` NNNNN` NNNNL Details on Weapons, Shields, and Mantles NNNNN NNNNN NNNNN NNNNN ______________________________________________________________ NNNNNNNNNN" ============================================================== _______________________________________________________________________________ [B.1] weapons ========================================================================= Here, for your reference, is a list of all of FFT's weapons, the formulae to calculate damage from them, their ranges, weapon powers, costs, and special effects. 'YES Two Swords' means that one of this type of weapon may be held in each hand using the 'Two Swords' support ability. 'YES Two Hands' means that equipping the 'Two Hands' support ability will allow you to grip this type of weapon in both hands, doubling damage. 'Both hands only' means that the weapon can only be held in both hands, and that 'Two Hands' has no effect on the weapon's damage. DAGGERS: [(PA + Sp) / 2] * WP Range 1v2 (from below) / 1v3 (from above) YES Two Swords NO Two Hands ------------------------------------------------------------------------------ ## NAME WP Ev COST DESCRIPTION/COMMENTS/SPECIAL EFFECTS -- -------------- -- -- ----- -------------------------------------------- 01 Dagger 3 0 100 02 Mythril Knife 4 5 500 03 Blind Knife 4 5 800 Add: Darkness (20%) 04 Mage Masher 4 5 1500 Add: Silence (20%) 05 Platina Dagger 5 10 1800 06 Main Gauche 6 40 3000 07 Orichalcum 7 5 4000 08 Assassin Dagger 7 5 5000 Add: Death Sentence (20%) 09 Air Knife 10 5 8000 Wind-elemental 0A Zorlin Shape 12 10 12000 Add: Sleep (20%) NINJA SWORDS: [(PA + Sp) / 2] * WP Range 1v2 (from below) / 1v3 (from above) YES Two Swords YES Two Hands ------------------------------------------------------------------------------ ## NAME WP Ev COST COMMENTS/SPECIAL EFFECTS -- -------------- -- -- ----- -------------------------------------------- 0B Hidden Knife 8 5 3000 0C Ninja Knife 9 5 5000 0D Short Edge 10 5 7000 0E Ninja Edge 12 5 10000 0F Spell Edge 13 5 16000 Add: Don't Act (20%) 10 Sasuke Knife 14 15 10 11 Iga Knife 15 10 10 12 Koga Knife 15 5 10 SWORDS: PA * WP Range 1v2 (from below) / 1v3 (from above) YES Two Swords YES Two Hands ------------------------------------------------------------------------------ ## NAME WP Ev COST COMMENTS/SPECIAL EFFECTS -- -------------- -- -- ----- -------------------------------------------- 13 Broad Sword 4 5 200 14 Long Sword 5 10 500 15 Iron Sword 6 5 900 16 Mythril Sword 7 8 1600 17 Blood Sword 8 5 2500 Absorbs damage as HP (reversed vs. Undead) 18 Coral Sword 8 5 3300 Lightning-elemental 19 Ancient Sword 9 5 5000 Add: Don't Move (20%) 1A Sleep Sword 9 5 5000 Add: Sleep (20%) 1B Platinum Sword 12 10 11000 1C Diamond Sword 10 10 8000 1D Ice Brand 13 10 14000 Ice-elemental; M: Ice 2 1E Rune Blade 14 15 20000 MA +2 1F Nagrarock 1 50 10 Add: Frog (20%) 20 Materia Blade 10 10 10 Required to enable LIMIT command KNIGHT SWORDS: [PA * Br/100] * WP Range 1v2 (from below) / 1v3 (from above) YES Two Swords YES Two Hands ------------------------------------------------------------------------------ ## NAME WP Ev COST COMMENTS/SPECIAL EFFECTS -- -------------- -- -- ----- -------------------------------------------- 21 Defender 16 60 40000 22 Save the Queen 18 30 10 Always: Protect 23 Excalibur 21 35 10 NON-ELEMENTAL. Absorb: Holy. M: Holy. Strengthen: Holy. Always: Haste. 24 Ragnarok 24 20 10 Always: Shell 25 Chaos Blade 40 20 10 Always: Regen. Add: Petrify (20%) KATANA: [PA * Br/100] * WP Range 1v2 (from below) / 1v3 (from above) YES Two Swords YES Two Hands ------------------------------------------------------------------------------ ## NAME WP Ev COST COMMENTS/SPECIAL EFFECTS -- -------------- -- -- ----- -------------------------------------------- 26 Asura Knife 7 15 1600 27 Koutetsu Knife 8 15 3000 28 Bizen Boat 9 15 5000 29 Murasame 10 15 7000 At least one of the appropriate katana 2A Heaven's Cloud 11 15 8000 must be in stock in order to use the 2B Kiyomori 12 15 10000 corresonding DRAW OUT attack. 2C Muramasa 14 15 15000 2D Kikuichimoji 15 15 22000 2E Masamune 18 15 10 2F Chirijiraden 25 15 10 AXES: WP * F | F = (1..PA) Range 1v2 (from below) / 1v3 (from above) Both hands only NO Two Swords ------------------------------------------------------------------------------ ## NAME WP Ev COST COMMENTS/SPECIAL EFFECTS -- -------------- -- -- ----- -------------------------------------------- 30 Battle Axe 9 0 1500 31 Giant Axe 12 0 4000 32 Slasher 16 0 12000 Add: Slow (20%) RODS: PA * WP Range 1v2 (from below) / 1v3 (from above) YES Two Swords YES Two Hands ------------------------------------------------------------------------------ ## NAME WP Ev COST COMMENTS/SPECIAL EFFECTS -- -------------- -- -- ----- -------------------------------------------- 33 Rod 3 20 200 34 Thunder Rod 3 20 400 Lightning-elemental. Strengthen: Lightning M: Bolt 35 Flame Rod 3 20 400 Fire-elemental. Strengthen: Fire M: Fire 36 Ice Rod 3 20 400 Ice-elemental. Strengthen: Ice M: Ice 37 Poison Rod 3 20 500 Add: Poison (20%) 38 Wizard Rod 4 20 8000 MA +2 39 Dragon Rod 5 20 12000 3A Faith Rod 5 20 10 Always: Faith. Add: Faith (20%) STAVES: MA * WP Range 1v2 (from below) / 1v3 (from above) YES Two Swords YES Two Hands ------------------------------------------------------------------------------ ## NAME WP Ev COST COMMENTS/SPECIAL EFFECTS -- -------------- -- -- ----- -------------------------------------------- 3B Oak Staff 3 15 120 3C White Staff 3 15 800 Cancel: Death Sentence 3D Healing Staff 4 15 4000 Restores HP instead of damaging HP 3E Rainbow Staff 4 15 4000 3F Wizard Staff 5 15 2200 MA +1 40 Gold Staff 6 15 7000 41 Mace of Zeus 6 15 10 PA +2, MA +1 42 Sage Staff 7 15 10 HAMMERS: WP * F | F = (1..PA) Range 1v2 (from below) / 1v3 (from above) YES Two Swords YES Two Hands ------------------------------------------------------------------------------ ## NAME WP Ev COST COMMENTS/SPECIAL EFFECTS -- -------------- -- -- ----- -------------------------------------------- 43 Flail 9 0 1200 44 Flame Whip 11 0 4000 Fire-elemental. M: Fire 2. 45 Morning Star 16 0 9000 46 Scorpion Tail 23 0 40000 GUNS, PHYSICAL: WP * WP 3 <= Range <= 8 (line of sight) NO Two Swords NO Two Hands ------------------------------------------------------------------------------ ## NAME WP Ev COST COMMENTS/SPECIAL EFFECTS -- -------------- -- -- ----- -------------------------------------------- 47 Romanda Gun 6 5 5000 48 Mythril Gun 8 5 15000 49 Stone Gun 16 5 10 Start: Petrify GUNS, MAGICAL: [CFa/100 * TFa/100 * Q * WP] Q = 14 : 60% of the time Q = 18 : 30% of the time Q = 24 : 10% of the time 3 <= Range <= 8 (line of sight) NO Two Swords NO Two Hands ------------------------------------------------------------------------------ ## NAME WP Ev COST COMMENTS/SPECIAL EFFECTS -- -------------- -- -- ----- -------------------------------------------- 4A Blaze Gun 20 5 10 Casts Ice (60%), Ice 2 (30%), Ice 3 (10%) 4B Glacier Gun 21 5 10 Casts Fire (60%), Fire 2 (30%), Fire 3 (10%) 4C Blast Gun 22 5 10 Casts Bolt (60%), Bolt 2 (30%), Bolt 3 (10%) CROSSBOWS: PA * WP 3 <= Range <= 4 (line of sight) NO Two Swords NO Two Hands ------------------------------------------------------------------------------ ## NAME WP Ev COST COMMENTS/SPECIAL EFFECTS -- -------------- -- -- ----- -------------------------------------------- 4D Bow Gun 3 5 400 4E Night Killer 3 5 1500 Add: Darkness (20%) 4F Cross Bow 4 5 2000 50 Poison Bow 4 5 4000 Add: Poison (20%) 51 Hunting Bow 6 5 8000 52 Gastrafitis 10 5 20000 LONGBOWS: [(PA + Sp) / 2] * WP 3 <= Range <= 5 + [height_difference/2] (line of sight or parabolic arc) Both hands only NO Two Swords ------------------------------------------------------------------------------ ## NAME WP Ev COST COMMENTS/SPECIAL EFFECTS -- -------------- -- -- ----- -------------------------------------------- 53 Long Bow 4 0 800 54 Silver Bow 5 0 1500 55 Ice Bow 5 0 2000 Ice-elemental. M: Ice 56 Lightning Bow 6 0 3000 Lightning-elemental. M: Bolt 57 Windslash Bow 8 0 8000 Wind-elemental 58 Mythril Bow 7 0 5000 59 Ultimus Bow 10 0 22000 5A Yoichi Bow 12 0 10 5B Perseus Bow 16 0 10 INSTRUMENTS: [(PA + MA) / 2] * WP Range 3 (and only 3) (line of sight) NO Two Swords NO Two Hands ------------------------------------------------------------------------------ ## NAME WP Ev COST COMMENTS/SPECIAL EFFECTS -- -------------- -- -- ----- -------------------------------------------- 5C Ramia Harp 10 10 5000 Add: Confusion (20%) 5D Bloody Strings 13 10 10000 Absorbs damage as HP (reverse vs. Undead) 5E Fairy Harp 15 10 10 Add: Charm (20%) DICTIONARIES: [(PA + MA) / 2] * WP Range 3 (and only 3) (line of sight) NO Two Swords NO Two Hands ------------------------------------------------------------------------------ ## NAME WP Ev COST COMMENTS/SPECIAL EFFECTS -- -------------- -- -- ----- -------------------------------------------- 5F Battle Dict 7 15 3000 60 Monster Dict 8 15 6000 61 Papyrus Plate 9 15 10000 62 Madlemgen 11 15 30000 SPEARS: PA * WP Range 2v3 (4 directions) NO Two Swords YES Two Hands ------------------------------------------------------------------------------ ## NAME WP Ev COST COMMENTS/SPECIAL EFFECTS -- -------------- -- -- ----- -------------------------------------------- 63 Javelin 8 10 1000 64 Spear 9 10 2000 65 Mythril Spear 10 10 4500 66 Partisan 11 10 7000 67 Oberisk 12 10 10000 68 Holy Lance 14 10 36000 Holy-elemental. M: Holy 69 Dragon Whisker 17 10 44000 6A Javelin 30 10 10 STICKS: MA * WP Range 2v3 (4 directions) NO Two Swords YES Two Hands ------------------------------------------------------------------------------ ## NAME WP Ev COST COMMENTS/SPECIAL EFFECTS -- -------------- -- -- ----- -------------------------------------------- 6B Cypress Rod 6 20 1000 6C Battle Bamboo 7 20 1400 6D Musk Rod 8 20 2400 6E Iron Fan 9 20 4000 6F Gokuu Rod 10 20 7500 Add: Innocent (20%) 70 Ivory Rod 11 20 10000 71 Octagon Rod 12 20 20000 Cancel: Darkness, Silence, Oil, Frog, Poison, Stop, Slow, Don't Move, Don't Act 72 Whale Whisker 16 20 37000 BAGS: F * WP | F = (1..PA) Range 1v3 (from above) / 1v2 (from below) NO Two Swords NO Two Hands Only females can equip ------------------------------------------------------------------------------ ## NAME WP Ev COST COMMENTS/SPECIAL EFFECTS -- -------------- -- -- ----- -------------------------------------------- 73 C Bag 10 0 53000 MA +1 74 FS Bag 20 0 60000 75 P Bag 12 0 52000 Always: Regen 76 H Bag 14 0 58000 Sp +1 CLOTHS: [(PA + MA) / 2] * WP Range 2v3 (4 directions) NO Two Swords NO Two Hands ------------------------------------------------------------------------------ ## NAME WP Ev COST COMMENTS/SPECIAL EFFECTS -- -------------- -- -- ----- -------------------------------------------- 77 Persia 8 50 7000 78 Cashmere 10 50 15000 79 Ryozan Silk 15 50 40000 _______________________________________________________________________________ [B.2] shields ========================================================================= Shields offer both physical (P.SEV) and magical (M.SEV) evasion bonuses. See [1.4] for details. /S-Ev\ ## NAME P. M. COST COMMENTS/SPECIAL EFFECTS -- -------------- -- -- ----- -------------------------------------------- 80 Escutcheon 10 3 400 81 Buckler 13 3 700 82 Bronze Shield 16 0 1200 83 Round Shield 19 0 1600 84 Mythril Shield 22 5 2500 85 Gold Shield 25 0 3500 86 Ice Shield 28 0 6000 Absorb: Ice. Half: Fire. Weak: Lightning 87 Flame Shield 31 0 6500 Absorb: Fire. Half: Ice. Weak: Water 88 Aegis Shield 10 50 10000 MA +1 89 Diamond Shield 34 15 12000 8A Platina Shield 37 10 16000 8B Crystal Shield 40 15 21000 8C Genji Shield 43 0 10 8D Kaiser Plate 46 20 10 Strengthen: Fire, Lightning, Ice 8E Venetian Shield 50 25 10 Half: Fire, Lightning, Ice 8F Escutcheon 75 50 10 _______________________________________________________________________________ [B.3] mantles ========================================================================= Mantles (i.e., capes) offer physical (P.AEV) and magical (M.AEV) evasion bonuses. See [1.4] for details. /A-Ev\ ## NAME P. M. COST COMMENTS/SPECIAL EFFECTS -- -------------- -- -- ----- -------------------------------------------- E5 Small Mantle 10 10 300 E6 Leather Mantle 15 15 800 E7 Wizard Mantle 18 18 2000 MA +1 E8 Elf Mantle 25 25 8000 E9 Dracula Mantle 28 28 15000 EA Feather Mantle 40 30 20000 EB Vanish Mantle 35 0 10 Start: Transparent _______________________________________________________________________________ _______________________________________________________________________________ * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * This FAQ is dedicated to Dr Gamewiz (1936-1999), * * whose years of selfless service to the the Internet * * gaming community were an inspiration to us all. The * * Doc, as he was affectionately called, ran a forum * * on America Online for many years, founded on the * * principle of 'gamesters helping gamesters'. It was * * the best place on AOL to find hints, codes, * * walkthroughs, and altogether nice people, united by the * * Gamewiz slogan, 'BOOLAH!'. There were message boards, * * newsletters, file repositories, and a weekly newsletter * * -- the Doc would never miss an issue. Everyone who * * regularly visited the Gamewiz forum agreed: there was * * just something wonderful and magical about it. Many * * friendships were forged there, some of which are still * * going strong. In 1997, however, AOL terminated its * * contract with the Doc, opting instead to back Antagonist * * Online, a larger, more impersonal forum whose name * * pretty well reveals its nature. Though many Gamewiz * * regulars became disaffected, the Doc, ever the * * optimist, continued assiduously preparing the * * newsletters and kept running his trivia games. Even * * in the face of terminal cancer, the Doc rarely missed * * an issue. On September 28, 1999, Dr Gamewiz passed * * away -- even his eternal optimism could not ward off * * the terrible disease. And so, Doc, this FAQ is for * * you. Wherever you are now, I hope it makes you * * smile. Thanks for giving so much of yourself, and * * know that your work does not go unappreciated. * * BOOLAH! * * ` Aerostar * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * =====- end of file -=========================================================== (c) 2002 Aerostar Final Fantasy Tactics, Squaresoft, and all related indicia are trademarks of Square Electronic Arts, L.L.C. ------------------------------------------------------------------------------- fftmech43.txt * revision 4.31 * 05-13-02 ===============================================================================