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~ version 2.66 ~ ///   FINAL FANTASY TACTICS BATTLE MECHANICS HANDBOOK
  19 jan. 2001    v    by Sam Volo <volo@fas.harvard.edu>
                       with Aaditya Rangan <rangan@math.berkeley.edu>
                       and The Town Knave <townknave@aol.com>


You thought it couldn't get more obscure...

You thought _nothing_ could possibly present more information you
didn't want to know than the FFT Battle Mechanics Handbook....

... and again, we prove you wrong!  Oh yes, this time round, we've
added an entire new part to the guide:  one that explains how
battle flows -- how the so-called Active Time system works, how
event resolution order is determined -- and as if that weren't
enough, a whole section on the Quick spell and its implications
for gameflow!

Don't e-mail us to tell us we're sick; we already know.  <grin>

Since you've already downloaded this file if you're reading this,
sit for a few moments and peruse this gallery of arcane data.
Who knows -- perhaps you'll become an F.F.Tactophile as well. :)

New in this version:

(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 <mahgnitton@hotmail.com> for a thorough
critique of version 1.5 of the FAQ and the contribution of
several pieces of information.  Thanks also to Master Daravon
<beefstew99@aol.com>, who pointed out the inaccuracies in the
monster abilities section in version 2.01.  In addition, kudos
to Aaditya Rangan <rangan@math.berkeley.edu> for dealing with
all the game-flow stuff, which all happens to quickly within
the game for me to deal with <grin>.  Finally, thanks to all the
regulars on the GameFAQs FFT Message Board
<http://cgi.gamefaqs.com/boards/gentopic.asp?board=20051>,
many of whom also offered insightful comments on how I might make
this file better.

Oh yeah, hearty thanks as well to Squaresoft for making the best
#@$@ing game ever to hit American shores. :)

Now grab your TI-83, and enjoy!

(You'd better enjoy... you have _no_ idea how much time I have
spent on this file.  Much more than is healthy, I'd wager). <grin>

- S. Volo
  02 dec 2000
  00:10 est


-_-_-_-_
- - - -
CONTENTS
-_-_-_-_
- - - -

Part 1. Gameflow
        1.1     Action and reaction
        1.2     Basic gameflow
                1.2.1  The Character_list
                1.2.2  Phases of Battle
        1.3     The mime-cycle
        1.4     The Quick and the dead
                By Aaditya Rangan:
                1.4.1  Preliminaries
                1.4.2  Enter the Jungle
                1.4.3  The Problem
                1.4.4  Summary
                1.4.5  Example

Part 2. Mechanics Fundamentals
        2.1     Definitions & abbreviations
        2.2     Signs of the Zodiac
        2.3     Evasion percentages
        2.4     Abnormal status
                2.4.1  Preparation status changes
                2.4.2  Supportive status changes
                2.4.3  Negative status changes
                2.4.4  Damage-derived status changes
                2.4.5  Other status changes
        2.5     Elementals, my dear Watson!
        2.6     A few general notes
                2.6.1  Crystals
                2.6.2  Counter Magic
                2.6.3  JP sharing
                2.6.4  Learning magic
                2.6.5  Thunderstorms
                2.6.6  Inherent abilities
                2.6.7  Summary of damage / probability modifiers
                2.6.8  Blade Grasp

Part 3. Weapon Attacks
        3.1     List of weapon (and barehand) attack formulae
        3.2     Weapon attack modifiers

Part 4. Magical Attacks I:  Damaging Attacks
        4.1     Faith-based magic attacks
        4.2     Spell multiplier chart
        4.3     Non-faith-based magic attacks
        4.4     Magic damage modifiers

Part 5. Magical Attacks II:  Effect & Status Magic
        5.1     Equation
        5.2     Complete list of multipliers
        5.3     Probability modifiers for effect magic

Part 6. Other Attacks
        6.1     Draw Out
        6.2     Throw
        6.3     Punch Art
        6.4     Steal
        6.5     Battle Skill
        6.6     Talk Skill / Allure
        6.7     Sword Skills
        6.8     Elemental (Geomancy)
        6.9     Truth
        6.10    Un-truth
        6.11    Jump
        6.12    Charge

Part 7. Monster Abilities
        7.1     Types of monster attacks
                7.1.1  Physical attack, type I
                7.1.2  Physical attack, type II
                7.1.3  Magical attack, type I
                7.1.4  Magical attack, type II
                7.1.5  Guaranteed-success attacks
        7.2     List of monster attacks

Part 8. Action, Reaction, Support, & Movement Abilities
        8.1     List of action abilities and effects
        8.2     List of reaction abilities and effects
        8.3     List of support abilities and effects
        8.4     List of movement ablities and effects



                  *         *         *


  11     PART ONE
 111     ---------------------------------------------
  11                                          gameflow
  11
  11
 1111

_________________________
[1.1] 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...

____________________
[1.2] basic gameflow
      ==============

* NOTE: This section is based ENTIRELY on the theory of
  gameflow developed by Aaditya Rangan <rangan@math.berkeley.edu>.
  I, S.V., take NO credit for this information.  All credit
  should go to Aaditya.


<1.2.1>  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:

                ____________ (back right of screen)
                \_D_\_H_\_L_\
                 \_C_\_G_\_K_\
                  \_B_\_F_\_J_\
                   \_A_\_E_\_I_\
(front left of screen)

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 front-to-back rows, the leftmost row being
considered first and the rightmost being considered last. Letter 'A'
is assigned to the foremost square in the leftmost 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.


<1.2.2>  PHASES OF BATTLE
         ----------------

Once the character_list is formed, gameflow proceeds as follows:

<do>
S+ phase
SR phase
C+ phase
CR phase
Status Check
<loop>

This applies to ordinary battle situations -- i.e.,
no miming, critical quicking, counter-magic quick loops or the like.
See sections [1.3] and [1.4] 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 = ceiling(100/ctr).

All slow_actions, EXCEPT THOSE ON THE LIST THAT FOLLOWS, have their
initial ctr affected by Short Charge:

short_ctr = ceiling(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.

** NOTE:  If you are reading through this handbook for the
          first time, you will probably want to skip the
          following sections [1.3] and [1.4] until you are
          more familiar with the game's mechanics.  The
          following two sections are perhaps the most complex
          and difficult to understand in the entire handbook.


____________________
[1.3] 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.


____________________________
[1.4] 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 <rangan@math.berkeley.edu>:

- Begin Aaditya's section.  What follows was NOT written by
  S.V., but by Aaditya Rangan.  This is some amazing stuff. -


<1.4.1>  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.


<1.4.2>  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.


<1.4.3>  THE PROBLEM
         -----------

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).


<1.4.4>  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.


<1.4.5>  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 Aaditya's section -

Well, that's pretty much covers gameflow -- thanks again to
Aaditya Rangan for providing all that information.  Now we get
to my own specialty:  game mechanics.  Read... and learn. :)



 22222   PART TWO
22   22  ---------------------------------------------
     22                         mechanics fundamentals
   22
 22
2222222


_________________________________
[2.1] definitions & abbreviations
      ===========================

The following is a list of terms that are helpful in describing
FFT's mechanics; some of them are used by the game and others I
simply defined for the purpose of ease in discussing the game's
mechanics.

- An ATTACK is any action taken in battle except for 'Defend',
  'Wait', or 'Equip Change'.

- The CASTER is the unit (person or monster) executing an attack.

- The TARGET is the unit(s) on the receiving end of the attack.
  The caster and target can be the same unit.

- DAMAGE refers to loss of HP or MP

- 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 is the number next to the sword icon on the middle
  panel of the status screen.  It indicates a character's physical
  attack power.  In this guide, Physical AT is sometimes abbreviated
  'PA'.  Min: 1  Max: 99.  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 is the number next to the sceptre icon on the middle
  panel of the status screen.  It indicates a character's magical
  ability.  In this guide, Magical AT is sometimes abbreviated as
  'MA'.  Min: 1  Max: 99.  Note: if your MA is high enough, you can
  actually raise your effective MA _higher_ than 99 with
  Magic Attack UP.

- 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 the strength of the equipped weapon. It can be
  seen on the middle panel of the status screen, next to the
  letter of the appropriate hand ('R' or 'L'). Min: 0  Max: 40

- A PHYSICAL ATTACK is 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 period of time between two consecutive S+
  phases (see part 1 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.  Slow
  actions can only resolve during SR phases.  See part 1 for details.

- 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.  See part 1 for details.

- 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.

- 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'.  Min: 1 (below 10 = Chicken)  Max: 100

- FAITH, listed on-screen next to Brave, is supposed to represent
  belief in miracles and supernatural phenomena.  It factors into
  both magic damage and rate of success, and is an important
  stat for a mage.  We abbreviate it here as 'Fa'.  Min: 1
  Max: 100 (if it's above 90, any character except Ramza or a
  Guest will leave)

- 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 has
  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.

   beautiful ASCII artwork:
   ~~~~~~~~~~~~~~~~~~~~~~~~
   X: caster
   #: panel in range
   O: affected panel

              O
             OOO          O
             #O#          O                   O
      O     #####         O                  OOO
     #X#   ###X###     ###X###              OOXOO
      #     #####         #                  OOO
             ###          #                   O
              #           #
     1/1     3/2    4directions/             A/3
                    3(1direction)    (caster may or may not
                                      be affected.)


abbreviations & symbols:
------------------------

+ signifies addition
- signifies subtraction
* signifies multiplication
/ signifies division

[X] or floor(X) signifies the greatest integer less than or equal to
X (or, 'always round X _down_ to the nearest one.').  Note that if
X is negative, this means that the absolute value of the number you
round to will always be _greater_ than the number (because more
negative is 'less').  For instance, [1.04] = 1, [-31.9] = -32,
[5] = 5, [10.5] = 10, [-3.0001] = -4, [.7] = 0, [11.999] = 11.
Be sure to note the difference between [ ] and ( ) in the formulae.

((X)) or ceiling(X) signifies the smallest integer greater than or
equal to X (or, 'always round X _up_ to the nearest one).

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 till 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
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
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

>> 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').

>> For the purposes of this handbook, a 'stand-alone' variable shall be
   a monomial which is multiplied by either a constant or a polynomial
   expression to yield the final damage or success%.

   damage = PA * ([PA / 2] + 1),

   the left-hand PA is a stand-alone variable, because it is a monomial
   which, when multiplied by the expression ([PA / 2] + 1), yields the
   resulting damage.

   In the equation, damage = PA * WpnPwr, both PA and WpnPwr stand
   alone.


_________________________
[2.2] signs of the zodiac
      ===================

Every person or monster in FFT has a Zodiac sign.  The interaction
of the Zodiac signs is always an effect in damage calculation.
In general, the better the compatibility, the higher the damage
or the success rate of attacks between two units.

compatibility chart
~~~~~~~~~~~~~~~~~~~

              Ar Ta Ge Cn Lo Vg Li Sc Sa Cp Aq Pi Se
Aries         O  O  O  -  +  O  ?  O  +  -  O  O  O
Taurus        O  O  O  O  -  +  O  ?  O  +  -  O  O
Gemini        O  O  O  O  O  -  +  0  ?  0  +  -  O
Cancer        -  O  O  O  O  O  -  +  O  ?  O  +  O
Leo           +  -  O  O  O  O  O  -  +  O  ?  O  O
Virgo         O  +  -  O  O  O  O  O  -  +  O  ?  O
Libra         ?  O  +  -  O  O  O  O  O  -  +  O  O
Scorpio       O  ?  O  +  -  O  O  O  O  O  -  +  O
Sagittarius   +  O  ?  O  +  -  O  O  O  O  O  -  O
Capricorn     -  +  O  ?  O  +  -  O  O  O  O  O  O
Aquarius      O  -  +  O  ?  O  +  -  O  O  O  O  O
Pisces        O  O  -  +  O  ?  O  +  -  O  O  O  O
Serpentarius  O  O  O  O  O  O  O  O  O  O  O  O  O

O: Neutral
+: Good
-: Bad
?: Worst (same sex), Best (opposite sex), Bad (monsters)

Zodiac compatibility almost always affects damage or
success rate of attacks.  The 'Zodiac Multipliers' (Z) are generally
as follows:

Good compatibility: damage or chance * 1.25
Bad compatibility: damage or chance * 0.75
Best compatibility: damage or chance * 1.50
Worst compatibility: damage or chance * 0.50

Because of the very different formulae for damage and success rates,
as well as rounding issues, the effects of Zodiac compatibility are
discussed for each type of attack individually.

Examples:

A magic attack that would normally do 200 damage, when used by a male Libra,
will do 250 damage if used on an Aquarius or Gemini; will do 150 damage if
cast on a Cancer or Capricorn; will do 100 damage if cast on a male Aries,
and do 300 damage if cast on a female Aries.

Similarly, a spell cast by a female Pisces with a 56% success rate normally,
will have a 70% success rate if cast on a Cancer or Scorpio; a 42% success
rate if cast on a Gemini or Sagittarius; a 28% chance on a female Virgo,
and a 84% chance on a male Virgo.

Since monsters are unisex, they are immune from 'Best' and 'Worst'.  So,
for a monster, any unit that would normally be 'Best' or 'Worst' is instead
'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.

'Critical hits' will sometimes occur at random intervals.  I don't know
if the frequency of these hits has to do with Zodiac compatibility or
not.  Regardless, during a critical hit, damage is calculated as normal,
except critical PA or MA (depending on weapon type) =
[(normal PA or MA) * 4/3].


_________________________
[2.3] evasion percentages
      ===================

When you attack a unit, they have a chance to defend themselves with four
parameters: (1) their natural stealth (C-EV); (2) their shield (S-EV); (3)
their accessory (A-EV); (4) their weapon (W-EV), if they have the support
ability 'Weapon Guard' equipped.  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.

For instance, let's say Ramza attacks Algus -- who is equipped with a
Crystal Shield (P.SEV +40%, M.SEV +15%) and a Feather Mantle (P.AEV +40%,
M.AEV +30%).  The two have neutral Zodiac compatibility.  Let's say that
Algus has no inherent evade%, but his shield and cloak 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 = 60%

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.

Not all attacks are affected by all evade percentages.  See subsection
<2.6.7> for a summary list of attacks and the corresponding evasion
percentages to use.

Some attacks will _always_ have 100% success rates,
regardless of the target's evasion percentages:

- all HOLY SWORD, DARK SWORD, MIGHTY SWORD* attacks
- all Summon Magic except 'Silf', 'Carbunkle', 'Lich'
- all 'Draw Out' attacks
- all FEAR attacks (used by Zodiac beasts)
- TRUTH and UN-TRUTH (that is, if they target the right panels)
- Shadow Stitch, Seal, Stop Bracelet (Assassin skills)
- Cure spells
- Choco Meteor
- Holy
- Dark Holy
- Meteor, Melt, Quake, Tornado
- Flare 2
- Giga Flare, Nanoflare, Lifebreak, Ulmaguest
- Ultima, All-Ultima
- Poison Frog, Midgar Swarm
- Geomancy
- Dash
- LIMIT attacks (Cloud)
- Triple Flame, Triple Thunder, Dark Whisper (on panels they hit)
- Mimic Titan
- Self-Destruct
- a few others.  These are denoted with '[100%]' in the list of
  attacks in section [8.1].

* MIGHTY SWORD has a 0% 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.

In addition, 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'.)


_____________________
[2.4] abnormal status
      ===============

Status abnormalities can have significant effects on the calculation of the
formulae that follow in the handbook.  Make sure that you've considered all
status abnormalities of both caster and targets before attempting to calculate
the damage from an attack based on the formulae presented.

There are five types of status alterations in Final Fantasy Tactics:
preparation status, support status, negative status, injured status, and
other status.  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 [1.2] 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 [8.1] for more details.


<2.4.1> PREPARATION 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).
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. <grin>
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%, and he will take 1.5 times as much damage (round down) from
physical attacks.
Add with:  SING, DANCE
Cancel with:  cancellation of SING or DANCE directive
Duration:  player-determined


<2.4.2> 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).
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].  The
penalty is only applied when PA is a stand-alone multiplier.  For
example, take the equation for barehand attack damage,
damage = PA * [PA * (Br/100)].  This becomes

damage to Protected target = [PA * 2/3] * [PA * (Br/100)]

Note that only the 'lone PA' is modified.  If you modified both
instances of PA, you would derive the INCORRECT equation,
damage = [PA*2/3]*[[PA*2/3] * (Br/100)].
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'.
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 one-tenth (round down) of his Max HP 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:  Reduces magical damage by one-third.  How this is precisely
done differs for faith-based and non-faith-based attacks:
(1) For faith-based attacks, the damage equation becomes
    damage = [(CFa * TFa * MA * Q) / 10000) * 2/3].
    See [4.1] for more details.
(2) For non-faith-based attacks, the attacking magic user receives a
    MA penalty such that (revised MA) = [MA * 2/3].  The penalty is
    only applied to MA when it is a stand-alone multiplier.  For example,
    take the formula for Nanoflare:
    damage = MA * [(MA+5)/2]
    This becomes

    damage to shelled target = [MA * 2/3] * [(MA+5)/2]

    Note that only the 'lone MA' is modified.  The equation
    damage = [MA * 2/3] * [([MA*2/3]+5)/2] would give you the WRONG
    result.
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.
Transparent is cancelled whenever the 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


<2.4.3>  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' attack.  Works only on
humans.  If all the units on one team are Blood Sucked (or Petrified,
or Dead, or any combination), that team loses the battle.
Add with:  Blood Suck
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:  physical attack
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).
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.
Can also be cancelled with a physical attack to the afflicted character.
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], physical attack
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]
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 the White Staff (~25%)
Duration:  three ATs

Name:  Don't Act
Appearance:  'DA' in dialogue balloon above character's head
Description:  'Act' command is sealed.
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]
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]
Duration:  23 clockticks

Name:  Frog
Appearance:  Character is a frog
Description:  Character cannot do anything but use the 'Attack' command;
attack power will be greatly reduced; characters attacking a Frog will
receive a PA bonus (usually, new PA = [PA * 3/2]) (i.e., Frogs will take
about 1.5 times as much damage from physical attacks).
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
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:  Damage from fire is doubled.  Cancelled when a character is
affected by a Fire-elemental attack.
Add with:  Self-Destruct, Grease Touch, Parasite, Bad Bracelet
Cancel with:  Remedy, [Dragon Care], 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.  If all the units on one team are Petrified
(or Blood Sucked, or Dead, or any combination), that team loses the battle.
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], 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.
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
Duration:  23 clockticks

Name:  Stop
Appearance:  Character stops moving
Description:  Freezes character's CT meter.  Stopped characters
cannot evade.  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]
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
                caster  target   caster     target
                ------  ------  ---------  ---------
                normal  normal  + HP       - HP
                normal  undead  - HP       + HP
                undead  normal  + HP       - HP
                undead  undead  - HP       + HP

(5) when an Undead character has the 'Dead' status, there is a chance
    that instead of crystallizing when the countdown runs out, he will
    be revived with a random amount of HP.
(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


<2.4.4>  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 [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.  If all of a team's characters
are simultaneously Dead or Petrified or Blood Sucked, that team loses
the battle.
Add with:  HP depletion, Death, Stop Bracelet, Finishing Touch
Cancel with:  Raise, Raise 2, Phoenix Down, Revive, Oink
Duration:  four turns


<2.4.5>  OTHER STATUS CHANGES
         --------------------

These are miscellaneous status changes that do not fit into any other
category.

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.
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.  Will wear off on its own after
a certain time.
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.
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 [1.2]).  See [1.4]
for a detailed discussion of the Quick status.
Add with:  Quick, [Dragon LevelUp], Last Song, Critical Quick (C)
Cancel with:  n/a
Duration:  instantaneous


_________________________________
[2.5] elementals, my dear watson!
      ===========================

There are eight elemental properties in the game which affect
damage: Fire, Ice, Lightning, Water, Earth, Wind, Dark, Holy.

The effects are as follows:

Target    'Weak: (Element)' ... Damage from element is doubled
          'Half: (Element)' ... Damage from element is [halved]
          'Cancel: (Element)' ... Attacks of element can't succeed
          'Absorb: (Element)' ... Damage from element heals instead
                                    of hurts

Caster    'Strengthen: (Element)' ... Damage = [Damage * 1.2]

The elemental affiliations of an attack are listed in its
description.


_________________________
[2.6] a few general notes
      ===================

<2.6.1> 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.  It is unknown how the list of
abilities is determined; as far as I can tell, it is just randomly
generated.  If anyone has any information on this, e-mail me.

<2.6.2> 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
- Dimension Magic (Melt, Tornado, Quake)
- Attacks from the Blaze Gun, Glacier Gun, and Blast Gun

For a discussion of the Counter Magic-Quick phenomenon, see [1.4].

Counter Magic _cannot_ counter calculated spells.


<2.6.3> J.P. SHARING
        ------------
   When person X gains JP, everyone else in the party will earn
[1/4 of gained JP] 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.


<2.6.4> LEARNING MAGIC
        --------------
   Everyone knows that 'Ultima' and 'Zodiac' need to be learned by
experiencing their effects.  But not as many know that other spells
may be learned in this way, too.  It doesn't work with every spell,
but it does work with Fire 4, Ice 4, Bolt 4, Haste 2, and many
summons.  Simply have someone that knows the spell cast it on someone
(of the correct job) who doesn't know it yet.  They may be given a
chance to learn it.


<2.6.5> THUNDERSTORMS
        -------------
   In some battles, thunderstorms will be occurring.  If
this is the case, then Lightning damage is multiplied by 1.2, and
Fire damage is multiplied by 0.8, unless the caster has
'Any Weather'.


<2.6.6> INHERENT ABILITIES
        ------------------
   Some classes have inherent abilities other than those the
game lists.  For instance:

- 'Princess', 'Engineer' (Balk only),  and 'Lune Knight' always have
  DefenseUP and MagicDefendUP.
- 'Serpentarius' is immune to Ice
- 'Archaic Demon' and 'Ultima Demon' have Martial Arts and Counter
- Many mosters have immunities to various elements, which you can
  see by pressing SELECT on the monster's class name.
- Most classes to which 'boss' characters belong are immune to many
  status ailments.


<2.6.7> SUMMARY OF DAMAGE / PROBABILITY MODIFIERS
        -----------------------------------------
Many different factors can alter the formulae that you find in the
remaining parts of this handbook.  Below is a chart that will help you
to figure out which modifiers are applied when.

Explanations for the 'Protect or Shell' column:

'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 <2.4.2> 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 <2.4.2> 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 <2.4.2> 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
<2.4.2> 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.

Human attacks                                 Evade%  Protect or Shell
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~  ~~~~~~  ~~~~~~~~~~~~~~~~
Physical attack, front                        P.CEV,  Protect D
                                              P.AEV,
                                              P.SEV,
                                              W.EV
Throw, front                                  "       Protect D
Battle Skill, front                           "       Protect C
Steal, front                                  "       Protect C
----------------------------------------------------------------------
Physical attack, side                         P.AEV,  Protect D
                                              P.SEV,
                                              W.EV
Throw, side                                   "       Protect D
Battle Skill, side                            "       Protect C
Steal, side                                   "       Protect C
----------------------------------------------------------------------
Physical attack, rear                         P.AEV   Protect D
Throw, rear                                   "       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
----------------------------------------------------------------------


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
----------------------------------------------------------------------


<2.6.8> 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 works, for the most part, on the following attacks:

- all weapon attacks (including Battle Skills)
- all physical attacks where range/effect = 1/1, EXCEPT
  > Mutilate
  > Cat Kick
  > Small Bomb



 33333   PART THREE
33   33  ---------------------------------------------
   333              formulae for normal weapon attacks
     33                        (and barehanded attack)
33   33
 33333


___________________________
[3.1] normal weapon attacks
      =====================

These formulae are used to calculate the damage that will result
when the specified weapon is equipped and you select the ATTACK
command.  Note that weapon damage can never be less than 1; i.e.:

actual_damage = max(damage calculated from formula, 1)

Bare Hands: [PA * (Br / 100)] * PA

Knife: [(PA + Spd) / 2] * WpnPwr

Sword: PA * WpnPwr

Knight Sword: [Br/100 * PA] * WpnPwr

Ninja Sword: [(PA + Spd) / 2] * WpnPwr

Katana: [Br/100 * PA] * WpnPwr

Staff: MA * WpnPwr

Rod: PA * WpnPwr

Crossbow:  PA * WpnPwr  (range 4)

Bow: [(PA + Spd) / 2] * WpnPwr  (range 5)

Gun (regular): (WpnPwr)^2  <gun's WpnPwr squared>   (range 8)

Gun (magical): Cast a level 1, 2, or 3 elemental spell (e.g.,
Bolt, Bolt 2, or Bolt 3 for the Blast Gun), with the MA being
equal to the gun's power.  (range 8) <see section 3.1>

Flail: ([PA / 2] + 1) * WpnPwr  <expected damage **>

Axe: ([PA / 2] + 1) * WpnPwr  <expected damage **>

Stick: MA * WpnPwr  (range 2 [4 directions])

Spear: PA * WpnPwr  (range 2 [4 directions])

Musical Instrument: [(PA + MA) / 2] * WpnPwr  (range 3)

Dictionary: [(PA + MA) / 2] * WpnPwr  (range 3)

Cloth: [(PA + MA) / 2] * WpnPwr (range 2)

Bag: ([PA / 2] + 1) * WpnPwr  <expected damage **>

** the actual damage will be a randomly-generated multiple of
   the WpnPwr.


_____________________________
[3.2] 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.

If a weapon uses MA or Speed in its damage equation, simply replace 'PA'
below with 'MA'.  If it uses both PA and MA or both PA and Speed, make sure
to apply the modifiers to both statistics.

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.  Precedence should be given to
'stand-alone' statistics (e.g., the PA outside of the greatest integer
brackets is the one that is modified for the barehand equation).

Let 'PA0' be the attacker's PA on the stat screen.  The 'Attacker' is the
unit making the attack, and the 'Defender' is the unit being attacked.

   1. If attacker has Attack UP, then (PA1 = [PA0 * 4/3]), else PA1 = PA0
   2. If attacker has Martial Arts and is barehanded, then
      (PA2 = [PA1 * 3/2]), else PA2 = PA1
   3. If attacker is Berserk, then (PA3 = [PA2 * 3/2]), else PA3 = PA2
   4. If defender has Defense UP, then (PA4 = [PA3 * 2/3]), else PA4 = PA3
   5. If defender has Protect, then (PA5 = [PA4 * 2/3]), else PA5 = PA4
   6. If defender is Charging, then (PA6 = [PA5 * 3/2]), else PA6 = PA5
   7. If defender is Sleeping, then (PA7 = [PA6 * 3/2]), else PA7 = PA6
   8. If defender is a Frog, then (PA8 = [PA7 * 3/2]), else PA8 = PA7
   9. If defender is a Chicken, then (PA9 = [PA8 * 3/2]), else PA9 = PA8
  10. Apply zodiac multipliers:
          If compatibility is 'Good', then (PA10 = PA9 + [(PA9)/4]))
          ElseIf compatibility is 'Bad', then (PA10 = PA9 - [(PA9)/4])
          ElseIf compatibility is 'Best', then (PA10 = PA9 + [(PA9)/2])
          ElseIf compatibility is 'Worst', then (PA10 = PA9 - [(PA9)/2])
          Else PA9 = PA8
  11. Apply weapon's damage formula using PA = PA10 (if there is more
      than one instance of PA, only set _one_ instance to PA10 and
      leave the other as PA0 (see above).

Note:   For non-magic guns, one WpnPwr stat takes the place PA in terms
of modifiers (i.e., damage = WP10 * WP0).

Also remember that weapon attacks can be evaded.  See section [2.3] for
details.



    444  PART FOUR
  44 44  ---------------------------------------------
 4   44                               magic attacks I:
444444444                             damaging attacks
     44
     44

_________________________
[4.1] faith-based attacks
      ===================

In general, for faith-based, standard magical attacks,

damage = [(Q * MA * CFa * TFa) / 10000]

where:
- 'Q' is the damage multiplier peculiar to the spell,
- 'MA' is the caster's Magical AT,
- 'CFa' is the caster's Faith, and
- 'TFa' is the target's Faith.

How to use the chart:  Let's say you want to calculate the damage from
a 'Dark Holy' spell from a character with 15 Magic AT and 80 Faith,
targeting a character with 64 Faith, 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 * 80 * 64 / 10000 ] = [2,841,600 / 10000] =
       = [284.16] = 284 HP.


_______________________________
[4.2] list of spell multipliers
      =========================

- alphabetical order -

Legend
~~~~~~
Q-VALUE : constant which determines strength of spell.  See [3.1].
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 | A |   |   |   | 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 |


_____________________________
[4.3] non-faith-based attacks
      =======================

Name            Result {Range/Effect}
~~~~~~~~~~~~~~  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Blade Beam      Damage = (C_MaxHP - C_CurHP) {2/1}
Braver          Damage = (MA * 12) {2/1}
Cherry Blossom  Damage = (MA * 60) {3/3vert0}
Climhazzard     Damage = (T_MaxHP - T_CurHP) {2/1}
Cross-slash     Damage = (MA * 22) {2/2}
Giga Flare      Damage = (MA *  7) {4/3vert0}
Holy Bracelet   Damage = (MA * 14) (Holy) {4/3vert2[random panels]}
Lifebreak       Damage = (C_MaxHP - C_CurHP) {4/1}
Meteorain       Damage = (MA * 26) {3/3vert0}
Midgar Swarm    Damage = (MA * 24) {4/3}
Nanoflare       Damage = (MA) * [(MA + 5) /2] {4/3}
Omnislash       Damage = (MA * 40) {4/3vert0}
Shock!          Damage = (C_MaxHP - C_CurHP) {8/1}
Ulmaguest       Damage = (C_MaxHP - C_CurHP) {4/3}

(see section [8.1] for the a description of an attack if it
 does not appear here)


____________________________
[4.4] magic 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.

Remember, if MA appears twice in the equation, only apply it to _one_
instance of MA, and give priority to stand-alone MA (e.g., for Nanoflare,
where damage = MA * [(MA + 5) / 2], only modify the 'lone' MA [in this
case, the one that is to the left of the multiplication sign]).

Let 'MA0' be the caster's PA on the stat screen.

  1. If caster has Magic AttackUP, then (MA1 = [MA0 * 4/3]), else MA1 = MA0
  2. If caster has 'Strengthen: [element of spell]', then (MA2 = [MA1 * 6/5])
     else MA2 = MA1
  3. If there is a thunderstorm, then
          If spell is fire-elemental, then (MA3 = [MA2 * 4/5])
          ElseIf spell is lightning-elemental, then (MA3 = [MA2 * 6/5])
          Else MA3 = MA2
  4. If target has Magic DefendUP, then (MA4 = [MA3 * 2/3]), else MA4 = MA3
  5. If target has Shell, then (MA5 = [MA4 * 2/3]), else MA5 = MA4
  6. If target has 'Half: [element of spell]', then (MA6 = [MA5 / 2]), else
     MA6 = MA5
  7. If target has 'Weakness: [element of spell]', then MA7 = [MA6 * 2]),
     else MA7 = MA6
  8. Apply zodiac multipliers:
          If compatibility is 'Good', then (MA8 = MA7 + [(MA7)/4]))
          ElseIf compatibility is 'Bad', then (MA8 = MA7 - [(MA7)/4])
          ElseIf compatibility is 'Best', then (MA8 = MA7 + [(MA7)/2])
          ElseIf compatibility is 'Worst', then (MA8 = MA7 - [(MA7)/2])
          Else MA8 = MA7
  8. Apply the spell's damage formula using MA8 = MA.  If there is more
     than one instance of MA in the equation, set the MA that is a
     stand-alone multiplier to MA8, but _leave_ the other one as MA0
     (read the section on 'Shell' in <2.4.2> for more details).

Remember that some spells can be evaded if the target has magic-evading
equipment on.



5555555  PART FIVE
55       ---------------------------------------------
555555                               magic attacks II:
     55                        effect and status magic
     55
555555

__________________
[5.1] effect magic
      ============
            _                                            _
           |  / CFa * TFa * PM  \     / CFa   TFa     \   |
success% = | |   --------------  | + |  --- * --- * MA |  |
           |_ \     (100)       /     \ 100   100     /  _|

(if those ASCII parentheses and brackets show up funny, the formula
 written out on one line is

success% = [((CFa * TFa * PM) / 100) + ((CFa/100) * (TFa/100) * MA)] ).

where PM is a percentage multiplier peculiar to the spell;
CFa is the caster's faith;
TFa is the target's faith.

For instance, if you wanted to cast 'Frog' on a character with 50 Faith
with a Wizard with 75 faith and 14 Magic AT, then you would first look up
the multiplier for 'Frog' (1.2).  Then substitute:

[((CFa * TFa * PM) / 100) + ((CFa/100) * (TFa/100) * MA)] =
[((75 * 50 * 1.2) / 100) + ((.75) * (.50) * 14)] =
[45 + 5.25] = [50.25] = 50%


_____________________________________________
[5.2] complete list of percentage multipliers
      =======================================

Legend
~~~~~~
PM  : constant used in determining the success rate of the spell.  See [5.1].
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

Yin-Yang Magic  PM   CM? REF CAL  Results {Range/Effect}
~~~~~~~~~~~~~~ ~~~~  ~~~ ~~~ ~~~  ~~~~~~~~~~~~~~~~~~~~~~~~~
Blind          2.0    x   x   x   Add: Darkness {4/2v1}
Life Drain     1.6    x       x   Drain ((MaxHP/4)) {4/1}
Spell Absorb   1.6    x       x   Drain ((MaxMP/4)) {4/1}
Pray Faith     1.5        x   x   Add: Faith {4/1}
Doubt Faith    1.5        x   x   Add: Innocent {4/1}
Zombie         1.0    x   x   x   Add: Undead {4/1}
Silence        1.8    x   x   x   Add: Silence {4/2v1}
Blind Rage     1.2    x   x   x   Add: Berserk {4/1}
Foxbird        1.4    x   x   x   Br -30 {4/1}
Confusion Song 1.3    x   x   x   Add: Confusion {4/1}
Dispel Magic   2.2    x       x   Remove helpful status {4/1}
Paralyze       1.9    x   x   x   Add: Don't Act {4/2v0}
Sleep          1.7    x   x   x   Add: Sleep {4/2v1}
Petrify        1.1    x   x   x   Add: Petrify {4/1}

Time Magic           CM? REF CAL
~~~~~~~~~~           ~~~ ~~~ ~~~
Haste          1.8        x   x   Add: Haste {3/2v0}
Haste 2        2.4                Add: Haste {4/2v3}
Slow           1.8    x   x   x   Add: Slow  {3/2v0}
Slow 2         2.4    x           Add: Slow  {4/2v3}
Stop           1.1    x   x   x   Add: Stop  {3/2v0}
Don't Move     1.9    x   x   x   Add: Don't Move {3/2v1}
Float          1.4        x   x   Add: Float {4/2v1}
Reflect        1.8        x   x   Add: Reflect {3/1}
Quick          1.4    x   x       Add: Quick {3/1}
Demi           1.9    x   x   x   ((T_MaxHP / 4)) damage {4/2v1}
Demi 2         1.2    x   x   x   ((T_MaxHP / 2)) damage {4/2v3}

White Magic          CM? REF CAL
~~~~~~~~~~~          ~~~ ~~~ ~~~
Raise          1.8        x   x   Cancel: Dead & restore 1/2 HP {4/1}
Raise 2        1.6        x   x   Cancel: Dead & restore full HP {4/1}
Reraise        1.4        x   x   Add: Reraise {3/1}
Regen          1.7        x   x   Add: Regen {3/2v0}
Protect        2.0        x   x   Add: Protect {3/2v0}
Protect 2      1.2                Add: Protect {3/2v3}
Shell          2.0        x   x   Add: Shell {3/2v0}
Shell 2        1.2                Add: Shell {3/2v3}
Wall           1.4        x   x   Add: Protect, Shell {3/1}
Esuna          1.9        x   x   Cancel negative status ailments {3/2v2}

Black Magic          CM? REF CAL
~~~~~~~~~~~          ~~~ ~~~ ~~~
Poison         1.6    x   x   x   Add: Poison {4/2v2}
Frog           1.2    x   x   x   Add: Frog {3/1}
Death          1.0    x   x   x   Add: Dead {4/1}

Summon Magic         CM? REF CAL
~~~~~~~~~~~~         ~~~ ~~~ ~~~
Golem         20.0                Protects from physical damage {all ally}
Silf           1.5                Add: Silence {4/3v2e}
Carbunkle      1.5                Add: Reflect {4/3v2a}
Lich           1.6                Damage: (Target's MaxHP / 2) {4/3v2a}

Holy Magic           CM? REF CAL
~~~~~~~~~~           ~~~ ~~~ ~~~
MBarrier       1.9                Add: Protect, Shell, Haste, Regen, Reraise {5/1}
Deathspell 2   1.9                Cancel negative status ailments {4/1}

Impure / Bio         CM? REF CAL
~~~~~~~~~~~~         ~~~ ~~~ ~~~
Bio 2          1.2    x   x       Add: Silence {4/2v3}
Bio 2          1.1    x   x       Add: Slow {4/2v3}
Bio 2          1.1    x   x       Add: Poison {4/2v3}
Bio 2          1.1    x   x       Add: Petrify {4/2v3}

Ja Magic             CM? REF CAL
~~~~~~~~             ~~~ ~~~ ~~~
Toad 2         1.6                Add: Frog {4/2v3e}
Gravi 2        1.6                HP goes to 1 {4/2v3e}
Confuse 2      1.6                Add: Confusion {4/2v3e}
Sleep 2        1.6                Add: Sleep {4/2v3e}
Blind 2        1.6                Add: Darkness {4/2v3e}

Magic Sword *        CM? REF CAL
~~~~~~~~~~~          ~~~ ~~~ ~~~
Blind          2.2                Add: Darkness  {4/1}
Aspel          2.0                Drain ((MaxMP/4)) {4/1}
Drain          2.0                Drain ((MaxHP/4)) {4/1}
Faith          2.0                Add: Faith     {etc.}
Innocent       2.0                Add: Innocent
Zombie         1.9                Add: Undead
Silence        2.0                Add: Silence
Berserk        1.8                Add: Berserk
Chicken        2.0                Br -50
Confuse        1.9                Add: Confusion
Despair        2.0                Cancel positive status ailments
Don't Act      2.0                Add: Don't Act
Sleep          1.9                Add: Sleep
Break          1.8                Add: Petrify

Saturation           CM? REF CAL
~~~~~~~~~~           ~~~ ~~~ ~~~
Mute           2.0                MP goes to zero {4/3v2}
Despair 2      2.0                Cancel positive status ailments {4/3v2e}
Return 2       2.0                CT goes to zero {4/3v2e}

Destroy Sword *      CM? REF CAL
~~~~~~~~~~~~~        ~~~ ~~~ ~~~
Magic Ruin     2.5                Damage to MP: ((T_MaxMP / 2)) {4/2v0}
Speed Ruin     2.5                T_Speed -3 {4/2v0}
Power Ruin     2.5                T_PA -5 {4/2v0}
Mind Ruin      2.5                T_MA -5 {4/2v0}

- remember to factor in evasion percentages (see section [2.3]).


____________________________________________
[5.3] probability modifiers for effect magic
      ======================================

This procedure applies to spells that use the formula
success% = [(CFa * TFa * PM / 100) + (CFa/100 * TFa/100 * MA)].

Let MA0 be the caster's MA as listed on the stat screen.
Let PM0 be the percentage multiplier of the spell, listed in [5.2].

  1. If caster has Magic AttackUP, then (MA1 = [MA0 * 4/3]), else MA1 = MA0
  2. If caster 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. Apply zodiac multipliers to MA:
          If compatibility is 'Good', then (MA4 = MA3 + [(MA3)/4]))
          ElseIf compatibility is 'Bad', then (MA4 = MA3 - [(MA3)/4])
          ElseIf compatibility is 'Best', then (MA4 = MA3 + [(MA3)/2])
          ElseIf compatibility is 'Worst', then (MA4 = MA3 - [(MA3)/2])
          Else MA4 = MA3
  5. Apply zodiac multipliers to PM0:
          If compatibility is 'Good', then (PM1 = PM0 + [(PM0)/4]))
          ElseIf compatibility is 'Bad', then (PM1 = PM0 - [(PM0)/4])
          ElseIf compatibility is 'Best', then (PM1 = PM0 + [(PM0)/2])
          ElseIf compatibility is 'Worst', then (PM1 = PM0 - [(PM0)/2])
          Else PM1 = PM0
  8. Apply the spell's success% formula using MA = MA4 and PM = PM1.
  9. Apply any evasion percentages that the target has due to his
     equipment (see [2.3] for details).



  6666   PART SIX
66       ---------------------------------------------
666666                  formulae for various abilities
66   66
66   66
 66666

______________
[6.1] 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 Confuse/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 [4.4].

Draw Out attacks have a 100% success rate and ignore evade percentages.


___________
[6.2] throw
      =====

THROW damage is calculated by the following equation.

damage = (C_Speed * ThrownWpnPwr)

'C_Speed' is the thrower's speed, and 'ThrownWpnPwr' is the power of
the thrown weapon (press 'select' on a weapon's name to find out
its power).

damage / zodiac modifiers for 'throw'
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Interestingly, even though THROW uses Speed rather than PA as its damage-
determining parameter, there are many parallels between throwing damage and
normal weapon damage.  THROW is a physical attack, and 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, then (Sp5 = [Sp4 * 3/2]), else Sp5 = Sp4
 6. If target is a Chicken, then (Sp6 = [Sp5 * 3/2]), else Sp6 = Sp5
 7. Apply zodiac multipliers:
          If compatibility is 'Good', then (Sp7 = Sp6 + [(Sp6)/4]))
          ElseIf compatibility is 'Bad', then (Sp7 = Sp6 - [(Sp6)/4])
          ElseIf compatibility is 'Best', then (Sp7 = Sp6 + [(Sp6)/2])
          ElseIf compatibility is 'Worst', then (Sp7 = Sp6 - [(Sp6)/2])
          Else Sp7 = Sp6
 8. Damage = Sp7 * (Thrown WpnPwr)

Evasion for THROW attacks works the same as it does for normal weapon
attacks (see [3.2]).


_______________
[6.3] punch art
      =========

Spin Fist      Damage = PA * [PA / 2]
Repeating Fist Expected Damage = 5 * [PA * 3/2]
Wave Fist      Damage = PA * ([PA / 2] + 1)
Earth Slash    Damage = PA * [PA / 2]   {earth}
Secret Fist    Success% = MA + 50
Chakra         Recovery = (5 * PA) HP; [(5 * PA) / 2] MP
Revive         Success% = PA + 70

Damage modifiers and zodiac effects for PA-based Punch Art are the
same as those for weapon attacks detailed in [2.2].

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 Secret Fist, the only modifiers that can affect the success
percentage are Martial Arts (if it is set, then effective MA for
Secret Fist = [MA * 3/2]) and zodiac compatibility, which is dealt
with in the following fashion:

'Good':  new success% = (success% + [success% / 4])
'Bad':   new success% = (success% - [success% / 4])
'Best':  new success% = (success% + [success% / 2])
'Worst': new success% = (success% - [success% / 2])


___________
[6.4] steal
      =====

Success % =  (C_Speed + K) * [Evasion Factor]

- K is a number that varies for the different STEAL commands:

command        K value
~~~~~~~~~~~~   ~~~~~~~
Steal Helmet     40
Steal Armor      35
Steal Shield     35
Steal Weapon     30
Steal Accessory  40
Steal Exp.       70
Gil Taking       90

'Steal Heart' uses a different scheme:

command       success%
~~~~~~~~~~~   ~~~~~~~~~~~~~
Steal Heart   (C_MA + 50) * [Evasion Factor]

ability & status multipliers
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The 'thief' is the unit executing the STEAL directive, and the
'target' is the unit being stolen from.  Let 'Spd0' be the
thief's original Speed as given on the status screen.

   1. If thief has Attack UP, then (Spd1 = [Spd0 * 4/3]), else Spd1 = Spd0
   2. If target has Defense UP, then (Spd2 = [Spd1 * 2/3]), else Spd2 = Spd1
   3. If target has Protect, then (Spd3 = [Spd2 * 2/3]), else Spd3 = Spd2
   4. If target is Charging, then (Spd4 = [Spd3 * 3/2]), else Spd4 = Spd3
   5. If target is Sleeping, then (Spd5 = [Spd4 * 3/2]), else Spd5 = Spd4
   6. If target is a Frog, then (Spd6 = [Spd5 * 3/2]), else Spd6 = Spd5
   7. If target is a Chicken, then (Spd7 = [Spd6 * 3/2]), else Spd7 = Spd6
   8. Calculate Z (zodiac multiplier):
          If compatibility is 'Good', then Z = [(Spd7)/4]
          ElseIf compatibility is 'Bad', then Z = -[(Spd7)/4]
          ElseIf compatibility is 'Best', then Z = [(Spd7)/2]
          ElseIf compatibility is 'Worst', then Z = -[(Spd7)/2]
          Else Z = 1
   9. success % = ((Spd7 + K) + Z) * (evasion factor)

Zodiac and other multipliers for Steal Heart works as they do for
Secret Fist (see [6.3]).

calculating 'evasion factor'
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Evasion for STEAL depends on two factors: (1) the target's physical S-EV,
(2) the position where the thief is relative to the target.

1. Convert physical S-EV percentage to a decimal (e.g., 24% = 0.24).
2. If the thief is directly behind the target, then evasion factor = 1.
   If the thief is to the left or the right of the target, then evasion
   factor =  (1.00 - S.EV)
   If the thief is facing the target, then evasion factor =
   [(1.00 - S.EV) * 5/6]


__________________
[6.5] 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        K value
~~~~~~~~~~~~~  ~~~~~~~
Magic Break    50
Speed Break    50
Power Break    50
Mind Break     50

PA / zodiac modifiers
~~~~~~~~~~~~~~~~~~~~~
Many factors can affect the success percentage of BATTLE SKILL.

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 barehanded, 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, then (PA7 = [PA6 * 3/2]), else PA7 = PA6
 8. If defender is a Chicken, then (PA8 = [PA7 * 3/2]), else PA8 = PA7
 9. Calculate Z (zodiac multiplier):
      If compatibility is 'Good', then Z = [(PA8 + K) / 4]
      ElseIf compatibility is 'Bad', then Z = -[(PA8 + K) / 4]
      ElseIf compatibility is 'Best', then Z = [(PA8 + K) / 2]
      ElseIf compatibility is 'Worst', then Z = -[(PA8 + K) / 2]
      Else Z = 0
10. success% = [((PA8 + K) + Z) * evasion factor]

* for the equipment breaks, substitute (PA8 + WP + K) for all
  instances of (PA8 + K) in the above process.

calculating 'evasion factor'
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Evasion for BATTLE SKILL depends on two factors: (1) the target's physical
S-EV, (2) the position where the caster is relative to the target.

1. Convert physical S-EV percentage to a decimal (e.g., 24% = 0.24).
2. If the caster is directly behind the target, then evasion factor = 1.
   If the caster is to the left or the right of the target, then evasion
    factor = (1.00 - S.EV)
   If the caster is facing the target, then evasion factor =
   [(1.00 - S.EV) * 5/6]


_____________________________
[6.6] talk skill (and allure)
      =======================

Success % =  (C_MA + K)
- K is a number that varies for the different commands:

command        K value
~~~~~~~~~~~~~  ~~~~~~~
Invitation     20
Persuade       30
Preach         50
Threaten       70
Praise         50
Solution       70
Death Sentence 30
Negotiate      60
Insult         40
Mimic Daravon  40
----------------------
Allure         70

TALK SKILL 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:
'Good':  new success% = (success% + [success% / 4])
'Bad':   new success% = (success% - [success% / 4])
'Best':  new success% = (success% + [success% / 2])
'Worst': new success% = (success% - [success% / 2])


__________________
[6.7] sword skills
      ============

These include various attacks by special classes -- the Holy Knight,
Dark Knight, and Divine Knight.

Damage = (C_PA + K) * WpnPwr

command         K-value
~~~~~~~~~~~~~~  ~~~~~~~
Dark Sword      0 (MP)
Night Sword     0
Stasis Sword    2
Crush Punch     2
Split Punch     3
Lightning Stab  4
Holy Explosion  5
Shellbust Stab  0
Blastar Punch   0
Hellcry Punch   0
Icewolf Bite    0

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).

Zodiac compatibility:
'Good':   damage = ((PA + [PA/4]) + K) * WP
'Bad':    damage = ((PA - [PA/4]) + K) * WP
'Best':   damage = ((PA + [PA/2]) + K) * WP
'Worst':  damage = ((PA - [PA/2]) + K) * WP


_______________
[6.8] 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 (see [2.6]).

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.

Damage modifiers and zodiac effects for ELEMENTAL are the same as those
for damage-causing magic attacks detailed in [4.4].

Modifiers to ELEMENTAL damage are _MA-based only_ (i.e., ([PA / 2] + 1)
remains the same regardless of zodiac compatibility, status, 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)

See [8.1] for a list of all the possible ELEMENTAL abilities and their
effects.


___________
[6.9] truth
      =====

The Heaven Knight's TRUTH spells are dependent on only the magic
AT of the caster.  All TRUTH spells have a range/effect of {4/2}
and will fire a random number of times at random squares in the
affected region.

spell name      effect
~~~~~~~~~~~~~~  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Heaven Thunder  Damage: ([MA/2] + 4) * MA (Lightning)
Asura           Damage: ([MA/2] + 5) * MA (Fire)
Diamond Sword   Damage: ([MA/2] + 5) * MA (Wind)
Hydragon Pit    Damage: ([MA/2] + 6) * MA (Water)
Space Storage   Damage: ([MA/2] + 3) * MA (add: numerous ailments)
Sky Demon       Damage: ([MA/2] +10) * MA (Earth)

Damage modifiers and zodiac effects for TRUTH are the same as those
for damage-causing magic attacks detailed in [4.4].


_______________
[6.10] un-truth
       ========

The Hell Knight's UN-TRUTH attacks are very odd in that they
use a sort of 'backward version' of the normal, faith-based
magic formula.  The formula for UN-TRUTH damage is:

damage = [((100 - CFa) * (100 - TFa) * MA * K * Z) / 10000]


where, CFa is the caster's Faith
       TFa is the target's Faith
       MA is the caster's Magic AT
       K is a constant multiplier dependent on the spell being cast
         (see the table below for values of K).
       Z is the Zodiac multiplier

-- meaning UN-TRUTH does more damage when the caster and/or the
target of the spell have low Faith.

The range and effect of all UN-TRUTH spells is the same as that of
their TRUTH counterparts:  {4/2}, hitting a random number of times
on random squares of the affected area.

spell name           K-value & other properties
~~~~~~~~~~~~~~~~~~~  ~~~~~~~~~~~~~~~~~~~~~~~~~~
Heaven Thunder Back  19 (Lightning)
Asura Back           21 (Fire)
Diamond Sword Back   23 (Wind)
Dragon Pit Back      26 (Water)
Space Storage Back   16 (add: numerous ailments)
Sky Demon Back       36 (Earth)

- UN-TRUTH still will do 0 damage to someone with 'Innocent'
  status.

Damage modifiers and zodiac effects for UN-TRUTH are the same as
those for damage-causing magic attacks detailed in [4.4].


___________
[6.11] jump
       ====

Damage from a lancer's JUMP is calculated as follows:

damage = [(PA * WP) * K]

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)]

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


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

A couple 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.

Damage modifiers and zodiac effects for JUMP are the same as those
for physical attacks detailed in [3.2].


_____________
[6.12] 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] * WpnPwr
Sword: (PA + K) * WpnPwr
Knight Sword: [Br/100 * (PA + K)] * WpnPwr
Ninja Sword: [((PA + K) + (Sp + K)) / 2] * WpnPwr
Katana: [Br/100 * (PA + K)] * WpnPwr
Staff: (MA + K) * WpnPwr
Rod: (PA + K) * WpnPwr
Crossbow:  (PA + K) * WpnPwr
Bow: [((PA + K) + (Spd + K)) / 2] * WpnPwr
Gun (standard):  (WpnPwr + K) * WpnPwr
Gun (magic):  casts the appropriate spell with MA = (WpnPwr + K)
Flail: ([(PA + K) / 2] + 1) * WpnPwr  <expected damage **>
Axe: ([(PA + K) / 2] + 1) * WpnPwr  <expected damage **>
Stick: (MA + K) * WpnPwr
Spear: (PA + K) * WpnPwr
Musical Instrument: [(PA+K + MA+K) / 2] * WpnPwr  (range 3)
Dictionary: [(PA+K + MA+K) / 2] * WpnPwr  (range 3)
Cloth: [(PA+K + MA+K) / 2] * WpnPwr (range 2)
Bag: ([(PA + K) / 2] + 1) * WpnPwr  <expected damage **>


CHARGE abilities are slow actions, and have the following
initial values of ctr (see [1.2] for details):

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



7777777  PART SEVEN
    77   ---------------------------------------------
   77                                  monster attacks
  77
 77
 77

______________________
[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.


<7.1.1> Physical Attack, Type I (symbol: P1)
        ~~~~~~~~~~~~~~~~~~~~~~~
>> Attack is physical in nature, and the same damage modifiers apply
   that apply for weapon attacks (see [3.2]).

>> 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 [2.3] and
   <2.6.7> 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 realise 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.


<7.1.2> 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.


<7.1.3> Magical Attack, Type I (symbol: M1)
        ~~~~~~~~~~~~~~~~~~~~~~
>> These attacks are magical in nature.  The same damage modifiers
   that apply to damage-causing magic (see [4.4]) 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 = 1
   7. success% = [((MA5 + K) + Z) * (evasion mult)]


<7.1.4> 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 = 1
   7. success% = ((MA5 + K) + Z)


<7.1.5> Guaranteed-success attacks (symbols: 100P [physical],
        ~~~~~~~~~~~~~~~~~~~~~~~~~~  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 P1 attacks for 100P attacks (see <7.1.1>), and multipliers for
   M1 attacks for 100M attacks (see <7.1.3>).

>> '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
    M1: magical attack, type I
    M2: magical attack, type II
  100P: guaranteed success attack, physical
  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 * (MA - 2) {A/2v1}                            2      100P
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: ((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
Poison Nail    Add: Poison (40+MA)%  {1v2/1}                 1  2      P1
Blaster        Add: Petrify (30+MA)%, Stop {3/1}               [2] 3   M1
Blood Suck     Drain: ((Target's Max HP *.25));Add: Bl.Suck       [3]  100%
                 (100%) {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} (Lightning)                      1         M1
Aqua Soul      MA * 2 {3/1} (Water)                         [1] 2      M1
Ice Soul       MA * 2 {3/1} (Ice)                              [2] 3   M1
Wind Soul      MA * 3 {3/1} (Wind)                                [3]  M1

GHOST SKILLS (1: Ghoul; 2: Gust; 3: Revenant)
Throw Spirit   PA * [PA * (Br/100)]  {3/1}                   1  2  3   P1
Sleep Touch    Add: Sleep (40+MA)%  {1v2/1}                  1         P1
Grease Touch   Add: Oil (50+MA)%  {1v2/1}                   [1] 2      P1
Drain Touch    Drain: ((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}
Look of Fright Br -10 (40+MA)% {3/1}                        [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      100%
Beak           Add: Petrify (37+MA)%  {1v0/1}                  [2] 3   P1
Beaking        Target's PA -2  (45+MA)%  {1v1/1}                  [3]  P1

PIG 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]        M3
Nose Bracelet  Add: Charm (52+MA)% {1v1/1e}                    [2] 3   M2
Please Eat     Target's Lv +1; caster crystallises {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}                          [1] 2      100P
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}                                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}                     [1] 2      100%
Bad Bracelet   Add: Petrify,Stop,Sleep,Poison (25%) {A/3v0}        3   25%*
Moldball Virus Target becomes a Morbol (MA+5)% {1v0/1}             [3] P1
* 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      ((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     PA * 8 {1v2/1}                               [1]        P1
Fire Bracelet  MA * 12 (Fire) {2(4dir)/1}                         [3]  M1
Ice Bracelet   MA * 12 (Ice) {"}                                2      M1
Thnder Brcelet MA * 12 (Lightning) {"}                         [2] 3   M1

HYDRA SKILLS (1: Hyudra; 2: Hydra; 3: Tiamat)
Triple Attack  PA * [PA * (Br/100)] {1/3 panelsv1}          1  2      P1
Triple Brcelet ((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)}
----------------------------------------------------------------------------



 888888  PART EIGHT
88    88 ---------------------------------------------
 888888                      complete list of commands
88    88              damage & percentage formulae for
88    88                      all individual abilities
 888888


______________________________________
[8.1] 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]: ( = floor(x) ) always round x down to the nearest integer
((x)): ( = ceiling(x) ) always round x up to the nearest integer

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 ceiling(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
'support status' means: haste, protect, shell, float,
regen, reraise, and transparent

{0.0} ... value of 'P.M.' for Effect Magic (see section [5.2])
(x00) ... value of 'Q' for faith-based magic (see section [4.2])
~x00~ ... value of 'K' for Un-Truth
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 3.5!  Download it today at
   http://members.xoom.com/FallenOne256/fftgs35.txt


3D ALL MAGIC                          ORIGIN: Rofel's secondary
-------------------------------------------------------------------------
Name           |MP |ctr.|Range|JP   |Effect
-------------------------------------------------------------------------
Confusion Song  20    5   4/1   400  Add: Confusion {1.3}
Petrify         16    9   4/1   580  Add: Petrify {1.1}
Silence Song    16    3  4/2v1  170  Add: Silence {1.8}


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: ((T_MaxHP / 2)) {1.2}
Raise 2         20   10   4/1   500  Revive with full HP {1.6}
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     0  (PA+2)*WP dmg; may cause Stop
Split Punch             3v3/1   400  (PA+3)*WP dmg; may cause D. Sentence
Crush Punch             3v2/1   500  (PA+2)*WP dmg; may cause Dead
Lightning Stab            3/2   700  (PA+4)*WP dmg; may cause Silence
Holy Explosion      5(4dir)/5v2 800  (PA+5)*WP dmg; may cause Confusion
Shellbust Stab            3/1   200  PA*WP damage; Destroys armor
Blastar Punch             3/1   400  PA*WP damage; Destroys helmet
Hellcry Punch             3/1   500  PA*WP damage; Destroys weapon
Icewolf Bite              3/1   800  PA*WP damage; Destroys accessory
Dark Sword                3/1   500  Drains (PA*WP) MP from target
Night Sword               3/1   100  Drains (PA*WP) HP from target (Dark)
! must be equipped with a sword to use any of these attacks
! all attacks have a 100% success rate and are not affected by evade%


05 BASIC SKILL                        ORIGIN: Squire job command
-------------------------------------------------------------------------
Name                    |Range|JP   |Effect
-------------------------------------------------------------------------
Accumulate               A/1    300  PA + 1
Dash                     1v1/1   75  damage: PA * 1, 2, 3, or 4 [100%]
Throw Stone              4/1     90  damage: PA * 1 or 2
Heal                     1v2/1  150  cancel: Dark, Silence, Poison
! Damage from 'Dash' and 'Throw Stone' is multiplied by 1.5 if the
  caster has the 'Martial Arts' support ability.


1F BASIC SKILL                        ORIGIN: Squire (Algus) job command
-------------------------------------------------------------------------
Name                    |Range|JP   |Effect
-------------------------------------------------------------------------
Accumulate               A/1    300  PA + 1
Dash                     1v1/1   75  damage: PA * 1, 2, 3, or 4 [100%]
Throw Stone              4/1     90  damage: PA * 1 or 2
Heal                     1v2/1  150  cancel: Dark, Silence, Poison
Head Break               +/1    300  Destroys target's helmet, K = 59**
! Damage from 'Dash' and 'Throw Stone' is multiplied by 1.5 if the
  caster has the 'Martial Arts' support ability.
+ Range is that of equipped weapon
**See section [6.5] for what 'K' represents.


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: (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
** See section [6.5] for what 'K' represents.


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 {1.1}
Bio 2           16    5  4/2v3    0  Add: Slow {1.1}
Bio 2           16    5  4/2v3    0  Add: Silence {1.2}
Bio 2           16    5  4/2v3    0  Add: Petrify {1.1}
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


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  Causes Poison status {1.6}
Frog            12    5   3/1   500  Causes Frog status {1.2}
Death           24   10   4/1   600  Damage: (T_CurrentHP) {1.0}
Flare           60    7   5/1   900  Non-elemental damage (x60)


3F BLOOD SUCK                         ORIGIN: Elmdor's secondary
-------------------------------------------------------------------------
Name                    |Range|JP   |Effect
-------------------------------------------------------------------------
Blood Suck               1v0/1    0  Drain ((T_MaxHP/4)),
                                       may add: Blood Suck [100%]


2C BREATH                             ORIGIN: Holy Dragon job command
-------------------------------------------------------------------------
Name                 |  Range  |JP   |Effect
-------------------------------------------------------------------------
Fire Bracelet         2(4dir)/1   0  Fire damage: MA * 12
Ice Bracelet          2(4dir)/1   0  Ice damage: MA * 12
Thnder Brcelet        2(4dir)/1   0  Lightning damage: MA * 12


AA BYBLOS                             ORIGIN: Byblos job command
-------------------------------------------------------------------------------
Name                    |Range|JP   |Effect
-------------------------------------------------------------------------------
Energy                    4/1     0  Heals target by ((C_MaxHP * .40))*
Parasite                  4/1     0  Add: pet,drk,con,sil,oil,frg,poi,sle [25%]
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


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 [6.12] 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: several status ailments [50%]
Last Dance           20    *    100  CT resets to 0               [34%]
* all enemies
! Success percentages are estimates based on empirical evidence (the
  success% for DANCE is not forecast).
! '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 * PA [100%]
Zodiac          99   10  4/4v3e  --  Ultimate summon magic: damage (x96)
                                       [100%]


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 * WpnPwr) HP [100%]
Dark Sword                3/1  500   Drain (PA * WpnPwr) MP [100%]


4B DESTROY SWORD                      ORIGIN: Arc Knight job command
-------------------------------------------------------------------------
Name           |MP |ctr.|Range|JP   |Effect
-------------------------------------------------------------------------
Speed Ruin      20    3  4/2v0  400  T_Speed -3 {2.5}
Power Ruin      20    3  4/2v0  400  T_PA -5 {2.5}
Magic Ruin      20    3  4/2v0  400  T_MA -5 {2.5}
Mind Ruin       20    3  4/2v0  400  Damage to MP: ((T_MaxMP / 2)) {2.5}
! 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 +2
                                       to dragon / hydra
Dragon LevelUp          2v2/1   400  Add: Quick on dragon / hydra
Holy Bracelet           4/3v3   900  Dmg: MA * 14 (Holy, random targets)


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%.


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 {2.5}
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, 2, 3, or 4 [100%]
Throw Stone              4/1     90  damage: PA * 1 or 2
Heal                     1v2/1  150  cancel: Dark, Silence, Poison
Yell                     3/1    200  Speed + 1
Wish                     1v3/1    0  +((C_MaxHP * .40)) to target;
                                     -((C_MaxHP * .20)) to caster
! Damage from 'Dash' and 'Throw Stone' is multiplied by 1.5 if the
  caster has the 'Martial Arts' support ability.


1A GUTS                               ORIGIN: Ramza (ch.2/3) job command
-------------------------------------------------------------------------
Name                    |Range|JP   |Effect
-------------------------------------------------------------------------
Accumulate               A/1    300  PA +1
Dash                     1v1/1   75  damage: PA * 1, 2, 3, or 4 [100%]
Throw Stone              4/1     90  damage: PA * 1 or 2
Heal                     1v2/1  150  cancel: Dark, Silence, Poison
Yell                     3/1    200  Speed +1
Cheer Up                 3/1    200  Br +10
Wish                     1v3/1    0  +((C_MaxHP * .40)) to target;
                                     -((C_MaxHP * .20)) 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, 2, 3, or 4 [100%]
Throw Stone              4/1     90  damage: PA * 1 or 2
Heal                     1v2/1  150  cancel: Dark, Silence, Poison
Yell                     3/1    200  Speed +1
Cheer Up                 3/1    200  Br +10
Scream                   self   500  Br +10, PA+1, MA+1, Speed +1
Ultima          10    5  4/2v1   *   damage (x23) [100%]
Wish                     1v3/1    0  +((C_MaxHP * .40)) to target;
                                     -((C_MaxHP * .20)) to caster
! Damage from 'Dash' and 'Throw Stone' is multiplied by 1.5 if the
  caster has the 'Martial Arts' support ability.
* 'Ultima' must be learnt by experiencing it:  i.e., it must be cast
  on you (and deal damage to you) when you are a 'Squire'.  You will
  then be prompted to learn the spell.


1C GUTS                               ORIGIN: Delita (ch.1) job command
-------------------------------------------------------------------------
Name                    |Range|JP   |Effect
-------------------------------------------------------------------------
Accumulate               A/1    300  PA +1
Dash                     1v1/1   75  Damage: PA * 1, 2, 3, or 4 [100%]
Throw Stone              4/1     90  Damage: PA * 1 or 2
Heal                     1v2/1  150  Cancel: Darkness, Silence, Poison
Wish                     1v3/1    0  +((C_MaxHP * .40)) to target;
                                     -((C_MaxHP * .20)) 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 {1.9}
Deathspell 2    20    4  4/1      0  Cancel: pet, con, sil, BS, frg, psn,
                                             stp, sle, DM, DA {1.9}


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 {1.9}
Deathspell 2    20    4  4/1      0  Cancel: pet, con, sil, BS, frg, psn,
                                             stp, sle, DM, DA {1.9}
Wish                     1v3/1    0  +((C_MaxHP * .40)) to target;
                                     -((C_MaxHP * .20)) 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    0  (PA + 2)*WP; may cause Stop
Split Punch              3v2/1  400  (PA + 3)*WP; may cause DeathSentence
Crush Punch              3v1/1  500  (PA + 2)*WP; may cause instant Death
Lightning Stab           3/2v1  700  (PA + 4)*WP; may cause Silence
Holy Explosion        4dir/5v2  800  (PA + 5)*WP; may cause Confusion
Wish                     1v3/1    0  +((C_MaxHP * .40)) to target;
                                     -((C_MaxHP * .20)) to caster
! All Holy Sword skills have a 100% success rate and are unaffected by
  evade percentages.

21 HOLY SWORD
28 HOLY SWORD                      ORIGIN: Holy Knight Agrias job command
-------------------------------------------------------------------------
Name                |  Range  |JP   |Effect
-------------------------------------------------------------------------
Stasis Sword             2/2v0    0  (PA + 2)*WP; may cause Stop
Split Punch              3v2/1  400  (PA + 3)*WP; may cause DeathSentence
Crush Punch              3v1/1  500  (PA + 2)*WP; may cause instant Death
Lightning Stab           3/2v1  700  (PA + 4)*WP; may cause Silence
Holy Explosion        4dir/5v2  800  (PA + 5)*WP; may cause Confusion
! All Holy Sword skills have a 100% success rate and are unaffected by
  evade percentages.


22 HOLY SWORD              ORIGIN: White Knight Wiegraf (1st) job command
-------------------------------------------------------------------------
Name                |  Range  |JP   |Effect
-------------------------------------------------------------------------
Stasis Sword             2/2v0    0  (PA + 2)*WP; may cause Stop
Split Punch              3v2/1  400  (PA + 3)*WP; may cause DeathSentence
Crush Punch              3v1/1  500  (PA + 2)*WP; may cause instant Death
! All Holy Sword skills have a 100% success rate and are unaffected by
  evade percentages.


30 HOLY SWORD              ORIGIN: White Knight Wiegraf (2nd) job command
-------------------------------------------------------------------------
Name                |  Range  |JP   |Effect
-------------------------------------------------------------------------
Stasis Sword             2/2v0    0  (PA + 2)*WP; may cause Stop
Split Punch              3v2/1  400  (PA + 3)*WP; may cause DeathSentence
Crush Punch              3v1/1  500  (PA + 2)*WP; may cause instant Death
Lightning Stab        4dir/5v2  700  (PA + 4)*WP; may cause Silence
! All Holy Sword skills have a 100% success rate and are unaffected by
  evade percentages.


3A HOLY SWORD              ORIGIN: White Knight Wiegraf (3rd) job command
-------------------------------------------------------------------------
Name                |  Range  |JP   |Effect
-------------------------------------------------------------------------
Lightning Stab        4dir/5v2  700 (PA + 4)*WP; may cause Silence [100%]


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 {1.1}
Bio 2           16    5  4/2v3    0  Add: Slow {1.1}
Bio 2           16    5  4/2v3    0  Add: Silence {1.2}
Bio 2           16    5  4/2v3    0  Add: Petrify {1.1}
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


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,Bloodsuck)
Remedy                    */1   700  use Remedy (cure most bad status)
Phoenix Down              */1    90  use Phoenix Down (revive w/ a few HP)
* if the caster is a Chemist or has 'Throw Item' equipped, then the
range is 4.  Otherwise, it is 1.  If you have 'Throw Item', you can't
throw the item through an obstacle.  It'll just waste the item.


6C JA MAGIC                           ORIGIN: 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 {1.6}
Sleep 2         35    4  4/2v3e   0  Add: Sleep {1.6}
Confuse 2       35    4  4/2v3e   0  Add: Confusion {1.6}
Blind 2         35    4  4/2v3e   0  Add: Darkness {1.6}
Gravi 2         35    4  4/2v3e   0  HP goes to 1 {1.6}


12 JUMP                               ORIGIN: Lancer Job command
-------------------------------------------------------------------------
Name       |     ctr      |Range|JP    |Effect
-------------------------------------------------------------------------
JUMP        [50/(C_speed)]  +/1        [Physical AT * K] * WeaponPower++
Level Jump2                      150   Jump range is 2
Level Jump3                      300   Jump range is 3
Level Jump4                      450   Jump range is 4
Level Jump5                      600   Jump range is 5
Level Jump8                      900   Jump range is 8
Vertical Jump2                   100   Max jump height is 2
Vertical Jump3                   200   Max jump height is 3
Vertical Jump4                   300   Max jump height is 4
Vertical Jump5                   400   Max jump height is 5
Vertical Jump6                   500   Max jump height is 6
Vertical Jump7                   600   Max jump height is 7
Vertical Jump8                   900   Max jump height is 8
+   range is determined by the JP you have spent on above abilities
++  K = 1.50 if equipped with a Spear
    1.00 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
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


23 MAGIC                              ORIGIN: Delita's Sis job command
-------------------------------------------------------------------------
Name           |MP |ctr.|Range|JP   |Effect
-------------------------------------------------------------------------
Cure            6     4  4/2v1   50  Heal some HP (x14)
Wish                     1v3/1    0  +((C_MaxHP * .40)) to target;
                                     -((C_MaxHP * .20)) to caster


45 MAGIC SWORD                        ORIGIN: Temple Knight job command
-------------------------------------------------------------------------
Name           |MP |ctr.|Range|JP   |Effect
-------------------------------------------------------------------------
Blind            6        4/1    50  Add: Darkness, {2.2}
Aspel            2        4/1     0  Drain ((T_MaxHP / 4)), {2.0}
Drain           12        4/1   180  Drain ((T_MaxMP / 4)), {2.0}
Faith           10        4/1   200  Add: Faith, {2.0}
Innocent        10        4/1   200  Add: Innocent, {2.0}
Zombie          14        4/1   150  Add: Undead, {1.9}
Silence         16        4/1    90  Add: Silence, {2.0}
Berserk         16        4/1   200  Add: Berserk, {1.8}
Chicken         12        4/1   500  Target's Brave -50, {2.0}
Confuse         14        4/1   200  Add: Confusion, {1.9}
Despair         20        4/1   300  Cancel: support status,fai,ref {1.9}
Don't Act       14        4/1    50  Add: Don't Act, {2.0}
Sleep           20        4/1   170  Add: Sleep, {1.9}
Break           24        4/1   300  Add: Petrify, {1.8}
Shock           20        8/1   600  Damage: [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
Press 'Select' on a spell to see if it is calculable:  all calculable
spells are either Black Magic, White Magic, Yin-Yang Magic or Time Magic


1E MIGHTY SWORD                       ORIGIN: Divine Knight job command
-------------------------------------------------------------------------
Name                    |Range|JP   |Effect
-------------------------------------------------------------------------
Shellbust Stab           3/1   200   Destroys armor & dmg: (PA * WpnPwr)
Blastar Punch            3/1   400   Destroys helmet & damages (same)
Hellcry Punch            3/1   500   Destroys weapon & damages (same)
Icewolf Bite             3/1   800   Destroys accessory & damages (same)
! Must be equipped with a sword in order to use any of these attacks
! 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: ((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  Expected Damage: 5 * [PA * 3/2]
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
Chakra                   A/2v0  350  Restores (5*PA) HP and [5/2*PA] MP
Revive                   1v0/1  500  Cancel: Dead {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  MP goes to 0 {2.0}
Despair 2             7  4/3v3e   0  Cancel: support status, fai, ref {2.0}
Return 2              7  4/3v3e   0  CT goes to 0 {2.0}


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  Fills CT to 100           [50%]
* all allies
! Success percentages are estimates based on empirical evidence (the
  success% for DANCE is not forecast).
! '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, 2, 3 or 4 * PA [100%]
Throw Stone              4/1     90  Damage: 1 or 2 * PA
Heal                     1v2/1  150  Cancel: Darkness, Poison, Silence
*  all enemies
!  Damage from 'Dash' and 'Throw Stone' is multiplied by 1.5 if the
   caster has the 'Martial Arts' support ability.


0E STEAL                              ORIGIN: Thief job command
-------------------------------------------------------------------------
Name                   |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 Exp. from target, K = 70
*  See section [6.4] for explanation of 'K' values.
** 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  Avoid physical attacks {20.0}
Carbunkle       30    4  4/3v2a  350  Gives Reflect status {1.5}
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  Causes Silence status {1.5}
Fairy           28    4  4/3v2a  400  Restores HP (x24)
Lich            40    9  4/3v2e  600  Dark: ((T_MaxHP/2)) {1.6}
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    0  (PA+2)*WP dmg; may cause Stop
Split Punch              3v2/1  400  (PA+3)*WP dmg; may cause D. Sentence
Crush Punch              3v1/1  500  (PA+2)*WP dmg; may cause Dead
Lightning Stab           3/2v1  700  (PA+4)*WP dmg; may cause Silence
Holy Explosion        4dir/5v2  800  (PA+5)*WP dmg; may cause Confusion
Shellbust Stab            3/1   200  PA*WP damage; Destroys armor*
Blastar Punch             3/1   400  PA*WP damage; Destroys helmet*
Hellcry Punch             3/1   500  PA*WP damage; Destroys weapon*
Icewolf Bite              3/1   800  PA*WP damage; Destroys accessory*
! A sword is needed to use any of these skills.
* 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 = 59**
Armor Break               */1   400  Destroys target's armor, K = 54
Shield Break              */1   300  Destroys target's shield, K = 60
Weapon Break              */1   400  Destroys target's weapon, K = 44
Magic Break               */1   250  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
** See section [6.5] for what 'K' represents.


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: Invitation, 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
* see section [6.6] for explanation of 'K' values.


14 THROW                              ORIGIN: Ninja job command
-------------------------------------------------------------------------
Name                    |Range|JP   |Effect
-------------------------------------------------------------------------
THROW                     5/1        Damage: (Speed * WpnPwr)
Shuriken                         50  Throw shuriken
Ball                             70  Throw magic balls
Knife                           100  Throw daggers
Sword                           100  Throw swords
Hammer                          100  Throw flails
Katana                          100  Throw katana
Ninja Sword                     100  Throw ninja swords
Axe                             120  Throw axes
Spear                           100  Throw spears
Stick                           100  Throw sticks
Knight Sword                    100  Throw knight swords
Dictionary                      100  Throw dictionaries
! You can only throw items which fall into the categories that you
have paid the JP to learn
! You can't throw through obstacles... don't try it.


0C TIME MAGIC                         ORIGIN: Time Mage job command
-------------------------------------------------------------------------
Name           |MP |ctr.|Range|JP   |Effect
-------------------------------------------------------------------------
Haste           8     2  3/2v0  100  Add: Haste {1.8}
Haste 2         30    7  3/2v3  550  Add: Haste {2.4}
Slow            8     2  3/2v0   80  Add: Slow {1.8}
Slow 2          30    7  3/2v3  520  Add: Slow {2.4}
Stop            14    7  3/2v0  330  Add: Stop {1.1}
Don't Move      10    3  3/2v1  100  Add: Don't Move {1.9}
Float           8     2  4/2v1  200  Add: Float {1.4}
Reflect         12    2   4/1   300  Add: Reflect {1.8}
Quick           24    4   4/1   800  Add: Quick {1.4}
Demi            24    6  4/2v1  250  Damage: ((T_MaxHP / 4)) {1.9}
Demi 2          50    9  4/2v3  550  Damage: ((T_MaxHP / 2)) {1.2}
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/2]+4)*MA (random targeting)
Asura                 4  4/2v3  200  Fire:([MA/2]+5)*MA (rnd targeting)
Diamond Sword         5  4/2v3  300  Wind:([MA/2]+5)*MA (rnd targeting)
Hydragon Pit          6  4/2v3  400  Water:([MA/2]+6)*MA (rnd targeting)
Space Storage         5  4/2v3  500  ([MA/2]+3)*MA,status fx (rnd targ)
Sky Demon             7  4/2v3  600  Earth:([MA/2+10)*MA (rnd targeting)
! All Truth skills have a 100% success rate (on panels that they hit)
  and are unaffected by evade percentages.


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 Thunder Back   3  4/2v2  100  Lightning damage ~x19~(rnd targeting)
Asura Back            4  4/2v2  200  Fire damage ~x21~ (rnd targeting)
Diamond Sword Back    5  4/2v2  300  Wind damage ~x23~ (random targeting)
Hydragon Pit Back     6  4/2v2  400  Water damage ~x26~(random targeting)
Space Storage Back    5  4/2v2  500  Damage ~x16~, status fx (rnd target)
Sky Demon Back        7  4/2v2  600  Earth damage ~x36~(random targeting)
! All Truth skills have a 100% success rate (on panels that they hit)
  and are unaffected by evade percentages.


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, ((T_MaxHP / 2)) {1.6}
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 {1.9}
Sleep*          20        4/1   170  Add: Sleep {1.9}
Drain*          12        4/1   180  Absorbs ((T_MaxHP / 4)) {2.0}
Silence*        16        4/1    90  Add: Silence {2.0}
Don't Act*      14        4/1    50  Add: Don't Act {2.0}
Raise 2         20   10   4/1   500  Cancel: Dead & recover all HP {1.6}
Esuna           18    3  3/2v2  280  Cancel: pet, drk, con, sil, zrk,
                                             frg, psn, sle, DM, DA {1.9}
* 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 [T_MaxHP/2] {1.8}
Raise 2          20  10   4/1   500   Cancel Dead; restore full HP {1.6}
Reraise          16   7   3/1   800   Add Reraise {1.4}
Regen            8    4  3/2v0  300   Add Regen {1.7}
Protect          6    4  3/2v0   70   Add Protect {2.0}
Protect 2        24   7  3/2v3  500   Add Protect status {1.2}
Shell            6    4  3/2v0   70   Add Shell status {2.0}
Shell 2          20   7  3/2v3  500   Add Shell status {1.2}
Wall             24   4   3/1   380   Add Protect and Shell {1.4}
Esuna            18   3  3/2v2  280   Cancel: pet, drk, con, sil, zrk,
                                              frg, psn, sle, DM, DA {1.9}
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: 10 * PA  [100%]
Compress                 1v2/1    0  Damage: 12 * PA  [100%]
Dispose                   8/1     0  Damage: 10 * PA  [100%]
Crush                    1v0/1    0  Damage: 16 * PA  [100%]
! For all 'Work' skills used, caster loses [1/4 * damage] HP.


10 YIN-YANG MAGIC                     ORIGIN: Oracle job command
-----------------------------------------------------------------------------
Name           |MP |ctr.|Range |JP   |Effect
-----------------------------------------------------------------------------
Blind           4     2  4/2v1  100   Add: Darkness {2.0}
Spell Absorb    2     2  4/1    200   Drain: ((T_MaxMP / 4)) HP {1.6}
Life Drain      16    2  4/1    350   Drain: ((T_MaxHP / 4)) MP {1.6}
Pray Faith      6     4  4/1    400   Add: Faith {1.5}
Doubt Faith     6     4  4/1    400   Add: Innocent {1.5}
Zombie          20    5  4/1    300   Add: Undead {1.0}
Silence Song    16    3  4/2v1  170   Add: Silence {1.8}
Blind Rage      16    5  4/1    400   Add: Berserk {1.2}
Foxbird         20    4  4/1    200   T_Br -30 {1.4}
Confusion Song  20    5  4/1    400   Add: Confusion {1.3}
Dispel Magic    34    3  4/1    700   Cancel: support status, fai, ref {2.2}
Paralyze        10    5  4/2v0  100   Add: Don't Act {1.9}
Sleep           24    6  4/2v1  350   Add: Sleep {1.7}
Petrify         16    9  4/1    580   Add: Petrify {1.1}


________________________
[8.2] Reaction Abilities
      ==================

Name            Effect                        Trigger
~~~~~~~~~~~~~~  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~
A Save          PA + 1                        Physical attack
Abandon         Doubles all evade percentages --
Absorb Used MP  User absorbs MP used by enemy Spell cast
Arrow Guard     Immune to Bow/Crossbow attack --
Auto Potion     Uses lowest potion available  HP damage
Blade Grasp     Brave is add'l phys. evasion  See <2.6.8>
Brave Up        Br + 3                        Physical attack
Catch           Catch thrown items            'Throw' command
Caution         Take defensive stance         HP damage
Counter         Counterattacks                Physical attack
Counter Flood   Counter with Geomancy         HP damage
Counter Magic   Cast same spell at caster     Magical attack
Counter Tackle  Use 'Dash'                    Physical Attack
Critical Quick  Add: Quick                    Critical
Damage Split    You take [half the damage]    HP damage
                 incurred and your assailant
                 takes the other [half]
Distribute      Excess healing is [split      Healing at full HP
                 equally] among party members
Dragon Spirit   Add: Reraise                  HP damage
Face Up         Fa + 3                        Magical attack
Finger Guard    Immune to TALK SKILL          --
Gilgame Heart   Steal [Lv. * 10] GIL          Physical attack
Hamedo          Attack before being attacked  Phys. attack by human
HP Restore      Restore HP to full            Critical
MA Save         MA + 1                        Magical attack
Meatbone Slash  Damage: (Max HP of user)      Critical & attacked
MP Restore      Restore MP to full            Critical
MP Switch       Damage done to HP is instead  HP damage
                 done to MP
Reflect*        Add: Reflect                  Magical attack
Regenerator     Add: Regen                    HP damage
Speed Save      Speed + 1                     HP damage
Sunken State    Add: Transparent              HP damage
Weapon Guard    Enable weapon evasion         Attack from front/side
* only available with GameShark


_______________________
[8.3] support abilities
      =================

name            effect
~~~~~~~~~~~~~~  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Attack UP       effective PA = [PA * 4/3] ***
Concentrate     targets' C-EV, S-EV, A-EV is always 0
Defend          adds 'Defend' command
Defense UP      assailant's effective PA = [assailant's PA * 2/3] ***
Equip Armor     able to equip heavy armor regardless of job
Equip Axe       able to equip axes regardless of job
Equip Change    able to change equipment in battle (takes a turn)
Equip Crossbow  able to equip crossbows regardless of job
Equip Gun       able to equip guns regardless of job
Equip Katana    able to equip katana regardless of job
Equip Shield    able to equip shields regardless of job
Equip Spear     able to equip spears regardless of job
Equip Sword     able to equip (non-knight) swords regardless of job
Gained EXP-UP   received Experience = [earned exp. * 1.5]
Gained JP-UP    received JP = [earned JP * 1.5]
Half of MP      all MP used is halved
Magic Att. UP   effective MA = [MA * 4/3] ***
Magic Def. UP   assailant's effective MA = [assailant's MA * 2/3] ***
Maintenance     immune to breaking techniques
Martial Arts    effective PA = [PA * 1.5] if barehanded ***
Monster Skill   monsters standing on adjacent squares get bonus skill
Monster Talk    use 'Talk Skill' on monsters, regardless of job
Non-charge*     turns slow actions into fast actions **
Secret Hunt     Poach a monster if you kill it with a normal attack
Short Charge    for slow actions, ctr = ((ctr/2)) **
Throw Item      able to throw items 4 squares, regardless of job
Train           Add: Invite if you critically injure a monster
Two Hands       grip weapon with two hands, doubling damage
Two Swords      able to equip two (one-handed) weapons at once
* only available with GameShark
** except JUMP, CHARGE, SING, and DANCE commands
*** 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 <2.4.2>.  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.


________________________
[8.4] movement abilities
      ==================

name            effect
~~~~~~~~~~~~~~  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Any Ground      move at same speed on rough terrain
Any Weather     ignores weather effects on magic
Float           add: Float permanently
Fly             fly: ignore height, hurdle obstacles, no falling damage
Ignore Height   able to jump to any height, regardless of 'Jump' stat
Jump +1         Jump + 1
Jump +2         Jump + 2
Jump +3         Jump + 3
Move +1         Move + 1
Move +2         Move + 2
Move +3         Move + 3
Move in Water   no movement penalty in water
Move on Lava    move (and stop) on top of lava
Move Undrwater* move (and stop) in water up to 3h deep
Move-Find Item  find hidden items on the battlefield
Move-Get Exp    gain 1 experience per panel moved
Move-Get Jp     gain 2 job points per panel moved
Move-HP Up      recover [MaxHP / 8] HP as you move
Move-MP Up      recover [MaxMP / 8] MP as you move
Silent Walk*    can't spring traps
Teleport        teleport; less chance of working as you go further
Teleport 2*     teleport with 100% success (ultimate movement!)
Walk on Water   walk on top of water
* only available with GameShark



---=== end of file ====-------------------------------------------------
(c) 2001 Sam Volo <volo@fas.harvard.edu>

also check out:

The FF9 Enemy Spells FAQ
   http://members.nbci.com/FallenOne256/ff9enspl.txt

The FFT GameShark FAQ v3.5
   http://members.nbci.com/FallenOne256/fftgs35.txt

The FF6(3) Battle Mechanics Handbook v2.0
   http://members.nbci.com/Fallen_One.1/FF6Mech2.txt

------------------------------------------------------------------------
                               fftmech266.txt * revision 2.66 * 01-01-19

