_____ __. __  __. .____  __.    _____ .____  __  __.._____.____.  ____. .__ .__
NNNNN NN) NN (NN) JNNNN. NN)    NNNNN JNNNN. NN (NN)(NNNNN)NNNNL NNNNNN)(NN.JNN
NNF"" NN) NNN(NN) NNNNN) NN)    NNF"" NNNNN) NNN(NN)`"4NN`(NNNNN NNN`NN) NN)NN)
NNL__ NN) NNNNNN) NN)NN) NN)    NNL__ NN)NN) NNNNNN)  (NN (NN(NN NNNN_   (NLNN
NNNNN NN) NNNNNN)(NN)NNN NN)    NNNNN(NN)NNN NNNNNN)  (NN NNN(NN)`NNNNN) `NNNF
NNF"" NN) NNNNNN)(NN_JNN NN)    NNF""(NN_JNN NNNNNN)  (NN NNL_NN)__.4NNN  4NN`
NN)   NN) NN NNN)NNNNNNN)NNL_.  NN)  NNNNNNN)NN NNN)  (NN(NNNNNNNNNN NNN  (NN
NN)   NN) NN (NN)NN)  NN)NNNN)  NN)  NN)  NN)NN (NN)  (NN(NN  (NNNNNNNNN  (NN
""`   ""` "" `""`""`  ""`""""`  ""`  ""`  ""`"" `""`  `""`""  `"" `"""`   `""
               ._____. ____.   ___.  ______ __.  .___   .____  .
               (NNNNN).NNNNL .NNNNNN NNNNNN NN) JNNNNN)(NNNNNN
               `"4NN"`(NNNNN (NN`4NN ""NNF" NN) NNF`NN)(NN)4NN
                 (NN  (NN(NN (NN (NN   NN)  NN) NN) NN)(NNNL.
                 (NN  NNN(NN)(NN       NN)  NN) NN)     4NNNNN
                 (NN  NNL_NN)(NN (NN   NN)  NN) NN) NN).__`NNN)
                 (NN (NNNNNNN(NN.JNN   NN)  NN) NNL.NN)(NN)(NN)
                 (NN (NN  (NN(NNNNNF   NN)  NN) NNNNNN`(NNNNNN)
                 `"" `""  `""  """`    ""`  ""`  `"""    """"
===============================================================================
#########################[ BATTLE MECHANICS HANDBOOK ]#########################
-------------------------------------------------------------------------------
                                  Version 4.1
                                2 February 2002
-------------------------------------------------------------------------------
                                  Written by
                      Aerostar <aerostar@subdimension.com>
```````````````````````````````````````````````````````````````````````````````
                 with Aaditya Rangan <rangan@math.berkeley.edu>
                     and the Town Knave <townknave@aol.com>
-------------------------------------------------------------------------------

What began as a short list of the spell multipliers for damaging, faith-based
magic spells has expanded into a manual encompassing virtually every aspect of
Final Fantasy Tactics' battle mechanics.  Having been an outgrowth of that one
list -- part 4 of the old handbook -- the Battle Mechanics Guide was rather
disorganized.  Radiating out from that kernel first came lists of
status-inducing magic (part 5), then weapon attack formulas co-opted from my
friend the Town Knave (part 3), then an introduction to it all (part 2).  Aware
of all the formulae that I had yet to discover, I soon slapped on a section
(part 6) analysing the commands of most standard jobs. Then, one summer, I
endeavoured to compile all the damage and success formulae from all attacks,
which I separated into two lists:  one for humans (part 8) and one for monsters
(part 7).  Correspondence on the GameFAQs FFT Message Board eventually brought
Aaditya Rangan's gameflow theory (part 1) into the mix, and just last summer I
set to the task of demystifying stat determination and growth (part 9).

Up to now, the guide was essentially sorted chronologically, and not really in
any deliberate order.  In an attempt to ease readability, this new version is
totally revamped, the parts shuffled round and the prose, for the most part,
rewritten.  This, I hope, will remove the inconsistencies and redundancies
which sometimes plagued the previous versions of the guide, and will make the
guide as a whole more digestible (game-flow is far too intimidating to open
the guide!).  At any rate, many thanks go to one Jivera on the GameFAQs
message board, whose thoughtful comments roused me to rework the structure of
the guide.

I know that some of my readers probably think me rather mad for devoting such
time and such effort to a subject so inane and obscure as the mechanics of a
video game -- a charge, perhaps, not without justification.  But, to quote
Roald Dahl's Willy Wonka, 'A little nonsense now and then is relished by the
wisest men.'  I am no wise man, but this is my nonsense.  I hope you enjoy it.

-- Aerostar

*******************************************************************************
* FONT CHECK: This file does not exceed 80 characters on a line at its widest *
* point.  For optimal viewing, ensure that this entire box, bounded by the    *
* asterisks, is fully visible and properly aligned.                           *
*******************************************************************************

Before the guide begins, I'd like to take a bit of space to thank
everyone for their positive feedback, helpful hints and suggestions
for improving the guide.  Thanks to all of the following people
for providing me with bits of information and/or inspiration:

- Elmor the Elf <elmor_the_elf@mail.ru>
- Kochocobo <kochocobo@yahoo.com>
- Andy Harrington <harringt@edzone.net>
- rain duragan <shinobu_elf@hotmail.com>
- A P <ajp8414@yahoo.com>
- Master Daravon <beefstew99@aol.com>
- Notti <mahgnitton@hotmail.com>
- George Greer <fft@fftactics.org>
- Garanhir <garanhir@stupid.com>
- Jjukil <jjukil@excite.com>
- Dragon Fogel <on the GameFAQs FFT message board>
- Owvin <owvin@zdnetonebox.com>
- Johan Bager <johanbager@hotmail.com>
- Nick Lang <Syralen@yahoo.com>
- Jivera <on the GameFAQs FFT message board>
- Kantolin <on the GameFAQs FFT message board>

New in this version:

(version 4.1)
- Added Appendix B
- Corrected the damage formula for 'Holy Bracelet'
- Added more information on the 'Golem' spell
- Corrected Regen, Poison, Move-HP Up and Move-MP Up formulae
- Introduced (x..y) notation for generation of random numbers
- As always, made various corrections and clarifications

(version 4.0)
- Restructured the guide, moving the complicated gameflow section to the end
  and moving the crux of the FAQ (current parts 2 and 3, former parts 4, 5,
  and 6) closer to the beginning.
- Expanded the section on elemental attributes
- Expanded the section on evasion
- Made some corrections in the chart of monster attacks, including the
  Monster Skills of Bull Demon and Morbol.  Also found out, through
  testing, that 'Tail Swing' does random damage between 1 and 15 * PA.
- Added sections on Brave and Faith limits as well as how to handle
  stat modifications in equations with two instances of the same variable
- Revised or rewrote several sections
- Abolished the frivolous subsection headings
- Expanded lists of Reaction, Support, and Move abilities in [8.2] - [8.4]
- Expanded section on weather and terrain effects
- Corrected errors in the HOLY SWORD formulae
- Corrected the range of THROW
- Rewrote the stat-determining equation in [8.2] to reflect more accurately
  how the game stores the data
- Made other sundry corrections

(version 3.21)
- Corrected some of the values in the table in [9.3]
- Corrected typo in teleport success equation (thanks to Nick Lang for
  pointing this out)

(version 3.2)
- Added table of inherent abilities and statuses in <2.6.6>
- Revised sections on evasion
- Revised TRUTH and UN-TRUTH formulae (thanks to Notti for spotting the errors)
- Corrected the requisite minor errors (those never seem to go away, do they?)

(version 3.1)
- Added several subsections in the miscellany section [2.6], including
  the formulae for teleport success, falling damage, and the success
  of random events (thanks to Goryus <goryus@hotmail.com> for most of
  this information)
- Added information on critical hits <3.1.3>, as well as more detailed
  information on the randomization of axe, flail, and bag damage <3.1.2>
- Corrected formula for UN-TRUTH damage
- As always, sundry minor corrections and revisions

(version 3.05)
- Revised section [9.3], on levelling up, and added section [9.4],
  on levelling down
- Moved data on initial stat point values into [9.2]; revised those
  values
- Corrected typo in equation for JP gain
- Corrected other minor errors

(version 3.00)
- Added Part 9, on character statistics and level up bonuses
- Added equations for gained Exp and JP
- Revised status/effect magic formula into a clearer form
- Made miscellaneous revisions and corrections

(version 2.66)
- Corrected Sing and Dance percentages
- Added Galaxy Stop percentage
- Fixed Battle Skill formulae
- Changed formulae for Nanoflare and the Tiamat skills into
  the forms used internally by the game

(version 2.60)
- Corrected various errors
- Did some other stuff I can't remember because I did it
  before I went home for vacation but forgot to upload
  the FAQ :)

(version 2.56)
- Corrected miscellaneous errors
- Added game-flow section
- Converted all Speed data to ctr data
- Added approximate success percentages for SING and DANCE
- Renumbered sections

(version 2.1)
- Updated list of monster attacks; corrected physical vs. magical
  attack inaccuracies for monster attacks
- Rewrote definitions of 'physical' and 'magical' attacks
- Updated information on 'Blood Suck' status
- Made a few miscellaneous revisions and clarifications

(version 2.0)
- Section on abnormal status totally rewritten
- Information on JP sharing, counter magic, and learning magic updated
  and revised
- Equations for Zodiac effects and miscellaneous other PA / MA bonuses
  rewritten to more accurately reflect the game's calculation
- Errors in some weapon formulae corrected
- Spell multiplier charts updated to include information on
  reflectability, calculability, avoidability, and ability to be
  countered
- Vertical tolerances added to the range and effect notation of EVERY
  attack!
- Talk Skill is not affected by evade percentages.  Oops. ^_^()
- List of monster abilities now includes names of the different
  'species' in the monster 'genus'
- TONS of new information added on damage & probability modifiers
- Several corrections, clarifications, and updates made to part 7

Special thanks to Notti <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.

,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
C  O  N  T  E  N  T  S                                    F F T M E C H v 4 . 1
```````````````````````````````````````````````````````````````````````````````

PART 1:      Mechanics Fundamentals
             1.1  Definitions
             1.2  Abbreviations & Symbols
             1.3  Signs of the Zodiac
             1.4  Evasion
             1.5  Protect and Shell
             1.6  Summary of Evasion, Protect & Shell Data
             1.7  The Elements
             1.8  Handling Multiple Instances of the Same Variable

PART 2:      ATTACK: Equations for Weapon Damage
             2.1  The Formulae
             2.2  Weapon Damage Modifiers

PART 3:      Magic and Other Commands
             3.1  Faith-based Damage Magic
             3.2  Faith-based Effect Magic
             3.3  Battle Skill
             3.4  Punch Art
             3.5  Steal
             3.6  Charge
             3.7  Jump
             3.8  Throw
             3.9  Draw Out
             3.10 Talk Skill
             3.11 Sword Skills
             3.12 Elemental
             3.13 Truth
             3.14 Un-Truth

PART 4:      Abnormal Status
             4.1  Preparative Status Changes
             4.2  Supportive Status Changes
             4.3  Negative Status Changes
             4.4  Damage-derived Status Changes
             4.5  Other Status Changes

PART 5:      Miscellany
             5.1  Crystals
             5.2  Counter Magic
             5.3  Experience and Job Points
             5.4  Learning Magic
             5.5  Weather and Terrain
             5.6  Inherent Abiltiies
             5.7  Blade Grasp
             5.8  Teleport
             5.9  Random Events
             5.10 Extending Bow Range
             5.11 On Brave and Faith

PART 6:      Compendium of Human Abilities
             6.1  Action Abilities
             6.2  Reaction Abilities
             6.3  Support Abilities
             6.4  Movement Abilities

PART 7:      Compendium of Monster Attacks
             7.1  Types of Attacks
             7.2  List of Monster Attacks

PART 8:      Stats and Stat Growth
             8.1  The Stats You Know
             8.2  The Stats You Don't Know
             8.3  Levelling Up
             8.4  Levelling Down
             8.5  List of Inherent Abilities

APPENDIX A:  Aaditya Rangan's Theory of Gameflow
             A.1  Action and Reaction
             A.2  Gameflow Basics
             A.3  The Mime Cycle
             A.4  The Quick and the Dead

APPENDIX B:  Details on Weapons, Shields, and Mantles
             B.1  Weapons
             B.2  Shields
             B.3  Mantles




                  FINAL FANTASY TACTICS BATTLE MECHANICS HANDBOOK
                                    version 4.1




  ""4NNN)     PART ONE
     NNN)     _________________________________________________________________
     NNN)     =================================================================
     NNN)
     NNN)     Mechanics Fundamentals
     NNN)
     NNN)     _________________________________________________________________
  __=NNNL=__  =================================================================


_______________________________________________________________________________
[1.1] definitions
      =========================================================================

Tackling any subject as complex as the battle mechanics of Final Fantasy
Tactics requires a jargon of sorts.  This list of terms is not meant to
intimidate or confuse, but rather to prevent intimidation and confusion
in later parts of the FAQ.  Some of the terms are used by the game itself,
and some of them I (or others) have simply made up to aid in discussions
of how the game works.

- A UNIT is any person or monster on the battlefield.

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

- The CASTER is the unit executing an attack. This doesn't necessarily have
  to refer to spells; a unit striking another with a sword is a 'caster' as
  well.  This is somewhat counterintuitive, but it is easier to refer to
  all executors of attacks as 'casters' rather than using the words 'caster',
  'attacker', 'stealer', etc. to refer to what is basically the same thing.

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

- DAMAGE refers to loss of HP or MP.  Unless otherwise stated, assume that
  the term 'damage' refers to HP damage.

- An EFFECTIVE statistic is one that is not actually displayed on
  the status screen in the game, but is used internally by the game
  for calculation of the formula in which it appears.

- PHYSICAL AT (PA) is the number next to the sword icon on the middle
  panel of the status screen.  It indicates a character's physical
  attack power.  In this guide, Physical AT is usually abbreviated
  'PA'.  A unit can have a PA no less than 1 and no greater than 99.
  Note: if your PA is high enough, you can actually raise your
  _effective_ PA higher than 99 with Attack UP or Martial Arts.

- MAGICAL AT (MA) is the number next to the sceptre icon on the middle
  panel of the status screen.  It indicates a character's magical
  ability.  In this guide, Magical AT is usually abbreviated as
  'MA'.  Like PA, this statistic is bounded by 1 and 99.  Also like
  PA, if your MA is high enough, you can raise your effective MA higher
  than 99 with Magic Attack UP.

- An ATTACK STAT (XA) is a general term that can stand for any
  statistic -- usually PA, MA, or Speed -- that may influence the damage
  or success rate of an attack.  It is used in discussions where the
  same formula applies to two types of attacks, but different stats are
  plugged into the formula for each attack.  For instance, rods and
  staves share the damage formula of XA * WP, where the attack stat
  XA = PA for rods and XA = MA for staves.

- An ACTIVE TURN (AT, or simply TURN) occurs when a character is
  given the option to Move, Act, and/or Wait.  Do not confuse
  this with the AT in physical AT and magic AT, which stands for
  'attack' and has nothing to do with this.

- WEAPON POWER is a property of weapons which determines their strength.
  It can be seen on the middle panel of the status screen, next to the
  letter of the appropriate hand ('R' or 'L').

- A PHYSICAL ATTACK is defined as any attack for which either
  damage or success rate is reduced by the target having 'Protect'
  status.  This seems like an awkward definition, but it is the
  only one that truly works, because physical attacks can do damage
  based on PA, MA, or Speed.  Physical attacks include all weapon
  attacks (except magic guns), BATTLE SKILL, STEAL (except Steal
  Heart), THROW, JUMP, PUNCH ART, HOLY SWORD, MIGHTY SWORD, DARK
  SWORD, SNIPE, and WORK, among others.  If an attack uses PA in
  its calculation, assume it is physical unless something contrary
  is specified.

- A MAGICAL ATTACK is defined as any attack for which NEITHER
  damage nor success rate is reduced by the target having 'Protect'
  status.  Magical attacks include all commands with 'MAGIC' in
  the name, DRAW OUT, TALK SKILL, ELEMENTAL (Geomancy), MATH
  SKILL, and weapon attacks from magical guns, among others.
  Magical attacks, with very few exceptions, will use MA in the
  calculation of their damage or success rates; however, the
  converse is not true:  NOT all attacks that are calculated using
  MA are magical attacks.  Several of them -- such as a weapon
  attack from a Stick or Staff, and monster abilities such as
  'Look of Devil', 'Drain Touch', and 'Choco Ball' -- are in fact
  physical.

- A CLOCKTICK is the basic unit of time of an FFT battle.  During
  one clocktick, each unit's CT meter increases by an amount equal
  to the unit's Speed.  Strictly, a clocktick is defined as the
  period of time between two consecutive S+ phases (don't worry about
  this now; see the gameflow section for details).

- A SLOW ACTION is any attack which requires a charging time between
  the time it is selected and the time when it is actually executed.
  Each slow action has an associated value known as 'ctr' (clockticks
  till resolution) which specifies this duration in clockticks.  See
  the gameflow section for details.

- A FAST ACTION is any attack which is resolved immediately upon
  selection.  See the gameflow section for details.

- A REACTION is any attack immediately executed by the target of a
  just-resolved slow action, fast action, or act of mimicry.
  Reaction abilities cannot be reacted to or mimed.  The nature of
  the reaction is determined by a unit's reaction ability.

- BRAVE, which is listed on-screen under the character's name and
  occupation, is a stat which supposedly represents courage in
  battle.  It's a factor in a few special skills and some
  weapon attacks, and also represents the rate at which you'll
  use your Reaction Ability.  In this guide, you will see it
  abbreviated as 'Br'.  Brave is on a scale from 0 to 100; if you
  fall below 10 Brave, you'll be afflicted with the Chicken status
  ailment (i.e., figurative chickens become literal chickens).

- FAITH, listed on-screen next to Brave, is supposed to represent
  belief in miracles and supernatural phenomena.  It factors into
  both magic damage and rate of success, and is an important
  stat for a mage.  We abbreviate it here as 'Fa'.  Like Brave,
  it varies from 0 to 100.  Any character, except for Ramza or a
  Guest, that has Faith exceeding 90 at the end of a battle will
  leave the party.

- To ADD a status change is to cause a unit to be affected by that
  status change.

- To CANCEL a status change is to remove a status change that had
  previously been added to a unit.

- The RANGE of an attack is the number of squares, counted in a
  straight line, that the attack has the potential to target (not
  counting the caster himself). It is represented on the screen when
  an attack is selected by red, glowing panels.  Examples:

  (X = Caster)
                            #           #
                  #        ###          #
        #        ###      #####         #
       #X#      ##X##    ###X###     ###X###
        #        ###      #####         #
                  #        ###          #
     Range 1   Range 2      #           #
                          Range 3     Range 3
                                     (4 directions)

    Usually, Range is independent of vertical height, but for some
    skills (e.g., TALK SKILL), it can be limited by height difference.
    If this is so, it will be noted in the handbook with a "vX" after
    the range number, where X is the vertical tolerance of the attack
    in height units.  For instance, the range of 'Threaten' is 3v2.

- The EFFECT AREA of an attack determines which panels will actually be
  hit by the attack.  It's determined by counting the number of squares
  an attack can hit from the centre to one corner of the effect area.
  Effect area is usually restricted by vertical height.  Height
  restrictions will be noted in the guide with "vX" appended on to the
  effect number, with X being the vertical tolerance of the attack in
  height units.  For instance, the effect area of 'Haste 2' is 2v3.

  Examples:
                           O
                 O        OOO
      O         OOO      OOOOO
                 O        OOO
                           O
   Effect 1   Effect 2  Effect 3

   A combination of range and effect area is used to determine the
   attack's firing range.  We represent this in the guide as two numbers,
   the first being the range and the second the effect area.  For
   instance, a spell with firing range {5/1} means it has a range of 5
   and an effect area of 1. If there is an effect area greater than one,
   it can make the attack go further than the range.

   Special firing ranges:

   - for LINEAR firing ranges, the range is measured in the number of
     directions the line can go in.  The effect area is measured by
     the number of squares it affects, and the number of directions
     in which it does so.  For example, the 'Holy Explosion' attack
     is {4dir/5(1dir)}.

   - for AUTOMATIC firing ranges, the range and the effect area are
     always the same.  This is denoted by {A/N}, where N is the
     number of squares, in a straight line counted from the centre
     of the effect area, that the attack effects. For instance, {A/3}
     is illustrated below.  If the attack is helpful, the caster will
     usually also be targeted; if the attack is harmful, the caster
     will usually not be targeted.

   X: caster
   #: panel in range
   O: affected panel

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

- LINE OF SIGHT (LOS) means that the target of an attack must lie along
  a roughly linear path from the caster without any obstacles or other units
  intervening.  For longbows, this path can be concave-down parabolic as well
  as linear (the arrow can arc) If an obstacle blocks the line of sight, a
  line-of-sight attack will fail.  If another unit blocks the line of sight,
  the attack will be executed on the other unit instead of the intended
  target.  This can be used to your advantage with guns and bows to hit
  targets that are closer than 3 panels (which can't normally be fired on):
  target a panel directly behind the unit you want to hit, and since he
  blocks your shot, you'll hit the intended target instead!  Sometimes
  this won't work with longbows because the arrow will arc over the
  intervening target.


_______________________________________________________________________________
[1.2] abbreviations & symbols
      =========================================================================

Listed below are abbreviations and symbols, both mathematical and
game-related, that will be used throughout the guide.

-------------------------------------------------------------------------------
MATHEMATICAL FUNCTIONS

* signifies multiplication
/ signifies division

[X] means to truncate X -- that is, convert X to a decimal and then
drop all decimal places, regardless of what numbers they contain.  For
instance, [3.001] = 3; [3.999] = 3; [0.556] = 0; [-0.872] = 0;
[-7.25] = -7.  Note that this differs from the greatest integer (floor)
function in its treatment of negative numbers:  [-9.1] = -9 while
floor(-9.1) = -10.  FFT uses truncation, not floor.

RU{X}, the round-up function, means to truncate X and add 1 to the
absolute value of X, while maintaining X's sign. That is,
RU{X} = [X] + |X|/X.  This means that if X is positive,
RU{X} = [X] + 1, but if X is negative, RU{X} = [X] - 1.

max{x,y} = (x if x > y) or (y if y > x)
min{x,y} = (x if x < y) or (y if y < x)

(x..y) means that the game generates a random integer between x and y,
inclusive

-------------------------------------------------------------------------------
GAME-RELATED ABBREVIATIONS

a : can only target allies (in range/effect notation)
A/2, A/3, etc. : automatic firing range 2, 3, etc. (see above)
Br : Brave
C_x : caster's (attribute x)
CFa : caster's Faith
CT : charge time
ctr : clockticks 'til resolution
CurHP : current HP (in HP 500/556, 500 is the CurHP)
CurMP : current MP
dir : directions
e : can only affect enemies (in range/effect notation)
Fa : Faith
LOS : line of sight
Lv : Level
M.AEv : magical accessory Evade%
M.CEv : magical inherent Evade%
M.SEv : magical shield Evade%
MA : Magical AT
MaxHP : maximum HP (in HP 500/556, 556 is the MaxHP)
MaxMP : maximum MP
P.AEv : physical accessory Evade%
P.CEv : physical inherent Evade%
P.SEv : physical shield Evade%
PA : Physical AT
R/E : Range / Effect area (= firing range)
Spd : Speed (statistic)
SP : Speed (of a spell or attack)
T_x : Target's (attribute x)
TFa : Target's Faith
v : vertical (in effect area)
WEv : weapon Evade%
WP, WpnPwr : weapon's power
XA : attack stat
-------------------------------------------------------------------------------

>> In the formulae, assume that any statistic is that of the user of the
   ability unless otherwise specified (e.g., 'Level' refers to 'caster's
   Level').


_______________________________________________________________________________
[1.3] signs of the zodiac
      =========================================================================

What would the 'Zodiac Brave Story' be without Zodiac compatibility?
Every unit in FFT has a Zodiac sign.  The interaction of the Zodiac signs
is always an effect in damage calculation.  In general, the better the
compatibility, the higher the damage or the success rate of attacks
exchanged between two units.


-------------------------------------------------------------------------------
COMPATIBILITY CHART

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

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

Zodiac compatibility can affect damage done by an attack as well as the
chance of an attack succeeding.  In these two cases, Zodiac compatibility
is handled differently.

DAMAGE
In general, for damaging attacks, Zodiac compatibility will affect the
relevant attack stat -- call this stat XA:

'Neutral' compatibility:  XA_zodiac = XA
'Good' compatibility:     XA_zodiac = XA + [XA / 4]
'Best' compatibility:     XA_zodiac = XA + [XA / 2]
'Bad' compatibility:      XA_zodiac = XA - [XA / 4]
'Worst' compatibility:    XA_zodiac = XA - [XA / 2]

Once you have calculated XA_zodiac, use XA_zodiac instead of the original
XA in calculating the damage or success rate of an attack.

SUCCESS RATE
Instead of affecting only the attack stat, Zodiac compatibility is usually
applied to the success rate as a whole:

'Neutral' compatibility:  success%_zodiac = success%
'Good' compatibility:     success%_zodiac = success% + [success% / 4]
'Best' compatibility:     success%_zodiac = success% + [success% / 2]
'Bad' compatibility:      success%_zodiac = success% - [success% / 4]
'Worst' compatibility:    success%_zodiac = success% - [success% / 2]

TALK SKILL provides a good example of this -- say you have a Mediator
with an MA of 21.  The success rate of 'Death Sentence' against a neutral
target would be (MA + 30) = 51%.  Against a target with good compatibility,
success is 51 + [51/4] = 51 + 12 = 63%.  Applying the zodiac just to the MA
would give you ((21 + [21/4]) + 30) = 26 + 30 = 56%, which is wrong.

ZODIAC COMPATIBILITY DOES NOT AFFECT EVASION; it can only affect the base
success percentage of an attack.

Since monsters are unisex, they are immune from 'Best' and 'Worst'.  So,
for a monster, any unit that would normally be 'Best' or 'Worst' is instead
'Bad'.  NOTE -- the following monster classes are exceptions to this:
Warlock, Angel of Death, Regulator, Holy Angel, Impure King, Ghost of Fury,
Holy Dragon, Arch Angel.


_______________________________________________________________________________
[1.4] evasion
      =========================================================================

When you attack a unit, it has a chance to dodge your attack with four
parameters: (1) its natural stealth (C-EV); (2) its shield (S-EV); (3)
its accessory (A-EV); (4) its weapon (W-EV), if it has the reaction
ability 'Weapon Guard' set.  These four percentages are each converted
to decimal form, subtracted from 1, multiplied together and then multiplied
by 100 to get the chance of actually hitting the unit with the attack.  There
are separate categories for physical (P.SEV, P.AEV, P.CEV) and magical (M.SEV,
M.AEV, M.CEV) evade.  Weapon evasion only works on physical attacks.


EVADING PHYSICAL ATTACKS

Physical attack evasion depends on the attacker's position relative to
the target.

from front:  hit% = [(base hit%)*(1-P.CEV)*(1-P.SEV)*(1-P.AEV)*(1-W.EV)]
from side:   hit% = [(base hit%) * (1-P.SEV) * (1-P.AEV) * (1-W.EV)]
from rear:   hit% = [(base hit%) * (1-P.AEV)]

EVASION WORKS ON     | EVASION DOES NOT WORK ON
-----------------------------------------------
Weapon attacks       | Gun attacks
  (except guns)      | JUMP
THROW                | SNIPE
BATTLE SKILL         | HOLY SWORD
STEAL*               | DARK SWORD
Spin Fist            | MIGHTY SWORD
Repeating Fist       | Earth Slash
Wave Fist            | Secret Fist
Throw Stone          | Dash

* Applies to Steal Weapon, Steal Helmet, Steal Shield, Steal Armor,
  Steal Accessory and Gil Taking only.  Steal Exp. and Steal Heart are
  not affected by evade percentages.

For normal weapon attacks, THROW, sword skills, Spin Fist, Repeating Fist,
Wave Fist, Earth Slash, Throw Stone, and Dash, the base hit% is 100.  For
other attacks, see the appropriate section of part 6 for how to determine
the base hit%.

Even if you fire BATTLE SKILL attacks out of a gun, they are still subject
to evasion.

MIGHTY SWORD has a 00% success rate if the target is not equipped with an
appropriate item for the Mighty Sword skill to break.  Consequently, all
monsters are unaffected by MIGHTY SWORD.

What is considered the 'front', 'side', and 'back' can be confusing when
dealing with ranged attacks like arrows and Wave Fist.  The following
diagram should help (thanks to Notti for giving me the idea to present
the information in this way).

 ___________________
|   |   |   |   |   |   If the target is standing on the panel marked 'X'
| S | B | B | B | S |   and facing in the direction indicated by the arrow,
|___|___|___|___|___|   if you are attacking from a panel marked 'F', you
|   |   |   |   |   |   are considered to be attacking from the front; if
| S | S | B | S | S |   you attack from a panel marked 'S', the game
|___|___|___|___|___|   considers you to be attacking from the side; and
|   |   |  ||   |   |   if you attack from a panel marked 'B', you are
| S | S | Xv| S | S |   attacking from the rear.  Basically, the game
|___|___|___|___|___|   just decides whether your forward, sideways, or
|   |   |   |   |   |   behind distance from your opponent is greater, and
| S | F | F | F | S |   takes that to be your orientation.  In the event
|___|___|___|___|___|   of a tie, the foremost direction is the winner
|   |   |   |   |   |   (front over side, side over back).  Note that this
| F | F | F | F | F |   is absolutely independent of the relative panel
|___|___|___|___|___|   heights.


EVADING MAGICAL ATTACKS

any position:  hit% = [(base hit%) * (1 - M.SEV) * (1 - M.AEV)]

This applies to most magic attacks, whether they be status-inducing
or damage-causing.  However, the following magic attacks are not
subject to evasion:

- A unit will not try to evade attacks that are curative or that
  add helpful status.

- The following magic attacks have a 100% hit rate, regardless of
  evade percentages:  DRAW OUT, FEAR, TRUTH, UN-TRUTH, ELEMENTAL,
  LIMIT, Ramuh, Shiva, Ifrit, Titan, Leviathan, Salamander, Odin,
  Bahamut, Cyclops, Holy, Dark Holy, Meteor, Melt, Quake, Tornado,
  Flare 2, Ultima, Ultima (2), All-ultima, Poison Frog, Midgar Swarm,
  Shock, Giga Flare, Nanoflare, Lifebreak, Ulmaguest, Choco Meteor,
  Spark, Self-Destruct, Feather Bomb, Leaf Dance, Spirit of Life,
  Magic Spirit, Mimic Titan, Triple Thunder, Triple Flame,
  Dark Whisper.

- The following magic attacks do not have 100% hit rates, but they
  still ignore evade percentages:  Mind Blast, Level Blast,
  Death Sentence [Plague], Circle, Nose Bracelet.

For an example of how evade percentages work, let's say Ramza attacks
Algus -- who is equipped with a Crystal Shield (P.SEV +40%, M.SEV +15%)
and a Feather Mantle (P.AEV +40%, M.AEV +30%) -- from the side.
Inherent evade% (P.CEV) is ineffective from the side, but Algus' shield
(P.SEV) and cloak (P.AEV) will give him a chance to avoid the damage:

               Orig%   Shield    Mantle
Ramza's Hit% = [100 * (1-.40) * (1-.40)] = [100 * .6 * .6] = 36%.

And if Ramza now decides to cast 'Flare' on Algus, Algus is also
considerably protected due to M.SEV and M.AEV:

                     Shield    Mantle
Flare Hit% = [100 * (1-.15) * (1-.30)] = [100 * .85 * .7] = [.595] = 59%

Note that the inherent magical evade percent (M.CEV) stat is useless,
as it is 0% for all classes.  We will therefore ignore it for the
rest of this handbook.

If a target is somehow protected from a particular attack
(for instance, if he has Rubber Shoes [cancel: Lightning] equipped and is
targeted with Bolt 3, or is targeted with Seal Evil and is not undead), that
attack will have a 00% success rate, regardless of zodiac sign, evasion
multipliers, percentage multipliers, or anything else.

For all other magic spells which are _harmful_ to the target, you must
take evasion% into consideration. (For instance, a target would try
to evade 'Slow' but it wouldn't try to evade 'Haste'; it would try
to avoid 'Flare', but not 'Cure 4'.)

The reaction ability 'Abandon' causes all of a unit's evasion percentages
to be doubled for the entire battle (it does not require a trigger, despite
what the in-game description says).  The 'Defending' status causes the same
effect temporarily.

If a target evades an attack due to its C-Ev, a 'Missed!' message will be
displayed.  If a target evades an attack due to its A-Ev or S-Ev, a
'Guarded' message will be displayed.

As mentioned in the Zodiac section above, Zodiac has NO effect on evasion
percentages.

For a list of S-Ev values for each shield, see [B.2].  For a list of A-Ev
values for each mantle, see [B.3].


_______________________________________________________________________________
[1.5] protect and shell
      =========================================================================

The 'Protect' and 'Shell' statuses can protect units from several attacks
in a variety of ways.  Here is a summary of the different types of defense
afforded by these statuses.

'Protect D' -- If a Protected unit is attacked with this type of
attack, Protect will cause the PA (or MA for some weapon attacks,
or Speed for Throw attacks) in the damage equation to be multiplied
by 2/3 (see the status section for details).  This also means that the
same effect will be created if the attacked unit has 'Defense UP'.
Also, if a unit uses this attack and 'Attack UP' is set, the PA in
the damage equation will be multiplied by 4/3 in the same manner as
the 2/3 multiplier is handled (Attack UP does NOT apply to THROW).

'Protect C' -- If a Protected unit is attacked with this type of
attack, Protect will cause the PA (or Speed, for Throw and Steal)
in the probability equation to be multiplied by 2/3, lessening the
chance of success (see the status section for details).  This also
means that the same effect will be created if the attacked unit has
'Defense  UP'.  Also if a unit uses this attack and has 'Attack UP',
the PA in the probability equation will be multiplied by 4/3 in the
same manner as the 2/3 multiplier is handled.  If the attack also
deals damage, neither Protect, nor Defense UP nor Attack UP will affect
the damage dealt.

'Shell D' --  If a Shelled unit is attacked with this type of
attack, Shell will cause the MA in the damage equation to be
multiplied by 2/3 (see the status section for details).  This also
means that the same effect will be created if the attacked unit has
'Magic DefendUP'.  Also, if a unit uses this attack and 'Magic AttackUP'
is set, the MA in the damage equation will be multiplied by 4/3 in the
same manner as the 2/3 multiplier is  handled.

'Shell C' -- If a Shelled unit is attacked with this type of
attack, Shell will cause the MA in the probability equation to
be multiplied by 2/3, lessening the chance of success (see
the status section for details).  This also means that the same effect
will be created if the attacked unit has 'Magic DefendUP'.  Also, if a
unit uses this attack and has 'Magic AttackUP', the PA in the
probability equation will be multiplied by 4/3 in the same manner
as the 2/3 multiplier is handled.  If the attack also deals damage,
neither Shell, nor Magic DefendUP nor Magic AttackUP will affect the
damage dealt.


_______________________________________________________________________________
[1.6] summary of evasion, protect, and shell data
      =========================================================================

This table summarizes whether an attack is subject to evasion and/or
damage or success rate modification by Protect or Shell.

HUMAN ATTACKS                                 EVADE%  PROTECT OR SHELL
--------------------------------------------  ------  ----------------
Physical attack or THROW, front               P.CEV,  Protect D
                                              P.AEV,
                                              P.SEV,
                                              W.EV
BATTLE SKILL, front                           "       Protect C
STEAL*, front                                 "       Protect C
----------------------------------------------------------------------
Physical attack or THROW, side                P.AEV,  Protect D
                                              P.SEV,
                                              W.EV
BATTLE SKILL, side                            "       Protect C
STEAL*, side                                  "       Protect C
----------------------------------------------------------------------
Physical attack or THROW, rear                P.AEV   Protect D
BATTLE SKILL, rear                            "       Protect C
STEAL*, rear                                  "       Protect C
----------------------------------------------------------------------
Damaging magical attack, avoidable            M.SEV,  Shell D
                                              M.AEV
----------------------------------------------------------------------
Damaging magical attack, unavoidable          none    Shell D
----------------------------------------------------------------------
Damaging magical attack, % of HP, faith-      M.SEV,  Shell C
 based (e.g., Demi, Life Drain, Lich, Death)  M.AEV
Status-causing magic, faith-based             "       Shell C
----------------------------------------------------------------------
TALK SKILL, Steal Heart, Allure               none    none
Damaging magical attack, % of HP,             none    none
 (MA + K)% based (e.g., Hurricane, Mutilate)
----------------------------------------------------------------------
Geomancy                                      none    Shell D
----------------------------------------------------------------------
* Applies to Steal Weapon, Steal Helmet, Steal Shield, Steal Armor,
  Steal Accessory and Gil Taking only.  Steal Exp. and Steal Heart are
  not affected by evade percentages.

MONSTER ATTACKS (see [7.1])                  EVADE%   PROTECT OR SHELL
-------------------------------------------  ------   ----------------
Physical, type I or II, front,               P.CEV,   Protect D
          damage-causing                     P.SEV,
                                             P.AEV
Physical, type I or II, front,               "        Protect C
          status-causing (MA+K)%-based
----------------------------------------------------------------------
Physical, type I or II, side,                P.SEV,   Protect D
          damage-causing                     P.AEV,
Physical, type I or II, side,                "        Protect C
          status-causing (MA+K)%-based
----------------------------------------------------------------------
Physical, type I or II, rear, damage         P.AEV    Protect D
Physical, type I or II, rear, status (MA+K)% "        Protect C
----------------------------------------------------------------------
Magical, type I, damage-causing              M.SEV,   Shell D
                                             M.AEV
Magical, type I, status-causing (MA+K)%      "        Shell C
----------------------------------------------------------------------
Magical, type II, damage-causing             none     Shell D
Magical, type II, status-causing (MA+K)%     none     Shell C
----------------------------------------------------------------------
Physical, guaranteed success                 none     Protect D
Magical, guaranteed success                  none     Shell D
Indeterminate, guaranteed success            none     none
----------------------------------------------------------------------


_______________________________________________________________________________
[1.7] the elements
      =========================================================================

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

In turn, there are two separate effects that can be caused by an elemental
attribute.  They are (1) MA strengthening for a caster, and (2) damage
modification for a target.

If the caster of an elemental spell has equipment endowed with 'Strengthen:
(element)', when he casts spells of that element, his strengthened_MA will
be equal to [MA * 1.25].  Note that this applies to the MA of the caster,
and not to the damage caused by the spell.  Though this will increase the
damage of most spells (e.g., Fire 4, Shiva, Holy), if the spell normally does
damage that is independent of MA (e.g., Lich), it will do no more damage
from the 'Strengthen' effect (the success percentage, however, which does
depend on MA, will be increased).  The 'Strengthen' bonus works the same for
elemental weapons like Ice Brand and Holy Lance, except it is applied to
the appropriate attack stat(s) of the weapon.

The target of an elemental spell can have a variety of properties that
modify the actual DAMAGE dealt by the spells on that target (and not
the caster's MA):

'Weak: (Element)'  ... Damage from this element is doubled, even when
                       the amount of damage is unaffected by other types
                       of modifiers (e.g., Tiamats receive [MaxHP * .68]
                       damage from Hurricane instead of [MaxHP * .34]
                       because they are weak against Wind)

'Half: (Element)'  ... Damage from this element is halved (and truncated).
                       As with 'Weak', this applies even to attacks not
                       normally susceptible to damage modification.
                       calculating damage on this target

'Cancel: (Element)' .. Attacks of this element cannot succeed (the
                       prediction will just say 00%)

'Absorb: (Element)' .. Damage from element is added to, instead of
                       subtracted from, the HP total.

Note that Weak, Half, Absorb and Cancel have no effect on the success
rate of elemental attacks.

For Geomancy, only MA is affected by elemental attributes, even
though PA is also used to calculate the damage.

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

Example of elemental effects:

This example allows you to appreciate the subtle difference between the
two kinds of elemental effects.  Let's assume you have a Summoner with
20 MA and 70 Fa casting Lich on a target with 501 HP, neutral Zodiac
compability and 60 Fa.  Lich does damage equal to RU{Target's MaxHP/2}
with a success rate of [(Caster Fa/100)*(Target Fa/100)*(MA+160)].
Now envision some scenarios:

1.  Normal.  Lich does RU{501/2} = 251 damage with a success rate of
    [.70*.60*180] = 75%.

2.  The Summoner equips himself with 108 Gems, which strengthens Dark
    elemental.  This means that wherever MA is considered,
    new_MA = [MA * 1.25].  Because MA doesn't determine the damage done
    by Lich, the damage is unaffected, and remains at 251.  The success
    rate, however, increases slightly, because new_MA = [20 * 1.25] = 25.
    So the success rate is now [.70*.60*185] = 77%.

3.  Suppose the Summoner unequips the Gems, then the target equips himself
    with an N-Kai Armlet, which has the property 'Half: Dark'.  Since
    'Half' affects damage itself and NOT MA directly, this time the damage
    done by the spell will be affected, but the success rate will not. The
    damage will now be equal to RU{MaxHP/4}, or 126.  The success rate,
    however, remains unaffected at 75%.


_______________________________________________________________________________
[1.8] handling multiple instances of the same variable
      =========================================================================

A number of multipliers can act on the variables you'll find in the various
equations throughout this guide.  In a few of these equations, the same
variable appears twice; in these cases, it can be hard to determine where to
apply the variable modifiers.  Usually only one instance of the variable gets
modified.  The list below shows these equations, with the modifiable variable
marked with a "!".

ATTACK barehanded     Damage = PA! * [PA * Br/100]
Monster attacks       Damage = PA! * [PA * Br/100]
Physical Gun ATTACK   Damage = WP! * WP
Spin Fist             Damage = PA! * [PA / 2]
Repeating Fist        Expected Damage = 5 * (PA! + [PA / 2])
Wave Fist             Damage = PA! * ([PA / 2] + 1)
Earth Slash           Damage = PA! * [PA / 2]
TRUTH                 Damage = MA! * [(MA + K)/2]
Snake Carrier         Damage = PA! * [(PA + 5) / 2]
Nanoflare             Damage = MA! * [(MA + 5) / 2]
Sudden Cry            Damage = PA! * [(PA + 2) / 2]
Turn Punch            Damage = PA! * [PA / 2]
Wave Around           Damage = PA! * [PA / 2]
Choco Ball            Damage = PA! * [PA / 2]
Triple Flame          Damage = MA! * [(MA + 24) / 2]
Triple Thunder        Damage = MA! * [(MA + 12) / 2]
Dark Whisper          Damage = MA! * [(MA +  1) / 2]




   _NN"4NNNNN.   PART TWO
  (NNN.  (NNNN   ---------------------------
Rod                | PA * WP                   |
-------------------------------------------------------------------------------
Crossbow           | PA * WP                   | range 4
-------------------------------------------------------------------------------
Bow                | [(PA + Sp) / 2] * WP      | range 5
-------------------------------------------------------------------------------
Gun (regular)      | WP * WP                   | range 8
-------------------------------------------------------------------------------
Gun (magical)      | [CFa/100*TFa/100*WP*Q]    | range 8
                   |                           | Q = 14  .... 60% probability
                   |                           | Q = 18  .... 30% probability
                   |                           | Q = 24  .... 10% probability
-------------------------------------------------------------------------------
Flail              | F * WP           (actual) | F is a random integer between
                   | ([PA/2]+1)*WP  (expected) | 1 and PA, inclusive
-------------------------------------------------------------------------------
Axe                | F * WP           (actual) | F is a random integer between
                   | ([PA/2]+1)*WP  (expected) | 1 and PA, inclusive
-------------------------------------------------------------------------------
Stick              | MA * WP                   | range 2 [4 directions]
-------------------------------------------------------------------------------
Spear              | PA * WP                   | range 2 [4 directions]
-------------------------------------------------------------------------------
Musical Instrument | [(PA + MA) / 2] * WP      | range 3
-------------------------------------------------------------------------------
Dictionary         | [(PA + MA) / 2] * WP      | range 3
-------------------------------------------------------------------------------
Cloth              | [(PA + MA) / 2] * WP      | range 2
-------------------------------------------------------------------------------
Bag                | F * WP           (actual) | F is a random integer between
                   | ([PA/2]+1)*WP  (expected) | 1 and PA, inclusive
-------------------------------------------------------------------------------

CRITICAL HITS
Approximately 5% of the time during normal weapon attacks as
well as DARK SWORD, HOLY SWORD, and MIGHTY SWORD attacks,
critical hits will occur.  You can tell a critical hit because
the sound of the hit will be more sharp and sudden, and the
damage numbers will appear more quickly and have different
animation.

Critical hits randomly modify your PA, MA, and/or Speed
(depending on what weapon you are equipped with) to increase
damage.  This modified PA, MA, or Speed is then plugged into
the appropriate formula above to calculate the final damage.

Critical hit bonus:

modified_XA = normal_XA + (1..normal_XA) - 1

This equation is equivalent to

modified_XA = normal_XA + (0..(normal_XA-1))

but I suspect that it is the first equation that FFT actually uses,
given that in other cases it generates random numbers of the form
(1..x) rather than (0..x).  However, I don't know for sure.

Regardless, the max damage a critical hit can do is equal to
((2 * normal_XA) - 1) * WP -- slightly less than twice normal
damage -- and the least it can do is normal damage.  Most often it
will be between these two extrema.

Critical hits will also knock the target back one square
fifty percent of the time (assuming that there is an unoccupied
square directly behind the target).


_______________________________________________________________________________
[2.2] weapon attack modifiers
      =========================================================================

Many factors -- including the attacker's abilities and status, the
target's abilities and status, as well as Zodiac compatibility -- can
affect the damage done by weapon attacks.  The procedure outlined below
is a summary of how to apply all these different modifiers.

'XA' below stands for whatever stat the weapon uses to calculate its
damage -- PA for swords, MA for sticks, WP for guns.  If a weapon uses
multiple stats -- e.g., PA and Speed for Ninja swords -- make sure to
apply these modifiers to _both_ stats.

If there are multiple instances of the _same_ statistic in a damage
equation (for instance, the non-magic gun and barehand equations), only
modify _one_ instance of the statistic.  See [1.8] for a clarification
on this.

Let 'XA0' be the attacker's XA on the stat screen.  The 'Attacker' is the
unit making the attack, and the 'Defender' is the unit being attacked.

   0. If this is a critical hit, then XA0 = XA + (1..XA) - 1.  See [2.1]
      for details.
   1. If attacker has Attack UP, then (XA1 = [XA0 * 4/3]), else XA1 = XA0
   2. If attacker has Martial Arts and is barehanded, then
      (XA2 = [XA1 * 3/2]), else XA2 = XA1
   3. If attacker is Berserk, then (XA3 = [XA2 * 3/2]), else XA3 = XA2
   4. If defender has Defense UP, then (XA4 = [XA3 * 2/3]), else XA4 = XA3
   5. If defender has Protect, then (XA5 = [XA4 * 2/3]), else XA5 = XA4
   6. If defender is Charging, then (XA6 = [XA5 * 3/2]), else XA6 = XA5
   7. If defender is Sleeping, then (XA7 = [XA6 * 3/2]), else XA7 = XA6
   8. If defender is a Frog, then (XA8 = [XA7 * 3/2]), else XA8 = XA7
   9. If defender is a Chicken, then (XA9 = [XA8 * 3/2]), else XA9 = XA8
  10. Apply zodiac multipliers:
          If compatibility is 'Good', then (XA10 = XA9 + [(XA9)/4]))
          ElseIf compatibility is 'Bad', then (XA10 = XA9 - [(XA9)/4])
          ElseIf compatibility is 'Best', then (XA10 = XA9 + [(XA9)/2])
          ElseIf compatibility is 'Worst', then (XA10 = XA9 - [(XA9)/2])
          Else PA9 = PA8
  11. Apply weapon's damage formula using XA = XA10 (if there is more
      than one instance of XA, only set _one_ instance to XA10 and
      leave the other as XA0 (see above).

Also remember that weapon attacks can be evaded.  See section [1.3] for
details.



 .NNN"NNNNL    PART THREE
 (NNN  (NNN)   ________________________________________________________________
  ""`  NNNN)   ================================================================
   __NNNNF
     `"NNNNN.  Magic and Other Commands
 ___    4NNN)
(NNN)   NNNN)  ________________________________________________________________
`NNN__NNNNN"   ================================================================


______________________________________________________________________________
[3.1] faith-based damage magic
      ========================================================================

In general, spells that depend on faith which either cause or heal damage
are governed by a single equation:

damage = [Q * MA * (CFa/100) * (TFa/100)]

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

Below is a chart of all the spells' multipliers, which will allow you to
calculate the damage they will cause based on the above formula.

How to use the chart:  Let's say you want to calculate the damage from
a 'Dark Holy' spell from a character with 15 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 * 0.80 * 0.64] = [284.16] = 284 HP.


MULTIPLIERS FOR FAITH-BASED DAMAGE MAGIC
-------------------------------------------------------------------------------

~ legend ~
Q-VALUE : constant which determines strength of spell.
MP : amount of MP that must be expended to cast the spell
ELE : elemental attributes of the spell:
      F: fire  L: lightning   H: holy  W: water  C: curative*
      I: ice   A: wind (air)  D: dark  E: earth  -: no elemental
      * not really an elemental; included because spells with this
        attribute will harm undead and heal non-undead; this is not
        true of all HP-restoring mechanisms (i.e., Chakra still heals
        undead).  All units except those with the 'Undead' status
        automatically absorb curative-'elemental' attacks.
CM? : 'x' indicates that the spell can be countered with Counter Magic
REF : 'x' indicates that the spell will be reflected by Reflect status
CAL : 'x' indicates that the spell can be Calculated
R/E : the spell's range and effect
EV? : 'x' indicates the spell's can be avoided with a unit's magic evasion

SPELL ... Q-VALUE | MP |ELE|CM?|REF|CAL| R/E    |EV?
------------------|-----------------------------|---
All-ultima ... 55 | 50 | - |   |   |   | 5/4v3  |
Bahamut ...... 46 | 60 | - |   |   |   | 4/4v3e |
Bio .......... 12 |  8 | - | x | x |   | 4/2v3  | x
Bio 3 ........ 24 | 24 | - | x | x |   | 4/3v3  | x
Bolt  ........ 14 |  6 | L | x | x | x | 4/2v1  | x
Bolt 2 ....... 18 | 10 | L | x | x | x | 4/2v2  | x
Bolt 3 ....... 24 | 24 | L | x | x | x | 4/2v3  | x
Bolt 4 ....... 32 | 48 | L |   |   |   | 4/3v3  | x
Cure ......... 14 |  6 | C |   | x | x | 4/2v1  |
Cure 2 ....... 20 | 12 | C |   | x | x | 4/2v1  |
Cure 3 ....... 30 | 16 | C |   | x | x | 4/2v2  |
Cure 4 ....... 40 | 20 | C |   |   |   | 4/2v3  |
Cyclops ...... 50 | 62 | 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 |


DAMAGE MODIFIERS

Many factors -- including the caster's abilities and status, the
target's abilities and status, as well as Zodiac compatibility -- can
affect the damage done by magical attacks.  The procedure outlined below
is a summary of how to apply all these different modifiers.

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

  1. If caster has Magic AttackUP, then (MA1 = [MA0 * 4/3]), else MA1 = MA0
  2. If caster has 'Strengthen: [element of spell]', then (MA2 = [MA1 * 5/4])
     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 [1.5] for more details).

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


_______________________________________________________________________________
[3.2] faith-based effect magic
      =========================================================================

Magic that depends on faith and causes a special effect -- such as a status
abnormality, a reduction in stats, or a reduction in HP by a set percentage --
is governed by this equation:

success% = [CFa/100 * TFa/100 * (MA + Y)] * (evasion factor)

(Note that you don't have to actually do the division of faith
values as a calculation... simply tack on a decimal point before
the tens place of the faith and you have Fa/100).

where Y is a percentage multiplier peculiar to the spell;
CFa is the caster's faith;
TFa is the target's faith;
Evasion factor = (1 - (target's M.SEV)) * (1 - (target's M.AEV)).

For instance, if you wanted to cast 'Frog' on a character with 50 Faith
with a Wizard with 75 faith and 14 Magic AT, then you would first look up
the multiplier for 'Frog' (120).  Then substitute:

[((CFa/100 * TFa/100 * (MA + Y)] =
[.75 * .50 * (14 + 120)] =
[.375 * 134] = [50.25] = 50%

Here, as before, is a chart of values for each spell that uses this equation.


CHART OF EFFECT MAGIC CONSTANTS

~ legend ~
Y   : constant used in determining the success rate of the spell.
CM? : 'x' indicates that the spell can be countered with Counter Magic
REF : 'x' indicates that the spell will be reflected by Reflect status
CAL : 'x' indicates that the spell can be Calculated

Yin-Yang Magic   Y   CM? REF CAL  Results {Range/Effect}
-------------- ----  --- --- ---  -------------------------
Blind           200   x   x   x   Add: Darkness {4/2v1}
Life Drain      160   x           Drain RU{MaxHP/4}** {4/1}
Spell Absorb    160   x           Drain RU{MaxMP/4}** {4/1}
Pray Faith      150       x   x   Add: Faith {4/1}
Doubt Faith     150       x   x   Add: Innocent {4/1}
Zombie          100   x   x   x   Add: Undead {4/1}
Silence         180   x   x   x   Add: Silence {4/2v1}
Blind Rage      120   x   x   x   Add: Berserk {4/1}
Foxbird         140   x   x   x   Br -30 {4/1}
Confusion Song  130   x   x   x   Add: Confusion {4/1}
Dispel Magic    220   x       x   Remove helpful status {4/1}
Paralyze        190   x   x   x   Add: Don't Act {4/2v0}
Sleep           170   x   x   x   Add: Sleep {4/2v1}
Petrify         110   x   x   x   Add: Petrify {4/1}

** will drain this amount regardless of the target's current
   HP/MP total -- i.e., you can drain more HP/MP than the
   target has remaining.

Time Magic           CM? REF CAL
----------           --- --- ---
Haste           180       x   x   Add: Haste {3/2v0}
Haste 2         240               Add: Haste {4/2v3}
Slow            180   x   x   x   Add: Slow  {3/2v0}
Slow 2          240   x           Add: Slow  {4/2v3}
Stop            110   x   x   x   Add: Stop  {3/2v0}
Don't Move      190   x   x   x   Add: Don't Move {3/2v1}
Float           140       x   x   Add: Float {4/2v1}
Reflect         180       x   x   Add: Reflect {3/1}
Quick           140   x   x       Add: Quick {3/1}
Demi            190   x   x   x   RU{T_MaxHP / 4} damage {4/2v1}
Demi 2          120   x   x   x   RU{T_MaxHP / 2} damage {4/2v3}

White Magic          CM? REF CAL
-----------          --- --- ---
Raise           180       x   x   Cancel: Dead & restore 1/2 HP {4/1}
Raise 2         160       x   x   Cancel: Dead & restore full HP {4/1}
Reraise         140       x   x   Add: Reraise {3/1}
Regen           170       x   x   Add: Regen {3/2v0}
Protect         200       x   x   Add: Protect {3/2v0}
Protect 2       120               Add: Protect {3/2v3}
Shell           200       x   x   Add: Shell {3/2v0}
Shell 2         120               Add: Shell {3/2v3}
Wall            140       x   x   Add: Protect, Shell {3/1}
Esuna           190       x   x   Cancel negative status ailments {3/2v2}

Black Magic          CM? REF CAL
-----------          --- --- ---
Poison          160   x   x   x   Add: Poison {4/2v2}
Frog            120   x   x   x   Add: Frog {3/1}
Death           100   x   x   x   Add: Dead {4/1}

Summon Magic         CM? REF CAL
------------         --- --- ---
Golem           200               Absorbs (Caster_MaxHP) worth of damage
                                   from ATTACK, JUMP or CHARGE directives {all
                                   allies}**
Silf            150               Add: Silence {4/3v2e}
Carbunkle       150               Add: Reflect {4/3v2a}
Lich            160               Damage: RU{T_MaxHP / 2} {4/3v2a}
** A note on Golem:  Golem will function to its full capacity as long as it has
at least 1 HP remaining.  So if you cast Golem with 378 MaxHP, and then an
enemy ATTACKS for 375 damage, the Golem will have 3 HP left.  However, it can
still fully absorb another 375 HP blast, leaving the target unharmed.  Note
that even if an attack is blocked by Golem, it still triggers reaction
abilities.

Holy Magic           CM? REF CAL
----------           --- --- ---
MBarrier        190               Add: Protect, Shell, Haste, Regen, Reraise
{5/1}
Deathspell 2    190               Cancel negative status ailments {4/1}

Impure / Bio         CM? REF CAL
------------         --- --- ---
Bio 2           120   x   x       Add: Silence {4/2v3}
Bio 2           110   x   x       Add: Slow {4/2v3}
Bio 2           110   x   x       Add: Poison {4/2v3}
Bio 2           110   x   x       Add: Petrify {4/2v3}

Ja Magic             CM? REF CAL
--------             --- --- ---
Toad 2          160               Add: Frog {4/2v3e}
Gravi 2         160               HP goes to 1 {4/2v3e}
Confuse 2       160               Add: Confusion {4/2v3e}
Sleep 2         160               Add: Sleep {4/2v3e}
Blind 2         160               Add: Darkness {4/2v3e}

Magic Sword *        CM? REF CAL
-----------          --- --- ---
Blind           220               Add: Darkness  {4/1}
Aspel           200               Drain ((MaxMP/4)) {4/1}
Drain           200               Drain ((MaxHP/4)) {4/1}
Faith           200               Add: Faith     {etc.}
Innocent        200               Add: Innocent
Zombie          190               Add: Undead
Silence         200               Add: Silence
Berserk         180               Add: Berserk
Chicken         200               Br -50
Confuse         190               Add: Confusion
Despair         200               Cancel positive status ailments
Don't Act       200               Add: Don't Act
Sleep           190               Add: Sleep
Break           180               Add: Petrify

Saturation           CM? REF CAL
----------           --- --- ---
Mute            200               MP goes to zero {4/3v2}
Despair 2       200               Cancel positive status ailments {4/3v2e}
Return 2        200               CT goes to zero {4/3v2e}

Destroy Sword *      CM? REF CAL
-------------        --- --- ---
Magic Ruin      250               Damage to MP: RU{T_MaxMP / 2} {4/2v0}
Speed Ruin      250               T_Speed -3 {4/2v0}
Power Ruin      250               T_PA -5 {4/2v0}
Mind Ruin       250               T_MA -5 {4/2v0}

* Must be equipped with a sword to use these attacks


SUCCESS RATE MODIFIERS FOR EFFECT MAGIC

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

Let MA0 be the caster's MA as listed on the stat screen.

  1. If caster has Magic AttackUP, then (MA1 = [MA0 * 4/3]), else MA1 = MA0
  2. If caster has 'Strengthen: [element of spell]', then (MA2 = [MA1 * 5/4])
     else MA2 = MA1
  3. If target has Magic DefendUP, then (MA3 = [MA2 * 2/3]), else MA3 = MA2
  4. If target has Shell, then (MA4 = [MA3 * 2/3]), else MA4 = MA3
  5. Apply the spell's success% formula using MA = MA4.
  6. Apply Zodiac modifiers to the success%:
     'Good' compatibility:  success%_zodiac = success% + [success% / 4]
     'Best' compatibility:  success%_zodiac = success% + [success% / 2]
     'Bad' compatibility:   success%_zodiac = success% - [success% / 4]
     'Worst' compatibility: success%_zodiac = success% - [success% / 2]
  7. Apply any evasion percentages that the target has due to his
     equipment.


_______________________________________________________________________________
[3.3] battle skill
      =========================================================================

For the equipment breaks, the formula is,

Success % =  (C_PA + WP + K) * (evasion factor)

where K is a command-specific constant:

command        K value
-------------  -------
Head Break     45
Armor Break    40
Shield Break   55
Weapon Break   30

For the statistic breaks, the formula is,

Success % =  (C_PA + K) * (evasion factor)

where K is a command-specific constant:

command        K value
-------------  -------
Magic Break    50
Speed Break    50
Power Break    50
Mind Break     50


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 bare-handed, then
    (PA2 = [PA1 * 3/2]), else PA2 = PA1
 3. If defender has Defense UP, then (PA3 = [PA2 * 2/3]), else PA3 = PA2
 4. If defender has Protect, then (PA4 = [PA3 * 2/3]), else PA4 = PA3
 5. If defender is Charging, then (PA5 = [PA4 * 3/2]), else PA5 = PA4
 6. If defender is Sleeping, then (PA6 = [PA5 * 3/2]), else PA6 = PA5
 7. If defender is a Frog, 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.

Evasion for BATTLE SKILL attacks works the same as it does for normal
weapon attacks (see [1.4]).  Instead of 100%, however, the base hit% is
equal to (PA + K)% or (PA + WP + K)%, depending on which Break is being
used.


_______________________________________________________________________________
[3.4] punch art
      =========================================================================


command        formula                                     evade?
-------        -------                                     ------
Spin Fist      Damage = PA * [PA / 2]                      yes
Repeating Fist Damage = (1..9) * (PA + [PA / 2])           yes
Wave Fist      Damage = PA * ([PA / 2] + 1)                yes
Earth Slash    Damage = PA * [PA / 2]   {earth}            no
Secret Fist    Success% = MA + 50                          no
Stigma Magic   100% success                                no
Chakra         Recovery = (5 * PA) HP; [(5 * PA) / 2] MP   no
Revive         Success% = PA+70; Recovery = RU{T_MaxHP/5}  no

Damage modifiers for damage-causing PUNCH ART are the
same as those for weapon attacks detailed in [2.2].

Zodiac for PUNCH ART works as discussed in [1.2] -- for the
damage-causing attacks, PA is affected, and for the attacks
with stat-dependent success rates, the success rate as a whole
is affected by Zodiac compatibility.  See [1.2] for details.
In those formulae that have more than one instance of PA,
only one PA stat is modified; it is the same PA stat that is
affected by Martial Arts -- Martial Arts effects are charted
below.

Even though Secret Fist uses MA to calculate its success
rate, it is a PHYSICAL attack, and the chance of success
will be lessened appropriately if the target has Protect
or Defense UP.  Secret Fist is analagous to the (MA+K)-based
physical monster attacks discussed in [7.1] -- see that
section for a detailed discussion of success rate modifiers.

Spin Fist, Repeating Fist, and Wave Fist can be evaded -- in
terms of evasion, they are treated like normal weapon attacks.
See [1.4] for details.

Actual damage from Repeating Fist is randomized, but the damage
forecast is 5 * ([PA / 2] + PA).

The PA bonuses of 'Martial Arts' and 'Attack UP' will apply to
Punch Art skills as well; however, only the 'stand-alone PA' (the
one furthest to the left in the equations above) will be affected.

For clarity, here are the formulae modified with the Martial Arts
bonus:

Spin Fist      Damage = [PA * 3/2] * [PA / 2]
Repeating Fist Damage = (1..9) * ([PA * 3/2] + [PA / 2])
Wave Fist      Damage = [PA * 3/2] * ([PA / 2] + 1)
Earth Slash    Damage = [PA * 3/2] * [PA / 2]   {earth}
Secret Fist    Success% = [MA * 3/2] + 50
Stigma Magic
Chakra         Recovery = (5 * [PA * 3/2]) HP;
                          [(5 * [PA * 3/2]) / 2] MP
Revive         Success% = [PA * 3/2] + 70


_______________________________________________________________________________
[3.5] steal
      =========================================================================

For a STEAL directive,

success % =  (C_Speed + K) * (evasion factor)

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

command          K   evade notes
--------------- ---- ----- ----------------------------------
Steal Helmet     40   yes
Steal Armor      35   yes
Steal Shield     35   yes
Steal Weapon     30   yes
Steal Accessory  40   yes
Steal Exp.       70   no   exp stolen = min{C_Sp + 5, T_Exp}
Gil Taking       90   yes  gil taken = C_Lv * C_Sp

'Steal Heart' uses a different scheme:

command       success%      evade
-----------   ------------  -----
Steal Heart   (C_MA + 50)   no

'Steal Heart' will have a 00% success rate if the target is of the
same sex as the caster (e.g., if the caster is female, the target
must be either male or monster).

'Steal Heart' works more like a TALK SKILL attack, and so use the
modifier procedure in that section [3.10] for information on
'Steal Heart' modifiers.

MODIFIERS

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

   1. If caster has Attack UP, then (Spd1 = [Spd0 * 4/3]), else Spd1 = Spd0
   2. If caster has Martial Arts, then (Sp2 = [Sp1 * 3/2]), else Sp2 = Sp1
   3. If target has Defense UP, then (Spd3 = [Spd2 * 2/3]), else Spd3 = Spd2
   4. If target has Protect, then (Spd4 = [Spd3 * 2/3]), else Spd4 = Spd3
   5. If target is Charging, then (Spd5 = [Spd4 * 3/2]), else Spd5 = Spd4
   6. If target is Sleeping, then (Spd6 = [Spd5 * 3/2]), else Spd6 = Spd5
   7. If target is a Frog, then (Spd7 = [Spd6 * 3/2]), else Spd7 = Spd6
   8. If target is a Chicken, then (Spd8 = [Spd7 * 3/2]), else Spd8 = Spd7
   9. Calculate Z (zodiac multiplier):
          If compatibility is 'Good', then Z = [(Spd8 + K)/4]
          ElseIf compatibility is 'Bad', then Z = -[(Spd8 + K)/4]
          ElseIf compatibility is 'Best', then Z = [(Spd8 + K)/2]
          ElseIf compatibility is 'Worst', then Z = -[(Spd8 + K)/2]
          Else Z = 0
  10. success % = ((Spd8 + K) + Z) * (evasion factor)

Steal Heart is affected only by Zodiac compatibility; for Steal Heart,
skip directly to step 9 and substitute MA for Spd.

Evasion for most STEAL attacks works the same as it does for normal
weapon attacks (see [1.4]).  Instead of 100%, however, the base hit% is
equal to (Sp + K)%.  STEAL attacks marked with a 'no' in the 'evade'
column above are not affected by evade percentages.


______________________________________________________________________________
[3.6] charge
      ========================================================================

Damage from the Archer's CHARGE command is calculated using the
normal weapon equations, with the following modifications.

For Charge +K, damage is equal to:

Bare Hands: [(PA + K) * (Br / 100)] * PA
Knife: [((PA + K) + (Spd + K)) / 2] * WP
Sword: (PA + K) * WP
Knight Sword: [Br/100 * (PA + K)] * WP
Ninja Sword: [((PA + K) + (Sp + K)) / 2] * WP
Katana: [Br/100 * (PA + K)] * WP
Staff: (MA + K) * WP
Rod: (PA + K) * WP
Crossbow:  (PA + K) * WP
Bow: [((PA + K) + (Spd + K)) / 2] * WP
Gun (standard):  (WP + K) * WP
Gun (magic):  [CFa/100*TFa/100*(WP + K)*Q]
Flail: F * WP | F ranges from 1 to (PA + K)
Axe: F * WP | F ranges from 1 to (PA + K)
Stick: (MA + K) * WP
Spear: (PA + K) * WP
Musical Instrument: [(PA+K + MA+K) / 2] * WP (range 3)
Dictionary: [(PA+K + MA+K) / 2] * WP (range 3)
Cloth: [(PA+K + MA+K) / 2] * WP (range 2)
Bag: F * WP | F ranges from 1 to (PA + K)

CHARGE abilities are slow actions, and have the following
initial values of ctr:

ATTACK NAME    INITIAL CTR
-----------   -------------
Charge +1 ...  4 clockticks
Charge +2 ...  5 clockticks
Charge +3 ...  6 clockticks
Charge +4 ...  8 clockticks
Charge +5 ... 10 clockticks
Charge +7 ... 14 clockticks
Charge +10... 20 clockticks
Charge +20... 35 clockticks

These ctr values are, somewhat ironically given the command's name,
not affected by the 'Short Charge' or 'Non-charge' abilities.

A CHARGE directive can only target a panel, not a unit.  If
the target of the CHARGE moves before the CHARGE is executed,
the attack will fail to connect.

If the caster of the CHARGE moves while charging, the CHARGE
will be aborted.

In terms of damage, evasion, and modifiers, CHARGE attacks are treated
just like normal weapon attacks (see [2.2] for details).


_______________________________________________________________________________
[3.7] jump
      =========================================================================

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

damage = [(PA * K) * WP]

where K = 1.5 if the jumping character is equipped with a spear
      K = 1.0 otherwise

The JUMP directive will leave the jumper in the air for a number
of clockticks, ctr:

ctr = [50/(Jumper's Speed)]

This ctr value is unaffected by the 'Short Charge' and 'Non-Charge'
abilities.  'Haste' status is ignored in this equation -- a Hasted
jumper will land in the same number of clockticks as an un-Hasted jumper
with the same Speed.

Range of the jump is determined by the specific Lancer abilities
that the jumper has learnt:

range/effect = xvy/1

where x = 1 if no Level Jump abilities have been learnt
      x = 2 if Level Jump2 is the highest Level Jump ability learnt
      x = 3 if Level Jump3 is the highest Level Jump ability learnt
      x = 4 if Level Jump4 is the highest Level Jump ability learnt
      x = 5 if Level Jump5 is the highest Level Jump ability learnt
      .
      .
      .
      x = 8 if Level Jump8 is the highest Level Jump ability learnt

and   y = 1 if no Vertical Jump abilities have been learnt
      y = 2 if Vertical Jump2 is the highest Vertical Jump ability learnt
      y = 3 if Vertical Jump3 is the highest Vertical Jump ability learnt
      .
      .
      .
      y = 8 if Vertical Jump8 is the highest Vertical Jump ability learnt

Some notes here:

> The (PA * WP) component of this formula remains the same
regardless of the weapon equipped -- even if that weapon does not
use this formula to calculate its ATTACK damage (e.g. staves,
dictionaries, knives, guns).

> JUMP can only target panels, not units.

> JUMP damage is not affected by Attack UP, Defense UP, or Martial Arts.

> JUMP cannot be evaded, but can be dodged with Blade Grasp.

> Zodiac modifiers for JUMP are computed as for a normal physical attack.

> If your weapon has elemental properties (e.g., Holy Lance), the damage
  from the JUMP will acquire those elemental properties.


_______________________________________________________________________________
[3.8] throw
      =========================================================================

THROW damage is calculated by the following equation.

damage = (C_Speed * ThrownWpnPwr)

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

The range and effect of THROW are M/1 (line of sight), where M is equal to
your 'Move' statistic.

MODIFIERS

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 * (ThrownWpnPwr)

Evasion for THROW attacks works the same as it does for normal weapon
attacks (see [1.4]).


_______________________________________________________________________________
[3.9] draw out
      =========================================================================

Damage from DRAW OUT is calculated based on the user's Magic AT:

DRAW OUT skill  result {Range/Effect}
--------------  -------------------------------------------------------------
Asura           Damage =  8 * MA {A/3v3e}
Koutetsu        Damage = 12 * MA {A/3v3e}
Bizen Boat      Damage to MP = 4 * MA {A/3v3e}
Murasame        Healing = 12 * MA {A/3v3a}
Heaven's Cloud  Damage = 14 * MA, may cause Slow {A/3v3e}
Muramasa        Damage = 18 * MA, may cause Confusion/Death Sentence {A/3v3e}
Kikuichimoji    Damage = 16 * MA {4dir/8v3e}
Masamune        Add: Regen and Haste {A/3v3a}
Chirijiraden    Damage = 30 * MA {A/3v3e}

Damage modifiers and zodiac effects for DRAW OUT are the same as those
for damage-causing magic attacks detailed in [3.1].

DRAW OUT attacks have a 100% success rate and ignore evade percentages.

When you use a DRAW OUT attack, one of the Katanas in your inventory may
break.  The probability of this happening is 15% (thanks to Goryus for
this number).


_______________________________________________________________________________
[3.10] talk skill (and charm attacks)
       ========================================================================

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

command        K value effect
-------------- ------- -------------------------------
Invitation     20      Add: Invite
Persuade       30      CT goes to zero
Preach         50      Fa +4
Threaten       90      Br -20
Praise         50      Br +4
Solution       90      Fa -20
Death Sentence 30      Add: Death Sentence
Negotiate      90      Steal (C_Lv * C_Sp) gil
Insult         40      Add: Berserk
Mimic Daravon  40      Add: Sleep
------------------------------------------------------
Steal Heart    50      Add: Charm
Allure         70      Add: Charm

TALK SKILL, 'Steal Heart', and 'Allure' (from the Assassin's USE HAND
command set) success rates are not affected by evade percentages, nor by
Magic AttackUP, Magic DefendUP, or Shell.

Zodiac compatibility affects the entire success percentage, not
just the MA component:
'Good':  new success% = (success% + [success% / 4])
'Bad':   new success% = (success% - [success% / 4])
'Best':  new success% = (success% + [success% / 2])
'Worst': new success% = (success% - [success% / 2])

TALK SKILL will have a 00% success rate if the target has the Sleep status
(oddly enough, Sleeping units can still be Charmed).

'Allure' and 'Steal Heart' will have a 00% success rate if the target is
of the same sex as the caster (e.g., if the caster is male, the target
must be either female or monster).


_______________________________________________________________________________
[3.11] sword skills
       ========================================================================

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

Damage = PA * (WP + K)

command         K   other effects
--------------- -   -------------
[DARK SWORD]
Dark Sword      0   MP drain
Night Sword     0   HP drain

[HOLY SWORD]
Stasis Sword    2   add: Stop (~20%)
Crush Punch     2   add: Dead (~20%)
Split Punch     3   add: Death Sentence (~20%)
Lightning Stab  4   add: Silence (~20%)
Holy Explosion  5   add: Confusion (~20%)

[MIGHTY SWORD]
Shellbust Stab  0   Break Armor (100%)
Blastar Punch   0   Break Helmet (100%)
Hellcry Punch   0   Break Weapon (100%)
Icewolf Bite    0   Break Acccessory (100%)

DARK SWORD will drain (PA * WP) regardless of the target's current HP/MP
total -- i.e., you can drain more HP/MP than the target has remaining.

MIGHTY SWORD breaks the item in question 100% of the time, and has a
00% success rate if the target is not equipped with an appropriate item
for the MIGHTY SWORD skill to break.  Consequently, all monsters are
unaffected by MIGHTY SWORD.

Sword skills are not affected by evade percentages; they will
always succeed (except for Mighty Sword, which will never succeed
if the target is not equipped with the type of equipment that the
skill breaks).

Despite what the in-game help says, all HOLY SWORD and DARK SWORD skills
are NON-ELEMENTAL.  However, if your weapon has elemental properties
(e.g., Ice Brand), the sword skill will acquire those elemental
properties.

Approximately 5% of the time during DARK SWORD, HOLY SWORD,
and MIGHTY SWORD attacks, critical hits will occur.  You can
tell a critical hit because the sound of the hit will be more
sharp and sudden, and the damage numbers will appear more quickly
and have different animation.

Critical hits randomly modify your PA to increase damage.
This modified PA is then plugged into the formula above to
calculate the final damage.

Critical hit bonus:

Critical hit bonus:

modified_XA = normal_XA + (1..normal_XA) - 1

This equation is equivalent to

modified_XA = normal_XA + (0..(normal_XA-1))

but I suspect that it is the first equation that FFT actually uses,
given that in other cases it generates random numbers of the form
(1..x) rather than (0..x).  However, I don't know for sure.

Regardless, the max damage a critical hit can do is equal to
((2 * normal_XA) - 1) * WP -- slightly less than twice normal
damage -- and the least it can do is normal damage.  Most often it
will be between these two extrema.

Critical hits will also knock the target back one square
fifty percent of the time (assuming that there is an unoccupied
square directly behind the target).

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

PA modifiers are the same as those for physical attacks, which are
detailed in [2.2].


_______________________________________________________________________________
[3.12] elemental
       ========================================================================

Damage from an ELEMENTAL directive is equal to:

([PA / 2] + 1) * MA

This is the equation for all ELEMENTAL abilities.  However, damage
may be modified by the specific elemental properties of the spell
if the target is weak / strong against certain elements (see [1.7]).

Which ELEMENTAL ability is used depends on the topography of where the
caster is standing:

Topography               | Geomancy used         | Element  | Random Status
===========================================================================
Natural Surface, Road,   |                       |          |
  Wasteland              | Pitfall               | none     | Don't Move
---------------------------------------------------------------------------
Waterway, River, Lake,   |                       |          |
  Sea, Waterfall         | Water Ball            | Water    | Frog
---------------------------------------------------------------------------
Grassland, Thicket,      |                       |          |
  Water Plant, Ivy       | Hell Ivy              | none     | Stop
---------------------------------------------------------------------------
Gravel, Stone Wall       |                       |          |
  Stone Floor, Tombstone,|                       |          |
  Mud Wall               | Carve Model           | none     | Petrify
---------------------------------------------------------------------------
Rocky Cliff, Lava Rocks  | Local Quake           | Earth    | Confusion
---------------------------------------------------------------------------
Book, Tree, Brick, Moss, |                       |          |
  Bridge, Furniture,     |                       |          |
  Iron Plate, Coffin     | Kamaitachi            | Wind     | Don't Act
---------------------------------------------------------------------------
Wooden Floor, Rug, Box,  |                       |          |
  Stairs, Deck           | Demon Fire            | Fire     | Sleep
---------------------------------------------------------------------------
Swamp, Marsh,            |                       |          |  Death
  Poisoned Marsh         | Quicksand             | Water    | Sentence
---------------------------------------------------------------------------
Sand Area, Stalactite,   |                       |          |
  Salt                   | Sand Storm            | Wind     | Darkness
---------------------------------------------------------------------------
Snow, Ice                | Blizzard              | Ice      | Silence
---------------------------------------------------------------------------
Roof, Sky, Chimney       | Gusty Wind            | Wind     | Slow
---------------------------------------------------------------------------
Lava, Machine            | Lava Ball             | Fire     | Dead
---------------------------------------------------------------------------

Every ELEMENTAL ability counts as a magic attack (damage is
therefore reduced by Shell and Magic DefendUP, but not by Protect or
Defense UP), has a 100% success rate, and is not affected by evade
percentages.

An ELEMENTAL attack has a 20% chance of inflicting its characteristic
status ailment.

Damage modifiers and zodiac effects for ELEMENTAL are the same as those
for damage-causing magic attacks detailed in [3.1].

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

Zodiac compatibility:
'Good':  damage = (MA + [MA/4])) * ([PA / 2] + 1)
'Bad':   damage = (MA - [MA/4])) * ([PA / 2] + 1)
'Best':  damage = (MA + [MA/2])) * ([PA / 2] + 1)
'Worst': damage = (MA - [MA/2])) * ([PA / 2] + 1)


_______________________________________________________________________________
[3.13] truth
       ========================================================================

The Heaven Knight's TRUTH spells are dependent on only the magic
AT of the caster.  All TRUTH spells have a range/effect of {4/2v3}
and will fire a random number of times (between 1 and 6, inclusive) at
random squares in the affected region.

spell name      effect
--------------  ----------------------------------------------------------
Heaven Thunder  Damage: [(MA + 8) / 2] * MA (Lightning)
Asura           Damage: [(MA + 9) / 2] * MA (Fire)
Diamond Sword   Damage: [(MA + 10) / 2] * MA (Wind)
Hydragon Pit    Damage: [(MA + 12) / 2] * MA (Water)
Space Storage   Damage: [(MA + 6) / 2] * MA (may add: Darkness, Confusion,
                        Silence, Frog, Poison, Slow, or Sleep)
Sky Demon       Damage: [(MA + 20) / 2] * MA (Earth)

Damage modifiers and zodiac effects for TRUTH are the same as those
for damage-causing magic attacks detailed in [3.1].


_______________________________________________________________________________
[3.14] un-truth
       ========================================================================

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

damage = [(1 - CFa/100) * (1 - TFa/100) * [(MA + K) / 2] * MA]

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

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

The range and effect of all UN-TRUTH spells is the same as that of
their TRUTH counterparts:  {4/2v3}, hitting a random number of times
on random squares of the affected area.

spell name           K-value & other properties
-------------------  -----------------------------------------------
Heaven Thunder Back  27 (Lightning)
Asura Back           30 (Fire)
Diamond Sword Back   34 (Wind)
Dragon Pit Back      40 (Water)
Space Storage Back   20 (may add: Darkness, Confusion, Silence, Frog,
                                  Poison, Slow, or Sleep)
Sky Demon Back       60 (Earth)

- The chance of Space Storage adding a status ailment is 20%.

- As far as UN-TRUTH (and _only_ UN-TRUTH) is concerned, someone
  with 'Innocent' status is considered to have 100 Faith, and
  someone with Faith status is considered to have 0 Faith.  This
  makes the net effect of Innocent and Faith on UN-TRUTH the same
  as for other magic attacks:  Faith results in more damage and
  Innocent nullifies the attack.

Damage modifiers and zodiac effects for UN-TRUTH are the same as
those for damage-causing magic attacks detailed in [3.1].



       JNNN     PART FOUR
     _NNNNN     _______________________________________________________________
   .NF NNNN     ===============================================================
  .N`  NNNN
 JF    NNNN  ,  Abnormal Status
(NNNNNNNNNNNNN
       NNNN  `  _______________________________________________________________
    ._,NNNN,_.  ===============================================================

CREDITS
*********************************************************
> Jjukil <jjukil@excite.com> provided a lot of
  information on the Frog status.
*********************************************************

There are five types of status alterations in Final Fantasy Tactics:
preparative, supportive, negative, damaged-derived, and miscellaneous.
Below are summaries of all the status ailments, the effects
they have on your units, and how they can be identified.

Abbrevations:
DO  - identifies a Draw Out technique
MS  - identifies a Magic Sword technique
(C) - status is added as a reaction (counter) ability
(A) - status is always on when this item is equipped
(1) - character starts battle with this status when this item is equipped

In the 'Add with:' category, only the effects and items which _always_
impart the status effect in question are included (for instance,
Lightning Stab and Mage Masher are not included under 'Silence' because
they usually do not cause the effect).

The 'Duration:' category indicates the length of time that the status
will remain in effect if left to its own devices (i.e., if the character
is targeted by no spells or effects that add, remove, or cancel out that
status).  See [A.2] for definitions of the phases of battle and of
'clockticks'.  'Infinite' in this category means the effect will last
the entire battle; all effects except 'Invitation' and 'Morbol' will wear
off at the end of battle.

An ability in [brackets] indicates that the ability can only target a
certain type of unit (e.g., [Dragon Tame] only affects Dragons and Hydras).
Look the ability up in [6.1] for more details.


_______________________________________________________________________________
[4.1] preparative status changes
      =========================================================================

These status changes occur when a character is preparing to execute an action.
They will be cancelled when the action is executed or (at your option) at the
character's next AT.

Name:  Charging
Appearance:  'C' in a starburst above character's head
Description:  This status occurs when a character is charging up a slow-action.
When a character is in 'Charging' status, his evade percentages will all drop
to 0%, and all units attacking him physically will receive a bonus to their PA
(new PA = [PA * 3/2]) (i.e., the charging character will take about 1.5 times
as much damage from physical attacks, and physical abilities which cause non-
damaging effects (e.g., BATTLE SKILL) will have a higher chance of working).
Add with:  Initiate spell-casting or CHARGE directive
Cancel with:  Execute directive; cancel on next AT
Duration:  until the S+ phase when the slow-action is resolved.

Name:  Defending
Appearance:  Arms crossed in defensive stance
Description:  This status is activated when the 'Defend' command is selected.
When a character is 'Defending', his evade percentages will all be doubled.
Note: if the character also has 'Abandon', his evade percentages will be
quadrupled.  If a chracter with Abandon is defending and is attacked by a
character with Darkness, his evade percentages will be octupled. <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%.
Add with:  SING, DANCE
Cancel with:  cancellation of SING or DANCE directive
Duration:  player-determined

_______________________________________________________________________________
[4.2] supportive status changes
      =========================================================================

These status changes will afford special abilities or protections to your
characters.

Name:  Float
Appearance:  Character is floating 1h above the ground
Description:  This status is invoked by the 'Float' spell, the accessory
'Feather Boots', or the Move ability, 'Float'.  Characters with 'Float'
will act as if they are stationed 1h above where they are actually
standing.  For example, if a character with Float is standing at height
9, and there is a character at height 7 trying to attack the floating
character with an attack which has a vertical tolerance of 2, he will
be unable to do so because the floater will behave as if he were
standing at height 10.  In addition, floating characters can move over
rugged terrain such as lava and water without penalty to their
movement, and are unaffected by other terrain-based penalties such as
the inability to move in water of depth 2h or greater (a character with
'Float' will float 1h above the water level).  Furthermore, floating
characters are immune to Earth-elemental attacks.  Characters with the
'Float' movement ability (but _not_ those who received the status from
the boots or from the Time Magic), will be able to stop over lava.
Add with:  Float, Feather Boots, Float (M)
Cancel with:  Dispel Magic, Despair, Despair 2, Odd Soundwave
Duration:  infinite

Name:  Haste
Appearance:  Animation is sped up
Description:  Effective speed is multiplied by 1.5 (round down).  Note
that this is only applied in CT incrementing, and has no affect on
formulae which depend on speed, such as the THROW directive or an
ATTACK with a longbow.  Haste also has no effect on the charge time
of a JUMP directive.
Add with:  Haste, Haste 2, MBarrier, DO Masamune, Excalibur (A),
           Setiemson (A), Nameless Song
Cancel with:  Dispel Magic, Despair, Despair 2, Odd Soundwave,
              Slow, Slow 2, Stop
Duration:  31 clockticks

Name:  Protect
Appearance:  Triangle in dialogue balloon above character's head
Description:  Reduces physical damage by one-third.  More precisely,
any unit attacking the Protected unit with a physical attack will
receive a PA penalty such that (revised PA) = [PA * 2/3].
Also note that though PA is the stat usually modified by Protect,
it doesn't _have_ to be.  Some physical attacks calculate damage
or success rate based on MA or Speed.  For these attacks, Protect
acts as above, except replace 'PA' with 'MA' or 'Speed'.  In
addition, physical attacks that have stat-dependent success rates
(e.g., BATTLE SKILL, STEAL) will face a penalty such that
revised stat = [stat * 2/3] when targeting a Protected unit;
consequently, Protect can lower either the success rate or the
damage of physical attacks.  Unless it is imparted by an item,
Protect will wear off on its own after a time.
Add with:  Protect, Protect 2, Wall, MBarrier, Protect Spirit,
           DO Kiyomori, Salty Rage (A), Save the Queen (A),
           Robe of Lords (A), Nameless Song
Cancel with:  Dispel Magic, Despair, Despair 2, Odd Soundwave
Duration:  31 clockticks

Name:  Regen
Appearance:  Character has a bluish glow
Description:  At the end of every AT, a character with Regen will gain
back [MaxHP / 8] HP.  Regen will wear off on its own after a time
unless it is imparted by an item.
Add with:  Regen, MBarrier, DO Masamune, Chaos Blade (A), Chantage (A),
           Regenerator (C), Nameless Song
Cancel with:  Dispel Magic, Despair, Despair 2, Odd Soundwave, add Poison
Duration:  35 clockticks

Name:  Reraise
Appearance:  Angel hovering above character's head
Description:  If character is put into 'Dead' status, he will be revived
with RU{MaxHP/10} on what would be his first AT after dying.  Reraise is
cancelled when a character is revived by it.
Add with:  Reraise, MBarrier, Angel Ring (1), Chantage (A),
           Dragon Spirit (C), Nameless Song
Cancel with:  Dispel Magic, Despair, Despair 2, Odd Soundwave
Duration:  until revivification, one AT after Dead is added

Name:  Shell
Appearance:  Square in dialogue balloon above character's head
Description:  The caster of magical attacks against a unit will Shell
will have his or her MA reduced to [MA * 2/3].  This in effect reduces
the damage or success rate of magical attacks executed against the unit
with Shell.  Note that Shell does NOT affect damage from spells that
subtract a certain percentage of the target's HP (such as Demi, Lich
and Life Drain), though it may affect the success rate of these spells.
Unless imparted by an item, Shell will wear off on its own after a time.
Add with:  Shell, Shell 2, Wall, MBarrier, DO Kiyomori, Clam Spirit,
           Ragnarok (A), Salty Rage (A), Robe of Lords (A), Nameless Song
Cancel with:  Dispel Magic, Despair, Despair 2, Odd Soundwave
Duration:  31 clockticks

Name:  Transparent
Appearance:  Character is translucent
Description:  Character is ignored by computer-controlled units.
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


_______________________________________________________________________________
[4.3] negative status changes
      =========================================================================

These status changes will weaken your characters or impede them from
battling normally.

Name:  Blood Suck
Appearance:  Character is colored purple
Description:  Character is a vampire.  He will be uncontrollable, and
attack random units with the 'Blood Suck' (human) attack.  All monsters are
inherently immune to Blood Suck.  The battle ends if all the members of one
team are Dead, Invited, Petrified, or Blood Sucked simultaneously, in any
combination.
Add with:  Blood Suck (BLOOD SUCK command set).  The Vampire's Blood Suck
monster skill will only add Blood Suck about 34% of the time.
Cancel with:  Deathspell 2, Holy Water
Duration:  infinite

Name:  Charm
Appearance:  Heart in dialogue balloon above character's head
Description:  Character will attack allies, but does _not_
technically switch teams -- i.e., a charmed ally is still an
ally and a charmed enemy is still an enemy.
Add with:  Steal Heart, Allure
Cancel with:  HP damage to unit
Duration:  31 clockticks

Name:  Chicken
Appearance:  Character is, well... a chicken
Description:  This status is caused by a character having less than 10
Brave.  The character will flee from all foes, and regain 1 Brave per
AT until he reaches 10 Brave, at which point Chicken will be cancelled.
Characters attacking a chicken will receive a PA bonus (usually, new
PA = [PA * 3/2]) (i.e., chickens will take about 1.5 times as much
damage from physical attacks).  Weapon attacks which normally have
a vertical 3 tolerance when attacking from above will only have a
vetical 2 tolerance if the target is a Chicken.
Add with:  Lower Brave to 9 or less
Cancel with:  Raise Brave to 10
Duration:  the number of turns it takes for Brave to increment to 10

Name:  Confusion
Appearance:  Awkward movements by character
Description:  Character will attack random panels with random attacks.
Also gives the effect of Darkness -- i.e., the evasion percentages of
targets attacked by a Confused unit will be doubled.  Confusion will
be cancelled if the afflicted character takes damage from anther unit.
Add with:  Confusion Song, MS Confuse, Confuse 2, Mind Blast,
           Nameless Dance, Parasite, Bad Bracelet, Grand Cross, Loss
Cancel with:  Esuna, Remedy, Deathspell 2, Stigma Magic,
              [Dragon Care], damage
Duration:  infinite

Name:  Darkness
Appearance:  Eye with 'x' hovering above character
Description:  Character cannot see.  For physical attacks, all targets'
evade percentages are doubled.  This status can also be cancelled with
the item 'Eye Drops' or with the Basic Skill 'Heal'.
Add with:  Blind, MS Blind, Blind 2, Darkness, Eye Gouge, Black Ink,
           Parasite, Bad Breath, Nameless Dance, Grand Cross,
           Look of Devil
Cancel with:  Esuna, Remedy, Stigma Magic, Choco Esuna, Eye Drop,
              Heal, [Dragon Care], hit with Octagon Rod
Duration:  infinite

Name:  Death Sentence
Appearance:  Number hovering above character
Description:  A countdown will start from 3 and decrement during each
of the affected character's ATs.  When the countdown reaches 0, the
character is given 'Dead' status.
Add with:  Death Sentence (Talk Skill), Death Sentence (Ahriman),
           Nightmare, Secret Fist
Cancel with:  add Undead, add Petrify, hit with White Staff
Duration:  three ATs

Name:  Don't Act
Appearance:  'DA' in dialogue balloon above character's head
Description:  'Act' command is sealed.  Unit cannot act, evade,
or use reaction abilities, including Blade Grasp and Abandon.
Add with:  Paralyze, MS Don't Act, Arm Aim, Galaxy Stop,
           Look of Devil, Chicken Race
Cancel with:  Esuna, Choco Esuna, Deathspell 2, Stigma Magic,
              [Dragon Care], hit with Octagon Rod
Duration:  23 clockticks

Name:  Don't Move
Appearance:  'DM' in dialogue balloon above character's head
Description:  'Move' command is sealed.
Add with:  Don't Move, Leg Aim, Hold Tight, Galaxy Stop,
           Look of Devil, Goo
Cancel with:  Esuna, Choco Esuna, Deathspell 2, Stigma Magic,
              [Dragon Care], hit with Octagon Rod
Duration:  23 clockticks

Name:  Frog
Appearance:  Character is a frog
Description:  Character cannot do anything but use the 'Attack' command
and the 'Frog' BLACK MAGIC spell; characters attacking a Frog will
receive a PA bonus (new PA = [PA * 3/2]) (i.e., Frogs will take
about 1.5 times as much damage from physical attacks).  Attacking frogs
deal damage equal to [PA * Br/100].  'Berserk' status has no effect on
Frogs' attack damage. (Thanks to Jjukil <Jjukil@excite.com> for this
detailed information on the Frog status.)  Weapon attacks which normally
have a vertical 3 tolerance when attacking from above will only have a
vetical 2 tolerance if the target is a Frog.
Add with:  Frog, Toad 2, Poison Frog, Parasite, Bad Bracelet,
           Grand Cross, Nameless Dance, Bio 2a
Cancel with:  Frog, Toad 2, Poison Frog, Esuna, Stigma Magic,
              Remedy, Deathspell 2, Maiden's Kiss, hit with Octagon Rod
Duration:  infinite

Name:  Morbol
Appearance:  character is a Morbol
Description: Works only on monsters.  Character has been transformed into
a Morbol.
Add with:  Moldball Virus
Cannot be cancelled.
Duration:  _really_ infinite (lasts even after battle!)

Name:  Oil
Appearance:  Character is covered with blackness
Description:  This is supposed to increase damage from fire attacks.
Presumably due to a glitch, it has no effect.
Add with:  Self-Destruct, Grease Touch, Parasite, Bad Bracelet
Cancel with:  Remedy, [Dragon Care], hit with Octagon Rod, fire element
Duration:  infinite

Name:  Petrify
Appearance:  Character is completely grey
Description:  Character's CT does not increment.  Character cannot move or
act.  Character cannot be the target of spells or effects; character cannot
be damaged or healed.  The battle ends if all the members of one team are
Dead, Invited, Petrified, or Blood Sucked simultaneously, in any combination.
Add with:  Petrify, MS Break, Seal (Use Hand), Seal (Fear), [Seal Evil],
           Blaster, Beak, Parasite, Bad Bracelet, Grand Cross,
           Look of Devil, Bio 2d, Finishing Touch, Stone Gun (1)
Cancel with:  Esuna, Stigma Magic, Remedy, Choco Esuna, Soft,
              Deathspell 2
Duration:  infinite

Name:  Poison
Appearance:  Character is glowing green
Description:  Character takes [MaxHP / 8] damage at the end of each AT.
Add with:  Poison, Poison Nail, Poison Frog, Nameless Dance, Parasite,
           Bad Bracelet, Grand Cross
Cancel with:  Esuna, Stigma Magic, Heal, Antidote, Deathspell 2,
              Choco Esuna, [Dragon Care], hit with Octagon Rod,
              add Regen
Duration:  35 clockticks

Name:  Silence
Appearance:  Dialogue balloon with '...' above character's head
Description:  Character cannot use magic or TALK SKILL (disables TALK
SKILL as well as any attack that normally requires charging except for
SING, DANCE, CHARGE and LIMIT -- kind of weird that you can still
sing when you're silenced, eh? ^_^)
Add with:  Silence Song, MS Silence, Lose Voice, Silf, Parasite,
           Bad Bracelet, Nameless Dance, Grand Cross,
           Look of Devil, Bio 2c
Cancel with:  Esuna, Stigma Magic, Remedy, Deathspell 2, Choco Esuna,
              Heal, Echo Grass, [Dragon Care]
Duration:  infinite

Name:  Sleep
Appearance:  Dialogue balloon with 'ZZZ' above character's head
Description:  Unit's CT stops incrementing; characters attacking a
sleeping unit will receive a PA bonus (usually, new PA = [PA * 3/2])
(i.e., Sleepers will take about 1.5 times as much damage from
physical attacks).  Sleeping units cannot evade or use reaction
abilities (including Blade Grasp and Abandon, which will be inactive
while a character is asleep).  Sleeping characters are immune to
TALK SKILL.
Add with:  Sleep Song, MS Sleep, Mimic Daravon, Nightmare,
           Nameless Dance, Parasite, Bad Bracelet, Grand Cross
Cancel with:  Esuna, Stigma Magic, Remedy, Deathspell 2,
              [Dragon Care], physical attack
Duration:  59 clockticks

Name:  Slow
Appearance:  Slower animation than normal
Description:  Character's effective speed is halved (round down).
Add with:  Slow, Slow 2, Death Cold, Bio 2b, Nameless Dance,
           Grand Cross
Cancel with:  add Haste, hit with Octagon Rod
Duration:  23 clockticks

Name:  Stop
Appearance:  Character stops moving
Description:  Freezes character's CT meter.  Stopped characters
cannot evade or use reaction abilities, including Blade Grasp and
Abandon.  Stop will wear off on its own after a time.
Add with:  Stop, Galaxy Stop, Shadow Stitch, Spell,
           Nameless Dance, Blaster, Finishing Touch
Cancel with:  Deathspell 2, Choco Esuna, [Dragon Care],
              hit with Octagon Rod
Duration:  19 clockticks

Name:  Undead
Appearance:  Character has a magenta tint
Description:  Character becomes undead.  This has several effects:
(1) most attacks which normally restore HP, such as the Cure spells and
    the Healing Staff, will instead subtract HP.  Exception:  Chakra will
    still heal HP.  Even though Cure spells will damage the character, he
    still will not try to evade them.
(2) 'Poison' and 'Reraise' cannot be set on that character.
(3) the 'Death' spell will restore the character to full HP.  The 'Raise'
    spell will subtract (Undead Character's HP / 2) HP.  The 'Raise 2'
    spell will kill the undead character instantly.  Note that though
    Undead are immune to 'Death', they are _not_ immune to attacks that
    add: Dead, such as Stop Bracelet.  This is because Death does _not_
    actually add Dead; rather, it deals damage equal to (target's MaxHP)
    and has some sort of lock on it so that it isn't modified by Shell.
(4) HP-draining attacks, such as Life Drain and Blood Suck, work as
    follows (MP is still drained as normal).

                          effect on  effect on
                  target   caster     target
                  ------  ---------  ---------
                  normal  + HP       - HP
                  undead  - HP       + HP

    These rules apply whether the caster is normal or whether he is
    Undead as well.
(5) when an Undead character has the 'Dead' status, there is a roughly
    50% chance that instead of crystallizing when the countdown runs out,
    he will be revived with a random amount of HP (CurHP = (1..MaxHP)).
(6) when a 'Death Sentence' runs out on an undead character, it will
    simply cancel 'Death Sentence' rather than adding 'Dead'.
Add with:  Zombie, MS Zombie, Zombie Touch, Cursed Ring (A)
Cancel with:  Holy Water
Duration:  infinite


_______________________________________________________________________________
[4.4] damage-derived status changes
      =========================================================================

These status abnormalities occur when a character has sustained too much
damage in battle.

Name:  Critical
Appearance:  Character is kneeling
Description:  Character's current HP is less than RU{MaxHP / 5}.  Critical
has no adverse effects per se, but a Critical character is in danger of
dying.  Critical can be cancelled with HP recovery.
Add with:  HP depletion
Cancel with:  HP recovery
Duration:  infinite

Name:  Dead
Appearance:  Character is lying on ground
Description:  Character has 0 HP and is incapacitated.  Character does
not get a turn.  When 'Dead' is set, a countdown will begin from 3 and
decrement by 1 at each AT the character would have had.  When the
countdown reaches -1, the character either turns into a treasure box or
a crystal, and is removed from the game.  The battle ends if all the members
of one team are Dead, Invited, Petrified, or Blood Sucked simultaneously,
in any combination.
Add with:  HP depletion, Death, Stop Bracelet, Finishing Touch
Cancel with:  Raise, Raise 2, Phoenix Down, Revive, Oink
Duration:  four turns


_______________________________________________________________________________
[4.5] other status changes
      =========================================================================

These are miscellaneous status changes that do not fit into any other
category; they are not intrinsically positive or negative but can
vary depending on the situation.

Name:  Berserk
Appearance:  Character has a bright red tint and a red star in a
             dialogue balloon hovering above his head
Description:  Character's effective PA is equal to [PA * 3/2].
Character is uncontrollable, and will always use the 'Attack'
command.
Add with:  Blind Rage, MS Berserk, Insult, Mind Blast, Grand Cross
Cancel with:  Esuna, Stigma Magic
Duration:  infinite

Name:  Faith
Appearance:  Arrow up in a dialogue balloon above character's head
Description:  Character's Faith is 100 (exception:  UN-TRUTH
              attacks consider the character's Faith to be 0.).
Add with:  Pray Faith, MS Faith, Faith Rod (A)
Cancel with:  Dispel Magic, Despair, Despair 2, Odd Soundwave,
              add Innocent
Duration:  31 clockticks

Name:  Innocent
Appearance:  Arrow down in a dialogue balloon above character's head
Description:  Character's Faith is 0 (exception:  UN-TRUTH attacks
              consider the character's Faith to be 100.).
Add with:  Doubt Faith, MS Innocent
Cancel with:  cannot be cancelled except by time
Duration:  31 clockticks

Name:  Invitation
Appearance:  none visible
Description:  Character joins the enemy's party (as a guest).  An
Invited ally becomes an enemy, and an Invited enemy becomes an ally.
At the end of the battle, any Invited enemies will be given the chance
to permanently join the ally party.  The battle ends if all the members
of one team are Dead, Invited, Petrified, or Blood Sucked at the same
time, in any combination.
Add with:  Invitation, [Train] (when target is critical), [Dragon Tame]
Cannot be cancelled.
Duration:  _really_ infinite (lasts even after battle!)

Name:  Reflect
Appearance:  none
Description:  Reflectable spells bounce off a character with the 'Reflect'
condition and are redirected to another panel.
Add with:  Reflect, Reflect Mail (A), Reflect Ring (A), Reflect (C)
Cancel with:  Dispel Magic, Despair, Despair 2, Odd Soundwave
Duration:  31 clockticks

Name:  Quick
Appearance:  n/a
Description:  If the Quicked character is eligible (i.e., he has no
status ailments that would prevent him from taking a turn), that
character gets a quick-turn.  Quick is cancelled upon the beginning
of this AT.  (If a Stopped character is Quicked, he will remain at CT
100 until after Stop wears off).  Quick-turns take precedence over all
other turns; they are placed at the top of the AT_list regardless of
the character's position on the character_list (see [A.2]).  See [A.4]
for a detailed discussion of the Quick status.
Add with:  Quick, [Dragon LevelUp], Last Song, Critical Quick (C)
Cancel with:  n/a
Duration:  instantaneous



          _)
  NNNNNNNNN)   PART FIVE
  NNNNNNNNF    ________________________________________________________________
  )            ================================================================
  NNF4NNNNL
       `NNNN.  Miscellany
 ___    4NNN)
(NNN)   NNNN)  ________________________________________________________________
`NNN__NNNNF`   ================================================================


CREDITS
********************************************************
> Goryus <goryus@hotmail.com>, through tireless testing,
  provided much of the data for the miscellaneous
  factoids in this section, including the formula for
  teleport percentage and the chances of random events
  occurring.
********************************************************

_______________________________________________________________________________
[5.1] crystals
      =========================================================================

When an enemy crystallizes and you are given the opportunity to
learn its abilities, you will gain _all_ of the abilities on the
list, not just the one you select.  The abilities you have the
opportunity to learn will be randomly selected from the list of abilities
that the departed unit knew that are part of jobs that are open to the
character taking the crystal (e.g., a unit can only learn Shiva from a
crystal if it has Summoner as a job available to change to).


_______________________________________________________________________________
[5.2] counter magic
      =========================================================================

The 'Counter Magic' reaction ability causes a character to
respond to a magical attack with the same magical attack, with the
caster of the original magic being the epicenter of the countered
magic's range.  Counter Magic is activated by the following spells:

- All Black Magic except Fire 4, Ice 4, and Bolt 4
- Holy, Dark Holy
- Yin-Yang Magic except Pray Faith and Doubt Faith
- Slow, Slow 2, Don't Move, Quick, Stop, Demi, Demi 2, Meteor
- Bio, Bio 2, Bio 3
- Melt, Tornado, Quake
- Attacks from the Blaze Gun, Glacier Gun, and Blast Gun

For a discussion of the Counter Magic-Quick phenomenon, see [A.3].

Counter Magic cannot counter Calculated spells, nor can it counter
spells which have already been Reflected.  Similarly, a spell cast by
Counter Magic cannot be Reflected.


_______________________________________________________________________________
[5.3] experience and job points
      =========================================================================

The Exp that a unit will gain when performing an action is given
by the following equation.

Exp = [Max{(10 + (T_Lv - C_Lv) + D), 1} * M]

where T_Lv is the target's level
      C_Lv is the caster's (attacker's) level
      D is a 'death bonus', equal to 10 if this action is
        killing the target for the first time in this battle;
        equal to 0 otherwise.
      M is 2.0 if the caster has 'Gained Exp-UP'
           1.0 otherwise

JP are doled out according to this equation:

JP = [(8 + (JobLevel * 2) + [Lv / 4]) * M]

where JobLevel is caster's level at their current job
           (can range from 1 - 8)
      Lv is the level of the person performing the action
      M is 1.5 if the caster has 'Gained JP-UP'
           1.0 otherwise

JP SHARING
When person X gains JP, everyone else in the party will earn
[gained JP / 4] towards the job which person X currently has.
Note: if person X has 'Gained JP-UP', the extra JP given by that
ability are ignored in the JP sharing equation.


_______________________________________________________________________________
[5.4] learning magic
      =========================================================================

The spells Ultima and Zodiac must be learned 'blue mage style':  by
experiencing their effects.  However, other spells can be learned
in this manner as well.  The correlation seems to be that spells
that are not calculable are learnable by experience.  Note that a
character MUST be of the proper job to learn a spell 'blue mage
style', and he will NOT NECESSARILY be given the opportunity to
learn it, even if he is the proper job.

WIZARD
Fire 4
Ice 4
Bolt 4

PRIEST
Cure 4
Protect 2
Shell 2

TIME MAGE
Haste 2
Slow 2
Quick (unconfirmed)
Meteor

SUMMONER
All summons (hard since you can't cast most summons on yourself)

SQUIRE Ramza #3
Ultima

CLERIC
Ultima

ASSASSIN
Ultima


_______________________________________________________________________________
[5.5] weather and terrain
      =========================================================================

The weather and terrain on the battlefield can have a (limited)
influence on the battle mechanics.

Normally you can move a number of sqaures equal to your Move statistic,
so we might say that moving one square uses one 'Move Point'.

WATER
When moving through flowing water, moving one square instead uses two Move
Points.  You cannot advance a square in flowing water unless you have
two Move Points left.  This means if you have a Move of 5, you will only
be able to move two squares in flowing water.  This effect is nullified if
the unit in question has the movement abilities 'Any Ground' or
'Move Undrwater' equipped.

Stagnant water has no effect on Move under normal conditions.  However, if
it is raining heavily or thunderstorming, stagnant water (as in marshes
and small ponds) also requires two Move Points to traverse one square.
This effect is nullified if the unit in question has the movement abilities
'Any Weather' or 'Move Undrwater' equipped.

When standing in water, you are considered to be at a height equal to the
stated height of the panel minus the depth of the water, unless you have
an ability that changes this such as 'Float' (which allows you to hover 1h
over the water) or 'Move in Water' (which allows you to walk on the water).

If a unit is submerged in water 2h deep or greater, the unit cannot Act
or use reaction abilities (including Abandon and Blade Grasp, which will
become disabled).  This effect is neutralized if the unit has the 'Float'
status or the movement abilities 'Move in Water' or 'Walk on Water'.

THUNDERSTORMS
In some battles, thunderstorms will be occurring.  If this is the
case, then casters of Lightning spells have their MA = [MA * 6/5],
and casters of Fire spells have their MA = [MA * 4/5].  This effect is
also nullified by the 'Any Weather' ability.

SLOPED PANELS
When moving onto a panel over a height difference, the overall height of
the panel is irrelevant; what is relevant is the height of the edge that
borders the panel you are moving to.  To illustrate:


       (B) - stated height = '7'
      |\         8   Assume each panel is two characters wide, and 1h =
      | \        7   1 character high.  A unit standing on C (3h)
      |  |       6   with a Jump of 3 can make it onto panel (B), even
      |  |       5   though the stated height is 7, because the closer
   (A)|  |(C)    4   edge is of height 6.  Similarly, a unit standing
 --|--    --|--| 3   on (A) with a Jump of 4 _cannot_ make it onto panel
                     (B), even though the stated height is 7, because
                     the closer edge is at height 8.

HORIZONTAL JUMPING
A unit is able to jump over a horizontal gap of length [Jump/2] panels,
where 'Jump' is the unit's Jump statistic.  Jump +1, Jump +2, and Jump +3
increase your ability to Jump horizontally, as they affect your Jump
statistic directly, but Ignore Height does not, as it only permits
infinite _vertical_ jumping.

FALLING
If a character falls (because of the knocking back effect of Throw
Stone, a critical hit, or a similar attack) a distance greater than
his Jump statistic, he will sustain damage:

fall_damage = RU{((fall_distance - Jump) * .1) * MaxHP}

STEEL NEEDLE TRAPS
Steel Needle traps deal damage equal to [MaxHP / 5].

DEGENERATOR TRAPS
Degenerator traps cause you to lose 1 levels, and lose the stat growth
that you would have gained during that level up had it occured in your
current job.  If you step on one at level 1, you will remain at level 1,
but your stats will still undergo a decrease according to the level down
formula found in [8.4].

A SHOT IN THE DARK
When the battle takes place at night, there is an accuracy
penalty charged to users of bows and crossbows.  A target's
evade percentages (P.CEv, P.SEv, P.AEv) are increased as follows:

night_evade = RU{evade * 4/3}

Note that this doesn't apply for guns, since they cut through
evasion percentages anyway.


_______________________________________________________________________________
[5.6] inherent abilities
      =========================================================================

Some classes have certain abilities set within the definition of the
class -- for instance, Chemists always have Throw Item and Monks always
have Martial Arts.  Later in the FAQ is a table of all the classes in the game
and their inherent abilities, initial statuses, permanent statuses,
and status immunities.  See [8.5] for this list.


_______________________________________________________________________________
[5.7] blade grasp
      =========================================================================

The Samurai's 'Blade Grasp' is a powerful little reaction ability
which has the effect of adding an additional evade multiplier of
(1 - (Br/100)) to the success% of the attack in question.  Blade
Grasp is not the same as evasion, however -- several attacks which
can be evaded cannot be blocked by Blade Grasp, and a few that can
be blocked by Blade Grasp cannot be evaded by other means.  Blade
Grasp works, for the most part, on the following attacks:

- all weapon attacks (including BATTLE SKILL)
- JUMP
- THROW
- STEAL (except Steal Heart and Steal Exp.)
- all physical attacks where range/effect = 1/1, EXCEPT
  > PUNCH ART attacks
  > Dash
  > Mutilate
  > Cat Kick
  > Small Bomb

Note that Blade Grasp will NOT evade the second hit of a Two Swords
attack, nor blows resulting from the 'Counter' and 'Hamedo' reaction
abilities.


_______________________________________________________________________________
[5.8] teleport
      =========================================================================

(thanks to Goryus on the GameFAQs FFT Message Board for this data)

The 'Teleport' ability from the Time Mage is one of the game's best,
allowing a unit to ignore height differences and pass through walls
and obstacles.  Teleport can fail if you attempt to teleport too far,
however, and the success rate is given by the formula below.

success% = min(100, (100 - 10 * (teleport_distance - move)))

where 'teleport_distance' is the number of squares that you are
teleporting -- note that just as with normal movement, each square
you move diagonally counts as two squares, because you can only move
in four directions (forward, backward, left and right).

'Move' is the Move stat of the person who is teleporting.

This equation essentially means that you are penalized 10% for each
square outside your movement range that you attempt to teleport.  If
you teleport inside your movement range, you are guaranteed success.


_______________________________________________________________________________
[5.9] random events
      =========================================================================

(thanks to Goryus for the data in this section)

There are a few attacks in FFT that have an additional effect sometimes
when they are used.  These include the Holy Sword attacks, weapons with
'Add:', and the Dash and Throw Stone abilities.  Here is a list of
random occurrences along with their probabilities of happening.

EVENT            PROB.  DESCRIPTION / EXAMPLES
--------------   -----  -----------------------------------------------
Add status        20%   when the status name appears in red in the
                        damage prediction area.  examples include
                        Death Sentence from Split Punch, Frog from the
                        Nagrarock, and all the status ailments caused
                        by Geomancy.  The one exception to this is
                        Blood Suck, which seems to have a 100% success
                        rate on the human version, and a 34% success
                        rate on the Vampire version.
Weapon's magic    20%   random spellcasting from weapons like the Ice
                        Brand, Fire Rod, Holy Lance, and Lightning Bow
Spell quote       15%   long spell quote vs. only the name of the spell
Critical hit       5%   a physical attack that causes more damage.
                        it will make a different sound and the damage
                        numbers will appear in a different way than
                        usual.  See [2.1] for details.
Katana breakage   15%   when using Draw Outs
Knock back        50%   targets of certain attacks will be knocked
                        back one square (assuming there is an empty square
                        in back of where the target is standing) fifty
                        percent of the time.  The following attacks
                        can trigger this: (Critical hit), Dash, Throw Stone,
                        Cat Kick, Tail Swing.
Undead revival    50%   a unit with 'Undead' status will be revived
                        with a random number of HP from 1 to (MaxHP)
                        instead of crystallizing when the Dead
                        counter reaches -1.


_______________________________________________________________________________
[5.10] extending bow range
       ========================================================================

Normally, longbows can fire between three and five squares away
from the archer.  However, height differences modify this range.
Call this height difference 'HD':

HD = (shooter's height - target's height)

bow range = 5 + [HD / 2]

This means that you get a +1 range extension for each 2h in
vertical height if you are higher, and a -1 range penalty for
every 2h in vertical height if you are lower.

Crossbows are not subject to this range modification.


_______________________________________________________________________________
[5.11] on brave and faith
       ========================================================================

Unlike most other stats, you can permanently change a unit's Brave and/or
Faith during a battle.  The formula by which the permanent Brave or  round x up
to the nearest integer with the greater absolute value
       (see [1.1])

A number in the 'ctr' column indicates that the ability in
question is a slow action; the number listed is the number
of clockticks that will pass between the selection of the
attack and its resolution (i.e., the 'charging time').  The
game gives an encoded form of the ctr as the 'Speed' (SP) of an
attack; this made-up quantity is equal to RU{100/ctr}.
In the tables below, I have listed the actual ctr values for all
attacks (all slow actions have ctr, but not all of them have
an SP designation in the game).  If an action has no number
listed here, then it is a fast action.

Status changes
has: Haste        BS : Blood Suck    frg: Frog
pro: Protect      con: Confusion     oil: Oil
rgn: Regen        drk: Darkness      pet: Petrify
shl: Shell        DM : Don't Move    poi: Poison
rer: Reraise      DA : Don't Act     sle: Sleep
ref: Reflect      stp: Stop          fai: Faith
zrk: Berserk      sil: Silence       slw: Slow
'support status' means: haste, protect, shell, float,
regen, reraise, and transparent

{000} ... value of 'Y' for effect magic in equation
          success% = [(CFa/100) * (TFa/100) * (MA + Y)]
          (see [3.2] for details)

(x00) ... value of 'Q' for damage magic in equation
          damage = [(CFa/100) * (TFa/100) * MA * Q]
          (see [3.1] for details)

~x00~ ... value of 'K' for UN-TRUTH	spells in equation
          damage = [(1 - CFa/100) * (1 - TFa/100) * MA * Q]
          (see [3.14] for details)

Add: (status) ... causes this status ailment

[100%] ... attack ignores evasion percentages and never misses
           (unless target is somehow protected from its effect --
           for instance, equipped with an accessory that prevents
           the status that the attack inflicts)

The two characters before the ability name refer to the
GameShark substitution for ?? in the code to change the
character's secondary ability:

3005xx7B 00??

(xx = 7F for character 1, 80 for char. 1, 81 for 3, 82 for 5,
83 for 5, 84 for 6, 85 for 7, 86 for 8, 87 for 9, 88 for 10,
89 for 11, 8A for 12, 8B for 13, 8C for 14, 8D for 15,
8E for 16)

>> Want to create your own command set?  There are codes to do it in
   the FFT Gameshark Handbook version 3.6!  Download it today at
   http://www.gamefaqs.com/


3D ALL MAGIC                          ORIGIN: Rofel's secondary
-------------------------------------------------------------------------
Name           |MP |ctr.|Range|JP   |Effect
-------------------------------------------------------------------------
Confusion Song  20    5   4/1   400  Add: Confusion {130}
Petrify         16    9   4/1   580  Add: Petrify {110}
Silence Song    16    3  4/2v1  170  Add: Silence {180}


41 ALL MAGIC                          ORIGIN: Vormav's secondary
-------------------------------------------------------------------------
Name           |MP |ctr.|Range|JP   |Effect
-------------------------------------------------------------------------
Quake           70    7  4/4v3    0  Damage: Earth (x39) [100%]


47 ALL MAGIC                          ORIGIN: Dycedarg's secondary
-------------------------------------------------------------------------
Name           |MP |ctr.|Range|JP   |Effect
-------------------------------------------------------------------------
Fire 3          24    7  4/2v3  480  Damage: Fire (x24)
Ice 3           24    7  4/2v3  480  Damage: Ice (x24)
Bolt 3          24    7  4/2v3  480  Damage: Lightning (x24)
Bio 3           24    6  4/3v3    0  Damage (x24) and may add: Dead


48 ALL MAGIC                          ORIGIN: Sorceror job command
-------------------------------------------------------------------------
Name           |MP |ctr.|Range|JP   |Effect
-------------------------------------------------------------------------
Holy            56    6   5/1   600  Damage: Holy (x50) [100%]
Dark Holy       40    7   4/1     0  Damage: Dark (x37) [100%]
Demi 2          50    9  4/2v3  550  Damage: RU{T_MaxHP / 2} {120}
Raise 2         20   10   4/1   500  Revive with full HP {160}
Flare           60    7   5/1   900  Damage (x46)


78 ALL MAGIC                          ORIGIN: Adramelk's secondary
-------------------------------------------------------------------------
Name           |MP |ctr.|Range|JP   |Effect
-------------------------------------------------------------------------
Holy            56    6   5/1   600  Damage: Holy (x50) [100%]
Fire 4          48   10  4/3v3  850  Damage: Fire (x32)
Ice 4           48   10  4/3v3  850  Damage: Ice (x32)
Bolt 4          48   10  4/3v3  850  Damage: Lightning (x32)
Bahamut         60   10  4/4v3e 1200 Damage (x46) [100%]
Odin            50    9  4/4v3e 900  Damage (x40) [100%]
Leviathan       48    9  4/4v3e 850  Damage: Water (x38) [100%]
Salamander      48    9  4/3v2e 820  Damage: Fire (x38) [100%]


4A ALL SWORDSKILL (!)                 ORIGIN: Holy Swordsman job command
-------------------------------------------------------------------------
Name           |MP |   Range  |JP   |Effect
-------------------------------------------------------------------------
Stasis Sword              2/2   100  PA*(WP+2) dmg; may add Stop
Split Punch             3v3/1   400  PA*(WP+3) dmg; may add D. Sentence
Crush Punch             3v2/1   500  PA*(WP+2) dmg; may add Dead
Lightning Stab            3/2   700  PA*(WP+4) dmg; may add Silence
Holy Explosion      5(4dir)/5v2 800  PA*(WP+5) dmg; may add Confusion
* Shellbust Stab          3/1   200  PA*WP damage; Destroys armor
* Blastar Punch           3/1   400  PA*WP damage; Destroys helmet
* Hellcry Punch           3/1   500  PA*WP damage; Destroys weapon
* Icewolf Bite            3/1   800  PA*WP damage; Destroys accessory
Dark Sword                3/1   500  Drains (PA*WP) MP from target
Night Sword               3/1   100  Drains (PA*WP) HP from target (Dark)
* These attacks will miss if the target does not have the proper item
  equipped or if the target has 'Maintenance'.
! You must be equipped with a sword to use any of these attacks.
! All attacks have a 100% success rate and are not affected by evade%.


01 ATTACK                             ORIGIN: Universal command
-------------------------------------------------------------------------
Name                    |Range               |Effect
-------------------------------------------------------------------------
ATTACK (barehand)        1v3/1 (from above)   damage: PA * [PA * Br/100]
                         1v2/1 (from below)
ATTACK (with weapon)     see Appendix B       see [2.1] or Appendix B


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


1F BASIC SKILL                        ORIGIN: Squire (Algus) job command
-------------------------------------------------------------------------
Name                    |Range|JP   |Effect
-------------------------------------------------------------------------
Accumulate               A/1    300  PA + 1
Dash                     1v1/1   75  damage: PA * (1..4) [100%]
Throw Stone              4/1     90  damage: PA * (1..2)
Heal                     1v2/1  150  cancel: Darkness, Silence, Poison
Head Break               +/1    300  Destroys target's helmet, K = 59**
Armor Break              +/1    400  Destroys target's armor, K = 40**
! Damage from 'Dash' and 'Throw Stone' is multiplied by 1.5 if the
  caster has the 'Martial Arts' support ability.
+ Range is that of equipped weapon
**success% = (PA + WP + K) * (evasion factor).  See [3.3] for details.


07 BATTLE SKILL                       ORIGIN: Knight job command
33 BATTLE SKILL                       ORIGIN: Knight Blade job command
-------------------------------------------------------------------------
Name                    |Range|JP   |Effect
-------------------------------------------------------------------------
Head Break                */1   300  Destroys target's helmet, K = 45**
Armor Break               */1   400  Destroys target's armor, K = 40**
Shield Break              */1   300  Destroys target's shield, K = 55**
Weapon Break              */1   400  Destroys target's weapon, K = 30**
Magic Break               */1   250  Damage MP: RU{T_MaxMP/2}, K = 50***
Speed Break               */1   250  Target's speed -2, K = 50***
Power Break               */1   250  Target's PA -3, K = 50***
Mind Break                */1   250  Target's MA -3, K = 50***
* Range is that of equipped weapon
**success% = (PA + WP + K) * (evasion factor).  See [3.3] for details.
***success% = (PA + K) * (evasion factor).  See [3.3] for details.


AC BIO                                ORIGIN: Apanda job command
-------------------------------------------------------------------------
Name           |MP |ctr.|Range|JP   |Effect
-------------------------------------------------------------------------
Bio              8    3  4/2v2    0  Damage (x12) and may add: Darkness
Bio              8    3  4/2v2    0  Damage (x12) and may add: Poison
Bio              8    3  4/2v2    0  Damage (x12) and may add: Oil
Bio 2           16    5  4/2v3    0  Add: Frog {110}
Bio 2           16    5  4/2v3    0  Add: Slow {110}
Bio 2           16    5  4/2v3    0  Add: Silence {120}
Bio 2           16    5  4/2v3    0  Add: Petrify {110}
Bio 3           24    6  4/3v3    0  Damage (x24) and may add: Dead
Bio 3           24    6  4/3v3    0  Damage (x24) and may add: Undead
Bio 3           24    6  4/3v3    0  Damage (x24) and may add: Petrify
> BIO spells will not hit the caster, even if (s)he is in the effect
  area.


0B BLACK MAGIC                        ORIGIN: Wizard job command
-------------------------------------------------------------------------
Name           |MP |ctr.|Range|JP   |Effect
-------------------------------------------------------------------------
Fire            6     4  4/2v1   50  Fire attack (x14)
Fire 2          12    5  4/2v2  200  Fire attack (x18)
Fire 3          24    7  4/2v3  480  Fire attack (x24)
Fire 4          48   10  4/3v3  850  Fire attack (x32)
Bolt            6     4  4/2v1   50  Lightning attack (x14)
Bolt 2          10    5  4/2v2  200  Lightning attack (x18)
Bolt 3          24    7  4/2v3  480  Lightning attack (x24)
Bolt 4          48   10  4/3v3  850  Lightning attack (x32)
Ice             6     4  4/2v1   50  Ice attack (x14)
Ice 2           12    5  4/2v2  200  Ice attack (x18)
Ice 3           24    7  4/2v3  480  Ice attack (x24)
Ice 4           48   10  4/3v3  850  Ice attack (x32)
Poison          6     3  4/2v2  150  Add: Poison {160}
Frog            12    5   3/1   500  Add: Frog {120}
Death           24   10   4/1   600  Damage: (T_CurrentHP) {110}
Flare           60    7   5/1   900  Non-elemental damage (x60)
> Fire 4, Ice 4, and Bolt 4 will not hit the caster, even if (s)he
  is in the effect area.


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


2C BREATH                             ORIGIN: Holy Dragon job command
-------------------------------------------------------------------------
Name                 |  Range  |JP   |Effect
-------------------------------------------------------------------------
Fire Bracelet         2(4dir)/1   0  Fire damage: MA * 5
Ice Bracelet          2(4dir)/1   0  Ice damage: MA * 5
Thnder Brcelet        2(4dir)/1   0  Lightning damage: MA * 5


AA BYBLOS                             ORIGIN: Byblos job command
-------------------------------------------------------------------------------
Name                    |Range|JP   |Effect
-------------------------------------------------------------------------------
Energy                    4/1     0  Heals target by RU{C_MaxHP * .40}*
Parasite                  4/1     0  Add: pet,drk,con,sil,oil,frg,poi,sle
                                      [25% chance for each]
Shock                    5v3/1    0  Damage: (C_MaxHP - C_CurrentHP) [100%]
Difference               5v3/1    0  Damage: (T_CurrentMP) [100%]
* Caster loses [half] the HP healed


7C CHAOS                              ORIGIN: Altima's secondary
-------------------------------------------------------------------------
Name           |MP |ctr.|Range|JP   |Effect
-------------------------------------------------------------------------
Grand Cross      0    5  4/3v2e   0  Add: pet, drk, con, zrk, frg, poi,
                                          slw, sle [25% for each]


08 CHARGE                             ORIGIN: Archer job command
-------------------------------------------------------------------------
Name               |ctr.|Range|JP   |Effect
-------------------------------------------------------------------------
Charge+1              4   */1   100  Charge up attack: ATTACK stat + 1
Charge+2              5   */1   150  Charge up attack: ATTACK stat + 2
Charge+3              6   */1   200  Charge up attack: ATTACK stat + 3
Charge+4              8   */1   250  Charge up attack: ATTACK stat + 4
Charge+5             10   */1   300  Charge up attack: ATTACK stat + 5
Charge+7             14   */1   400  Charge up attack: ATTACK stat + 7
Charge+10            20   */1   600  Charge up attack: ATTACK stat + 10
Charge+20            35   */1  1000  Charge up attack: ATTACK stat + 20
*  range is the same as that of the equipped weapon
!  see [3.12] for formulae for CHARGE damage for each specific type
   of weapon.
!  The 'Short Charge' ability has no effect on the ctr of CHARGE
   commands.


7D COMPLETE MAGIC                     ORIGIN: Arch Angel job command
-------------------------------------------------------------------------
Name           |MP |ctr.|Range|JP   |Effect
-------------------------------------------------------------------------
All-ultima      50   15  5/4v3    0  Magical damage (x55) [100%]
Grand Cross      0    5  4/3v2e   0  Add: pet, drk, con, zrk, frg, poi,
                                          slw, sle


17 DANCE                              ORIGIN: Dancer job command
-------------------------------------------------------------------------
Name               |ctr.|Range|JP   |Effect
-------------------------------------------------------------------------
Witch Hunt            6    *    100  Damage MP: [(1+Br/100)*PA]  [100%]
Wiznaibus             6    *    100  Damage: [(1+Br/100)*PA]     [100%]
Slow Dance            8    *    100  Speed -1                     [50%]
Polka Polka           8    *    100  PA -1                        [50%]
Disillusion          10    *    100  MA -1                        [50%]
Nameless Dance       10    *    100  add: drk, con, sil, frg,
                                          poi, slw, stp, sle      [50%]
Last Dance           20    *    100  CT resets to 0               [34%]
* all enemies
! 'Short Charge' has no effect on the ctr of DANCE commands.


AD DARK CLOUD                         ORIGIN: Serpentarius job command
-------------------------------------------------------------------------
Name           |MP |ctr.|Range|JP   |Effect
-------------------------------------------------------------------------
Snake Carrier            1v2/1    0  Damage: PA * [(PA + 5) / 2]
Poison Frog              4/3v1    0  Add: Poison and Frog [100%]
Midgar Swarm     0   10  4/3v2    0  Damage: 24 * 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) <LOS>
Giga Flare               4/3v0    0  Damage: 7 * MA [100%]


20 DARK SWORD                         ORIGIN: Dark Knight job command
-------------------------------------------------------------------------
Name           |MP |Spd.|Range|JP   |Effect
-------------------------------------------------------------------------
Night Sword               3/1  250   Drain (PA * WP) HP [100%]
Dark Sword                3/1  500   Drain (PA * WP) MP [100%]


02 DEFEND                             ORIGIN: Squire support ability
-------------------------------------------------------------------------
Name                    |Range|JP   |Effect
-------------------------------------------------------------------------
DEFEND                    A/1    50  Add: Defending


4B DESTROY SWORD (!)                  ORIGIN: Arc Knight job command
-------------------------------------------------------------------------
Name           |MP |ctr.|Range|JP   |Effect
-------------------------------------------------------------------------
Speed Ruin      20    3  4/2v0  400  T_Speed -3 {250}
Power Ruin      20    3  4/2v0  400  T_PA -5 {250}
Magic Ruin      20    3  4/2v0  400  T_MA -5 {250}
Mind Ruin       20    3  4/2v0  400  Damage to MP: RU{T_MaxMP / 2} {250}
! must be equipped with a sword to use any of these attacks


70 DIMENSION MAGIC                    ORIGIN: Hashmalum's secondary
-------------------------------------------------------------------------
Name           |MP |ctr.|Range|JP   |Effect
-------------------------------------------------------------------------
Melt            70    7  4/4v3    0  Damage: Fire (x38) [100%]
Tornado         70    7  4/4v3    0  Damage: Wind (x37) [100%]
Quake           70    7  4/4v3    0  Damage: Earth (x39) [100%]
Meteor          70   15  4/4v3    0  Damage (x60) [100%]


2B DRAGON                             ORIGIN: Dragoner job command
-------------------------------------------------------------------------
Name               | Range     |JP   |Effect
-------------------------------------------------------------------------
Ice Bracelet*        2(4dir)/1    0  Damage: MA * 12 (Ice)
Fire Bracelet*       2(4dir)/1    0  Damage: MA * 12 (Fire)
Thndr Brcelet*       2(4dir)/1    0  Damage: MA * 12 (Lightning)
Dragon Tame             2v2/1e  300  Add: Invite on dragon / hydra
Dragon Care             2v2/1   300  'Wish' effect on dragon / hydra;
                                      cancel drk, con, sil, oil, zrk,
                                             frg, poi, stp, sle, DM, DA
Dragon PowerUp          2v2/1   400  Sp +2, PA +2, MA +2, Br +5
                                       to dragon / hydra
Dragon LevelUp          2v2/1   400  Add: Quick on dragon / hydra
Holy Bracelet           4/3v3   900  Dmg: MA * 16 (Holy, random targets,
                                       random number of hits between 1
                                       and 6, inclusive)
* Note that these are different versions of Ice Bracelet, Fire Bracelet,
  and Thunder Bracelet than the dragons use. Dragoner versions are
  stronger, with a MA multiplier of 12 instead of 5.


13 DRAW OUT (!)                       ORIGIN: Samurai job command
-------------------------------------------------------------------------
Name               |  Range   |JP   |Effect
-------------------------------------------------------------------------
Asura                   A/3v3e  100  Damage: MA * 8
Koutetsu                A/3v3e  180  Damage: MA * 12
Bizen Boat              A/3v3e  260  Damage to MP: MA * 4
Murasame                A/3v3a  340  Heal: MA * 12
Heaven's Cloud          A/3v3e  420  Damage: MA * 14, may add: Slow
Kiyomori                A/3v3a  500  Add: Protect, Shell
Muramasa                A/3v3e  580  Damage: MA * 18, may add: Confusion
                                      and Death Sentence
Kikuichimoji         4dir/8v3e  660  Damage: MA * 16
Masamune                A/3v3a  740  Add: Regen and Haste
Chirijiraden            A/3v3e  820  Damage: MA * 30
! You must have at least one of the katana of the same name in your
  inventory in order to use a DRAW OUT technique.
> All Draw Outs have a 100% success rate and are unaffected by evade%.


11 ELEMENTAL                          ORIGIN: Geomancer job command
-------------------------------------------------------------------------
Name                    |Range|JP   |Effect
-------------------------------------------------------------------------
! Damage from all ELEMENTAL attacks (before consideration of elemental
attributes and zodiac) is equal to ([PA/2] + 1) * MA.
Pitfall                  5/2v0  150  Damage, may add: Don't Move
Water Ball               5/2v0  150  Water damage, may add: Frog
Hell Ivy                 5/2v0  150  Damage, may add: Stop
Carve Model              5/2v0  150  Damage, may add: Petrify
Local Quake              5/2v0  150  Earth damage, may add: Confusion
Kamaitachi               5/2v0  150  Wind damage, may add: Don't Act
Demon Fire               5/2v0  150  Fire damage, may add: Sleep
Quicksand                5/2v0  150  Water damage, may add:DeathSentence
Sand Storm               5/2v0  150  Wind damage, may add: Darkness
Blizzard                 5/2v0  150  Ice damage, may add: Silence
Gusty Wind               5/2v0  150  Wind damage, may add: Slow
Lava Ball                5/2v0  150  Fire damage, may add: Dead
> All 'Elemental' attacks have a 100% success rate and are unaffected
  by evade%.


03 EQUIP CHANGE                       ORIGIN: Chemist support ability
-------------------------------------------------------------------------
Name                    |Range|JP   |Effect
-------------------------------------------------------------------------
EQUIP CHANGE              A/1     0  Allows you to change your equipment
                                     in battle; counts as an action
> If you use EQUIP CHANGE to put on an item that adds a status effect
  at the beginning of battle (such as the Stone Gun), that status effect
  will not be added.  Similarly, if you equip an item which nullifies
  a status you are currently afflicted with, that status will not be
  cancelled.


67 FEAR                               ORIGIN: Warlock job command
-------------------------------------------------------------------------
Name                    |Range|JP   |Effect
-------------------------------------------------------------------------
Lose Voice               5/2v0    0  Add: Silence [100%]
Seal                     5/1      0  Add: Petrify [100%]
Loss                     5/2v0    0  Add: Confusion [100%]


6B FEAR                               ORIGIN: Angel of Death job command
-------------------------------------------------------------------------
Name                    |Range|JP   |Effect
-------------------------------------------------------------------------
Darkness                 5/1      0  Add: Darkness [100%]
Spell                    5/2v0    0  Add: Stop [100%]
Chicken Race             5/1      0  Add: Don't Act [100%]
Nightmare                5/2v0    0  Add: Sleep or Death Sentence [100%]


6F FEAR                               ORIGIN: Regulator job command
-------------------------------------------------------------------------
Name          | MP |ctr.|Range|JP   |Effect
-------------------------------------------------------------------------
Speed Ruin *    20    3  4/2v0  400  T_Speed -3 {250}
Spell                    5/2v0    0  Add: Stop [100%]
Death Cold               5/2v0    0  Add: Slow [100%]
* must have a sword equipped for this command to appear


73 FEAR                               ORIGIN: Impure King job command
-------------------------------------------------------------------------
Name                    |Range|JP   |Effect
-------------------------------------------------------------------------
Nightmare                5/2v0    0  Add: Sleep or Death Sentence [100%]
Chicken Race             5/1      0  Add: Don't Act [100%]
Death Cold               5/2v0    0  Add: Slow [100%]


77 FEAR                               ORIGIN: Ghost of Fury job command
-------------------------------------------------------------------------
Name                    |Range|JP   |Effect
-------------------------------------------------------------------------
Seal                      5/1     0  Add: Petrify [100%]
Chicken Race              5/1     0  Add: Don't Act [100%]
Lose Voice               5/2v0    0  Add: Silence [100%]
Loss                     5/2v0    0  Add: Confusion [100%]


19 GUTS                               ORIGIN: Ramza (ch.1) job command
-------------------------------------------------------------------------
Name                    |Range|JP   |Effect
-------------------------------------------------------------------------
Accumulate               A/1    300  PA +1
Dash                     1v1/1   75  damage: PA * (1..4) [100%]
Throw Stone              4/1     90  damage: PA * (1..2)
Heal                     1v2/1  150  cancel: Darkness, Silence, Poison
Yell                     3/1    200  Speed + 1
Wish                     1v3/1    0  +RU{C_MaxHP * 2/5} to target;
                                     -RU{C_MaxHP * 1/5} to caster


1A GUTS                               ORIGIN: Ramza (ch.2/3) job command
-------------------------------------------------------------------------
Name                    |Range|JP   |Effect
-------------------------------------------------------------------------
Accumulate               A/1    300  PA +1
Dash                     1v1/1   75  damage: PA * (1..4) [100%]
Throw Stone              4/1     90  damage: PA * (1..2)
Heal                     1v2/1  150  cancel: Darkness, Silence, Poison
Yell                     3/1    200  Speed +1
Cheer Up                 3/1    200  Br +5
Wish                     1v3/1    0  +RU{C_MaxHP * 2/5} to target;
                                     -RU{C_MaxHP * 1/5} to caster
> Damage from 'Dash' and 'Throw Stone' is multiplied by 1.5 if the
  caster has the 'Martial Arts' support ability.


1B GUTS                               ORIGIN: Ramza (ch.4) job command
-------------------------------------------------------------------------
Name           |MP |ctr.|Range|JP   |Effect
-------------------------------------------------------------------------
Accumulate               A/1    300  PA +1
Dash                     1v1/1   75  damage: PA * (1..4) [100%]
Throw Stone              4/1     90  damage: PA * (1..2)
Heal                     1v2/1  150  cancel: Darkness, Silence, Poison
Yell                     3/1    200  Speed +1
Cheer Up                 3/1    200  Br +5
Scream                   A/1    500  Br +10, PA+1, MA+1, Speed +1
Ultima          10    5  4/2v1   *   damage (x23) [100%]
Wish                     1v3/1    0  +RU{C_MaxHP * 2/5} to target;
                                     -RU{C_MaxHP * 1/5} to caster
* 'Ultima' must be learnt by experiencing it:  i.e., it must be cast
  on you (and deal damage to you) when you are a 'Squire'.  You will
  then be prompted to learn the spell.


1C GUTS                               ORIGIN: Delita (ch.1) job command
-------------------------------------------------------------------------
Name                    |Range|JP   |Effect
-------------------------------------------------------------------------
Accumulate               A/1    300  PA +1
Dash                     1v1/1   75  Damage: PA * (1..4) [100%]
Throw Stone              4/1     90  Damage: PA * (1..2)
Heal                     1v2/1  150  Cancel: Darkness, Silence, Poison
Wish                     1v3/1    0  +RU{C_MaxHP * 2/5} to target;
                                     -RU{C_MaxHP * 1/5} to caster


24 HOLY MAGIC                         ORIGIN: Princess job command
--------------------------------------------------------------------------
Name           |MP |ctr.|Range|JP   |Effect
--------------------------------------------------------------------------
MBarrier        30    4  3/1      0  Add: rgn, rer, has, pro, shl {190}
Deathspell 2    20    4  4/1      0  Cancel: pet, con, sil, BS, frg, psn,
                                             stp, sle, DM, DA {190}


47 HOLY MAGIC                         ORIGIN: Cleric job command
--------------------------------------------------------------------------
Name           |MP |ctr.|Range|JP   |Effect
--------------------------------------------------------------------------
MBarrier        30    4  3/1      0  Add: rgn, rer, has, pro, shl {190}
Deathspell 2    20    4  4/1      0  Cancel: pet, con, sil, BS, frg, psn,
                                             stp, sle, DM, DA {190}
Wish                     1v3/1    0  +RU{C_MaxHP * 2/5} to target;
                                     -RU{C_MaxHP * 1/5} to caster
Ultima          10    5  4/2v2   --  Magical damage (x23) [100%]


1D HOLY SWORD                      ORIGIN: Holy Knight Delita job command
-------------------------------------------------------------------------
Name                |  Range  |JP   |Effect
-------------------------------------------------------------------------
! Stasis Sword           2/2v0  100  dmg: PA*(WP+2); may add Stop
! Split Punch            3v2/1  400  dmg: PA*(WP+3); may add D. Sentence
! Crush Punch            3v1/1  500  dmg: PA*(WP+2); may add Dead
! Lightning Stab         3/2v1  700  dmg: PA*(WP+4); may add Silence
! Holy Explosion      4dir/5v2  800  dmg: PA*(WP+5); may add Confusion
Wish                     1v3/1    0  +RU{C_MaxHP * 2/5} to target;
                                     -RU{C_MaxHP * 1/5} to caster
> All Holy Sword skills have a 100% success rate and are unaffected by
  evade percentages.
! Must be equipped with a sword to use these skills.


21 HOLY SWORD (!)
28 HOLY SWORD (!)                   ORIGIN: Holy Knight Agrias job command
-------------------------------------------------------------------------
Name                |  Range  |JP   |Effect
-------------------------------------------------------------------------
Stasis Sword             2/2v0  100  dmg: PA*(WP+2); may add Stop
Split Punch              3v2/1  400  dmg: PA*(WP+3); may add D. Sentence
Crush Punch              3v1/1  500  dmg: PA*(WP+2); may add Dead
Lightning Stab           3/2v1  700  dmg: PA*(WP+4); may add Silence
Holy Explosion        4dir/5v2  800  dmg: PA*(WP+5); may add Confusion
! All Holy Sword skills have a 100% success rate and are unaffected by
  evade percentages.
! Must be equipped with a sword to use these skills.


22 HOLY SWORD (!)          ORIGIN: White Knight Wiegraf (1st) job command
-------------------------------------------------------------------------
Name                |  Range  |JP   |Effect
-------------------------------------------------------------------------
Stasis Sword             2/2v0  100  dmg: PA*(WP+2); may add Stop
Split Punch              3v2/1  400  dmg: PA*(WP+3); may add D. Sentence
Crush Punch              3v1/1  500  dmg: PA*(WP+2); may add Dead
! All Holy Sword skills have a 100% success rate and are unaffected by
  evade percentages.
! Must be equipped with a sword to use these skills.


30 HOLY SWORD (!)          ORIGIN: White Knight Wiegraf (2nd) job command
-------------------------------------------------------------------------
Name                |  Range  |JP   |Effect
-------------------------------------------------------------------------
Stasis Sword             2/2v0  100  dmg: PA*(WP+2); may add Stop
Split Punch              3v2/1  400  dmg: PA*(WP+3); may add D. Sentence
Crush Punch              3v1/1  500  dmg: PA*(WP+2); may add Death
Lightning Stab           3/2v1  700  dmg: PA*(WP+4); may add Silence
! All Holy Sword skills have a 100% success rate and are unaffected by
  evade percentages.
! Must be equipped with a sword to use these skills.


3A HOLY SWORD (!)          ORIGIN: White Knight Wiegraf (3rd) job command
-------------------------------------------------------------------------
Name                |  Range  |JP   |Effect
-------------------------------------------------------------------------
Lightning Stab        4dir/5v2  700  dmg: PA*(WP+4); may add Silence
! All Holy Sword skills have a 100% success rate and are unaffected by
  evade percentages.
! Must be equipped with a sword to use these skills.


74 IMPURE                             ORIGIN: Queklain's secondary
-------------------------------------------------------------------------
Name           |MP |ctr.|Range|JP   |Effect
-------------------------------------------------------------------------
Bio              8    3  4/2v2    0  Damage (x12) and may add: Darkness
Bio              8    3  4/2v2    0  Damage (x12) and may add: Poison
Bio              8    3  4/2v2    0  Damage (x12) and may add: Oil
Bio 2           16    5  4/2v3    0  Add: Frog {110}
Bio 2           16    5  4/2v3    0  Add: Slow {110}
Bio 2           16    5  4/2v3    0  Add: Silence {120}
Bio 2           16    5  4/2v3    0  Add: Petrify {110}
Bio 3           24    6  4/3v3    0  Damage (x24) and may add: Dead
Bio 3           24    6  4/3v3    0  Damage (x24) and may add: Undead
Bio 3           24    6  4/3v3    0  Damage (x24) and may add: Petrify
> BIO spells do not hit the caster, even if (s)he is in the effect area.


06 ITEM (!)                           ORIGIN: Chemist job command
--------------------------------------------------------------------------
Name                    |Range|JP   |Effect
--------------------------------------------------------------------------
Potion                    */1    30  use Potion (+30 HP)
Hi-Potion                 */1   200  use Hi-Potion (+70 HP)
X-Potion                  */1   300  use X-Potion (+150 HP)
Ether                     */1   300  use Ether (+20 MP)
Hi-Ether                  */1   400  use Hi-Ether (+50 MP)
Elixir                    */1   900  use Elixir (full HP/MP)
Antidote                  */1    70  use Antidote (cancel Poison)
Eye Drop                  */1    80  use Eye Drop (cancel Darkness)
Echo Grass                */1   120  use Echo Grass (cancel Silence)
Maiden's Kiss             */1   200  use Maiden's Kiss (cancel Frog)
Soft                      */1   250  use Soft (cancel Petrify)
Holy Water                */1   400  use H.Water(cancel Undead,Blood Suck)
Remedy                    */1   700  use Remedy (cancel Petrify, Darkness,
                                         Confusion, Silence, Oil, Frog,
                                         Poison, Sleep)
Phoenix Down              */1    90  use Phoenix Down (cancel Dead;
                                         HP gain = (1..19))
* if the caster is a Chemist or has 'Throw Item' equipped, then the
  range is 4.  Otherwise, it is 1.  The target of thrown items must be
  in the caster's line of sight.  When an Item is not thrown (i.e., is
  used on a square adjacent to the caster's), the target need not be in
  the caster's line of sight.
! you must have at least one of the appropriate item in stock in order
  to use the corresponding ITEM command.  When you use the ITEM command,
  your stock of that item will be depleted by one.


6C JA MAGIC                           ORIGIN: Zalera's secondary
-------------------------------------------------------------------------
Name           |MP |ctr.|Range |JP  |Effect
-------------------------------------------------------------------------
Flare 2         35    4  4/2v3e   0  Damage (x38) [100%]
Toad 2          35    4  4/2v3e   0  Add: Frog {160}
Sleep 2         35    4  4/2v3e   0  Add: Sleep {160}
Confuse 2       35    4  4/2v3e   0  Add: Confusion {160}
Blind 2         35    4  4/2v3e   0  Add: Darkness {160}
Gravi 2         35    4  4/2v3e   0  Damage: (T_CurHP - 1) {160}


12 JUMP                               ORIGIN: Lancer Job command
-------------------------------------------------------------------------
Name       |     ctr      |Range|JP    |Effect
-------------------------------------------------------------------------
JUMP        [50/(C_speed)]  +/1        [PA * K] * WeaponPower++
Level Jump2                      150   Jump range is 2
Level Jump3                      300   Jump range is 3
Level Jump4                      450   Jump range is 4
Level Jump5                      600   Jump range is 5
Level Jump8                      900   Jump range is 8
Vertical Jump2                   100   Max jump height is 2
Vertical Jump3                   200   Max jump height is 3
Vertical Jump4                   300   Max jump height is 4
Vertical Jump5                   400   Max jump height is 5
Vertical Jump6                   500   Max jump height is 6
Vertical Jump7                   600   Max jump height is 7
Vertical Jump8                   900   Max jump height is 8
+   range is determined by the JP you have spent on above abilities
++  K = 1.50 if equipped with a Spear
    1.00 otherwise
!  'Short Charge' has no effect on the ctr of JUMP.


29 LIMIT (!)                          ORIGIN: Soldier job command
-------------------------------------------------------------------------
Name           |MP |ctr.|Range|JP   |Effect
-------------------------------------------------------------------------
Braver                3   2/1   150  Damage: 12 * MA
Cross-slash           4  2/2v0  200  Damage: 22 * MA
Blade Beam            5   2/1   250  Damage: (C_MaxHP - C_CurrentHP)
Climhazzard           7   2/1   450  Damage: (T_MaxHP - T_CurrentHP)
Meteorain            10  3/3v0  560  Damage: 26 * MA
Finish Touch          5  3/2v0  670  Add: Dead, Petrify, Stop [100%]**
Omnislash            15  3/3v0  900  Damage: 40 * MA
Cherry Blossom       20  3/3v0 1200  Damage: 60 * MA
! A 'Materia Blade' must be equipped to use any of these skills!
! All Limits have a 100% success rate and ignore evade percentages
**One of these three status ailments will be added at random


23 MAGIC                              ORIGIN: Delita's Sis job command
-------------------------------------------------------------------------
Name           |MP |ctr.|Range|JP   |Effect
-------------------------------------------------------------------------
Cure            6     4  4/2v1   50  Heal HP (x14)
Wish                     1v3/1    0  +RU{C_MaxHP * 2/5} to target;
                                     -RU{C_MaxHP * 1/5} to caster


45 MAGIC SWORD (!)                    ORIGIN: Temple Knight job command
-------------------------------------------------------------------------
Name           |MP |ctr.|Range|JP   |Effect
-------------------------------------------------------------------------
Blind            6        4/1    50  Add: Darkness, {220}
Aspel            2        4/1     0  Drain RU{T_MaxHP / 4}  {200}
Drain           12        4/1   180  Drain RU{T_MaxMP / 4}  {200}
Faith           10        4/1   200  Add: Faith, {200}
Innocent        10        4/1   200  Add: Innocent, {200}
Zombie          14        4/1   150  Add: Undead, {190}
Silence         16        4/1    90  Add: Silence, {200}
Berserk         16        4/1   200  Add: Berserk, {180}
Chicken         12        4/1   500  Target's Brave -50, {200}
Confuse         14        4/1   200  Add: Confusion, {190}
Despair         20        4/1   300  Cancel: support status,fai,ref {190}
Don't Act       14        4/1    50  Add: Don't Act, {200}
Sleep           20        4/1   170  Add: Sleep, {190}
Break           24        4/1   300  Add: Petrify, {180}
Shock           20        8/1   600  Damage: [C_MaxHP - C_CurHP]
! Must be equipped with a sword to use any Magic Sword attacks


15 MATH SKILL                         ORIGIN: Calculator job command
-------------------------------------------------------------------------
Name                          |JP   |Effect
-------------------------------------------------------------------------
CT                              250  Base equations on CT
Level                           350  Base equations on level
Exp                             200  Base equations on EXP
Height                          250  Base equations on height
Prime Number                    300  Selects by prime number
5                               200  Selects by multiple of 5
4                               400  Selects by multiple of 4
3                               600  Selects by multiple of 3
! You can use MATH SKILL with any calculable spell that you have learnt.
  The spell charts in [3.1] and [3.2] tell which spells are calculable.


1E MIGHTY SWORD (!)                     ORIGIN: Divine Knight job command
-------------------------------------------------------------------------
Name                    |Range|JP   |Effect
-------------------------------------------------------------------------
Shellbust Stab           3/1   200   Destroy armor; damage: (PA * WP)
Blastar Punch            3/1   400   Destroy helmet; damage: (PA * WP)
Hellcry Punch            3/1   500   Destroy weapon; damage: (PA * WP)
Icewolf Bite             3/1   800   Destroy accessory; damage: (PA * WP)
! Must be equipped with a sword in order to use any of these attacks
! All Mighty Sword skills have a 100% success rate and are unaffected by
  evade percentages, assuming the enemy has the appropriate piece of
  equipment to break.  If not, success is 0%.


AF NIGHT MAGIC                        ORIGIN: Ultima Demon job command
-------------------------------------------------------------------------
Name           |MP |ctr.|Range|JP   |Effect
-------------------------------------------------------------------------
Nanoflare        0    5  4/3v1    0  Damage: (MA) * [(MA + 5) / 2] [100%]
Dark Holy       40    7   4/1     0  Damage: Dark (x37) [100%]
Hurricane                4/3v2    0  Damage: RU{MaxHP * .34}, [50+MA%]
Ulmaguest                4/3v1    0  Damage: (MaxHP - CurrentHP) [100%]
Ultima          10    5  4/2v1    0  Damage (x23) [100%]


49 PHANTOM                            ORIGIN: Kletian's secondary
-------------------------------------------------------------------------
Name           |MP |ctr.|Range |JP   |Effect
-------------------------------------------------------------------------
Midgar Swarm     0   10  4/3v2     0  Damage: 24 * MA [100%]
Bahamut         60   10  4/4v3e 1200  Magic attack (x46) [100%]
Odin            50    9  4/4v3e  900  Damage (x40) [100%]
Leviathan       48    9  4/4v3e  850  Damage: Water (x38) [100%]
Salamander      48    9  4/3v2e  820  Damage: Fire (x38) [100%]


09 PUNCH ART                          ORIGIN: Monk job command
-------------------------------------------------------------------------
Name               |   Range   |JP   |Effect
-------------------------------------------------------------------------
Spin Fist                A/2v0  150  Damage: PA * [PA / 2]
Repeating Fist           1v1/1  300  Damage: (1..9) * (PA + [PA / 2])
Wave Fist                3v3/1  300  Damage: PA * ([PA / 2] + 1)
Earth Slash           4dir/8v2  600  Damage: PA * [PA / 2] (Earth) [100%]
Secret Fist              1v0/1  300  Add: Death Sentence {MA+50%}
Stigma Magic             A/2v0  200  Cancel: pet, drk, con, sil, zrk,
                                             frg, psn, sle, DM, DA [100%]
Chakra                   A/2v0  350  Restores (5*PA) HP and [5/2*PA] MP
Revive                   1v0/1  500  Cancel: Dead; restore RU{T_MaxHP/5}
                                        HP (PA+70)%


35 PUNCH SKILL                        ORIGIN: Wiegraf's (3rd) secondary
-------------------------------------------------------------------------
Name              |   Range   |JP   |Effect
-------------------------------------------------------------------------
Wave Fist                 3/1   300  Damage: PA * ([PA / 2] + 1)
Earth Slash          4dir/8v2   600  Damage: PA * [PA / 2] (Earth) [100%]


7E SATURATION                         ORIGIN: Altima's secondary
---------------------------------------------------------------------------
Name           |MP |ctr.|Range|JP   |Effect
---------------------------------------------------------------------------
Mute                  7  4/3v3    0  Damage MP: (target's current MP) {200}
Despair 2             7  4/3v3e   0  Cancel: support status, fai, ref {200}
Return 2              7  4/3v3e   0  CT goes to 0 {200}


16 SING                               ORIGIN: Bard job command
-------------------------------------------------------------------------
Name           |MP |ctr.|Range|JP   |Effect
-------------------------------------------------------------------------
Angel Song            6    *    100  Cure: (MA + 20) MP       [100%]
Life Song             6    *    100  Cure: (MA + 10) HP       [100%]
Cheer Song            8    *    100  Speed +1                  [50%]
Battle Song           8    *    100  PA +1                     [50%]
Magic Song           10    *    100  MA +1                     [50%]
Nameless Song        10    *    100  Add: rer, rgn, pro, ref   [50%]
Last Song            20    *    100  Add: Quick                [50%]
* all allies
! 'Short Charge' has no effect on the ctr of SING commands.


25 SNIPE                              ORIGIN: Engineer job command
-------------------------------------------------------------------------
Name                    |Range|JP   |Effect
-------------------------------------------------------------------------
Leg Aim                   */1  200   Add: Don't Move (Speed+50)%
Arm Aim                   */1  300   Add: Don't Act (Speed+50)%
Seal Evil                 */1  200   Add: Petrify on Undead (Speed+70)%**
* range is same as that of equipped weapon
** success percent will be zero if target is not undead


2F STARRY HEAVEN                      ORIGIN: Astrologist job command
-------------------------------------------------------------------------
Name           |MP |ctr.|Range|JP   |Effect
-------------------------------------------------------------------------
Galaxy Stop           5    *      0  Add: Don't Act,Don't Move,Stop [50%]
Accumulate               A/1    300  PA +1
! Dash                   1v1/1   75  Damage: (1..4) * PA [100%]
! Throw Stone            4/1     90  Damage: (1..2) * PA
Heal                     1v2/1  150  Cancel: Darkness, Poison, Silence
* all enemies
! PA bonuses from 'Martial Arts' apply to Dash and Throw Stone.


0E STEAL                              ORIGIN: Thief job command
--------------------------------------------------------------------------
Name                   |Range |JP   |Effect
--------------------------------------------------------------------------
Gil Taking              1v1/1e   10  Steal [C_Lv * C_Speed] gil, K = 90*
Steal Heart              3/1e   150  add: Charm (50 + MA)% **
Steal Helmet            1v1/1e  350  Steal target's helmet, K = 40
Steal Armor             1v1/1e  450  Steal target's armor, K = 35
Steal Shield            1v1/1e  350  Steal target's shield, K = 35
Steal Weapon            1v1/1e  600  Steal target's weapon, K = 30
Steal Accessry          1v1/1e  500  Steal target's accessory, K = 40
Steal Exp               1v1/1   250  Steal max{5+C_Sp, T_Exp} Exp., K = 70
*  success% = (Sp + K) * (evasion factor).  See [3.5] for details.
** Only works on opposite sex or on monsters


0D SUMMON MAGIC                       ORIGIN: Summoner job command
-------------------------------------------------------------------------
Name           |MP |ctr.|Range |JP   |Effect
-------------------------------------------------------------------------
Moogle          8     2  4/3v2a  110  Restores HP (x12)
Shiva           24    4  4/3v2e  200  Ice attack (x24) [100%]
Ramuh           24    4  4/3v2e  200  Lightning attack (x24) [100%]
Ifrit           24    4  4/3v2e  200  Fire attack (x24) [100%]
Titan           30    5  4/3v2e  220  Earth attack (x28) [100%]
Golem           40    3   *      500  Protects from (C_MaxHP) worth of
                                       damage from ATTACK, JUMP and
                                       THROW commands {200}
Carbunkle       30    4  4/3v2a  350  Gives Reflect status {150}
Bahamut         60   10  4/4v3e 1200  Magic attack (x46) [100%]
Odin            50    9  4/4v3e  900  Magic attack (x40) [100%]
Leviathan       48    9  4/4v3e  850  Water attack (x38) [100%]
Salamander      48    9  4/3v2e  820  Fire attack (x38) [100%]
Silf            26    5  4/3v2e  400  Add: Silence {150}
Fairy           28    4  4/3v2a  400  Restores HP (x24)
Lich            40    9  4/3v2e  600  Damage: Dark, RU{T_MaxHP/2} {160}
Cyclops         62    9  4/3v2e 1000  Magic attack (x50) [100%]
Zodiac          99   10  4/4v3e   **  Magic attack (x96) [100%]
* all allies
** 'Zodiac' must be learnt from experience.  i.e., someone with
the 'Dark Cloud' ability must cast it on your Summoner; it must
do damage, and he must survive it.  you will then be prompted
to learn 'Zodiac', the ultimate summon spell, free of JP charge.


46 SWORD SKILL (!)                    ORIGIN: Lune Knight job command
-------------------------------------------------------------------------
Name              |   Range   |JP   |Effect
-------------------------------------------------------------------------
! Stasis Sword           2/2v0  100  PA*(WP+2); may cause Stop
! Split Punch            3v2/1  400  PA*(WP+3); may cause Death Sentence
! Crush Punch            3v1/1  500  PA*(WP+2); may cause instant Death
! Lightning Stab         3/2v1  700  PA*(WP+4); may cause Silence
! Holy Explosion      4dir/5v2  800  PA*(WP+5); may cause Confusion
Shellbust Stab            3/1   200  PA*WP; Destroys armor*
Blastar Punch             3/1   400  PA*WP; Destroys helmet*
Hellcry Punch             3/1   500  PA*WP; Destroys weapon*
Icewolf Bite              3/1   800  PA*WP; Destroys accessory*
! A sword is needed to use any of these skills.
* Cannot work unless enemy has appropriate piece of equipment
> All Sword Skills have a 100% success rate and are unaffected by
  evade percentages.


9B SWORD SKILL                        ORIGIN: undead Knight job command
-------------------------------------------------------------------------
Name                    |Range|JP   |Effect
-------------------------------------------------------------------------
Head Break                */1   300  Destroys target's helmet, K = 45**
Armor Break               */1   400  Destroys target's armor, K = 40**
Shield Break              */1   300  Destroys target's shield, K = 55**
Weapon Break              */1   400  Destroys target's weapon, K = 30**
Magic Break               */1   250  Damage MP: (T_MaxMP/2), K = 50***
Speed Break               */1   250  Target's speed -2, K = 50***
Power Break               */1   250  Target's PA -3, K = 50***
Mind Break                */1   250  Target's MA -3, K = 50***
* Range is that of equipped weapon
**success% = (PA + WP + K) * (evasion factor).  See [3.3] for details.
***success% = (PA + K) * (evasion factor).  See [3.3] for details.


3B SWORD SPIRIT (!)                   ORIGIN: Arc Knight job command
--------------------------------------------------------------------------
Name                    |Range |JP   |Effect
--------------------------------------------------------------------------
Asura                    A/3v2e  100  Magic attack: MA *  8 [100%]
Koutetsu                 A/3v2e  180  Magic attack: MA * 12 [100%]
Muramasa                 A/3v2e  580  Magic attack: MA * 18; may cause
                                       Confusion and Death Sentence [100%]
Kikuichimoji          4dir/8v3e  660  Magic attack: MA * 16  [100%]
! Note: this won't ever work for some reason.  Use 'Draw Out' instead.


0F TALK SKILL (!)                     ORIGIN: Mediator job command
-------------------------------------------------------------------------
Name                   |Range |JP   |Effect
-------------------------------------------------------------------------
Invitation              3v3/1e  100  Add: Invite, K = 20*
Persuade                3v3/1   100  Target's CT goes to 0, K = 30
Praise                  3v3/1   200  Br +4 (+1 permanently), K = 50
Threaten                3v3/1   200  Br -20 (-5 permanently), K = 70
Preach                  3v3/1   200  Fa +4 (+1 permanently), K = 50
Solution                3v3/1   200  Fa -20 (-5 permanently), K = 70
Death Sentence          3v3/1   500  Add: Death Sentence, K = 30
Negotiate               3v3/1   100  Steal (C_Lv * C_Speed) gil, K = 60
Insult                  3v3/1   300  Add: Berserk, K = 40
Mimic Daravon           3v3/2   300  Add: Sleep, K = 40
* success% = K + MA
! Monsters are immune to TALK SKILL unless the caster has the 'Monster
  Talk' ability (Mediator and Dragoner have this inherent).


14 THROW (!)                          ORIGIN: Ninja job command
-------------------------------------------------------------------------
Name                    |Range|JP   |Effect
-------------------------------------------------------------------------
THROW                     M/1        Damage: (Speed * ThrownWP) <LOS>
Shuriken                         50  Throw shuriken
Ball                             70  Throw magic balls
Knife                           100  Throw daggers
Sword                           100  Throw swords
Hammer                          100  Throw flails
Katana                          100  Throw katana
Ninja Sword                     100  Throw ninja swords
Axe                             120  Throw axes
Spear                           100  Throw spears
Stick                           100  Throw sticks
Knight Sword                    100  Throw knight swords
Dictionary                      100  Throw dictionaries
! M is equal to the caster's 'Move' statistic, including bonuses
  afforded by abilities and accessories.  'Teleport' and 'Teleport 2'
  do not increase the Move statistic.
! You can only throw items which fall into the categories that you
  have paid the JP to learn
! You can't throw through obstacles... don't try it.


0C TIME MAGIC                         ORIGIN: Time Mage job command
-------------------------------------------------------------------------
Name           |MP |ctr.|Range|JP   |Effect
-------------------------------------------------------------------------
Haste           8     2  3/2v0  100  Add: Haste {180}
Haste 2         30    7  3/2v3  550  Add: Haste {240}
Slow            8     2  3/2v0   80  Add: Slow {180}
Slow 2          30    7  3/2v3  520  Add: Slow {240}
Stop            14    7  3/2v0  330  Add: Stop {110}
Don't Move      10    3  3/2v1  100  Add: Don't Move {190}
Float           8     2  4/2v1  200  Add: Float {140}
Reflect         12    2   4/1   300  Add: Reflect {180}
Quick           24    4   4/1   800  Add: Quick {140}
Demi            24    6  4/2v1  250  Damage: RU{T_MaxHP / 4} {190}
Demi 2          50    9  4/2v3  550  Damage: RU{T_MaxHP / 2} {120}
Meteor          70   15  4/4v3 1500  Magic attack (x60) [100%]


32 TRUTH                              ORIGIN: Heaven Knight job command
-------------------------------------------------------------------------
Name               |ctr.|Range|JP   |Effect
-------------------------------------------------------------------------
Heaven Thunder        3  4/2v3  100  Lit:[(MA+8)/2]*MA (random targeting)
Asura                 4  4/2v3  200  Fire:[(MA+9)/2]*MA (rnd targeting)
Diamond Sword         5  4/2v3  300  Wind:[(MA+10)/2]*MA (rnd targeting)
Hydragon Pit          6  4/2v3  400  Water:[(MA+12)/2]*MA (rnd targeting)
Space Storage         5  4/2v3  500  [(MA+6)/2]*MA,may add: drk, con, sil
                                       frg, poi, slw, slp (rnd targeting)
Sky Demon             7  4/2v3  600  Earth:[(MA+20)/2]*MA (rnd targeting)
> All TRUTH skills have a 100% success rate (on panels that they hit)
  and are unaffected by evade percentages.
> TRUTH skills will hit between 1 and 6 times.  Each number of hits is
  equally likely.


7B ULTIMATE MAGIC                     ORIGIN: Holy Angel job command **
-------------------------------------------------------------------------
Name           |MP |ctr.|Range|JP   |Effect
-------------------------------------------------------------------------
Ultima *        25    7  4/3v3    0  Damage (x30) [100%]
* stronger than the Ultima in the GUTS, HOLY MAGIC, USE HAND, and
  NIGHT MAGIC command sets.
** this was supposed to be the job command of Altima's first incarnation,
  the Holy Angel, but the programmers screwed up and forgot to assign
  the command to the class.  So, if you use the Holy Angel class, you
  will find that she has no job command.


2E UN-TRUTH                           ORIGIN: Hell Knight job command
-------------------------------------------------------------------------
Name               |ctr.|Range|JP   |Effect
-------------------------------------------------------------------------
Heaven Bolt Back      3  4/2v2  100  Lightning damage ~x27~(rnd targeting)
Asura Back            4  4/2v2  200  Fire damage ~x30~ (rnd targeting)
Diamond Sword Back    5  4/2v2  300  Wind damage ~x34~ (random targeting)
Dragon Pit Back       6  4/2v2  400  Water damage ~x40~(random targeting)
Space Storage Back    5  4/2v2  500  Damage ~x20~, may add: drk, con, sil
                                       frg, poi, slw, slp (rnd targeting)
Sky Demon Back        7  4/2v2  600  Earth damage ~x60~(random targeting)
> All Un-truth skills have a 100% success rate (on panels that they hit)
  and are unaffected by evade percentages.
> Un-truth skills will hit between 1 and 6 times.  Each number of hits is
  equally likely.
> For targets of Un-truth skills, 'Faith' is treated as 0 Faith and
  'Innocent' is treated as 100 Faith.


36 USE HAND
37 USE HAND                           ORIGIN: Assassin job command
-------------------------------------------------------------------------
Name           |MP |ctr.|Range|JP   |Effect
-------------------------------------------------------------------------
Seal                     6/1      0  Add: Petrify [100%]
Shadow Stitch            4/1      0  Add: Stop [100%]
Stop Bracelet            1v0/1    0  Add: Dead [100%]
Ultima          10    5  4/2v2   --  Magical damage (x23) [100%]
Allure                   3/1e     0  Add: Charm (70+MA)%


68 WARLOCK SUMMON                     ORIGIN: Velius' secondary
-------------------------------------------------------------------------
Name           |MP |ctr.|Range |JP   |Effect
-------------------------------------------------------------------------
Titan           30    5  4/3v2e  220  Damage: Earth (x28) [100%]
Lich            40    9  4/3v2e  600  Damage: Dark, RU{T_MaxHP/2} {160}
Cyclops         62    9  4/3v2e 1000  Damage (x50) [100%]


2A WHITE-AID                          ORIGIN: Holy Priest job command
-------------------------------------------------------------------------
Name           |MP |ctr.|Range|JP   |Effect
-------------------------------------------------------------------------
Cure 3          16    7  4/2v2  400  Restores HP (x30)
Cure 2          12    5  4/2v1  180  Restores HP (x20)
! Confuse       14        4/1   200  Add: Confusion {190}
! Sleep         20        4/1   170  Add: Sleep {190}
! Drain         12        4/1   180  Drain:  RU{T_MaxHP / 4} {200}
! Silence       16        4/1    90  Add: Silence {200}
! Don't Act     14        4/1    50  Add: Don't Act {200}
Raise 2         20   10   4/1   500  Cancel: Dead & recover all HP {160}
Esuna           18    3  3/2v2  280  Cancel: pet, drk, con, sil, zrk,
                                             frg, psn, sle, DM, DA {190}
* Sword needed to use


0A WHITE MAGIC                        ORIGIN: Priest job command
------------------------------------------------------------------------------
Name           |MP |ctr.|Range|JP    |Effect
------------------------------------------------------------------------------
Cure              6   4  4/2v1   50   Restore HP (x14)
Cure 2           10   5  4/2v1  180   Restore HP (x20)
Cure 3           16   7  4/2v2  400   Restore HP (x30)
Cure 4           20  10  4/2v3  700   Restore HP (x40)
Raise            10   4   4/1   180   Cancel Dead; restore RU{T_MaxHP/2} {180}
Raise 2          20  10   4/1   500   Cancel Dead; restore full HP {160}
Reraise          16   7   3/1   800   Add Reraise {140}
Regen            8    4  3/2v0  300   Add Regen {170}
Protect          6    4  3/2v0   70   Add Protect {200}
Protect 2        24   7  3/2v3  500   Add Protect status {120}
Shell            6    4  3/2v0   70   Add Shell status {200}
Shell 2          20   7  3/2v3  500   Add Shell status {120}
Wall             24   4   3/1   380   Add Protect and Shell {140}
Esuna            18   3  3/2v2  280   Cancel: pet, drk, con, sil, zrk,
                                              frg, psn, sle, DM, DA {190}
Holy             56   6   5/1   600   Holy attack (x50) [100%]


AB WORK                               ORIGIN: Steel Giant job command
-------------------------------------------------------------------------
Name                    |Range|JP   |Effect
-------------------------------------------------------------------------
Destroy                  1v2/1    0  Damage to target: 10 * PA  [100%]
                                       damage to caster:  [(10 * PA) / 8]
Compress                 1v2/1    0  Damage to target: 12 * PA  [100%]
                                       damage to caster:  [(12 * PA) / 6]
Dispose                   8/1     0  Damage to target: 10 * PA  [100%]
                                       damage to caster:  [(10 * PA) / 4]
Crush                    1v0/1    0  Damage to target: 16 * PA  [100%]
                                       damage to caster:  [(16 * PA) / 4]


10 YIN-YANG MAGIC                     ORIGIN: Oracle job command
-----------------------------------------------------------------------------
Name           |MP |ctr.|Range |JP   |Effect
-----------------------------------------------------------------------------
Blind           4     2  4/2v1  100   Add: Darkness {200}
Spell Absorb    2     2  4/1    200   Drain: RU{T_MaxMP / 4} HP {160}
Life Drain      16    2  4/1    350   Drain: RU{T_MaxHP / 4} MP {160}
Pray Faith      6     4  4/1    400   Add: Faith {150}
Doubt Faith     6     4  4/1    400   Add: Innocent {150}
Zombie          20    5  4/1    300   Add: Undead {100}
Silence Song    16    3  4/2v1  170   Add: Silence {180}
Blind Rage      16    5  4/1    400   Add: Berserk {120}
Foxbird         20    4  4/1    200   T_Br -30 {140}
Confusion Song  20    5  4/1    400   Add: Confusion {130}
Dispel Magic    34    3  4/1    700   Cancel: support status, fai, ref {220}
Paralyze        10    5  4/2v0  100   Add: Don't Act {190}
Sleep           24    6  4/2v1  350   Add: Sleep {170}
Petrify         16    9  4/1    580   Add: Petrify {110}


_______________________________________________________________________________
[6.2] reaction abilities
      =========================================================================

A Save (550 JP, Dancer):  PA + 1.  Trigger:  HP damage

Abandon (400 JP, Ninja):  This ability will effectively double all
your evade percentages.  It is the only reaction ability that is not
dependent on Brave; it is 'always on', more like a Support ability.

Absorb Used MP (250 JP, Oracle):  Whenever another unit uses an
ability that costs it MP, you have a Br% chance of gaining the amount
of MP that the unit used.

Arrow Guard (450 JP, Archer):  This is like Blade Grasp, but it only
works on bow and crossbow attacks.  See 'Blade Grasp'.

Auto Potion (400 JP, Chemist):  Whenever you receive HP damage, you
have a Br% chance of using a Potion.  If your supply of Potion is
depleted, you will use Hi-Potion instead.  If your supplies of both
Potion and Hi-Potion are depleted, you will use X-Potion instead.
If your supplies of all three potions are depleted, this ability
will not have any effect.

Blade Grasp (700 JP, Samurai):  This ability is 'always on', and it
makes the base hit percentage for most physical attacks against you
equal to (100 - Br) instead of 100.  See [5.7] for details.

Brave Up (500 JP, Dancer):  If a physical attack is executed against
you, you have a Br% chance of your Brave increasing by 3.

Catch  (200 JP, Thief):  If you are targeted with a THROW attack,
you will catch the item and add it to your inventory Br% of the time.

Caution (200 JP, Thief):  If you receive HP damage, adds: Defending
Br% of the time.

Counter (300 JP, Monk):  If you are targeted with a damage-causing
physical attack, and the unit that attacked you is within the range
of your weapon, you will counter with an ATTACK directive Br% of the
time.

Counter Flood (300 JP, Geomancer):  If you are attacked physically
or with an ELEMENTAL directive, you will counter with an ELEMENTAL
directive corresponding to the ground you are currently standing
on, regardless of your assailant's distance from you and regardless
of whether you have actually learned the appropriate ability.  This
will activate Br% of the time.

Counter Magic (800 JP, Wizard):  If you are targeted by a spell
that is Counterable (see spell lists in Parts 4 and 5), you will
cast that spell back at the caster, paying the appropriate MP
cost.  This will activate Br% of the time.

Counter Tackle (180 JP, Squire):  If you are attacked physically,
and your assailant is in the range of 'Dash', you will counter
with 'Dash' Br% of the time.

Critical Quick (700 JP, Time Mage):  If you receive damage that
puts you into Critical condition, this ability will add: Quick
Br% of the time.

Damage Split (300 JP, Calculator):  When another unit causes you
to take HP damage, that unit will take RU{damage/2} damage and
you will recover RU{damage/2} HP.  This ability will activate
Br% of the time.

Distribute (200 JP, Calculator):  If you recover an amount of HP
that would put your CurHP above your MaxHP, the excess healing
will be split equally (rounding up) among your allies Br%
of the time.

Dragon Spirit (560 JP, Lancer):  If you receive HP damage, this
ability will add: Reraise Br% of the time.

Face Up (500 JP, Bard):  If you are targeted by a magical attack,
this ability will increase your Faith by 3 Br% of the time.

Finger Guard (300 JP, Mediator):  Base success percentage of
TALK SKILL attacks executed against you is now equal to
(Base% - Br).

Gilgame Heart (200 JP, Thief):  When you receive HP damage, you
will steal (Damage * 10) gil from the enemy.

Hamedo (1200 JP, Monk):  If you are targeted by an ATTACK
directive and your attacker is within range of your weapon, the
attacker's ATTACK will be cancelled and you will instead execute
an ATTACK directive on the attacker.  Note that this only works
on the ATTACK directive, which means it is useless on monsters,
since they have special forms of physical attack.  This ability
will trigger Br% of the time.

HP Restore (500 JP, Monk):  If you receive damage that puts you
into Critical condition, your HP will be restored to maximum Br%
of the time.

MA Save (450 JP, Bard):  If you receive HP damage, this ability
will increase your MA by 1 Br% of the time.

Meatbone Slash (200 JP, Samurai):  If you receive damage that
puts you into Critical condition, and your attacker is within
range of your weapon, you will counter with 'Meatbone Slash',
which deals damage equal to your Max HP.  This ability will
trigger Br% of the time.

MP Restore (400 JP, Oracle):  If you receive damage that puts
you into Critical condition, your MP will be restored to
maximum Br% of the time.+

MP Switch (400 JP, Time Mage):  If you receive HP damage and
your CurMP > 0, the damage will instead be dealt to your MP
Br% of the time.

Reflect (GameShark only):  If you are targeted by a magical
attack, this ability will add: Reflect Br% of the time.

Regenerator (400 JP, Priest):  If you receive HP damage, this
ability will add: Regen Br% of the time.

Speed Save (800 JP, Archer):  If you receive HP damage, this
ability will increase your Speed by 1 Br% of the time.

Sunken State (900 JP, Ninja):  If you receive HP damage, this
ability will add: Transparent Br% of the time.

Weapon Guard (200 JP, Knight):  This ability enables your
weapon evasion (W-EV) statistic, and is 'always on'.


_______________________________________________________________________________
[6.3] support abilities
      =========================================================================

Attack UP (400 JP, Geomancer):  For physical attacks except JUMP,
the effective value of your relevant stat X = [X * 4/3].  Usually,
stat X is PA, but it can sometimes be MA (as in a stick ATTACK),
or Speed (as in THROW). ***

Concentrate (400 JP, Archer):  Targets cannot evade your physical
attacks via their evasion percentages (P.CEV, P.SEV, P.AEV, W-EV).
Note that this does not guarantee 100% success on attacks such as
BATTLE SKILL, since these attacks can still MISS.  Targets may also
still evade using the 'Blade Grasp' and 'Arrow Guard' abilities.
Concentrate has no effect on magic evasion.

Defend (50 JP, Squire):  Adds the DEFEND command (add: Defending)
to your action menu.

Defense UP (400 JP, Oracle):  For physical attacks except JUMP,
units attacking you receive a penalty to their relevant stat X such
that X = [X * 2/3].  Usually, stat X is PA, but it can sometimes be
MA (as in a stick ATTACK), or Speed (as in THROW). **

Equip Armor (500 JP, Knight):  You can equip heavy armor and helmets
regardless of your current job.

Equip Axe (200 JP, Squire):  You can equip axes regardless of your
current job.

Equip Change (0 JP, Chemist):  Adds the EQUIP CHANGE command to
your action menu.  This allows you to change your equipment in
battle at the cost of one turn.

Equip Crossbow (350 JP, Archer):  You can equip crossbows regardless
of your current job.

Equip Gun (750 JP, Mediator):  You can equip guns (both regular and
magical) regardless of your current job.

Equip Knife (400 JP, Samurai):  You can equip katana regardless of your
current job.

Equip Shield (250 JP, Knight):  You can equip shields regardless of your
current job.

Equip Spear (400 JP, Lancer):  You can equip spears regardless of your
current job.

Equip Sword (400 JP, Knight):  You can equip swords (but not knight
swords) regardless of your current job.

Gained Exp-UP (350 JP, Calculator):  When you receive experience for an
action, you receive bonus experience such that
received Experience = [earned exp. * 2].

Gained JP-UP (200 JP, Squire):  When you receive JP for an action, you
receive bonus JP such that received JP = [earned JP * 3/2].

Half of MP (900 JP, Summoner):  Any MP-using ability takes half as many
MP to use (round down).

Magic AttackUP (400 JP, Wizard):  For magical attacks, the effective value
of your MA = [MA * 4/3].  This does not include physical attacks (such as
stick and staff ATTACK) which use MA as their relevant stat. **

Magic DefendUP (400 JP, Priest):  For magical attacks targeting you, the
effective value of the caster's MA = [MA * 2/3].  This does not ttack a target
that has Blade Grasp set, Blade Grasp can only block one of the
two hits that you incur.

** the PA / MA modifying for Martial Arts, Attack UP, Defense UP,
   Magic Att. UP, and Magic Def UP works in the same way as that
   described for 'Protect' and 'Shell' in section [1.5].  If
   you have more than one of these abilities active at once,
   just multiply the multipliers together, doing a greatest
   integer function with every multiplication.  See the sections
   on damage and probability modifiers in the first five parts of
   the handbook for details.


_______________________________________________________________________________
[6.4] movement abilities
      =========================================================================

Any Ground (220 JP, Geomancer):  Normally each square of water
you walk through costs you two movement points instead of one.  With
this ability, the movement penalty to walk through deep water vanishes.

Any Weather (200 JP, Oracle):  Normally, you can walk over marsh sqaures
without suffering the water penalty.  However, if it is raining heavily
in a marshland, you will face a similar penalty -- you must use two movement
points for every square of marsh you move over.  If you have Any Weather
equipped, that penalty will not take effect.  In addition, weather effects
on magic (increase in Lightning damage and decrease in Fire damage during
thunderstorms) are nullified if the caster has Any Weather.  This is in a
heated battle with Move on Lava for the title of 'most useless ability'.
And another curiosity:  the programmers gave the Steel Giant class
Any Ground and Any Weather inherent, but they also gave it Cannot enter
water inherent, making Any Ground and Any Weather completely useless!
Perhaps they intended to program more weather and terrain effects into the
game but never got around to it.

Cannot enter water (inherent for several monsters):  You cannot move or
stop on squares that are submerged in water.

Float (540 JP, Time Mage):  Add: Float.  And it can't be removed.

Fly (1200 JP, Bard):  Allows you to fly over all height differences,
enemies, and obstacles.

Ignore Height (700 JP, Lancer):  You are able to jump to any vertical
height, regardless of your 'Jump' stat.  This has no effect on the
Lancer's JUMP command.

Jump +1 (200 JP, Archer):  'Jump' stat + 1.  This has no effect on the
Lancer's JUMP command.

Jump +2 (480 JP, Thief):  'Jump' stat + 2.  This has no effect on the
Lancer's JUMP command.

Jump +3 (1000 JP, Dancer):  'Jump' stat + 3.  This has no effect on the
Lancer's JUMP command.

Move +1 (200 JP, Squire):  'Move' stat + 1.

Move +2 (520 JP, Thief):   'Move' stat + 2.

Move +3 (1000 JP, Bard):   'Move' stat + 3.

Move in Water (420 JP, Ninja):  You can move (and stop) on top of water;
water is treated like normal ground.

Move on Lava (150 JP, Geomancer):  You can move (and stop) on top of
lava; lava is treated like normal ground.

Move Undrwater (inherent for Pisco Demon, Squidlarkin, Mindflare): You
can move (and stop) in water up to 3h deep without penalty.

Move-Find Item (100 JP, Chemist):  You can extract hidden items from
booby-trapped squares without triggering the traps.

Move-Get Exp (400 JP, Calculator):  You gain 1 Exp. per panel moved.

Move-Get JP (360 JP, Calculator):  You gain 2 JP per panel moved.

Move-HP Up (300 JP, Monk):  Recover RU{MaxHP / 10} HP if you move at
least one panel.

Move-MP Up (350 JP, Oracle):  Recover RU{MaxMP / 10} MP if you move at
least one panel.

Silent Walk (GameShark only):  Prevents you from springing traps when you
stop on booby-trapped squares.

Teleport (600 JP, Time Mage):  Able to teleport through obstacles, height
differences, units, etc.  Chance of success is 100% within your Move range
and decreases 10% per extra square you move.  See [5.8] for details.

Teleport 2 (inherent for Arch Angel, Holy Angel):  Teleport anywhere on
the battlefield with 100% success.

Walk on Water (300 JP, Samurai):  Ignore water depth; all water is treated
like it is 1h deep, regardless of actual depth.



  JNNNNNNNNNN  PART SEVEN
 (NNNNNNNNNN`  ________________________________________________________________
 N`      JN    ================================================================
        JF
      .NF      Compendium of Monster Attacks
     (NN.
    (NNNN      ________________________________________________________________
    (NNNN      ================================================================


_______________________________________________________________________________
[7.1] types of attacks
      =========================================================================

Monster attacks fall into five different categories.  You can find
out which category each individual attack belongs to by looking at
the 'type' column in the chart below.


PHYSICAL ATTACK, TYPE 1 (symbol: P1)

>> Attack is physical in nature, and the same damage modifiers apply
   that apply for weapon attacks (see [2.2]).

>> Evade percentages used are the same as those used for a normal
   weapon attack, depending on the position of the attacker relative
   to the target just as in normal weapon evasion (see [1.3] for
   details).

>> Status-inducing attacks or HP draining attacks of this type may
   have a success rate of (MA+K)%, where K is a constant peculiar
   to each individual attack.  If this is the case, apply the
   following modifying procedure to get the final success rate.

   The 'attacker' is the unit using the skill, and the 'target' is the
   is the unit being attacked.  Let MA0 be the attacker's initial MA, as
   given on the stat screen.  Despite the fact that MA is used to
   calculate their success rates, attacks of this type are purely
   physical.

   1. If attacker has Attack UP, then (MA1 = [MA0 * 4/3]), else MA1 = MA0
   2. If attacker has Martial Arts and is barehanded, then
      (MA2 = [MA1 * 3/2]), else MA2 = MA1
   3. If target has Defense UP, then (MA3 = [MA2 * 2/3]), else MA3 = MA2
   4. If target has Protect, then (MA4 = [MA3 * 2/3]), else MA4 = MA3
   5. If target is Charging, then (MA5 = [MA4 * 3/2]), else MA5 = MA4
   6. If target is Sleeping, then (MA6 = [MA5 * 3/2]), else MA6 = MA5
   7. If target is a Frog, then (MA7 = [MA6 * 3/2]), else MA7 = MA6
   8. If target is a Chicken, then (MA 8 = [MA7 * 3/2]), else MA8 = MA7
   9. Calculate Z (zodiac multiplier):
      If compatibility is 'Good', then Z = [(MA8 + K) / 4]
      ElseIf compatibility is 'Bad', then Z = -[(MA8 + K) / 4]
      ElseIf compatibility is 'Best', then Z = [(MA8 + K) / 2]
      ElseIf compatibility is 'Worst', then Z = -[(MA8 + K) / 2]
      Else Z = 1
   10. success% = [((MA8 + K) + Z) * (target's evasion multipliers)]

   I realize that monsters won't normally have Attack UP, Defense UP, or
   Martial Arts, but I've included them for completeness' sake (they do
   factor in if you use the GameShark to give monster abilities to humans).

>> If target has Blade Grasp, in addition to the evasion multipliers,
   a multiplier of (100 - Brave)/100 is multiplied in.


PHYSICAL ATTACK, TYPE II (symbol: P2)

>> These attacks are exactly the same as Physical Attack, Type I, except
   that their success rates are NOT affected if the target has Blade
   Grasp.


MAGICAL ATTACK, TYPE I (symbol: M1)

>> These attacks are magical in nature.  The same damage modifiers
   that apply to damage-causing magic (see [3.1]) apply to these
   attacks.

>> The evasion multiplier is the following product (the stats
   referred to here are the target's):
   evasion mult = [(1 - ((M-SEV)/100)) * (1 - ((M-AEV))/100)]

>> Status-inducing attacks or HP draining attacks of this type may
   have a success rate of (MA+K)%, where K is a constant peculiar
   to each individual attack.  If this is the case, apply the
   following modifying procedure to get the final success rate.

   1. If caster has Magic AttackUP, then (MA1 = [MA0 * 4/3]), else MA1 = MA0
   2. If target has Magic DefendUP, then (MA2 = [MA1 * 2/3]), else MA2 = MA1
   3. If target has Shell, then (MA3 = [MA2 * 2/3]), else MA3 = MA2
   4. If target is a Frog, then (MA4 = [MA3 * 3/2]), else MA4 = MA3
   5. If target is a Chicken, then (MA5 = [MA4 * 3/2]), else MA5 = MA4
   6. Calculate Z (zodiac multiplier):
      If compatibility is 'Good', then Z = [(MA5 + K) / 4]
      ElseIf compatibility is 'Bad', then Z = -[(MA5 + K) / 4]
      ElseIf compatibility is 'Best', then Z = [(MA5 + K) / 2]
      ElseIf compatibility is 'Worst', then Z = -[(MA5 + K) / 2]
      Else Z = 0
   7. success% = [((MA5 + K) + Z) * (evasion mult)]


MAGICAL ATTACK, TYPE II (symbol: M2)

>> These attacks are also magical.  They differ from Type I magical
   attacks in that they ignore evade percentages.  These attacks
   will always be status-inducing.  Apply the following modifying
   procedure to get the final success rate:

   1. If caster has Magic AttackUP, then (MA1 = [MA0 * 4/3]), else MA1 = MA0
   2. If target has Magic DefendUP, then (MA2 = [MA1 * 2/3]), else MA2 = MA1
   3. If target has Shell, then (MA3 = [MA2 * 2/3]), else MA3 = MA2
   4. If target is a Frog, then (MA4 = [MA3 * 3/2]), else MA4 = MA3
   5. If target is a Chicken, then (MA5 = [MA4 * 3/2]), else MA5 = MA4
   6. Calculate Z (zodiac multiplier):
      If compatibility is 'Good', then Z = [(MA5 + K) / 4]
      ElseIf compatibility is 'Bad', then Z = -[(MA5 + K) / 4]
      ElseIf compatibility is 'Best', then Z = [(MA5 + K) / 2]
      ElseIf compatibility is 'Worst', then Z = -[(MA5 + K) / 2]
      Else Z = 0
   7. success% = ((MA5 + K) + Z)


GUARANTEED-SUCCESS ATTACKS

(symbols: 100M [magical], 100% [indeterminate])

>> These attacks will not miss, unless the target has some kind of
   protection against the specific effect of the attack (e.g., if
   the target of 'Pooh-' (add: Sleep, 100%) wears a Grand Helmet
   (which prevents Sleep), Pooh- will have a 00% success rate.

>> Note that if these attacks cause damage, the amount of damage
   caused is still subject to damage multipliers -- use multipliers
   for M1 attacks for 100M attacks (see [7.1]).

>> 'Indeterminate' attacks don't have any characteristics that would
   characterize them as either 'physical' or 'magical'.  Since evasion,
   Protect, and Shell are not factors for the success rates of guaranteed-
   success attacks, it is impossible to determine whether status-inducing
   attacks of this type are physical or magical.


_______________________________________________________________________________
[7.2] list of monster attacks
      =========================================================================

NOTES:
In the 'Used By' column, '1' indicates that the lowest class of
monster uses it, '2' indicates middle class, and '3' indicates
highest class (e.g., '1' = Chocobo, '2' = Black Chocobo, '3' =
Red Chocobo).  A bracketed number ([3]) indicates that that
monster only can use the ability when standing next to someone
with 'Monster Skill'.

Formulae are for HP damage unless otherwise noted.
Formulae followed by the '%' sign are success rates of the attack.
The 'type' column indicates which type the attack is (see [7.1]):
    P1: physical attack, type I
    P2: physical attack, type II
    M1: magical attack, type I
    M2: magical attack, type II
  100M: guaranteed success attack, magical
  100%: guaranteed success attack, indeterminate

name           effect {R/E}                                 used by    type
-------------- -------------------------------------------- ---------  ----
CHOCOBO SKILLS (1: Chocobo; 2: Black Chocobo; 3: Red Chocobo)
Choco Attack   PA * [PA * (Br/100)]  {1v2/1}                 1  2  3   P1
Choco Ball     PA * [PA / 2]  {4/1}                             2  3   P2
Choco Cure     Cure: MA * 3 {A/2v2}                          1    [3]  100M
Choco Esuna    Heal various status ailments (4*PA)% {A/2v2} [1] 2      M2
Choco Meteor   MA * 4 {5/1}                                    [2] 3   100M

GOBLIN SKILLS (1: Goblin; 2: Black Goblin; 3: Gobbledeguck)
Tackle         PA * [PA * (Br/100)]  {1v2/1}                 1  2  3   P1
Turn Punch     PA * [PA / 2] {A/2v1}                            2      P1
Eye Gouge      Add: Darkness (43+MA)% {1v2/1}                1     3   P1
Goblin Punch   [Max HP - Current HP] (35+MA)% {1v1/1}       [1][2] 3   P1
Mutilate       Drain: RU{T.MaxHP * .75} (30+MA)% {1v0/1}          [3]  P2

BOMB SKILLS (1: Bomb; 2: Grenade; 3: Explosive)
Bite           PA * [PA * (Br/100)]  {1v2/1}                 1  2  3   P1
Self-Destruct  [Max HP - Current HP] {A/3v3}                 1  2  3   100%
Small Bomb     PA * [PA / 2]  {1v0/1}                       [1] 2 [3]  P2
Flame Attack   MA * 3 {4/1} (Fire)  {3/1}                      [2]     M1
Spark          MA * 2 {A/3} (Fire)  {A/3v1}                        3   100M

COUGAR SKILLS (1:Red Panther; 2:Cuar; 3:Vampire)
Scratch        PA * [PA * (Br/100)]  {1v3/1}                 1  2  3   P1
Cat Kick       Expected damage: PA * 5  {1v2/1}             [1] 2  3   P2
               Actual damage: PA * (1..9)
Poison Nail    Add: Poison (40+MA)%  {1v2/1}                 1  2      P1
Blaster        Add: Petrify (30+MA)%, Stop {3/1, LOS}          [2] 3   M1
Blood Suck     Drain: RU{Target's Max HP *.25} (100%)             [3]  100%
                 Add: Blood Suck (~34%) {1v0/1}

SQUID-MAGE SKILLS (1: Pisco Demon; 2: Squidlarkin; 3: Mindflare)
Tentacle       PA * [PA * (Br/100)]  {1v2/1}                 1  2  3   P1
Black Ink      Add: Darkness (50+MA)% {2(4dir)/1}           [1] 2  3   P2
Odd Soundwave  Cancel beneficial status (100%) {A/3v1}          2      100%
Mind Blast     Add: Confusion (35+MA)%, Berserk {3/2v1}        [2] 3   M2
Level Blast    Level -1 (60+MA)% {4/1}                            [3]  M2

SKELETON SKILLS (1: Skeleton; 2: Bone Snatch; 3: Living Bone)
Knife Hand     PA * [PA * (Br/100)] {1v2/1}                  1  2  3   P1
Thunder Soul   MA * 2 {3/1, LOS} (Lightning)                 1         M1
Aqua Soul      MA * 2 {3/1, LOS} (Water)                    [1] 2      M1
Ice Soul       MA * 2 {3/1, LOS} (Ice)                         [2] 3   M1
Wind Soul      MA * 3 {3/1, LOS} (Wind)                           [3]  M1

GHOST SKILLS (1: Ghoul; 2: Gust; 3: Revenant)
Throw Spirit   PA * [PA * (Br/100)]  {3/1, LOS}              1  2  3   P2
Sleep Touch    Add: Sleep (40+MA)%  {1v2/1}                  1         P1
Grease Touch   Add: Oil (50+MA)%  {1v2/1}                   [1] 2      P1
Drain Touch    Drain: RU{0.34 * T_MaxHP} (60+MA)% {1v2/1}      [2] 3   P1
Zombie Touch   Add: Undead (45+MA)% {1v2/1}                       [3]  P1

AHRIMAN SKILLS (1: Flotiball; 2: Ahriman; 3: Plague)
Wing Attack    PA * [PA * (Br/100)]  {1v2/1}                 1  2  3   P1
Look of Devil  Add: Petrify, Stop, Don't Act, Silence,          2  3   P2
                    Darkness (35+MA)% {3/1, LOS}
Look of Fright Br -10 (40+MA)% {3/1, LOS}                   [1] 2      M1
Death Sentence Add: Death Sentence (40+MA)% {3/1}              [2] 3   M2
Circle         Target's MA -2 (55+MA)% {4/1}                      [3]  M2

COCKATRICE SKILLS (1: Juravis; 2: Steel Hawk; 3: Cockatoris)
Scratch Up     PA * [PA * (Br/100)]  {1v2/1}                 1  2  3   P1
Feather Bomb   MA * 2 {3/1} [100%]                          [1]    3   100M
Shine Lover    Steal [C_Lv * C_Spd] gil  {1v1/1e}               2      100%
Beak           Add: Petrify (37+MA)%  {1v0/1}                  [2] 3   P1
Beaking        Target's PA -2  (45+MA)%  {1v1/1}                  [3]  P1

BOAR SKILLS (1: Uribo; 2: Porky; 3: Wildbow)
Straight Dash  PA * [PA * (Br/100)] {1v0/1}                  1  2  3   P1
Pooh-          Add: Sleep {1v1/1}                               2      100%
Oink           Cancel:Dead; restore all HP (74+MA)% {1v1/1} [1]        M2
Nose Bracelet  Add: Charm (52+MA)% {1v1/1e}                    [2] 3   M2
Please Eat     Target's Lv +1; caster crystallizes {1v1/1}        [3]  100%

DRYAD SKILLS (1: Woodman; 2: Trent; 3: Taiju)
Leaf Dance     MA * 3 {A/2v0}                                1  2  3   100M
Spirit of Life Cure: MA * 2 {A/2v0}                             2      100M
Magic Spirit   Cure MP: MA * 1 {A/2v0}                            [3]  100M
Protect Spirit Add: Protect (45+MA)% {A/2v0}                [1]    3   M2
Clam Spirit    Add: Shell (45+MA)% {A/2v0}                     [2] 3   M2

MINOTAUR SKILLS (1: Bull Demon; 2: Minitaurus; 3: Sacred)
Shake Off      PA * [PA * (Br/100)] {1v2/1}                  1  2  3   P1
Wave Around    PA * [PA/2] {A/2v1}                              2      P1
Blow Fire      MA * 4 (Fire) {2(4dir)/1}                       [2][3]  M1
Mimic Titan    MA * 3 (Earth) {A/3v1}                              3   100M
Gather Power   Target's PA +2 {A/1}                         [1]    3   100%

MOLBOL SKILLS (1: Morbol; 2: Ochu; 3: Great Morbol)
Tentacle       PA * [PA * (Br/100)] {1v1/1}                  1  2  3   P1
Lick           Add: Reflect {1v0/1}                          1 [2]     100%
Goo            Add: Don't Move  {1v1/1}                         2      100%
Bad Bracelet   Add: Petrify, Stop, Sleep, Poison            [1]    3   25%*
                    Silence, Frog (25%) {A/3v0}
Moldball Virus Target becomes a Morbol (MA+5)% {1v0/1}            [3]  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      RU{T_MaxHP * .34} (50+MA)% {4/3v2}              [2]     M1
Ulmaguest      [C_MaxHP - C_CurrentHP] {4/3v1}                    [3]  100%

DRAGON SKILLS (1: Dragon; 2: Blue Dragon; 3: Red Dragon)
Dash           PA * [PA * (Br/100)] {1v2/1}                  1  2  3   P1
Tail Swing     Expected damage: PA * 8  {1v2/1}             [1]        P1
               Actual damage: PA * (1..15)
Fire Bracelet  MA * 5 (Fire) {2(4dir)/1}                         [3]   M1
Ice Bracelet   MA * 5 (Ice) {"}                                2       M1
Thnder Brcelet MA * 5 (Lightning) {"}                         [2] 3    M1

HYDRA SKILLS (1: Hyudra; 2: Hydra; 3: Tiamat)
Triple Attack  PA * [PA * (Br/100)] {1/3 panelsv1}          1  2      P1
Triple Brcelet RU{T_MaxHP / 2} {2(4dir)/2(3dir)}            [1]    3   M1
Triple Thunder MA * [(MA + 12) / 2]  {4/2v0(3 random hits)}    [2] 3   100M
Triple Flame   MA * [(MA + 24) / 2]  {4/2v0(3 random hits)}     2  3   100M
Dark Whisper   MA * [(MA +  1) / 2]; may add: Sleep or Dead;      [3]  100M
                    (Dark); {4/2v0(6 random hits)}

 --> Unlike the Dragons' Breath attacks, Triple Brcelet can hit TWO
     units at once in the same direction. e.g.,

                                            B
                                            A
                               D X Y        T X Y
                                            C
                                            D
     If the Dragon (D) targets unit Y with a Breath attack, it will hit
     unit X instead.  A Tiamat (T), on the other hand, will always target
     both units X and Y if it casts Triple Brcelet on either of them.
     Triple Brcelet will also affect squares A, B, C, and D.
----------------------------------------------------------------------------


     ,,,
  NNNF44NNN    PART EIGHT
(NNN)   (NNN)  ________________________________________________________________
(NNNL   NNNN)  ================================================================
 `4NNNNNNNF`
.JNNN" "NNNN.  Stats and Stat Growth
NNNN`   `NNNN
NNNN.   .NNNN  piring.  Armors can add HP
to a unit, but the base HP of a unit are dependent
on a unit's class and are determined through a complex
process which is detailed in [8.2].

MAGIC POINTS (MP) allow your character to cast
magic spells.  Armors can also add MP, but the base
MP are dependent on a unit's class and are determined
through a process similar to that for HP.

PHYSICAL ATTACK POWER (PA) governs the strength of
a number of attacks, usually involving the body,
fists, or weapons.  PA can be modified by equipment,
but a unit's base PA is dependent on its class, sex,
and a number of other factors.

MAGICAL ATTACK POWER (MA) imparts strength to magic
spells and other magical (and a few physical)
attacks.  It is determined in a similar way that PA
is, dependent on the same things.

SPEED (Sp) is a unit's quickness, and also
influences the success rate of stealing and a few
weapon attacks.  It can be modified by equipment,
but, like PA and MA, the base Speed depends on a
number of variables.


_______________________________________________________________________________
[8.2] the stats you don't know
      =========================================================================

Well, it turns out that your character's HP, MP, PA,
MA, and Speed aren't the most basic stats after all.
Squirrelled away in the bowels of the RAM are five
three-byte values which govern every aspect of your
character's stats and stat growth.

The stats you actually see are derived from these
hidden parameters by this equation :

HP = [(HPP/16384) * (ClassHPMult/100)]
MP = [(MPP/16384) * (ClassMPMult/100)]
Sp = [(SpP/16384) * (ClassSpMult/100)]
PA = [(PAP/16384) * (ClassPAMult/100)]
MA = [(MAP/16384) * (ClassMAMult/100)]

Notes:
- For all of these equations, decimal places
  are RETAINED until the final multiplication by
  the ClassMult, and if the final value is less
  than 1, it becomes 1 -- i.e., revised_value = max(value, 1)).

- As a consequence of this, you can simplify the equation
  by computing it as

  X = [(XP / 16.384) * ClassXMult]

  where X is any statistic.

- Enemy Zodiac beasts, in the special story battles where
  you fight them, have unique equations that determine
  their HP and MP:

  HP = [(HPP/16384) * (ClassHPMult/10)]
  MP = [(MPP/16384) * (ClassMPMult/10)]

  This accounts for the Zodiac beasts' high HP and MP
  despite their unremarkable multipliers.

The following subsections discuss the different components
of the stat determination formula.


STAT POINTS

> HPP, MPP, PAP, MAP, and SpP (HP Points, MP Points, PA
  Points, etc.) are three-byte values (values between 0
  and $FFFFFF, or 16777215). They are stored at the
  following locations in the RAM (this is unimportant
  unless you have a GameShark or other means of
  modifying the RAM):

  STAT  BYTE 3     BYTE 2     BYTE 1
  ----  ---------- ---------- ----------
  HPP   $05xx8F    $05xx8E    $05xx8D
  MPP   $05xx92    $05xx91    $05xx90
  SpP   $05xx95    $05xx94    $05xx93
  PAP   $05xx98    $05xx97    $05xx96
  MAP   $05xx9B    $05xx9A    $05xx99

    (xx defines which character you're modifying, as with
    the job and sprite GameShark codes... 7F = character
    01, 80 = character 02, 81 = character 03, etc. To make
    GS codes out of these addresses, just add '30' to the
    beginning of the address [3005xx8F + 3005xx8E + 3005xx8D
    would be the HPP modifier].)

  Collectively, I call these values a character's 'stat points'.

  If byte 3 were $08, byte 2 were $3E, and byte 1 were $99,
  the stat-point would have the value $083E99, or 540313.
  Note that the bytes are IN REVERSE ORDER in terms of
  their RAM locations -- that is, because most hex editors
  display addresses increasing from left to right, byte 1 comes
  first in the RAM, followed by byte 2, followed by byte 3,
  whereas in the value of the actual stat point, byte 3 is
  worth most, followed by byte 2, followed by byte 1.

  How do you determine how many stat points your character has?
  What follows is a list of the initial stat point values (i.e.,
  at level 1) for different kinds of units.

  For human units, the initial value is a constant for a each sex
  for the SpP, PAP, and MAP stats.  For monsters, which are all
  one sex and are neither male nor female, only SpP is nonrandom.

               initial values
  Sex      SpP     PAP     MAP
  -------  ------  ------  ------
  Male     98,304  81,920  65,536
  Female   98,304  65,536  81,920
  Monster  81,920  random  random

  Because the level up bonus is ultimately based on this initial
  value, females will have better MA growth than males, and
  males will have better PA growth than females.

  EXCEPTION:  Ramza starts with 81,920 of both PAP and MAP.

  Monsters have randomized initial PAP and MAP values.  A
  monster's initial values will lie between the two extrema for
  each stat, inclusive.

  Sex      initial PAP            initial MAP
  -------  ----------------       ----------------
  Monster  (81,920..98,303)       (81,920..98,303)

  However, HPP and MPP have random variation for all units, human
  and monster; different units will start with different amounts
  of HPP and MPP within a certain range:

  Sex      initial HPP            initial MPP
  -------  ------------------     ------------------
  Male     (491,520..524,287)     (229,376..245,759)
  Female   (458,752..491,519)     (245,760..262,143)
  Monster  (589,824..622,591)     (131,072..147,455)


  These data mean that

  - females gain more MP and MA on level up than males
  - males gain more HP and PA on level up than females
  - monsters gain more HP, PA, and MA than either human sex;
    monsters gain less MP and Speed than either human sex
    (though the Speed stat often rivals or exceeds humans
    because monster classes tend to have lower K values
    for Speed than do human classes -- see below).

  See [8.3] for information on how stat point values change
  with level up.


STAT MULTIPLIERS

> ClassHPMult, ClassMPMult, ClassPAMult, etc. are multipliers
  peculiar to each class which determine the final value of
  each stat.  A table of ClassMult values for the game's
  150 or so classes follows.  I've also included Move, Jump,
  and inherent Evade% in the table so it can serve as a
  compendium of sorts for class comparison.

  Some factoids based on the data below:

  - highest HP multiplier:     Great Morbol (181)
                               Arc Knight [Elmdor] (180)
  - highest MP multiplier:     Archaic Demon (200)
                               Holy Priest (200)
  - highest PA multiplier:     Dark Behemoth (200)
  - highest MA multiplier:     Cleric (160)
  - highest Speed multiplier:  Arch Angel (150)
  - highest Move:              Arch Angel (8)
  - highest Jump:              Assassin (7)
  - highest C-Evade:           Uribo (42%)

  - lowest HP multiplier:      Bard (50)
  - lowest MP multiplier:      Uribo (1)
  - lowest PA multiplier:      Bard (60)
  - lowest MA multiplier:      Knight Blade (50)
  - lowest Speed multiplier:   Calculator (50)
  - lowest Move:               tons of classes (3)
  - lowest Jump:               Ultima Demon (2)
  - lowest C-Evade:            Serpentarius (3%)
  ('lowest' values exclude zeroes)

A few words before the table:

- FFT's classes are divided into three main families:

  > HUMAN classes (00-5D) -- note that these include some
    classes that are monsterlike in appearance, such as the
    Zodiac beasts.  Human classes are characterized by the
    ability to use primary, secondary, reaction, support,
    and move abilities.

  > MONSTER classes (5E-8D) -- these are monsters that have
    a fixed skill set -- secondary abilities, reaction abilities,
    support abilities and movement abilities, other than those
    that are inherent to each class, cannot be set on these
    classes.  They tend to have higher stats than human
    classes, especially in the HP, PA, and MA departments.

  > HUMANOID classes (90-9A) -- these classes closely resemble
    humans, and can equip different types of abilities (though
    you must use the GS to do so).  These classes cannot use
    equipment, however -- in fact, if you do put equipment on
    them using the Game Shark, it will disappear in battle.
    Humanoid classes have stats comparable to human ones.

- Classes differ in the level up bonuses that they impart.  This
  chart does not take these bonuses into account; these data were
  gathered with level at a constant.  For information on level up
  bonuses, see [8.3].

- The HP and MP stats do not take equipment into account.  So, while
  the differences between multipliers for HP and MP may not seem all
  that great, the difference is heightened by the fact that classes
  like Monk and Lancer cannot use MP-raising equipment, and classes
  like Wizard and Priest cannot use the most effective HP-raising
  equipment.

- Though monsters have ClassMult values in the same range as humans,
  their HPP, PAP, and MAP values will be substantially higher because
  they start with more than humans do, and the level up bonus is a
  percentage of the original stat-point value.  This explains
  the monsters' ridiculously high PA and MA.  Monster classes also
  inherently receive more stat bonus -- especially for MA -- on
  level up than do human classes.  See [8.3].


                             ---ClassMult Values---
                            |                      |
JOB NAME          IDENTITY  HP   MP   PA   MA   Spd   M  J  C.Ev
----------------- --------- ---  ---  ---  ---  ---   -  -  ----
01 Squire         Ramza1    125  105  110  100  105   4  3  10%
02 Squire         Ramza2    125  105  110  100  105   4  3  10%
03 Squire         Ramza3    125  105  110  100  105   4  3  10%
04 Squire         Delita1   130  100  120  100  100   4  3   5%
05 Holy Knight    Delita2   135  100  120  105  110   4  3  10%
06 Arc Knight     Delita3   150  100  120  110  120   4  3  15%
07 Squire         Algus     120  100  110  100  100   4  3  15%
08 Arc Knight     Zalbag    168   80  120  100  100   4  3  10%
09 Lune Knight    Dycedarg  170  103  105  100  110   4  3  10%
0A Duke           Larg      100  100  100  100  100   3  3  10%
0B Duke           Goltana   100  100  100  100  100   3  3  10%
0C Princess       Ovelia    100  100  100  100  100   4  3  20%
0D Holy Swordsman Orlandu   160  120  120  100  140   4  3  20%
0E High Priest    Funeral   100  100  100  100  100   3  3  10%
0F Dragoner       Reis      140  115  120  110  120   3  3   7%
10 Holy Priest    Zalmo     160  200   90  150  100   4  3   9%
11 Dark Knight    Gafgarion 150  100  100   90  120   3  3  15%
12 Hell Knight    ???         0    0    0    0    0   4  3   8%
13 Bishop         Simon     100  180  100  100  100   3  3  10%
14 Cleric         Alma?     100  150  100  160  115   4  3  24%
15 Astrologist    Olan      140  108  100  130  125   3  4  15%
16 Engineer       Mustadio  100   75   95  100  115   3  4  18%
17 Dark Knight    Gafgarion 150  100  100   90  120   3  3  15%
18 Cardinal       Draclau   100  100  100  100  100   3  3  10%
19 Heaven Knight  Rafa       90  100   80  100  115   3  3  10%
1A Hell Knight    Malak     100  110  105  100  110   4  3   8%
1B Arc Knight     Elmdor    180  120  120  100  120   3  5  16%
1C Delita's Sis   Teta        0    0    0    0    0   0  0   0%
1D Arc Duke       Barinten  100  100  100  100  100   3  3  10%
1E Holy Knight    Agrias    140  100  100  100  100   3  3  25%
1F Temple Knight  Beowulf   122  145  125  105  105   4  3  14%
20 White Knight   Wiegraf1  140  150  115  100  100   3  3  10%
21 Arc Witch      Balmafula 100  100  100  100  100   3  3  10%
22 Engineer       Mustadio  100   75   95  100  115   3  4  18%
23 Bi-count       Rudvich   100  100  100  100  100   3  3  10%
24 Divine Knight  Vormav    165  100  124  100  115   4  3  25%
25 Divine Knight  Rofel     150  100  120  100  115   4  3  21%
26 Knight Blade   Izlude    155   50  120   50  110   4  4  10%
27 Sorceror       Kletian   125  140   80  125  105   3  3  14%
28 White Knight   Wiegraf2  165  150  120   95  110   3  3  15%
29 Heaven Knight  Rafa      100  100  100  100  115   3  3  10%
2A Divine Knight  Meliadoul 125   80  120   90  105   4  3  12%
2B Engineer       Balk      140  100  100  120  125   4  3  18%
2C Cleric         ???         0    0    0    0    0   4  3  18%
2D Assassin       Celia     160  125  120  125  110   4  7  30%
2E Assassin       Lede      155  125  120  125  115   4  7  28%
2F Divine Knight  Meliadoul 125   80  120   90  105   4  3  12%
30 Cleric         Alma       90  100  100  160  105   4  3  18%
31 Phony Saint    Ajora     100  100  100  100  100   3  3  10%
32 Soldier        Cloud     125  116  123  120  100   3  3  20%
33 Arc Knight     Zalbag-Z  170  105  125  105  125   4  3  22%
34 Holy Knight    Agrias    140  100  100  100  100   3  3  25%
35 Chemist        ???        75   75   75   80  100   3  3   0%
36 Priest         ???        80  120   90  110  110   3  3   0%
37 Wizard         ???        75  120   60  150  100   3  3   0%
38 Oracle         ???        75  110   50  120  100   3  3   0%
3C Warlock        Velius     80   86  141  140  132   5  5  18%
3D Knight         (undead)  130   80  125   80  110   3  3  10%
3E Angel of Death Zalera     85  100  145  140  133   5  4  24%
3F Archer         (undead)  110   65  115   80  105   3  3  10%
40 Regulator      Hashmalum  83   87  141  125  148   5  4  12%
41 Holy Angel     Altima1    70   90  113  120  118   5  4  11%
42 Wizard         (undead)  100  120   60  150  105   3  3   5%
43 Impure King    Queklain   50   90  144  130  130   4  4  12%
44 Time Mage      (undead)  100  120   50  135  110   3  3   5%
45 Ghost of Fury  Adramelk   90   95  139  110  150   5  4  19%
46 Oracle         (undead)   90  110   50  120  110   3  3   5%
47 Summoner       (undead)   85  125   50  125  100   3  3   5%
48 Holy Dragon    Reis      130  115  147  110  132   5  3   5%
49 Arch Angel     Altima2   125  100  120  130  150   8  5  10%

JOB NAME          TYPE      HP   MP   PA   MP   Spd   M  J  C.Ev
----------------- --------- ---  ---  ---  ---  ---   -  -  ----
4A Squire         generic   100   75   90   80  100   4  3   5%
4B Chemist        generic    80   75   75   80  100   3  3   5%
4C Knight         generic   120   80  120   80  100   3  3  10%
4D Archer         generic   100   65  110   80  100   3  3  10%
4E Monk           generic   135   80  129   80  110   3  4  20%
4F Priest         generic    80  120   90  110  110   3  3   5%
50 Wizard         generic    75  120   60  150  100   3  3   5%
51 Time Mage      generic    75  120   50  130  100   3  3   5%
52 Summoner       generic    70  125   50  125   90   3  3   5%
53 Thief          generic    90   50  100   60  110   4  4  25%
54 Mediator       generic    80   70   75   75  100   3  3   5%
55 Oracle         generic    75  110   50  120  100   3  3   5%
56 Geomancer      generic   110   95  110  105  100   4  3  10%
57 Lancer         generic   120   50  120   50  100   4  3  15%
58 Samurai        generic    75   75  128   90  100   3  3  20%
59 Ninja          generic    70   50  120   75  120   4  4  30%
5A Calculator     generic    65   80   50   70   50   3  3   5%
5B Bard           generic    55   50   60  115  100   3  3   5%
5C Dancer         generic    60   50  110   95  100   3  3   5%
5D Mime           generic   140   50  120  115  120   4  4   5%

MONSTER CLASS     TYPE      HP   MP   PA   MP   Spd   M  J  C.Ev
----------------- --------- ---  ---  ---  ---  ---   -  -  ----
5E Chocobo        Chocobo   108  100   97   94  119   6  5  15%
5F Black Chocobo  Chocobo    80  150  150  105   98   6  5  25%
60 Red Chocobo    Chocobo    91   90  130   99  136   6  5  10%
61 Goblin         Goblin    117   40   98   85  105   3  3  18%
62 Black Goblin   Goblin     86   35  103   87  114   3  3  19%
63 Gobbledeguck   Goblin     98   75  115   92  128   3  3  20%
64 Bomb           Bomb       85   20  100   93  104   3  3  10%
65 Grenade        Bomb       87   30   85   94  115   3  3  11%
66 Explosive      Bomb      124   40  116   96  100   3  3  12%
67 Red Panther    Panther   116   50   98   91  116   4  4  23%
68 Cuar           Panther    91   60  116  105  129   4  4  26%
69 Vampire        Panther    99   70  132   85  134   4  4  24%
6A Pisco Demon    Squid     108  120   90   96  111   3  3  8%
6B Squidlarkin    Squid     115  115  101   96  101   3  3  9%
6C Mindflare      Squid      92  160  127   92  112   3  3  10%
6D Skeleton       Skeleton  115   50  108   85  120   3  4  11%
6E Bone Snatch    Skeleton   90   40  123   87  106   3  4  12%
6F Living Bone    Skeleton  101   30  125   88  102   3  4  13%
70 Ghoul          Ghost      83  124   90  105  103   4  4  26%
71 Gust           Ghost      82   96   93  106  110   4  4  27%
72 Revenant       Ghost      93   64   97  110  121   5  4  28%
73 Floatiball     Ahriman    80   80   90   89  104   5  5  12%
74 Ahriman        Ahriman    75   95  140   95   95   5  5  13%
75 Plague         Ahriman    77  140  126  120  108   5  5  11%
76 Juravis        Cocktric.  90   40  105   85  113   6  6  30%
77 Steel Hawk     Cocktric.  85   60  108   90  131   6  6  28%
78 Cockatoris     Cocktric. 101   10  152  100  135   6  6  33%
79 Uribo          Boar       69    1   70  110  140   3  3  42%
7A Porky          Boar       83    1   80  110  139   3  3  36%
7B Wildbow        Boar       77    1  160  110  138   3  3  39%
7C Woodman        Dryad     150  160  102  100   99   3  3  0%
7D Trent          Dryad     130  180   89   95   96   3  3  0%
7E Taiju          Dryad     175  150   97   99   94   3  3  0%
7F Bull Demon     Minotaur  135    5  120  100  107   3  3  11%
80 Minitaurus     Minotaur  160    8  152  100  108   4  3  15%
81 Sacred         Minotaur  151   10  173  100  122   3  3  12%
82 Morbol         Marlboro  175   15  105   99   97   3  3  0%
83 Ochu           Marlboro  145   15  110  110   95   3  3  0%
84 Great Morbol   Marlboro  181   10   98   95   93   3  3  0%
85 Behemoth       Behemoth  140  120  134  105  117   4  3  13%
86 King Behemoth  Behemoth  150  140  149  100  123   4  3  13%
87 Dark Behemoth  Behemoth  161  160  200   95  125   4  3  18%
88 Dragon         Dragon    133   75  136  100  118   5  3  5%
89 Blue Dragon    Dragon    135  110  130  105  124   5  3  9%
8A Red Dragon     Dragon    157  115  147  100  132   5  3  8%
8B Hyudra         Hydra      80   50  133  100  126   4  4  0%
8C Hydra          Hydra     100  160  151  100  133   4  4  0%
8D Tiamat         Hydra     112   90  175  120  137   4  4  0%

HUMANOID CLASS    TYPE      HP   MP   PA   MA   Spd   M  J  C.Ev
----------------- --------- ---  ---  ---  ---  ---   -  -  ----
90 Byblos         Apanda    130  110  100  100  104   3  6  33%
91 Steel Giant    Worker 8  115    0  140    0  105   3  3   0%
96 Apanda         Apanda    140  120  100  100  105   4  3  10%
97 Serpentarius   Elidibs   100  150   50  125   90   4  3   3%
99 Archaic Demon  Demon     140  200  130  145  110   4  3   5%
9A Ultima Demon   Demon     155  180  135  128  105   5  2  10%


_______________________________________________________________________________
[8.3] levelling up
      =========================================================================

HPP, MPP, SpP, PAP, and MAP are increased on level up.  Different
classes -- as well as different sexes -- receive different stat
point bonuses on level up, which results in the classes' differing
stat growth.

Stat point growth on levelling up is determined by the following
equation:

bonus = [current_xP / (C + Lv)]

where
xP is a generic term for any stat point (HPP, MPP, SpP, PAP or MAP)

Lv is the LOWER level in question -- so if you are levelling up
to 51 from 50, Lv = 50.

C is a constant that varies for each class; the value of C is what
differentiates one class' growth pattern from another.  Keep in mind
that since C is in the denominator of this expression, LOWER VALUES
OF C YIELD HIGHER STATS.

* Note that if you do not do any levelling down (see [8.4] for the
  effect of levelling down), it just so happens that the number of
  stat points you get on a level up will be a constant. That is,
  on a normal levelling up route, the ratio of current_xP to
  (C + Lv) remains constant -- meaning if you want to calculate
  the stat point increase from multiple level ups, you just have
  to calculate it once and multiply it by the number of level ups.

The table of C values follows.
A few observations based on the data:

- Thief and Ninja are the only classes that offer Speed
  bonuses relative to the others:  Ninja's bonus is
  greatest.
- Mime is the best class for HP growth.
- Summoner is the best class for MP growth.
- Knight and Lancer are best for PA growth.
- Mime is the ONLY standard class that offers an MA bonus
  relative to the others.
- Monsters gain a hell of a lot more HP, PA and MA than
  humans do (especially MA -- notice how most monsters have
  a C value of only 7, whereas the strongest human MA gainer
  has a C value of 35.
- I realize this isn't the most clear way to present which
  classes are best at what, since the 'lower = better' concept
  is contrary to intuition and to the other tables in this FAQ.
  However, this is the way THE GAME ACTUALLY DOES IT, and the
  aim of this file is to explain how the game performs its
  various functions -- and not to sacrifice that to provide
  the most user-friendly presentation of what those functions
  mean in terms of gameplay.  The data may look strange, but
  the C values are real.  I present them in this format rather
  than in decimal (and therefore 'higher = better') form because
  rounding off to 4 or 5 decimal places would cause rounding
  error when multiple level-up bonuses were applied -- 1/7 is
  different from 0.14286.

Some factoids:

HUMAN / HUMANOID
Best HP gainers:  Dragoner (C = 5),
                  Mime (C = 6)
Best MP gainers:  Cleric (C = 5),
                  Summoner (C = 8)
Best PA gainers:  Steel Giant (C = 30),
                  Mime, Divine Knight Vormav (C = 35)
Best MA gainers:  Cleric, Byblos, Apanda (C = 35),
                  Mime, Lune Knight (C = 40)
Best Sp gainers:  Byblos (C = 75)
                  Cleric, Ninja (C = 80)

MONSTER
Best HP gainers:  All Hydra class (C = 3)
Best MP gainers:  It's a 48-way tie! (all classes C = 30)
Best PA gainer:   Dark Behemoth (C = 34)
Best MA gainers:  Dark Behemoth, Red Dragon (C = 6)
Best Sp gainer:   Chocobo (yellow only) (C = 75)

                                    C values
                                (lower is better!)
JOB NAME          IDENTITY   HPP  MPP  PAP  MAP  SpP
----------------- ---------- ---  ---  ---  ---  ---
01 Squire         Ramza1      11   11   50   48   95
02 Squire         Ramza2      11   11   50   48   95
03 Squire         Ramza3      11   11   50   48   95
04 Squire         Delita1     10   11   50   50  100
05 Holy Knight    Delita2     10   11   50   50  100
06 Arc Knight     Delita3     10   11   50   50  100
07 Squire         Algus       10   11   50   50  100
08 Arc Knight     Zalbag      10   11   40   50  100
09 Lune Knight    Dycedarg    10    9   50   40   90
0A Duke           Larg        11   11   50   50  100
0B Duke           Goltana     11   11   50   50  100
0C Princess       Ovelia      11   11   50   50  100
0D Holy Swordsman Orlandu     10   11   45   45  100
0E High Priest    Funeral     11   11   50   50  100
0F Dragoner       Reis         5   10   40   40   90
10 Holy Priest    Zalmo       10   11   50   50  110
11 Dark Knight    Gafgarion   11   11   50   50  100
13 Bishop         Simon       11    9   50   50  100
14 Cleric         Alma?       11    5   50   35   80
15 Astrologist    Olan        10   11   50   55   90
16 Engineer       Mustadio    11   11   50   50  100
17 Dark Knight    Gafgarion   11   11   50   50  100
18 Cardinal       Draclau     11   11   50   50  100
19 Heaven Knight  Rafa        11   11   50   50  100
1A Hell Knight    Malak       10   11   50   50  100
1B Arc Knight     Elmdor       9   10   40   45  100
1C Delita's Sis   Teta         0    0    0    0    0
1D Arc Duke       Barinten    11   11   50   50  100
1E Holy Knight    Agrias      10   11   50   50  100
1F Temple Knight  Beowulf     10   11   50   45  100
20 White Knight   Wiegraf1    11   11   50   50  100
21 Arc Witch      Balmafula   11   11   50   50  100
23 Bi-count       Rudvich     11   11   50   50  100
24 Divine Knight  Vormav       9    9   35   50  100
25 Divine Knight  Rofel       10   10   40   50  100
26 Knight Blade   Izlude      10   11   50   50  100
27 Sorcerer       Kletian     10    8   55   50  100
28 White Knight   Wiegraf2    10   11   50   50  100
29 Heaven Knight  Rafa        11   11   50   50  100
2A Divine Knight  Meliadoul   10   15   40   50  100
2B Engineer       Balk        10    8   55   50  100
2C Cleric         ???          0    0    0    0    0
2D Assassin       Celia        9    8   50   45  105
2E Assassin       Lede         9    8   50   45  100
2F Divine Knight  Meliadoul   10   15   40   50  100
30 Cleric         Alma        11    5   50   35   80
32 Soldier        Cloud       11   10   45   50  100
33 Arc Knight     Zalbag-Z     8   10   40   50  100
34 Holy Knight    Agrias      10   11   50   50  100
35 Chemist        ???         12   16   75   50  100
36 Priest         ???         10   10   50   50  100
37 Wizard         ???         12   11   60   50  100
38 Oracle         ???         12   10   60   50  100
3C Warlock        Velius      12   10   38   46   95
3D Knight         (undead)    10   15   40   50  100
3E Angel of Death Zalera      12   10   38   46   90
3F Archer         (undead)    11   16   45   50  100
40 Regulator      Hashmalum   12   10   38   46  100
41 Holy Angel     Altima1     12   10   40   46  100
42 Wizard         (undead)    12    9   60   50  100
43 Impure King    Queklain    12   10   42   46  100
44 Time Mage      (undead)    12   10   65   50  100
45 Ghost of Fury  Adramelk    12   10   43   47  100
46 Oracle         (undead)    12   10   60   50  100
47 Summoner       (undead)    13    8   70   50  100
48 Holy Dragon    Reis         6   30   39    6   90
49 Arch Angel     Altima2     10   15   38   48   95

JOB NAME          IDENTITY   HPP  MPP  PAP  MAP  SpP
----------------- ---------- ---  ---  ---  ---  ---
4A Squire         generic     11   15   60   50  100
4B Chemist        generic     12   16   75   50  100
4C Knight         generic     10   15   40   50  100
4D Archer         generic     11   16   45   50  100
4E Monk           generic      9   13   48   50  100
4F Priest         generic     10   10   50   50  100
50 Wizard         generic     12    9   60   50  100
51 Time Mage      generic     12   10   65   50  100
52 Summoner       generic     13    8   70   50  100
53 Thief          generic     11   16   50   50   90
54 Mediator       generic     11   18   55   50  100
55 Oracle         generic     12   10   60   50  100
56 Geomancer      generic     10   11   45   50  100
57 Lancer         generic     10   15   40   50  100
58 Samurai        generic     12   14   45   50  100
59 Ninja          generic     12   13   43   50   80
5A Calculator     generic     14   10   70   50  100
5B Bard           generic     20   20   80   50  100
5C Dancer         generic     20   20   50   50  100
5D Mime           generic      6   30   35   40  100

MONSTER CLASS     TYPE       HPP  MPP  PAP  MAP  SpP
----------------  -------    ---  ---  ---  ---  ---
5E Chocobo        Chocobo      8   30   34    7   75
5F Black Chocobo  Chocobo      7   30   39    7   85
60 Red Chocobo    Chocobo      4   30   39    7   85
61 Goblin         Goblin       7   30   39    7   85
62 Black Goblin   Goblin       6   30   39    7   85
63 Gobbledeguck   Goblin       6   30   39    7   85
64 Bomb           Bomb         7   30   39    7   90
65 Grenade        Bomb         7   30   39    7   90
66 Explosive      Bomb         7   30   39    7   90
67 Red Panther    Panther      6   30   39    7   85
68 Cuar           Panther      6   30   39    7   85
69 Vampire        Panther      6   30   39    7   85
6A Pisco Demon    Squid        7   30   39    7   85
6B Squidlarkin    Squid        7   30   39    7   85
6C Mindflare      Squid        7   30   39    7   85
6D Skeleton       Skeleton     5   30   39    7   85
6E Bone Snatch    Skeleton     5   30   39    7   85
6F Living Bone    Skeleton     5   30   39    7   85
70 Ghoul          Ghost        7   30   39    7   85
71 Gust           Ghost        7   30   39    7   85
72 Revenant       Ghost        7   30   39    7   85
73 Flotiball      Ahriman      6   30   40    7   85
74 Ahriman        Ahriman      6   30   40    7   85
75 Plague         Ahriman      6   30   40    7   85
76 Juravis        Cockatrice   7   30   39    7   85
77 Steel Hawk     Cockatrice   7   30   39    7   85
78 Cockatoris     Cockatrice   7   30   39    7   85
79 Uribo          Boar         9   30   39    7   85
7A Porky          Boar         9   30   39    7   85
7B Wildbow        Boar         9   30   39    7   85
7C Woodman        Dryad        7   30   39    7   90
7D Trent          Dryad        7   30   39    7   90
7E Taiju          Dryad        7   30   39    7   90
7F Bull Demon     Minotaur     6   30   39    7   85
80 Minitaurus     Minotaur     6   30   39    7   85
81 Sacred         Minotaur     6   30   39    7   85
82 Morbol         Marlboro     8   30   38   30   90
83 Ochu           Marlboro     8   30   39   27   90
84 Great Morbol   Marlboro     8   30   39   24   88
85 Behemoth       Behemoth     5   30   36    7   85
86 King Behemoth  Behemoth     5   30   35    7   85
87 Dark Behemoth  Behemoth     5   30   34    6   85
88 Dragon         Dragon       6   30   39    7   85
89 Blue Dragon    Dragon       6   30   39    7   85
8A Red Dragon     Dragon       6   30   39    6   85
8B Hyudra         Hydra        3   30   39   34   85
8C Hydra          Hydra        3   30   39   31   85
8D Tiamat         Hydra        3   30   39   29   85

HUMANOID CLASS    TYPE       HPP  MPP  PAP  MAP  SpP
----------------  -------    ---  ---  ---  ---  ---
90 Byblos         Apanda       6    7   40   35   75
91 Steel Giant    Worker       4  100   30  100   80
96 Apanda         Apanda       6    7   36   35   98
97 Serpentarius   Elidibs     10    8   70   50  100
99 Archaic Demon  Demon        8    9   39   45  100
9A Ultima Demon   Demon        9    8   39   43  100


_______________________________________________________________________________
[8.4] levelling down
      =========================================================================

For years, FFT players have been using the 'level up/down'
trick to build characters with super stats.  The idea behind
the trick is that you level up as a character with strong stat
growth (low C values) such as Ninja or Mime, and then level down
(using Mindflare's 'Level Blast' technique or one of the many
Degenerator traps scattered throughout the game's battlefields)
with a class with poor stat growth (high C values) such as Bard
or Dancer.  Though the game adjusts your stats when you level
down so that you lose the stats that you would have gained as
that class, by using poor classes to level down you can fool
the game and lose less going down than you gain going up; in
this manner, you can build all your stats up to their maxima
if you do enough levelling cycles.

Note though, that if you level up and down _without_ changing
classes, you will actually _lower_ your stats.  This is because
the level down algorithm is the following equation:

decrement = [current_xP / (Lv + C)]

where Lv is the level you are levelling DOWN to (i.e., the lower
level).  For instance, if you level down to 50 from level 51,
Lv = 50.

This results in a slight stat decrease.  Consider the following
example.

Suppose you have a male Squire (491,520 < initial HPP < 524,288)
with initial HPP of 504,000.  Levelling up from 1 to 2, he will
receive an HPP bonus as follows (C_HPP = 11):

bonus = [504,000 / (11 + 1)] = [504,000 / 12] = 42000.

Your new HPP at level 2 will be 546,000.  So if you level down
from 2 to 1, your HPP will decrease as follows:

decrement = [546,000 / (11 + 1)] = [546,000 / 12] = 45500.

Your new HPP at level 1 will then be 546,000 - 45500 = 500,500
instead of 504,000 as you had originally.

While this isn't that big of a decrease, if done all the way down
from level 99 to level 1, it can add up.  However, if you do change
classes while levelling down, this small loss will be compensated
for by the higher C values of the poor stat-gaining class that you
level down as.


_______________________________________________________________________________
[8.5] list of inherent abilities
      =========================================================================

Notation:
[ability names] - class always has these abilities set
I: - class is immune to these abnormal statuses
S: - class starts the battle with this abnormal status
A: - class always has this abnormal status

JOB NAME          IDENTITY   ABILITIES
----------------- ---------  --------------------------------------------------
01 Squire         Ramza1     I: Invite
02 Squire         Ramza2     I: Invite
03 Squire         Ramza3     I: Invite
04 Squire         Delita1    I: Invite
05 Holy Knight    Delita2    I: Invite, Blood Suck, Chicken, Charm,
                                Death Sentence
06 Arc Knight     Delita3    I: Invite, Blood Suck, Chicken, Charm
07 Squire         Algus      I: Invite
08 Arc Knight     Zalbag     I: Invite
09 Lune Knight    Dycedarg   [Defense UP, Magic DefendUP] I: Dead, Undead,
                                Petrify, Invite, Confusion, Blood Suck, Sleep,
                                Transparent, Reraise, Berserk, Stop, Poison,
                                Charm, Don't Act, Don't Move, Death Sentence
0A Duke           Larg       I: Invite
0B Duke           Goltana    I: Invite
0C Princess       Ovelia     [Defense UP, Magic DefendUP] I: Invite, Petrify
0D Holy Swordsman Orlandu    I: Invite
0E High Priest    Funeral    I: Invite
0F Dragoner       Reis       [Monster Talk, Two Swords, Monster Skill, Train]
                             I: Invite
10 Holy Priest    Zalmo      I: Undead, Dead, Invite, Petrify, Blood Suck,
                                Transparent, Reraise, Frog, Chicken, Poison,
                                Stop, Sleep, Charm, Don't Act, Don't Move,
                                Death Sentence
11 Dark Knight    Gafgarion  I: Invite, Petrify, Blood Suck, Transparent,
                                Berserk, Charm
12 Hell Knight    ???        I: Undead, Crystal, Performing, Defending,
                                Jumping, Charging, Petrify, Invite, Darkness,
                                Confusion, Silence, Blood Suck, Treasure,
                                Critical, Frog, Chicken, Berserk, Transparent,
                                Reraise, Float, Oil, Stop, Slow, Haste, Shell,
                                Protect, Regen, Poison, Death Sentence,
                                Reflect, Don't Act, Don't Move, Sleep, Charm,
                                Innocent, Faith
13 Bishop         Simon      I: Invite
14 Cleric         Alma?      [Defense UP, Magic DefendUP] I: Invite; S: Dead
15 Astrologist    Olan       I: Undead, Dead, Invite, Confusion, Transparent,
                                Frog, Chicken, Berserk, Sleep, Charm,
                                Don't Act, Don't Move, Death Sentence
16 Engineer       Mustadio   I: Invite
17 Dark Knight    Gafgarion  I: Invite
18 Cardinal       Draclau    I: Invite
19 Heaven Knight  Rafa       I: Invite
1A Hell Knight    Malak      I: Invite
1B Arc Knight     Elmdor     I: Undead, Dead, Petrify, Invite, Confusion,
                                Blood Suck, Reraise, Transparent, Berserk,
                                Frog, Chicken, Poison, Stop, Sleep, Charm,
                                Don't Act, Don't Move, Death Sentence
1C Delita's Sis   Teta       I: Undead, Crystal, Performing, Defending,
                                Jumping, Charging, Petrify, Invite, Darkness,
                                Confusion, Silence, Blood Suck, Treasure,
                                Critical, Frog, Chicken, Berserk, Transparent,
                                Reraise, Float, Oil, Stop, Slow, Haste, Shell,
                                Protect, Regen, Poison, Death Sentence,
                                Reflect, Don't Act, Don't Move, Sleep, Charm,
                                Innocent, Faith; A: Dead
1D Arc Duke       Barinten   I: Invite
1E Holy Knight    Agrias     I: Invite
1F Temple Knight  Beowulf    I: Invite
20 White Knight   Wiegraf1   I: Undead, Dead, Petrify, Invite, Confusion,
                                Blood Suck, Transparent, Reraise, Frog,
                                Chicken, Berserk, Sleep, Charm, Death Sentence
21 Arc Witch      Balmafula  I: Invite
22 Engineer       Mustadio   [Maintenance] I: Invite
23 Bi-count       Rudvich    I: Invite
24 Divine Knight  Vormav     I: Undead, Dead, Confusion, Invite, Petrify,
                                Transparent, Reraise, Frog, Chicken, Berserk,
                                Poison, Stop, Sleep, Charm, Don't Act,
                                Don't Move, Death Sentence
25 Divine Knight  Rofel      I: Undead, Dead, Confusion, Invite, Petrify,
                                Transparent, Reraise, Frog, Chicken, Berserk,
                                Poison, Stop, Sleep, Charm, Don't Act,
                                Don't Move, Death Sentence
26 Knight Blade   Izlude     [Concentrate] I: Undead, Dead, Confusion, Invite,
                                Petrify, Transparent, Reraise, Frog, Chicken,
                                Berserk, Poison, Stop, Sleep, Charm, Don't Act,
                                Don't Move, Death Sentence
27 Sorceror       Kletian    I: Undead, Dead, Confusion, Invite, Petrify,
                                Transparent, Reraise, Frog, Chicken, Berserk,
                                Poison, Stop, Sleep, Charm, Don't Act,
                                Death Sentence
28 White Knight   Wiegraf2   I: Undead, Dead, Confusion, Invite, Petrify,
                                Transparent, Reraise, Frog, Chicken, Berserk,
                                Poison, Stop, Sleep, Charm, Don't Act,
                                Don't Move, Death Sentence
29 Heaven Knight  Rafa       I: Invite
2A Divine Knight  Meliadoul  I: Invite
2B Engineer       Balk       [Defense UP, Magic DefendUP, Monster Talk]
                                I: Undead, Dead, Confusion, Invite, Petrify,
                                Transparent, Reraise, Frog, Chicken, Berserk,
                                Poison, Stop, Sleep, Charm, Don't Act,
                                Death Sentence
2C Cleric         Alma       I: Undead, Crystal, Performing, Defending,
                                Jumping, Charging, Petrify, Invite, Darkness,
                                Confusion, Silence, Blood Suck, Treasure,
                                Critical, Frog, Chicken, Berserk, Transparent,
                                Reraise, Float, Oil, Stop, Slow, Haste, Shell,
                                Protect, Regen, Poison, Death Sentence,
                                Reflect, Don't Act, Don't Move, Sleep,
                                Charm, Innocent, Faith; A: Dead
2D Assassin       Celia      [Two Swords] I: Dead, Invite, Petrify,
                                Transparent, Frog, Chicken
2E Assassin       Lede       [Two Swords] I: Dead, Invite, Petrify,
                                Transparent, Frog, Chicken
2F Divine Knight  Meliadoul  I: Dead, Petrify, Invite
30 Cleric         Alma       I: Invite
31 Phony Saint    Ajora      I: Invite
32 Soldier        Cloud      I: Invite
33 Arc Knight     Zalbag-Z   I: Invite
34 Holy Knight    Agrias     I: Invite
35 Chemist        ???        [Throw Item]
36 Priest         ???        n/a
37 Wizard         ???        n/a
38 Oracle         ???        n/a
3C Warlock        Velius     [Cannot enter water, Martial Arts, Short Charge]
                                I: Dead, Undead, Crystal, Confusion, Invite,
                                Petrify, Treasure, Blood Suck, Frog, Chicken,
                                Berserk, Transparent, Reraise, Float, Oil,
                                Regen, Poison, Stop, Sleep, Charm, Innocent,
                                Faith, Don't Act, Death Sentence
3D Knight         (undead)   [Monster Skill] I: Darkness, Invitation,
                                Blood Suck, Transparent, Reraise, Regen,
                                Poison, Charm, Death Sentence; A: Undead
3E Angel of Death Zalera     [Cannot enter water, Fly, Short Charge,
                                Monster Skill] I: Undead, Dead, Crystal,
                                Confusion, Invite, Petrify, Blood Suck,
                                Silence, Treasure, Oil, Transparent, Reraise,
                                Poison, Stop, Sleep, Charm, Innocent, Faith,
                                Don't Act, Don't Move, Death Sentence; A: Float
3F Archer         (undead)   [Monster Skill] I: Darkness, Invitation,
                                Blood Suck, Transparent, Reraise, Regen,
                                Poison, Charm, Death Sentence; A: Undead
40 Regulator      Hashmalum  [Cannot enter water, Short Charge] I: Undead,
                                Dead, Crystal, Confusion, Invite, Petrify,
                                Blood Suck, Silence, Treasure, Frog, Chicken,
                                Berserk, Transparent, Reraise, Float, Oil,
                                Regen, Poison, Stop, Sleep, Charm, Innocent,
                                Faith, Don't Act, Death Sentence
41 Holy Angel     Altima1    [Martial Arts, Short Charge, Teleport 2]
                                I: Undead, Dead, Crystal, Confusion, Invite,
                                Petrify, Blood Suck, Silence, Treasure, Oil,
                                Transparent, Reraise, Poison, Stop, Sleep,
                                Charm, Innocent, Faith, Don't Move,
                                Death Sentence; A: Float
42 Wizard         (undead)   [Monster Skill] I: Darkness, Invitation,
                                Blood Suck, Transparent, Reraise, Regen,
                                Poison, Charm, Death Sentence; A: Undead
43 Impure King    Queklain   [Martial Arts, Short Charge] I: Undead, Dead,
                                Crystal, Confusion, Invite, Petrify,
                                Blood Suck, Silence, Treasure, Frog, Chicken,
                                Berserk, Transparent, Reraise, Float, Oil,
                                Regen, Poison, Stop, Sleep, Charm, Innocent,
                                Faith, Don't Act, Death Sentence
44 Time Mage      (undead)   [Monster Skill] I: Darkness, Invitation,
                                Blood Suck, Transparent, Reraise, Regen,
                                Poison, Charm, Death Sentence; A: Undead
45 Ghost of Fury  Adramelk   [Cannot enter water, Short Charge] I: Dead,
                                Undead, Crystal, Confusion, Invite, Petrify,
                                Treasure, Blood Suck, Frog, Chicken, Berserk,
                                Transparent, Reraise, Float, Oil, Regen,
                                Poison, Stop, Sleep, Charm, Innocent, Faith,
                                Don't Act, Death Sentence
46 Oracle         (undead)   [Monster Skill] I: Darkness, Invitation,
                                Blood Suck, Transparent, Reraise, Regen,
                                Poison, Charm, Death Sentence; A: Undead
47 Summoner       (undead)   [Monster Skill] I: Darkness, Invitation,
                                Blood Suck, Transparent, Reraise, Regen,
                                Poison, Charm, Death Sentence; A: Undead
48 Holy Dragon    Reis       [Cannot enter water] I: Invite, Blood Suck
49 Arch Angel     Altima2    [Face Up, Short Charge, Teleport 2] I: Undead,
                                Dead, Crystal, Petrify, Invite, Darkness,
                                Confusion, Silence, Blood Suck, Treasure,
                                Transparent, Reraise, Oil, Frog, Chicken,
                                Berserk, Regen, Poison, Stop, Sleep, Charm,
                                Innocent, Faith, Death Sentence, Don't Act;
                                A: Float
4A Squire         generic    n/a
4B Chemist        generic    [Throw Item]
4C Knight         generic    n/a
4D Archer         generic    n/a
4E Monk           generic    [Martial Arts]
4F Priest         generic    n/a
50 Wizard         generic    n/a
51 Time Mage      generic    n/a
52 Summoner       generic    n/a
53 Thief          generic    n/a
54 Mediator       generic    [Monster Talk]
55 Oracle         generic    n/a
56 Geomancer      generic    n/a
57 Lancer         generic    n/a
58 Samurai        generic    n/a
59 Ninja          generic    [Two Swords]
5A Calculator     generic    n/a
5B Bard           generic    n/a
5C Dancer         generic    n/a
5D Mime           generic    [Concentrate, Martial Arts, Monster Skill]
5E Chocobo        Chocobo    [Counter, Walk on Water] I: Blood Suck
5F Black Chocobo  Chocobo    [Counter, Walk on Water] I: Blood Suck
60 Red Chocobo    Chocobo    [Counter, Walk on Water] I: Blood Suck
61 Goblin         Goblin     [Counter] I: Blood Suck
62 Black Goblin   Goblin     [Counter] I: Blood Suck
63 Gobbledeguck   Goblin     [Counter] I: Blood Suck
64 Bomb           Bomb       [Counter, Cannot enter water, Float]
                                I: Blood Suck, Oil, Float
65 Grenade        Bomb       [Counter, Cannot enter water, Float]
                                I: Blood Suck, Oil, Float
66 Explosive      Bomb       [Counter, Cannot enter water, Float]
                                I: Blood Suck, Oil, Float
67 Red Panther    Panther    [Counter, Cannot enter water, Ignore Height]
                                I: Blood Suck
68 Cuar           Panther    [Counter, Cannot enter water, Ignore Height]
                                I: Blood Suck
69 Vampire        Panther    [Counter, Cannot enter water, Ignore Height]
                                I: Blood Suck
6A Pisco Demon    Squid      [Counter, Move Underwater] I: Blood Suck
6B Squidlarkin    Squid      [Counter, Move Underwater] I: Blood Suck
6C Mindflare      Squid      [Counter, Move Underwater] I: Blood Suck
6D Skeleton       Skeleton   [Counter] I: Reraise, Regen, Poison, Blood Suck;
                                A: Undead
6E Bone Snatch    Skeleton   [Counter] I: Reraise, Regen, Poison, Blood Suck;
                                A: Undead
6F Living Bone    Skeleton   [Counter] I: Reraise, Regen, Poison, Blood Suck;
                                A: Undead
70 Ghoul          Ghost      [Counter, Cannot enter water, Float, Teleport]
                                I: Reraise, Float, Regen, Poison, Blood Suck;
                                A: Undead
71 Gust           Ghost      [Counter, Cannot enter water, Float, Teleport]
                                I: Reraise, Float, Regen, Poison, Blood Suck;
                                A: Undead
72 Revenant       Ghost      [Counter, Cannot enter water, Float, Teleport]
                                I: Reraise, Float, Regen, Poison, Blood Suck;
                                A: Undead
73 Floatiball     Ahriman    [Counter, Cannot enter water, Fly] I: Blood Suck
74 Ahriman        Ahriman    [Counter, Cannot enter water, Fly] I: Blood Suck
75 Plague         Ahriman    [Counter, Cannot enter water, Fly] I: Blood Suck
76 Juravis        Bird       [Counter, Cannot enter water, Fly] I: Blood Suck
77 Steel Hawk     Bird       [Counter, Cannot enter water, Fly] I: Blood Suck
78 Cockatoris     Bird       [Counter, Cannot enter water, Fly] I: Blood Suck
79 Uribo          Pig        [Counter, Cannot enter water] I: Blood Suck
7A Porky          Pig        [Counter, Cannot enter water] I: Blood Suck
7B Wildbow        Pig        [Counter, Cannot enter water] I: Blood Suck
7C Woodman        Dryad      [Counter, Cannot enter water] I: Blood Suck, Float
7D Trent          Dryad      [Counter, Cannot enter water] I: Blood Suck, Float
7E Taiju          Dryad      [Counter, Cannot enter water] I: Blood Suck, Float
7F Bull Demon     Minotaur   [Counter, Cannot enter water] I: Blood Suck, Float
80 Minitaurus     Minotaur   [Counter, Cannot enter water] I: Blood Suck, Float
81 Sacred         Minotaur   [Counter, Cannot enter water] I: Blood Suck, Float
82 Morbol         Marlboro   [Counter, Move in Water] I: Blood Suck, Float
83 Ochu           Marlboro   [Counter, Move in Water] I: Blood Suck, Float
84 Great Morbol   Marlboro   [Counter, Move in Water] I: Blood Suck, Float
85 Behemoth       Behemoth   [Counter, Cannot enter water] I: Blood Suck, Float
86 King Behemoth  Behemoth   [Counter, Cannot enter water] I: Blood Suck, Float
87 Dark Behemoth  Behemoth   [Counter, Cannot enter water] I: Blood Suck, Float
88 Dragon         Dragon     [Counter, Cannot enter water] I: Blood Suck, Float
89 Blue Dragon    Dragon     [Counter, Cannot enter water] I: Blood Suck, Float
8A Red Dragon     Dragon     [Counter, Cannot enter water] I: Blood Suck, Float
8B Hyudra         Hydra      [Counter, Cannot enter water, Fly] I: Blood Suck,
                               Float
8C Hydra          Hydra      [Counter, Cannot enter water, Fly] I: Blood Suck,
                               Float
8D Tiamat         Hydra      [Counter, Cannot enter water, Fly] I: Blood Suck,
                               Float
90 Byblos         Apanda     [Counter, Cannot enter water, Ignore Height,
                               Secret Hunt]  I: Invite, Blood Suck
91 Steel Giant    Worker 8   [Counter, Cannot enter water, Any Ground,
                               Any Weather]  I: Undead, Dead, Petrify, Invite,
                                Darkness, Blood Suck, Silence, Frog, Chicken,
                                Berserk, Transparent, Reraise, Float, Oil,
                                Stop, Slow, Haste, Shell, Protect, Regen,
                                Poison, Faith, Charm, Sleep, Death Sentence,
                                Reflect, Don't Act, Don't Move; A: Innocent
96 Apanda         Apanda     [Counter, Cannot enter water, Ignore Height,
                                Short Charge] I: Invite, Blood Suck, Float
97 Serpentarius   Elidibs    [Counter, Cannot enter water, Short Charge]
                                I: Undead, Dead, Crystal, Invite, Petrify,
                                Confusion, Blood Suck, Silence, Treasure,
                                Float, Reraise, Transparent, Chicken, Berserk,
                                Regen, Poison, Sleep, Charm, Don't Act,
                                Don't Move, Death Sentence
99 Archaic Demon  Demon      [Counter, Cannot enter water, Short Charge]
                                I: Invite, Blood Suck, Float, Transparent
9A Ultima Demon   Demon      [Counter, Cannot enter water, Martial Arts,
                                Short Charge] I: Invite, Blood Suck, Float,
                                Transparent
-------------------------------------------------------------------------------



      (NN        APPENDIX
     .NNNL       ______________________________________________________________
    .NNNNN)      =======================

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


THE CHARACTER-LIST

At the beginning of each battle, enemy and ally characters are
assigned numbers in a character_list, as follows.

(1) Each enemy (red) formation comes with pre-selected enemy
index_numbers. These units are numbered first in the character_list,
starting at 01.

(2) The numbers of the player (blue) units are determined by the
player's placement of the units on the map before battle, in this
order:

                 ________________
                /_L_/_K_/_J_/_I_/
               /_H_/_G_/_F_/_E_/
              /_D_/_C_/_B_/_A_/

(the actual perspective seen in the game is this drawing rotated
 roughly 30 degrees clockwise)

The three 'rows' are ABCD, EFGH, and IJKL.  Sometimes a map will
have more rows than this, but you should be able to deduce the
pattern for any map from this drawing.

Squares are alphabetized (well, not really, but it makes it
easier to visualize) in rows, the foremost row being considered first
and the rearmost being considered last. Letter 'A' is assigned to the
rightmost square in the foremost row. Blue units are then numbered
sequentially on the character_list, starting from 17, based on the
squares they are standing on in alphabetical order.

In the case of multiple units with CT >= 100, the one with the lowest
number on the character_list gets to go first. Since each unit has a
unique number, this resolves all ties.


PHASES OF BATTLE

Once the character_list is formed, gameflow proceeds as follows:

<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 [A.3] and [A.4] for that type of stuff. :)


~ S+ phase ~

One 'clocktick' is defined as the duration of time between two
consecutive S+ phases.

During this phase, the AT_list is checked, and every eligible
slow-action has its ctr_countdown decremented by 1 (see below).

Every slow_action has some initial_ctr that counts down during
the S+ phase. If two slow_actions reach zero at the same time, the
slow_action spawned by the character with the lower number on the
character_list is resolved first.

The initial ctr values are as follows:

Charge +1 ............ 4
Charge +2 ............ 5
Charge +3 ............ 6
Charge +4 ............ 8
Charge +5 ........... 10
Charge +7 ........... 14
Charge +10........... 20
Charge +20........... 35
JUMP ................ [50 / (jumper's speed)]
5 SP actions ........ 20
7 SP actions ........ 15
10 SP actions ....... 10
12 SP actions ....... 9
13 SP actions ....... 8
15 SP actions ....... 7
17 SP actions ....... 6
20 SP actions ....... 5
25 SP actions ....... 4
34 SP actions ....... 3
50 SP actions ....... 2

'SP' refers to the Speed stat that is listed for the attack in
the game. Notice that SP will only take on the values 5, 7, 10,
12, 13, 15, 17, 20, 25, 34, and 50. This is because it doesn't
really exist per se: rather, it's just an encoded form of the
ctr: SP = RU{100/ctr}.

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

short_ctr = RU{initial_ctr/2}.

List of actions not affected by Short Charge:
- JUMP command
- CHARGE commands
- SING commands
- DANCE commands

Slow_actions whose ctrs are altered by short-charge can also be
made into fast_actions by the 'Non-charge' ability. In that case,
they are treated *as* fast_actions and not as slow_actions.

All active ctr_countdowns are decremented by 1 in the S+ phase, but
nothing else can 'happen'. Character's don't gain CT, nobody gets
any turns, and spells don't go off. Nothing happens.


~ SR phase ~

During this phase, slow actions can resolve. That is, all the
slow actions on the AT_list are checked, and all those whose
ctr_countdowns are at zero AND whose casters are healthy are executed.
Slow actions that aren't fully charged are simply ignored.

When a slow action resolves, each target, in character_list order,
is given a chance to react (i.e., activate his reaction ability).

Characters don't increment CT during this phase. Slow actions don't charge
up during this phase.  No characters can take any turns during this phase
(with the exception of quick-turns, of course).


~ C+ phase ~

During this phase, characters charge up their CT. Each character adds to
his CT appropriately:

CT_increment = (character's Speed)

Even if a character's CT exceeds 100, the extra CT _will_ be stored
(though not displayed on the CT bar).

No slow actions charge up in this phase, and no slow actions are resolved.
No characters get any turns.


~ CR phase ~

During this phase, characters can take their standard (non-quick)turns.
That is, characters get their 'natural' AT's during this phase. No slow
actions charge. No slow actions resolve. No characters charge. During a
character's turn he can execute a fast-action or he can start
charging a slow-action.  If multiple characters have CT >= 100, the
order is determined by the enumeration in the character_list; characters
with lower numbers go first

When a fast action resolves, each target, in character_list order, is
given a chance to react.  Reaction abilities are NOT considered fast
actions; they are 'faster than fast'.

Once a character takes a turn, his CT is decreased as follows:

If character moved and acted -->  new_CT = min(60, CT - 100)
If character moved but did not act --> new_CT = min(60, CT - 80)
If character acted but did not move --> new_CT = min(60, CT - 80)
If character neither moved nor acted --> new_CT = min(60, CT - 60)

Note that if you have 'Don't Move' or 'Don't Act', for CT purposes
the game always considers that you have already moved or acted: i.e.,
a 'Don't Move' character that waits or a 'Don't Act' character that
doesn't move will still have his CT reduced by 80.  If a unit has both
'Don't Move' and 'Don't Act', his CT will always be reduced by 100.


~ Status Check phase ~

The character_list is checked in order, and all status effects whose
ctr_countdowns have reached zero are removed.

The initial ctr_countdown values for the timed status effects follow:

STATUS          INITIAL CTR
-------------- -------------
Charm ........ 31 clockticks
Don't Act .... 23 clockticks
Don't Move ... 23 clockticks
Faith ........ 31 clockticks
Haste ........ 31 clockticks
Innocent ..... 31 clockticks
Poison ....... 35 clockticks
Protect ...... 31 clockticks
Reflect ...... 31 clockticks
Regen ........ 35 clockticks
Shell ........ 31 clockticks
Slow ......... 23 clockticks
Sleep ........ 59 clockticks
Stop ......... 19 clockticks

After the status check, the loop has been traversed once and
starts anew at the next S+ phase.


_______________________________________________________________________________
[A.3] the mime-cycle
      =========================================================================

Ah, Mimes... probably one of the most useless classes in Final
Fantasy Tactics because of the complexity involved in coordinating
their mimicry.  However, this one job, seldom actually used in the
game, presents a host of new gameflow possibilities due to its
continual copying of whatever action just happened.  Well, sort of.

Whenever a fast action or slow action resolves, a mime-cycle ensues.
During the mime-cycle, each mime in battle will have a chance to
mimic the last action that was taken (call this the last_action).
ONE last_action is stored in the game's memory, along with who
performed that last_action.  Reaction abilities are NOT written into
the last_action.  If the Mime in question is not on the same team
as the person who performed the last_action, the last_action is NOT
mimicked (this prevents mimicking enemy actions).  Note that
mimicked actions do NOT count as fast actions; they, like reaction
abilities, are 'faster than fast'.

Upon mimicking an action, the mime's target(s) get a chance to
react to the mimicry in order determined by the character list;
then the next mime in the character_list mimics.  This goes on
until no more eligible mimes remain.


_______________________________________________________________________________
[A.4] the quick and the dead
      =========================================================================

Of all FFT's 400-or-so spells and effects, there is one that
presents more gameflow nightmares than any other -- this is the
Time Mage spell, Quick, and its related reaction ability,
Critical Quick.

When a target is given the 'Quick' status, his CT is set to 100
(or sometimes 154 for mimed Quick -- probably a glitch) and he
receives a 'quick-flag'.  This quick-flag indicates that the
character is in line to receive a quick-turn.  A quick-turn is
distinguished from a normal turn in that it can occur during
ANY phase of battle, not just the CR.

What creates the difficulty are our friends, the Mimes, which
can mimic the Quick spell and hand out quick-flags during the
mime-cycle!  And to boot, Quick can be Counter Magicked (WHY,
Squaresoft?!), which means a mimed Quick can be thrown back
at the mime in the middle of the mime-cycle, creating a really
nasty gameflow mess.

To guide us through this mire of *cough* quick-sand *cough*,
here is a superb analysis of the whole Quick-Mime-Counter Magic
from the gameflow guru, Aaditya Rangan <rangan@math.berkeley.edu>:

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

-[QUOTE]-----------------------------------------------------------------------

PRELIMINARIES

0. An action (i.e., a fast action, or the resolution of a
slow action) will always immediately spawn a reaction.  Every action
will ALWAYS allow for its targets to react.  In other words, nobody
can take quick-turns in between an action and its reactions.

1. A mime-cycle is when the mimes are checked in character_list order,
and all the eligible mimes mimic the last_action.  After each mime
mimics the last action, his target gets a chance to react.  Then the
next mime on the list mimicks the last_action, and so on.  Mime-cycles
are always completed. That is, they are never interrupted.  Nobody can
take a quick-turn (of any type) in the middle of a mime-cycle.  So
basically, all a mime-cycle can do (for my purposes) is hand out a bunch
of quick-flags all over the place.  There is no way anybody can do
anything 'funny' in the middle of a mime-cycle, and the mime-cycle
is completely determined by the last_action (defined prior to the
mime-cycle).

2. The game sometimes checks for quick-turns in between actions
and mime-cycles.  The game sometimes checks for quick-turns after
mime-cycles.  This is why I must introduce the notion of a 'quick-
safety'.  This can be either on or off.  The quick-safety is basically
some bit toggled somewhere which switches the gameflow between 'safe'
mode (no quick-turns happening here, no siree) and 'quick' mode (alas!
must resolve multiple quick-turns).  The only reason I am introducing
this quick-safety is that quick-turn resolution during SR phases makes
NO SENSE without it.

3. There seem to be four different types of Quick. There is Quick (the
spell); there is Critical Quick (the reaction); there is mime-Quick
(when a character gets hit with the Quick spell during a mime-cycle);
and there is mime-Critical Quick (when a character Critical Quicks
during a mime-cycle).  As far as I can tell, Counter Magic-Quick (the
reaction) and Quick (the spell) are equivalent.  So a character can
have no quick flag, a quick-spell-flag, a critical-quick-flag, a
mime-quick-spell-flag, or a mime-critical-quick-flag. I will denote
these with N-flag, QS-flag, CQ-flag, MQS-flag and MCQ-flag respectively.

4. As far as I can tell right now, the only observable difference
between MQS and MCQ is that MQS raises CT to 100, whereas MCQ raises CT
to 154 (what the hell is that all about?).  What is even more weird is
that MCQ only raises CT to 154 most of the time -- sometimes it only
raises CT to 100.  QS is definitely different from CQ, and I'm pretty
sure CQ is different from MCQ. So I'm guessing that QS is different
from MQS.

5. As you probably guessed, the difference between QS and CQ has to
do with the quick-safety. I'll get into that later.


ENTER THE JUNGLE

The standard way events are resolved is:

1. Resolve the initial basic action (and redefine last_action). This
step can apply a QS-flag.

2. Resolve the initial reaction(s).  This step can apply (several)
CQ-flags. It can also apply a QS-flag (via Counter Magic).

3. Check the character_list for quick-flags.  If nobody has any
quick-flags, head on to step 4.  Otherwise give the first quick-flagged
character on the list a quick-turn.  This character can act, and
redefine the last-action.  Then allow all appropriate reactions (hence
applying CQ-flags).  After the reactions, ignore the rest of the
quick-flagged characters on the character_list, and immediately skip to
the...

4. Mime-cycle.  Examining the last_action, all eligible mimes do their
thing.  Each mime is checked in order of the character_list, and the
first eligible mime acts (and triggers reactions).  Then the next
eligible mime acts (and triggers reactions), and so on.  This allows
the distribution of several MQS-flags or MCQ-flags.  At the end of the
mime-cycle, the last_action is cleared (set to null).

5. Check the character_list for quick-flags. If nobody has any
quick-flags, head on to step 6.  Otherwise, give the first
quick-flagged character on the list a quick-turn.  If that character
acts, he redefines the last-action.  Then allow all appropriate
reactions (hence applying cq-flags).  After this character's quick-turn
is finished, go back to step 4.

6. Now the initial basic action is considered to have ended. The
last-action is cleared, and the game moves on. (If we were in an SR
phase, the game would check for the next eligible slow-action, and (if
it finds one) then head back to step 1).  If we were in a CR phase,
the game would check for the next eligible character, and give them
an AT.


So what's the problem?

Well, often during SR phases, steps 3 and 5 above are SKIPPED. That is,
characters who should get quick-turns are instead 'passed over' until
later (this is where I get to the quick-safety)... Once I
explain this, it should generalize to the CR phases.

(If you think that steps 3 and 5 are basically the same step, then
you're right. I am pretty sure that 3 and 5 both involve calling the
same subroutine to resolve the first quick-turn on the character_list.
The only difference is that skipping 3 leads to 4, whereas skipping 5
leads to 6 (a difference in the function call only, not the
subroutine)).

So here are some rules to fix all this wackiness. First assume that the
game ONLY looks at step 3 and 5 if the quick-safety is OFF (that is,
steps 3 and 5 are automatically skipped if the game is in 'safe' mode).

a. At the beginning of step 1, the character_list is checked for
quick-flags. If anybody has any quick-flags, the quick-safety is turned
OFF (that is, the game enters 'quick' mode).  Otherwise, the
quick-safety is turned ON (the game falls into 'safe' mode).

b. If step 1 (or 2) applies a QS-flag, the quick-safety is turned OFF
(note that application of a CQ-flag does NOT turn the safety off).  So
if the initial actor quick-spells somebody (or is hit by Counter
Magic-Quick), then the game is put into 'quick' mode.

c. Now, after step 2, the game will enter step 3 only if it is in
'quick' mode.  If the quick-safety is on, the game will skip straight
to step 4.

d. At the beginning of step 4, the character_list is checked for
quick-flags.  If anybody has any quick-flags, the quick-safety is turned
off.  Otherwise, the quick-safety is not altered.  The quick-safety is
not altered during the resolution of the mime cycle. That is, the
application of MQS-flags or MCQ-flags won't switch the game into 'quick'
mode.  So unless the quick-safety was OFF to begin with, the game will
skip straight to step 6 after the mime-cycle.

e. During step 6, the quick-safety is turned ON (and the game is put
back into 'safe' mode).

Now, this explains everything I have observed so far.  Quick-spell (and
Counter Magic-Quick) will immediately put the game into quick mode. That
means that somebody will get a quick-turn before the resulting mime-cycle.
Critical Quick will NOT put the game into quick-mode, until AFTER step 3
(at the beginning of step 4). That means that CQ won't trigger a quick-
turn until after the resulting mimecycle.

In addition (and this is the most important part), MimeQS and MimeQC will
NOT switch the game into quick mode. That means that if the game is in
safe mode BEFORE the mime-cycle, and then some MimeQS-flags or MimeCQ-flags
are applied, those quick-turns get skipped until later (until the next
'step 3' comes around, to be more precise).


SUMMARY

Here's a more concise version of what goes on.

The above steps can be rewritten as follows:

1. Resolution of basic initial action:
1a. If there are any quick-flags, turn quick-safety OFF.
1b. Resolve basic inital action, handing out QS-flags as needed.
1c. Rewrite last_action appropriately. (including information about
the action taken, and the team that took that action).
1d. Go on to step 2.

2. Resolution of basic initial reaction(s):
2a. Resolve basic initial reaction(s) (in character_list order),
handing out QS-flags and CQ-flags as needed.
2b. If there are any QS-flags, turn quick-safety OFF.
2c. If the quick-safety is off, go to step 3.
2d. If the quick-safety is on, go to step 4.

3. Resolution of the first quick-turn:
3a. Check the character_list for the first fellow with a quick-flag.
3b. Give that sap a turn.
3c. If he acts, rewrite the last_action appropriately.
3d. If he acted, resolve all the reactions, and hand out the CQ-flags
as needed.
3e. Go on to step 4.

4. Mime-cycle:
4a. If there are any quick-flags, turn quick-safety OFF.
4b. Go through the mime-cycle (I won't bore you with the details),
handing out MQS-flags and MCQ-flags as necessary.
4c. Clear the last_action (rewrite it to empty).
4d. If the quick-safety is off, go to step 5.
4e. If the quick-safety is on, go to step 6.

5. Resolution of the first quick-turn:
5a. Check the character_list for the first fellow with a quick-flag.
5b. If there aren't any quick-flags, go on to step 6.
5c. Otherwise, give the first character on the charcter_list a
quick-turn.
5c. If he acts, rewrite the last_action appropriately.
5d. If he acted, resolve all the reactions, and hand out the CQ-flags
as needed.
5e. Go back to step 4.

6. End of action:
6a. If in an SR phase, turn quick-safety on.
6b. If in an SR phase, look for the next slow-action on the
character_list.
6c. Once you find it, go back to step 1.


EXAMPLE

Now here is an easily reproducible example that illustrates the need
for the quick-safety.

A,B and C all have CT 100, speed 99, and Short Charge.
D and E are mimes.
A starts casting Quick (targets an empty panel)
B waits
C waits

(time passes, and every character's CT increments)

A, B, C all wait

(time passes)

A's Quick goes off, and misses
D mimes A and hits C
E mimes A and hits B

(every character's CT increments)

Now, during the subsequent CR phase, the turn order is
B, C, A

As you can see, B and C definitely got quick-flags (MQS-flags, to be
exact). But they did not get quick-turns until the following CR phase.
In other words, they were ignored during the SR phase. There was a
mime-cycle during the SR phase (after A's quick-spell went off). And
yet B and C did NOT get quick-turns right after the mime-cycle. The
reason is that at the beginning of the mime-cycle, nobody had any
quick-flags, and so the game stayed in 'safe' mode.

Here is a slightly different example.

A,B and C all have CT 100, speed 99, and Short Charge.
D and E are mimes.
A starts casting Quick (targets an empty panel)
B and C wait.

(time passes, and every character's CT increments)

B starts casting Haste (targets an empty panel)
C starts casting Haste (targets an empty panel)

(time passes)

A's Quick spell goes off, missing.
D mimes A, and hits C with a Quick spell
E mimes A, and hits B with a Quick spell
B's Haste spell goes off
B gets a quick-turn
B waits
D mimes B, and hits C with a Haste spell
E mimes B, and hits C with a Haste spell
C gets a quick-turn
C waits

(every character's CT increments)

Now, during the subsequent CR phase, the turn order is
A, B, C

Now you can see the effect of the quick-safety. Since there were no
quick-flags during A's action, the game was left in safe mode. So after
the resultant mime-cycle, C and B were ignored. However, at the
beginning of B's haste spell, the game switched to 'quick' mode. Then,
B got a quick-turn BEFORE the resultant mime-cycle. After B finished,
the mime-cycle went off, and then C got a quick-turn. After C finished,
every character's CT incremented.

-------------------------------------------------------------------[END QUOTE]-

Well, that pretty much covers gameflow -- thanks again to
Aaditya Rangan for providing all that information.



"NNNNN"NNNN.     APPENDIX B
 NNNNN  NNNNN    ______________________________________________________________
 NNNNN  NNNNN    ==============================================================
 NNNNNJNN"`
 NNNNN` NNNNL    Details on Weapons, Shields, and Mantles
 NNNNN  NNNNN
 NNNNN  NNNNN    ______________________________________________________________
NNNNNNNNNN"      ==============================================================

_______________________________________________________________________________
[B.1] weapons
      =========================================================================

Here, for your reference, is a list of all of FFT's weapons, the formulae to
calculate damage from them, their ranges, weapon powers, costs, and special
effects.

'YES Two Swords' means that one of this type of weapon may be held in each hand
using the 'Two Swords' support ability.

'YES Two Hands' means that equipping the 'Two Hands' support ability will allow
you to grip this type of weapon in both hands, doubling damage.

'Both hands only' means that the weapon can only be held in both hands, and
that 'Two Hands' has no effect on the weapon's damage.


DAGGERS:           [(PA + Sp) / 2] * WP
                   Range 1v2 (from below) / 1v3 (from above)
                   YES Two Swords
                   NO  Two Hands
------------------------------------------------------------------------------
## NAME            WP  Ev  COST   DESCRIPTION/COMMENTS/SPECIAL EFFECTS
-- --------------  --  --  -----  --------------------------------------------
01 Dagger           3   0    100
02 Mythril Knife    4   5    500
03 Blind Knife      4   5    800  Add: Darkness (20%)
04 Mage Masher      4   5   1500  Add: Silence (20%)
05 Platina Dagger   5  10   1800
06 Main Gauche      6  40   3000
07 Orichalcum       7   5   4000
08 Assassin Dagger  7   5   5000  Add: Death Sentence (20%)
09 Air Knife       10   5   8000  Wind-elemental
0A Zorlin Shape    12  10  12000  Add: Sleep (20%)


NINJA SWORDS:      [(PA + Sp) / 2] * WP
                   Range 1v2 (from below) / 1v3 (from above)
                   YES Two Swords
                   YES Two Hands
------------------------------------------------------------------------------
## NAME            WP  Ev  COST   COMMENTS/SPECIAL EFFECTS
-- --------------  --  --  -----  --------------------------------------------
0B Hidden Knife     8   5   3000
0C Ninja Knife      9   5   5000
0D Short Edge      10   5   7000
0E Ninja Edge      12   5  10000
0F Spell Edge      13   5  16000  Add: Don't Act (20%)
10 Sasuke Knife    14  15     10
11 Iga Knife       15  10     10
12 Koga Knife      15   5     10


SWORDS:            PA * WP
                   Range 1v2 (from below) / 1v3 (from above)
                   YES Two Swords
                   YES Two Hands
------------------------------------------------------------------------------
## NAME            WP  Ev  COST   COMMENTS/SPECIAL EFFECTS
-- --------------  --  --  -----  --------------------------------------------
13 Broad Sword      4   5    200
14 Long Sword       5  10    500
15 Iron Sword       6   5    900
16 Mythril Sword    7   8   1600
17 Blood Sword      8   5   2500  Absorbs damage as HP (reversed vs. Undead)
18 Coral Sword      8   5   3300  Lightning-elemental
19 Ancient Sword    9   5   5000  Add: Don't Move (20%)
1A Sleep Sword      9   5   5000  Add: Sleep (20%)
1B Platinum Sword  12  10  11000
1C Diamond Sword   10  10   8000
1D Ice Brand       13  10  14000  Ice-elemental; M: Ice 2
1E Rune Blade      14  15  20000  MA +2
1F Nagrarock        1  50     10  Add: Frog (20%)
20 Materia Blade   10  10     10  Required to enable LIMIT command


KNIGHT SWORDS:     [PA * Br/100] * WP
                   Range 1v2 (from below) / 1v3 (from above)
                   YES Two Swords
                   YES Two Hands
------------------------------------------------------------------------------
## NAME            WP  Ev  COST   COMMENTS/SPECIAL EFFECTS
-- --------------  --  --  -----  --------------------------------------------
21 Defender        16  60  40000
22 Save the Queen  18  30     10  Always: Protect
23 Excalibur       21  35     10  NON-ELEMENTAL.  Absorb: Holy.  M: Holy.
                                  Strengthen: Holy.  Always: Haste.
24 Ragnarok        24  20     10  Always: Shell
25 Chaos Blade     40  20     10  Always: Regen.  Add: Petrify (20%)


KATANA:            [PA * Br/100] * WP
                   Range 1v2 (from below) / 1v3 (from above)
                   YES Two Swords
                   YES Two Hands
------------------------------------------------------------------------------
## NAME            WP  Ev  COST   COMMENTS/SPECIAL EFFECTS
-- --------------  --  --  -----  --------------------------------------------
26 Asura Knife      7  15   1600
27 Koutetsu Knife   8  15   3000
28 Bizen Boat       9  15   5000
29 Murasame        10  15   7000    At least one of the appropriate katana
2A Heaven's Cloud  11  15   8000     must be in stock in order to use the
2B Kiyomori        12  15  10000         corresonding DRAW OUT attack.
2C Muramasa        14  15  15000
2D Kikuichimoji    15  15  22000
2E Masamune        18  15     10
2F Chirijiraden    25  15     10


AXES:              WP * F | F = (1..PA)
                   Range 1v2 (from below) / 1v3 (from above)
                   Both hands only
                   NO Two Swords
------------------------------------------------------------------------------
## NAME            WP  Ev  COST   COMMENTS/SPECIAL EFFECTS
-- --------------  --  --  -----  --------------------------------------------
30 Battle Axe       9   0   1500
31 Giant Axe       12   0   4000
32 Slasher         16   0  12000  Add: Slow (20%)


RODS:              PA * WP
                   Range 1v2 (from below) / 1v3 (from above)
                   YES Two Swords
                   YES Two Hands
------------------------------------------------------------------------------
## NAME            WP  Ev  COST   COMMENTS/SPECIAL EFFECTS
-- --------------  --  --  -----  --------------------------------------------
33 Rod              3  20    200
34 Thunder Rod      3  20    400  Lightning-elemental.  Strengthen: Lightning
                                  M: Bolt
35 Flame Rod        3  20    400  Fire-elemental.  Strengthen: Fire
                                  M: Fire
36 Ice Rod          3  20    400  Ice-elemental.  Strengthen: Ice
                                  M: Ice
37 Poison Rod       3  20    500  Add: Poison (20%)
38 Wizard Rod       4  20   8000  MA +2
39 Dragon Rod       5  20  12000
3A Faith Rod        5  20     10  Always: Faith.  Add: Faith (20%)


STAVES:            MA * WP
                   Range 1v2 (from below) / 1v3 (from above)
                   YES Two Swords
                   YES Two Hands
------------------------------------------------------------------------------
## NAME            WP  Ev  COST   COMMENTS/SPECIAL EFFECTS
-- --------------  --  --  -----  --------------------------------------------
3B Oak Staff        3  15    120
3C White Staff      3  15    800  Cancel: Death Sentence
3D Healing Staff    4  15   4000  Restores HP instead of damaging HP
3E Rainbow Staff    4  15   4000  MA +1
3F Wizard Staff     5  15   2200
40 Gold Staff       6  15   7000
41 Mace of Zeus     6  15     10  PA +2, MA +1
42 Sage Staff       7  15     10


HAMMERS:           WP * F | F = (1..PA)
                   Range 1v2 (from below) / 1v3 (from above)
                   YES Two Swords
                   YES Two Hands
------------------------------------------------------------------------------
## NAME            WP  Ev  COST   COMMENTS/SPECIAL EFFECTS
-- --------------  --  --  -----  --------------------------------------------
43 Flail            9   0   1200
44 Flame Whip      11   0   4000  Fire-elemental.  M: Fire 2.
45 Morning Star    16   0   9000
46 Scorpion Tail   23   0  40000


GUNS, PHYSICAL:    WP * WP
                   3 <= Range <= 8 (line of sight)
                   NO  Two Swords
                   NO  Two Hands
------------------------------------------------------------------------------
## NAME            WP  Ev  COST   COMMENTS/SPECIAL EFFECTS
-- --------------  --  --  -----  --------------------------------------------
47 Romanda Gun      6   5   5000
48 Mythril Gun      8   5  15000
49 Stone Gun       16   5     10  Start: Petrify


GUNS, MAGICAL:     [CFa/100 * TFa/100 * Q * WP]
                   Q = 14 : 60% of the time
                   Q = 18 : 30% of the time
                   Q = 24 : 10% of the time
                   3 <= Range <= 8 (line of sight)
                   NO  Two Swords
                   NO  Two Hands
------------------------------------------------------------------------------
## NAME            WP  Ev  COST   COMMENTS/SPECIAL EFFECTS
-- --------------  --  --  -----  --------------------------------------------
4A Blaze Gun       20   5     10  Casts Ice (60%), Ice 2 (30%), Ice 3 (10%)
4B Glacier Gun     21   5     10  Casts Fire (60%), Fire 2 (30%), Fire 3 (10%)
4C Blast Gun       22   5     10  Casts Bolt (60%), Bolt 2 (30%), Bolt 3 (10%)


CROSSBOWS:         PA * WP
                   3 <= Range <= 4 (line of sight)
                   NO  Two Swords
                   NO  Two Hands
------------------------------------------------------------------------------
## NAME            WP  Ev  COST   COMMENTS/SPECIAL EFFECTS
-- --------------  --  --  -----  --------------------------------------------
4D Bow Gun          3   5    400
4E Night Killer     3   5   1500  Add: Darkness (20%)
4F Cross Bow        4   5   2000
50 Poison Bow       4   5   4000  Add: Poison (20%)
51 Hunting Bow      6   5   8000
52 Gastrafitis     10   5  20000


LONGBOWS:          [(PA + Sp) / 2] * WP
                   3 <= Range <= 5 + [height_difference/2]
                       (line of sight or parabolic arc)
                   Both hands only
                   NO  Two Swords
------------------------------------------------------------------------------
## NAME            WP  Ev  COST   COMMENTS/SPECIAL EFFECTS
-- --------------  --  --  -----  --------------------------------------------
53 Long Bow         4   0    800
54 Silver Bow       5   0   1500
55 Ice Bow          5   0   2000  Ice-elemental. M: Ice
56 Lightning Bow    6   0   3000  Lightning-elemental.  M: Bolt
57 Windslash Bow    8   0   8000  Wind-elemental
58 Mythril Bow      7   0   5000
59 Ultimus Bow     10   0  22000
5A Yoichi Bow      12   0     10
5B Perseus Bow     16   0     10


INSTRUMENTS:       [(PA + MA) / 2] * WP
                   Range 3 (and only 3) (line of sight)
                   NO  Two Swords
                   NO  Two Hands
------------------------------------------------------------------------------
## NAME            WP  Ev  COST   COMMENTS/SPECIAL EFFECTS
-- --------------  --  --  -----  --------------------------------------------
5C Ramia Harp      10  10   5000  Add: Confusion (20%)
5D Bloody Strings  13  10  10000  Absorbs damage as HP (reverse vs. Undead)
5E Fairy Harp      15  10     10  Add: Charm (20%)


DICTIONARIES:      [(PA + MA) / 2] * WP
                   Range 3 (and only 3) (line of sight)
                   NO  Two Swords
                   NO  Two Hands
------------------------------------------------------------------------------
## NAME            WP  Ev  COST   COMMENTS/SPECIAL EFFECTS
-- --------------  --  --  -----  --------------------------------------------
5F Battle Dict      7  15   3000
60 Monster Dict     8  15   6000
61 Papyrus Plate    9  15  10000
62 Madlemgen       11  15  30000


SPEARS:            PA * WP
                   Range 2v3 (4 directions)
                   NO  Two Swords
                   YES Two Hands
------------------------------------------------------------------------------
## NAME            WP  Ev  COST   COMMENTS/SPECIAL EFFECTS
-- --------------  --  --  -----  --------------------------------------------
63 Javelin          8  10   1000
64 Spear            9  10   2000
65 Mythril Spear   10  10   4500
66 Partisan        11  10   7000
67 Oberisk         12  10  10000
68 Holy Lance      14  10  36000  Holy-elemental.  M: Holy
69 Dragon Whisker  17  10  44000
6A Javelin         30  10     10


STICKS:            MA * WP
                   Range 2v3 (4 directions)
                   NO  Two Swords
                   YES Two Hands
------------------------------------------------------------------------------
## NAME            WP  Ev  COST   COMMENTS/SPECIAL EFFECTS
-- --------------  --  --  -----  --------------------------------------------
6B Cypress Rod      6  20   1000
6C Battle Bamboo    7  20   1400
6D Musk Rod         8  20   2400
6E Iron Fan         9  20   4000  Add: Innocent (20%)
6F Gokuu Rod       10  20   7500
70 Ivory Rod       11  20  10000
71 Octagon Rod     12  20  20000  Cancel: Darkness, Silence, Oil, Frog,
                                   Poison, Stop, Slow, Don't Move, Don't Act
72 Whale Whisker   16  20  37000


BAGS:              F * WP | F = (1..PA)
                   Range 1v3 (from above) / 1v2 (from below)
                   NO  Two Swords
                   NO  Two Hands
                   Only females can equip
------------------------------------------------------------------------------
## NAME            WP  Ev  COST   COMMENTS/SPECIAL EFFECTS
-- --------------  --  --  -----  --------------------------------------------
73 C Bag           10   0  53000  MA +1
74 FS Bag          20   0  60000
75 P Bag           12   0  52000  Always: Regen
76 H Bag           14   0  58000  Sp +1



CLOTHS:            [(PA + MA) / 2] * WP
                   Range 2v3 (4 directions)
                   NO  Two Swords
                   NO  Two Hands
------------------------------------------------------------------------------
## NAME            WP  Ev  COST   COMMENTS/SPECIAL EFFECTS
-- --------------  --  --  -----  --------------------------------------------
77 Persia           8  50   7000
78 Cashmere        10  50  15000
79 Ryozan Silk     15  50  40000


_______________________________________________________________________________
[B.2] shields
      =========================================================================

Shields offer both physical (P.SEV) and magical (M.SEV) evasion bonuses.
See [1.4] for details.

                   /S-Ev\
## NAME            P.  M.  COST   COMMENTS/SPECIAL EFFECTS
-- --------------  --  --  -----  --------------------------------------------
80 Escutcheon      10   3    400
81 Buckler         13   3    700
82 Bronze Shield   16   0   1200
83 Round Shield    19   0   1600
84 Mythril Shield  22   5   2500
85 Gold Shield     25   0   3500
86 Ice Shield      28   0   6000  Absorb: Ice.  Half: Fire.  Weak: Lightning
87 Flame Shield    31   0   6500  Absorb: Fire.  Half: Ice.  Weak: Water
88 Aegis Shield    10  50  10000  MA +1
89 Diamond Shield  34  15  12000
8A Platina Shield  37  10  16000
8B Crystal Shield  40  15  21000
8C Genji Shield    43   0     10
8D Kaiser Plate    46  20     10  Strengthen: Fire, Lightning, Ice
8E Venetian Shield 50  25     10  Half: Fire, Lightning, Ice
8F Escutcheon      75  50     10


_______________________________________________________________________________
[B.3] mantles
      =========================================================================

Mantles (i.e., capes) offer physical (P.AEV) and magical (M.AEV) evasion
bonuses.  See [1.4] for details.

                   /A-Ev\
## NAME            P.  M.  COST   COMMENTS/SPECIAL EFFECTS
-- --------------  --  --  -----  --------------------------------------------
E5 Small Mantle    10  10    300
E6 Leather Mantle  15  15    800
E7 Wizard Mantle   18  18   2000  MA +1
E8 Elf Mantle      25  25   8000
E9 Dracula Mantle  28  28  15000
EA Feather Mantle  40  30  20000
EB Vanish Mantle   35   0     10  Start: Transparent

_______________________________________________________________________________
_______________________________________________________________________________


* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* This FAQ is dedicated to Dr Gamewiz (1936-1999),          *
* whose years of selfless service to the the Internet       *
* gaming community were an inspiration to us all.  The      *
* Doc, as he was affectionately called, ran a forum         *
* on America Online for many years, founded on the          *
* principle of 'gamesters helping gamesters'.  It was       *
* the best place on AOL to find hints, codes,               *
* walkthroughs, and altogether nice people, united by the   *
* Gamewiz slogan, 'BOOLAH!'.  There were message boards,    *
* newsletters, file repositories, and a weekly newsletter   *
* -- the Doc would never miss an issue.  Everyone who       *
* regularly visited the Gamewiz forum agreed:  there was    *
* just something wonderful and magical about it.  Many      *
* friendships were forged there, some of which are still    *
* going strong.  In 1997, however, AOL terminated its       *
* contract with the Doc, opting instead to back Antagonist  *
* Online, a larger, more impersonal forum whose name        *
* pretty well reveals its nature.  Though many Gamewiz      *
* regulars became disaffected, the Doc, ever the            *
* optimist, continued assiduously preparing the             *
* newsletters and kept running his trivia games.  Even      *
* in the face of terminal cancer, the Doc rarely missed     *
* an issue.  On September 28, 1999, Dr Gamewiz passed       *
* away -- even his eternal optimism could not ward off      *
* the terrible disease.  And so, Doc, this FAQ is for       *
* you.  Wherever you are now, I hope it makes you           *
* smile.  Thanks for giving so much of yourself, and        *
* know that your work does not go unappreciated.            *
* BOOLAH!                                                   *
*                 ` Aerostar                                *
*                                                           *
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

=====- end of file -===========================================================
(c) 2002 Aerostar <aerostar@subdimension.com>
Final Fantasy Tactics, Squaresoft, and all related indicia are trademarks of
Square Electronic Arts, L.L.C.
-------------------------------------------------------------------------------
                                       fftmech41.txt * revision 4.10 * 02-02-02
===============================================================================

