PS1 Walkthroughs: Final Fantasy Tactics Walkthrough

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Final Fantasy Tactics Walkthrough

                     ---------------------------------------
                    | Final Fantasy Tactics Faq/Walkthrough |
                     ---------------------------------------
                                   -------------
                                  | Version 1.9 |
                                   -------------
                                -------------------
                               | By Jarek Grochal  |
                                -------------------
                                -------------------
                               | KrOnOs1234@aol.com |
                                -------------------
 ============== 
|  ----------  |
| | Contents | |
|  ----------  |
 ==============
 ----------------
| Version Update |
 ----------------
 ------------
| Characters |
 ------------
 --------------------------
| Step-By-Step walkthrough |
 --------------------------
 ----------------------------
| In-Depth battle strategies |
 ----------------------------
 -----------
| Chapter 1 |
 -----------
 -----------
| Chapter 2 |
 -----------
 -----------
| Chapter 3 |
 -----------
 -----------
| Chapter 4 |
 -----------
 ---------------
| Getting Cloud |
 ---------------
 ------------------
| The Deep Dungeon |
 ------------------
 ---------------
| Final Battles |
 ---------------
 ---------
| Classes |
 ---------
 ------------------
| Battle Mechanics |
 ------------------
 ----------
| Monsters |
 ----------
 ---------
| Weapons |
 ---------
 -------
| Armor |
 -------
 ------------
| Accesories |
 ------------
 -------
| Items |
 -------
 ---------------
| Poaching List |
 ---------------
 ----------------
| Random Battles |
 ----------------
 -----------
| Copyright |
 -----------
Here We Go With The Faq/Walkthrough
 ----------------
| Version Update |
 ----------------
Version 1.0 8/19/99
-Contents Section
Version 1.1 8/20/99
-Walkthrough up to battle 7
Version 1.2 8/24/99
-Some format changes
Version 1.3 10/10/99
-Finished Chapter 1
Version 1.4 10/18/99
-Step-by-Step Walkthrough done
Version 1.5 10/18/99
-Battle 11 done fixed some mistakes
Version 1.6 01/08/00
-added battles 12+13
-added Squire+Chemist to characters section
Version 1.7 01/13/00
-added battle mechanics thanks to Aerostar13
Version 1.8 01/22/00
-added all level two classes
-Knight
-Archer
-Wizard
-Priest
Version 1.9 01/30/00
-added Monk to classes list
 ------------
| Characters |
 ------------
  --------------------------
/ Step-By-Step Walkthrough /
--------------------------
Chapter One-The Meager
Orbonne Monastery
 Battle 01
1.Magic City Gariland
 Battle 02
Delita is a Guest Member
2.Mandalia Plains
 Battle 03
Algus will join as guest
3.Igros Castle
4.Sweegy Woods
 Battle 04
5.Dorter Trade City
 Battle 05
6.Zeklaus Desert
 Battle 06
7.Igros Castle
8.Thieves' Fort
 Battle 07
9.Igros Castle
Algus leaves as Guest
10.Lenalia Plateau
 Battle 08
11.Fovoham Plains
 Battle 09
12.Fort Zeakden
 Battle 10
Chapter Two-The Manipulator and the Subservient
1.Orbonne Monastery
Gafgarion+Agrias join as Guests
Agrias' Troops join as members
2.Dorter Trade City
 Battle 11
3.Araguay Woods
 Battle 12
Boko joins as member if you save him
De-Equip all of Gafgarions Armor and Weapons
4.Zirekile Falls
 Battle 13
Gafgarion leaves as Guest
Ovelia joins as Guest
5.Zaland Fort City
 Battle 14
Mustadio joins as Guest
6.Bariaus Hill!!!!!!Pretty Tough
 Battle 15
7.Lionel Castle
Agrias+Ovelia leave your party
8.Zigolis Swamp
 Battle 16
9.Goug Machine City!!!!!!!Tough
 Battle 17
Mustadio joins as a member
10.Warjilis Trade City
11.Bariaus Valley
 Battle 18
Agrias joins as a Member
12.Golgorand Execution Site!!!!!!VERY TOUGH
 Battle 19
13.Lionel Castle
 Battle 20
 Battle 21
Chapter 3-The Valiant
1.Goland Coal City
 Battle 22
2.Lesalia Imperial Capital
 Battle 23
Alma joins as a Guest
3.Orbonne Monastery
 Battle 24
 Battle 25
 Battle 26
4.Dorter Trade City
5.Grog Hill
 Battle 27
6.Yardow Fort City
 Battle 28
Rafa joins as a guest
7.Yuguo Woods
 Battle 29
8.Riovanes Castle!!!!!!!EXTREMELY TOUGH SEE WALKTHROUGH
 Battle 30
Rafa Leaves Party
 Battle 31
 Battle 32
Rafa+Malak join as members
Chapter Four
1.Doguola Pass
 Battle 33
2.Bervenia Free City
 Battle 34
3.Finath River!!!!!Tough
 Battle 35
4.Church
 Battle 36
5.Bed Desert
 Battle 37
6.Bethla Garrison
 Battle 38A or 38B
 Battle 39
Orlandu joins as member
7.Germinas Peak
 Battle 40
8.Poeskas Lake
 Battle 41
9.Limberry Castle
 Battle 42(Ultima)
 Battle 43(Genji Wear)
 Battle 44
Meliadoul joins as a member
10.Igros Castel
 Battle 45
11.St.Murond Temple
 Battle 46
 Battle 47
 Battle 48
Beowulf+Cloud Side Quest
12.Goug Machine City
13.Goland Coal City(Check all rumors)
14.Lesalia Imperial Capital
Beowulf joins as a Guest
15.Goland Coal City
 Battle 49
 Battle 50
 Battle 51
 Battle 52
Beowulf+Reis(Dragon) join party as members
16.Goug Machine City
Worker 8 joins as member
17.Zeltennia Castle(Check Rumors)
18.Nelveska Temple
 Battle 53
19.Goug Machine
Cloud appears and runs away
20.Zarghidas Trade City
 Battle 54
Cloud joins as member
21.Warjilis Trade City
Overhear of Deep Dungeon
22.Deep Dungeon!!!!!GREAT TREASURES  SEE WALKTHROUGH
 Battle 55
 Battle 56
 Battle 57
 Battle 58
 Battle 59
 Battle 60
 Battle 61
 Battle 62
 Battle 63
 Battle 64
FINAL BATTLES 
23.Orbonne Monastery!!!!Can Be TOUGH
 Battle 65
 Battle 66
 Battle 67
 Battle 68
 Battle 69
 Battle 70

  ----------------------------
/ In-Depth Battle Strategies /
----------------------------
 -----------
| Chapter 1 |
 -----------
 -------------
/ The Meager /
------------
 --------------------------------------
| Battle 01-Orbonne Monastery          |         
| Enemy Units:Knight,Archer(3),Chemist |
| Difficulty:1/5                       |
| Recommended Level:10                 |
| Treasure:None                        |
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
| This is a testing battle and you cannot even die. You only control  | 
| Ramza and the Computer takes control of your other units. Don't     | 
| worry about Ramza Dying. Agrias and Gafgarion will handle most      | 
| of the enemy units with their strong sword attacks. Ramza can take  | 
| care of any remaining enemies with his normal Sword Attacks. Use    |
| this battle to experiment with the battle system.                   |
 ---------------------------------------------------------------------
After the battle, the princess will be kidnapped by someone, and the 
scene will switch to the school. After some dialouge, some Thieves will
attack the City, and the students will be sent to fight them off. On the 
screen for picking your team press R1 to change characters in your
team and compose a team of Ramza,2 Squires,2 Chemists.
 -----------------------------------
| Battle Map 02-Magic City Gariland | 
| Objective:Defeat All Enemies      | 
| Enemy Units:Squires(4),Chemist    | 
| Difficulty:1/5                    | 
| Recommended Level:1               |
| Treasure:None                     |
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
| Make sure that no-one dies in this battle, because you don't  | 
| have the luxury of a Phoenix Down for this battle, have the   | 
| Chemist use a Potion on anyone who's HP drops below 20. Send  | 
| 2 Fighters and a Chemist to the roofs to defeat the enemies   |
| there, while Ramza,Delita, and the other Chemist deals with   |
| the enemies before you. Concentrate your attacks on one       |
| enemy, or the enemy Chemist will heal his comrades with a     |
| Potion. All in all this should not be a tough battle          |
 ---------------------------------------------------------------
After the battle, Ramza will see his dying father, and then head for
Igros Castle. Make sure to buy some Potions, and Phoenix Downs with the 
money you won in the last battle. If possible change one of your generic 
characters to a Black Mage, and teach all the characters who can be 
tought the Phoenix Down ability
 ------------------------------------------------------------
| How Do I Get The Treasure On Each BattleField?             | 
| Equip a character with the Move-Find item Chemist Movement |
| Ability and then stand on the panel where the treasure is  |
| located. You will get one of the 2 treasures listed...To   |
| get the better treasures you must have a high brave level  |
 ------------------------------------------------------------ 
 ------------------------------------------
| Battle Map 03-Mandalia Plains            | 
| Objective 1:Defeat All Enemies           |
| Objective 2:Save Algus                   | 
| Enemy Units:Squires(4),Thief,Red Panther |  
| Difficulty:2/5                           | 
| Recommended Level:2                      |
| Treasure:X:0 Y:0-Dagger,Potion           |
|          X:4 Y:4-Broad Sword,Hi-Potion   |
|          X:4 Y:12-Rod,Antidote           |
|          X:8 Y:6-Oak Staff,Eye Drop      |
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
| Choose "Destroy The DeathCorps for an easier battle. By doing so    | 
| your brave level will be increased by 10 for the battle and by 2    | 
| permenantly. By Choosing to Destroy the DeathCorps, you don't have  |
| to worry about the death of Algus. Use Fire spells on the enemy     |
| if you have a BlackMage for some good damage. Make sure your        |
| Chemist who knows the PhoenixDown ability stays behind and revives  |
| anyone who dies in battle. Kill the enemy one by one and then pick  |
| up the crystals they leave behind. None of the enemies have any     |
| very damaging attacks aside from the Red Panther which can poison   |
| your characters. Finish off the enemy quickly and Algus will join   |
| you as a Guest.                                                     | 
 ---------------------------------------------------------------------
Head to Igros where you will be told to stay behind and guard the 
castle. You still decide to disobey your Brother and head out to save 
the Marquis. Level up your characters to Level 4 or so, and change 
Ramza, and another character to a Knight. Get enough money to buy
the best equipment for a Knight. Now your party should be........
Ramza(Knight)
Knight(Man)
Black Mage(Woman) 
Chemist
White Mage(Woman) 
Delita(Guest)
Algus(Guest)
Your White Mage should have some Cure spells and maybe a Protect or 
Shell spell, and your Black Mage should have all the Level 1 spells
(Fire,Ice,Bolt) and maybe Fire2, or Bolt2. Then Head for the Sweegy 
Woods.
 ---------------------------------------------------------
| Battle Map 04-Sweegy Woods                              | 
| Objective:Kill All Enemies                              | 
| Enemy Units:Goblin(2),BlackGoblin(2),Bomb(2),RedPanther | 
| Difficulty:2/5                                          | 
| Recommended Level:3                                     |
| Treasure:X:0 Y:1-Bow Gun,Echo Grass                     |
|          X:1 Y:9-Escutcheon,PhoenixDown                 | 
|          X:5 Y:11-Leather Helmet,Potion                 |
|          X:6 Y:6-Leather Hat,Hi-Potion                  |
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
| As long as your characters are Level 3, or even better Level 4.   | 
| Have your BlackMages use Ice Magic on the Goblins, which will     | 
| usually kill them in one hit, because of their weakness to Ice.   | 
| Make sure to kill the Bomb quickly and not leave it at low HP     |
| or it will explode for some major damage against your characters. |
| Have your chemist use PhoenixDowns on anyone who dies in the      |
| fight.                                                            |
 -------------------------------------------------------------------
Make sure your characters are Level 4 with one Wizard,2 Knights, and a 
chemist with Phoenix Down before going into the Slums of Dorter.
 -----------------------------------------------
| Battle Map 05-Slums of Dorter                 | 
| Objective:Kill All Enemies                    | 
| Enemy Units:Knight,Archer(3),Wizard(2)        | 
| Difficulty:3/5                                |                  
| Recommended Level:4                           |
| Recommended Party:BlackMage,Knight(2),Chemist |
| Treasure:X:0 Y:11-Leather Armor,Antidote      |
|          X:4 Y:3-Clothes,Eye Drop             |
|          X:6 Y:14-Mythril Knife,Echo Grass    |
|          X:7 Y:1-Long Sword,Phoenix Down      |        
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
| This is the 1st hard fight in the game. Keep your BlackMage     | 
| in the back casting spells at the enemy. Target the Wizards     | 
| 1st or they will deal some real bad damage on your characters.  | 
| Keep your chemist in the back throwing PhoenixDowns on any      |
| fallen alies. Let Delita, and Algus handle the Archer on the    |
| top while your characters deal with the enemies on the ground   |
 -----------------------------------------------------------------
After the battle, the Knight will spill some info on the Marquis being 
hidden in the Cellar of the Sand Rats in the Desert. That is your next 
destination.
 --------------------------------------------
| Battle Map 06-Cellar Of The Sand Mouse     | 
| Objective:Kill All Enemies                 | 
| Enemy Units:Knight(3),Monk(2),Archer       | 
| Difficulty:2/5                             | 
| Recommended Level:5                        |
| Recommended Party:Knight(2),Wizard,Chemist |
| Treasure:X:5 Y:4-Bronze Helmet,Potion      |
|          X:6 Y:2-Feather Hat,Hi-Potion     |
|          X:10 Y:10-Linen Cuirass,Antidote  |
|          X:10 Y:9-Leather Outfit,Eye Drop  |
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
| Have your Wizard line up behind the walls and cast Fire2 spells   | 
| on the enemies there. Your other characters should head inside    | 
| the fort and finish off the other enemies that are badly hurt     | 
| from the spells. Pick up the remaining crystals before finishing  | 
| off the last enemy to get some useful skills for your characters  |
 -------------------------------------------------------------------
The Marquis will be saved and you'll head back to Igros. Before going to 
Igros buy some new Light Armor in Dorter for your characters. You also 
might wanna teach your Chemist the Throw Item ability so he can throw 
items while in another class. Change your chemist into a Priest, or some 
other class. Make sure all your characters have the Squire Gained Jp Up 
skill which is vital in getting more JobPoints. Then head for Igros. 
Dycedarg will send you off to battle some thieves.
 -----------------------------------------------------------------
| Battle Map 07-Thieves Fort                                      | 
| Objective:Kill Miluda                                           | 
| Enemy Units:Miluda(Knight),Thief(3),Priest(2)                   | 
| Difficulty:2/5                                                  | 
| Recommended Level:6                                             |
| Recommended Party:Knight(2),Wizard,Priest(W/ThrowItem Ability)  |
| Treasure:X:1 Y:10-Flame Rod,Antidote                            |
|          X:2 Y:10-Ice Rod,Eye Drop                              | 
|          X:5 Y:9-White Staff,Echo Grass                         | 
|          X:9 Y:10-Long Bow,Phoenix Down                         |
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
| Watch out for the enemy priests as they sometimes have Black Magic  | 
| as their secondary ability and can cause some really nasty damage   | 
| to your characters. The thieves can use the Steal Heart ability     | 
| which can charm your characters and have them do the dirty work     |
| for the enemy. Have your Wizard cast Fire2 spells on the Priests    |
| to finish them off quickly, while your Knights quickly deal with    |
| the thieves. If you want you can finish Miluda quickly by using 2   |
| Fire2 spells on her quickly, but its best to kill all the enemies   |
| before to pick up some skills from the crystals. Make sure to watch |
| out for Miluda who can use the Knight's Break attacks which break   |
| your characters Armor, or Weapons lowering their HP and Strength    |                        
 ---------------------------------------------------------------------
In Igros Castle, there is trouble abrewing. Teta gets kidnapped and 
Dycedarg is injured in battle. Go back to Igros where Algus will leave 
your party, while Ramza and Delita will leave to try to find Teta. Head 
for Lenalia Plateau. Make sure all your characters are level 7 and all 
your characters have the best armor possible.
 -------------------------------------------------------------
| Battle Map 08-Lenalia Plateau                               | 
| Objective:Kill Miluda                                       | 
| Enemy Units:Knight(3),Wizard(2),Time Mage                   | 
| Difficulty:2/5                                              | 
| Recommended Level:7                                         |
| Recommended Party:Knight(2),Black Mage,White Mage(Chemist)  |                          
| Treasure:X:2 Y:8-Buckler,Potion                             | 
|          X:4 Y:4-Iron Helmet,Hi-Potion                      | 
|          X:5 Y:10-Red Hood,Antidote                         |  
|          X:10 Y:6-Bronze Armor,Eye Drop                     |
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
| As long as your Black Mage knows the Fire 2 spell, or any other     |
| level 2 spell, then this battle will be very easy. Have your Black  |  
| Mage use the level 2 spell, checking the AT unit list(Press Right)to|            
| make sure that the spell will discharge before the enemy moves outof|
| the way. Your Knights should attack normally, and collect the left  |
| over crystals to gain new skills. After all is done, then go ahead  |
| and kill, Miluda for an easy win.                                   | 
 ---------------------------------------------------------------------
Now, I suggest that you change Ramza into a Monk, providing that Ramza 
has learned the Equip Armor Knight skill. Equip Ramza with the Equip 
Armor skill to raise his HP, while keeping the attacking capabilties of 
the Monk intact.
 -----------------------------------------------------
| Battle Map 09-Windmill Shed                         |
| Objective:Kill Wiegraf                              |
| Enemy Units:Wiegraf,Monk(2),Chocobo,Knight          |
| Difficulty:2/5                                      |
| Recommended Level:8                                 |
| Recommended Party:Monk,Knight,Black Mage,White Mage |
| Treasure:X:0 Y:9-Leather Vest,Echo Grass            | 
|          X:3 Y:4-Linen Robe,Phoenix Down            | 
|          X:5 Y:8-Small Mantle,Potion                | 
|          X:6 Y:0-Mage Masher,Hi-Potion              |
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
| Wiegraf's Crush Punch can do 55+ damage, and sometimes      |
| instantly will kill a character. Its best to charge in      |  
| quickly and kill Wiegraf with Black Magic, but watch        |
| out, because Wiegraf will sometimes block a Magic Attack.   | 
| If you do not kill Wiegraf quickly, then the Monks will     | 
| cause some considerable damage with their Wave Fist         |
| attacks, and the Yellow Chocobo will move forward and heal  | 
| Wiegraf. So Kill that Bastard quickly, or you will regret   |
| it. Wiegraf will run away when his HP gets to a low level.  |
 -------------------------------------------------------------
The chapter is about to come to a close, but before you go to the last 
battle, make sure to level up to level 10, and maybe even make 2 Black 
Mages 
 ---------------------------------------------------
| Battle Map 10-Fort Zeakden                        |
| Objective:Kill Algus                              |
| Enemy Units:Knight(Algus),Knight(3),Wizards(2)    |
| Difficulty:3/5                                    |
| Recommended Level:10                              |
| Recommended Party:Team 1-Ramza,Black Mage         |
|                   Team 2-Knight,Black Mage        |
| Treasure:X:3 Y:3-Bronze Shield,Potion             | 
|          X:2 Y:10-Chain Mail,Hi-Potion            | 
|          X:4 Y:7-Chain Vest,Antidote              | 
|          X:8 Y:12-Silk Robe,Eye Drop              |
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
| This is the toughest battle of the entire chapter, so |
| be prepared. There are 2 black mages in the back of   | 
| Algus which can cause some nasty damage to your       | 
| characters. Charge forward with Ramza, who hopefully  |
| has learned some Monk skills, and concentrate your    |
| attacks on Algus, Make your Black Mage do the same    |
| thing, and hopefully, you will be able to kill him    |   
| before the enemy does some damage to your squadrone   |
 -------------------------------------------------------
 -----------
| Chapter 2 |
 -----------
 -------------------------------------------------------
| Battle Map 11-Dorter Trade City                       |
| Objective:Kill All Enemies                            |
| Enemy Units:Thief(2),Archer(2),Wizard(2)              |
| Difficulty:2/5                                        |
| Recommended Level:10                                  |
| Recommended Party:Monk,Black Mage,White Mage,Knight   |
| Treasure:X:0 Y:1-Ice Bow,Potion                       |  
|          X:2 Y:6-Shuriken,Hi-Potion                   | 
|          X:8 Y:4-Round Shield,Ether                   | 
|          X:8 Y:10-Barbuta,Echo Grass                  |
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
| Let Gafgarion+Agrias deal with most of their enemies with |
| their powerful sword attacks. Make sure to hide your      |
| White Mage, behind the buildings healing your units,      |
| because the enemies can deal some very high damage to     |
| units. Take out the Wizards first as they deal the most   |
| damage out of all the characters. The thieves might have  |
| the ability to Steal Heart of your units(Males can only   |
| charm females, and Females can only Charm males). If they |
| do then kill those bastards first.                        |
 -----------------------------------------------------------
After the battle, head to the stores, and buy the most up to date 
equipment. Lances are now available at Igros castle, which allows you to 
train Lancers which are a very powerful class.
 -------------------------------------------------
| Battle Map 12-Araguay Woods                     |
| Objective:Kill all Enemies or Save Chocobo      |
| Enemy Units:Goblin(5),Black Goblin              |
| Difficulty:1/5                                  |
| Recommended Level:11                            |
| Recommended Party:Monk,Knight,Black Mage,Lancer |
| Treasure:X:3 Y:5-Headgear,Soft                  |
|          X:4 Y:2-Mythril Armor,Phoenix Down     |
|          X:8 Y:5-Mythril Vest,Potion            | 
|          X:11 Y:9-Spike Shoes,Hi-Potion         |
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
| Picking kill all enemies drops your parties brave level by 10, and  |
| your permament brave level by about 2, but its still best to pick   |
| kill all enemies, because the Chocobo is pretty stupid, and will    |
| usually get himself killed. Use Ice magic on the goblins, because   |
| they are weak against, and will usually die from it in one hit.     | 
 ---------------------------------------------------------------------
Before the next battle: CHANGE GAFGARION INTO A CHEMIST AND UNEQUIP ALL 
HIS WEAPONS AND ARMOR
 -------------------------------------------------
| Battle 13-Zirekile Falls                        |
| Objective:Save Princess Ovelia                  | 
| Enemy Units:Gafgarion,Knight(5)                 |
| Difficulty:2/5                                  |
| Recommended Level:12                            |
| Recommended Party:Monk,Knight,Black Mage,Lancer |
| Treasure:X:1 Y:6-Leather Mantle,Ether           |
|          X:5 Y:7-Platina Dagger,Echo Grass      |
|          X:7 Y:5-Coral Sword,Soft               |
|          X:8 Y:5-Poison Rod,Phoenix Down        | 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
| As long as you de-equipped Gafgarion of all his items, then you will|
| be able to kill him in one hit. Use black magic, and regular attacks|
| on the knights close to you, while letting Delita take care of the  |
| enemy knights on his side. Ovelia will usually cast an MBarrier     |
| spell on herself, which protects her from attacks to some point,    |
| and runs away to the side. Use your most powerful attacks, and      |
| defeat the enemies. Delita is poweful, and won't need much help,    |
| but its better to get some allies on his side to quicken the defeat | 
| of the enemies.                                                     |        
 ---------------------------------------------------------------------
 -----------
| Chapter 3 |
 -----------
 -----------
| Chapter 4 |
 -----------
 ---------------
| Getting Cloud |
 ---------------
 ------------------
| The Deep Dungeon |
 ------------------
 ---------------
| Final Battles |
 ---------------
 ---------
| Classes |
 ---------
************************************************************************
*****************Level One Classes(Squire,Chemist)********************
 ---------
| Squire  |
 - - - - - - - - - - - - - - - - -
| Requirements: None              | 
| Weapons:Knife,Sword,Axe,Hammer  |
| Helmet:Hat                      |
| Armor:Clothes                   |
| Rating:3/5
 - - - - - - - - - - - - - - - - - - - - - - -
| Move   Jump   Speed   C-EV  AT  MA  HP  MP  |
 - - - - - - - - - - - - - - - - - - - - - - - 
|  4      3       8      5%        BASIC      |
 - - - - - - - - - - - - - - - - - - - - - - -
| Basic Skills  |
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
| Name        Range  Effect  Vertical  MP  Speed  JP  Rating  |
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
| Accumulate    0      1        -      -    NOW  300   ****   |
| Dash          1      1        1      -    NOW   80    **    |
| Throw Stone   4      1        -      -    NOW   90    **    |
| Heal          1      1        2      -    NOW  150    **    |
 -------------------------------------------------------------
 ------
| Pros |
 ------
-Basic class, has well-rounded stats
-Can equip powerful weapons
-Skills are pretty good, especially Accumulate which is great for 
 leveling up
 ------
| Cons |
 ------
-Can't equip powerful armor, which makes it weak in HP
-Weaker in fighting than Knights, or Monks 
 ----------
| Overview |
 ----------
HP 7/10
MP 5/10
Atk 6/10
Mag 3/10
Skills 8/10
Total 29/50
-Learn Gained JP Up, and Accumulate and then switch to a more powerful
 class
-Gained JP Up makes it much easier to learn new skills, and is a 
 nescesity throughout the whole game
 ---------
| Chemist |
 - - - - - - - - - -
| Requirements:None |
| Weapons:Knife,Gun |
| Helmet:Hat        |
| Armor:Clothes     |
 - - - - - - - - - - - - - - - - - - - - - - - - - -
| Move   Jump   Speed   C-EV  AT    MA    HP    MP  |
 - - - - - - - - - - - - - - - - - - - - - - - - - -
|  3      3       8      5%  -25%   0    -25%   0   |
 - - - - - - - - - - - - - - - - - - - - - - - - - -
| Item  |
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
| Name           Range  Effect  Vertical  MP  Speed  JP  Rating   |
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
| Potion           4      1         -     -    NOW   30   ****    |
| Hi-Potion        4      1         -     -    NOW  200   ****    |
| X-Potion         4      1         -     -    NOW  300  *****    |
| Ether            4      1         -     -    NOW  300    ***    |
| Hi-Ether         4      1         -     -    NOW  400   ****    |
| Elixir           4      1         -     -    NOW  900   ****    |
| Antidote         4      1         -     -    NOW   70      *    |
| Eye Drop         4      1         -     -    NOW   80      *    | 
| Echo Grass       4      1         -     -    NOW  120      *    |
| Maiden's Kiss    4      1         -     -    NOW  200      *    |
| Soft             4      1         -     -    NOW  250      *    |
| Holy Water       4      1         -     -    NOW  400      *    |
| Remedy           4      1         -     -    NOW  700      *    |
| Phoenix Down     4      1         -     -    NOW   90  *****    |
 -----------------------------------------------------------------
 ------
| Pros |
 ------
-Items are better than white magic, since they don't need to charge
-Items are vital to your survival
-Phoenix downs are absolutely vital if you don't want to loose a 
 character, and are much quicker than a raise spell
 ------
| Cons |
 ------
-Low HP, since they can't equip good armor
-Crappy damage dealing, until guns become available
-Its best just to put Items as a secondary skill
 ----------
| Overview |
 ----------
HP 5/10
MP 4/10
Atk 4/10
Mag 3/10
Skills 8/10
Total 24/50
-Its best to put items as a secondary ability. Stay away from the from    
 any of the status healing abilites, and just go for the Remedy skill.
************************************************************************
*************************Level Two Classes****************************
 --------
| Knight |
 - - - - - - - - - - - - - - - - - -
| Requirements:Squire Level Two     |
| Weapons:Sword,Knight Sword,Shield |
| Helmet:Helmet                     |
| Armor:Armor,Robe                  |
 - - - - - - - - - - - - - - - - - - - - - - - - - -
| Move   Jump   Speed   C-EV  AT    MA    HP    MP  |
 - - - - - - - - - - - - - - - - - - - - - - - - - -
|  3      3       8      10%  ++   Same   ++   Same |
 - - - - - - - - - - - - - - - - - - - - - - - - - -
| Battle Skill  |
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
| Name           Range  Effect  Vertical  MP  Speed  JP  Rating   |
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
| Head Break    Depends   0        -       -   Now   300   **     |
| Armor Break   Depends   0        -       -   Now   400   ***    | 
| Shield Break  Depends   0        -       -   Now   300   *      |
| Weapon Break  Depends   0        -       -   Now   400   ****   |
| Magic Break   Depends   0        -       -   Now   250   **     |
| Speed Break   Depends   0        -       -   Now   250   ****   |
| Power Break   Depends   0        -       -   Now   250   ****   |
| Mind Break    Depends   0        -       -   Now   250   *      |
 -----------------------------------------------------------------
 ------
| Pros |
 ------
-High Atk and HP allow him to run right into the battle and not worry
 about dying, while dishing out enormous damage with his large swords
-The battle skill can be useful in making a tough enemy, such as a boss
 powerless without his weapon, and low Atk, and Spd
-The battle skill can be a long-range skill because its range depends 
 totally on the weapon equipped
-Equip with the Ninja's two sword ability and he can be one of the most
 powerful characters in the game
 ------
| Cons |
 ------
-Other classes obtained a bit later are more powerful
-Looses its usefulness at the end of chapter two or so
 ----------
| Overview |
 ----------
HP 9/10
MP 3/10
Atk 8/10
Mag 3/10
Skills 6/10
Total 29/50 
-One of the most powerful classes in the game that you should use until
 the end of chapter two willingly. Later equip him with Two swords and
 watch him kill most enemies with two swings of his mighty swords. 
 Equip him with a Bracer to raise his Attack power even higher
 --------
| Archer |
 - - - - - - - - - - - - - - - - 
| Requirements:Squire Level Two |                      
| Weapon:Bows,Crossbows,Shield  |                 
| Helmet:Hat                    |
| Armor:Clothes                 |
 - - - - - - - - - - - - - - - - - - - - - - - - - - 
| Move   Jump   Speed   C-EV  AT    MA    HP    MP  |
 - - - - - - - - - - - - - - - - - - - - - - - - - - 
|  3      3       8      10% +15%  Same  Same  -20% |                                                
 - - - - - - - - - - - - - - - - - - - - - - - - - -
| Charge |
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
| Name           Range  Effect  Vertical  MP  Speed  JP  Rating   |
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
| Charge+1      Depends    1        -      -    -    100    *     |
| Charge+2      Depends    1        -      -    -    150    *     |
| Charge+3      Depends    1        -      -    -    200    *     |
| Charge+4      Depends    1        -      -    -    250    **    |
| Charge+5      Depends    1        -      -    -    300    *     |
| Charge+7      Depends    1        -      -    -    400    *     |
| Charge+10     Depends    1        -      -    -    600    *     |
| Charge+20     Depends    1        -      -    -   1000    *     |
 -----------------------------------------------------------------
 ------
| Pros |
 ------
-Archers SUCK
 ------
| Cons |
 ------
-Archers are probably the most useless class in the game
-Their range is very limited and you'll often find yourself standing
 too close to the enemy so you can't shoot them
-Their Charge ability is also useless as it rarely does a lot of damage
 and takes way too long to charge to be of any use and you'll often 
 find the enemy will move out of the way before you can shoot
 ----------
| Overview |
 ----------
HP 5/10
MP 2/10
Atk 5/10
Mag 3/10
Skills 1/10
Total 16/50
-Stay away from these guys at all cost. They are a long-range character
 but in the first chapter, a party of a monk,2 knights, and a black 
 wizard cannot be beat. Archers have low HP also so you'll often find
 that you can't get too far into the battle before a phoenix down is
 needed to revive these guys
 --------
| Priest |
 - - - - - - - - - - - - - - - - -
| Requirements:Chemist Level Two  | 
| Weapons:Staff                   | 
| Helmet:Hat                      |
| Armor:Clothes,Robe              |
 - - - - - - - - - - - - - - - - - - - - - - - - - - 
| Move   Jump   Speed   C-EV  AT    MA    HP    MP  |
 - - - - - - - - - - - - - - - - - - - - - - - - - - 
|   3      3      9      5%  -30%  +50%  -30%  +40% |                                                 
 - - - - - - - - - - - - - - - - - - - - - - - - - -
| White Magic |
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
| Name           Range  Effect  Vertical  MP  Speed  JP  Rating   |
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
| Cure             4      2        1       6    25    50  ****    |
| Cure 2           4      2        1      10    20   180  ***     |
| Cure 3           4      2        2      16    15   400  **      |
| Cure 4           4      2        3      20    10   700  **      |
| Raise            4      1        -      10    25   180  ***     |
| Raise 2          4      1        -      20    10   500  **      |
| Reraise          3      1        -      16    15   800  ***     |
| Regen            3      2        0       8    25   300  **      |
| Protect          3      2        0       6    25    70  ****    |
| Protect 2        3      2        3      24    15   500  **      | 
| Shell            3      2        0       6    25    70  ****    | 
| Shell 2          3      2        3      20    15   500  **      |
| Wall             3      1        -      24    25   380  **      |
| Esuna            3      2        2      18    34   280  *****   |
| Holy             5      1        -      56    17   600  ***     |
 -----------------------------------------------------------------
 ------
| Pros |
 ------
-The priest has some pretty good healing, and defensive skills and
 you might wanna keep one for the first 2 chapters
-Holy can do good damage against Zodiac Monsters, and the cure 
 spells can also damage undead characters
 ------
| Cons |
 ------
-No real attacking force
-Items are more reliable and are by far quicker in the heat of battle
 than charging a raise spell
-Low Hp, and attack force it to stay behind and become vulnerable to
 enemy attacks
 ----------
| Overview |
 ----------
HP 2/10
MP 7/10
Atk 2/10
Mag 7/10
Skills 7/10
Total 25/50
-This is a good class for the first 2 chapters, and then its better
 to mostly relly on items. Its best to just relly on items as a 
 secondary skill and then just ignore this class. Nothing special
 about this class att all
--------
| Wizard |
 - - - - - - - - - - - - - - - - -
| Requirements:Chemist Level Two  | 
| Weapons:Rod                     | 
| Helmet:Hat                      | 
| Armor:Clothes,Robe              |
 - - - - - - - - - - - - - - - - - - - - - - - - - - 
| Move   Jump   Speed   C-EV  AT    MA    HP    MP  |
 - - - - - - - - - - - - - - - - - - - - - - - - - - 
|  3       3      8      5%  -30%  +90%  -30%  +90% |                                           
 - - - - - - - - - - - - - - - - - - - - - - - - - -
| Black Magic |
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
| Name           Range  Effect  Vertical  MP  Speed  JP  Rating   |
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
| Fire             4      2         1      6    25    50  *****   |
| Fire 2           4      2         2     12    20   200  *****   |
| Fire 3           4      2         3     24    15   480  ****    |
| Fire 4           4      3         3     48    10   850  ***     |
| Bolt             4      2         1      6    25    50  ****    |
| Bolt 2           4      2         2     12    20   200  ****    |
| Bolt 3           4      2         3     24    15   480  **      |
| Bolt 4           4      3         3     48    10   850  *       |
| Ice              4      2         1      6    25    50  *****   |
| Ice 2            4      2         2     12    20   200  *****   |
| Ice 3            4      2         3     24    15   480  **      |
| Ice 4            4      3         3     48    10   850  **      |
| Poison           4      2         2      6    34   150  *       |
| Frog             3      1         -     12    20   500  ****    |
| Death            4      1         -     24    10   600  **      |
| Flare            5      1         -     60    15   900  ****    |
 -----------------------------------------------------------------
 ------
| Pros |
 ------
-One of the MOST POWERFUL classes in the game
-Magic does humongous damage especially if the enemy unit is weak
 to that element
-Highest MP, and Magic power of any class
-Useful until the end of the game
 ------
| Cons |
 ------
-Low HP, and attack but the great spells make up for that
 ----------
| Overview |
 ----------
HP 3/10
MP 10/10
Atk 4/10
Mag 10/10
Skills 10/10
Total 37/50
-Kick ass class one of the best in the game. Use him and get all the
 level 1 and 2 spells first. The level 3 and 4 spells are not as useful
 because they take too long to charge.
************************************************************************
***************************Level 3 Classes****************************
 ------
| Monk |
 - - - - - - - - - - - - - - - -
| Requirements:Knight Level Two | 
| Weapons:None                  | 
| Helmet:None                   |
| Armor:Clothes                 |
 - - - - - - - - - - - - - - - - - - - - - - - - - - 
| Move   Jump   Speed   C-EV  AT    MA    HP    MP  |
 - - - - - - - - - - - - - - - - - - - - - - - - - - 
|   4     3       8      10% +85%  -30%  Same  -30% |                                     
 - - - - - - - - - - - - - - - - - - - - - - - - - -
| Punch Art |
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
| Name           Range  Effect  Vertical  MP  Speed  JP  Rating   |
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
| Spin Fist        1       2        0      -   Now  150    **     |
| Repeating Fist   1       1        1      -   Now  300    **     |
| Wave Fist        3       3        1      -   Now  300   *****   |
| Earth Slash      8   4 Direct.    2      -   Now  600   *****   | 
| Secret Fist      1       1        0      -   Now  150    **     |
| Stigma Magic     1       2        0      -   Now  200    **     |
| Chakra           1       2        0      -   Now  350   *****   |
| Revive           1       1        0      -   Now  600   *****   |
 -----------------------------------------------------------------
 ------------------
| Battle Mechanics |
 ------------------
Lots of thanks to Aerostar13@aol.com for this section
CONTENTS:
---------
Part 1. Start Here!
        1.1     Definitions & Abbreviations
        1.2     Signs of the Zodiac
        1.3     Evasion %
        1.4     Abnormal Status
        1.5     Elementals, my dear Watson!
        1.6     A few general notes

Part 2. Weapon Attacks
        2.1     List of weapon (and barehand) attack formulas
        2.2     Zodiac for weapon attacks
      
Part 3. Magical Attacks
        3.1     Faith-based magic attacks
        3.2     Spell multiplier chart
        3.3     Non-faith-based magic attacks

Part 4. Effect Magic
        4.1     Equation
        4.2     Complete list of multipliers

Part 5. Other Attacks
        5.1     Draw Out
        5.2     Throw
        5.3     Punch Art
        5.4     Steal       
        5.5     Battle Skill
        5.6     Talk Skill
        5.7     Sword Skills
        5.8     Geomancy
        5.9     Truth
        5.10    Un-truth

Part 6. Monster Abilities
        6.1     List of monster abilities

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



                  *         *         *


  11     PART ONE
 111     ---------------------------------------------
  11                                      introduction
  11
  11
 1111

_________________________________
[1.1] definitions & abbreviations
      ===========================

Before you read this guide, there are a few definitions and
abbreviations which you should understand:

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

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

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

- PHYSICAL AT is the number next to the sword icon on the middle
  panel of the status screen.  It indicates a character's physical
  attack power.  In this guide, Physical AT is sometimes abbreviated
  'PA'.  Min: 1  Max: 99

- MAGICAL AT is the number next to the sceptre icon on the middle
  panel of the status screen.  It indicates a character's magical
  ability.  In this guide, Magical AT is sometimes abbreviated as
  'MA'.  Min: 1  Max: 99

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

- A PHYSICAL ATTACK is any attack which uses Physical AT in its
  calculation.

- A MAGICAL ATTACK is any attack which uses Magical AT in its
  calculation.  Some attacks (e.g. Geomancy) can be both physical
  and magical.

- BRAVE, which is listed on-screen under the character's name and
  occupation, is a stat which supposedly represents courage in
  battle.  It's a factor in many special skills and a few
  weapon attacks, and also represents the rate at which you'll
  use your Reaction Ability.  In this guide, you will see it
  abbreviated as 'Br'.  Min: 1 (below 10 = Chicken)  Max: 100

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

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

  (X = Caster)
                            #           #
                  #        ###          #
        #        ###      #####         #
       #X#      ##X##    ###X###     ###X###
        #        ###      #####         #
                  #        ###          #
     Range 1   Range 2      #           #
                          Range 3     Range 3
                                     (4 directions)
    
    Usually, Range is independent of vertical height, but for some
    skills (e.g., Talk Skill), it can be limited by height difference.
    
- The EFFECT AREA of an attack determines which panels will actually be
  hit by the attack.  It's determined by counting the number of squares
  an attack can hit from the centre to one corner of the effect area.
  Effect area is usually restricted by vertical height.  Most attacks
  have a height tolerance of 2-3, but it varies greatly.  When an attack
  has an overly restrictive or permissive vertical effect area, we try
  to note it in the guide, but it's not absolutely complete.

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

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

   Special firing ranges:

   - for LINEAR firing ranges, the range is measured in the number
     of squares outward (not including caster) that the attack can
     target, followed by the number of directions the line can go in.
     the effect area is measured by the number of squares it affects,
     and the number of directions in which it does so.  for example,
     the 'Holy Explosion' attack is {5(4dir)/5(1dir)}.

   - for AUTOMATIC firing ranges, the range and the effect area are
     always the same.  This is denoted by {A/N}, where N is the 
     number of squares, in a straight line counted from the centre 
     of the effect area, that the attack effects. For instance, {A/3} 
     is illustrated below.

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

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


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

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

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

Br = Brave
Fa = Faith
MA = Magical AT
PA = Physical AT
WP, WpnPwr = Weapon's power
CFa = Caster's Faith
TFa = Target's Faith
Lv = Level
MaxHP = Maximum HP (in HP 500/556, 556 is the MaxHP)
CurHP = Current HP (in HP 500/556, 500 is the CurHP)
MaxMP = Maximum MP
CurMP = Current MP
CT = Charge Time
P.SEv = Physical Shield Evade%
P.CEv = Physical Inherent Evade%
P.AEv = Physical Accessory Evade%
M.SEv = Magical Shield Evade%
M.CEv = Magical Inherent Evade%
M.AEv = Magical Accessory Evade%
WEv = Weapon Evade%
R/E = range / effect area
dir = directions
A/2, A/3, etc. = automatic firing range 2, 3, etc. (see above)
V = vertical (in effect area)


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

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

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

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

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

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

> For chances of success and for faith-based magic:
Good compatibility: damage or chance * 1.25        
Bad compatibility: damage or chance * 0.75
Best compatibility: damage or chance * 1.50
Worst compatibility: damage or chance * 0.50

> When the format for the damage from an attack is 
(multiplier) * (PA, MA, or Weapon Power),
the Zodiac effect is applied to the multiplier, and then the multiplier
is multiplied by the PA, MA, or WP normally:

Good compatibility:  (multiplier + [multiplier/4])
Bad compatibility:   (multiplier - [multiplier/4])
Best compatibility:  (multiplier + [multiplier/2])
Worst compatibility: (multiplier - [multiplier/2])

For instance, let's say an Aries with 13 PA and a Rune Blade 
attacks a Cancer.  Aries and Cancer have 'Bad' compatibility, so:

Damage {before Zodiac} = [13] * 14
Damage {after Zodiac} = [13 - [13/4]] * 14  <-- Notice that Zodiac is
                      = [13 - 3] * 14        applied before multiplying 
by WP
                      = [10] * 14
                      = 140

If you had applied the Zodiac effect after multiplying it out, you would
have got 137 damage, which is wrong.

                     
More examples:

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

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


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

'Critical hits' will sometimes occur at random intervals.  I don't know
if the frequency of these hits has to do with Zodiac compatibility or
not.  Regardless, damage done by a critical hit is equal to 
[Normal damage * 4/3].


_____________
[1.3] evasion
      =======

When you attack a unit, they have a chance to defend themselves with 
four 
things: (1) their natural stealth (C-EV); (2) their shield (S-EV); (3) 
their
accessory (A-EV); (4) their weapon (WEV), if they have the support 
ability
'Weapon Guard' equipped.  These four percentages are multiplied together 
and
subtracted from 100% to get the chance of actually hitting the unit with
the attack.  There are separate categories for physical (P.SEV, P.AEV, 
P.CEV)
and magical (M.SEV, M.AEV, M.CEV) damage.  Weapon evasion only works on
physical attacks.

For instance, let's say Ramza attacks Algus -- who is equipped with a 
Crystal Shield (P.SEV +40%, M.SEV +15%) and a Feather Mantle (P.AEV 
+40%,
M.AEV +30%).  The two have neutral Zodiac compatibility.  Algus has no
inherent evade%, but his shield and cloak will give him a chance to 
avoid 
the damage:

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

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

                    Shield    Cloak
Flare Hit% = 100 * (1-.15) * (1-.30) = 100 * .85 * .7 = .595 = 60%

Not all attacks are affected by all evade percentages.  Here is a
partial list of attacks and the corresponding evasion percentages
to use.

Weapon Attack (front)        P.AEV, P.CEV, P.SEV, W.EV
Weapon Attack (side)         P.AEV, P.CEV, W.EV
Weapon Attack (rear)         P.CEV
Stealing                     See [5.4]
Battle Skill                 See [5.5]
Talk Skill                   See [5.6]
Black Magic (damage-causing) M.AEV, M.SEV, M.CEV
Status-affecting magic       M.CEV
Allure, Steal Heart,
  Choco Ball                 P.CEV
Throw                        P.CEV, P.AEV

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

- all 'Holy Sword', 'Dark Sword', 'Mighty Sword'* attacks
- all Summon Magic except 'Silf', 'Carbunkle', 'Lich'
- all 'Draw Out' attacks
- all 'Fear' attacks (used by Zodiac beasts)
- 'Truth' and 'Un-truth' (that is, if they target the right panels)
- Shadow Stitch, Seal, Stop Bracelet (Assassin skills)
- Cure spells
- Choco Meteor
- Holy
- Dark Holy
- Meteor, Melt, Quake, Tornado
- Flare 2
- Giga Flare, Nanoflare, Lifebreak, Ulmaguest
- Ultima, All-Ultima
- Poison Frog, Midgar Swarm
- Geomancy
- Dash
- Limit (Cloud)
- Triple Flame, Triple Thunder, Dark Whisper (on panels they hit)
- Blow Fire, Mimic Titan
- Dragon Breath attacks
- Self-Destruct
- a few others

* 'Mighty Sword' cannot target monsters.

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


_____________________
[1.4] abnormal status
      ===============

There are a number of status alterations in FFT which can alter the way
that these equations are calculated:

Status      Appearance      Effect
~~~~~~~~~~  ~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Berserk     Red glow        [PA * 1.5], uncontrollable
Blood Suck  Complete purple Uncontrollable; always uses 'Blood Suck'
Charging    'C'             charging up spell; damage to a charging
                              target is multiplied by 1.5
Charm       Heart           Fight on enemy's side
Chicken     Chicken         Flee from enemies; uncontrollable
Confusion   Odd motions     Uncontrollable; will act randomly
Critical    Kneeling        HP is less than 25%
Darkness    Eye with 'X'    Target's evade percentages are doubled
Dead        Lying down      HP at 0; will disappear after 3 turns
Death-      Number above
 Sentence       head        When count runs out, unit dies
Defending   Guarded pose    Evasion percentages doubled
Don't Act   'DA'            Can't Act
Don't Move  'DM'            Can't Move
Faith       Arrow up        [Faith * 1.5]
Float       Floating in air Float over ground obstacles; cancel Earth
Frog        Frog            Can't do anything but attack; take 1.5x 
damage
Haste       Fast animation  Speed x1.5
Innocent    Arrow down      0 Faith
Invite      --              Join enemy party
Oil         Blackened       Damage from fire is doubled
Performing  Singing/dancing Charging up song or dance
Petrify     Turn to stone   Can't move, act, or be hit
Poison      Green glow      -[MaxHP / 8] HP each turn
Protect     Triangle        Physical damage to unit is multiplied by 0.6
Quick       --              Unit's turn is executed next
Reflect     --              Reflectable spells bounce off 
Regen       Blue glow       +[MaxHP / 8] HP each turn
Reraise     Hovering angel  Cast Raise 1 turn after 'Dead' is set
Shell       Square          Magical damage to unit is multiplied by 0.6
Silence     '...'           Can't cast magic
Sleep       'ZZZ'           Don't get a turn; 1.5x damage from attacks
Slow        Slow animation  Speed halved
Stop        No animation    CT stops
Undead      Magenta tint    Heal spells do damage; Death restores life;
                              unit always is healed from draining 
spells,
                              regardless of whether they are caster or 
                              target 


The following statuses are considered 'positive': Faith, Float,
Haste, Innocent, Protect, Regen, Quick, Reraise, Shell.

The following are considered 'negative': Berserk, Blood Suck,
Charm, Chicken, Confusion, Darkness, Dead, Death Sentence,
Don't Act, Don't Move, Frog, Invite, Oil, Petrify, Poison,
Reflect, Silence, Sleep, Slow, Stop, Undead.

A target will try to evade 'negative' effects (and so you must
factor in evasion% for these), but will not try to avoid
'positive' effects.  In addition, a target will never
try to avoid HP/MP recovery.


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

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

The effects are as follows:

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

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

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


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

CRYSTALS
   When an enemy crystallizes and you are given the opportunity to
learn its abilities, you will gain _all_ of its abilities which you
did not have (not just one).

EXTRA JP
   When person X gains JP, everyone else in the party will earn
[1/6 of gained JP] towards the job which person X currently has.

LEARNING MAGIC
   Everyone knows that 'Ultima' and 'Zodiac' need to be learned by
experiencing their effects.  But not as many know that _any_ spell
may be learned in this way.  Simply have someone that knows the
spell cast it on someone (of the correct job) who doesn't know it
yet.  They may be given a chance to learn it.

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

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

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



 22222   PART TWO
22   22  ---------------------------------------------
     22             formulas for normal weapon attacks
   22                          (and barehanded attack)
 22 
22222222


___________________________
[2.1] normal weapon attacks
      =====================

These formulas are used to calculate the damage that will result
when the specified weapon is equipped and you select the 'Attack'
command. 

Bare Hands: PhysAT * [PhysAT * (Brave/100)] 
  (multiply the damage by 1.5 if the attacker has 'Martial Arts')

Knife: (Physical AT - [(Physical AT - Speed)/2]) * Weapon's Power
  (remember that subtracting a negative is the same as adding)

Sword: Physical AT * Weapon's power 

Knight Sword: (Brave/100 * Physical AT) * Weapon's Power  

Ninja Sword: (Physical AT - [(Physical AT - Speed)/2]) * Weapon's Power

Katana: (Brave/100 * Physical AT) * Weapon's Power

Staff: Magical AT * Weapon's power

Rod: Physical AT * Weapon's power 

Crossbow: Physical AT * Weapon's power (Range 4)

Bow: (Physical AT - [(Physical AT - Speed)/2]) * Weapon's Power (Rng. 5)

Gun (regular): Gun's attack power squared (Range 8)

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

Hammer: (Weapon Power * Random # from 1 to Physical AT)

Axe: (Weapon Power * Random # from 1 to Physical AT)

Stick: Magical AT * Weapon's power (Range 2 [4 directions])

Spear: Physical AT * Weapon's power (Range 2 [4 directions])

Musical Instrument: [(PhysAT / 2) + (MagAT / 2)] * WpnPwr (range 3)

Dictionary: [(PhysAT / 2) + (MagAT / 2)] * WpnPwr  (range 3)

Cloth: [(PhysAT / 2) + (MagAT / 2)] * WpnPwr (range 2)

Bag: ([PhysAT / 2] + 1) * WP


_______________________________
[2.2] zodiac for weapon attacks
      =========================

All weapon attacks involve (multiplier) * Weapon Power.  The
Zodiac compatibility works as follows

Good:     [multiplier + (multiplier/4)] * Weapon Power
Bad:      [multiplier - (multiplier/4)] * Weapon Power
Best:     [multiplier + (multiplier/2)] * Weapon Power
Worst:    [multiplier - (multiplier/2)] * Weapon Power



 33333   PART THREE
33   33  ---------------------------------------------
   333                                 magical attacks
     33                    
33   33
 33333  

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

For faith-based, standard magical attacks,

Damage = Q * MA * CFa * TFa  [always round down]
         ------------------
               10000      

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

How to use the chart:  Let's say you want to calculate the damage from
a 'Dark Holy' spell from a character with 15 Magic AT and 80 Faith,
targeting a character with 64 Faith and normal Zodiac compatibility.  
Look 
up 'Dark Holy' on the chart, and you find that its multiplier is 37.  
So, substitute the numbers into the above formula:

Damage = 37 * 15 * 80 * 64   2,841,600
         ----------------- = --------- = 284.16 [round down] = 284 HP.
               10000           10000

For Zodiac compatibility , just multiply the damage by the Zodiac 
Multiplier (see [1.2]) and round down.


_______________________________
[3.2] list of spell multipliers (alphabetical order)
      =========================
                
                    
SPELL.....Q-VALUE | MP  R/E       
------------------|--------
All Ultima ... 55 | 50  5/4      
Bahamut ...... 46 | 60  4/4      
Bio .......... 12 |  8  4/2   
Bio 3 ........ 24 | 24  4/3
Bolt  ........ 14 |  6  4/2
Bolt 2 ....... 18 | 10  4/2
Bolt 3 ....... 24 | 24  4/2
Bolt 4 ....... 32 | 48  4/3
Cure .........-14 |  6  4/2
Cure 2 .......-20 | 12  4/2
Cure 3 .......-30 | 16  4/2
Cure 4 .......-40 | 20  4/2
Cyclops ...... 50 | 62  4/4
Dark Holy .... 37 | 40  4/1
Fairy ........-24 | 24  4/3
Fire ......... 14 |  6  4/2
Fire 2 ....... 18 | 12  4/2
Fire 3 ....... 24 | 24  4/2
Fire 4 ....... 32 | 48  4/3
Flare ........ 46 | 60  5/1
Flare 2 ...... 38 | 35  4/2
Holy ......... 50 | 56  5/1
Ice .......... 14 |  6  4/2
Ice 2 ........ 18 | 12  4/2
Ice 3 ........ 24 | 24  4/2
Ice 4 ........ 32 | 48  4/3
Ifrit ........ 24 | 24  4/3
Leviathan .... 38 | 48  4/4
Melt ......... 38 | 70  4/4  
Meteor ....... 60 | 70  4/4
Moogle .......-12 |  8  4/3
Odin ......... 40 | 50  4/4
Quake ........ 39 | 70  4/4  
Ramuh ........ 24 | 24  4/3
Salamander ... 38 | 48  4/3
Shiva ........ 24 | 24  4/3
Titan ........ 28 | 30  4/3
Tornado ...... 37 | 70  4/4
Ultima ....... 23 | 10  4/2
Ultima [2] ... 30 | 25  4/3 
Zodiac ....... 96 | 99  4/4

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

Name            Result {Range/Effect}
~~~~~~~~~~~~~~  
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Blade Beam:     Damage = [Caster's Max HP - Caster's CurHP] {2/1}
Braver:         Damage = [Caster's MA * 12] {2/1}
Cherry Blossom: Damage = [Caster's MA * 60] {3/3vert0}
Climhazzard:    Damage = [Target's MaxHP - Target's CurHP] {2/1}
Cross-slash:    Damage = [Caster's MA * 22] {2/2}
Demi:           Damage = [Target's MaxHP * .25] {3/2}
Demi 2:         Damage = [Target's MaxHP * .50] {4/2}
Drain Life:     Drainage = [Target's MaxHP * .25] {4/1}
Giga Flare:     Damage =  7 * Caster's MA {4/3vert0}
Gravi 2:        Damage = Target's CurHP - 1 {4/2vert2}
Holy Bracelet:  Damage = 14 * Caster's MA (Holy) {4/3vert2[random 
panels]}  
Hurricane:      Damage = [Target's MaxHP * .34] (Wind-elemental) {4/3}
Lich:           Damage = [Target's MaxHP * .50] (Darkness-elemental) 
{4/3}
Lifebreak:      Damage = [Caster's MaxHP - Caster's CurHP] {4/1}
Meteorain:      Damage = [Caster's MA * 26] {3/3vert0}
Midgar Swarm:   Damage = 24 * Caster's MA {4/3}
Nanoflare:      Damage = ([Caster's MA /2] + 2) * Caster's MA {4/3}
Omnislash:      Damage = [Caster's MA * 40] {4/3vert0}
Raise:          Healing = [Target's MaxHP / 2] {3/1}
Shock!:         Damage = [Caster's MaxHP - Caster's CurHP] {8/1}
Truth:          See [5.9]
Ulmaguest:      Damage = [Caster's MaxHP - Caster's CurHP] {4/3}

Zodiac compatibility affects the damage done by magic spells:
- 'Worst' compatibility: Damage = Damage * .50
- 'Bad' compatibility: Damage = Damage * .75
- 'Good' compatibility: Damage = Damage * 1.25
- 'Best' compatibility: Damage = Damage * 1.50

(see section [7.1] for the a description of an attack if it
 does not appear here)




    444  PART FOUR
  44 44  ---------------------------------------------
 4   44                                   effect magic 
444444444                     & percentage multipliers
     44
     44 


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

(if those ASCII parentheses and brackets show up funny, the formula
 written out on one line is
 [((CFa * TFa * PM) / 100) + ((CFa/100) * (TFa/100) * MA)] ).

where PM is a percentage multiplier peculiar to the spell;
CFa is the caster's faith;
TFa is the target's faith.
[The 40 is arbitrarily chosen to simplify the P.M. numbers]

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

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

++ DON'T forget to ALSO multiply by the evade percents M.SEV, M.CEV and
   M.AEV (convert them to decimals first ... i.e., 40% M.SEV = .40) of
   the target you are casting the spell on.  

++ ZODIAC SIGNS are also a factor:  simply multiply the percentage by
   the Zodiac Multiplier (see [1.2]).

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

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

Impure / Bio
~~~~~~~~~~~~
Bio 2          1.2     Add: Silence {4/2}
Bio 2          1.1     Add: Slow {4/2}
Bio 2          1.1     Add: Poison {4/2}
Bio 2          1.1     Add: Petrify {4/2}

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

Time Magic
~~~~~~~~~~
Haste          1.8     Add: Haste {3/2vert1}
Haste 2        2.4     Add: Haste {4/2}
Slow           1.8     Add: Slow  {3/2vert1}
Slow 2         2.4     Add: Slow  {4/2}
Stop           1.1     Add: Stop  {3/1}
Don't Move     1.9     Add: Don't Move {4/1}
Float          1.4     Add: Float {4/1}
Reflect        1.8     Add: Reflect {3/1}
Quick          1.4     Add: Quick {3/1}
Demi           1.9     [HP * .25] damage {3/2}
Demi 2         1.2     [HP * .50] damage {4/2}

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

Black Magic
~~~~~~~~~~~
Poison         1.6     Add: Poison {4/1}
Frog           1.2     Add: Frog {4/1}
Death          1.0     Add: Dead {4/1}

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

Magic Sword (if the target has 'Blade Grasp', these percentages are 
halved)
~~~~~~~~~~~
Blind          2.2     Add: Darkness  {4/1}
Aspel          2.0     Drain 1/4 of MP {4/1}
Drain          2.0     Drain 1/4 of HP {4/1}
Faith          2.0     Add: Faith     {etc.}
Innocent       2.0     Add: Innocent
Zombie         1.9     Add: Undead
Silence        2.0     Add: Silence
Berserk        1.8     Add: Berserk
Chicken        2.0     Br -50
Confuse        1.9     Add: Confusion
Despair        2.0     Cancel positive status ailments
Don't Act      2.0     Add: Don't Act
Sleep          1.9     Add: Sleep
Break          1.8     Add: Petrify

Saturation
~~~~~~~~~~
Mute           2.0     MP goes to zero {4/3}
Despair 2      2.0     Cancel positive status ailments {4/3}
Return 2       2.0     CT goes to zero {4/3}

Destroy Sword (also halved by 'Blade Grasp')
~~~~~~~~~~~~~
Magic Ruin     2.5     MP is halved {4/2}
Speed Ruin     2.5     Speed -3 {4/2}
Power Ruin     2.5     Phys AT -5 {4/2}
Mind Ruin      2.5     Mag AT -5 {4/2}


- remember to factor in evasion percentages (see section [1.3]).

- status abnormality 'Faith' in target or caster makes 
  [percentage = percentage * 3/2]; 
- status abnormality 'Innocent' makes 
  [percentage = 0].



5555555  PART FIVE
55       ---------------------------------------------
555555                  formulas for various abilities
     55
     55
555555


______________
[5.1] draw out
      ========

Damage from Draw Out attacks is calculated based on the user's Magic AT:

draw out skill  result {Range/Effect}
~~~~~~~~~~~~~~  ~~~~~~~~~~~~~~~~~~~~~~~~~~
Asura           Damage =  8 * Mag AT {A/3}
Koutetsu        Damage = 12 * Mag AT {A/3}
Bizen Boat      Damage to MP = 4 * Mag AT {A/3}
Murasame        Healing = 12 * Mag AT {A/3}
Heaven's Cloud  Damage = 14 * Mag AT, may cause Slow {A/3}
Muramasa        Damage = 18 * Mag AT, may cause Confuse/Death Sentence 
{A/3}
Kikuichimoji    Damage = 16 * Mag AT {4dir/8}
Masamune        Add: Regen and Haste {A/3}
Chirijiraden    Damage = 30 * Mag AT {A/3}

ZODIAC: let 'n' be the constant that is multiplied by Mag AT in the
Draw Out equation.  So,
Good compatibility:  Damage = (n + [n/4]) * Mag AT
Bad compatibility:   Damage = (n - [n/4]) * Mag AT
Best compatibility:  Damage = (n + [n/2]) * Mag AT
Worst compatibility: Damage = (n - [n/2]) * Mag AT


___________
[5.2] throw
      =====

'Throw' damage is calculated by:

Damage = (Speed * [PA / 20]) * (Thrown Weapon's Power)

'Speed' is the thrower's speed, and 'Weapon's Power' is the power of the
thrown weapon (press 'select' on a weapon's name to find out its power).
'PA' is the thrower's physical AT.

ZODIAC: let 'n' be (Speed * [PA / 20]):
Good compatibility:  Damage = (n + [n/4]) * Weapon Power
Bad compatibility:   Damage = (n - [n/4]) * Weapon Power
Best compatibility:  Damage = (n + [n/2]) * Weapon Power
Worst compatibility: Damage = (n - [n/2]) * Weapon Power


_______________
[5.3] punch art
      =========

Spin Fist      Damage = PA * [PA / 2]
Repeating Fist Expected Damage = PA * 7.5
Wave Fist      Damage = PA * ([PA / 2] + 1)
Earth Slash    Damage = PA * [PA / 2]   {earth}
Secret Fist    Success% = MA + 50
Chakra         Recovery = (5 * PA) HP; [5 * PA / 2] MP
Revive         Success% = PA + 70

ZODIAC: For success% of Secret Fist and Revive, simply multiply the
percentage by the appropriate Zodiac Multiplier (see [1.2]).  For
the techniques based on physical attack, let 'n' be the part of the
equation by which PA is multiplied:
Good compatibility:  Damage = (n + [n/4]) * Mag AT
Bad compatibility:   Damage = (n - [n/4]) * Mag AT
Best compatibility:  Damage = (n + [n/2]) * Mag AT
Worst compatibility: Damage = (n - [n/2]) * Mag AT


If the user of Punch Art has the 'Martial Arts' ability (i.e.,
Monk, Archaic Demon, Ultima Demon, Apanda, Byblos, or anyone
with Martial Arts equipped as a support ability), then there
are bonuses, as follow:

Spin Fist      Damage = Normal Damage * 1.5
Repeating Fist Expected Damage = Normal Expected Damage * 1.25
Wave Fist      Damage = Normal Damage * 1.25
Earth Slash    Damage = Normal Damage * 1.5
Secret Fist    Chance = Normal Chance + [MA / 2]%
Chakra         Recovery = Normal Recovery * 1.5
Revive         Chance = Normal Chance + [PA / 2]%


___________
[5.4] steal
      =====

Success % =  (K + Stealer's Speed) * [Evasion Factor]

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

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

'Steal Heart' uses a different scheme:

command       success%
~~~~~~~~~~~   ~~~~~~~~~~~~~
Steal Heart   (Stealer's MA + 50) * [Evasion Factor]


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

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

ZODIAC: Multiply the resulting percentage by the appropriate Zodiac
Multiplier.
 

__________________
[5.5] battle skill
      ============

Success % =  (Caster's PA + K) * [Evasion Factor]
 
- K is a number that varies for the different 'Battle Skill' commands:

command        K value
~~~~~~~~~~~~~  ~~~~~~~
Head Break     59
Armor Break    54
Shield Break   60
Weapon Break   44
Magic Break    50
Speed Break    50
Power Break    50
Mind Break     50

Calculating 'Evasion Factor'
Evasion for Battle Skill depends on two factors: (1) the target's 
physical 
S-EV, (2) the position where the caster is relative to the target.

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

ZODIAC: Multiply the resulting percentage by the appropriate Zodiac
Multiplier.


________________
[5.6] talk skill
      ==========

Success % =  Caster's MA + K * [Evasion factor]
- K is a number that varies for the different 'Talk Skill' commands:

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

Calculating 'Evasion Factor'
1. Convert the target's A-EV and S-EV to decimals (50% = .50).
2. Subtract the target's magical S-EV from 1.00.  Call this 'A'
3. Subtract the target's magical A-EV from 1.00.  Call this 'B'
4. Evasion factor = [A * B]

ZODIAC: Multiply the resulting percentage by the appopriate Zodiac
Multiplier.


__________________
[5.7] sword skills
      ============

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

Damage = (User's PA + K) * Weapon's Power

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

ZODIAC: let 'n' = (User's PA + K):
Good compatibility:  Damage = (n + [n/4]) * Mag AT
Bad compatibility:   Damage = (n - [n/4]) * Mag AT
Best compatibility:  Damage = (n + [n/2]) * Mag AT
Worst compatibility: Damage = (n - [n/2]) * Mag AT


______________
[5.8] geomancy
      ========

Damage from Geomancy is equal to:

([PA / 2] + 1) * MA

This is the equation for all Elemental abilities.  However, damage
may be modified by the specific elemental properties of the spell
if the target is weak / strong against certain elements (see [1.6]).

ZODIAC: let 'n' = ([PA /2] + 1):
Good compatibility:  Damage = (n + [n/4]) * Mag AT
Bad compatibility:   Damage = (n - [n/4]) * Mag AT
Best compatibility:  Damage = (n + [n/2]) * Mag AT
Worst compatibility: Damage = (n - [n/2]) * Mag AT



___________
[5.9] truth
      =====

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

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

ZODIAC: let 'n' = everything in the equation that is multiplied by MA
Good compatibility:  Damage = (n + [n/4]) * Mag AT
Bad compatibility:   Damage = (n - [n/4]) * Mag AT
Best compatibility:  Damage = (n + [n/2]) * Mag AT
Worst compatibility: Damage = (n - [n/2]) * Mag AT


_______________
[5.10] un-truth
       ========

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

         (100 - CFa) * (100 - TFa) * MA * K
Damage = ---------------------------------- [always round down]
                      10000

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

-- meaning, Un-truth does more damage when the caster and/or the
target of the spell have low Faith.

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

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

- 'Un-Truth' still will do 0 damage to someone with 'Innocent'
  status.



  6666   PART SIX
66       ---------------------------------------------
666666                            monster ability list
66   66
66   66
 66666

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

Skills without range and effect ('{R/E}') specified are {1/1}.
Formulas are for HP damage unless otherwise noted.
Formulas followed by the '%' sign are success rates of the attack.


name           effect {R/E}                                 used by
-------------- -------------------------------------------- -----------
CHOCOBO SKILLS
Choco Attack   PA * [PA * (Br/100)]                          1  2  3
Choco Ball     PA * [PA / 2]  {4/1}                             2  3
Choco Cure     Cure: MA * 3 {A/2}                            1    [3]
Choco Esuna    Heal various status ailments (4*PA)% {A/2}   [1] 2
Choco Meteor   MA * 4 {6/1}                                    [2] 3

GOBLIN SKILLS
Tackle         PA * [PA * (Br/100)]                          1  2  3
Turn Punch     PA * (MA - 2) {4 directions}                     2
Eye Gouge      Add: Darkness (43+MA)%                        1     3
Goblin Punch   [Max HP - Current HP]                        [1][2] 3
Mutilate       Drain: [Target's Max HP * .75]                     [3]

BOMB SKILLS
Bite           PA * [PA * (Br/100)]                          1  2  3
Self-Destruct  [Max HP - Current HP] {A/4}                   1  2  3
Small Bomb     PA * [PA / 2]                                [1] 2 [3]
Flame Attack   MA * 3 {4/1} (Fire)                             [2]
Spark          MA * 2 {A/3} (Fire)                                 3

PANTHER SKILLS
Scratch        PA * [PA * (Br/100)]                          1  2  3
Cat Kick       Expected damage: PA * 5 (random multiple)    [1] 2  3
Poison Nail    Add: Poison (40+MA)%                          1  2
Blaster        Add: Petrify (30+MA)%, Stop {3/1}               [2] 3
Blood Suck     Drain: [Target's Max HP *.25];Add: Bl.Suck         [3]

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

SKELETON SKILLS
Knife Hand     PA * [PA * (Br/100)]                          1  2  3
Thunder Soul   MA * 2 {3/1} (Lightning)                      1 
Aqua Soul      MA * 2 {3/1} (Water)                         [1] 2
Ice Soul       MA * 2 {3/1} (Ice)                              [2] 3
Wind Soul      MA * 3 {3/1} (Wind)                                [3]

GHOST SKILLS
Throw Spirit   PA * [PA * (Br/100)] {3/1}                    1  2  3
Sleep Touch    Add: Sleep (40+MA)%                           1
Grease Touch   Add: Oil (50+MA)%                            [1] 2
Drain Touch    Drain: 0.34 * Target's MaxHP (round UP!)        [2] 3
Zombie Touch   Add: Undead (45+MA)%                               [3]

AHRIMAN SKILLS
Wing Attack    PA * [PA * (Br/100)]                          1  2  3
Look of Devil  Add: Petrify (35+MA)%, Stop, Silence {3/1}       2  3
Look of Fright Br -10 (40+MA)% {3/1}                        [1] 2
Death Sentence Add: Death Sentence (40+MA)% {3/1}              [2] 3
Circle         Target's Mag AT -2 (55+MA)% {4/1}                  [3]

COCKATRICE SKILLS
Scratch Up     PA * [PA * (Br/100)]                          1  2  3
Feather Bomb   MA * 2 {3/1}                                 [1]    3
Shine Lover    Steal [Stealer's Level * 11] gil                 2
Beak           Add: Petrify (37+MA)%                           [2] 3
Beaking        Target's Phys AT -2 (45+MA)%                       [3]

URIBO SKILLS
Straight Dash  PA * [PA * (Br/100)]                          1  2  3
Pooh-          Add: Sleep (100%)                                2
Oink           Cancel: Dead & restore all HP (74+MA)%       [1]
Nose Bracelet  Add: Charm (52+MA)%                             [2] 3
Please Eat     Target's Lv.+1; caster becomes crystal             [3]

DRYAD SKILLS
Leaf Dance     MA * 3 {A/2}                                  1  2  3
Spirit of Life Cure: MA * 2 {A/2}                               2
Magic Spirit   Cure MP: MA * 1 {A/2}                              [3]
Protect Spirit Add: Protect (45+MA)% {A/2}                  [1]    3
Clam Spirit    Add: Shell (45+MA)% {A/2}                       [2] 3

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

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

BEHEMOTH SKILLS
Stab Up        PA * [PA * (Br/100)]                          1  2  3
Sudden Cry     PA * ([PA/2] + 1)                             1  2  3
Giga Flare     MA * 7 {4/3}                                 [1]
Hurricane      [Target's Max HP * .34] (Wind) {4/3}            [2]            
Ulmaguest      [Caster's Max HP - Current HP] {4/3}               [3]

DRAGON SKILLS
Dash           PA * [PA * (Br/100)]                          1  2  3
Tail Swing     PA * 8                                       [1]
Fire Bracelet  MA * 12 (Fire) {2(4dir)/1}                         [3]
Ice Bracelet   MA * 12 (Ice) {"}                                2 
Thnder Brcelet MA * 12 (Lightning) {"}                         [2] 3

HYDRA SKILLS
Triple Attack  PA * [PA * (Br/100)] {2(4dir)/2(3dir)}        1  2
Triple Brcelet [Target's MaxHP / 2] (Fire,Ice,Lit) {"}      [1]    3
Triple Thunder MA * ([MA / 2] + 6)  {4/2(3 random hits)}       [2] 3
Triple Flame   MA * ([MA / 2] + 12) {4/2(3 random hits)}        2  3
Dark Whisper   MA * [MA / 2]; may add: Sleep or Dead;             [3]
                    (Dark); {4/2(6 random hits)}
---------------------------------------------------------------------

Zodiac compatibility for monster skills work like all other skills.
In general:
Good compatibility:  damage or chance * 1.25
Bad compatibility:   damage or chance * 0.75
Best compatibility:  damage or chance * 1.50
Worst compatibility: damage or chance * 0.50

(there might be slight discrepancies due to rounding -- if you want
to find _exactly_ how the Zodiac is figured for a given attack, look
in the first sections of the FAQ at attacks with a similar formula.
However, the simple multiplication by 1.25, 0.75, 1.50, or 0.50 will
give you a close enough number that it's not worth listing the way
that the Zodiac is done for every single attack.)


7777777  PART SEVEN
    77   ---------------------------------------------
   77                        complete list of commands
  77                  damage & percentage formulas for 
 77                           all individual abilities
 77  


______________________________________
[7.1] complete list of action ablities
      ================================

- Listed alphabetically by command name -

Abbreviations to remember--
PA: Physical AT
MA: Magical AT
WP or WpnPwr: Weapon's Power
Br: Brave
Fa: Faith
[x]: always round x down to the nearest integer

{0.0} ... value of 'P.M.' for Effect Magic (see section [4.2])
(x00) ... value of 'Q' for faith-based magic (see section [3.2])
~x00~ ... value of 'K' for Un-Truth
Add: (status) ... causes this status ailment

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

3005xx7B 00??

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


3D ALL MAGIC                          ORIGIN: Rofel's secondary   
------------------------------------------------------------------------
-
Name           |MP |Spd.|Range|JP   |Effect
------------------------------------------------------------------------
- 
Confusion Song  20   20   4/1   400  Add: Confusion
Petrify         16   12   4/1   580  Add: Petrify
Silence Song    16   34   4/2   170  Add: Silence


41 ALL MAGIC                          ORIGIN: Vormav's secondary 
------------------------------------------------------------------------
-
Name           |MP |Spd.|Range|JP   |Effect
------------------------------------------------------------------------
- 
Quake           70   15   4/4     0  Damage: Earth (x39)


47 ALL MAGIC                          ORIGIN: Dycedarg's secondary
------------------------------------------------------------------------
-
Name           |MP |Spd.|Range|JP   |Effect
------------------------------------------------------------------------
- 
Fire 3          24   15   4/2   480  Damage: Fire (x24)
Ice 3           24   15   4/2   480  Damage: Ice (x24)
Bolt 3          24   15   4/2   480  Damage: Lightning (x24)
Bio 3           24   17   4/3     0  Damage (x24) and add: Dead


48 ALL MAGIC                          ORIGIN: Sorceror job command
------------------------------------------------------------------------
-
Name           |MP |Spd.|Range|JP   |Effect
------------------------------------------------------------------------
-
Holy            56   17   5/1   600  Damage: Holy (x50)
Dark Holy       40   15   4/1     0  Damage: Dark (x37)
Demi 2          50   12   4/2   550  Cuts targets' HP by 1/2 {0.575}
Raise 2         20   10   4/1   500  Revive with full HP {0.750}
Flare           60   15   5/1   900  Damage (x46)


78 ALL MAGIC                          ORIGIN: Adramelk's secondary
------------------------------------------------------------------------
-
Name           |MP |Spd.|Range|JP   |Effect
------------------------------------------------------------------------
- 
Holy            56   17   5/1   600  Damage: Holy (x50) 
Fire 4          48   10   4/3   850  Damage: Fire (x32)
Ice 4           48   10   4/3   850  Damage: Ice (x32)
Bolt 4          48   10   4/3   850  Damage: Lightning (x32)
Bahamut         60   10   4/4  1200  Damage (x46)
Odin            50   12   4/4   900  Damage (x40)
Leviathan       48   12   4/4   850  Damage: Water (x38)
Salamander      48   12   4/3   820  Damage: Fire (x38)


4A ALL SWORDSKILL                     ORIGIN: Holy Swordsman job command
------------------------------------------------------------------------
-
Name           |MP |Spd.|Range|JP   |Effect
------------------------------------------------------------------------
-
Stasis Sword              2/2     0  (PA+2)*WP dmg; may cause Stop
Split Punch             3V3/1   400  (PA+3)*WP dmg; may cause D. 
Sentence
Crush Punch             3V2/1   500  (PA+2)*WP dmg; may cause Dead
Lightning Stab            3/2   700  (PA+4)*WP dmg; may cause Silence
Holy Explosion      5(4dir)/5   800  (PA+5)*WP dmg; may cause Confusion
Shellbust Stab            3/1   200  PA*WP damage; Destroys armor        
Blastar Punch             3/1   400  PA*WP damage; Destroys helmet 
Hellcry Punch             3/1   500  PA*WP damage; Destroys weapon
Icewolf Bite              3/1   800  PA*WP damage; Destroys accessory 
Dark Sword                3/1   500  Drains (PA*WP) MP from target 
Night Sword               3/1   100  Drains (PA*WP) HP from target 
(Dark)
! must be equipped with a sword to use any of these attacks


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


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


1F BASIC SKILL                        ORIGIN: Squire (Algus) job command
------------------------------------------------------------------------
-
Name           |MP |Spd.|Range|JP   |Effect
------------------------------------------------------------------------
- 
Accumulate               A/1    300  Phys. attack + 1
Dash                     1/1     75  damage: PA * 1, 2, 3, or 4 
Throw Stone              4/1     90  damage: PA * 1 or 2
Heal                     1/1    150  removes: Dark, Silence, Poison
Head Break               +/1    300  Destroys target's helmet, K = 59**
! Damage from 'Dash' and 'Throw Stone' is multiplied by 1.5 if the 
  caster has the 'Martial Arts' support ability.
+ Range is that of equipped weapon
**See section [5.5] for what 'K' represents.


07 BATTLE SKILL
33 BATTLE SKILL                       ORIGIN: Knight (Blade) job command
------------------------------------------------------------------------
-
Name           |MP |Spd.|Range|JP   |Effect
------------------------------------------------------------------------
- 
Head Break                */1   300  Destroys target's helmet, K = 59**
Armor Break               */1   400  Destroys target's armor, K = 54
Shield Break              */1   300  Destroys target's shield, K = 60
Weapon Break              */1   400  Destroys target's weapon, K = 44
Magic Break               */1   250  Lowers target's MP, K = 50
Speed Break               */1   250  Lowers target's speed, K = 50
Power Break               */1   250  Lowers target's phys. attack, K = 
50
Mind Break                */1   250  Lowers target's mag. attack, K = 50
* Range is that of equipped weapon
** See section [5.5] for what 'K' represents.


AC BIO                                ORIGIN: Apanda job command  
------------------------------------------------------------------------
-
Name           |MP |Spd.|Range|JP   |Effect
------------------------------------------------------------------------
- 
Bio              8   34   4/1     0  Damage (x12) and may add: Darkness                 
Bio              8   34   4/1     0  Damage (x12) and may add: Poison        
Bio              8   34   4/1     0  Damage (x12) and may add: Oil                  
Bio 2           16   20   4/2     0  Add: Silence {1.2} 
Bio 2           16   20   4/2     0  Add: Petrify {1.1} 
Bio 2           16   20   4/2     0  Add: Slow {1.1}
Bio 2           16   20   4/2     0  Add: Frog {1.1} 
Bio 3           24   17   4/3     0  Damage (x24) and may add: Dead
Bio 3           24   17   4/3     0  Damage (x24) and may add: Undead
Bio 3           24   17   4/3     0  Damage (x24) and may add: Petrify


0B BLACK MAGIC                        ORIGIN: Wizard job command  
------------------------------------------------------------------------
-
Name           |MP |Spd.|Range|JP   |Effect
------------------------------------------------------------------------
- 
Fire            6    25   4/2    50  Fire attack (x14)
Fire 2          12   20   4/2   200  Fire attack (x18)
Fire 3          24   15   4/2   480  Fire attack (x24)
Fire 4          48   10   4/3   850  Fire attack (x32)
Bolt            6    25   4/2    50  Lightning attack (x14)
Bolt 2          10   20   4/2   200  Lightning attack (x18)
Bolt 3          24   15   4/2   480  Lightning attack (x24)
Bolt 4          48   10   4/3   850  Lightning attack (x32)
Ice             6    25   4/2    50  Ice attack (x14)
Ice 2           12   20   4/2   200  Ice attack (x18)
Ice 3           24   15   4/2   480  Ice attack (x24)
Ice 4           48   10   4/3   850  Ice attack (x32)
Poison          6    34   4/2   150  Causes Poison status {1.6}
Frog            12   20   3/1   500  Causes Frog status {1.2}
Death           24   10   4/1   600  Instant death attack {1.0}
Flare           60   15   5/1   900  Non-elemental damage (x60)


3F BLOOD SUCK                         ORIGIN: Elmdor's secondary   
------------------------------------------------------------------------
-
Name           |MP |Spd.|Range|JP   |Effect
------------------------------------------------------------------------
- 
Blood Suck               1V0/1    0  Drain [MaxHP/4] and add: Blood Suck


2C BREATH                             ORIGIN: Holy Dragon job command
------------------------------------------------------------------------
-
Name           |MP |Spd.|Range|JP   |Effect
------------------------------------------------------------------------
-
Fire Bracelet           4dir/2    0  Fire-elemental breath MA * 12
Ice Bracelet            4dir/2    0  Ice-elemental breath MA * 12
Thnder Brcelet          4dir/2    0  Lightning-elemental breath MA * 12


AA BYBLOS                             ORIGIN: Byblos job command   
------------------------------------------------------------------------
-
Name           |MP |Spd.|Range|JP   |Effect
------------------------------------------------------------------------
- 
Energy                    4/1     0  Heals by [40% of Byblos' HP]*
Parasite                  4/1     0  Causes many status problems
Shock                     5/1     0  Damage: [caster's maxHP - curHP]
Difference                5/1     0  Damage: [target's current MP]
* Byblos loses half the HP healed


7C CHAOS                              ORIGIN: Altima's secondary 
------------------------------------------------------------------------
-
Name           |MP |Spd.|Range|JP   |Effect
------------------------------------------------------------------------
-
Grand Cross          20   4/3     0  Adds multiple status ailments


08 CHARGE                             ORIGIN: Archer job command 
------------------------------------------------------------------------
-
Name           |MP |Spd.|Range|JP   |Effect
------------------------------------------------------------------------
-
Charge+1             25   */1   100  Charge up attack: PA + 1
Charge+2             20   */1   150  Charge up attack: PA + 2
Charge+3             17   */1   200  Charge up attack: PA + 3
Charge+4             15   */1   250  Charge up attack: PA + 4
Charge+5             13   */1   300  Charge up attack: PA + 5
Charge+7             10   */1   400  Charge up attack: PA + 7
Charge+10             7   */1   600  Charge up attack: PA + 10
Charge+20             5   */1  1000  Charge up attack: PA + 20
* range is the same as that of the equipped weapon


7D COMPLETE MAGIC                     ORIGIN: Arch Angel job command
------------------------------------------------------------------------
-
Name           |MP |Spd.|Range|JP   |Effect
------------------------------------------------------------------------
-
All Ultima      50   7   5/4      0  Magical damage (x55)            
Grand Cross      0  20   4/3      0  Adds multiple status ailments 


AD DARK CLOUD                         ORIGIN: Serpentarius job command
------------------------------------------------------------------------
-
Name           |MP |Spd.|Range|JP   |Effect
------------------------------------------------------------------------
-
Snake Carrier             1/1     0  Damage: 1.5 * (PA*[Br/100])*PA)
Poison Frog               4/3     0  Add: Poison and Frog
Midgar Swarm         10   4/3     0  Damage: 24 * Mag AT
Zodiac          99   10   4/4   n/a  Ultimate summon magic: damage (x96) 


AE DARK MAGIC                         ORIGIN: Archaic Demon job command
------------------------------------------------------------------------
-
Name           |MP |Spd.|Range|JP   |Effect
------------------------------------------------------------------------
-
Dark Holy       40   15  4/1      0  Damage: Dark (x37)
Lifebreak            28  4/1      0  Deals [Max HP - Current HP] damage
Giga Flare           28  4/2      0  Damage: 7 * Mag AT


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


17 DANCE                              ORIGIN: Dark Knight job command
------------------------------------------------------------------------
-
Name           |MP |Spd.|Range|JP   |Effect
------------------------------------------------------------------------
-
Witch Hunt           17    *    100  Damage: [Target's MaxMP / 8]
Wiznaibus            17    *    100  Damage: [Target's MaxHP / 8]
Slow Dance           13    *    100  Lowers enemy speed
Polka Polka          13    *    100  Lowers phys. attack
Disillusion          10    *    100  Lowers mag. attack
Nameless Dance       10    *    100  Causes status ailments
Last Dance           5     *    100  Empties enemy CT
* all enemies


4B DESTROY SWORD                      ORIGIN: Arc Knight job command
------------------------------------------------------------------------
-
Name           |MP |Spd.|Range|JP   |Effect
------------------------------------------------------------------------
-
Speed Ruin      20   34  4/2    400  Lowers speed by 3 {2.5}               
Power Ruin      20   34  4/2    400  Lowers physical AT by 5 {2.5}
Magic Ruin      20   34  4/2    400  Lowers magical AT by 5 {2.5}
Mind Ruin       20   34  4/2    400  Cuts MP by half {2.5}            
! must be equipped with a sword to use any of these attacks


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


2B DRAGON                             ORIGIN: Dragoner job command
------------------------------------------------------------------------
-
Name           |MP |Spd.|Range|JP   |Effect
------------------------------------------------------------------------
-
Ice Bracelet         2(4dir)/1    0  Damage: MA * 12 (Ice)
Fire Bracelet        2(4dir)/1    0  Damage: MA * 12 (Fire)
Thndr Brcelet        2(4dir)/1    0  Damage: MA * 12 (Lightning)
Dragon Tame               2/1   300  Coerces dragon to join party
Dragon Care               2/1   300  Heals & cures dragon
Dragon PowerUp            2/1   400  Raises dragon's stats
Dragon LevelUp            2/1   400  Add: Quick on dragon
Holy Bracelet             4/3   900  MA * 14 (Holy, random targeting)


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


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


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


6F FEAR                               ORIGIN: Regulator job command
------------------------------------------------------------------------
-
Name           |MP |Spd.|Range|JP   |Effect
------------------------------------------------------------------------
-
Spell                     5/2     0  Add: Stop [100%]
Death Cold                5/2     0  Add: Slow [100%]


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


77 FEAR                               ORIGIN: Ghost of Fury job command
------------------------------------------------------------------------
-
Name           |MP |Spd.|Range|JP   |Effect
------------------------------------------------------------------------
-
Seal                      6/1     0  Add: Petrify [100%]
Lose Voice                5/2     0  Add: Silence [100%]
Loss                      5/2     0  Add: Confusion [100%]
Chicken Race              5/1     0  Add: Don't Act [100%]


19 GUTS                               ORIGIN: Ramza (ch.1) job command
------------------------------------------------------------------------
-
Name           |MP |Spd.|Range|JP   |Effect
------------------------------------------------------------------------
- 
Accumulate               A/1    300  Phys. attack + 1
Dash                     1/1     75  damage: PA * 1, 2, 3, or 4
Throw Stone              4/1     90  damage: PA * 1 or 2
Heal                     1/1    150  removes: Dark, Silence, Poison
Yell                     3/1    200  Speed + 1
Wish                     1/1      0  +[40% of Caster's MaxHP] to target;
                                     -[20% of MaxHP] to caster
! Damage from 'Dash' and 'Throw Stone' is multiplied by 1.5 if the 
  caster has the 'Martial Arts' support ability.


1A GUTS                               ORIGIN: Ramza (ch.2/3) job command
------------------------------------------------------------------------
-
Name           |MP |Spd.|Range|JP   |Effect
------------------------------------------------------------------------
- 
Accumulate               A/1    300  Phys. attack + 1
Dash                     1/1     75  damage: PA * 1, 2, 3, or 4
Throw Stone              4/1     90  damage: PA * 1 or 2
Heal                     1/1    150  removes: Dark, Silence, Poison
Yell                     3/1    200  Speed + 1
Cheer Up                 3/1    200  Br +10
Wish                     1/1      0  +[40% of Caster's MaxHP] to target;
                                     -[20% of MaxHP] to caster
! Damage from 'Dash' and 'Throw Stone' is multiplied by 1.5 if the 
  caster has the 'Martial Arts' support ability.


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


1C GUTS                               ORIGIN: Delita (ch.1) job command
------------------------------------------------------------------------
-
Name           |MP |Spd.|Range|JP   |Effect
------------------------------------------------------------------------
- 
Accumulate               A/1    300  Phys. attack + 1
Dash                     1/1     75  damage: PA * 1, 2, 3, or 4
Throw Stone              4/1     90  damage: PA * 1 or 2
Heal                     1/1    150  removes: Dark, Silence, Poison
Wish                     1/1      0  +[40% of Caster's MaxHP] to target;
                                     -[20% of MaxHP] to caster


47 HOLY MAGIC                         ORIGIN: Cleric job command
------------------------------------------------------------------------
--
Name           |MP |Spd.|Range|JP   |Effect
------------------------------------------------------------------------
--
MBarrier        30   25  3/1      0  Add: Regen, Reraise, Haste, 
Protect, 
                                          Shell {1.9}
Deathspell 2    20   25  4/1      0  Remove status alterations {1.9}
Wish                     1/1      0  +40% of caster's MaxHP to target,
                                     -20% of caster's MaxHP to caster
Ultima          10   20  4/2    n/a  Magical damage (x23)


1D HOLY SWORD                         ORIGIN: Holy Knight job command
------------------------------------------------------------------------
-
Name           |MP |Spd.|Range|JP   |Effect
------------------------------------------------------------------------
-
Stasis Sword              2/2     0  (PA + 2)*WP; may cause Stop
Split Punch               3/1   400  (PA + 3)*WP; may cause 
DeathSentence
Crush Punch               3/1   500  (PA + 2)*WP; may cause instant 
Death
Lightning Stab            3/2   700  (PA + 4)*WP; may cause Silence
Holy Explosion    5(4dir)/5(1dr)800  (PA + 5)*WP; may cause Confusion


74 IMPURE                             ORIGIN: Queklain's secondary
------------------------------------------------------------------------
-
Name           |MP |Spd.|Range|JP   |Effect
------------------------------------------------------------------------
- 
Bio              8   34   4/1     0  Damage (x12) and may add: Darkness                 
Bio              8   34   4/1     0  Damage (x12) and may add: Poison        
Bio              8   34   4/1     0  Damage (x12) and may add: Oil                  
Bio 2           16   20   4/2     0  Add: Silence {1.2}
Bio 2           16   20   4/2     0  Add: Petrify {1.1}
Bio 2           16   20   4/2     0  Add: Slow {1.1}
Bio 2           16   20   4/2     0  Add: Frog {1.1}
Bio 3           24   17   4/3     0  Damage (x24) and may add: Dead
Bio 3           24   17   4/3     0  Damage (x24) and may add: Undead
Bio 3           24   17   4/3     0  Damage (x24) and may add: Petrify


06 ITEM                               ORIGIN: Chemist job command
------------------------------------------------------------------------
-
Name           |MP |Spd.|Range|JP   |Effect
------------------------------------------------------------------------
- 
Potion                    */1    30  use Potion (+30 HP)
Hi-Potion                 */1   200  use Hi-Potion (+70 HP)
X-Potion                  */1   300  use X-Potion (+150 HP)
Ether                     */1   300  use Ether (+20 MP)
Hi-Ether                  */1   400  use Hi-Ether (+50 MP)
Elixir                    */1   900  use Elixir (full HP/MP)
Antidote                  */1    70  use Antidote (cancel Poison)
Eye Drop                  */1    80  use Eye Drop (cancel Darkness)
Echo Grass                */1   120  use Echo Grass (cancel Silence)
Maiden's Kiss             */1   200  use Maiden's Kiss (cancel Frog)
Soft                      */1   250  use Soft (cancel Petrify)
Holy Water                */1   400  use H.Water(cancel 
Undead,Bloodsuck)
Remedy                    */1   700  use Remedy (cure most bad status)
Phoenix Down              */1    90  use Phoenix Down (revive w/ a few 
HP)
* if the caster is a Chemist or has 'Throw Item' equipped, then the
range is 4.  Otherwise, it is 1.  If you have 'Throw Item', you can't
throw the item through an obstacle.  It'll just waste the item.


6C JA MAGIC                           ORIGIN: Zarela's secondary
------------------------------------------------------------------------
-
Name           |MP |Spd.|Range|JP   |Effect
------------------------------------------------------------------------
- 
Flare 2         35   25   4/2     0  Damage (x38)
Toad 2          35   25   4/2     0  Add: Frog {1.6} 
Sleep 2         35   25   4/2     0  Add: Sleep {1.6} 
Confuse 2       35   25   4/2     0  Add: Confusion {1.6} 
Blind 2         35   25   4/2     0  Add: Darkness {1.6} 
Gravi 2         35   25   4/2     0  HP goes to 1 {1.6} 


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

29 LIMIT                              ORIGIN: Soldier job command
------------------------------------------------------------------------
-
Name           |MP |Spd.|Range|JP   |Effect
------------------------------------------------------------------------
-
Braver               34   2/1   150  Damage: 12 * Mag AT 
Cross-slash          25   2/2   200  Damage: 22 * Mag AT 
Blade Beam           20   2/1   250  Damage: [user's maxHP - curHP]
Climhazzard          15   2/1   450  Damage: [target's maxHP - curHP]
Meteorain            10   3/3   560  Damage: 26 * Mag AT 
Finish Touch         20   3/2   670  Add: Dead, Petrify, Stop
Omnislash            7    3/3   900  Damage: 40 * Mag AT
Cherry Blossom       5    3/3  1200  Damage: 60 * Mag AT
! A 'Materia Blade' must be equipped to use any of these skills!


23 MAGIC                              ORIGIN: Delita's Sis job command  
------------------------------------------------------------------------
-
Name           |MP |Spd.|Range|JP   |Effect
------------------------------------------------------------------------
-
Cure            6    25   4/2    50  Heal some HP (x14)
Wish                      1/1     0  +[40% of Caster's MaxHP] to target;
                                     -[20% of MaxHP] to caster


45 MAGIC SWORD                        ORIGIN: Temple Knight job command
------------------------------------------------------------------------
-
Name           |MP |Spd.|Range|JP   |Effect
------------------------------------------------------------------------
-
Blind            6        4/1    50  Add: Darkness, {2.2}
Aspel            2        4/1     0  Drain [Target's MaxHP / 4], {2.0}
Drain           12        4/1   180  Drain [Target's MaxMP / 4], {2.0}
Faith           10        4/1   200  Add: Faith, {2.0}
Innocent        10        4/1   200  Add: Innocent, {2.0} 
Zombie          14        4/1   150  Add: Undead, {1.9}            
Silence         16        4/1    90  Add: Silence, {2.0}
Berserk         16        4/1   200  Add: Berserk, {1.8}
Chicken         12        4/1   500  Target's Brave -50, {2.0}
Confuse         14        4/1   200  Add: Confusion, {1.9}
Despair         20        4/1   300  Removes positive status ailments 
{1.9}
Don't Act       14        4/1    50  Add: Don't Act, {2.0}
Sleep           20        4/1   170  Add: Sleep, {1.9}
Break           24        4/1   300  Add: Petrify, {1.8}
Shock           20        8/1   600  Damage: [User's Max HP - Current 
HP]
!                             200  Selects by multiple of 5
4                               400  Selects by multiple of 4
3                               600  Selects by multiple of 3
! You can use 'Math Skill' with any calculable spell that you have 
learnt
Press 'Select' on a spell to see if it is calculable:  all calculable
spells are either Black Magic, White Magic, Yin-Yang Magic or Time Magic


1E MIGHTY SWORD                       ORIGIN: Divine Knight job command
------------------------------------------------------------------------
-
Name           |MP |Spd.|Range|JP   |Effect
------------------------------------------------------------------------
-
Shellbust Stab           3/1   200   Destroys armor & dmg: (PA * WpnPwr)        
Blastar Punch            3/1   400   Destroys helmet & damages (same)
Hellcry Punch            3/1   500   Destroys weapon & damages (same)
Icewolf Bite             3/1   800   Destroys accessory & damages (same)
! Must be equipped with a sword in order to use any of these attacks


AF NIGHT MAGIC                        ORIGIN: Ultima Demon job command
------------------------------------------------------------------------
-
Name           |MP |Spd.|Range|JP   |Effect
------------------------------------------------------------------------
-
Nanoflare            28   4/3     0  Damage: (Mag AT) * ([Mag AT/2] + 2)
Dark Holy       40   15   4/1     0  Damage: Dark (x37)
Hurricane                 4/3     0  Damage: [Max HP * .34], {50+MA%}         
Ulmaguest            28   4/3     0  Damage: [Max HP - Current HP]
Ultima          10   20   4/2     0  Damage (x23)


49 PHANTOM                            ORIGIN: Elidibs' secondary
------------------------------------------------------------------------
-
Name           |MP |Spd.|Range|JP   |Effect
------------------------------------------------------------------------
- 
Salamander      48   12   4/3   820  Damage: Fire (x38)
Leviathan       48   12   4/4   850  Damage: Water (x38)
Titan           30   20   4/3   220  Damage: Earth (x28)
Odin            50   12   4/4   900  Damage (x40)
Midgar Swarm         10   4/4     0  Damage: 24 * Mag AT 


09 PUNCH ART                          ORIGIN: Monk job command
------------------------------------------------------------------------
-
Name           |MP |Spd.|Range|JP   |Effect
------------------------------------------------------------------------
- 
Spin Fist                 A/2   150  Damage: PA * [PA / 2]
Repeating Fist         1,V0/1   300  Expected Damage: PA * 7.5
Wave Fist                 3/1   300  Damage: PA * ([PA / 2] + 1)
Earth Slash           4dir8/8   600  Damage: PA * [PA / 2] (Earth)
Secret Fist            1,V0/1   300  Add: Death Sentence {MA+50%}
Stigma Magic              A/2   200  Cancels most abnormal status
Chakra                    A/2   350  Restores (5*PA) HP and (5/2*PA) MP
Revive                 1,V0/1   500  Revives dead {PA+70%}


35 PUNCH SKILL                        ORIGIN: Wiegraf's secondary
------------------------------------------------------------------------
-
Name           |MP |Spd.|Range|JP   |Effect
------------------------------------------------------------------------
- 
Wave Fist                 3/1   300  Damage
Earth Slash            4dir/8   600  Damage (Earth)


7E SATURATION                         ORIGIN: Altima's secondary
------------------------------------------------------------------------
-
Name           |MP |Spd.|Range|JP   |Effect
------------------------------------------------------------------------
-
Mute                      4/3     0  MP goes to 0 
Despair 2                 4/3     0  Removes helpful status alterations
Return 2                  4/3     0  CT goes to 0


16 SING                               ORIGIN: Bard job command  
------------------------------------------------------------------------
-
Name           |MP |Spd.|Range|JP   |Effect
------------------------------------------------------------------------
-
Angel Song           17    *    100  Cure: [Target's MaxMP / 8] MP
Life Song            17    *    100  Cure: [Target's MaxHP / 8] HP
Cheer Song           13    *    100  Raises Speed
Battle Song          13    *    100  Raises phys. attack power
Magic Song           10    *    100  Raises magic attack power
Nameless Song        10    *    100  Gives Reraise, Regen, Protect, Wall
Last Song             5    *    100  Fills CT to 100
* All allies


25 SNIPE                              ORIGIN: Engineer job command
------------------------------------------------------------------------
-
Name           |MP |Spd.|Range|JP   |Effect
------------------------------------------------------------------------
-
Leg Aim                   */1  200   Add: Don't Move (Speed+50)%
Arm Aim                   */1  300   Add: Don't Act (Speed+50)%
Seal Evil                 */1  200   Add: Petrify on Undead targets
* range is same as that of equipped weapon


2F STARRY HEAVEN                      ORIGIN: Astrologist job command
------------------------------------------------------------------------
-
Name           |MP |Spd.|Range|JP   |Effect
------------------------------------------------------------------------
-
Galaxy Stop         20     *      0  Add: Stop, Don't Move, Don't Act
Accumulate               A/1    300  Phys AT +1         
Dash                     1/1     75  Damage: 1, 2, 3 or 4 * PA (random)       
Throw Stone              4/1     90  Damage: 1 or 2 * PA (random)
Heal                     1/1    150  Recover some status ailments
* all enemies
! Damage from 'Dash' and 'Throw Stone' is multiplied by 1.5 if the 
  caster has the 'Martial Arts' support ability.


0E STEAL                              ORIGIN: Thief job command
------------------------------------------------------------------------
-
Name           |MP |Spd.|Range|JP   |Effect
------------------------------------------------------------------------
-
Gil Taking               1/1 10   Steal [Level * 11] gil, K = 90*
Steal Heart              3/1 150  add: Charm (50 + MA)%; only on 
opp.sex.
Steal Helmet             1/1 350  Steal target's helmet, K = 40
Steal Armor              1/1 450  Steal target's armor, K = 35
Steal Shield             1/1 350  Steal target's shield, K = 35
Steal Weapon             1/1 600  Steal target's weapon, K = 30
Steal Accessry           1/1 500  Steal target's accessory, K = 40
Steal Exp                1/1 250  Steal Exp. from target, K = 70
* See section [5.4] for explanation of 'K' values.


0D SUMMON MAGIC                       ORIGIN: Summoner job command
------------------------------------------------------------------------
-
Name           |MP |Spd.|Range|JP   |Effect
------------------------------------------------------------------------
-
Moogle          8    50  4/3    110  Restores HP (x12)
Shiva           24   25  4/3    200  Ice attack (x24)
Ramuh           24   25  4/3    200  Lightning attack (x24)
Ifrit           24   25  4/3    200  Fire attack (x24)
Titan           30   20  4/3    220  Earth attack (x28)
Golem           40   34   *     500  Avoid physical attacks
Carbunkle       30   25  4/3    350  Gives Reflect status 
Bahamut         60   10  4/4   1200  Magic attack (x46)
Odin            50   12  4/4    900  Magic attack (x40)
Leviathan       48   12  4/4    850  Water attack (x38)
Salamander      48   12  4/3    820  Fire attack (x38)
Silf            26   20  4/3    400  Causes Silence status
Fairy           28   25  4/3    400  Restores HP (x24)
Lich            40   12  4/3    600  Damage: [Target's MaxHP/2] (Dark)
Cyclops         62   12  4/3   1000  Magic attack (x50)
Zodiac          99   10  4/4     **  Magic attack (x96)
* all allies
** 'Zodiac' must be learnt from experience.  i.e., someone with
the 'Dark Cloud' ability must cast it on your Summoner; it must
do damage, and he must survive it.  you will then be prompted
to learn 'Zodiac', the ultimate summon spell, free of JP charge.


46 SWORD SKILL                        ORIGIN: Lune Knight job command
------------------------------------------------------------------------
-
Name           |MP |Spd.|Range|JP   |Effect
------------------------------------------------------------------------
-
Stasis Sword              2/2     0  (PA+2)*WP dmg; may cause Stop
Split Punch             3V3/1   400  (PA+3)*WP dmg; may cause D. 
Sentence
Crush Punch             3V2/1   500  (PA+2)*WP dmg; may cause Dead
Lightning Stab            3/2   700  (PA+4)*WP dmg; may cause Silence
Holy Explosion      5(4dir)/5   800  (PA+5)*WP dmg; may cause Confusion
Shellbust Stab            3/1   200  PA*WP damage; Destroys armor        
Blastar Punch             3/1   400  PA*WP damage; Destroys helmet 
Hellcry Punch             3/1   500  PA*WP damage; Destroys weapon
Icewolf Bite              3/1   800  PA*WP damage; Destroys accessory 
! A sword is needed to use any of these skills.


9B SWORD SKILL                        ORIGIN: undead Knight job command
------------------------------------------------------------------------
-
Name           |MP |Spd.|Range|JP   |Effect
------------------------------------------------------------------------
- 
Head Break                */1   300  Destroys target's helmet, K = 59**
Armor Break               */1   400  Destroys target's armor, K = 54
Shield Break              */1   300  Destroys target's shield, K = 60
Weapon Break              */1   400  Destroys target's weapon, K = 44
Magic Break               */1   250  Lowers target's MP, K = 50
Speed Break               */1   250  Lowers target's speed, K = 50
Power Break               */1   250  Lowers target's phys. attack, K = 
50
Mind Break                */1   250  Lowers target's mag. attack, K = 50
* Range is that of equipped weapon
** See section [5.5] for what 'K' represents.


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


0F TALK SKILL                         ORIGIN: Mediator job command
------------------------------------------------------------------------
-
Name           |MP |Spd.|Range|JP   |Effect
------------------------------------------------------------------------
-
Invitation                3/1   100  Enemies join party, K = 20*
Persuade                  3/1   100  Resets targets' CT, K = 30
Praise                    3/1   200  Br +4 (+1 permanently), K = 50
Threaten                  3/1   200  Br -20 (-5 permanently), K = 70
Preach                    3/1   200  Fa +4 (+1 permanently), K = 50
Solution                  3/1   200  Fa -20 (-5 permanently), K = 70
Death Sentence            3/1   500  Add: Death Sentence, K = 30
Negotiate                 3/1   100  Receive gil from enemy, K = 60
Insult                    3/1   300  Causes Berserk status, K = 40
Mimic Daravon             3/2   300  Causes Sleep status, K = 40
* see section [5.6] for explanation of 'K' values.


14 THROW                              ORIGIN: Ninja job command
------------------------------------------------------------------------
-
Name           |MP |Spd.|Range|JP   |Effect
------------------------------------------------------------------------
-
THROW                     5/1        Damage: (Speed * [PA/20]) * W.P. 
Shuriken                         50  Throw shuriken
Ball                             70  Throw magic balls
Knife                           100  Throw daggers
Sword                           100  Throw swords
Hammer                          100  Throw flails
Katana                          100  Throw katana 
Ninja Sword                     100  Throw ninja swords
Axe                             120  Throw axes
Spear                           100  Throw spears
Stick                           100  Throw sticks
Knight Sword                    100  Throw knight swords
Dictionary                      100  Throw dictionaries
! You can only throw items which fall into the categories that you
have paid the JP to learn
! You can't throw through obstacles... don't try it.


0C TIME MAGIC                         ORIGIN: Time Mage job command
------------------------------------------------------------------------
-
Name           |MP |Spd.|Range|JP   |Effect
------------------------------------------------------------------------
-
Haste           8    50   3/2   100  Causes Haste status {1.8}
Haste 2         30   15   3/2   550  Causes Haste status {2.4}
Slow            8    50   3/2    80  Causes Slow status {1.8}
Slow 2          30   15   3/2   520  Causes Slow status {2.4}
Stop            14   15   3/2   330  Causes Stop status {1.1}
Don't Move      10   34   3/2   100  Causes Don't Move status {1.9}
Float           8    50   4/2   200  Causes Float status {1.4}
Reflect         12   50   4/1   300  Causes Reflect status {1.8}
Quick           24   25   4/1   800  Instant turn {1.4}
Demi            24   17   4/2   250  Target loses 1/4 HP {1.9}
Demi 2          50   12   4/2   550  Target loses 1/2 HP {1.2}
Meteor          70   8    4/4  1500  Magic attack (x60)


32 TRUTH                              ORIGIN: Heaven Knight job command
------------------------------------------------------------------------
-
Name           |MP |Spd.|Range|JP   |Effect
------------------------------------------------------------------------
-
Heaven Thunder       34   4/2   100  Lit:([MA/2]+4)*MA (random 
targeting)
Asura                25   4/2   200  Fire:([MA/2]+5)*MA (rnd targeting)
Diamond Sword        20   4/2   300  Wind:([MA/2]+5)*MA (rnd targeting)
Hydragon Pit         17   4/2   400  Water:([MA/2]+6)*MA (rnd targeting)
Space Storage        20   4/2   500  ([MA/2]+3)*MA,status FX (rnd targ)
Sky Demon            15   4/2   600  Earth:([MA/2+10)*MA (rnd targeting)


7B ULTIMATE MAGIC                     ORIGIN: Altima's secondary  
------------------------------------------------------------------------
-
Name           |MP |Spd.|Range|JP   |Effect
------------------------------------------------------------------------
-
Ultima [2]      25   15   4/3     0  Damage (x30)


2E UN-TRUTH                           ORIGIN: Hell Knight job command
------------------------------------------------------------------------
-
Name           |MP |Spd.|Range|JP   |Effect
------------------------------------------------------------------------
-
Heaven Thunder Back  34   4/2   100  Lightning damage ~x19~(rnd 
targeting)
Asura Back           25   4/2   200  Fire damage ~x21~ (rnd targeting)
Diamond Sword Back   20   4/2   300  Wind damage ~x23~ (random 
targeting)
Hydragon Pit Back    17   4/2   400  Water damage ~x26~(random 
targeting)
Space Storage Back   20   4/2   500  Damage ~x16~, status fx (rnd 
target)
Sky Demon Back       15   4/2   600  Earth damage ~x36~(random 
targeting)


36 USE HAND                           ORIGIN: Assassin job command
------------------------------------------------------------------------
-
Name           |MP |Spd.|Range|JP   |Effect
------------------------------------------------------------------------
-
Shadow Stitch            4/1      0  Add: Stop (100%)                 
Stop Bracelet            1/1      0  Instant death (100%)
Allure                   3/1      0  Add: Charm (70+MA)%
Seal                     6/1      0  Add: Petrify (100%)               
Ultima          10   20  4/2    n/a  Magical damage (x23)


68 WARLOCK SUMMON                     ORIGIN: Velius' secondary
------------------------------------------------------------------------
-
Name           |MP |Spd.|Range|JP   |Effect
------------------------------------------------------------------------
- 
Titan           30   20   4/3   220  Damage: Earth (x28)
Lich            40   12   4/3   600  Damage: Dark (Max HP / 2)
Cyclops         62   12   4/4  1000  Damage (x50)


2A WHITE-AID                          ORIGIN: Holy Priest job command
------------------------------------------------------------------------
-
Name           |MP |Spd.|Range|JP   |Effect
------------------------------------------------------------------------
-
Cure 3          16   15   4/2   400  Cure more HP (x30)
Cure 2          12   20   4/2   180  Cure some HP (x20)
Confuse*        14        4/1   200  Add: Confusion [Magic Sword]
Sleep*          20        4/1   170  Add: Sleep [Magic Sword]
Drain*          12        4/1   180  Absorbs target's HP [Magic Sword]   
Silence*        16        4/1    90  Add: Silence [Magic Sword] 
Don't Act*      14        4/1    50  Add: Don't Act [Magic Sword]
Raise 2         20   10   4/1   500  Revive & recover all HP
Esuna           18   34   3/2   280  Cure most status ailments
* Sword needed to use


0A WHITE MAGIC                        ORIGIN: Priest job command
------------------------------------------------------------------------
-
Name           |MP |Spd.|Range|JP   |Effect
------------------------------------------------------------------------
-
Cure              6   25  4/2   50   Restores HP (x14)
Cure 2           10   20  4/2  180   Restores HP (x20)
Cure 3           16   15  4/2  400   Restores HP (x30)
Cure 4           20   10  4/2  700   Restores HP (x40)
Raise            10   25  4/1  180   Revives dead {1.8}
Raise 2          20   10  4/1  500   Revives dead, full HP {1.6}
Reraise          16   15  3/1  800   Gives Reraise status {1.4}
Regen            8    25  3/2  300   Gives Regen status {1.7}
Protect          6    25  3/2   70   Gives Protect status {2.0}
Protect 2        24   15  3/2  500   Gives Protect status {1.2}
Shell            6    25  3/2   70   Gives Shell status {2.0}
Shell 2          20   15  3/2  500   Gives Shell status {1.2}
Wall             24   25  3/1  380   Gives Protect and Shell {1.4}
Esuna            18   34  3/2  280   Cures most status ailments {1.9} 
Holy             56   17  5/1  600   Holy attack (x50)


AB WORK                               ORIGIN: Steel Giant job command
------------------------------------------------------------------------
-
Name           |MP |Spd.|Range|JP   |Effect
------------------------------------------------------------------------
-
Destroy                   1/1     0  Damage: 10 * PA
Compress                  1/1     0  Damage: 12 * PA
Dispose                   8/1     0  Damage: 10 * PA
Crush                     1/1     0  Damage: 16 * PA
! For all 'Work' skills used, caster loses [1/4] of the damage dealt.


10 YIN-YANG MAGIC                     ORIGIN: Oracle job command
------------------------------------------------------------------------
-
Name           |MP |Spd.|Range|JP   |Effect
------------------------------------------------------------------------
-
Blind           4    50  4/2 100     Add: Darkness {2.0}
Spell Absorb    2    50  4/1 200     Drain [MaxMP / 4] from target {1.6}
Life Drain      16   50  4/1 350     Drain [MaxHP / 4] from target {1.6}
Pray Faith      6    25  4/1 400     Add: Faith {1.5}
Doubt Faith     6    25  4/1 400     Add: Innocent {1.5}
Zombie          20   20  4/1 300     Add: Undead {1.0}
Silence Song    16   34  4/2 170     Add: Silence {1.8}
Blind Rage      16   20  4/1 400     Add: Berserk {1.2}
Foxbird         20   25  4/1 200     Br -30 {1.4}
Confusion Song  20   20  4/1 400     Add: Confusion {1.3}
Dispel Magic    34   34  4/1 700     Remove positive status {2.2}
Paralyze        10   20  4/2 100     Add: Don't Act {1.9}
Sleep           24   17  4/2 350     Add: Sleep {1.7}
Petrify         16   12  4/1 580     Add: Petrify {1.1} Must be equipped 
with a sword to use any 'Magic Sword' attacks 


15 MATH SKILL                         ORIGIN: Calculator job command
------------------------------------------------------------------------
-
Name           |MP |Spd.|Range|JP   |Effect
------------------------------------------------------------------------
-
CT                              250  Base equations on CT
Level                           350  Base equations on level
Exp                             200  Base equations on EXP
Height                          250  Base equations on height
Prime Number                    300  Selects by prime number
5  
 ----------
| Monsters |
 ----------
 ---------
| Weapons |
 ---------
 -------
| Armor |
 -------
 ------------
| Accesories |
 ------------
 -------
| Items |
 -------
 ---------------
| Poaching List |
 ---------------
 ----------------
| Random Battles |
 ----------------
 -----------
| Copyright |
 -----------
This FAQ was solely intended for the public use on the www. It cannot be 
reproduced, retransmitted, or re-written in any other form except by the 
notice of the author. Any violation of this code will result in strict 
penalty---and high fines susceptible by law. If this legal document is 
portrayed in any commercial use, you are therefor stricten under the 
code of law----and will be---punished. In full contrast, this document 
portrayed in the website found (www.gamefaqs.com) is to be used and only 
used by the public itself and cannot be sold. Revisions of this FAQ are 
only to be done with notice of the author before hand and may be done so 
as long as the name of the author of the document appears in due credit. 
You may juxatpose this---document with other---documents as well without 
notice of the author but it must not be used for sales and broadcasting 
or commercial use. This FAQ may not be---included in a promotional CD, 
magazine, or any other use of monetary product. This FAQ may not be used 
in a password protected area nor---in a high security area. This FAQ is 
solely used and ONLY used for public---use only and may not be used in a 
promotional ad that sponsors any type of monetary use. This FAQ is to be 
used "just like a book" meaning that it can be read over and over again 
by anybody who wishes to do so. Just like a book it can be moved around 
from one person to another, but unlike a book the document can be viewed 
by more than one person at---once. This FAQ is in no way possible to be 
plagerized, doing so not only damages the person you had intentionally 
forged, but it also damages yourself in terms of self guilt or in terms 
of law, whether the punishment be civil or criminal law. To put it at 
best, DON'T DO ANYTHING WITH THIS OR ANYTHING INVOLVING THIS FAQ WITHOUT 
MY PERMISSION! 
This document is (C) Jarek Grochal;1999-2000 
 ---------------
| Contributions |
 ---------------
-Thanks to Aerostar13@aol.com for the Battle Mechanics Guide he
 allowed for use in his faq  
-Thanks to DingoJellybean, since im using his Copyright    
***********************************************************************C
OMING UP 
***********************************************************************
Date to shoot for 02/10/00
-Level 3 classes(Monk,Thief,Time Mage,Oracle)
-Battles 14,15,16, and 17  



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