Equips of any given type will be put in 4 categories. 1) Buyable SPACE 2) Not Buyable, but can get infinitely many of SPACE 3) Not buyable, but can finitiely many of SPACE 4) Not buyable, but can only get ONE of Knives (PA * WP--SPD + 5% critical) Mythril Knife (4 WP, 5% EV) Hook (3 WP, 25% EV, W-EV from either player has 33% chance to break foe's weapon) Poisoned Knife (5 WP, 5% EV, +Poison/Blind/Death Sentence) Main Gauche (6 WP, 40% EV) Kunai (6 WP, 0% EV, counts as 12 WP when thrown) Electric Knife (8 WP, Electric Elemental, +25% Don't Act, 5% EV) --- Blood Fang (7 WP Drain, 0% EV) Air Knife (10 WP, Wind Elemental, +50% Critical, 5% EV) Zorlin Shape (12 WP, +25% Sleep, 5% EV) Tonberrian (9 WP, Dark Elemental, +25% Dead, 5% EV) --- --- Swords (PA * WP) Bronze Sword (5 WP, 12% EV) Steel Sword (6 WP, 7% EV) Mythril Sword (7 WP, 15% EV) Chrome Sword (9 WP, 20% EV) Diamond Sword (10 WP, 10% EV) --- Blood Sword (8 WP Drain, 0% EV) Coral Sword (8 WP, Electric Elemental, 25% Zap, 15% EV, W-EV from either player has 33% chance +Don't Move to foe) Sleep Sword (8 WP, +25% Sleep, 15% EV) Ice Brand (11 WP, Water Elemental, 25% Hailstorm, 10% EV) Rune Blade (12 WP, +2 MA, 15% EV) --- Flametongue (11 WP, Fire Elemental, 25% Flare, 10% EV) --- Nagrarock (13 WP, 25% Frog, 50% EV) Onion Sword (15 WP, 25% Downsize, 15% EV) Materia Blade (10 WP, Initial: Haste, 50% EV, +1 WP/MA for each materia acquired) Knight Swords (PA * WP, forced 2H) --- Defender (14 WP, -1 SPD, 60% EV) --- Excalibur (12 WP, -1 SPD, 25% Shellbust Stab, 30% EV) Save the Queen (16 WP, -1 SPD, Auto: Protect, 30% EV) --- Vahalla (17 WP, -1 SPD, Holy Elemental, Auto: Protect/Shell, 40% EV) Ragnarok (17 WP, -1 SPD, Dark Elemental, 25% Dead, 20% EV) Curved Blade (PA * WP) Scythe (6 WP, 25% Decapitate, 25% EV) Machete (7 WP, 25% Downsize, 25% EV) Scimtar (9 WP, 25% EV, +50% critical if mounted) --- --- Moonfang (12 WP, Always: Magic Guard, 35% EV) --- Katana (PA * WP, SP + 25% chance of proc) Asura (7 WP, 15% EV) Koutetsu (8 WP, above chance for knockback, 15% EV) Osafune (8 WP, above chance for MP Damage, 15% EV) Murasame (9 WP, above chance for critical, 15% EV) Ama-no-Murakamo (9 WP, above chance for Slow, 15% EV) Kiyomori (10 WP, above chance for Doublestrike, 15% EV) --- Muramasa (11 WP, Drain on lethal attack, 15% EV) Kikuichimoji (12 WP, above chance for Don't Act, 15% EV) --- Masamune (13 WP, above chance for Chocobo Meteor, 15% EV) --- Chirijiraden (15 WP, 15% EV) Axes (rand{PA / 2, PA * 3 / 2} * WP except Throwing Axe, all except throwing axe is forced 2H) Throwing Axe (6 WP, 0% EV, functions as 10 WP and procs shieldbreak when thrown) Execution Axe (9 WP, 25% Decapitate, 0% EV) Giant's Axe (12 WP, 25% Armorbreak, 0% EV) --- Slasher (14 WP, -1 SPD, 25% Slow, 0% EV) --- --- Golden Axe (17 WP, -1 SPD, if enemy blocks with S/W-EV, +100% Addle, 0% EV) Rods (MA * WP, 100% Proc) Elemental Rod (6 WP, 15% EV, Boost: Fire/Water/Lightning, Proc Singe, Freeze, or Zap) Poison Rod (4 WP, 15% EV, Boost: Nature Elemental, Proc Afflict) Wizard Rod (3 WP, +2 MA, 15% EV) Storm Rod (5 WP, Absorb: Lightning, Proc Bolt/Icicle/Gust, 15% EV) --- --- Obsidian Rod (8 WP, Proc Shard, 15% EV) --- Stardust Rod (3 WP, +3 MA, Proc Demi, 15% EV) Faith Rod (3 WP, Always: Faith, 15% EV) Skull Rod (10 WP, Dark Elemental, Proc Dead/Zombie/Death Sentence, 15% EV) Staves (MA * WP, attacks against allies are always healing + 100% Proc and 0% on enemies) White Staff (4 WP, Holy Elemental, Remove: Death Sentence/Undead/Blood Suck, 20% EV) Rainbow Staff (5 WP, Water Elemental, Remove: Poison/Frog, 20% EV) Wizard Staff (3 WP, +1 MA, 20% EV) Golden STaff (6 WP, Boost: Holy, Remove: Charm/Sleep, 20% EV) --- Healing Staff (7 WP, Proc: Esuna, 20% EV) --- Sage Staff (10 WP, Initial: Astra, 20% EV) --- Mace of Zeus (9 WP, +2 PA/+1 MA, 20% EV) Nirvana (3 WP, Initial: Sleep, +4 MA, 20% EV) Flail (rand{PA / 2, PA * 3 / 2} * WP, 1 Range unless otherwise noted) Nine-o'-tails (7 WP, Always: Secret Hunt, 2 Range, 0% EV) Fire Whip (9 WP, Fire Elemental, 25% Blaze, 0% EV) Morning Star (10 WP, 25% Blind/Stop, 0% EV) --- Iron Chain (8 WP, 25% Don't Move/Don't Act, 3 Range, 0% EV) Scorpion Tail (12 WP, 25% Poison, 0% EV) --- --- Vesper (14 WP, 0% EV) Guns (Weapon Range attacks are concentrated, WP * 10, 3-8 Range unless otherwise noted) Romanda Gun (8 WP, 0% EV) --- Ras Algethi (12 WP, 0% EV) --- Stoneshooter (16 WP, 3-4 Range, 25% Petrify, 0% EV) --- Crossbows (WP * (6 + LVL / 7), 3-4 Range unless otherwise noted) Hunting Bow (6 WP, Always: Secret Hunt, 0% EV) Poison Bow (7 WP, 25% Blind/Poison/Death Sentence, 0% EV) Repeater (4 WP, 100% Doubleshot, 0% EV) Execution Bow (5 WP, 25% Decapitation, 0% EV) --- Time Bow (8 WP, if hasted, WP is 12 and range is 3-6, but if slowed, WP is 4 and range is 3, 0% EV) --- Gastrafitis (2H only, Self-Always: Don't Move, 3-12 Range, WP = 15) --- Longbows (PA * WP, 2H, 100% Proc, 3-5 Height Range unless otherwise noted, SPD + 5% chance critical) Hand Bow (1H, 4 WP, 3-4 Height Range, 0% EV) Silver Bow (6 WP, Proc Seal Evil, 0% EV) Mythril Bow (12 WP, 0% EV) --- Elemental Bow (9 WP, PRoc Proc Singe, Freeze, or Zap, Element of proc = Attack Element, 3-8 Height Range, 0% EV) Storm Bow (8 WP, Proc Bolt, Icicle, or Gust, Element of proc = Attack Element, 3-8 Height Range, 0% EV) Cupid Bow (13 WP, Null: Charm, 25% Proc Charm, 0% EV) --- Yoichi Bow (14 WP, -1 SPD, Always: Concentrate, 0% EV) --- Perseus Bow (16 WP, -1 SPD, Null: Petrify, 0% EV) Centaur Bow (17 WP, -1 SPD, 0% EV) Instruments (Hit = Magic, MA * WP, Proc chance is WP + 25%, critical chance is WP + 5%, 1-3 Range) Lamia Harp (10 WP, Proc: Confuse, 0% EV) BAttle Trumpet (1 WP, 100% Cancel: Don't Move/Stop/Charging/Performing/Defending, 15% EV) --- FAiry Flute (13 WP, Holy Elemental, Proc: Charm, 15% EV) Bloody Fiddle (9 WP Drain, 15% EV) --- Soul Drum (5 WP, targets killed by this automatically turn into crystals, 25% EV, if W-EV, deal weapon damage to attacker) --- Fell Cascanets (2H, 17 WP, Dark Elemental, Proc: Death Sentence, 25% EV) Books (Hit = Magic, MA * WP, Proc chance is WP + 25%, critical chance is WP + 5%, 1-3 Range) Battle Diary (7 WP, Proc: Addle, 15% EV) Bestiary (9 WP, Always: Authority, 15% EV) Papyrus Plate (11 WP, Proc: Dispel Magic, 15% EV) --- Maldegmen (13 WP, Proc: Ultima, 15% EV) --- --- Grimiore (2H, 17 WP, Always: Teleport, 15% EV) Lances (Forced 2H, PA * WP, unless otherwise noted, 2 Linear Range) Parasol Lance (1H, 6 WP, 40% EV, Halve: Fire/Water) Javelin (1H, 6 WP, 10% EV, when thrown counts as 10 WP at 50% critical) Atatl (1H, 8 WP, 15% EV, when thrown, ignores W/S-EV + procs 25% armorbreak) Harpoon (1H, 8 WP, 15% EV, when thrown, ignores C/A-EV + procs 25% headbreak) Naginata (13 WP, 25% Decapitate, 20% EV) --- HAlberd (14 WP, -1 SPD, deals 1.5x damage to large monsters and mounted units, 20% EV) --- Holy Lance (15 WP, -1 SPD, Holy Elemental, 25% Smite, 20% EV) Gungnir (15 WP, -1 SPD, Lightning Elemental, 25% Shocker, 30% EV) HEll Lance (15 WP, -1 SPD, Fire Elemental, 25% Shadowflare, 25% EV) --- Ultima Spear (17 WP, -1 SPD, 30% EV) Poles (Forced 2H, MA * WP, unless otherwise noted, 2 Linear Range) Askrema Stick (1H, 6 WP, PA * WP, 20% EV) Nun-chuck (1H, 5 WP, PA * WP, 25% Doulbeshot, 10% EV) Bamboo Pole (1H, 6 WP, MA * WP, 20% EV) Steel Pole (11 WP, 30% EV) Octagon Rod (13 WP, 25% Dispel Magic, 30% EV) --- Cane (1H, 3 WP, MA * WP, +1 Move, 30% EV) --- --- Whale Whisker (17 WP, 25% Leviathan, 30% EV) Goku Rod (15 WP, Always: Equip Change [includes Maintenance], Initial: Innocent, 30% EV) Fists (PA * (4 + WP + LVL / 12)) Sharkskin Wrap (1 WP, 25% Shard) --- Claws (4 WP, 25% EV, W-EV from either player has 33% chance to break foe's weapon) Spiked Shield (2 WP, 35% EV, W-EV triggers counterattack) --- Katar (7 WP, 15% EV, 25% Downsize) --- Throwables (Range = JUMP / 2, SP * WP) Kunai Throwing Axe Javelin Atatl Harpoon Wind Shuriken (10 WP, Wind Elemental, +1 Range) Yagyu DArkness (10 WP, Dark Elemental, 25% Blind) Fire Ball (10 WP, Fire Elemental, 25% Oil) Snow Ball (10 WP, Water Elemental, 100% Knockback) Lightning Ball (10 WP, Lightning Elemental, 100% hit) Smoke Bomb (100% Transparent) Shields (-1 Jump, except Buckler, Hakkero) Buckler (13% P-EV, 5% M-EV, all units can equip) Mythril Shield (22% P-EV, 5% M-EV) Lightning Shield (31% P-EV, Absorb: Lightning, Halve: Water, Weak: Fire) Fire Shield (31% P-EV, Absorb: Fire, Halve: Lightning, Weak: WAter) Ice Shield (31% P-EV, Absorb: Water, Halve: Fire, Weak: Lightning) Diamond Shield (40 P-EV, 15 M-EV) ---- Chrome Shield (30 P-EV, 10 M-EV, Initial: Reflect) Aegis Shield (10% P-EV, 50% M-EV, +1 MA) Cavalier's Shield (10% P/M-EV, +1 SP, if mounted, evasion bonus rises to 30/30) Opal Shield (20 P/M-EV, Always: Regen) Neutralizer (25 P/M-EV, All Elemental DMG/Healing received is not boosted/weakened by weak, halve, or boost. [Weak reversing healing is not cancelled.]) --- Genji Shield (43 P-EV, Cancel: All buffs and debuffs) Hakkero (+1 Range to all damaging attacks, attacks are now magical [take M-EV], ignore MATKUP/MADEF/Shell on all units, 25% recoil; all units can equip) --- Kaiser Plate (46 P-EV, 20 M-EV, Boost: All Elements) Venetian Shield (50 P-EV, 25 M-EV, Halve: All Elements) Escutcheon (75 P-EV, 50 M-EV) Astral Shield (0 P-EV, 75 M-EV, Always: Intangible) Hairpins --- Golden Hairpin (+50 HP/MP) --- Barette (+20 HP, Null: Defending, Berserk, Don't Act, Treasure, Zombie, Oil, Blind, Charm) Cachusha (+20 HP, Null: Faith, Innocent, Addle, Crystal, Curse, Death Sentence, Confusion, Slow) Halo (+30 HP, +70 MP, Intial: Float/Regen) --- Wreath (+10 HP, +50 MP, Always: Concentrate) Ribbon (+10 HP, Null: Dead, Petrify, Banish, Blood Suck, Stop, Don't Move, Expose, Frog, Poison, Sleep) Helmets Wolf Mask (+20 HP, +10 MP, Boost: Dark) Steel Pot (+28 HP) Mythril Helmet (+40 HP) Cross Helmet (+55 HP, Always: Authority) Circlet (+70 HP, if class is Striker, Initial: Haste) Diamond Helmet (+90 HP, +10 MP) --- Hanya Helmet (+100 HP, Null: Holy, Petrify, Stop, Banish) --- Genji Helmet (+100 HP, +20 MP) Grand Helmet (+110 HP, Null: Addle/Blind/Confuse/Sleep) --- Parade Helmet (+130 HP) Hats Feather Hat (+8 HP, +5 MP, if class is Apprentice, +1 PA/MA) Straw Hat (+12 HP, +8 MP, if class is Wizard, +2 MA) Headgear (+16 HP, +1 PA, if class is Squire, Always: A Save) Triangle Hat (+20 HP, +12 MP, +1 MA, if class is Manipulator, Initial: Re-raise) Black Hood (+72 HP) --- Holy Miter (+32 HP, +20 MP, +1 MA, if class is Priest, Boost: Holy) Green Beret (+28 HP, +1 SP, if class is Thief, +1 PA) Twist Headband (+36 HP, +2 PA) Flash Hat (+40 HP, +15 MP, +1 MA, +1 SP if MP > 75) Dunce Hat (+45 HP, Null: Don't Act/Don't Move, if MA < 8, +1 SPD) --- Acacia HAt (+60 HP, +20 MP, +1 SP, Null: Charm/Confuse) --- Thinking Cap (+60 HP, +50 MP, +3 MA, Null: Addle) Armor (-1 Move except Fishscale Mail) Bronze Armor (+35 HP, if class is Squire, +25 HP) Chain Mail (+52 HP, Halve: Swords, Knight Swords, Curved Swords, Axes) Mythril Plate (+80 HP, Halve: Longbows, Crossbows, Guns, THROW) CArabini Mail (+90 HP, Halve: Katana, Flail, Rod, Staff, Pole, Fists) Dragon Mail (+130 HP, Halve: Fire/Water/Lightning) Diamond Mail (+170 HP) --- Fishscale Mail (+52 HP) Runic Mail (+130 HP, Always: Shell) Adamantoise Plate (+130 HP, Always: Protect) --- Timeless Mail (+160 HP, Initial: Protect/Shell, If Slowed, add Protect/Shell) --- Genji Mail (+200 HP, Initial: Re-RAise, Always: Regen) Maximilian (+255 HP) Clothes Leather Vest (+30 HP, if class is Archer, +2 PA) Chain Vest (+40 HP, Halve: Swords, Knight Swords, Curved Swords, Axes) Survival Vest (+50 HP, if class is Geomancer, Initial: Astra) Brigandine (+60 HP, if class is Monk, +1 PA/SP) Wizard Outfit (+70 HP, +10 MP, if class is Oracle, Always: MA Save) Judo Outfit (+80 HP, +1 PA, Null: Dead) Earth Clothes (+100 HP, +10 MP, Strengthen: Earth, Absorb: Earth) --- Power Sleeve (+65 HP, +2 PA) Black Costume (+120 HP, Null: Stop) --- Fluid Clothes (+50 HP, +1 SP, Strengthen: Water, Absorb: Water, Initial: Haste) Rubber Costume (+150 HP, +30 MP, Null: Lightning) Mirage Vest (+120 HP, +20 MP, +1 SP, Null: Poison/Sleep/Petrify) --- Brave Suit (+120 HP, +40 MP, Initial: Re-RAise, Always: Regen) Robes (-1 Move) Grass Skirt (+32 HP, +16 MP, Absorb: Nature, Boost: Nature) Desert Robe (+40 HP, +18 MP, Absorb: Fire) Glacier Robe (+40 HP, +18 MP, Absorb: Water) Battery Robe (+40 HP, +18 MP, Absorb: Lightning) Chameleon Robe (+72 HP, +28 MP, Halve: Fire/Water/Lightning, Initial: Transparent) White Robe (+85 HP, +34 MP, Absorb: Holy, Null: Dead) Light Robe (+120 HP, +50 MP, +1 PA/MA, Null: Blind/Oil) --- Wizard Robe (+54 HP, +22 MP, +2 MA) Black Robe (+100 HP, +30 MP, Boost: Fire/Water/Lightning) --- Sage Robe (+180 HP, +100 MP, Halve: All Elements) --- Robe of the Lords (+160 HP, +80 MP, +2 PA/+1 MA, Always: Protect/Shell) Boots Steeltoe Boots (+1 PA, if evaded 1 range melee attack, counter DMG = PA * 6 with 33% +Don't Move) Sprint Shoes (+1 SP, 15% PA-EV) Rubber Shoes (+1 JMP, Null: Don't Move/Lightning, 15% MA-EV) --- Red Shoes (+1 MOV/MA, +40 MP) Battle Boots (+1 Mov/JMP, 8% P/M-AEV) --- Feather Boots (+1 MOV, Always: Float) --- Warp Shoes (-1 MOV/SP, Always: Teleport) Gauntlets, Armlets, and Rings Enchanted Ring (+1 MA, Null: Oil, Petrify, +50 HP) Power Ring (+1 PA, Null: Sleep, Death Sentence, Charm) Defense Armlet (Null: Defend, Don't Move, Don't Act, Berserk, Innocent, Faith) --- Reflect Ring (Always: Reflect, Null: Banish, Stop) N-Kai Armlet (Null: Dark, Curse, Confuse, Addle) Bracer (+2 PA) Magic Guantlet (+2 MA) Angel Ring (Initial: Re-Raise, Null: Blind, Dead) Diamond Armlet (+1 PA/MA, Null: Slow) 108 Gems (Boost: All Elements, Null: Poison, Frog) --- Cursed Ring (+1 PA/MA/SP, Always: Undead) Brigand's Gloves: (+1 SP, Initial: Haste) --- Genji Gauntlet (+2 PA/MA) Mantles (-1 Jump) Wizard Mantle (18% P/M-AEV, +1 MA) Elf Mantle (25% P/M-AEV, Halve: Fire/Water/Lightning) Dracula Mantle (28% P/M-AEV, Null: Undead/Blood Suck, Boost: Dark) --- Mirror Mantle (10% P/M-AEV, if A-EV, striker's attack is dealt by evaded target to striker) Spiked Mantle (15% P/M-AEV, if A-EV, deal 1/5 of target maxHP at 1 range to target) FEather Mantle (33% P/M-AEV) --- --- Windstriped Cloak (40% P-AEV, Cancel: Wind, Boost: Wind, Always: Transparent) Perfumes --- --- Cherche (+1 PA, Always: Shell, Initial: Reflect) Setiemson (+1 MA, Always: Protect, Initial: Intangible) --- Chantage (Always: Regen, Initial: RE-RAise) Tynar (+1 MA/PA, Initial: Haste) Consumables Potion (30 HP) Hi-Potion (70 HP) Ether (20 MP) Holy WAter (Cancel: Undead, Blood Suck, Curse) Phoenix Down (revive at 1 HP, Cancel: Dead) Dream Essence (+Sleep/Protect) Life Essence (50 HP + 25 MP, -1 SPD, +Regen) Tonic (if HP < 200, 50 uncounterable, unevadable damage, ELSE, +Poison; +Haste) --- X-Potion (150 HP) Hi-Ether (50 MP) Remedy (Proc Esuna) Acid Beaker ([PA / 2] * MA damage, +25% Blind) Hot Oil ([PA / 2] * MA damage, +25% Oil) --- Elixir (Full HP/MP) --- Elements: Fire Lightning Water Earth Nature Wind Holy Dark Elemental Weak = 1.5x damage and overrides elemental absorb. Drain now only works if element is not absorbed. ELSE, drain heals the target and the caster loses HP. All drain attacks are dark element. Healing now only works if target does not have elemental weakness to the healed spell. ELSE, healing hurts the target. All healing attacks are holy element. 50 Brave means evades are as stated, and base critical is that of the skill. If tarBr > 50, multiply evade by (100 - TarBr) / 50. If casBr > 50, multiply base accuracy by (150 - CasBr) / 100. If tarBr < 50, add (50 - Br) to C-EV. (50 - Br) / 100 * C-EV% activation against side attacks and (50 - Br) / 200 * C-EV% activation against back. If casBr < 50, multiply base accuracy by (50 + CasBr) / 100. (Additive bonuses from abandon stack on this, but anything that makes C-EV global overrides the second sentence.) If tarBr > 50, add (TarBr - 50) / 2 to critical chance and (TarBr - 50)% to critical DMG floor. If casBr > 50, add (CasBr - 50) / 2 to critical chance and (CasBr - 50)% to critical DMG floor. If tarBr < 50, multiply critical chance and critical DMG cap by (TarBr + 150) / 200. If casBr < 50, multiply critical chance and critical DMG cap by (CasBr + 150) / 200. 50 Faith means base weapon proc is that of the weapon. If tarFa > 50, add (TarFa - 50) / 2 to weapon proc chance. If casFa > 50, add (CasFa - 50) / 2 to weapon proc chance. If tarFa < 50, multiply weapon proc chance by (TarFa + 150) / 200. If casFa < 50, multiply weapon proc chance by (CasFa + 150) / 200. Statii (listed below are ONLY changes) Poison is infinite, sleep lost its timer, Astra/Curse share timers, Shell/Expose share timers, Innocent/Faith share timers, Slow/Haste share timers, DS/Dead share timers, meaning that 5 extra timers can be added...tentatively these are intended for Confuse/Berserk/Addle/Float/Toxic. Intangible (Unit is impermeable to evadable physical attacks. Broken by magical damage or player actions. Overrides Magic Guard. CAnnot stack on charging or performing.) Crystal (Cannot stack on Undead) Dead (Cancels addle and astra. Does not cancel Blood Suck or curse.) Undead (Cancels Poison/Regen. Does not stack on Astra. WEak: Holy/Nature, ABsorb: Dark) Charging (Charging units can now evade.) Jumping Defending (Simulates the effect of 0 Brave until next AT. Overrides Berserk.) Performing (Performing units now cannot evade or react.) Petrify (Does not stack on Astra) Expose (Added 32 CTR timer [timer share with Shell], No changes in loyalty, does not stack on astra, Cancel: Protect/Shell; absorb => null; null => halve; halve => normal; normal => weak for damage only) Blind (All physical evadable attacks now have 50% base accuracy, overriding concentrate. Cannot stack on Astra.) Confuse (Added timer 32 CTR, all evadable attacks, magical or physical, now have 50% base accuracy, overriding concentrate. Cannot stack on Astra.) Addle (Added timer 24 CTR, enemy unit cannot use skills. Enemy units can evade and attack. Cannot stack on Astra.) Blood Suck (AI control is now random targeting. CAnnot stack on Astra. Weak: Holy/Water) Curse (Added timer 24 CTR [timer share with Astra]; Cancels Charging/Performing/Defending/Float/Re-raise/Transparent/INtangible/Berserk/REgen/Protect/Shell/Haste/Astra/FAith/Innocent/Sleep/Reflect) Treasure (Cannot stack on Undead) Oil (-1 Move/Jump, Weak: Fire/Lightning, Cancelled by Fire/Lightning, cannot stack on Astra/Reflect) Float (Added timer 24 CTR; Null: earth, halve: wind; the CTR of all other statii [except Death] that use it is frozen until Float resolves [but any passive/on-turn effects still occur], cannot stack on Curse) RE-Raise (Cancels Death Sentence) Transparent (Unit is impermeable to evadable magic. Broken by physical damage or player actions. Overrides Magic Guard. Cannot stack on charging or performing.) Berserk (Added timer 32 CTR, Player control, simulates 100 Brave, Can React, cannot stack on Astra. Overrides Defending.) Banish (KO status, Stop CT, cannot react, has nothing to do with Brave now) Frog (Does not stack on Astra) Critical (+25% base accuracy, after brave/blind/abandon.) Poison (Infinite duration, 1/8th of maxHP and maxMP as HP/MP DMG, overrides Move HP-UP, Move MP-UP, Move-Vitalize, does not stack on Astra/Reflect) Regen (Restore max{LVL, maxHP / 8}, Absorb: Holy) Protect (32 CTR, Cannot stack on Curse, Cancels Expose) Shell (32 CTR [timer share with Expose], Cannot stack on Curse, Cancels Expose) Haste (24 CTR [timer share with slow], +3 SP) Slow (24 CTR [timer share with haste], does not stack on astra, -33% SP) Stop (Stopped units cannot be targeted. Cannot stack on Astra.) Astra (24 CTR [timer share with Curse], AI and humans can target. Cancels Undead/Petrify/Blind/Confusion/Addle/Blood Suck/Curse/Oil/Defending/Berserk/Frog/Poison/Slow/Stop/Faith/Innocent/Charm/Sleep/Don't Move/Don't Act/Death Sentence/Expose) Faith (Timer share with Innocent) Innocent (Timer Share with Faith) Charm (Does not stack on Astra) Sleep (Cannot stack on Astra. Restore 1/8 of maxHP/MP per turn, unit wakens [at start of turn, after regen phase] if HP/MP is full; no more freeze CT.) Don't Move (Enemy unit cannot move or evade. Cannot stack on Astra.) Don't Act (Enemy unit cannot react or attack, but CT is no longer wasted. Enemy units can use skills.) Reflect (Restore 1/8 of maxMP per turn. Cancel: Oil/Poison, cannot stack on Curse) Death Sentence (Cancels Re-RAise. CAnnot stack on AStra.) *NOTE: Anything listed under Curse is considered a positive status. Anything listed under Astra is considered a negative status. Some statii (like Berserk) are considered both. All humans have 4/4 Move/Jump. However, certain equipment types reduce movement/jump. Maximum level = 50. Invite no longer exists. Instead, random battles and storyline battles will cause certain enemies to join your team, but only if all enemies were killed (instead of just killing the leader). Obviously, the joiner enemy cannot have been crystallized or turned into a treasure box before the battle ends. Basic Jobs: NOte, in the following, STRONGLY-LINKED means if the status cannot be casted, the entire spell fails unless healing is converted into damage via weakness. It also means if damage is converted into healing via absorption, the status proc is never casted. Note, in the following, SEX-LINKED means males cannot use spell on males and females cannot use spell on females. Squire Dash (Unevade, 1 Range, Cancel: Perform, Charge, Defend; PA * [(LVL + 15) / 8]) Throw Stone (3 Range, 100% Knockback; PA * {1...3}) Shield Bash (1 Range, EQ: Shield, 100% Knockback; PA * [S-PEV / 5]) Cheer Up (1 Range v2, Cancel: Confuse, Berserk, Stop) Heal (1 Range v2, Cancel: Poison, Oil, Blind) Warn (MAP, Party, 100% Defend, 5 MP) Apprentice Singe (4 Range, 2v1, Fire, 14 MP; MA * 14 * [CasFa / 100] * [TarFa / 100]) Freeze (4 Range, 2v1, Water, 14 MP; MA * 14 * [CasFa / 100] * [TarFa / 100]) Zap (4 Range, 2v1, Lightning, 14 MP; MA * 14 * [CasFa / 100] * [TarFa / 100]) Cure (4 RAnge, 2v1, Heal HP, Holy, 14 MP; MA * 14 * [CasFa / 100] * [TarFa / 100]) Regen (3 Range, 2v0, +Regen, 12 MP; (MA + 255)% * [CasFa / 100] * [TarFa / 100]) Wish (4 Range, Cancel: Dead, 1% Heal HP, STRONGLY-LINKED, Holy, 12 MP; (MA + 220)% * [CasFa / 100] * [TarFa / 100]) Archer (Skillset + CHARGE) Head Break (Weapon Range, Break Head, if none, -1 MA; (XA2 + XA1 + 55)%) Armor Break (Weapon Range, Break Armor, if none, -20 CT; (XA2 + XA1 + 30)%) Shield Break (Weapon Range, Break Shield, if none, -1 PA; (XA2 + XA1 + 55)%) Weapon Break (Weapon RAnge, Break Weapon, if none, fail; (XA2 + XA1 + 30)%) Accessory Break (Weapon Range, Break Accessory, if none, fail; (XA2 + XA1 + 30)%) Greased Bolt (Weapon Range, Uncounterable; SP * WP) Charge +1 (Weapon Range, +1 to XA1, 2 CTR) Charge +3 (Weapon Range, +3 to XA1, 3 CTR) Charge +6 (Weapon Range, +6 to XA1, 5 CTR) Charge +10 (Weapon Range, +10 to XA1, 8 CTR) Charge +15 (Weapon Range, +15 to XA1, 12 CTR) Monk Spin Fist (Self, No-Self, unevade, 2v1, 10 MP; PA * [(SP + 4) / 2]) Repeating Fist (1 Range v0, 1-3 Hits, 12 MP; PA * 4) Wave Fist (3 RAnge v3, Wind, 15 MP; PA * (MA + 3)) Earth Slash (5 Range Linear v0, Earth, 20 MP; PA * (MA + 3)) Chakra (Self, 2v1, +Esuna, Holy, 15 MP; Healing = PA * 6) Revive (1 Range v1, Cancel: Dead, 25% Heal HP, STRONGLY-LINKED, Holy, 20 MP; (PA + 65)%) Secret Fist (1 Range v0, +Death Sentence, 12 MP; (PA + 50)%) Priest Purify (4 Range, 2v3, +Esuna, Holy, 4 CTR, 20 MP; Healing = MA * 22 * [CasFa / 100] * [TarFa / 100]) Restore (4 RAnge, 3v4, +Regen, Holy, 6 CTR, 30 MP; Healing = MA * 35 * [CasFa / 100] * [TarFa / 100]) Bless (5 Range, min{200, 50% Heal HP}, +Re-Raise, Holy, 7 CTR, 25 MP; (MA + 190)% * [CasFa / 100] * [TarFa / 100]) Resurrect (4 Range, Cancel: Dead, 100% Heal HP, STRONGLY-LINKED, Holy, 6 CTR, 25 MP; (MA + 190)% * [CasFa / 100] * [TarFa / 100]) Wall (3 Range, 2v0, +Protect/Shell, 4 CTR, 25 MP; (MA + 220)% * [CasFa / 100] * [TarFa / 100]) Seal Evil (Weapon Range, If Undead/Curse/VAmpire, +Petrify, 10 MP; (MA + 70)%, takes P-EV) Smite (5 Range, unevade, Holy, 7 CTR, 30 MP; MA * 45 * [CasFa / 100] * [TarFa / 100]) Wizard Blaze (4 Range, 2v3, Fire, 4 CTR, 20 MP; MA * 25 * [CasFa / 100] * [TarFa / 100]) Flare (5 Range, unevade, Fire, 7 CTR, 30 MP; MA * 45 * [CasFa / 100] * [TarFa / 100]) Icicle (4 Range, 2v3, Water, 4 CTR, 20 MP; MA * 25 * [CasFa / 100] * [TarFa / 100]) Hailstorm (MAP, Enemies, unrefl, Water, 6 CTR, 30 MP; MA * 18 * [CasFa / 100] * [TarFa / 100]) Bolt (4 Range, 2v3, Lightning, 4 CTR, 20 MP; MA * 25 * [CasFa / 100] * [TarFa / 100]) Shocker (4 RAnge, 3v4, unrefl, Lightning, 8 CTR, 30 MP; MA * 37 * [CasFa / 100] * [TarFa / 100]) Wither (4 Range, +Dispel Magic, unrefl, Dark, 4 CTR, 20 MP; MA * 25 * [CasFa / 100] * [TarFa / 100]) Death (3 Range, 35% +Death, Dark, STRONGLY-LINKED, 7 CTR, 40 MP; MA * 14 * [CasFa / 100] * [TarFa / 100]) Juggler (Throw Item + THROW) See above Geomancer (SKillset + ELEMENTAL) Burst (3 Range, unevade, Cancel: Shell/Reflect, STRONGLY-LINKED, Wind, 25 MP; (PA + LVL / 7) * MA [magical]) Burial (3 Range, unevade, Cancel: Reraise/Astra, STRONGLY-LINKED, Earth, 25 MP; 50%/25% HP/MP DMG) Pressure (3 Range, unevade, Cancel: Regen/Protect, STRONGLY-LINKED, Fire, 25 MP; (MA + LVL / 7) * PA [physical]) Selection (3 Range, unevade, Cancel: Slow/Don't Move/Sleep, STRONGLY-LINKED, NAture, 25 MP; [FoePA + FoeLVL / 7] * MA [magical]) Wipe Out (3 Range, unevade, Cancel: Addle/Don't Act/Confusion, STRONGLY-LINKED, WAter, 25 MP; [FoeMA + FoeLVL / 7] * MA [magical]) Pitfall (4 Range, 2v0, unevade, no-self, +Don't Move, Earth, 10 MP; [FoeSP + FoeLVL / 7] / 2 * MA) Water Ball (4 Range, 2v0, unevade, no-self, +Frog, Water, 10 MP; [(LVL / 7) + 10] / 2 * MA) Hell Ivy (4 Range, 2v0, unevade, no-self, +Don't Act, Nature, 10 MP; [(LVL / 7) + 10] / 2 * MA) Carve Model (4 Range, 2v0, unevade, no-self, +Petrify, Earth, 10 MP; [(LVL / 7) + 10] / 2 * MA) Local Quake (4 Range, 2v0, unevade, no-self, +Confusion, Earth, 10 MP; [FoePA + FoeLVL / 7] / 2 * MA) Kamaitachi (4 Range, 2v0, unevade, no-self, +Expose, Wind, 10 MP; [FoeMA + FoeLVL / 7] / 2 * MA) Demon Fire (4 Range, 2v0, unevade, no-self, +Sleep, Fire, 10 MP; 24 * MA * [100 - CasFa] / 100 * [100 - TaFa] / 100) Quicksand (4 Range, 2v0, unevade, no-self, +Death Sentence, Water, 10 MP; [FoeSP + FoeLVL / 7] / 2 * MA) Sand Storm (4 Range, 2v0, unevade, no-self, +Blind, Wind, 10 MP; [FoePA + FoeLVL / 7] / 2 * MA) Blizzard (4 Range, 2v0, unevade, no-self, +Addle, Water, 10 MP; [FoeMA + FoeLVL / 7] / 2 * MA) Gusty Wind (4 Range, 2v0, unevade, no-self, +Slow, Wind, 10 MP; 7 * MA) Lava Ball (4 Range, 2v0, unevade, no-self, +Dead, Fire, 10 MP; [(LVL / 7) + 10] / 2 * MA) *Special: All units with the geomancer job [not ELEMENTAL] always absorb the element of the ELEMENTAL attack of their current tile. Oracle Afflict (4 Range, unrefl, 3v0, +Blind, Poison, or Oil, Nature, 5 CTR, 14 MP; MA * 18 * [CasFa / 100] * [TarFa / 100]) Impair (4 Range, 2v2, +Don't Act, Addle, or Confuse, Nature, 5 CTR, 25 MP; MA * 18 * [CasFa / 100] * [TarFa / 100]) Transmute (3 RAnge, +Petrify, Sleep, Zombie, or Frog, Nature, 7 CTR, 40 MP; MA * 14 * [CasFa / 100] * [TarFa / 100]) Life Drain (4 Range, 25% Drain HP, Dark, 2 CTR, 20 MP; (MA + 190)% * [CasFa / 100] * [TarFa / 100]) Pray Faith (4 RAnge, +Faith, 4 CTR, 6 MP; (MA + 60)%) Doubt Faith (4 RAnge, +Innocent, 4 CTR, 6 MP; (MA + 60)%) Manipulator (Initial: Haste, Null: Slow) Haste (3 Range, 2v0, +Haste, 5 CTR, 20 MP; (MA + 180)% * [CasFa / 100] * [TarFa / 100]) Slow (3 Range, 2v0, +Slow, 5 CTR, 20 MP; (MA + 180)% * [CasFa / 100] * [TarFa / 100]) Density (4 Range, 2v1, 25% HP Damage, +Don't Move, Dark, 5 CTR, 35 MP; (MA + 190)% * [CasFa / 100] * [TarFa / 100]) Stop (3 RAnge, +Stop, 6 CTR, 20 MP; (MA + 160)% * [CasFa / 100] * [TarFa / 100]) Extend (4 Range, 2v0, +Float, 4 CTR, 25 MP; (MA + 190)% * [CasFa / 100] * [TarFa / 100]) Demi2 (4 Range, 2v3, 50% HP Damage, DArk, 6 CTR, 30 MP; (MA + 190)% * [CasFa / 100] * [TarFa / 100]) Comet (5 Range, 3v4, Unevade, Unrefl, Water, 8 CTR, 50 MP; MA * 45 * [CasFa / 100] * [TarFa / 100]) Thief Mug (Weapon Range, +Steal Gil, 3 MP; Weapon Damage) Steal Heart (3 Range v3, unevade, SEX-LINKED, +Charm, 20 MP; (MA + 50)%) Steal Attention (3 Range v3, unevade, Caster now becomes target of Charged Spell [spells without the ability to lock-on will fail upon casting], 10 MP; (MA + 50)%) Steal Sanity (3 RAnge v3, unevade, +Confuse, 10 MP; (MA + 50)%) Steal Helmet (1 Range v1, Steal: Head, if none, fail; (SP + 40)%) Steal Shield (1 Range v1, Steal: Shield, if none, fail; (SP + 40)%) Striker Soul Strike (Weapon Range, Recoil = 35% of DMG; HP DMG = Weapon, MP DMG = Weapon / 2) Wind Strike (4 Range, 2v1, Wind, 25 MP; Weapon Damage) Fire Strike (1 Range v1, Fire, Recoil = 50% of DMG; 1.5x Weapon) Downsize (1 Range v1, EQ: Melee, 50% target HP DMG, Dark, 35 MP; (PA + 95)%) Magic Strike (Weapon RAnge, damage is treated as magical [MATKUP/Shell/MADEF/M-EV], Recoil = 20% of DMG; WP * MA) Leveller (1 Range v1, unevade, uncounter, 10 MP; Fixed DMG = 40 + LVL + FoeLVL) Mediator Persuade (3 Range v3, unevade, If target is Critical, +Banish, 20 MP) Praise (3 Range v3, +20 Brave, 5 MP) Threaten (3 Range v3, -20 Brave, 5 MP) Preach (3 Range v3, +20 Faith, 5 MP) Refute (3 Range v3, -20 Faith, 5 MP) Encourage (MAP, 1 non-Self Ally, +35 CT, 8 MP) Swear (3 Range v3, unevade, +Death Sentence, 15 MP; 55%) *Special: All units with the mediator job always have Secret Hunt. Performer Life Song (MAP, Allies, 4 CTR Perform, 5 MP; Healing = 30 + MA) Witch Hunt (MAP, Enemies, 4 CTR Perform, 5 MP; MP Damage = MA) Battle Song (MAP, Allies, 6 CTR Perform, 20 MP; 50% +1 PA) Magic Song (MAP, Allies, 6 CTR Perform, 20 MP; 50% +1 MA) Forbidden Dance (MAP, Enemies, +Curse OR S-Poison [poison that deals 5% more maxHP/MP damage per turn, unless healed; other than this, S-Poison is equivalent to poison], 8 CTR Perform, 25 MP; 33%) Celestial Song (MAP, Allies, +Astra OR Reflect, 8 CTR Perform, 25 MP; 33%) Basic Jobs Level 50 Average Stats: If class mutlipliers are not listed, they are unchanged from VANILLA, not 1.3. Squire (Male) 157 HP, 44 MP, 8 PA, 5 MA, 8 SPD (C values: 11 HPC, 15 MPC, 55 PAC, 65 MAC, 120 SPC) Squire (Female) 147 HP, 47 MP, 6 PA, 6 MA, 8 SPD Apprentice (Male) 137 HP, 55 MP, 7 PA, 7 MA, 9 SPD (Multipliers: 93 HPM, 75 MPM, 85 PAM, 105 MAM, 105 SPM; C values: 12 HPC, 11 MPC, 65 PAC, 55 MAC, 100 SPC) Apprentice (Female) 128 HP, 59 MP, 5 PA, 9 MA, 9 SPD Archer (Male) 157 HP, 36 MP, 9 PA, 5 MA, 9 SPD (C values: 11 HPC, 16 MPC, 65 PAC, 70 MAC, 95 SPC) Archer (Female) 137 HP, 39 MP, 7 PA, 6 MA, 9 SPD Monk (Male) 185 HP, 55 MP, 10 PA, 5 MA, 8 SPD (Multipliers: 118 HPM, 80 MPM, 120 PAM, 80 MAM, 100 SPM; C values: 11 HPC, 12 MPC, 60 PAC, 60 MAC, 120 SPC) Monk (Female) 173 HP, 59 MP, 8 PA, 7 MA, 8 SPD Priest (Male) 137 HP, 94 MP, 8 PA, 7 MA, 9 SPD (Multipliers: 87 HPM, 120 MPM, 90 PAM, 110 MAM, 110 SPM; C values: 11 HPC, 10 MPC, 60 PAC, 60 MAC, 110 SPC) Priest (Female) 128 HP, 101 MP, 6 PA, 9 MA, 9 SPD Wizard (Male) 110 HP, 82 MP, 5 PA, 9 MA, 8 SPD (Multipliers: 75 HPM, 120 MPM, 60 PAM, 135 MAM, 100 SPM; C values: 12 HPC, 12 MPC, 60 PAC, 65 MAC, 120 SPC) Wizard (Female) 103 HP, 88 MP, 4 PA, 11 MA, 8 SPD Juggler (Male) 157 HP, 36 MP, 8 PA, 5 MA, 10 SPD (Multipliers: 100 HPM, 65 MPM, 100 PAM, 80 MAM, 110 SPM; C values: 11 HPC, 16 MPC, 65 PAC, 70 MAC, 90 SPC) Juggler (Female) 137 HP, 39 MP, 6 PA, 6 MA, 10 SPD Geomancer (Male) 162 HP, 61 MP, 9 PA, 7 MA, 8 SPD (C values: 12 HPC, 13 MPC, 70 PAC, 60 MAC, 120 SPC) Geomancer (Female) 152 HP, 66 MP, 7 PA, 9 MA, 8 SPD Oracle (Male) 128 HP, 76 MP, 6 PA, 8 MA, 9 SPD (Multipliers: 87 HPM, 110 MPM, 70 PAM, 120 MAM, 105 SPM; C values: 12 HPC, 12 MPC, 60 PAC, 70 MAC, 100 SPC) Oracle (Female) 120 HP, 81 MP, 5 PA, 10 MA, 9 SPD Manipulator (Male) 128 HP, 76 MP, 5 PA, 8 MA, 9 SPD (Multipliers: 87 HPM, 110 MPM, 60 PAM, 125 MAM, 100 SPM; C values: 12 HPC, 12 MPC, 60 PAC, 70 MAC, 95 SPC) Manipulator (Female) 120 HP, 81 MP, 4 PA, 10 MA, 9 SPD Thief (Male) 141 HP, 37 MP, 8 PA, 4 MA, 10 SPD (Multipliers: 90 HPM, 60 MPM, 100 PAM, 65 MAM, 110 SPM; C values: 11 HPC, 14 MPC, 65 PAC, 60 MAC, 85 SPC) Thief (Female) 132 HP, 39 MP, 6 PA, 5 MA, 10 SPD Striker (Male) 141 HP, 44 MP, 10 PA, 5 MA, 9 SPD (Multipliers: 90 HPM, 75 MPM, 120 PAM, 80 MAM, 105 SPM; C values: 11 HPC, 15 MPC, 65 PAC, 60 MAC, 90 SPC) Striker (Female) 132 HP, 47 MP, 8 PA, 7 MA, 9 SPD Mediator (Male) 152 HP, 58 MP, 7 PA, 6 MA, 9 SPD (Multipliers: 90 HPM, 90 MPM, 85 PAM, 95 MAM, 105 SPM; C values: 10 HPC, 13 MPC, 60 PAC, 60 MAC, 100 SPC) Mediator (Female) 142 HP, 62 MP, 6 PA, 8 MA, 9 SPD Performer (Male) 152 HP, 78 MP, 9 PA, 7 MA, 9 SPD (Multipliers: 97 HPM, 113 MPM, 115 PAM, 105 MAM, 105 SPM; C values: 11 HPC, 12 MPC, 70 PAC, 60 MAC, 90 SPC) Performer (Female) 142 HP, 83 MP, 7 PA, 9 MA, 9 SPD Basic Jobs Equips: Squire (Knife, Sword, Flail, Axe, Crossbow, Shield, Hat, Clothes, Armor) Apprentice (Sword, Rod, Staff, Shield, Hat, Clothes, Robe) Archer (Knife, Crossbow, Longbow, Shield, Hat, Clothes) Monk (Fists, Poles, Clothes) Priest (Books, Staff, Flail, Hat, Clothes, Robe) Wizard (Rod, Hat, Clothes, Robe) Juggler (Knife, Hat, Clothes) Geomancer (Sword, Axe, Curved Sword, Instrument, Hat, Clothes) Oracle (Poles, Staff, Hat, Clothes, Robe) Manipulator (Staff, Rod, Hat, Clothes, Robe) Thief (Knife, Fists, Curved Sword, Hat, Clothes) Striker (Sword, Knight Sword, Curved Sword, Helmet, Clothes) Mediator (Knife, Gun, Books, Hat, Clothes, Robe) Performer (Knife, Instrument, Hat, Clothes, Robe) Advanced Jobs (obtainable after one joins your party after certain events...spillover JP no longer exists): Summoner Moogle (4 Range, 2v3 Allies, +Protect/Transparent, 4 CTR, 30 MP; Healing = MA * 10) Carbuncle (4 Range, 3v4 Allies, +Shell/Intangible, 4 CTR, 30 MP; Healing = MA * 5) Phoenix (4 Range, 2v1 Allies, Cancel: Dead, 33% Heal HP, STRONGLY-LINKED, Fire, 4 CTR, 35 MP; (MA + 70)%) Ifrit (4 Range, 3v4 Enemies, unref, unevad, Fire, 4 CTR, 48 MP; BASE DMG = MA * 40 / # of targets, DMG DEALT = BASE DMG * TarUnFa%) Ramuh (MAP, All Enemies, unref, unevad, 25% chance +Oil, Lightning, 2 CTR, 25 MP; MA * 4) Shiva (4 Range, 3v4 Enemies, unref, unevad, Water, 4 CTR, 48 MP; DMG = MA * 20 / # of targets) Titan (MAP, All Enemies, unref, unevad, 25% chance +Confuse, Earth, 2 CTR, 25 MP; MA * 4) Silf (MAP, All Enemies, unref, unevad, 25% chance +Addle, Wind, 2 CTR, 25 MP; MA * 4) Madeen (4 Range, 3v4 Enemies, unref, unevad, Holy, 4 CTR, 48 MP; BASE DMG = MA * 40 / # of targets, DMG DEALT = BASE DMG * TarFa%) Lich (4 Range, 3v4, unref, unevad, Dark, 4 CTR, 35 MP; (MA + 100)% * TarUnFa% chance to +Undead) Swordmaster (Skillset + DRAW OUT) Sacrifice (Self, REQ: Not Blind/Slow/Don't Move; RandomAdd: Blind/Slow/Death Sentence, STRONGLY-LINKED, Dark, 48 MP; Healing = 75% maxHP) Grace (Weapon Range, REQ: Slow, uncounterable; DMG = BASE) Perfection (Weapon Range, REQ: Slow, unevad, 100% base accuracy; DMG = BASE) Flurry (1 Range v3, REQ: Blind AND Melee; DMG = BASE, 2 Hits) Vanish (Self, REQ: Blind; +Transparent/Intangible) Crescent (Range: Self, 3v3 no-self, EQ: Don't Move AND Sword; DMG = RH Weapon) Focus (1 Range v3, REQ: Don't Move AND Melee; +50% to CRIT, DMG = BASE) Koutetsu (Range: Self, 3 Range v3 Enemies, action counts as MOVE and ACT, Dark; DMG = MA * 10) Osafune (Range: Self, 3 Range v3 no-self, action counts as MOVE and ACT; MP DMG = 20 + MA) Murasame (Range: Self, 3 Range v3, action counts as MOVE and ACT, Holy; Healing = MA * 10) Heaven's Cloud (Range: Self, 3 Range v3 Enemies, 25% chance +Slow, action counts as MOVE and ACT, Holy; DMG = MA * 8) Kiyomori (Range: Self, 3 Range v3, action counts as MOVE and ACT; Add: Protect OR Shell) Muramasa (Range: Self, 3 Range v3 Enemies, 25% chance Add: Death Sentence OR Confuse, action counts as MOVE and ACT, Dark; DMG = MA * 8) Kikuichimoji (Range: 5 Range v1 Enemies, action counts as MOVE and ACT, Fire; DMG = MA * 8) Masamune (Range: Self, 3 Range v3 Allies, action counts as MOVE and ACT; Add: Regen/Haste) Chirijiraden (Range: Self, 3 Range v3 no-self, action counts as MOVE and ACT, Fire; DMG = MA * 12) Cavalier (Authority + Skillset + JUMP) Impale (2 linear RAnge v4, EQ: Lance, 5 MP; DMG = 75% BASE at 1 range and 50% BASE at 2 range) Heavy Blow (1 RAnge v0, REQ: 2H or Forced 2H AND Melee Weapons except Poles and Knives; DMG = BASE, if blocked by W/S/A-EV, destroy corresponding target equip, PA% chance to break weapon) Lancet (1 Range v0, Dark, 35 MP; DMG = BASE with Drain) Leap (5 Range v8; DMG = PA / 2 * WP, RECOIL = 20% of DMG) Land (Move to unoccupied square within 5 Range v8; RECOIL = X * 10% of maxHP where X is the distance moved) Prepare (Self, +Protect/Shell, 25 MP) Jump (5 Range v8, [28 / JMP] CTR; DMG = PA * WP) Berserker (Male only; Initial: Berserk) Rage (Self, +Berserk, 5 MP) Savagery (Self, 2v0 no-self, 12 MP, DMG = BASE * (10K + 90%), where K is the number of targets in range) Furious Strike (Weapon Range, CRIT = 0, 12 MP; DMG = BASE * (CasBr + 50)%) Smash Up (1 Range v0, REQ: Berserk AND Melee Weapons except Poles and Knives; 40 MP; always break armor first, then deal DMG = BASE * 1.5) Unleash (3 linear Range v2, REQ: Berserk; Self-Heal: Berserk, damage is treated as magical, Fire, 5 MP; DMG = PA * 10 * TarUnBr%, 100% base accuracy) Bloodlust (1 Range v0, 20 MP; DMG = Attacker maxHP - curHP at (PA + 70)%) *Special: All units with the berserker job take only half the accuracy penalties from Brave > 50. Valkyrie (Female only) Judgement (3 Range, Target must be dead, +Banish at (MA + 60)%, 30 MP) Odin (4 Range, 3v4, unref, unevad, 5 CTR, 25 MP; MA * 10) Reduction (5 Range, Dark, 25 MP; DMG = Target curHP - Attacker curHP at (MA + 75)%, DMG > 0) Transfer (MAP, non-self, Holy; HEAL = Cas maxHP * 0.4, RECOIL = 50% of HEAL) Terror (MAP, Dark, +Defend, damage is treated as magical, 15 MP; MA * 13 * TarBr%) Shieldmaiden (Self, 35 MP; Until caster dies, reaches her next AT, or spell is cast by new caster, all non-DoT damage dealt to all party members is transferred to caster instead) *Special: All units with the valkyrie job are always healed by the attack Odin. Alchemist (Equip Change + ITEM + DRAW OUT + THROW) Advanced Jobs Level 50 Average Stats: Summoner (Male) 110 HP, 102 MP, 5 PA, 8 MA, 8 SPD (Multipliers: 75 HPM, 130 MPM, 60 PAM, 130 MAM, 100 SPM; C values: 12 HPC, 10 MPC, 60 PAC, 70 MAC, 120 SPC) Summoner (Female) 103 HP, 109 MP, 4 PA, 10 MA, 8 SPD Swordmaster (Male) 133 HP, 51 MP, 9 PA, 5 MA, 11 SPD (Multipliers: 90 HPM, 75 MPM, 110 PAM, 75 MAM, 120 SPM; C values: 12 HPC, 12 MPC, 65 PAC, 60 MAC, 85 SPC) Swordmaster (Female) 124 HP, 55 MP, 7 PA, 6 MA, 11 SPD Cavalier (Male) 213 HP, 35 MP, 9 PA, 4 MA, 8 SPD (Multipliers: 126 HPM, 60 MPM, 110 PAM, 60 MAM, 100 SPM; C values: 10 HPC, 15 MPC, 60 PAC, 60 MAC, 120 SPC) Cavalier (Female) 199 HP, 37 MP, 7 PA, 5 MA, 8 SPD Berserker (Male-only) 174 HP, 46 MP, 10 PA, 4 MA, 8 SPD (Multipliers: 118 HPM, 75 MPM, 110 PAM, 60 MAM, 100 SPM; C values: 12 HPC, 14 MPC, 55 PAC, 70 MAC, 100 SPC) Valkyrie (Female-only) 147 HP, 73 MP, 8 PA, 9 MA, 8 SPD (Multipliers: 100 HPM, 100 MPM, 110 PAM, 105 MAM, 100 SPM; C values: 11 HPC, 12 MPC, 55 PAC, 65 MAC, 120 SPC) Alchemist (Male) 162 HP, 71 MP, 9 PA, 7 MA, 9 SPD (Multipliers: 110 HPM, 110 MPM, 110 PAM, 110 MAM, 110 SPM; C values: 12 HPC, 13 MPC, 60 PAC, 60 MAC, 100 SPC) Alchemist (Female) 152 HP, 76 MP, 7 PA, 9 MA, 9 SPD Advanced Jobs Equips: Summoner (Rod, Staff, Instrument, Book, Hat, Clothes, Robe) Swordmaster (Sword, Knight Sword, Curved Sword, Katana, Hat, Clothes) Cavalier (Knight Sword, Curved Sword, Flail, Lance, Shield, Helmet, Armor) Berserker (Axe, Knight Sword, Sword, Fists, Helmet, Clothes) Valkyrie (Lance, Sword, Rod, Shield, Hat, Armor) Alchemist (All) (Recruitable) Monsters: All monsters have global C-EV. Monsters do not take MP costs. Except for monsters that cannot enter water, all monsters can act/evade/react in deep water. All monsters nullify blood suck. Chocobo (Mountable) Yellow Chocobo (7 Move, 5 Jump, Innate: Counter, Immune: Don't Move, Halve: Nature) Choco Attack (1 Range v3, DMG = PA * (4 + LVL / 12)) Choco Cure (Self, 2 Range v3, Holy, Healing = MA * (5 + LVL / 9), Remove: Petrify, Blind, Charm, Confuse, Addle, Berserk, Frog, Poison, Sleep, Don't Move, Don't Act, Stop) Warn (Same as Squire) Magic Feather (1 Range v3, Cancel: Dead, Holy, STRONGLY-LINKED, Healing = 1% maxHP) Black Chocobo (6 Move, 5 Jump, Innate: Fly/Counter, Immune: Don't Move, Halve: Nature) Scratch Up (1 Range v1, unevad, DMG = PA * (5 + LVL / 9)) Choco Ball (5 Range, Fire, DMG = PA * (MA + 4) / 2) Choco Meteor (4 Range, 1v3, Fire, DMG = MA * (5 + LVL / 9)) Choco Cure (Same as Yellow Chocobo) Red Chocobo (6 Move, 5 Jump, Innate: Fly/Reflex/Concentrate, Immune: Don't Move, Halve: Nature) Choco Meteor (See Black Chocobo) Prepare (See Cavalier) Choco Cure (See Yellow Chocobo) Blithe Spirit (3 Range, Holy, Healing = 25% of maxHP, +Regen) Goblin (Not Mountable) Red Goblin (5 Move, 4 Jump, Innate: Counter/Two Swords, Null: Fire, EQ: Hat, Clothes, Boots, Armlets, Gauntlets, Rings, Knife, Fists) Mug (See Thief) Spin Fist (See Monk) Concussion (1 Range v1, (PA + 70)% chance of Blind, Addle, or Confuse) Soul Strike (See Striker) Black Goblin (5 Move, 4 Jump, Innate: Counter Aim/Two Hands, Null: Fire, EQ: Hat, Clothes, Boots, Armlets, Gauntlets, Rings, Sword, Katana, Curved Sword, Flail) Aim (Weapon Range, DMG = BASE / 2, unevad, ignore protect/shell/Defender/DEFUP/MADEF) Armor Break (See Archer) Greased Bolt (See Archer) Prepare (See Cavalier) Gobbledeguck (5 Move, 4 Jump, Innate: Counter Magic/Move-MP UP, Null: Fire, EQ: Hat, Clothes, Boots, Armlets, Gauntlets, Rings, Rod, Staff) Haste (See Manipulator) Fireball (4 Range, 2v3, Fire, DMG = MA * SP) Life Drain (See Oracle) Titan (See Summoner) Wolf (Not Mountable) Grey Wolf (7 Move, 4 Jump, Innate: Lionheart/Fast Accuracy, Absorb: Dark) Outflank (1 Range v3, DMG = PA * (5 + LVL / 9) * K, where K = 2/3 from front, 1 from side, and 4/3 from back) Corner (1 Range v1, DMG = PA * (5 + LVL / 9) * (4 + K) / 6, where K is the number of allies [including self] adjacent to the target) Howl (Self, 3 Range v3, Cancel: Defend, Perform, Charging) Throat Bite (1 Range v0, unevad, If target is in critical, DMG = 21% of target maxHP) Alpha Wolf (7 Move, 4 Jump, Innate: Lionheart/Fast Accuracy, Absorb: Dark) Outflank (See Grey Wolf) Corner (See Grey Wolf) Moonsong (MAP, ALL, unevad, Dark, 6 CTR Perform, DMG = MA * 5) Throat Bite (1 Range v0, unevad, If target is in critical, DMG = 21% of target maxHP) Dire Wolf (6 Move, 4 Jump, Innate: Ghost State/Magic Defense UP, Initial: Re-raise, Intangible, Absorb: Dark) Eclipse (4 Range, 2v3, Dark, DMG = MA * (5 + LVL / 9)) Shimmer (3 Range, (MA + 55)% chance +Intangible) Evoke Spirit (3 Range, (MA + 45)% chance +Re-Raise) Persuade (See Mediator) Bomb (Not Mountable) Red Bomb (4 Move, 3 Jump, Innate: Float/Speed Save, Absorb: Fire, Null: Lightning/All Negative Statii except Defend/Berserk/Innocent/Faith, Weak: water) Emit Oil (3 Range, 2v1 No-Self, Fire, DMG = MA * 5, +Oil) Explode (Self, 3 Range v3, DMG to Self = curHP, DMG to Foe = CasmaxHP - CascurHP, +Oil) White Smoke (3 Range, 2v1 No-Self, Fire, DMG = MA * 5, +Blind) Manaburn (5 Range, MP DMG to Self = MP DMG to Foe = CascurMP; HP DMG to Foe = CascurMP * 2) Grenade (4 Move, 3 Jump, Innate: Float/Speed Save, Absorb: Fire, Null: Lightning/All Negative Statii except Defend/Berserk/Innocent/Faith, Weak: water) Emit Oil (See Red Bomb) Explode (See Red Bomb) Fragmentation (Self, 3 Range v3, DMG to Self = maxHP / 3, DMG to Foe = MA * (RN{0, 10} + LVL / 10)) Mini-Flare (5 Range, unevad, No-Self, Fire, DMG = MA * (5 + LVL / 7)) Explosive (4 Move, 3 Jump, Innate: Float/Speed Save, Absorb: Fire, Null: Lightning/All Negative Statii except Defend/Berserk/Innocent/Faith, Weak: water) Emit Oil (See Red Bomb) Explode (See Red Bomb) Black Smoke (3 Range, 2v1 No-Self, Fire, DMG = MA * 5, +Poison) Mini-Flare (See Grenade) Tortoise (Mountable) Rockskin (3 Move, 3 Jump, Innate: Counter Spike/Defense Up, Absorb: Lightning, Null: Don't Move/Don't Act/Slow/Earth/Water) Encrust (Self, +Protect/Defend) Lightning Rod (Self, 3 Range v3, Lightning, DMG = MA * (4 + LVL / 12), 25% chance +Don't Move/Don't Act/Slow) Spinning Spikes (Self, No-Self, 2 Range v1, DMG = 20% of tar maxHP) Odd Sound (Self, No-Self 3 Range v1, DMG = MA * (PA + 4) / 2, +Dispel Magic) Blade Biter (3 Move, 3 Jump, Innate: Counter Spike/Defense Up, Absorb: Lightning, Null: Don't Move/Don't Act/Slow/Earth/Water) Encrust (See Rockskin) Lightning Rod (See Rockskin) Spinning Spikes (See Rockskin) Munch (1 Range v0, (PA + 50)% break weapon; if successful, HEALING = MA * PA) Adamantoise (3 Move, 3 Jump, Innate: Counter Spike/Defense Up, Absorb: Lightning, Null: Don't Move/Don't Act/Slow/Earth/Water) Encrust (See Rockskin) Lightning Rod (See Rockskin) Spinning Spikes (See Rockskin) Matra Magic (5 Range, reverse target HP and MP if target curHP < maxMP and curMP > maxHP * 20%) Tonberry (Not Mountable) Tonberry (3 Move, 3 Jump, Innate: Damage Split/Float, Halve: All Elements, Null: All Negative Statii except Defend/Berserk/Innocent/Faith, EQ: Clothes, Mantle, Knife, Ring) Knife (1 Range v1, unevad, REQ: Knife, DMG = BASE, 25% chance +Death Sentence) Mark (MAP, 1 Unit, Dark, DMG = MA * 3, +Curse) Karma (5 Range, DMG = (LVL + 5) * 4) Voodoo (MAP, 1 Unit, Dark, (MA + 60)% chance +Don't Move/Don't Act/Addle and DMG = tar maxHP / 4) Deathberry (3 Move, 3 Jump, Innate: Damage Split/Float, Halve: All Elements, Null: All Negative Statii except Defend/Berserk/Innocent/Faith, EQ: Clothes, Mantle, Knife, Ring) Knife (See Tonberry) Fate (2 Range v0, Dark, 6 CTR, DMG = Cas maxHP - cas curHP at (MA + 70)%) Karma (See Tonberry) Voodoo (See Tonberry) Master Tonberry (3 Move, 3 Jump, Innate: Damage Split/Float, Halve: All Elements, Null: All Negative Statii except Defend/Berserk/Innocent/Faith, EQ: Clothes, Mantle, Knife, Ring) Stop Breath (1 Range v0, unevad, 100% Add: Dead) Mark (See Tonberry) Karma (See Tonberry) Voodoo (See Tonberry) Bug (Not Mountable, SPECIAL: If standing on natural terrain, +50% C-EV.) Pit Bug (4 Move, 3 Jump, Innate: Pin Down/Concentrate/Disarm, Null: Nature, Weak: wind) Suffocate (1 Range v1, DMG = PA * (4 + LVL / 12), -20 CT to foe) Sandstorm (Self, No-self, 3 Range v3, Earth and Wind, DMG = PA * (MA + 4) / 2, 35% blind) Spit Poison (3 Range, DMG = (LVL + 7) * 3, +Poison) Encrust (See Rockskin) Antlion (4 Move, 3 Jump, Innate: Pin Down/Concentrate/Disarm, Null: Nature, Weak: wind) Large Fang (1 Range v1, DMG = PA * 6, ignore the effects of DEFUP/Protect/Shell/MADEF/Defender) Sandstorm (See Pit Bug) Spit Poison (See Pit Bug) Encrust (See Rockskin) Jawbreaker (4 Move, 3 Jump, Innate: Pin Down/Concentrate/Disarm, Null: Nature, Weak: wind) Hollow Fang (1 Range v1, DMG = PA * 4, Drain HP) Silk Trap (Self, No-self, 3 Range v3, Nature, DMG = MA * (5 + LVL / 9), 35% slow/Don't Move/Petrify) Spit Venom (3 Range, DMG = (LVL + 7) * 3, +S-Poison) Encrust (See Rockskin) Cockatrice (Not Mountable) Juarvis (7 Move, 3 Jump, Innate: Fly/Counter, Null: Earth, Halve: Wind) Scratch Up (See Black Chocobo) Beaking (1 Range v1, (PA + 50)% chance +Expose) Dive Bomb (5 Range, Wind, DMG = PA * (4 + LVL / 12)) Magic Feather (See Yellow Chocobo) Steel Hawk (7 Move, 3 Jump, Innate: Fly/Counter, Null: Earth, Halve: Wind) Scratch Up (See Black Chocobo) Beaking (See Juarvis) Dive Bomb (See Juarvis) Soft Feather (3 Range, (MA + 45)% chance +Sleep) Cockatrice (6 Move, 3 Jump, Innate: Fly/Counter, Null: Earth, Halve: Wind) Scratch Up (See Black Chocobo) Beak (1 Range v1, (PA + 40)% chance +Petrify) Wind Edge (5 Linear Range v5, Wind, DMG = PA * (MA + 4) / 2) Soft Feather (See Steel Hawk) Fairy (Not Mountable) Pixie (5 Move, 4 Jump, Innate: Fly/Counter Aim, Null: Earth, Absorb: Holy, EQ: Hairpins, Clothes, Robes, Longbows, Rings, Shoes, Perfume) Aim (See Black Goblin) Greased Bolt (See Archer) Cupid (Weapon Range, +Charm/Slow, (MA + WP + 40)%, takes P-EV) Seal Evil (See Priest) Fairy (5 Move, 4 Jump, Innate: Fly/Balance, Null: Earth, Absorb: Holy, EQ: Hairpins, Clothes, Robes, Instruments, Rings, Shoes, Perfume) White Wind (Self, 2 Range v3, Holy and Wind, No-Self, Healing = Cas curHP, Add: Regen) Life Song (See Performer) Evoke Spirit (See Dire Wolf) Dia (5 Range, No-Self, Holy, DMG = MA * (5 + LVL / 7), +25% Blind) Ice Fairy (5 Move, 4 Jump, Innate: Fly/Counter, Null: Earth, ABsorb: Water, EQ: Hairpins, Clothes, Robes, Flail, Rings, Shoes, Perfume) Ice Spear (3 Range, No-Self, Water, DMG = (MA + PA) / 2 * SP) Freeze Solid (1 Range v0, unevad, STRONGLY-LINKED, Water, DMG = MA * 5, 100% +Stop and break armor) Shard (Self, 3 Range v3, No-Self, DMG = (tar maxHP - tar curHP) * (FoeLVL * 3 + 35) / tar maxHP) Cold Ray (5 Range, No-Self, Water, DMG = MA * K, where K = 4 if target is wearing armor and 12 if target is not) Mindflayer (Not Mountable, SPECIAL: If turn starts in water, squidlarkens can move an extra square; if turn ends in water, +Defending.) Pisco Demon (4 Move, 4 Jump, Innate: MP Switch/Disarm, Null: Water, Halve: Fire, EQ: Robes, Mantles) Suffocate (See Pit Bug) Tentacle (1 Range v1, DMG = PA * (4 + LVL / 12), BASE CRIT = 50%) Odd Sound (See Rockskin) Ink Bomb (4 Range, 2v2, Water, DMG = MA * (4 + LVL / 12), 100% Add: +Blind) Squidlarken (4 Move, 4 Jump, Innate: MP Switch/Disarm, Null: Water, Halve: Fire, EQ: Robes, Mantles) Suffocate (See Pit Bug) Tentacle (See Pisco Demon) Odd Sound (See Rockskin) Mind Blast (3 Range, 2v1, DMG = MA * 5, 100% Add: Confuse or Addle) Mindflare (4 Move, 4 Jump, Innate: MP Switch/Disarm, Null: Water, Halve: Fire, EQ: Robes, Mantles) Suffocate (See Pit Bug) Drown (1 Range v0, target must be in water and not Mindflayer, 100% Add: +Dead) Odd Sound (See Rockskin) Mind Blast (See Squidlarken) Dragon (Mountable) Yellow Dragon (4 Move, 3 Jump, Innate: Defense UP/Magic Defense Up/Dragon Spirit, Null: Lightning) Tail Swing (1 Range v2, DMG = PA * (5 + LVL / 9), 100% Knockback) Prepare (See Cavalier) Large Fang (See Antlion) Spark Breath (2 Linear Range v3, Lightning, DMG = MA * (5 + LVL / 7), +25% Don't Act) Blue Dragon (4 Move, 3 Jump, Innate: Defense UP/Magic Defense Up/Dragon Spirit, Null: Water) Tail Swing (See Yellow Dragon) Prepare (See Cavalier) Large Fang (See Antlion) Ice Breath (2 Linear Range v3, Ice, DMG = MA * (5 + LVL / 7), +25% Stop) Red Dragon (4 Move, 3 Jump, Innate: Defense UP/Magic Defense Up/Dragon Spirit, Null: Fire) Tail Swing (See Yellow Dragon) Prepare (See Cavalier) Large Fang (See Antlion) Fire Breath (2 Linear Range v3, Fire, DMG = MA * (5 + LVL / 7), +25% Sleep) Behemoth (Mountable) Behemoth (5 Move, 5 Jump, Innate: Defense Up/Hamedo/Authority, Null: Dark) Stab Up (1 Range v0, DMG = PA * (5 + LVL / 9), 25% chance +Dead) Large Fang (See Antlion) Chakra (See Monk) Revive (See Monk) King Behemoth (5 Move, 5 Jump, Innate: Defense Up/Hamedo/Authority, Null: Dark) Stab Up (See Behemoth) Large Fang (See Antlion) Chakra (See Monk) Matra Magic (See Adamantoise) Dark Behemoth (5 Move, 5 Jump, Innate: Defense Up/Hamedo/Authority, Null: Dark) Stab Up (See Behemoth) Large Fang (See Antlion) Chakra (See Monk) Ultima (4 Range, 2v3, DMG = MA * 12) Tiamat (Mountable) Hyudra (5 Move, 5 Jump, Innate: Fly/Magic Defense Up/Dragon Spirit, Initial: Re-Raise, Null: Earth, Halve: Wind) Tail Swing (See Yellow Dragon) Triple Fang (1 Tri-Directional Range v1, DMG = PA * 6, ignore the effects of DEFUP/Protect/Shell/MADEF/Defender) Triple Thunder (4 Range, 2v0, Lightning, DMG = MA * (RN{0...10} + LVL / 9)) Triple Flame (4 Range, 2v0, Fire, DMG = MA * (RN{0...10} + LVL / 9)) Hydra (5 Move, 5 Jump, Innate: Fly/Magic Defense Up/Dragon Spirit, Initial: Re-Raise, Null: Earth, Halve: Wind) Tail Swing (See Yellow Dragon) Triple Fang (See Hyudra) Triple Breath (2 Tri-Directional Linear Range v2, Holy, Healing = MA * (4 + LVL / 12), +Esuna) Dark Whisper (4 Range, 2v0, Dark, DMG = MA * 6, 35% Sleep or Dead) Tiamat (5 Move, 5 Jump, Innate: Fly/Magic Defense Up/Dragon Spirit, Initial: Re-Raise, Null: Earth, Halve: Wind) Tail Swing (See Yellow Dragon) Triple Fang (See Hyudra) Triple Breath (See Hydra) Ultima (See Dark Behemoth) Minotaur (Not Mountable) Bull Demon (4 Move, 3 Jump, Innate: Bonecrusher/Guard, EQ: Axe, Armor, Armlets, Gauntlets) Wave Around (Self, No-Self 2v1, DMG = Weapon) Stampede (Self, No-Self 3v3, Earth, DMG = PA * (4 + LVL / 12)) Chakra (See Monk) Revive (See Monk) Minitaurus (4 Move, 3 Jump, Innate: Bonecrusher/Guard, EQ: Axe, Armor, Armlets, Gauntlets) Wave Around (See Bull Demon) Stampede (See Bull Demon) Chakra (See Monk) Downsize (See Striker) Sacred (4 Move, 3 Jump, Innate: Bonecrusher/Guard, EQ: Axe, Armor, Armlets, Gauntlets) Wave Around (See Bull Demon) Stampede (See Bull Demon) Chakra (See Monk) Decapitate (1 Range v0, Dark, (PA + 95)% chance to deal (PA + 95)% tar maxHP DMG) Dryad (Not Mountable) Woodman (4 Move, 3 Jump, Innate: Counter Flood/Move MP-UP, Absorb: Earth, Nature, Halve: Wind, Water, Weak: Fire) Leaf Dance (Self, 2 Range v0, Nature, DMG = MA * (4 + LVL / 12)) Prepare (See Cavalier) Blithe Spirit (See Red Chocobo) Revive (See Monk) Trent (4 Move, 3 Jump, Innate: Counter Flood/Move MP-UP, Absorb: Earth, Nature, Halve: Wind, Water, Weak: Fire) Leaf Dance (See Woodman) Prepare (See Cavalier) Blithe Spirit (See Red Chocobo) Evoke Spirit (See Dire Wolf) Taiju (4 Move, 3 Jump, Innate: Counter Flood/Move MP-UP, Absorb: Earth, Nature, Halve: Wind, Water, Weak: Fire) Leaf Dance (See Woodman) Wall (See Priest) Blithe Spirit (See Red Chocobo) Guardian Spirit (3 Range, Holy, HEAL = Caster maxHP * 0.4, RECOIL = HEAL * 50%, +Astra to target) Murbol (Mountable) Murbol (4 Move, 3 Jump, Innate: Counter Status/Pierce, Null: Poison/Oil) Whiplash (2 Linear Range v1, DMG = PA * (5 + LVL / 9)) Writhe (Self, no-self 3 Range v0, DMG = PA * (SP + 4) / K, where K = 2 if the enemy has armor and 1 if not) Goo (1 Range v0, unevad, 100% chance +Don't Move/Don't Act/Slow/Stop/Petrify) Lick (Transfer all of the target's non-innate statii (except DEAD/Banish/Petrify/Stop/Treasure Box/Crystal) to murbol, if successful, self-Heal = FoeMA * PA) Ochu (4 Move, 3 Jump, Innate: Counter Status/Pierce, Null: Poison/Oil) Whiplash (See Murbol) Writhe (See Murbol) Bad Breath (Self, no-self 3 Range v0 unevad, 100% chance +Addle/Frog/Poison/Sleep/Petrify) Lick (See Murbol) Great Murbol (4 Move, 3 Jump, Innate: Counter Status/Pierce, Null: Poison/Oil) Whiplash (See Murbol) Writhe (See Murbol) Spit Acid (3 Range, Nature, DMG = MA * 5, destroy target armor; if blocked by P/S/A-EV, destroy corresponding equip instead) Lick (See Murbol) Unrecruitable Monsters: Lamia Demon Skeleton Ghoul Zombie Vampire Floatiball All units have weapon guard. C-EV works against magic. Draw Out can be copied only if the copier did not move or act last turn. Magic Guard's all-evasion effect is nullified if the attacker has Concentrate or if the defender is currently Intangible or Transparent. Reactions: A Save (Keep...+5 limit to boosts with -33% being the limit for breaks, Enemy attacks only, Br%) M Save (Keep...+5 limit to boosts with -33% being the limit for breaks, Enemy attacks only, Fa%) Speed Save (Keep...change to +20 CT, but if Critical: +127 CT [quick], Enemy attacks only, Br%) Sunken State (Keep...Enemy attacks only, Transparent makes a unit impermeable to evadeable magic, Br%) Caution (Lowers Brave by 10, Fixed 70%) Dragon Spirit (+Regen, but if critical: +Regen/Re-Raise, Fa%) Regenerator (Replace with Ghost State; enemy attacks only, add empty status, Intangible, which makes a unit impermeable to evadable physical attacks, Fa%) Brave Up (Keep, only because I boosted it to +10, Fixed 70%) Faith Up (Keep, only because I boosted it to +10, Fixed 70%) HP Restore (Keep, but now has a 20 MP penalty at Fa%) Balance (Replaces MP Restore; after taking HP or MP damage, replace HP and MP with the average between the two, but only if less than maxHP and maxMP, Fa%) Adrenaline Rush (Replace Critical Quick; expend 10 MP to +Haste, if critical: +Haste/Berserk, Br%) Bonecrusher (Keep, Br%) Counter Magic (Keep...Fa%) Counter Aim (Overrides Counter Tackle, 20 CT penalty, deal 0.5x unevadble weapon damage, ignoring DEFUP/MADEF/Protect/Shell/Defender, Br%) Counter Flood (Keep...though a 10 MP penalty will be added, Fa%) Absorb MP (Replaces Absorb Used MP, gain MP = cost of any spell that targets user (except self-cast) + [HP excess / 10], Fixed 70%) Faith Down (Replaces Gilgame Heart; lowers faith by 10 when hit by magic, Fixed 70%) Copycat (Overrides Reflect; unit uses the last move used by any ally, if able, even if the unit does not know the move; the new user must pay all costs and abide by all restrictions except CT) Auto Potion (Keep...though there should be a 25 CT penalty, Br%) Counter (Keep...though a 20 CT penalty will be added, Br%) Lionheart (Overrides blank; unless unit HP = 1, if unit takes fatal damage, unit has 1 HP remaining, Br%) Counter Spike (Replaces Distribute, 20 CT penalty, deal 20% of minimum{999, target maxHP}, reacts against what counter would but forced 1 range, Br%) MP Switch (Keep...Fixed 70% Activation; excess damage is dealt to HP, (100 - Fa)%) Damage Split (Keep...though a 10 MP penalty will be added, Fa%) Magic Guard (REplaces WEapon Guard, W-EV works against magic and all attacks are evadable) Reflex (REplaces Finger Guard...[4 + Effective SPD] bonus to P/M-AEV) Abandon (Rework...C-EV is now max{40, baseC-EV + 30}; C-EV becomes global [100% front/50% side/25% back]) Counter Status (Replaces Catch; if unit has any negative status that doesn't disable reactions, give one to the enemy who physically attacks you, Fa%) Death Wish (Replaces Blade Grasp; 15 MP cost, +Death SEntence if any damage is taken, Fa%) Pin Down (Replaces Arrow Guard, usable once between turns, 25 CT penalty, first-strike attack the first enemy in range who moves unless the the movement is teleport [in which the target will be attacked and miss]) Hamedo (Keep, but add 25 CT penalty and change preemption to first strike, Br%) Supports + Movements (Consolidated): Unity (Requires a spare hand [except if weapon is forced 2H]; if in range, the rider will attack with his weapon; the monster will attack "barefisted"...recall mounted riders now use mount SPD for CT calculations) Monkey Grip (Forced 2H weapons can be wielded in 1 Hand at 2/3 power with no SPD penalty. Shields have no jump penalty. Does not stack with 2H or 2S.) Health UP (+33% maxHP...HP cap is still 999, though) Vitality UP (+20% maxHP, +25% maxMP...caps are still 999, though) Equip X (Keep...though only 4 will exist, Equip Heavy [Armor, Helm, Shield, Knight Sword, Axe, Lance], Equip Light [Robes, Hat, Clothes, Rod, Staff, Pole], Equip Ranged [Crossbow, Longbow, Gun, Book, Instrument], Equip MElee [Sword, Knife, Curved Sword, Katana, Flail, Fists]) Half of MP (Keep) Turbo MP (Replaced Gained JP UP; 1.5x magic cost and damage for non-status spells that use MA...may be difficult to hack properly) Blood Magic (Replaced Gained EXP UP; Uses twice the MP cost of a spell in HP in place of MP costs if MP = 0) XXX UP (Keep) Concentrate (Keep...overriden by blind/berserk, affects magic too) Accelerator (Overrides Train...the timers for all status effects that use CT/turn timers are cut in half) Martial Arts (Keep...do not make it innate on monk; 3/2x to XA2 if PA and EQ: melee weapon with WP < 9 [includes bare-fists]. Does not stack on 2S or 2H.) Authority (Merges Monster Skill/Talk into one skill with 2 effects: A) Allows humans riding monsters to use all 4 monster skills as a third skillset [this is the hardest to hack]; B) Makes units immune to critical/knockback/weapon procs [but not counter-procs]...note, my hack will apply SRH and make monsters not even require monster skill to have 4 attacks and my hack automatically allows talk skill to work on monsters) Throw Item (Keep, but also boosts throw range by 2; note that base throw range = JMP / 2 in my hack, though I intend to make a set of aerodynamic weapons that go farther/hit harder) Two XXX (Keep...2 Hands is now 1.5x power [this is how I'm remaking Knight Swords], 2 Swords is now at base 75% accuracy) Pierce (Replaces Secret Hunt; FFM's idea of boosting all damage...by 20% to final damage if the target has any positive status, ignores the effect of all supports and statii that lower DMG except Guard on target) Guard (Replaces Monster Skill; Reduces all incoming damage...by 20% to final damage if self has any negative status [Charging/Performing also], ignores the effect of all supports that increase DMG except Pierce on attacker) Vehemence (Overrides Blank Support 1; Toned down to a 33% boost and no longer affects dealt healing.) Equip Change (Gains Maintenance's effect + null stat breaks...if I can think of how, I might implement a pseudo-Paradigm Shift system that lets you change the other Support/Reaction ability of the unit as well...if you then use ALMA to tie skills to supports [or vice-versa] it should be possible to create attacks dependent on having Support X and Reaction Y) Defender (Replaces Defend [have a Warn skill that adds Defend to all allies in my hack...don't need it]; Cuts damage taken/dealt and healing taken by 33%.) Energy Save (Replaces Maintenance; if unit only attacks or only moves, CT is reset to 40. If unit does both, CT is reset to 20.) Short Charge (Keep...but should include CHARGE) Non-Charge (Keep...cuts power/accuracy in half) Mimic (Overrides Blank Support 2, gain the reaction of the attacker plus all of one's original reaction abilities [no reactions override, but only one active counter can activate] at the instant of attack. NOTE: The precedence of reactions from the same trigger is Br/Fa Modifiers > FOE REACTIONS > YOUR REACTIONS.) Boundless (Overrides Blank Support 3; Ignores CT and MP costs for counter abilities...enemy only) Flight (Move +1/Fly) Levitate (Move +1/Always: Float) Stealth (Move +2/Initial: Intangible) Careful (Jump +1/Set P/M-AEV to 25) Observant (Jump +1/Speed +1/Move-Find Item) Navigation (Jump +2/Move on Water/Lava/Any Ground [movement costs over all terrrain, at all times, is 1]/Any Weather...note, for each point of jump greater than 4, you add 1 range to bows/crossbows; if jump > 5, minimum range = 1 on bows/crossbows/guns; if jump > 6, 1.5x DMG if under 3 range on bows/crossbows/guns/throw) Move-HP UP (Keep) Move-MP UP (Keep, but Halve: MP Damage) Draw Out (Replaces Ignore Height; Allows use of draw out [innate on Swordmaster and Alchemist]; only Alchemists can use as action [rather than move + act]...doing this gives Swordmaster two skillsets) Charge (Replaces Move-Get EXP; Allows use of charge [innate on Archer]; Longbow users can ignore evasion...doing this gives Archer two skillsets) Item (Replaces Move-Get JP; Allows use of item [innate on Alchemists]; Alchemists have 3 range.) Throw (Replaces Move-Find Item; Allows use of throw [innate on Jugglers and Alchemists]; if 1+ hands are not being used, gain +1 Range...in short, Alchemist gets 3 skillsets: Draw Out, Item, and Throw) Jump (Replaces Any Ground; Allows use of jump [innate on Cavaliers]; Lance users deal 1.5x damage...doing this gives Cavalier gets two skillsets) Immunity (Replaces Walk on Water; Initial: Astra, only one negative status can applied to the unit at any given time) Evoke Weapon (Replaces Move in Water; Proc status/weapon proc at 100%...enemy only) Accuracy UP (Replaces Move on Lava; Xif's idea...multiply final accuracy by (124 + Effective SPD)%) Move-Vitalize (Replaces Move Underwater; Replaces Heals 1/8th of maxHP and maxMP to a unit only if he moves the maximum distance and acts [probably AI only].) Cannot Enter Water (Keep...only because some monsters have it) Teleport (Keep...with FFM's hacks of course...I'll probably restrict it to no more than 3 squares beyond base move.) Teleport II (Keep...this counts as an action that cannot be mimed) Flee (Replaces Float; FFM's idea...should add 3 move though, and activate on critical/frog; add ignore height always) Elemental (Replaces Fly; Allows use of geomancy [innate Geomancer]; if unit has 4+ move, +1 range to geomancy...doing this gives Geomancer two skillsets) Quickness (Replaces Silent Walk; replace XA2 with effective SP [SP after haste/slow].) Extremism (Replace Any Weather...If curHP / maxHP = [50 + X]% maxHP where X > 0, decrease incoming DMG by [X / 2]%. If curHP / maxHP = [50 - X]% maxHP where X > 0, increase dealt DMG by [X / 2]%) Trample (Let X be the number of squares traversed this turn, not including teleport. Add min{4, X} to XA2 of a physical attack. If X > 4 and the attack is single target and did DMG, knockback.) Disarm (All attacks do not trigger enemy reactive counters and counter-procs.) Weather Effect Plans: 1) Make 3 or 4 weather types: Thunderstorm (adds hail), Sandstorm, Snowstorm, and maybe Umbra. (Note, ice = water in my hack.) 2) Decouple weather from map and tie it to time of year instead, though certain maps (like Zeakden) should always have one type of weather. 3) Make the gradations of weather actually mean something. Ditto with time of day. There are currently 5 in FFT for gradations and 2 times of day (day/night). 1 = Nothing 2 = Light 3 = Medium 4 = Heavy 5 = Super 4) Day should boost fire and holy (1.25x). Night (permanent status of the DD) should weaken holy and accuracy of all non-magic attacks (not just bows) by 25% while strengthening dark by 25%. Furthermore, if hackable, I intend to make a Fog of WAr status at night by making all the enemy's stats appear as ??? while not actually having stats over max (and speaking of that...another small hack would be to make it so human units with ??? stats because of the ??? flag can have stats exceeding 999 HP/MP). Day loses its fire boosts to inclement weather, however. 5) Light anything should just boost wind by 25%. Medium anything weakens the corresponding element (so Rain/Snow weakens Fire and Sandstorm induces Fog of War [and the corresponding accuracy loss]). Heavy strengthens the corresponding element (so Thunderstorm boosts lightning, Snowstorm boosts ice, and sandstorm adds a DoT to all units on the map at 1/16th of maxHP, while units with float take 1/8th of maxHP). Super corresponds to special effects (so Thunderstorm generates hail DoT that deals 1/6th maxHP damage at 50% base chance to each unit, with S-EV allowing evasion to this, while being on a lower elevation tile [meaning there's tile directly above you] shields you completely from the effect, Snowstorm now causes all passable natural terrain tiles to cost 2 movement to traverse, and sandstorm's DoT intensifies to 1/8th of maxHP, while units with float take 3/16th of maxHP) Note...these effects do nothing if you're indoors. 6) Umbra is a special DD/Lucavi aura. It doesn't use weather gradations, but is meant to be the evil feeling Ramza gets when he fights the Lucavi. As such, it distorts the effect of faith and brave so that any deviation from the average is punished...but only on the player's squad. In short, it takes the minimum between unFa/Fa and unBr/Br whenever the player acts to favor the AI (namely on player reactions, criticals, procs, and Fa/unFa or Fury/unFury healing/positive status for the player, damage/negative status against the AI) and the maximum between unFa/Fa and unBr/Br whenever the Lucavi act to favor themselves (namely on their reactions, criticals, procs, and formulas). Essentially, the check in the code is on the team of the unit (which is why the DD and Lucavi battles will not contain 3+ sides).