Offset(x0034A000)
//Remove the previous line if you wish not to override the offset in CONFIG.INI.
Text(x00000B1B)
//Remove the previous line if you wish text to compile directly after instructions.

OR(x0029,xFFFF)
UnitAnim(xFA,x00,x16,x00,x00)
{43}(r08)
Wait(00100)
{43}(r05)
Camera(+00504,+00067,+00504,+00302,+03584,+00000,+04096,+00032)
WaitForInstruction(x04,x00)
Wait(00010)
ZERO(x002A)
OR(x002A,x0040)
Wait(00010)
ZERO(x002A)
OR(x002A,x8000)
Wait(00010)
DisplayMessage(x10,x1B,x0001,xF0,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
Wait(00030)
ZERO(x002A)
OR(x002A,x2000)
Wait(00070)
ZERO(x002A)
OR(x002A,x0020)
ZERO(x0009)
ADD(x0009,x0003)
{D5}()
{01}()
Wait(00030)
ZERO(x002A)
OR(x002A,x4000)
SUB(x0009,x0001)
ZERO(x0000)
ZERO(x0001)
{B1}(x0000,x0009)
{A0}()
{D0}()
{02}()
{D1}()
{01}()
{D2}()
{02}()
{D3}()
{01}()
{D2}()
{01}()
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
Wait(00080)
DisplayMessage(x10,x1A,x0002,xF0,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
ZERO(x0009)
ADD(x0009,x0003)
{D5}()
{01}()
Wait(00030)
ZERO(x002A)
OR(x002A,x0040)
SUB(x0009,x0001)
ZERO(x0000)
ZERO(x0001)
{B1}(x0000,x0009)
{A0}()
{D0}()
{02}()
{D1}()
{01}()
{D2}()
{02}()
{D3}()
{01}()
{D2}()
{01}()
Wait(00040)
ZERO(x002A)
OR(x002A,x8000)
Wait(00050)
DisplayMessage(x10,x1B,x0003,xF0,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
ChangeStats(x00,x00,x02,-00255)
ChangeStats(xFD,x00,x02,+00100)
Wait(00030)
ZERO(x002A)
OR(x002A,x2000)
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
Wait(00060)
ZERO(x002A)
OR(x002A,x1000)
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
{7E}(r56000100)
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
Wait(00060)
ZERO(x002A)
OR(x002A,x4000)
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
{7E}(r56000100)
Wait(00030)
ZERO(x002A)
OR(x002A,x4000)
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
{7E}(r56000100)
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
{7E}(r56000100)
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
Wait(00030)
ZERO(x002A)
OR(x002A,x4000)
Wait(00030)
ZERO(x002A)
OR(x002A,x2000)
Wait(00030)
ZERO(x002A)
OR(x002A,x2000)
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
{7E}(r56000100)
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
{7E}(r5600FF00)
ZERO(x0009)
ADD(x0009,x0003)
{D5}()
{01}()
Wait(00030)
ZERO(x002A)
OR(x002A,x4000)
SUB(x0009,x0001)
ZERO(x0000)
ZERO(x0001)
{B1}(x0000,x0009)
{A0}()
{D0}()
{02}()
{D1}()
{01}()
{D2}()
{02}()
{D3}()
{01}()
{D2}()
{01}()
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
Wait(00060)
DisplayMessage(x10,x1A,x0004,xF0,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
ChangeStats(x00,x00,x02,-00100)
ChangeStats(xFC,x00,x02,+00040)
Wait(00030)
ZERO(x002A)
OR(x002A,x0040)
Wait(00030)
ZERO(x002A)
OR(x002A,x0040)
Wait(00030)
ZERO(x002A)
OR(x002A,x1000)
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
{7E}(r56000100)
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
{7E}(r5600FF00)
{8F}(r01)
DisplayMessage(x10,x1B,x0005,xF0,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
{8F}(r00)
ZERO(x0009)
ADD(x0009,x0002)
{D5}()
{01}()
Wait(00060)
ZERO(x002A)
OR(x002A,x4000)
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
SUB(x0009,x0001)
ZERO(x0000)
ZERO(x0001)
{B1}(x0000,x0009)
{A0}()
{D0}()
{02}()
{D1}()
{01}()
{D2}()
{02}()
{D3}()
{01}()
{D2}()
{01}()
ZERO(x0009)
ADD(x0009,x0008)
{D5}()
{01}()
Wait(00030)
ZERO(x002A)
OR(x002A,x4000)
SUB(x0009,x0001)
ZERO(x0000)
ZERO(x0001)
{B1}(x0000,x0009)
{A0}()
{D0}()
{02}()
{D1}()
{01}()
{D2}()
{02}()
{D3}()
{01}()
{D2}()
{01}()
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
{7E}(r56000100)
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
Wait(00060)
ZERO(x002A)
OR(x002A,x2000)
Wait(00030)
ZERO(x002A)
OR(x002A,x4000)
Wait(00030)
ZERO(x002A)
OR(x002A,x4000)
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
{7E}(r56000100)
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
ChangeStats(x00,x00,x02,-00255)
ChangeStats(xF9,x00,x02,+00040)
{7E}(r5600FF00)
Wait(00060)
ZERO(x002A)
OR(x002A,x4000)
Wait(00030)
ZERO(x002A)
OR(x002A,x4000)
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
{7E}(r56000100)
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
EffectStart()
{7E}(r5600FF00)
ZERO(x0009)
ADD(x0009,x0003)
{D5}()
{01}()
Wait(00030)
ZERO(x002A)
OR(x002A,x4000)
SUB(x0009,x0001)
ZERO(x0000)
ZERO(x0001)
{B1}(x0000,x0009)
{A0}()
{D0}()
{02}()
{D1}()
{01}()
{D2}()
{02}()
{D3}()
{01}()
{D2}()
{01}()
ZERO(x0009)
ADD(x0009,x0003)
{D5}()
{01}()
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
SUB(x0009,x0001)
ZERO(x0000)
ZERO(x0001)
{B1}(x0000,x0009)
{A0}()
{D0}()
{02}()
{D1}()
{01}()
{D2}()
{02}()
{D3}()
{01}()
{D2}()
{01}()
DisplayMessage(x10,x1A,x0006,xF0,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
ChangeStats(x00,x00,x02,-00255)
ChangeStats(xFB,x00,x02,+00100)
Wait(00060)
ZERO(x002A)
OR(x002A,x0040)
Wait(00030)
ZERO(x002A)
OR(x002A,x0040)
Wait(00030)
ZERO(x002A)
OR(x002A,x1000)
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
{7E}(r56000100)
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
{7E}(r5600FF00)
Wait(00060)
{8F}(r01)
DisplayMessage(x10,x1B,x0007,xF0,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
{8F}(r00)
ZERO(x0009)
ADD(x0009,x0002)
{D5}()
{01}()
Wait(00060)
ZERO(x002A)
OR(x002A,x4000)
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
SUB(x0009,x0001)
ZERO(x0000)
ZERO(x0001)
{B1}(x0000,x0009)
{A0}()
{D0}()
{02}()
{D1}()
{01}()
{D2}()
{02}()
{D3}()
{01}()
{D2}()
{01}()
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
{7E}(r56000100)
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
Wait(00030)
ZERO(x002A)
OR(x002A,x2000)
Wait(00030)
ZERO(x002A)
OR(x002A,x1000)
Wait(00030)
ZERO(x002A)
OR(x002A,x1000)
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
{7E}(r56000100)
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
ChangeStats(x00,x00,x02,-00255)
ChangeStats(xF9,x00,x02,+00040)
{7E}(r5600FF00)
Wait(00030)
ZERO(x002A)
OR(x002A,x4000)
Wait(00030)
ZERO(x002A)
OR(x002A,x4000)
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
{7E}(r56000100)
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
{7E}(r5600FF00)
Wait(00030)
ZERO(x0009)
ADD(x0009,x0003)
{D5}()
{01}()
Wait(00030)
ZERO(x002A)
OR(x002A,x4000)
SUB(x0009,x0001)
ZERO(x0000)
ZERO(x0001)
{B1}(x0000,x0009)
{A0}()
{D0}()
{02}()
{D1}()
{01}()
{D2}()
{02}()
{D3}()
{01}()
{D2}()
{01}()
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
Wait(00060)
DisplayMessage(x10,x1A,x0008,xF0,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
ChangeStats(x00,x00,x02,-00255)
ChangeStats(xFC,x00,x02,+00100)
Wait(00060)
ZERO(x002A)
OR(x002A,x0040)
Wait(00030)
ZERO(x002A)
OR(x002A,x0040)
Wait(00030)
ZERO(x002A)
OR(x002A,x1000)
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
{7E}(r56000100)
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
{7E}(r5600FF00)
Wait(00060)
{8F}(r01)
DisplayMessage(x10,x1B,x0009,xF0,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
{8F}(r00)
ZERO(x0009)
ADD(x0009,x0002)
{D5}()
{01}()
Wait(00060)
ZERO(x002A)
OR(x002A,x4000)
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
SUB(x0009,x0001)
ZERO(x0000)
ZERO(x0001)
{B1}(x0000,x0009)
{A0}()
{D0}()
{02}()
{D1}()
{01}()
{D2}()
{02}()
{D3}()
{01}()
{D2}()
{01}()
ZERO(x0009)
ADD(x0009,x000D)
{D5}()
{01}()
Wait(00020)
ZERO(x002A)
OR(x002A,x4000)
SUB(x0009,x0001)
ZERO(x0000)
ZERO(x0001)
{B1}(x0000,x0009)
{A0}()
{D0}()
{02}()
{D1}()
{01}()
{D2}()
{02}()
{D3}()
{01}()
{D2}()
{01}()
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
{7E}(r56000100)
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
Wait(00030)
ZERO(x002A)
OR(x002A,x2000)
Wait(00030)
ZERO(x002A)
OR(x002A,x4000)
Wait(00030)
ZERO(x002A)
OR(x002A,x4000)
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
{7E}(r56000100)
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
ChangeStats(x00,x00,x02,-00255)
ChangeStats(xF9,x00,x02,+00040)
{7E}(r5600FF00)
Wait(00030)
ZERO(x002A)
OR(x002A,x4000)
Wait(00030)
ZERO(x002A)
OR(x002A,x4000)
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
{7E}(r56000100)
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
{7E}(r5600FF00)
ZERO(x0009)
ADD(x0009,x0003)
{D5}()
{01}()
Wait(00030)
ZERO(x002A)
OR(x002A,x4000)
SUB(x0009,x0001)
ZERO(x0000)
ZERO(x0001)
{B1}(x0000,x0009)
{A0}()
{D0}()
{02}()
{D1}()
{01}()
{D2}()
{02}()
{D3}()
{01}()
{D2}()
{01}()
ZERO(x0009)
ADD(x0009,x0003)
{D5}()
{01}()
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
SUB(x0009,x0001)
ZERO(x0000)
ZERO(x0001)
{B1}(x0000,x0009)
{A0}()
{D0}()
{02}()
{D1}()
{01}()
{D2}()
{02}()
{D3}()
{01}()
{D2}()
{01}()
Wait(00060)
DisplayMessage(x10,x1A,x000A,xF0,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
ChangeStats(x00,x00,x02,-00255)
ChangeStats(xF8,x00,x02,+00100)
Wait(00060)
ZERO(x002A)
OR(x002A,x0040)
Wait(00030)
ZERO(x002A)
OR(x002A,x0040)
Wait(00030)
ZERO(x002A)
OR(x002A,x1000)
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
{7E}(r56000100)
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
{7E}(r5600FF00)
Wait(00070)
ZERO(x002A)
OR(x002A,x0040)
Wait(00060)
ZERO(x002A)
OR(x002A,x0008)
Wait(00100)
DisplayMessage(x10,x1B,x000B,xF0,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
ChangeStats(xFA,x00,x00,-00999)
ChangeStats(xFA,x00,x00,+00001)
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
Wait(00030)
ZERO(x002A)
OR(x002A,x4000)
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
{7E}(r56000100)
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
Wait(00030)
ZERO(x002A)
OR(x002A,x4000)
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
{7E}(r56000100)
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
{7E}(r5600FF00)
Wait(00060)
{8F}(r01)
DisplayMessage(x10,x19,x000C,xF0,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
{8F}(r00)
ChangeStats(x00,x00,x02,-00255)
ChangeStats(xFC,x00,x02,+00100)
Wait(00060)
ZERO(x002A)
OR(x002A,x4000)
Wait(00030)
ZERO(x002A)
OR(x002A,x4000)
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
{7E}(r56000100)
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
{7E}(r5600FF00)
ChangeStats(x00,x00,x02,-00255)
ChangeStats(xFC,x00,x02,+00040)
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
{7E}(r56000100)
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
Wait(00030)
ZERO(x002A)
OR(x002A,x2000)
Wait(00030)
ZERO(x002A)
OR(x002A,x4000)
Wait(00030)
ZERO(x002A)
OR(x002A,x4000)
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
{7E}(r56000100)
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
{7E}(r5600FF00)
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
Wait(00030)
ZERO(x002A)
OR(x002A,x4000)
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
ZERO(x0009)
ADD(x0009,x0004)
{D5}()
{01}()
Wait(00030)
ZERO(x002A)
OR(x002A,x4000)
SUB(x0009,x0001)
ZERO(x0000)
ZERO(x0001)
{B1}(x0000,x0009)
{A0}()
{D0}()
{02}()
{D1}()
{01}()
{D2}()
{02}()
{D3}()
{01}()
{D2}()
{01}()
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
{7E}(r56000100)
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
ZERO(x0009)
ADD(x0009,x0002)
{D5}()
{01}()
Wait(00030)
ZERO(x002A)
OR(x002A,x2000)
SUB(x0009,x0001)
ZERO(x0000)
ZERO(x0001)
{B1}(x0000,x0009)
{A0}()
{D0}()
{02}()
{D1}()
{01}()
{D2}()
{02}()
{D3}()
{01}()
{D2}()
{01}()
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
{7E}(r56000100)
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
{7E}(r56000100)
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
Wait(00060)
ZERO(x002A)
OR(x002A,x0020)
{7E}(r5600FF00)
Wait(00060)
{8F}(r01)
DisplayMessage(x10,x19,x000D,xF0,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
{8F}(r00)
ZERO(x002A)
OR(x002A,x0040)
Wait(00010)
ZERO(x002A)
OR(x002A,x4000)
Wait(00060)
DisplayMessage(x10,x1B,x000E,xF0,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
Wait(00100)
{E3}()
EventEnd()

//INSTRUCTION SECTION END -  TEXT START
//Message x01
{font:08}Master Darlavon{br}
{font:00}Now then, let us begin the lesson.{br}
{br}
In this session, we shall discuss status effects.{br}
{br}
{br}
Status effects are indicated by a variety of{br}
cues, such as the color of a unit or a balloon{br}
above the unit's head.{end}

//Message x02
You may see all status effects currently{br}
affecting a unit by looking at his or her status{br}
screen.{end}

//Message x03
A status effect refers to a variety of{br}
conditions that may affect a unit on the{br}
battlefield.{br}
In general, these may be divided into four{br}
groups: beneficial statuses, status ailments,{br}
physical states, and action states.{br}
Firstly, let us discuss the various action states{br}
a unit may be in as a result of using abilities.{end}

//Message x04
There are 3 different action states: charging,{br}
performing, and defending.{br}
{br}
These states are generally canceled once the{br}
unit's next turn arrives, or when an ability{br}
goes into effect.{end}

//Message x05
The magick has been cast, so the black mage's{br}
charging state has now been canceled.{br}
{br}
Next, I shall explain beneficial statuses.{br}
{br}
{br}
A beneficial status is a positive effect that is{br}
brought about by an ability or spell.{br}
{br}
These may gradually restore the unit's HP,{br}
or increase the unit's Speed attribute.{end}

//Message x06
For example, the Protect magick increases a{br}
unit's resistance to physical attacks.{br}
{br}
Thus, the affected unit will take less damage{br}
from physical attacks.{br}
{br}
There are many other beneficial statuses.{br}
{br}
{br}
Beneficial statuses may be removed by means{br}
of the mystic's Harmony ability.{end}

//Message x07
Next, we shall discuss status ailments.{br}
{br}
{br}
These negative statuses include curses or{br}
magick effects that adversely affect a unit.{br}
{br}
These may cause the unit to act randomly,{br}
be unable to move or act, or have its HP{br}
gradually drained.{end}

//Message x08
One example of this is the Blind status.{br}
When blinded, a unit's chance of striking a{br}
blow in combat is decreased.{br}
There are many other types of status{br}
ailments.{end}

//Message x09
If the effect of a status ailment is adversely{br}
affecting a unit's performance in battle, it is{br}
best to remove it.{br}
Status ailments may be removed by using a{br}
remedy, or with the white magick Esuna.{end}

//Message x0A
However, these may not be effective against{br}
all status ailments.{br}
{br}
There are additional ways of removing status{br}
ailments as well.{br}
{br}
For example, a unit who has been turned to{br}
stone may also be restored by using a{br}
gold needle.{br}
However, a unit who has been turned undead{br}
may only be restored by using holy water.{br}
{br}
For more information about how to remove{br}
status effects, refer to the quick help{br}
descriptions.{end}

//Message x0B
Lastly, allow me to explain about physical{br}
states.{br}
{br}
There are two physical states: Critical and{br}
KO.{end}

//Message x0C
A critically wounded unit may have his or{br}
her HP restored with the white magick Cure{br}
or with a potion.{br}
A KO'd unit may be revived with the white{br}
magick Raise or with phoenix down.{end}

//Message x0D
The Critical state has no particular adverse{br}
effects on a unit, but a KO'd unit cannot{br}
act on his or her own.{br}
Prepare in advance to keep your units from{br}
being KO'd.{br}
{br}
It is always advisable to bring at least one{br}
unit with abilities that allow it to heal or{br}
revive other units.{br}
If you do not revive a KO'd unit within a{br}
certain amount of time, its body will{br}
disappear.{br}
In its place, a treasure chest or crystal will{br}
appear.{br}
{br}
Once a unit has disappeared in this way,{br}
reviving him or her will be impossible.{br}
The unit is gone forever.{br}
Crystals and treasure chests left behind{br}
by KO'd units may be obtained by moving{br}
units onto the tiles they occupy.{br}
Treasure chests contain items.{br}
{br}
{br}
Crystals restore a unit's HP and MP.{br}
{br}
{br}
In some cases, crystals allow the units that{br}
obtain them to acquire the abilities of{br}
the units who left them behind.{br}
The units will instantly learn the new{br}
abilities without having to spend job{br}
points.{end}

//Message x0E
This concludes my discussion of status{br}
effects.{br}
{br}
Always do your best to use items and{br}
white magicks to prevent your units from{br}
being KO'd.{br}
With that, I shall bring this lesson to a close.{end}

//Message x0F

