–MOUNT BERVENIA–
From Riovanes Common : Floating Eye, Ahriman, Plague Horror
Uncommon : Exploder, Skeleton, Bonesnatch,
Skeletal Fiend, Archer
Rare : Bomb, Grenade, Cockatrice
Very Rare: Mystic
From Zeklaus Desert Common : Grenade, Bonesnatch, Skeletal Fiend
Uncommon : Exploder, Floating Eye, Behemoth
Rare : Bomb, Black Mage
Very Rare: Skeleton, Ahriman, Jura Aevis, Geomancer
–DUGEURA PASS–
From Grogh Heights Common : Chocobo, Steelhawk
Uncommon : Black Chocobo, Coeurl, Jura Aevis,
Wisenkin, Behemoth, Knight
Rare : Red Chocobo, Bomb, Grenade, Exploder,
Red Panther
Very Rare: Dryad, Monk
From Bervenia Common : Chocobo, Coeurl, Behemoth
Uncommon : Black Chocobo, Jura Aevis, Steelhawk, Archer
Rare : Red Panther, Wisenkin
Very Rare: Red Chocobo, Bomb, Dryad
–BEDDHA SANDWASTE–
From Bervenia Common : Dragon
Uncommon : Grenade, Bonesnatch, Floating Eye, Ahriman,
Plague Horror
Rare : Bomb, Exploder, Steelhawk, Wisenkin,
Minotaur, Behemoth, Blue Dragon, Archer,
Black Mage, Mystic
Very Rare: Coeurl, Vampire Cat, Geomancer
From Fort Besselat Common : Bomb, Grenade, Exploder
Uncommon : Skeleton, Bonesnatch, Skeletal Fiend,
Floating Eye, Ahriman, Dragon, Knight
Rare : Red Panther
Very Rare: Behemoth, Behemoth King, Blue Dragon,
Archer, Thief
–FINNATH CREEK–
From Bervenia Common : Chocobo, Black Chocobo, Red Chocobo,
Piscodaemon, Squidraken, Mindflayer
Uncommon : Ochu, Summoner, Mystic, Dragoon
Rare : Red Panther, Coeurl, Dragon
Very Rare: Malboro, Blue Dragon, Archer
From Zeltennia Common : Chocobo, Red Panther, Coeurl, Dryad, Malboro
Uncommon : Squidraken, Ochu, Dragon
Rare : Red Chocobo, Treant, Elder Treant,
Greater Malboro, Archer, Ninja
Very Rare: Black Chocobo, Mindflayer, Red Dragon,
Knight
–MOUNT GERMINAS–
From Sal Ghidos Common : Jura Aevis, Archer
Uncommon : Chocobo, Red Panther, Coeurl,
Plague Horror, Dragon, Red Dragon
Rare : Black Chocobo, Red Chocobo, Vampire Cat,
Steelhawk, Wisenkin, Behemoth, Black Mage,
Summoner
Very Rare: Minotaur
From Lake Poescas Common : Red Panther, Coeurl, Jura Aevis, Dragon
Uncommon : Plague Horror, Wisenkin, Red Dragon,
Archer, Monk
Rare : Vampire Cat, Steelhawk, Minotaur, Behemoth,
Dragoon
Very Rare: Blue Dragon
–LAKE POESCAS–
From Mt. Germinas Common : Bomb, Grenade, Skeleton, Bonesnatch
Uncommon : Skeletal Fiend, Ghoul, Ghast, Behemoth King
Rare : Exploder, Revenant, Cockatrice, Red Dragon,
Summoner
Very Rare: Steelhawk, Behemoth, Archer, Monk
From Limberry Common : Bomb, Grenade, Exploder, Behemoth
Uncommon : Bonesnatch, Ghast, Minotaur, Dark Behemoth
Rare : Ghoul, Behemoth King, Archer
Very Rare: Revenant, Wisenkin, Chemist, Black Mage
–DORVAULDAR MARSH–
From Limberry Common : Goblin, Gobbledygook, Piscodaemon,
Squidraken, Wisenkin, Malboro
Uncommon : Skeletal Fiend, Archer
Rare : Mindflayer, Skeleton, Bonesnatch,
Blue Dragon
Very Rare: Minotaur, Summoner
From Fort Besselat Common : Skeleton, Bonesnatch, Wisenkin, Malboro
Uncommon : Black Goblin, Squidraken, Blue Dragon
Rare : Piscodaemon, Time Mage
Very Rare: Bomb, Pig, Monk
%%%MIDLIGHT’S DEEP RANDOM BATTLES%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00mdrb
Battles in the bonus dungeon, Midlight’s Deep, are basically random battles,
and all the rules for random battles apply here as well. (The exception is the
story battle that occurs the first time you visit floor 10, Terminus.)
When you select a particular floor of Midlight’s Deep from its menu, you will
always get into a battle. (Unlike in the overworld, there is no chance of NOT
encountering enemies.) Simply moving onto the Midlight’s Deep dot on the map
will never result in a battle.
Each floor has a different map and a different set of enemies. There is only
one "entrance" to each floor (unlike with the overworld battles, where you can
encounter different enemies depending on which direction you’re headed).
Midlight’s Deep also has some other special rules that relate to opening exits
and lighting up the darkened maps; see the Midlight’s Deep section
of the walkthrough for explanations of these changes.
–THE CREVASSE–
Common : Goblin, Black Goblin, Bomb, Wisenkin
Uncommon : Red Panther, Coeurl, Chemist, Knight, Monk
Rare : None
Very Rare: Gobbledygook, Exploder, Piscodaemon, Squire, Archer, Black Mage,
Time Mage, Summoner, Thief
–THE STAIR–
Common : Goblin, Skeleton, Bonesnatch, Archer
Uncommon : Black Goblin, Ghoul, Ghast, Floating Eye, Ahriman, Dragon
Rare : Knight, Monk, Black Mage, Time Mage, Summoner, Ninja
Very Rare: Blue Dragon
–THE HOLLOW–
Common : Piscodaemon, Squidraken, Knight, Archer, Black Mage
Uncommon : Bomb, Red Panther, Coeurl, Mindflayer, Wisenkin, Minotaur,
Behemoth
Rare : Grenade, Behemoth King
Very Rare: Skeletal Fiend, Jura Aevis, Steelhawk, Cockatrice, Elder Treant,
Squire, Thief, Orator, Mystic, Geomancer, Dragoon
–THE CATACOMBS–
Common : Jura Aevis, Malboro, Archer, Black Mage, Mystic
Uncommon : Steelhawk, Cockatrice, Ochu, Summoner
Rare : Sekhret, Greater Malboro, Monk
Very Rare: Gobbledygook, Mindflayer, Floating Eye, Minotaur, Hydra
–THE OUBLIETTE–
Common : Gobbledygook, Dryad, Treant, Elder Treant, White Mage, Black Mage
Uncommon : None
Rare : Red Panther, Ahriman, Knight, Monk, Time Mage, Summoner
Very Rare: Squire, Chemist, Archer, Thief, Orator, Mystic
–THE PALINGS–
Common : Vampire Cat, Archer, Ninja
Uncommon : Black Goblin, Squidraken, Mindflayer, Ahriman, Wisenkin, Behemoth
Rare : Goblin, Red Panther, Coeurl, Piscodaemon, Floating Eye,
Plague Horror, Minotaur, Sekhret, Dark Behemoth, Knight,
Black Mage, Samurai
Very Rare: Chocobo, Black Chocobo, Exploder, Behemoth King, Dragon
–THE CROSSING–
Common : Skeleton, Ghast, Archer, Mystic
Uncommon : Bonesnatch, Revenant, Wisenkin, Minotaur, Sekhret, Monk,
Black Mage, Thief
Rare : Skeletal Fiend, Behemoth, Behemoth King
Very Rare: Piscodaemon, Squidraken, Mindflayer, Dragon, Hydra, White Mage,
Summoner, Dragoon
–THE SWITCHBACK–
Common : Bomb, Archer
Uncommon : Red Panther, Coeurl, Dryad, Malboro, Ochu, Behemoth, Dragon,
Red Dragon, Black Mage, Summoner, Arithmetician
Rare : Grenade, Exploder, Treant, Elder Treant, Greater Malboro,
Behemoth King, Dark Behemoth, Blue Dragon, Hydra, Greater Hydra
Very Rare: None
–THE INTERSTICE–
Common : Cockatrice, Blue Dragon, Black Mage, Dragoon, Samurai, Ninja
Uncommon : Dragon, Knight, Archer, Summoner
Rare : Black Chocobo, Red Dragon, Time Mage, Mystic
Very Rare: Chocobo, Red Chocobo, Red Panther, Sekhret, Behemoth, Hydra
–TERMINUS–
Common : Chocobo, Black Chocobo, Hydra, Greater Hydra, Pig
Uncommon : Red Dragon, Tiamat, Swine, Archer, White Mage, Black Mage, Mystic
Rare : Time Mage, Summoner
Very Rare: None
%%%SPECIAL RANDOM BATTLES%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00special
Each wilderness location on the world map has a "special" random battle that
you can sometimes encounter in place of the regular enemies listed above.
These special battles often feature unusual enemy parties, and are often extra
challenging! (The infamous 11-monk melee at Grogh Heights is particularly
brutal.) But in some of them, you may have a Guest character who helps out š
The special battles can all only trigger when you enter a location heading in a
specific direction. For example, the special battle at Araguay Woods can only
be encountered by entering Araguay Woods from Zeirchele Falls, not from any
other direction. Even when you’re heading the correct direction, there’s still
only a random chance of triggering the special battle — you might get no battle
or a regular random battle instead. (When a battle DOES occur, there seems to
be only a 10% or less chance of getting the special battle.)
The special battles can’t be trigged until you get to Chapter IV.
Below, I’ve listed all the special battles, the directions that you need to
walk in order to trigger them, and the enemies you’ll face. In some cases, the
exact composition of the enemy party varies, but I’ve listed the different
possibilities.
Completing any or all of the special battles does not earn you any kind of extra
prize. They’re just for fun. But, the special battle at Mount Germinas offers
you a good chance to steal some of the rare guns, the battle at Araguay Woods
lets you catch weapons from the enemy Ninjas, and the battle at Dorvauldar Marsh
sometimes offers you a Swine to recruit (it’s the only Swine that appears in
battle outside of Terminus in Midlight’s Deep).
The special battles never expire, so you can complete the same battle multiple
times.
MAP LOCATION ENTER FROM… ENEMY FORCES
Mandalia Plain Brigands’ Den 1x Red Dragon,
0-3x Blue Dragon,
0-3x GUEST: Dragon
The Siedge Weald Dorter 2x Archer (male),
1x Knight (f) or Geomancer (f),
1x Black Mage (f) or Time Mage (f),
1x Summoner (fem.) or Mystic (fem.)
Zeklaus Desert Dorter 1x Minotaur,
1x GUEST: Knight (male)
Lenalian Plateau Gariland 5x Arithmetician (random genders)
Fovoham Windflats Ziekden Fortress 2x Archer (male) or Knight (male),
3x BlackMag(fem.) or TimeMag(fem.),
Araguay Woods Zeirchele Falls 1-7x Ninjas (random genders)
Zeirchele Falls Fort Besselat 2x Black Mage (m), Time Mage (m),
Mystic (m) or Summoner (m)
1x Time Mage (m), Mystic (m), or
Summoner (m)
Balias Tor Lionel Castle 1x Chocobo or Red Chocobo,
1x Red Chocobo,
1x Behemoth,
1x Behemoth King,
1x Dark Behemoth,
1x Dragon,
1x Hydra,
1x Greater Hydra,
1x GUEST: Black Chocobo or
GUEST: Red Dragon or neither
1x GUEST: Behemoth King or
GUEST: Greater Hydra or neither
Tchigolith Fenlands Goug 2x Knight (male),
1x Archer (male) or Samurai (male),
1x Dragoon (fem.) or Archer (fem.),
1x Monk (female) or Squire (female)
Balias Swale Golgollada Gallows 1x Ahriman or Chocobo,
1x Plague Horror or Black Chocobo,
1x Malboro or Red Chocobo,
1x Malboro or Tiamat,
1x Ochu or Tiamat
Grogh Heights Lesalia 11x Monk (male)
The Yuguewood Yardrow 7x Samurai (male)
Mount Bervenia Riovanes Castle 1x Goblin or Black Goblin,
1x Ghast or Black Goblin,
1x Revenant or Red Chocobo,
1x Behemoth or Chocobo,
1x Behemoth King or Black Chocobo
Dugeura Pass Grogh Heights 3x Monk (male) or Time Mage (fem.),
1x Archer (female) or Black Choc.,
1x Archer (female) or Red Choc.
Beddha Sandwaste Bervenia 1x Knight (m) or Archer (f),
1x Archer (f) or Geomancer (m),
1x Knight (m) or Summoner (f),
1x Archer (f) or Geomancer (m),
1x Geomancer (m) or Summoner (f)
Finnath Creek Zeltennia Castle 5x Behemoth,
1x Piscodaemon,
1x GUEST: Goblin,
0-4x GUEST: Wisenkin
Mount Germinas Sal Ghidos 3x Chemist (random genders),
2x Orator (random genders)
Lake Poescas Mount Germinas 2x Black Mage (male),
1x Time Mage (m) or Mystic (m),
1x Summoner (f) or Chemist (f),
1x White Mage (f) or Black Mage (f)
Dorvauldar Marsh Fort Besselat 2x Squire (male) or Minotaur or
Chocobo
2x Squire (male) or Wisenkin or
Black Chocobo,
1x Squire (male) or Sekhret or
Red Chocobo or GUEST: Swine
%%%GUEST CHARACTERS IN RANDOM BATTLES%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00guest
At a few random battle locations, you’ll occasionally get into a random battle
where you’re joined by a Guest character. These characters (usually monsters)
will fight alongside you for the duration of the battle.
In general, these Guests are just temporary assistance and cannot be permanently
recruited to your roster. However, the Swine at Dorvauldar Marsh will join your
team after the battle, assuming it wasn’t killed during the battle (KOed is
fine).
BATTLEFIELD ENTER FROM… GUEST
Mandalia Plain Eagrose Castle Chocobo
Mandalia Plain Gariland Red Panther
Mandalia Plain Brigands’ Den Chocobo
Mandalia Plain Brigands’ Den Dragoon (female)
Zeklaus Desert Dorter Knight (male)
Zeklaus Desert Gollund Steelhawk
Balias Tor Lionel Castle Black Chocobo
Balias Tor Lionel Castle Behemoth King
Balias Tor Lionel Castle Red Dragon
Balias Tor Lionel Castle Greater Hydra
Finnath Creek Zeltennia Castle Goblin
Finnath Creek Zeltennia Castle Wisenkin
Beddha Sandwaste Bervenia Red Dragon
Dorvauldar Marsh Fort Besselat Swine
*******************************************************************************
XIV. OTHER GAME INFORMATION
*******************************************************************************
%%%BASIC MECHANICS AND TACTICS%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00basic
This section covers some basic elements of the gameplay system, as well as a
few key tactics for almost any battle!
—EVASION RATES—
You’ve probably noticed that the status screen features three numbers for each
character’s evade rate. The first number, C-Ev, comes from the character’s
current class/job. It’s effective only against attacks from the FRONT. The
second number, S-Ev, comes from the character’s shield; it’s effective against
attacks from the front and side, but NOT from the back. The final number,
A-Ev, comes from the character’s accessory (i.e., cloaks) and is effective
against ALL attacks.
And, of course, there are separate evade rates for both physical and magick
attacks. No job actually has a magick C-Ev greater than 0, so magick can be
evaded only with a shield or cloak.
You can plan your attacks with these evade rates in mind. If an enemy has a
shield, attack him or her from behind. (Note that if an enemy doesn’t have a
shield, attacking from the side or behind are equally effective.) If an enemy
has a high overall physical evade rate, use magick — or guns, which ignore
evade rates completely. Finally, equipping the Archer’s Concentration ability
completely prevents your physical attacks from being evaded. And, of course,
positioning your own characters so that their backs/sides can’t be attacked
helps you evade enemy attacks.
Note that the Shirahadori, First Strike, and Archer’s Bane reaction abilities
stop attacks outright and are independent of evade rate.
—FRIENDLY (AND UNFRIENDLY) FIRE—
Most magicks affect not just the targeted character or tile, but also the
surrounding panels. (The radius of this effect varies from magick to magick.)
Geomancy, Iaido, and a number of sword techniques and monster abilities also
have this effect. This area effect can of course be used to hit multiple
enemies, but you can also exploit it in a number of other ways. If an enemy
is a little too far out of range to target directly with the magick, you may
still be able to target a somewhat closer tile and catch the enemy in the
wider effect radius. (This is a good tactic for hitting more distant enemies.)
The same is true for using White Magick or Time Magick to assist distant
allies.
Of course, you also need to watch out for a "friendly fire" effect when casting
magicks — you don’t want to hit your own characters in the effect radius! If
one of your allies is standing close to an enemy, you’ll hurt him or her if you
target the enemy directly. So, one solution is to target a more remote panel
that will catch the enemy in the effect radius of your spell, but leave your
ally out of range. (Of course, this also works in reverse for when you want to
heal an ally, but not an enemy.) Just make sure the enemy won’t be able to
move before the magick is cast.
Note that Summons and Iaido abilities ONLY target the "correct" units. They
won’t hurt allies, or heal enemies.
—KO COUNTDOWN—
A character who’s been KOed (lost all his or her HP) has a countdown over his
or her head. This countdown starts at 2 and then counts down to 1, 0, and
finally death.
When a character’s KO countdown counts down to death, the character permanently
dies and turns into either a chest or a crystal that someone else can pick up.
> Chest: This contains an item — either a consumable Item, or a piece of
equipment that the character was wearing. (Monsters will only yield
consumable Items.)
> Crystals: Picking up a crystal gives you a choice of EITHER fully restoring
your HP and MP, OR learning some of the dead character’s abilities.
(Monster crystals only allow you to restore HP/MP.)
A character who is currently KOed with a counter can be cured with many
different abilities (e.g. Phoenix Down, Raise, Revive, etc.) or by completing
the battle before the countdown expires.
However, there is NO way to bring back a character who has been turned into a
chest or crystal (aside from reloading from a previous save).
—CT GAUGE & RAPID TURNS—
The CT gauge controls when each character gets a turn. When your CT gauge
fills, you get a turn. (Unlike many Final Fantasy games, there is no real-time
ATB element here. The CT gauge does not fill when you’re looking at a menu.)
Your character’s Speed determines how quickly the CT gauge fills; raising your
Speed will get you more turns!
Normally, you can both Move and Act during a turn. If you do both, your CT
gauge empties to 0. However, if you do only ONE and then select Wait, your CT
gauge only drops back to 20, and if you do neither (just Waiting out your
turn), the CT gauge drops back to 40. This means that you can get turns much
more quickly! So, you shouldn’t have each character always Move AND Act if
they don’t really need to do one or the other. Using Wait to get extra turns
like this is a CRUCIAL tactic on maps where you’re outnumbered and need to get
as many turns as you can. Have your characters attack while remaining
stationary whenever possible.
(The Immobilize and Disable status conditions, which prevent you from Moving
or Acting, respectively, actually penalize your CT gauge as if you DID Move
or Act. Alas.)
The Haste status makes a character’s CT gauge fill faster and the Quick magick
makes it fill to 100 instantly. On the other hand, the Slow status makes it
fill more slowly and the Stop status makes it fill not at all.
—UNIT VS. PANEL TARGETING—
Most abilities that do not activate instantly give you a choice between Unit
and Panel targeting when you select a target.
> Unit targeting: The magick will target the unit you’ve selected, even if
he/she moves to another tile. Note that it does NOT matter if the unit is
no longer within the magick’s original range.
> Panel targeting: The magick will target the tile on the map that you’ve
selected, even if the unit that’s currently there moves out.
Use Unit targeting if you want to target a specific character — say, to heal a
specific ally or attack a specific enemy. (This is probably what you’ll use
most of the time.) Another nice thing about Unit targeting is that you can use
it to hit an enemy even if s/he tries to flee out of range. You can also
target an enemy with Unit targeting, then retreat from danger. The magick will
still hit its chosen target even though you’re now well away from the enemies!
Use Panel targeting if you’re more concerned with hitting a group of targets
than any specific individual. This way, even if one individual unit moves, you
can still cast the magick on all the other units. Another good time to use
Panel targeting is when you’re aiming a magick at a particular "choke-point" on
the map (such as a bridge or hallway). Here, you’re not trying to hit any
particular enemy so much as blasting whatever enemy approaches you.
The Archer’s Aim attack, the Dragoon’s Jump attack, and Cloud’s Limit abilities
can ONLY use Panel targeting. If the enemy moves out of the way while these
attacks are charging, you’re out of luck.
—BRAVERY AND FAITH—
Bravery and Faith are two really important statistics — so important, in fact,
that I’ve created an entire section about them! See "Bravery and Faith" under
Statistics and Leveling š
—IMPROVE STEALING ODDS—
You can boost the success rate of the Steal command in a number of ways:
– Put the enemy to Sleep – using a Sleep Blade weapon, Mimic Darlavon
(Orator), Repose (Mystic), etc.
– Target the enemy from behind or to the side, so the move will be harder to
evade.
– Putting Disable status on the enemy (e.g. with Arm Shot) will also prevent
the enemy from evading, although the steal may still fail.
– Equip Concentration (Archer) or Brawler (Monk) as a support ability. (If
you’re using Concentration, then there’s no need to try to steal from behind
as the enemy can’t evade anyway.)
– Increase your Speed statistic, or decrease the enemy’s Speed. Or, switch
your stealing character to a job that has a high speed rating (e.g. Thief or
Ninja)
– Use Balthier’s Plunder abilities, which have a somewhat higher success rate
than the regular Steal command
– Surround the character from whom you’re trying to steal with both your main
thief and a Mime; the Mime will duplicate all of your Steal attempts
– And, of course, stealing using a character who has good Zodiac compatibility
with the target will improve your success, though you often don’t have a lot
of options here…
It’s helpful to use one or more of these tactics if you’re interested in
stealing enemy gear, as the Steal command has a pretty low success rate
otherwise.
—AUTO-X-POTION—
The Auto-Potion reaction ability normally causes you to (sometimes) use a
Potion when attacked. However, if there aren’t any Potions in your inventory,
you’ll use a Hi-Potion instead, and if there aren’t any Hi-Potions, you’ll use
an X-Potion. Once you start getting Hi-Potions and X-Potions, then, it’s
actually a great idea to throw out your weaker potions so Auto-Potion will
only use Hi-Potions or X-Potions — you can heal yourself for a lot more HP
that way! (This trick is particularly important in the Wiegraf battle in
Chapter III.)
—CRYSTAL LOOT—
When you collect a crystal from a defeated enemy human and select Acquire
Abilities, you can point the cursor to any of several abilities. Don’t be
fooled! You’re not making a choice here, you actually learn ALL the abilities
listed. This makes collecting crystals a great way to learn abilities quickly!
—MOVING THROUGH UNITS—
When moving, it’s possible to move "through" friendly units but not enemy
units. Enemy units must be navigated AROUND rather than through. KOed allied
and KOed enemies follow the same rules as their conscious counterparts. (The
Teleport and Fly movement abilities *will* let you move through enemy units.)
—OVER MY DEAD BODY—
It’s not possible to stand on the same tile as a KOed character. This means
you can actually use KOed bodies as a pretty good "shield" to guard your back,
which can come in handy in maps with a lot of enemies.
—CURING & DRAINING THE UNDEAD—
As per Final Fantasy standards, undead enemies take damage when hit with Cure
spells, and the Arise spell works like an instant KO attack! (Raise will also
do damage equal to 1/2 of the enemy’s max HP — thus KOing if it’s at half HP
or below.) On the other hand, undead characters are also *immune* to attacks
that drain HP to the user, like the Blood Sword or the Mystic’s Invigoration.
These attacks backfire if used against an undead monster! (The undead monster
gains HP, and you lose HP!)
Undead characters include monsters from the Skeleton and Ghost families, as
well as human enemies in a few story battles, units who have had the Mystic
spell Corruption cast on them, and any ally equipped with the Cursed Ring.
Note that the Chakra ability actually restores HP to undead monsters and does
not damage them.
—STOP UNDEAD REVIVAL—
Normally, KOed units disappear and turn into a crystal or chest when their
countdown hits 0. Undead monsters or humans, however, may instead resurrect
themselves with full HP! Fortunately, there’s two easy ways to stop this:
First, you can turn the undead unit to stone, so it’s never actually KOed.
The Seal Evil ability used by Mustadio and Balthier works great for this.
Second, for undead monsters, you can Poach or Tame them. Poached monsters
disappear from the map completely (and hence can’t resurrect), and Tamed
monsters will actually fight on your side!
—PAUSE BATTLES—
If you push Triangle while the enemies are moving, the game will pause after
the current enemy stops moving. (When you press Triangle, you’ll hear a chime
sound indicating the pause was activated.) Once paused, you can check out
everyone’s status. When you’re done, just click on any character and choose
Done to resume.
—TURN LIST—
The Turn List is a very helpful screen that displays which characters will be
getting their turns next, and when magicks currently charging will activate.
To look at the Turn List, press Triangle during battle to get out of the
current menu. (You can also do this using the Pause Battles command above.)
Then click on any blank tile and choose "Turn List."
You can also access the Turn List when selecting an ability. Simply press
the right arrow when you’re on the list of ability. This will show you when
the selected ability when finish charging.
There are many reasons to check the Turn List. For example, you can make sure
a charged attack will activate before the enemy moves, you can get out of
the way before an enemy magick activates, you can focus your attacks to KO the
enemy who will move next, and you can make sure to pick up crystals before an
enemy will have a turn to collect them.
Note that the Turn List always assumes that characters will both Move and Act
on their turns. If they use Wait to keep some of their CT gauge filled, or if
Haste or Slow is cast on them, their position on the Turn List may of course
change.
—BATTLE CLOCK—
Characters get to take a turn when their CT gauge fills up from 0 to 100. How
does the CT gauge fill? It’s controlled by an invisible "battle clock" that
ticks forward between turns.
Between turns, the in-game clock "ticks" forward. During each "tick," all
characters’ CT gauges increase by an amount equal to their Speed statistic.
If a character reaches 100 CT, he or she gets a turn. If no character gets a
turn, the clock ticks forward again and again until someone DOES get a turn.
If more than one character hits 100 CT on the same tick, all those characters
get to take a turn before the clock continues.
The clock calculations are done automatically, so you won’t see any actual pause
between turns. It’s just the mechanic that controls the order of turns.
Since the rate at which your CT gauge fills is based on your Speed, increasing
your Speed statistic fills your CT gauge more rapidly and allows you to get
more turns relative to the enemy!
Some abilities (magicks, mostly) must be "charged up." After being selected,
these abilities are delayed by a fixed number of clock ticks before they
activate. For example, when you choose to have a character cast Curaga, it
takes 7 clock ticks for Curaga to charge up, and then it activates. The number
of ticks varies by ability, with more powerful abilities requiring more ticks
to charge. Before you begin charging an ability, you can use the Turn List
(see above) to preview when it will activate. (In-game, the charge time for
abilities is displayed as a "speed" number; the number of required ticks is
equal to 100 divided by this number.)
Generally, the charge time of magicks is FIXED. Increasing a character’s
personal Speed statistic has NO effect on the charge time of abilities. The
exception is the Dragoon’s Jump ability — this ability DOES charge faster if
you have a higher Speed. For all other abilities, Speed does not improve their
charge time, but you can reduce the charge time of magicks and Limit by
equipping the Time Mage’s Swiftness ability. (Swiftness has no effect on Jump
or Aim).
Since Speed goes up but the number of ticks required for delayed abilities
remains fixed, abilities that require charge time tend to get less useful as you
gain levels and increase Speed. You can get more "regular" (non-charge) turns
relative to the charge time of delayed abilities.
FF Tactics is completely turn-based. While you are looking at the menu and
thinking, the battle clock does NOT tick. (It is not an ATB system.) The
clock only ticks between turns.
—MONSTER COMPATIBILITY—
When it comes to calculating Zodiac compatibility, monsters are actually
considered a third sex. All monsters are considered to be the same sex as
each other (maybe that explains why they all lay eggs), but they’re all
considered to be "different sex" vs. any human.
—THUNDERSTORM AND SNOWSTORMS—
During a thunderstorm, lightning-elemental attacks do 125% normal damage and
fire-elemental attacks do 75% normal damage. Movement through swamp tiles is
also slowed during a storm. These effects occur only during a thunderstorm
(when the screen occasionally flashes) and not during a light rain.
During a snowstorm, ice-elemental attacks do 125% normal damage. Snowstorms
are pretty rare: they only occur during a handful of single-player story
battles and on those same maps in multiplayer. They never occur during random
battles in single-player.
—TIME OF THE SEASONS—
As in Final Fantasy XII, Ivalice alternates between wet and dry seasons. Each
year has two wet seasons (Gemini/Cancer and Sagittarius/Capricon/Aquarius) and
two dry ones (Leo/Virgo/Libra/Scorpio and Pisces/Aries/Taurus). Thunderstorms
(see above) are more common during the "Wet" months than the "Dry" ones.
—REWATCH STORY SCENES—
Didn’t catch what happened during a story scene? You can rewatch most of the
game’s story scenes. On the world map, open the menu and choose Chronicle and
then Events. You’ll see a list of the major story events that you’ve seen so
far. Choose a scene to read a text description of it, and press Triangle if
you want to rewatch the scene.
—QUICK UNEQUIP—
When removing characters’ equipment, if you select Remove and then tap left on
the D-pad, all of the character’s item slots will be highlighted. You can then
equip all of the character’s gear in a single click. This is handy when you’re
stripping a character you won’t be using for a while, or when you’re
transferring one character’s set of equipment to another equipment.
%%%ADVANCED TACTICS AND SECRETS%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00adv
This section covers tricks that are applicable in a smaller number of
situations, as well as a few important game secrets.
—SHOOT ENEMIES NEXT TO YOU—
Normally, you can’t shoot enemies close to you with a bow or gun, but all you
have to do is target a square in a straight line behind the enemy you want to
hit (there doesn’t even have to be anybody in the square). You’ll end up
hitting the enemy in front of you.
—2ENEMIES1TURN.COM—
The Shoot Enemies Next To You trick above can be combined with Balthier’s
Barrage ability to attack two or more different enemies in one turn. This only
works if Balthier has a weapon with a range of 2 or more, and if the enemies
are both in a line from Balthier (and within range of his weapon). Target the
enemy that’s further back with Barrage. Balthier will use a series of four
attacks; of course, the initial strikes will actually hit the enemy closer to
Balthier. However, once that first enemy is KOed, Balthier will continue
attacking and hit his "original" target — the enemy in back! This way, you
can divide your damage between two targets instead of wasting a lot of damage
finishing off an enemy that was already low on HP. This trick works with guns,
bows, polearms, and any other weapon with a range of 2 or more.
—LEARNING ULTIMA—
Luso’s Game Hunter job and Ramza’s Chapter IV Squire job both have an extra
ability that can’t be learned with JP: Ultima! This ability can only be
learned by having Ramza or Luso be hit with the spell while he is in the
relevant job. In the main game, the best time to learn this ability is the
Limberry Castle Gate, where Celia and Lettie will cast the spell on you. You
can also learn it from them in the subsequent Limberry Castle Keep, and Luso
can also learn it on the roof of Riovanes Castle at the end of Chapter III.
Ultima Demons also cast the spell, but more rarely; these appear in the third
battle at Limberry Castle and the third battle at Mullonde Cathedral.
Once you’ve acquired the spell, you can have Ramza and Luso cast it on the
other to learn it that way. You can even learn Ultima in the multiplayer mode
by having one of the other player’s character cast it on you. (Note that only
Ramza’s "Chapter IV" version can learn Ultima.) This is a great way to still
get the spell in case you miss it during the main quest.
During the final battle, Alma can also learn Ultima if Ramza or Luso casts it
on her, and all three can learn Ultima from the Ultima Demons present.
—LEARNING ZODIARK—
Similar to Ultima, the strongest summon magick also can’t be learned with JP.
This one can only be learned from the boss at the end of Midlight’s Deep, the
bonus dungeon. You only have a single chance to learn this one. Like Ultima,
the magick is learned by having the boss cast it on a character currently in
the Summoner job. If you take at least 1 HP or MP damage and survive the
magick, you’ll be given a 90% chance of learning Zodiark. (If you don’t learn
it the first time, you’ll be given another chance each time the boss casts the
magick.) The easiest way to survive Zodiark is to use the Mana Shield reaction
ability (Time Mage); for additional tactics, check the Midlight’s Deep battle
strategies.
After learning Zodiark from the boss, you can also teach it other allies, but
only through a rather roundabout manner. Since you can’t cast summons directly
on allies, you’ll have to first cast Zodiark onto an enemy Summoner, and then
have the enemy Summoner cast it onto the intended ally. Use Magic Break on
your Zodiark caster first to make sure s/he doesn’t accidentally kill the enemy
Summoner. Since Zodiark costs 99 MP, you’ll also need to make sure the enemy
Summoner’s MP stays above 99 (using Ethers or Chakra) or s/he won’t ever cast
Zodiark.
Alternately, if you KO the enemy Summoner after s/he has learned Zodiark and
let him turn into a crystal, you can also learn Zodiark that way. Of course,
there’s no guarantee that the enemy will turn into a crystal (or that the
crystal will contain Zodiark), but this tactic can be good if you’re having
trouble getting the enemy Summoner to cast Zodiark.
The Catacombs, The Switchback, and The Interstice are all good places to find
enemy Summoners for this procedure.
—LEARNING MAGICK FROM BEING HIT—
In addition to Ultima and Zodiark, there are a few other magicks that can be
learned from being hit with the magick (see list below). In all cases, the
character learning the magick must be in the appropriate job — for example,
you can only learn Blizzaja this way if you’re currently a Black Mage. The
character must not be KOed or otherwise incapacitated (e.g. Stopped), and must
lose or gain at least 1 HP or MP in damage/healing from the magick (for attack/
healing magicks) or have the relevant status change bestowed (for status change
magicks).
The odds of learning magicks this way is much lower for other magicks besides
Ultima and Zodiark.
Since summons can only be cast on enemy units, they can only be learned from
enemy Summoners. Other magicks can be learned by having one friendly unit cast
it on another.
A list of the magicks learnable this way and the chance of learning them per
cast:
Curaja (White Mage) – 40% chance
Protectja (White Mage) – 10% chance
Shellja (White Mage) – 10% chance
Firaja (Black Mage) – 30% chance
Thundaja (Black Mage) – 30% chance
Blizzaja (Black Mage) – 30% chance
Hasteja (Time Mage) – 20% chance
Slowja (Time Mage) – 20% chance
Bahamut (Summoner) – 20% chance
Odin (Summoner) – 20% chance
Leviathan (Summoner) – 40% chance
Salamander (Summoner) – 30% chance
Lich (Summoner) – 20% chance
Cyclops (Summoner) – 10% chance
Zodiark (Summoner) – 90% chance (see "Learning Zodiark" above)
Ultima (Squire [Ramza]- 100% chance (see "Learning Ultima" above)
Game Hunter
Cleric)
Magicks that are not on the above list *cannot* be learned in this way.
Teaching your characters the -ja Black Magicks this way can be particularly
helpful if you’re trying to have multiple characters master Black Mage to
unlock Dark Knight.
A trick for learning elemental damage magicks is to have the target equip gear
that absorbs the element in question. For example, you can use the Flame
Shield for Firaja, the Ice Shield for Blizzaja, and the Sage Ring’s for any of
the elements. (You’ll need to use Equip Shields so that the Black Mage can
equip a shield.) This ensures that the target won’t be killed by the magick
when s/he is trying to learn it. In order for this trick to work, you’ll need
to gain at least 1 HP from the absorbed magick, so make sure you’re not at full
HP to start with. (Equipping gear that CANCELS the damage will also not work;
you need to ABSORB it in order to get any HP change!)
For non-elemental summons, you can use Rend Magick on the caster to reduce
his/her magick attack and minimize the damage that the target will receive.
—RARE RANDOM BATTLES—
There are a number of "special" random battles at particular wilderness
locations. If you enter these location heading the correct direction, there’s
a chance you’ll sometimes get into an unusual random battle. (They don’t
ALWAYS show up.) Nothing tells you explicitly that you’re in one of these
battles, but they feature novel enemy parties.
For instance, you can enter a battle against a large team of enemy Monks if
entering Grogh Heights from the south, and one against a team of enemy Samurai
entering the Yuguewood from the east. Mount Germinas has a rare battle against
some gun-wielding Chemists and Orators, where you can steal additional copies
of the magick guns, and sometimes the Stoneshooter (see below). Mandalia
Plains has a battle against a large set of enemy dragons.
—THE INVISIBILITY CLOAK—
Also found at Mount Germinas is the Invisibility Cloak, an accessory that gives
a character an automatic Invisibilty at the start of every battle. The Cloak
can be found during the initial story battle, or later during a random battle.
To get the cloak, put the Treasure Hunter ability and move to the very top of
the peak. The top of the peak forms sort of an "L" shape; the tile holding the
Cloak is the one between the two "legs" of the L:
___
/
/ X
–/ —
(During the initial battle at Mount Germinas, another way to ID this tile is
that it’s the same one where the enemy Ninja starts.)
When you land on this tile, you’ll receive either an Ether or the Cloak; your
chance of getting the Cloak goes up the lower your Bravery. You only get to
pick up the item once, so if you get the Ether, you can no longer get the
Cloak.
—THE STONESHOOTER—
The Stoneshooter is an unusual weapon … it’s the strongest gun without a
"magical" effect, but it’s not without some drawbacks. If you equip it, you’re
turned to stone at the start of the battle! If you de-stone the character with
an item or spell, he or she can then fight normally, but the gun isn’t all
that strong and doesn’t have any special effects. It’s not worth the hassle,
in my opinion.
Where to find the Stoneshooter? Occasionally, at Mount Germinas, you’ll get
into a random battle where you’ll see one of the enemy Chemists turned into
stone at the start of the battle. That’s because he’s equipped with the
Stoneshooter. Use a Remedy or Esuna to de-stone him and then you can steal the
Stoneshooter. (You can also get the Stoneshooter by poaching a Dark Behemoth,
although this is the "rare" poach.)
—CATCH RARE WEAPONS—
Rare weapons like the Excalibur and Whale Whisker can’t be bought in stores …
but there’s a way to get an infinite supply of them! They’re thrown by high-
level (90+) enemy Ninjas, and if you equip the Thief’s Sticky Fingers reaction
ability, you can catch the thrown weapons and add them to your inventory. You
can find lots of enemy Ninjas in the Rendezvous Mode mission "Littering" and on
level 9 of Midlight’s Deep, The Interstice, but you’ll have to raise your own
levels to 90 or so to see enemy Ninjas at that level. Unfortunately, rare
weapons that can’t be thrown, like staves and rods, can’t be attainable in this
way, so they’re one (or two) of a kind. Weapons exclusive to the multiplayer
mode also can’t be obtained this way since they also can’t be thrown.
—DUAL WIELD (AND DOUBLEHAND) TRICKS—
The Ninja’s Dual Wield support ability lets you equip two weapons at once.
This is a great ability with a number of applications. First, it can make your
regular attack up to twice as strong. You can also use it to equip weapons
with two different beneficial status effects (e.g. auto-Haste from an Excalibur
and auto-Regen from a Chaos Blade). Dual-Wielding a weapon that inflicts a
status ailment also gives you two chances to inflict that ailment! For magick-
users, Dual-Wielding rods or staves lets you equip two weapons to boost your
magick attack, although in most cases you’re better off simply with Arcane
Strength.
If you’re equipping a weapon that can drain enemy HP (i.e., the Blood Sword
or Orochi ninja blade), be sure to equip that in the top slot. Otherwise,
your first attack may KO the enemy and you won’t get a chance to drain its
HP!
When pairing Dual Wield with abilities that depend on your weapon strength
(e.g. sword techniques like Holy Sword and Darkness), be sure to equip the
stronger weapon in the TOP slot. This is because only the FIRST weapon you’re
holding determines the power of these abilities.
Note that this is true for sword techniques, even if the first weapon isn’t a
sword! For example, you can equip a flail in the top slot and a sword in the
second, and your sword technique power will be determined by the flail power!
So, one trick is to equip a sword in your second slot (to activate the sword
technique command) and then a more powerful weapon in the top slot! In
practice, this trick isn’t all *that* great because knight’s swords are more
powerful than most other single-handed weapons. However, if you’ve switched to
another job and are using Equip Swords to enable your sword techniques, then
you’re limited to "regular" swords, which are substantially weaker. In this
case, this trick can be quite useful as there may be a stronger weapon to equip
in the top slot!
Finally, Dual Wield paired with Arts of War gives you two chances to perform a
Rend attack.
The Samurai’s Doublehand ability, which allows you to wield one weapon two-
handed to increase its attack power, is somewhat similar to Dual Wield. Both
sacrifice your shield slot for a potential doubling of your attack power. In
general, Dual Wield is the better ability. It allows you to perform the above
tricks, works with fist attacks (Doublehand does not), and also divides your
attack strength over two attacks, which means you can often land at least one
attack even if the enemy dodges or blocks the other. And there are many times
when one attack is enough to KO an enemy! (This is particularly useful against
enemies with Shirahadori, since they can only block the first of your two
attacks.)
Doublehand, however, is useful when you’re equipped with a pole or polearm,
which can be used with Doublehand but not Dual Wield. It can also be good if
you only have 1 copy of your strongest weapon in a category and nothing good to
Dual Wield in the other hand.
—REVIVE THE LIVING—
Annoyed by long charge times for Raise spells? Well, who says you can’t start
charging the spell before the target dies? If somebody’s low on life and you
know they’re going to die, start charging up Raise or (preferably) Arise.
And if they fail to die for Arise, kill them and the Arise will bring them
back to full health! (why waste the spell?)
—MONSTER EGG PREVIEW—
Trying to breed a particular kind of monster? You can actually take a "sneak
peek" as to what an egg will hatch into. Open your party roster, position
the cursor over the egg in question, and move the cursor back and forth to
another party member to the left or right. When you move over the egg, the
future monster’s portrait will display for a fraction of a second, and if you
can move back and forth quickly, you can get a decent glimpse of what the
monster is going to be. You can identify the monster family by its portrait,
and from the color scheme, you might even be able to tell which monster it is
within that family. (See the Monsters list for the color scheme of each
monster type.) If the monster in the egg is not what you want, you can go
ahead and dismiss the egg.
—STEPPING STONES—
You can use Construct 8 as a stepping stone to reach high places — another
character can move onto its head as it were a normal panel, and move from there
to somewhere else. You can’t END your move on top of Construct 8, but you can
use it for a mid-move boost. In addition, Holy Dragon Reis, malboros, dragons,
and hydras can all be used the same way… even enemy ones!
—RIDING CHOCOBOS—
It’s actually not too useful, but you can ride Chocobos. Move a character onto
the same tile as a friendly chocobo (of any color). The character will mount
the chocobo and they’ll move and act as a single unit. Basically, this allows
you to have a human character with the movement range of a Chocobo. All
Chocobos have a nice movement range (6), and Black Chocobos can fly … but, in
most cases, it’s probably not worth taking up a whole slot on your battle team
with a Chocobo.
—LAST-SECOND SILENCE CURE—
Silence status prevents you from casting magick or summons, but all that
matters is whether or not you’re Silenced at the time the magick is actually
cast, not when you start charging. It’s possible to start casting magick while
you’re Silenced and *then* have someone else remove the Silence effect, as long
as you do so before the magick finishes charging. This can come in handy if
your magick-user happens to get his/her turn before the character who can
remove Silence. It’s also useful if you get Silenced while in the middle of
charging a spell — if you quickly cure the Silence, you can still use your
spell.
You can also use the timing of Silence in dealing with enemy magicks — e.g.,
casting Silence on an enemyshortly before his or her magick activates will
cancel the spell.
Note that Silence also prevents the use of Speechcraft, but since Speechcraft
abilities all activate instanteously, these timing effects don’t come into
play.
—ROD OF FAITH—
The Rod of Faith, found on the fourth floor (The Catacombs) of the Midlight’s
Deep bonus dungeon, has an interesting effect. While equipped with the Rod,
a character has permanent Faith status, giving him or her 100 Faith. Of
course, this is good simply for making your own magick maximally powerful, but
it also allows you to make a more versatile character. Whenever the Rod is
removed, the character’s Faith reverts back to its "normal" value. So, if you
want a flexible character who can also defend well against enemy magick, lower
his or her Faith very low (as close to 03 as you can). Without the Rod
equipped, the character is virtually invulnerable to enemy magick and makes a
good fighter. But *with* the Rod equipped, s/he is now a high-Faith magick
user! Using the Reequip ability, you could even make this change mid-battle,
although it costs you a turn.
The Rod of Faith can also be particularly useful for Marach. Normally, his
Nether Mantra abilities require LOW Faith while other magicks require HIGH
Faith, meaning he can’t really effectively use both. However, the Faith effect
maximizes the damage from both regular magick and Nether Mantra, allowing him
to use both types of abilities effectively.
Since there’s only one Rod of Faith available, though, you can only use this
tactic with a single character at a time.
—ALL 9 FEVER–
Once you max out at level 99 and 99 experience, you can easily cast healing or
defensive magicks to your whole party using Arithmeticks and Level Multiple of
3 or Exp Multiple of 3. (Of course, you might hit a few enemies too.)
—DISMISSAL VIA CRYSTAL—
If you have a character you’re going to dismiss anyway, you can instead send
him or her into a battle, get him or her killed, and have one of your other
characters pick up the crystal. This will allow the other character to at
least learn some of the "dismissed" character’s abilities, and you were going
to remove him/her from your roster anyway. (There’s only a random chance of
getting a crystal, but you can keep trying this until you get a crystal.)
Of course, doing this will count as a Casualty on your Chronicle screen, so if
you want a spotless save file, you won’t want to use this tactic.
—SOUND TEST—
To access a "sound test" where you can listen to all the game’s music, select
New Game on the title screen and then enter your name as PolkaPolka . You’ll
immediately be brought to the sound test. Just turn the game off when you’re
done.
%%%IVALICIAN CALENDAR%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00calendar
Aries 30 days [Mar. 21 to Apr. 19] Dry month
Taurus 31 days [Apr. 20 to May 20] Dry month
Gemini 32 days [May 21 to June 21] Wet month
Cancer 31 days [June 22 to July 22] Wet month
Leo 31 days [July 23 to Aug. 22] Dry month
Virgo 31 days [Aug. 23 to Sep. 22] Dry month
Libra 31 days [Sep. 23 to Oct. 23] Dry month
Scorpio 30 days [Oct. 24 to Nov. 22] Dry month
Sagittarius 30 days [Nov. 23 to Dec. 22] Wet month
Capricorn 28 days [Dec. 23 to Jan. 19] Wet month
Aquarius 30 days [Jan. 20 to Feb. 18] Wet month
Pisces 30 days [Feb. 19 to Mar. 20] Dry month
Thunderstorms are more common during wet months than dry months.
%%%ZODIAC COMPATIBILITY%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00zodiac
—WHAT DOES ZODIAC COMPATIBILITY DO?—
Zodiac compatibility plays in a role in determing how effective most abilities
are.
GOOD compatibility increases…
> Damage dealt by offensive abilities
> HP or MP restored by healing abilities
> Success rate of abilities that change status (and Stealing)
BAD compatibility does the reverse of the above š
The exceptions to Zodiac compatibility are mostly abilities that do damage
based on the target’s current or maximum HP or MP, or status change / buff
abilities that always have a 100% hit rate (e.g. Ramza’s Steel). Zodiac
compatibility also has no effect on evade rates.
—ZODIAC COMPATIBILITY CHART—
Ari Tau Gem Can Leo Vir Lib Sco Sag Cap Aqu Pis
Aries BAD GOOD ??? GOOD BAD
Taurus BAD GOOD ??? GOOD BAD
Gemini BAD GOOD ??? GOOD BAD
Cancer BAD BAD GOOD ??? GOOD
Leo GOOD BAD BAD GOOD ???
Virgo GOOD BAD BAD GOOD ???
Libra ??? GOOD BAD BAD GOOD
Scorpio ??? GOOD BAD BAD GOOD
Sagittarius GOOD ??? GOOD BAD BAD
Capricorn BAD GOOD ??? GOOD BAD
Aquarius BAD GOOD ??? GOOD BAD
Pisces BAD GOOD ??? GOOD BAD
Where is compatibility is listed as "???", it depends on gender:
SAME sex characters = WORST compatibility
DIFFERENT sex characters = BEST compatibility
Monsters are considered to have the same sex as other monsters, but to differ
in sex from both male & female humans.
Finally, one optional boss has the "Serpentarius" zodiac sign. This sign has
neutral compatibility with all other Zodiac signs.
%%%PARTY & BOSS ZODIAC SIGNS%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00boss
While generic units (even those in story battles) have random Zodiac signs,
most story characters have predefined Zodiac signs. Those for your party
members and enemy bosses are listed below. Temporary party members are
indicated by (parentheses).
–PARTY MEMBERS–
Aries : Lavian, Boco
Taurus : (Ovelia)
Gemini : Marach, Construct 8
Cancer : Agrias, Luso, (Orran), (Zalbaag)
Leo : Balthier, (Alma)
Virgo : (Argath), (Gaffgarion)
Libra : Mustadio, Beowulf
Scorpio : Orlandeau
Sagittarius : (Delita)
Capricorn : Ladd, Meliadoul
Aquarius : Cloud
Pisces : Alicia, Rapha, Reis
random : The Byblos
user-entered: Ramza
Note that no permanent story characters have Taurus, Virgo, or Sagittarius as
their Zodiac sign. If you want a complete set of Zodiac signs, you could give
Ramza one of these signs. (See the Calendar above for which sign corresponds
to which dates.) On the other hand, due to the proliferation of Gemini and
Virgo bosses, you’re probably better off making him a Capricorn to give him
good compatibility with those bosses.
–ENEMY BOSSES – BY BATTLE–
This chart details when you’ll encounter enemy bosses with each Zodiac sign.
For each Zodiac sign, the numbers indicate a story battle where a boss has that
sign (e.g. the 25 for Gemini means that battle #25 has a Gemini boss). See the
chart above for which Zodiac signs will be effective against each boss.
Some battles are listed more than once in this chart because some battles have
more than one boss. If a numbers doesn’t appear anywhere in the chart, that’s
because there’s no boss in that battle!
Aries : 8
Taurus : none
Gemini : 25, 29, 32, 34, 45, 47, 48, 51, 55, Lionel’s New Liege Lord #2
Cancer : 52
Leo : 51, 57
Virgo : 6, 7, 8, 9, 12, 18, 19, 26, 33, 34, 44, 45, 46, 58
Libra : none
Scorpio : 21, 49, Lionel’s New Liege Lord #1
Sagittarius : 23, 34, 38, 39, 44, 45, 56
Capricorn : 36, 51, 54
Aquarius : none
Pisces : none
Serpentarius: Midlight’s Deep floor 10
random : Gollund Colliery #4, Nelveska Temple
Note that Zodiac signs are NOT evenly distributed across bosses — most bosses
are Geminis and Virgos, with a few Sagittariuses and Capricorns. So, you might
want to adjust your party line-up accordingly:
– Against Gemini bosses, Virgos, Capricorns, and especially opposite-gender
Scorpios are effective
– Against Virgo bosses, Tauruses, Capricorns, and especially opposite-gender
Pisces are effective
Since Capricorn is good against BOTH Gemini and Virgo bosses, it’s a
particularly helpful Zodiac sign to have!
–ENEMY BOSSES – BY CHARACTER–
The chart below details which enemy boss characters have which Zodiac signs.
Don’t peek if you don’t want to know all the boss names!
!!!SPOILER ALERT!!!
Aries : Boco
Taurus : none
Gemini : Isilud, Marach, Elmdore, Zalera, Cletienne, Bremondt
Cancer : Zalbaag
Leo : Folmarv, Hashmal
Virgo : Milleuda, Wiegraf, Argath, Gaffgarion, Belias*, Celia, Ultima
Libra : none
Scorpio : Cuchulainn, Dycedarg, Adrammelech, Aliste
Sagittarius : Zalmour, Lettie, Barich
Capricorn : Meliadoul, Loffrey
Aquarius : none
Pisces : none
Serpentarius: Elidibus
random : Syneugh, Construct 7
* Note: While Belias is ostensibly the Lucavi of Aries, its actual in-game
zodiac sign during the battle is Virgo, because it transforms from Wiegraf.
!!!SPOILER ALERT!!!
%%%STATUS CHANGES (QUICK REFERENCE)%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00status1
—Status Related to Game Mechanics—
APPEARANCE EFFECT
Charging Gold "C" Charging up spell; increases physical damage
received
Performing Sing / dance Charging up song or dance
Defending Crossed arms Doubles evade rate (both physical & magickal)
Critical Kneeling None; just indicates that you’re low on HP.
(Some reaction abilities trigger only when
Critical.)
KO Lying down Character dies after counter gone
Chicken Becomes a chicken Character cannot be controlled and will only
flee into corner
—Positive Status Changes—
APPEARANCE EFFECT
Float Floats in air Move over water as if land; immune to earth
attacks; character’s height is 1 unit higher
Reraise Angel icon Revived on next turn after being KOed
Invisible Transparent > Single-player & Rendezvous: Can’t be attacked
until you Act or are targeted by an action
> Melee Mode: Your attacks can’t be evaded
Regen Blue tint HP increases after each of character’s turns
Protect Triangle icon Lowers physical damage received
Shell Square icon Lowers magick damage received
Haste Fast animation CT gauge fills faster
—Negative Status Changes—
APPEARANCE EFFECT
Sleep "Zzz" Can’t do anything; receive more damage from
physical attacks
Poison Green tint, HP decreases after each of character’s turns
skull icon
Blind Sunglasses icon Doubles enemy’s chance to evade your attacks
Oil Black tint, oil Receive double damage from fire attacks
spill icon
Stone Turns gray Can’t do anything or take damage. Game Over if
all units KOed or Stone
Silence "…" Can’t use magick or Speechcraft
Toad Becomes a toad Can’t use any abilities except Attack and Toad
magick. Stats down.
Slow Slow animation CT gauge fills more slowly
Stop No animation CT gauge doesn’t fill at all; can’t do anything
Immobilize Gold arrow icon Can’t "Move"
Disable Hand icon Can’t "Act" or use Reaction Abilities
Doom Countdown KOed when countdown expired
Vampire Bat icon Character is undead AND confused
Charm Heart icon Character temporarily fights on enemy’s side
Traitor none Character has permanently joined enemy team
Berserk Red tint, angry Attack power up; character cannot be controlled
face icon and only performs physical attacks
Confuse Weird animation, Character performs random actions
"?" icon
—Neutral Status Changes—
APPEARANCE EFFECT
Reflect none Magicks bounce off target onto another tile
Undead Purple tint Healing spells damage character; drain attacks
restore HP
Atheist Ankh & down arrow Faith temporarily changed to 0
Faith Ankh & up arrow Faith temporarily changed to 100
%%%STATUS CHANGES (DETAIL)%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00status2
—Status Related to Game Mechanics——————————————–
—CHARGING—
Appearance: Gold "C" icon appears over character’s head
Effect : Character is charging up an ability or magick
Character receives 50% more damage from physical attacks
Inflicted with: Remove with: Immunity granted by:
————————- ————————- ————————-
Using any ability with The ability is cast n/a
"speed" listed Character is KOed or loses
ability to perform actions
—PERFORMING—
Appearance: Character is seen singing or dancing
Effect : Character uses the chosen Sing or Dance ability at each new turn
until a new action is chosen
Inflicted with: Remove with: Immunity granted by:
————————- ————————- ————————-
Using Dance or Sing Taking another action n/a
command Character is KOed or loses
ability to perform actions
—DEFENDING—
Appearance: Crossed arms
Effect : Physical and magickal evade rates are doubled
Granted by: Remove with: Permanently granted by:
————————- ————————- ————————-
Defend [Squire & most Character’s next turn n/a
special jobs] Character is KOed or loses
Vigilance [Thief] ability to perform actions
—CRITICAL—
Appearance: Critical is kneeling or crouching
Effect : Some Reaction Abilities activate only when in critical HP.
Monsters in critical HP after a physical attack can be Tamed.
Inflicted with: Remove with: Immunity granted by:
————————- ————————- ————————-
Lowering character’s HP Restore character’s HP n/a
below 20% of max above 20% of max
—KO—
Appearance: Character lying on the ground
Effect : Character cannot do anything; all other attacks miss character.
Counter over character’s head decreases by 1 each turn; when it
goes past 0, the character permanently dies and turns into a
crystal or chest
If all characters KOed and turned to Stone, battle is lost
Inflicted with: Remove with: Immunity granted by*:
————————- ————————- ————————-
Reduce HP to 0 Phoenix Down [Chemist] Barette [hair adornment]
Death [Black Mage] Revive [Monk] Ribbon [hair adornment]
Magma Surge [Geomancer] Raise, Arise [White Mage, Chameleon Robe [robe]
Northswain’s Strike [Holy Celebrant, Sorceror] Onion Gloves [gauntlets]
Knight, Sword Saint, Squeak [Pig] Angel Ring [ring]
White Knt., Rune Knt.] Reraise status
Compress [Automaton]
Valhalla [fell sword]
Heave [Behemoth family]
Dark Whisper [Tiamat]
Doom status
Bioga [The Impure, Reaver,
Rune Knight]
Suffocate [Assassin]
* These items only grant immunity to instant-KO attacks, not to being KOed from
losing all your HP.
—CHICKEN—
Appearance: Character becomes a chicken.
Effect : Character cannot be controlled, and simply flees towards a corner.
1 Bravery point is restored per turn.
Inflicted with: Remove with: Immunity granted by:
————————- ————————- ————————-
Lower character’s Bravery Increase character’s nothing
below 10 Bravery to 10
—Positive Status————————————————————-
These are status changes that are beneficial for your characters. Some of
these can be granted during battle, and will last only for the duration of the
battle (or shorter). These positive status effects can also be removed by
certain other abilities — so if you see an enemy with a positive status effect
and want to get rid of it, you can.
Some pieces of equipment will also grant a permanent positive status effect as
long as the character has the item equipped. These effects CANNOT be directly
removed by any abilities, only by stealing or rending the relevant piece of
equipment.
Note that while the Bard’s Nameless Song ability can bestow most positive
status, it only gives each ally one status change, and the particular status
given is random. If you definitely want a specific status change, you’ll
probably want to use a different ability to bestow it, if possible.
—FLOAT—
Appearance: Character hovers in air
Effect : Character can move over water as if it was land.
Character is immune to Earth-elemental attacks.
Character’s vertical position is increased by 1 over the actual
height of the panel on which he or she is standing.
Granted by: Remove with: Permanently granted by:
————————- ————————- ————————-
Float [Time Mage] Harmony [Mystic] Levitate [Time Mage]
Dispel [Templar] Winged Boots [shoes]
Dischord [Squidraken] Cherche [perfume]
Dispelja [Arch Seraph] Bomb family
Ghost family
—RERAISE—
Appearance: Angel hovers next to character
Effect : Next time character is KOed, s/he automatically revives on his/her
next turn.
Granted by: Remove with: Permanently granted by:
————————- ————————- ————————-
Reraise [White Mage] After used once Chantage [perfume] *
Dragonheart [Dragoon] Harmony [Mystic] Grand Armor [armor] *
Nameless Song [Bard] Dispel [Templar] Onion Armor [armor] *
Aegis [Princess/Cleric] Dischord [Squidraken] Brave Suit [clothes] *
Angel Ring [ring] Dispelja [Arch Seraph]
* Note: Reraise normally wears off after one revival, but the Reraise from
these items is PERMANENT and allows you to revive an infinite number of times
per battle. The Angel Ring item only gives you Reraise per battle.
—INVISIBLE—
Appearance: Character looks partially transparent
Effect : In single-player and Rendezvous Mode: Character cannot be targeted
by enemy units
In Melee Mode: Your attacks cannot be evaded (same as
Concentration)
Granted by: Remove with: Permanently granted by:
————————- ————————- ————————-
Vanish [Ninja] Character takes any action nothing
Ninja Gear [clothes] besides moving
Invisibility Cloak [cloak] Character loses HP
Septie`me [perfume] Harmony [Mystic]
Dispel [Templar]
Dischord [Squidraken]
Dispelja [Arch Seraph]
—REGEN—
Appearance: Character glows blue
Effect : HP is restored at end of each of character’s turns
Granted by: Remove with: Permanently granted by:
————————- ————————- ————————-
Regen [White Mage] After time elapses Chaos Blade [knigt’s swd]
Regenerate [White Mage] Harmony [Mystic] Pantherskin Bag [bag]
Masamune [Samurai] Dispel [Templar] Grand Armor [armor]
Nameless Song [Bard] Dischord [Squidraken] Onion Armor [armor]
Aegis [Princess/Cleric] Dispelja [Arch Seraph] Brave Suit [clothes]
Chantage [perfume]
—PROTECT—
Appearance: Triangle icon
Effect : Decreases physical damage received by character
Granted by: Remove with: Permanently granted by:
————————- ————————- ————————-
Protect [White Mage] After time elapses Save the Queen [knt. sd]
Protectja [White Mage] Harmony [Mystic] Durandal [knight’s sword]
Wall [White Mage] Dispel [Templar] Onion Armor [armor]
Kiyomori [Samurai] Dischord [Squidraken] Lordly Robe [robe]
Nameless Song [Bard] Dispelja [Arch Seraph] Sortile’ge [perfume]
Aegis [Princess/Cleric] Tynar Rouge [lip rouge]
Guardian Nymph [Dryad/
Elder Treant]
—SHELL—
Appearance: Square icon
Effect : Decreases magick damage received by character
Granted by: Remove with: Permanently granted by:
————————- ————————- ————————-
Shell [White Mage] After time elapses Ragnarok [knight’s sword]
Shellja [White Mage] Harmony [Mystic] Durandal [knight’s sword]
Wall [White Mage] Dispel [Templar] Onion Armor [armor]
Kiyomori [Samurai] Dischord [Squidraken] Lordly Robe [robe]
Nameless Song [Bard] Dispelja [Arch Seraph] Sortile’ge [perfume]
Aegis [Princess/Cleric] Tynar Rouge [lip rouge]
Shell Nymph [Treant/
Elder Treant]
—HASTE—
Appearance: Character animates quickly
Effect : CT gauge fills more quickly
Granted by: Remove with: Permanently granted by:
————————- ————————- ————————-
Haste [Time Mage] After time elapses Moonblade [sword]
Hasteja [Time Mage] Harmony [Mystic] Excalibur [knight sword]
Masamune [Samurai] Dispel [Templar] Brigand’s Gloves [gloves]
Nameless Song [Bard] Dischord [Squidraken] Septie`me [perfume]
Aegis [Princess/Cleric] Dispelja [Arch Seraph] Tynar Rouge [lip rouge]
—Negative Status————————————————————-
Some abilities and weapons will inflict one of several negative status changes
on a target. As with positive status changes, there are also abilities that
can remove this bad status. In addition, some pieces of equipment render a
character immune to a particular status change — it can’t even be inflicted on
the character to begin with.
Note that while Dragon’s Gift can remove many status ailments, it only works
on monsters from the dragon and hydra families.
A few abilities can inflict several different status changes. In most cases,
the ability inflicts only ONE status change per target, and this particular
status effect is random. These abilities include Forbidden Dance, Celestial
and Corporeal Void, Finishing Touch, and Nightmare. NOT included in this list
are Bad Breath, Parasite, Grand Cross, and Poisonous Frog, which can all
inflict multiple status changes per target, making them particularly vicious!
All negative status effects except Traitor are removed at the end of a battle,
and many wear off sooner.
—SLEEP—
Appearance: Character kneels, "Zzz" icon
Effect : Character cannot do anything
Character receives additional damage received from physical
attacks
Chance to steal from character increases
Character is not affected by Bardsong or Dance abilities
Inflicted with: Remove with: Immunity granted by:
————————- ————————- ————————-
Mimic Darlavon [Orator] Any HP damage Grand Helm [helm]
Repose [Mystic] After time elapses Barette [hair adornment]
Will-o’-the-Wisp [Geom.] Character is KOed Ribbon [hair adornment]
Forbiddn Dance [Dancer] Remedy [Chemist] Mirage Vest [clothes]
Celestial Void [Skyseer] Purification [Monk] Protect Ring [ring]
Corporeal Void [Nethersr.] Esuna [White Mage/Celebrant]
Sleep [Templar/Celebrant] Dispelna [Princess/Cleric]
Parasite [Byblos] Dragon’s Gift [Dragonkin]
Zwill Straightblade [knife]
Sleep Blade [sword]
Sleep Touch [Ghoul]
Bad Breath [Malboro/
Greater Malboro]
Dark Whisper [Tiamat]
Toot [Swine]
Nightmare [The Impure/Death
Seraph]
Grand Cross [High/Arch Seraph]
Hypnogas trap
—POISON—
Appearance: Skull icon; character glows green
Effect : Character’s HP decreases after each turn
Inflicted with: Remove with: Immunity granted by:
————————- ————————- ————————-
Poison [Black Mage] After time elapses Cachusha [hair adornment]
Forbidden Dance [Dancer] Salve [Squire/Game Hunter] Ribbon [hair adornment]
Celestial Void [Skyseer] Antidote, Remedy [Chemist] Onion Gloves [gauntlets]
Corporeal Void [Nethersr.] Purification [Monk] Japa Mala [armlet]
Parasite [Byblos] Esuna [White Mage/Celebrant]
Poison Rod [rod] Dispelna [Princess/Cleric]
Poison Bow [crossbow] Dragon’s Gift [Dragonkin]
Venom Fang [Red Panther, Eight-fluted Pole [pole]
Coeurl] Choco Esuna [Chocobo,
Bad Breath [Malboro, Black Chocobo]
Greater Malboro]
Bio [The Impure/Reaver]
Grand Cross [High/Arch Seraph]
Poisonous Frog [Serpentarius]
Mossfungus trap in Melee Mode
—BLIND—
Appearance: Sunglasses icon
Effects : Doubles enemy evade rate when you use physical attacks
Inflicted with: Remove with: Immunity granted by:
————————- ————————- ————————-
Umbra [Mystic] Salve [Squire/Game Hntr] Grand Helm [helm]
Sandstorm [Geomancer] Eye Drops [Chemist] Cachusha [hair adornment]
Blind [Templar] Remedy [Chemist] Ribbon [hair adornment]
Eye Gouge [Goblin, Purification [Monk] Onion Gloves [gauntlets]
Gobbledygook] Esuna [White Mage/Celeb.] Japa Mala [armlet]
Ink [Mindflayer family] Dragon’s Gift [Dragonkin]
Blind Knife [knife] Eight-fluted Pole [pole]
Chaosbringer [fell sword] Choco Esuna [Chocobo,
Knightslayer [crossbow] Black Chocobo]
Bio [The Impure/Reaver]
Darkness [Death Seraph]
Blindja [Death Seraph]
Grand Cross [High/Arch Seraph]
—OIL—
Appearance: Character turns gray, oil drop icon
Effect : Receive double damage from next fire-elemental attack
Inflicted with: Remove with: Immunity granted by:
————————- ————————- ————————-
Parasite [Byblos] Any fire attack nothing
Self-Destruct [Bomb family]Remedy [Chemist]
Oily Touch [Ghoul/Ghast] Dragon’s Gift [Dragonkin]
Bad Breath [Malboro, Eight-fluted Pole [pole]
Greater Malboro]
Bio [The Impure/Reaver]
Mine trap in Melee Mode
—STONE—
Appearance: Character turns completely gray and stops moving
Effect : Character cannot do anything or take damage
If all characters KOed and turned to Stone, battle is lost
Inflicted with: Remove with: Immunity granted by:
————————- ————————- ————————-
Induration [Mystic/Loffry] Gold Needle [Chemist] Barette [hair adornment]
Contortion [Geomancer] Remedy [Chemist] Ribbon [hair adornment]
Seal Evil* [Machinist, Purification [Monk] Mirage Vest [clothes]
Sky Pirate] Esuna [White Mage/Celeb.] Onion Gloves [gauntlets]
Break [Templar] Dispelna [Princess/Cleric] Jade Armlet [armlet]
Finishing Touch [Soldier] Choco Esuna [Chocobo,
Parasite [Byblos] Black Chocobo]
Chaos Blade [knight’s sword]
Stoneshooter# [gun]
Blaster [Coeurl,
Vampire Cat]
Bewitching Gaze [Ahriman,
Plague Horror]
Beak [Steelhawk,
Cockatrice]
Bad Breath [Malboro,
Greater Malboro
Biora [The Impure/Reaver]
Bioga [The Impure/Reaver]
Petrify [Gigas/Assassin/The Wroth]
Grand Cross [High/Arch Seraph]
* Note 1: Seal Evil is only effective against undead targets.
# Note 2: The Stoneshooter causes the user to begin the battle with Stone
status. It does not inflict Stone status when attacking.
—SILENCE—
Appearance: "…" word balloon
Effect : Cannot use Magick, Summons, Speechcraft, or Ultima. (Arithmeticks
and Spellblade are unaffected!)
Inflicted with: Remove with: Immunity granted by:
————————- ————————- ————————-
Sylph [Summoner] Salve [Squire/Game Huntr] Brass Coronet [hat]
Quiescence [Mystic/Loffry] Echo Herbs [Chemist] Gold Hairpin [hat]
Snowstorm [Geomancer] Remedy [Chemist] Cachusha [hair adornment]
Forbidden Dance [Dancer] Purification [Monk] Ribbon [hair adornment]
Hallowed Bolt [Holy Esuna [White Mage, Magick Ring [ring]
Knight, Sword Saint, Celebrant]
White Knight, Rune Knt] Choco Esuna [Chocobo,
Celestial Void [Skyseer] Black Chocobo]
Corporeal Void [Nethersr.] Dispelna [Princess/Cleric]
Silence [Templar/Celebrant]
Parasite [Byblos]
Mage Masher [knife]
Bewitching Gaze [Ahriman,
Plague Horror]
Bad Breath [Malboro,
Greater Malboro]
Biora [The Impure/Reaver]
Aphony [Gigas/The Wroth]
Grand Cross [High/Arch Seraph]
—TOAD—
Appearance: Character is a small toad
Effect : Can’t use any abilities except regular attacks and the Toad magick.
Stats down.
Inflicted with: Remove with: Immunity granted by:
————————- ————————- ————————-
Toad [Black Mage] Maiden’s Kiss [Chemist] Cachusha [hair adornment]
Torrent [Geomancer] Remedy [Chemist] Ribbon [hair adornment]
Forbidden Dance [Dancer] Purification [Monk] Onion Gloves [gauntlets]
Celestial Void [Skyseer] Esuna [White Mage/Celeb.] Japa Mala [armlet]
Corporeal Void [Nethersr.] Toad [Black Mage]
Parasite [Byblos] Dragon’s Gift [Dragonkin]
Nagnarok [sword] Eight-fluted Pole [pole]
Bad Breath [Malboro, Dispelna [Princess/Cleric]
Greater Malboro]
Toadja [Death Seraph]
Grand Cross [High/Arch Seraph]
Poisonous Frog [Serpentarius]
—SLOW—
Appearance: Character animates slowly
Effect : CT gauge charges more slowly
Inflicted with: Remove with: Immunity granted by:
————————- ————————- ————————-
Slow, Slowja [Time Mage] After time elapses Cachusha [hair adorment]
Ama-no-Murakumo [Samurai] Eight-flued Pole [pole] Ribbon [hair adornment]
Unholy Sacrifice [Dark Knt.] Onion Gloves [gauntles]
Wind Blast [Geomancer] Diamond Bracelet [armlet]
Forbidden Dance [Dancer] Empyreal Armband [armlet]
Celestial Void [Skyseer]
Corporeal Void [Nethersr.]
Arondight [fell sword]
Slasher [axe]
Ague [The Impure]
Biora [The Impure/Reaver]
Grand Cross [High/Arch Seraph]
—STOP—
Appearance: Character stops animating
Effect : CT gauge does not charge; character cannot do anything
Inflicted with: Remove with: Immunity granted by:
————————- ————————- ————————-
Stop [Time Mage] After time elapses Barette [hair adornment]
Tanglevine [Geomancer] Dragon’s Gift [Dragonkin] Ribbon [hair adornment]
Forbidden Dance [Dancer] Eight-fluted Pole [pole] Black Garb [clothes]
Crushing Blow [Dark Knt.] Dispelna [Princess/Cleric] Onion Gloves [gauntlets]
Judgment Blade [Holy Choco Esuna [Chocobo, Jade Armlet [armlet]
Knight, Sword Saint, Black Chocobo] Empyreal Armband [armlet]
White Knt., Rune Knt.]
Finishing Touch [Soldier]
Celestial Stasis [Astrol.]
Balmung [fell sword]
Blaster [Coeurl/Vampire Cat]
Shadowbind [Assassin]
Bind [Death Seraph, Bringer of Order]
—IMMOBILIZE—
Appearance: Gold arrow plus red X
Effect : Cannot use "Move" menu to move around the battlefield, but can
still take actions while standing in place
Inflicted with: Remove with: Immunity granted by:
————————- ————————- ————————-
Immobilize [Time Mage] After time elapses Thief’s Cap [hat]
Sinkhole [Geomancer] Purification [Monk] Cachusha [hair adornment]
Leg Shot [Machinist, Sky Esuna [White Mage/Celeb.] Ribbon [hair adornment]
Pirate] Dragon’s Gift [Dragonkin] Onion Gloves [gauntlet]
Ancient Sword [sword] Eight-fluted Pole [pole] Rubber Boots [shoes]
Bewitching Gaze [Ahriman, Choco Esuna [Chocobo, Guardian Bracelet [armlt]
Plague Horror] Black Chocobo] Empyreal Armband [armlet]
Goo [Ochu] Dispelna [Princess/Cleric]
Celestial Stasis [Astrol.]
–DISABLE—
Appearance: Hand plus red X
Effect : Cannot perform any actions under "Act" menu or use Reaction
Abilities, but can still move around battlefield
Inflicted with: Remove with: Immunity granted by:
————————- ————————- ————————-
Hesitation [Mystic] After time elapses Thief’s Cap [hat]
Wind Slash [Geomancer] Purification [Monk] Cachusha [hair adornment]
Disable [Templar/Celebr.] Esuna [White Mage/Celeb.] Ribbon [hair adornment]
Arm Shot [Machinist, Sky Dragon’s Gift [Dragonkin] Onion Gloves [gauntlet]
Pirate] Eight-fluted Pole [pole] Guardian Bracelet [armlt]
Spellbinder [ninja blade] Choco Esuna [Chocobo,
Bewitching Gaze [Ahriman, Black Chocobo]
Plague Horror] Dispelna [Princess/Cleric]
Celestial Stasis [Astrol.]
Fowlheart [The Impure,
Death Seraph, The Wroth]
—DOOM—
Apperance : Countdown over character’s head
Effect : Count decreases from 3 each time the character gets a turn; when
it hits 0, the character is KOed (before s/he can act)
Inflicted with: Remove with: Immunity granted by:
————————- ————————- ————————-
Doom Fist [Monk] When character is KOed Cachusha [hair adornment]
Condemn [Orator] White Staff [staff] Ribbon [hair adornment]
Quicksand [Geomancer] Onion Gloves [gauntlets]
Muramasa [Samurai] Protect Ring [ring]
Cleaning Strike [Holy
Knight, Sword Saint,
White Knt., Rune Knt.]
Assassin’s Dagger [knife]
Deathbringer [fell sword]
Doom [Ahriman, Plague Horror]
Nightmare [The Impure/Death Seraph]
Death Trap trap
—VAMPIRE—
Appearance : Bat icon
Effect : Character is undead (see below) AND confused
Inflicted with: Remove with: Immunity granted by:
————————- ————————- ————————-
Vampire [Vampire Cat, Holy Water [Chemist] Barette [hair adornment]
Ark Knight] Dispelna [Princess/Cleric] Ribbon [hair adornment]
Onion Gloves [gloves]
Japa Mala [armlet]
—CHARM—
Appearance: Heart icon.
Effect : Character cannot be controlled, and temporarily fights as if on the
other team.
Inflicted with: Remove with: Immunity granted by:
————————- ————————- ————————-
Steal Heart* [Thief] Any HP damage Acacia Hat [hat]
Plunder Heart* [Sky Pirate] After time elapses Barette [hair adornment]
Pirate]
Faerie Harp [instrument] Ribbon [hair adornment]
Snort# [Swine, Wild Boar] Onion Gloves [gloves]
Allure* [Assassin] Nu Khai Armband [armlet]
* Only effective on humans of the opposite sex and on monsters.
# Only effective on humans (of either sex); not effective on monsters.
(Note that the Faerie Harp is effective against all targets!)
—TRAITOR—
Appearance: Character’s portrait box displays "Guest" (if recruited to your
side) or "Enemy" (if recruited to enemy side)
Effect : Character has switched sides, and now fights as a member of the
other team. If the character has joined your team, you will have
the option of permanently recruiting the character after the
battle.
Inflicted with: Remove with: Immunity granted by:
————————- ————————- ————————-
Entice [Orator] Inflict Traitor on target Barette [hair adornment]
Tame [Orator, Dragonkin] again before end of Ribbon [hair adornment]
Dragon’s Charm* [Dragonkin] battle Onion Gloves [gloves]
Cursed Ring [ring]
* Note: Dragon’s Charm is only effective on dragons and hydras.
—BERSERK—
Appearance: Character is tinted red
Effect : Character’s attack strength increases, but character can only use
physical attacks and cannot be controlled
Inflicted with: Remove with: Immunity granted by:
————————- ————————- ————————-
Insult [Orator] Purification [Monk] Acacia Hat [hat]
Fervor [Mystic] Esuna [White Mage/Celeb.] Barette [hair adornment]
Berserk [Templar] Dragon’s Gift [Dragonkin] Ribbon [hair adornment]
Mind Blast [Squidraken, Onion Gloves [gloves]
Mindflayer] Magick Ring [ring]
Grand Cross [High/Arch Seraph]
—CONFUSE—
Appearance: Weird animation patterns, "?" icon
Effect : Character performs random movements & abilities, which may include
attacking allies and/or enemies.
Inflicted with: Remove with: Immunity granted by:
————————- ————————- ————————-
Delirium [Mystic/Loffrey] Physical attack Acacia Hat [hat]
Tremor [Geomancer] Remedy [Chemist] Barette [hair adornment]
Muramasa [Samurai] Purification [Monk] Ribbon [hair adornment]
Forbidden Dance [Dancer] Esuna [White Mage/Celeb.] Onion Gloves [gloves]
Divine Ruination [Holy Dispelna [Princess/Cleric] Nu Khai Armband [armlet]
Knight, Sword Saint, Dragon’s Gift [Dragonkin]
White Knt., Rune Knt.]
Celestial Void [Skyseer]
Corporeal Void [Nethersr.]
Confuse [Templar/Celebr.]
Parasite [Byblos]
Lamia’s Harp [instrument]
Mind Blast [Squidraken,
Mindflayer]
Bad Breath [Malboro,
Greater Malboro]
Toot [Swine]
Befuddle [Gigas/The Wroth]
Confuseja [Death Seraph]
Grand Cross [High/Arch Seraph]
—Neutral Status————————————————————–
These are status conditions that aren’t necessarily good or necessarily bad.
—REFLECT—
Appearance: No visible change
Effect : Most magick bounces off character and strikes another tile instead.
See ability lists for which magicks can be Reflected.
Granted by: Remove with: Permanently granted by:
————————- ————————- ————————-
Reflect [Time Mage] Harmony [Mystic] Mirror Mail [armor]
Carbuncle [Summoner] Dispel [Templar] Reflect Ring [ring]
Lick [Ochu, Malboro] Dischord [Squidraken] Cherche [perfume]
Dispelja [Arch Seraph]
—UNDEAD—
Appearance: Character is tinted purple
Effect : All abilities that normally restore HP instead cause HP loss.
Abilities that normally remove KO instead cause instant KO.
Attacks that normally drain HP from you instead restore HP to you
and cause the user to lose HP.
Inflicted with: Remove with: Immunity granted by:
————————- ————————- ————————-
Corruption [Mystic] Holy Water [Chemist] Cachusha [hair adornment]
Zombie [Templar] Ribbon [hair adornment]
Zombie Touch [Revenant] Onion Gloves [gloves]
Bioga [The Impure/Reaver] Japa Mala [armlet]
Cursed Stone trap in Melee
Mode Permanently granted by:
————————-
Skeleton family
Ghost family
Cursed Ring [ring]
—ATHEIST—
Appearance: Ankh down icon
Effect : Character temporarily has 0 Faith, preventing him/her from using
magick and also rendering him/her immune to magick.
Also causes any Nether Manta abilities used by or targeting the
character to do 0 damage, even though these normally do more damage
when Faith is low.
Granted by: Remove with: Permanently granted by:
————————- ————————- ————————-
Disbelief [Mystic] After time elapses Automaton monster job
Doubt [Templar]
Gokuu Pole [pole]
—FAITH—
Appearance: Ankh up icon
Effect : Character temporarily has 100 Faith, increasing both the damage
dealt by magick and the damage received by magick
Also causes any Nether Manta abilities used by or targeting the
character to do high damage, even though these normally do less
damage when Faith is high.
Granted by: Remove with: Permanently granted by:
————————- ————————- ————————-
Belief [Mystic] After time elapses Rod of Faith [rod]
Faith [Templar] Harmony [Mystic]
Rod of Faith [rod] Dispel [Templar]
Dischord [Squidraken]
Dispelja [Arch Seraph]
%%%ELEMENTAL AFFINITIES%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00elem
Many abilities and a few weapons have one of eight elemental affinities: Fire,
Lightning, Ice, Wind, Earth, Water, Holy, or Dark. By paying attention to
these elemental affinities, you can increase the power of your attacks and
decrease the damage from enemy abilities!
Elemental affinities can increase damage in two ways. First, many monsters are
weak to a particular element. An attack of this element will do DOUBLE its
usual damage! A few pieces of equipment will also make a character weak to an
element.
Second, some equipment "boosts" one or more elements. When you have such an
item equipped, any attacks you use of that element are 25% stronger. This is
in addition to any weakness effect. For example, if Luso has the Gaia Gear
(which Boosts: Earth) equipped, any earth attack he executes does 25% more
damage. The Boost effect does NOT "stack" — equipping more than one boost for
the same element has no additional effect. For example, equipping both a Flame
Rod and a Japa Mala (both of which boost Fire) is the same as equipping just
the Flame Rod.
Elemental effects can be defended against in three main ways. Some equipment
will HALVE the damage you taken from a given element. Other equipment grants
you IMMUNITY to a particular element, which means that you take NO damage at
all from that element. Finally, some equipment ABSORBS an element, which means
that damage from that element is converted into a HP *gain*. (So, absorbing
water means that a water attack that normally does 200 HP damage will instead
restore 200 HP!) Many monsters also have some innate elemental defenses.
Finally, elemental affinities come into a play in a few other ways:
– The Oil status doubles damage received from fire attacks.
– The Float status makes a character immune to earth attacks.
– During a thunderstorm, fire attacks are 25% weaker and lightning attacks are
25% stronger. (A light rain has no effect on elemental damage.)
– During a snowstorm, ice attacks are 25% stronger. Note that there are only
snowstorms during specific story battles and in multiplayer; random battles
in the single-player quest never have snowstorms.
For each of the eight elements, the chart below lists which attacks carry that
element, and what is weak or strong against that element.
—Fire————————————————————————
ABILITIES WITH FIRE AFFINITY:
Fire [Black Mage, Flame Rod] Nether Ashura [Netherseer]
Fira [Black Mage, Flame Mace] Fire Breath [Holy Dragon, Dragonkin,
Firaga [Black Mage] Red Dragon]
Firaja [Black Mage] Flame Attack [Grenade]
Ifrit [Summoner] Spark [Exploder]
Salamander [Summoner] Breathe Fire [Minotaur, Sekhret]
Will-o’-the-Wisp [Geomancer] Tri-Flame [Greater Hydra, Tiamat]
Magma Surge [Geomancer] Meltdown [Bringer of Order]
Ashura [Skyseer]
WEAPONS WITH FIRE AFFINITY:
Flame Rod [rod] Blaze Gun [gun]
Flame Mace [flail] Flameburst Bomb [bomb]
Boosted by : Flame Rod, Kaiser Shield, Black Robe, Sage’s Ring, Japa Mala
Weakness : Skeleton family, Ghost family, Treant family, Blue Dragon
Halved by : Ice Shield, Venetian Shield, Reverie Shield, White Robe
Immunity : Minerva Bustier, Automaton
Absorbed by : Flame Shield, Sage’s Ring, Bomb family, Red Dragon
Any unit with the Oil status change receives double damage from fire attacks.
After being struck with a fire attack, the Oil status disappears.
During a thunderstorm, damage from fire attacks is decreased by 25%.
—Lightning——————————————————————-
ABILITIES WITH LIGHTNING AFFINITY:
Thunder [Black Mage, Thunder Rod] Hell’s Wrath [Netherseer]
Thundara [Black Mage] Thunder Breath [Holy Dragon, Dragonkin,
Thundaga [Black Mage, Lightning Bow] Red Dragon, Blue Dragon]
Thundaja [Black Mage] Thunder Anima [Skeleton]
Ramuh [Summoner] Tri-Thunder [Greater Hydra, Tiamat]
Heaven’s Wrath [Skyseer]
WEAPONS WITH LIGHTNING AFFINITY:
Coral Sword [sword] Lightning Bow [bow]
Thunder Rod [rod] Gungnir [polearm]
Blaster [gun] Spark Bomb [bomb]
Boosted by : Thunder Rod, Kaiser Shield, Black Robe, Sage’s Ring, Japa Mala
Weakness : Ice Shield, Mindflayer family, Automaton
Halved by : Venetian Shield, Reverie Shield, White Robe, Sage’s Robe
Immunity : Minerva Bustier, Rubber Suit, Rubber Boots
Absorbed by : Sage’s Ring
During a thunderstorm, damage from lightning attacks is increased by 25%. This
is in addition to any increase from Boosts and/or enemy Weaknesses.
—Ice————————————————————————-
ABILITIES WITH ICE AFFINITY:
Blizzard [Black Mage, Ice Rod] Snowstorm [Geomancer]
Blizzara [Black Mage] Ice Breath [Holy Dragon, Dragonkin, Blue
Blizzaga [Black Mage, Icebrand] Dragon]
Blizzaja [Black Mage] Ice Anima [Bonesnatch, Skeletal Fiend]
Shiva [Summoner]
WEAPONS WITH ICE AFFINITY:
Icebrand [sword] Glacial Gun [gun]
Ice Rod [rod] Ice Bow [bow]
Boosted by : Ice Rod, Kaiser Shield, Black Robe, Sage’s Ring, Japa Mala
Weakness : Goblin family, Ahriman family, Malboro family, Hydra family,
Red Dragon
Halved by : Flame Shield, Venetian Shield, Reverie Shield, Minerva Bustier,
White Robe, Sage’s Robe, Bomb family
Immunity : Automaton
Absorbed by : Ice Shield, Sage’s Ring, Blue Dragon
During a snowstorm, damage from ice attacks is increased by 25%.
—Wind————————————————————————
ABILITIES WITH WIND FAMILY:
Wind Slash [Geomancer] Nether Blade [Skyseer]
Sandstorm [Geomancer] Wind Anima [Skeletal Fiend]
Wind Blast [Geomancer] Twister [Behemoth King, Ultima Demon]
Adamantine Blade [Skyseer] Tornado [Bringer of Order]
WEAPONS WITH WIND AFFINITY:
Air Knife [knife] Windslash Bow [bow]
Boosted by : Sage’s Ring, Japa Mala
Weakness : Hydra family
Halved by : Reverie Shield, Sage’s Robe, Ahriman family, Aevis family
Immunity : Minerva Bustier, Automaton
Absorbed by : Sage’s Ring
—Earth———————————————————————–
ABILITIES WITH EARTH AFFINITY:
Shockwave [Monk] Impiety [Netherseer]
Titan [Summoner] Earthsplitter [Sekhret]
Tremor [Geomancer] Quake [Bringer of Order]
Divinity [Skyseer]
WEAPONS WITH EARTH AFFINITY:
none
Boosted by : Gaia Gear, Sage’s Ring, Japa Mala
Weakness : Panther family, Aevis family
Halved by : Reverie Shield, Minerva Bustier, Sage’s Robe
Immunity : Float status, Automaton
Absorbed by : Gaia Gear, Sage’s Ring, Treant family
—Water———————————————————————–
ABILITIES WITH WATER AFFINITY:
Leviathan [Summoner] Maelstrom [Skyseer]
Torrent [Geomancer] Nether Maelstrom [Netherseer]
Quicksand [Geomancer] Water Anima [Skeleton, Bonesnatch]
WEAPONS WITH WATER AFFINITY:
Snowmelt Bomb [bomb]
Boosted by : Sage’s Ring, Japa Mala
Weakness : Flame Shield, Bomb family, Minotaur family
Halved by : Reverie Shield, Minerva Bustier, Sage’s Robe
Immunity : Automaton
Absorbed by : Sage’s Ring, Mindflayer family
—Holy————————————————————————
ABILITIES WITH HOLY AFFINITY:
Holy [White Mage, Holy Lance] Holy Breath [Dragonkin]
WEAPONS WITH HOLY AFFINITY:
Durandal [knight’s sword] Holy Lance [polearm]
Nirvana [staff]
Boosted by : Excalibur, Tynar Rouge, Sage’s Ring, Japa Mala
Weakness : Skeleton family, Ghost family
Halved by : Reverie Shield, Minerva Bustier, Sage’s Robe
Immunity : Automaton
Absorbed by : Excalibur, Chameleon Robe, Sage’s Ring
—Dark————————————————————————
ABILITIES WITH DARK AFFINITY:
Lich [Summoner] Dark Whisper [Tiamat]
Unholy Sacrifice [Dark Knight] Unholy Darkness [Sorceror, Archaoedemon,
Ultima Demon]
WEAPONS WITH DARK AFFINITY:
ALL fell swords
Boosted by : Sage’s Ring
Halved by : Reverie Shield, Sage’s Robe, Nu Khai Armband
Immunity : Minerva Bustier, Automaton
Absorbed by : Sage’s Ring, Skeleton family, Ghost family
%%%ARITHMETICKS CHART%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00arith
The chart below is a quick reference as to which numbers can be targeted by
each multiple when using Arithmetician. For example, characters at height = 3
will be hit by a Height Multiple of 3 or Height Prime spell, but not Height
Multiple of 4 or 5. You might find this chart handy when using Arithmeticks,
or trying to avoid enemy Arithmeticks attacks.
Some numbers, such as 34, can’t be hit by ANY Arithmeticks multiple. (These
are numbers that are not prime but do not have 3, 4, or 5 as a factor.) These
numbers are indicated in the table by a solid horizonal line. If you expect to
face enemy Arithmeticians, you can use these numbers to help avoid their
attacks in two ways:
– As long as you stand on tiles with height of 0, 1, or any fractional number
(e.g. 2.5), you cannot be hit by Height-based Arithmeticks.
– If you have level 99 characters, you may want to level them down using a
Degenerator trap (e.g. at Zeklaus Desert) so that they can’t be hit by Level
Multiple of 3.
That said, enemy Arithmeticians appear only very rarely.
QUICK LIST OF PRIME NUMBERS (ONLY DIVISIBLE BY THEMSELVES AND 1):
2 3 5 7 11 13 17
19 23 29 31 37 41 43
47 53 59 61 67 71 73
79 83 89 97
QUICK LIST OF NUMBERS NOT TARGETABLE:
0 1 14 22 26 34 38
46 49 58 62 74 77 82
86 91 94 98
All fractional height numbers (e.g. height = 2.5)
—FULL ARITHMETICKS CHART—
# MULT.3 MULT.4 MULT.5 PRIME | # MULT.3 MULT.4 MULT.5 PRIME
0 ———————————— | 25 X
1 ———————————— | 26 ———————————-
2 X | 27 X
3 X X | 28 X
4 X | 29 X
5 X X | 30 X X
6 X | 31 X
7 X | 32 X
8 X | 33 X
9 X | 34 ———————————-
10 X | 35 X
11 X | 36 X X
12 X X | 37 X
13 X | 38 ———————————-
14 ———————————– | 39 X
15 X X | 40 X X
16 X | 41 X
17 X | 42 X
18 X | 43 X
19 X | 44 X
20 X X | 45 X X
21 X | 46 ———————————-
22 ———————————– | 47 X
23 X | 48 X X
24 X X | 49 ———————————-
# MULT.3 MULT.4 MULT.5 PRIME | # MULT.3 MULT.4 MULT.5 PRIME
50 X | 75 X X
51 X | 76 X
52 X | 77 ———————————-
53 X | 78 X
54 X | 79 X
55 X | 80 X X
56 X | 81 X
57 X | 82 ———————————-
58 ———————————– | 83 X
59 X | 84 X X
60 X X X | 85 X
61 X | 86 ———————————-
62 ———————————– | 87 X
63 X | 88 X
64 X | 89 X
65 X | 90 X X
66 X | 91 ———————————-
67 X | 92 X
68 X | 93 X
69 X | 94 ———————————-
70 X | 95 X
71 X | 96 X X
72 X X | 97 X
73 X | 98 ———————————-
74 ———————————– | 99 X
All fractional numbers ———————————-
%%%TRAPS AND TREASURE HUNTER%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00traps
–TRAPS & TREASURE IN SINGLE-PLAYER MODE–
Almost every map in the single-player game has four treasure tiles. These
tiles aren’t visibly marked, but if a character with the Treasure Hunter
movement ability [Chemist] steps on the tile, you’ll receive an item.
Almost all treasure tiles have two different items you can get: a more valuable
one and a less valuable one. Your odds of getting the LESS valuable item are
the same as your character’s Bravery, so a LOW Bravery character is better for
getting the more valuable items. Once you claim either item, BOTH disappear
for good, even if you later return to the map. You can get only one.
Treasure tiles usually also contain a trap. If a character WITHOUT Treasure
Hunter steps on the tile, the trap is sprung and some harmful effect occurs.
(See below for a list of the possible traps.) Unlike treasures, traps can be
repeatedly sprung and never go away. Also, once you’ve already obtained the
item from a treasure tile, even a character with Treasure Hunter will spring
the trap if s/he steps on the tile. On the other hand, you can use the traps
as an easy way of identifying treasure tiles.
Most Treasure Hunter items are actually just generic items that you can buy in
stores anyway, and aren’t really worth going out of your way to collect.
However, a few maps have rare items that you can’t buy in stores and in some
cases can ONLY find with Treasure Hunter. These maps include Mount Germinas,
Eagrose Castle, Mount Bervenia, Nelveska Temple, and all of Midlight’s Deep,
See the appropriate battle strategies for the locations of these items.
Simply moving across a trap does not trigger it; you must END your move on the
trap tile to trigger the trap (or find the Treasure Hunter item).
—TRAPS & TREASURE IN MULTIPLAYER MODES—
In Melee Mode, there are no Treasure Hunter items, but there ARE traps. Unless
traps are turned off in the battle settings, each player has the chance to
place a number of traps before the battle. (Traps can be placed either
manually or automatically, depending on the battle settings.) These include a
number of new traps that only appear in Melee Mode.
Your characters cannot spring traps that you placed, but they can still be
affected if they’re standing in the effect radius when an enemy springs the
trap.
Rendezvous Mode does not have traps or Treasure Hunter items.
–TYPES OF TRAPS–
Many traps have a different effect radius in single-player vs. Melee Mode:
> An effect radius of 1 affects only the unit who springs the trap.
> A trap with an effect radius of 3, when triggered, also hits all tiles at a
distance of up to 2 tiles away from the trap tile. (However, the trap still
only TRIGGERS if you step on the one particular trap tile.)
EFFECT RADIUS…
SINGLE-PLAYER MELEE MODE TRAP EFFECT
Degenerator 1 Doesn’t appear Lowers character’s
experience level by 1
Death Trap 1 1 Inflicts Doom status
Hypnogas 1 3 Inflicts Sleep status
Sten Needle 1 3 Inflicts HP damage
Mine Doesn’t appear 3 Does minor damage and
inflicts Oil status
Mossfungus Doesn’t appear 3 Inflicts Poison status
Cursed Stone Doesn’t appear 3 Inflicts Undead status
The level-down effect from the Degenerator trap can be used to boost your stats
by leveling down as a job with crummy stat growth and then leveling back up as
a job with good stat growth. For more on this strategy, see "Level-Downs and
Stat Grindng" under the Statistics and Leveling section.
*******************************************************************************
XV. MISCELLANEOUS REFERENCE
*******************************************************************************
%%%ZODIAC STONE LOCATIONS%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00stones
!!!SPOILER ALERT!!!
Aries — Get when you beat Wiegraf in Riovanes Castle.
Taurus — In Mustadio’s possession; you receive it after the battle in Goug
Machine City. Re-obtained in Riovanes Castle.
Gemini — Received after defeating Elmdore.
Cancer — Received after defeating Construct 7. [optional]
Libra — T.G. Cid (Orlandeau) has it; you’ll get it when he joins
Scorpio — Received after you defeat Delacroix. Re-obtained in Riovanes
Castle.
Sagittarius — Meliadoul has it; you’ll get it when she joins.
Capricorn — Obtained after killing Adrammelech.
Aquarius — Given by Beowulf when he joins. [optional]
Pisces — Received from Isilud in Riovanes Castle.
Leo — You never get this one, Folmarv has it.
Virgo — As above; Folmarv also has this one.
Serpentarius — Receive after you defeat Elidibus in Midlight’s Deep.
[optional]
!!!SPOILER ALERT!!!
%%%FMV MOVIE LIST%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00fmv
!!!SPOILER ALERT!!!
This is a list of the FMV cutscenes (found only in the PSP release).
#1: Title Screen
#2: New game — Delita escapes with Ovelia captive
–Chapter I–
#3: Ramza thinks about Argath’s words. Whistling with a blade of grass.
#4: Ziekden Fortress explodes; Ramza disappears in the snow.
–Chapter II–
#5: Ramza and Delita speak at Zeirchele Falls; Delita leaves Ovelia in Ramza’s
care. Flashback to Tietra’s demise.
#6: Ramza and Delita meet again in Warjilis Port City.
–Chapter III–
#7: At Zeltennia, Ovelia and Delita discuss their personal histories. Delita
pledges to build a new Ivalice.
#8: Luso is pursued by Behemoths across Zeklaus Desert; Ramza throws a sword
to rescue him.
–Chapter IV–
#9: Delita’s reveals the Church’s plans to Ramza at a church in Zeltennia.
Zalmour arrives and surrounds the church.
#10: Thieves ambush Ramza in Dorter; Balthier appears on the scene. [optional;
only seen if you complete the Recruiting Balthier subquest]
#11: Ending. Account of Alazlam discovering Orran’s papers. Ramza and Alma
ride off into the sunset.
#12: End credits.
!!!SPOILER ALERT!!!
%%%FF REFERENCES%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00ffr
I haven’t included FF series mainstays like the classes, summon monster gang,
Chocobos and other monsters, Cid, etc. just the references to specific games.
Final Fantasy I:
Wonders: Mirage Tower, Fortress of Trials, Matoya Cave, Shrine of Chaos
Artefacts: Rat’s Tail
Final Fantasy II:
Wonders: Pandaemonium, Semitt Falls, Shrine of Chaos (Jade)
Artefacts: Minwu Orb
Final Fantasy III:
Wonders: Forbidden Land Eureka, Crystal Tower, Falgabard, Tozus Village
Errands: Enterprise, Yggdrasil (World Tree), Chocobo Restaurant Gisahl
Other: Salonia (Materia), Unei (in proposition "Endless Caverns")
Final Fantasy IV:
Wonders: Tower of Babel, Castle of Trials, Chocobo Forest
Artefacts: Lugae, Calcobrena, Rat’s Tail
Errands: Enterprise, Anna and Gilbert [Edward], Assault
Door ("Minimum’s Melancholy")
Final Fantasy V:
Wonders: Ronkan Ruins
Artefacts: Excalipoor
Other: Almagest spell, Boco, Byblos, Apanda, Mossfungus (Mossfungus
is an enemy in the last dungeon)
Final Fantasy VI:
Wonders: Phantom Train, Floating Continent
Errands: Setzer, Blackjack
Final Fantasy VII:
Artefacts: Materia, St. Elmo’s Fire [attack used by Ghost Ships]
Errands: Black-caped man ("Nightwalker"), Highwind
Multiplayer Missions: Teioh the chocobo
Other: Cloud and Aerith (duhhh…..), Adamantainmai (mentioned
in a work history, it’s an enemy near Wutai)
Ogre Battle:
Other: Zodiac Stones, Zeltennia
*******************************************************************************
XVI. PSONE->PSP CHANGES
*******************************************************************************
%%%GAME CHANGES%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00psone
Final Fantasy Tactics: The War of the Lions was originally released in 1997
(Japan) and 1998 (North America) as Final Fantasy Tactics on the PSone.
Here’s a list of the known changes between the 2007 PSP version and the
original 1997/1998 PSone version:
* Two new crossover characters have been added as party members: Balthier, from
Final Fantasy XII, and Luso, from the forthcoming Final Fantasy Tactics Advance
2 (try saying that two times fast!).
* Additional subquests and accompanying battles have been added to Chapter IV.
In addition to the mission to recruit Balthier, there are also the new Agrias’s
Birthday, Disorder in the Order, and Lionel’s New Liege Lord quests.
* Two new jobs are available for all characters: Dark Knight and Onion Knight.
* Two multiplayer modes have been added. One allows you to compete against
other player’s team. The other has you team up with another player to clear a
variety of special missions. Both are playable only over an "Ad Hoc" (i.e.:
local) connection — no Internet play, sadly.
* Key story scenes are now illustrated with cel-shaded animated cutscenes and
(in the English version) voice acting, instead of the in-game cutscenes and CG
movies of the original.
* There are a number of new story scenes and battles added to the main
storyline, including:
– Loffrey recruiting Wiegraf near the end of Chapter II.
– Delita traveling with Ovelia at Zeirchele Falls, also near the end of
Chapter II. (This scene also involves a new story battle!)
– Ramza’s meeting with Luso in Chapter III and the battle to rescue him.
– As assasination attempt against Ovelia near the end of Chapter III.
(There’s a new Delita battle here as well.)
– Delita demonstrating the blade-of-grass whistle to Ovelia soon after the
beginning of Chapter IV.
– A battle against Argath at Limberry Castle in Chapter IV.
– An additional battle against Cletienne in Dorter on the way back to Eagrose
in Chapter IV.
* The maximum roster size has been increased by 8 (from 16 to 24), to allow
you to add Luso and Balthier to your crew without having to kick out any of the
other story characters.
* Many abilities now cost more JP to learn.
* Job prerequisites have been changed–specifically, some jobs now require the
prerequisite jobs to be leveled up to a higher level. Additionally, the amount
of each JP to reach each job level (except job level 2) has also been
increased. In other words, jobs require much more JP to unlock.
* The Speed of some abilities has also been changed. Some abilities (mostly
Summons, plus a few Time Mage abilities and the Mystic’s Petrify/Induration)
now take longer to charge.
* The sword techniques used by Meliadoul and Orlandeau can now still damage
enemies even if they don’t have the relevant piece of equipment. This means
that these abilities can now damage monsters as well.
In fact, using these abilities against a character not equipped with the
relevant item (including monsters) *increases* the damage dealt. The specific
amount varies by ability:
– Crush Armor – bonus is user’s Physical Attack stat times 5
– Crush Helm – bonus is user’s Physical Attack stat times 4
– Crush Weapon – bonus is user’s Physical Attack stat times 3
– Crush Accessory – bonus is user’s Physical Attack stat times 2
* New pieces of equipment have been added. A few are obtainable in the single-
player game as Balthier’s initial equipment and from the Agrias’s Birthday
quest; the rest can only be found by completing the multiplayer missions.
* The quest to recruit Cloud is immediately after completing Fort Besselat (and
the other prerequisite subquests). In the PSone version, this quest could not
be done until substantially later–after defeating Adrammelech.
* It’s no longer possible to steal any of Elmdore’s equipment. Actually, this
is consistent with the original Japanese PSone release, where you couldn’t
steal his equipment either–the ability to steal his gear is unique to the
North American PSone version.
* Rapha and Marach’s Mantra abilities (a/k/a Truth and Un-Truth) have been
upgraded. Each use of one of these abilities results in 1 to 10 "strikes"
instead of 1 to 6 in the PSone version. They also seem to be more accurate and
are more likely to hit the targeted panel/unit rather than the adjoining
tables. Similarly, Reis’s Holy Breath ability also has now 1-10 strikes
instead of 1-6.
* The "item duplication" trick/glitch (which allowed you to buy extra copies of
some weapons that you couldn’t normally buy) has been removed from the game, as
has the glitch that allowed you to earn infinite JP via a bug in the ability-
learning menu.
* Instead of using the Gregorian Calendar (January to December), dates are now
displayed in Zodiac format (e.g. 3 Capricorn). The year also now alternates
between "Wet months" (in which storms are more likely) and "Dry months,"
similar to the cycle on Final Fantasy XII’s Giza Plains.
* Victory conditions for the Bethla Garrison/Fort Besselat sluice battle in
Chapter IV have changed. In the PSone version, you had to throw a pair of
switches to finish the battle. This meant that you could hang around even
after you’d killed all the enemies to have your characters hit each other and
easily level up. In the PSP version, the battle ends as soon as you defeat all
the enemies.
* All of Rapha’s skills are now learnable as soon as she joins the party. In
the PSone version, many did not appear until Chapter IV.
* The Oil status effect, which did not do anything in the PSone version (even
though it was supposed to), now actually works — it doubles the damage from
the next fire attack.
* In the PSP version, when a summon spell is cast, the name of that summon’s
special attack is displayed (e.g. Shiva casts "Glacial Shards"), as in most
Final Fantasy games. The PSone version simply displayed the name of the
summoned creature itself (e.g. "Shiva"). Similarly, each Iaido ability now has
a special name when being cast, rather than simply the name of the katana.
* In the PSone version, the game would cycle through various "attract" movies–
a trailer for the game and videos demonstrating all the jobs–if left on the
title screen for a while. These movies do not exist in the PSP version; the
title sequence just repeats over and over if the game is left running on the
title menu.
* The icons for some of the status conditions have been changed — probably to
be more visible on a smaller screen.
* Some other visual display elements have also been changed. For example, the
party roster screen now has more characters per row (to fit the widescreen
format), the victory condition and battle clear screens are different, and the
text map on the map screen is printed in a different & bigger font.
* On the bad side of things, the game runs somewhat slower than the original
PSone version.
* Also on the bad sides, some of the sound effects (e.g. some ability effects,
and the "death screams" when characters are KOed) also sound different (and
poorer) on the PSP hardware. To be honest, I have such a tin ear for these
kinds of differences that it’s hard for me to tell exactly what has and hasn’t
changed, but it’s been widely reported that they do sound different š
* And, of course, the game has been retitled Final Fantasy Tactics: The War of
the Lions, given a new logo, and rebranded as part of Square Enix’s new Ivalice
Alliance franchise.
In addition, the North American, European, and Australian releases boast some
further changes:
* The game has been completely retranslated, with the Engrish-y awkwardness
from the original version being replaced with a "medieval" style similar to the
English version of Final Fantasy XII. If you’re familiar with the old 1998
PSone translation and want to get up to speed with the new one, check out the
name conversion guide below.
* The slowdown in the North American and European releases is not as bad as it
was in the Japanese PSP release (or so I’m told).
* Voice-acting has been added to the cutscenes. In the Japanese version, the
dialogue is only displayed in subtitles, with no voice-over.
* In the PSone version, using a spell or special technique would occasionally
cause the character to shout out a special quote (e.g. "Life is short…Bury!
Steady Sword!"). These quotes have been removed from the English PSP version.
* Using the Select button "help" feature and then selecting a character’s name
on his/her status screen gives you a short quote from the character. In the
PSone version, only the story characters had unique messages; generic characters
only had one of a few generic quotes. In the PSP version, every default name
for a generic character now has his or her own unique quote! (This feature has
always been in the Japanese version; it was only in the English PSone version
that the generic characters did not all have unique quotes.)
* The X and O button mappings are reversed from the North American PSone
release — X now selects things in menus and O cancels, as in almost all North
American releases. (Explanation: In Japanese versions of games, using O to
select and X to cancel is actually the standard. In North America, the
reverse is true; usually X selects and O cancels. Games being localized from
Japan generally have the X and O buttons swapped — in fact, this is a Sony-
mandated change. The original PSone translation of FF Tactics apparently
slipped through the cracks, in keeping with the general kookiness of its
localization, and ended up with the O button to confirm. The PSP localization
brings things back in life with the North American standard.)
%%%NAME CONVERSION CHART%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00names
The new English translation has changed quite a few names from the much-
maligned 1998 translation seen in the PSone version, so I’ve provided this
chart to help FF Tactics veterans get up to speed with the new translation.
—Game Mechanics————————————————————–
[1998 PSone translation] [2007 PSP translation]
Brave Bravery
Propositions Errands
Treasure (from Prop.s) Artefacts
Unexplored Land Wonders of the Ancient World
Strengthen: (equipment) Boosts:
Cancel: (equipment) Immune:
Always: (equipment) Equip:
Bonus Money Bonus Coin
War Trophies Battle Trophies
STATUS CONDITIONS
Transparent Invisible
Darkness Blind
Petrify Stone
Frog Toad
Don’t Move Immobilize
Don’t Act Disable
Blood Suck Vampire
Death Sentence Doom
Invitation Traitor
Innocent Atheist
TOWNS & MAJOR MENU OPTIONS
Bar Tavern
Shop Outfitter
Soldier office Warriors’ Guild
Fur shop Poachers’ Den
Formation Party Roster
Brave Story Chronicle
Record [Brave Story] Events
Person [Brave Story] Personae
Job [Brave Story] Feats
Injured [Brave Story] Kills
—Story———————————————————————–
[1998 PSone translation] [2007 PSP translation]
CHARACTERS
Adramelk Adrammelech
Alazlam J.D. Arazlam Durai
Algus Sadalfas Argath Thadalfus
Alphons Draclau Alphonse Delacroix
Altima Ultima
Balbanes Beoulve Barbaneth Beoulve
Balk Fenzol Barich Fendsor
Balmafula Lanandu Valmafra Lenande
Besrodio Bunanza Besrudio Bunansa
Bestrada Larg Bestrald Larg
Beowulf Kadmus Beowulf Cadmus
Buremonda Bremondt
Cidolfas Orlandu Cidolfus Orlandeau
Delita Hyral Delita Heiral
Druksmald Goltana Druksmald Goltanna
Elidibs Elidibus
Gaff Gafgarion Goffard Gaffgarion
Gelkanis Barinten Gerrith Barrington
Golagros Levine Gragoroth Levigne
Gustav Margueriff Gustav Margriff
Hashmalum Hashmal
Izlude Tingle Isilud Tengille
Kletian Drowa Cletienne Duroi
Lede Lettie
Malak Galthana Marach Galthena
Marge Funeral Marcel Funebris
Mesdoram Elmdor Messam Elmdore
Miluda Folles Milleuda Folles
Mustadio Bunanza Mustadio Bunansa
Olan Durai Orran Durai
Omdolia Atkascha Ondoria Atkascha
Orinas Atkascha Orinus Atkascha
Professor Bordam Daravon Master Darlavon
Queklain Cuchulainn
Rad Ladd
Rafa Galthana Rapha Galthena
Reis Dular Reis Duelar
Rofel Wodring Loffrey Wodring
Rudvich Bart Ludovich Baert
Ruvelia Atkascha Louveria Atkascha
Simon Pen Rakshu Simon Penn-Lachish
Sinogue Syneugh
Teta Hyral Tietra Heiral
Velius Belias
Vicks Biggs
Vormav Tingel Folmarv Tengille
Worker 8 Construct 8
Zalbag Beoulve Zalbaag Beoulve
Zalmo Rusnada Zalmour Lucianada
TERMS
Hokuten Knights Order of the Northern Sky
Nanten Knights Order of the Southern Sky
Death Corps Corpse Brigade
Bart Company Baert Company
Temple Knights Knights Templar
Black Sheep Knights Blackram Knights
Lion’s War War of the Lions
Mosfungus Mossfungus
CHAPTER TITLES
The Manipulator & the The Manipulative & the
Subservient Subservient
Somebody to Love In the Name of Love
—Places———————————————————————-
[1998 PSone translation] [2007 PSP translation]
OVERWORLD
Ygros Castle Eagrose Castle
Sweegy Woods The Siedge Weald
Sand Rat Cellar Sand Rat’s Sietch
Thieves’ Fort Brigands’ Den
Lenalia Plateau Lenalian Plateau
Fovoham Plains Fovoham Windflats
Fort Zeakden Ziekden Fortress
Zirekile Falls Zeirchele Falls
Fort City Zaland Castled City of Zaland
Bariaus Hill Balias Tor
Zigolis Swamp Tchigolith Fenlands
Goug Machine City Clockwork City of Goug
Warjilis Trade City Port City of Warjilis
Bariaus Valley Balias Swale
Golgorand Execution Site Golgollada Gallows
Goland Coal City Mining Town of Gollund
Lesalia Imperial Capital Royal City of Lesalia
Grog Hill Grogh Heights
Yardow Fort City Walled City of Yardrow
Yuguo Woods The Yuguewood
Doguola Pass Dugeura Pass
Bervenia Volcano Mount Bervenia
Finath River Finnath Creek
Bed Desert Beddha Sandwaste
Bethla Garrison Fort Besselat
Zarghidas Trade City Trade City of Sal Ghidos
Germinas Peak Mount Germinas
Dolbodar Swamp Dorvauldar Marsh
Murond Holy Place Mullonde
DEEP DUNGEON/MIDLIGHT’S DEEP
Deep Dungeon Midlight’s Deep
NOGIAS The Crevasse
TERMINATE The Stair
DELTA The Hollow
VALKYRIES The Catacombs
MLAPAN The Oubliette
TIGER The Palings
BRIDGE The Crossing
VOYAGE The Switchback
HORROR The Interstice
END Terminus
BATTLEFIELDS
Sand Rat Cellar The Sand Rat’s Sietch
Windmill Shed Windflat Mill
Slums of Goug Goug Lowtown
Inside of Lionel Castle Lionel Castle Oratory
Back gate of Lesalia Castle Lesalia Castle Postern
Underground Book Storage Monastery Vaults
Inside of Riovanes Castle Riovanes Castle Keep
Church outside the town Outlying Church
Inside of Limberry Castle Limberry Castle Keep
Underground cemetery of Limberry Castle Undercroft
Limberry Castle
Inside of Eagrose Castle Eagrose Castle Keep
St. Murond Temple Mullonde Cathedral
Hall of St. Murond Temple Mullonde Cathedral Nave
Chapel of St. Murond Temple Mullonde Cathedral Sanctuary
Murond Death City The Necrohol of Mullonde
Lost Sacred Precincts Lost Halidom
Colliery Underground 1-3 Gollund Colliery Floor/Slope/Ridge
Underground Passage in Gollund Coal Shaft
Gollund
—Jobs————————————————————————
[1998 PSone translation] [2007 PSP translation]
Priest White Mage
Wizard Black Mage
Mediator Orator
Oracle Mystic
Lancer Dragoon
Calculator Arithmetician
SPECIAL JOBS
Delita’s Sis Commoner
Dark Knight Fell Knight
Engineer Machinist
Heaven Knight Skyseer
Hell Knight Netherseer
Holy Swordsman Sword Saint
Arc Knight Ark Knight
Temple Knight Templar
Steel Giant Automaton
Dragoner Dragonkin
ENEMY JOBS
Impure King The Impure
Holy Priest Celebrant
Warlock Gigas
Angel of Death Death Seraph
Lune Knight Rune Knight
Ghost of Fury The Wroth
Regulator Bringer of Order
Holy Angel High Seraph
Arch Angel Arch Seraph
—Monsters——————————————————————–
[1998 PSone translation] [2007 PSP translation]
Gobbledeguk Gobbledygook
Cuar Coeurl
Vampire Vampire Cat
Explosion Exploder
Living Bone Skeletal Fiend
Bull Demon Wisenkin
Minitaurus Minotaur
Sacred Sekhret
Gust Ghast
Pisco Demon Piscodaemon
Squidlarkin Squidraken
Mindflare Mindflayer
Flotiball Floating Eye
Plague Plague Horror
Juravis Jura Aevis
Woodman Dryad
Taiju Elder Treant
Morbol Malboro
Hyudra Hydra
Hydra Greater Hydra
Uribo Pig
Porky Swine
Wildbow Wild Boar
Apanda Reaver
Archaic Demon Archaeodaemon
—Abilities——————————————————————-
[1998 PSone translation] [2007 PSP translation]
SQUIRE
Basic Skill Fundaments
Accumulate Focus
Dash Rush
Throw Stone Stone
Heal Salve
Monster Skill Beastmaster
Gained Jp UP JP Boost
CHEMIST
Throw Item Throw Items
Maintenance Safeguard
Equip Change Reequip
Move-Find Item Treasure Hunter
KNIGHT
Battle Skill Arts of War
* Break Rend *
Magic Break Rend MP
Mind Break Rend Magick
Weapon Guard Parry
Equip Armor Equip Heavy Armor
ARCHER
Charge+x Aim +x
Speed Save Adrenaline Rush
Arrow Guard Archer’s Bane
Concentrate Concentration
MONK
Punch Art Martial Arts
Spin Fist Cyclone
Repeating Fist Pummel
Wave Fist Aurablast
Earth Slash Shockwave
Secret Fist Doom Fist
Stigma Magic Purification
HP Restore Critical: Recover HP
Hamedo First Strike
Martial Arts Brawler
Move-HP UP Lifefont
WHITE MAGE/PRIEST
White Magic White Magicks
Cure 2 Cura
Cure 3 Curaga
Cure 4 Curaja
Raise 2 Arise
Protect 2 Protectja
Shell 2 Shellja
Regenerator Regenerate
Magic DefendUP Arcane Defense
BLACK MAGE/WIZARD
Black Magic Black Magicks
Fire 2 Fira
Fire 3 Firaga
Fire 4 Firaja
Bolt Thunder
Bolt 2 Thundara
Bolt 3 Thundaga
Bolt 4 Thundaja
Ice Blizzard
Ice 2 Blizzara
Ice 3 Blizzaga
Ice 4 Blizzaja
Frog Toad
Magic AttackUP Arcane Strength
TIME MAGIC
Time Magic Time Magicks
Haste 2 Hasteja
Slow 2 Slowja
Don’t Move Immobilize
Demi Gravity
Demi 2 Graviga
MP Switch Mana Shield
Short Charge Swiftness
Float [movement ability] Levitate
SUMMONER
Summon Magic Summon
Silf Sylph
Fairy Faerie
Zodiac Zodiark
MP Restore Critical: Recover MP
Half of MP Halve MP
THIEF
Gil Taking Steal
Caution Vigilance
Gilgame Heart Gil Snapper
Catch Sticky Fingers
Secret Hunt Poach
ORATOR/MEDIATOR
Talk Skill Speechcraft
Invitation Entice
Persuade Stall
Threaten Intimidate
Solution Enlighten
Death Sentence Condemn
Negotiate Beg
Finger Guard Earplug
Train Tame
Monster Talk Beast Tongue
MYSTIC/ORACLE
Yin-Yang Magic Mystic Arts
Blind Umbra
Spell Absorb Empowerment
Life Absorb Invigoration
Pray Faith Belief
Doubt Faith Disbelief
Zombie Corruption
Silence Song Quiescence
Blind Rage Fervor
Foxbird Trepidation
Confusion Song Delirium
Dispel Magic Harmony
Paralyze Hesitation
Sleep Repose
Petrify Induration
Absorb Used MP Absorb MP
Defense UP Defense Boost
Any Weather Ignore Weather
Move-MP Up Manafont
GEOMANCER
Elemental Geomancy
Pitfall Sinkhole
Water Ball Torrent
Hell Ivy Tanglevine
Carve Model Contortion
Local Quake Tremor
Kamaitachi Wind Slash
Demon Fire Will-o’-the-Wisp
Blizzard Snowstorm
Gusty Wind Wind Blast
Lava Ball Magma Surge
Counter Flood Nature’s Wrath
Attack UP Attack Boost
Any Ground Ignore Terrain
Move on Lava Lavawalking
DRAGOON/LANCER
Level Jump x Horizontal Jump x
Dragon Spirit Dragonheart
Equip Spear Equip Polearms
Ignore Height Ignore Elevation
SAMURAI
Draw Out Iaido
Asura Ashura
Koutetsu Kotetsu
Bizen Boat Osafune
Heaven’s Cloud Ama-no-Murakumo
Meatbone Slash Bonecrusher
Blade Grasp Shirahadori
Two Hands Doublehand
Walk on Water Swim
NINJA
Ball Bomb
Stick Pole
Spear Polearm
Knight Sword Knight’s Sword
Dictionary Book
Sunken State Vanish
Abandon Reflexes
Two Swords Dual Wield
Move in Water Waterwalking
ARITHMETICIAN/CALCULATOR
Math Skill Arithmeticks
Prime Number Prime
3 Multiple of 3
4 Multiple of 4
5 Multiple of 5
Distribute Cup of Life
Damage Split Soulbind
Gained Exp UP EXP Boost
Move-Get Exp Accrue EXP
Move-Get JP Accrue JP
BARD
Sing Bardsong
Angel Song Seraph Song
Life Song Life’s Anthem
Cheer Song Rousing Melody
Battle Song Battle Chant
Magic Song Magickal Refrain
Last Song Finale
MA Save Magick Boost
Face Up Faith Boost
DANCER
Wiznaibus Mincing Minuet
Polka Polka Polka
Disillusion Heathen Frolic
Nameless Dance Forbidden Dance
Last Dance Last Waltz
A Save Fury
Brave Up Bravery Boost
SQUIRE [Ramza]
Guts Mettle
Accumulate Focus
Dash Rush
Throw Stone Stone
Heal Salve
Yell Tailwind
Wish Chant
Cheer Up Steel
Scream Shout
Equip Axe Equip Axes
Monster Skill Beastmaster
Gained Jp UP JP Boost
DARK KNIGHT / FELL KNIGHT
Dark Sword [command] Fell Sword
Night Sword Shadowblade
Dark Sword [ability] Duskblade
HOLY KNIGHT
Stasis Sword Judgment Blade
Split Punch Cleansing Strike
Crush Punch Northswain’s Strike
Lightning Stab Hallowed Bolt
Holy Explosion Divine Ruination
PRINCESS & CLERIC
Holy Magic Holy Magick
Mbarrier Aegis
Deathspell 2 Dispelna
ENGINEER / MACHINIST
Snipe Aimed Shot
Leg Aim Leg Shot
Arm Aim Arm Shot
ASTROLOGIST / ASTROLOGER
Starry Heaven Astrology
Galaxy Stop Celestial Stasis
HEAVEN KNIGHT / SKYSEER
Truth Sky Mantra
Heaven’s Thunder Heaven’s Wrath
Asura Ashura
Diamond Sword Adamantine Blade
Hydragon Pit Maelstrom
Space Storage Celestial Void
Sky Demon Divinity
HELL KNIGHT / NETHERSEER
Un-Truth Nether Mantra
Heaven Bltback Hell’s Wrath
Asura Back Nether Ashura
Dia Swrd Back Nether Blade
Dragn Pit Back Nether Maelstrom
Space Str Back Corporeal Void
Sky Demon Back Impiety
HOLY SWORDSMAN / SWORD SAINT
All Swordskill Swordplay
DIVINE KNIGHT
Mighty Sword Unyielding Blade
Shellbust Stab Crush Armor
Blastar Punch Crush Helm
Hellcry Punch Crush Weapon
Icewolf Bite Crush Accessory
ARC KNIGHT / ARK KNIGHT
Destroy Sword Blade of Ruin
* Ruin *sap
TEMPLE KNIGHT / TEMPLAR
Magic Sword Spellblade
Aspel Syphon
Innocent Doubt
Despair Dispel
Shock! Vengeance
STEEL GIANT / AUTOMATON
Work Tasks
Crush Pulverize
DRAGONER / DRAGONKIN
* Bracelet * Breath
Dragon Tame Dragon’s Charm
Dragon Care Dragon’s Gift
Dragon PowerUp Dragon’s Might
Dragon LevelUp Dragon’s Speed
SOLDIER
Braver Brave Slash
BYBLOS
Energy Energize
Shock Vengeance
Difference Manaburn
ENEMY JOB COMMANDS & ABILITIES
Fear Dread
Chicken Race Fowlheart
Death Cold Ague
Impure Befoul
Bio 2/3 Biora/Bioga
Lose Voice Aphony
Seal Petrify
Loss Befuddle
Warlock Summon Summon Gigas
Dark Magic Dark Arts
Lifebreak Karma
Dark Holy Unholy Darkness
Use Hand Subdual Arts
Shadow Stitch Shadowbind
Stop Bracelet Suffocate
Teleport 2 Master Teleportation
Night Magic Demon Magicks
Spell Bind
* 2 (Zalera) *ja
Melt Meltdown
Ultimate Magic Arcane Magicks
Complete Magic Divine Magicks
All-ultima Divine Ultima
Saturation Divine Providence
Mute 2 Disempower
Despair 2 Dispelja
Return 2 Return
Dark Cloud The Dark
Snake Carrier Snakecharm
Midgar Sworm Midgarsomr
MONSTER ABILITIES
Choco Attack Choco Beak
Choco Ball Choco Pellets
Scratch Claw
Poison Nail Venom Fang
Cat Kick Cat Scratch
Blood Suck Vampire
Small Bomb Bomblet
Turn Punch Spin Punch
Bloodfeast Mutilate
Knife Hand Chop
* Soul * Anima
Aqua Anima Water Anima
Wave Around Feral Spin
Blow Fire Breathe Fire
Mimic Titan Earthsplitter
Gather Power Beef Up
Throw Spirit Ectoplasm
Grease Touch Oily Touch
Tentacle Tentacles
Black Ink Ink
Odd Soundwave Dischord
Look of Fright Dread Gaze
Wing Attack Wing Buffet
Look of Devil Bewitching Gaze
Death Sentence Doom
Circle Beam
Scratch Up Talon Dive
Shine Lover Glitterlust
Beaking Peck
Shake Off Pickaxe
Leaf Dance Leaf Rain
Spirit of Life Life Nymph
Protect Spirit Guardian Nymph
Clam Spirit Shell Nymph
Bad Bracelet Bad Breath
Malboro Virus Malboro Spores
Stab Up Gore
Sudden Cry Heave
Dash Charge
Tail Swing Tail Sweep
Hurricane Twister
Ulmaguest Almagest
Triple * Tri-*
Straight Dash Reckless Charge
Oink Squeak
Pooh- Toot
Nose Breath Snort
Please Eat Bequeath Bacon
—Equipment——————————————————————-
[1998 PSone translation] [2007 PSP translation]
ITEM CATEGORIES
Ninja Sword Ninja Blade
Knight Sword Knight’s Sword
Hammer Flail
Dictionary Book
Spear Polearm
Stick Pole
Ribbon Hair Adornment
Mantle Cloak
Magic Ball Bomb
WEAPONS
Zorlin Shape Zwill Straightblade
Hidden Knife Ninja Blade
Ninja Knife Kunai
Short Edge Kodachi
Ninja Edge Ninja Longblade
Spell Edge Spellbinder
Sasuke Knife Sasuke’s Blade
Koga/Iga Knife Koga/Iga Blade
Nagrarock Nagnarok
Sleep Sword Sleep Blade
Koutetsu Kotetsu
Bizen Boat Osafune
Heaven’s Cloud Ama-no-Murakumo
Rainbow Staff Serpent Staff
Wizard Staff Mage’s Staff
Sage Staff Staff of the Magi
Faith Rod Rod of Faith
Flail Iron Flail
Flame Whip Flame Mace
Romanda Gun Romandan Pistol
Blaze Gun Glacial Gun
Glacier Gun Blaze Gun
Blast Gun Blaster
Night Killer Knightslayer
Gastrafitis Gastrophetes
Ultimus Bow Artemis Bow
Bloody Strings Bloodstring Harp
Fairy Harp Faerie Harp
Battle Dict Battle Folio
Monster Dict Bestiary
Papyrus Plate Papyrus Codex
Madelgelm Omnilex
Oberisk Obelisk
H Bag Hydrascale Bag
C Bag Croakadile Bag
P Bag Pantherskin Bag
FS Bag Fallingstar Bag
Persia Damask Cloth
Ryozan Silk Wyrmweave Silk
SHIELDS
Platina Shield Platinum Shield
Kaiser Plate Kaiser Shield
HELMS
Barbuta Barbut
Cross Helm Close Helmet
Feather Cap Plumed Hat
Triangle Hat Wizard’s Hat
Twist Headband Headband
Holy Miter Celebrant’s Miter
Black Hood Black Cowl
Flash Hat Lambent Hat
Thief Hat Thief’s Cap
ARMOR
Platina Armor Platinum Armor
Carabini Mail Carabineer Mail
Reflect Mail Mirror Mail
Leather Outfit Leather Clothing
Leather Vest Leather Plate
Chain Vest Ringmail
Adaman Vest Adamant Vest
Judo Outfit Jujitsu Gi
Power Sleeve Power Garb
Earth Clothes Gaia Gear
Black Costume Black Garb
Wizard Outift Wizard Clothing
Secret Clothes Ninja Gear
Rubber Costume Rubber Suit
Linen Robe Hempen Robe
Silk Robe Silken Robe
Light Robe Luminous Robe
Robe of Lords Lordly Robe