------------------------------------------------------------------------------- Game: Final Fantasy IX Guide Type: Battle Mechanics Platform: Playstation Version: 0.91, 18th January 2011 Author: Richard Bishop (rebirth flame 2002) Copyrighted to: (c) Richard Bishop - All rights reserved ------------------------------------------------------------------------------- LEGAL DISCLAIMER: This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. =============================================================================== INTRODUCTION =============================================================================== This FAQ explains most aspects of the battle system used in Final Fantasy IX. The information in this guide was got through hours of in-game testing or from people who hacked the information from the game itself. =============================================================================== TABLE OF CONTENTS =============================================================================== ATB [1.0] Black Magic [10.0] Running Away [2.0] Status Effects [11.0] Attack Command [3.0] White Magic [12.0] Damage Alterations [4.0] Summon Magic [13.0] Trance [5.0] Blue Magic [14.0] Steal [6.0] Dragon [15.0] Skills [7.0] Flair [16.0] Sword Arts [8.0] Support Abilities [17.0] Sword Magic [9.0] =============================================================================== [1.0] ATB =============================================================================== The ATB bar is what determines how quick a character can act. The rate the ATB bar fills is affected by Battle Speed and Status (slow, normal, Haste). ======= ATB Bar ======= Although nothing changes visually, the length of a character's ATB bar is equal to: Length = ((60 - Spd) * 160) Every tick, the bar is increased by the following: +8 (slowest Battle Speed) +10 (medium Battle Speed) +14 (fastest Battle Speed) Slow has the effect of reducing the rate the ATB bar increases by 1/3. This means under Slow, the ATB bar fills by the following every tick: +5 (slowest Battle Speed) +6 (medium Battle Speed) +9 (fastest Battle Speed) Haste has the effect of increasing the rate the ATB bar increases by 50%. This means under Haste, the ATB bar fills by the following every tick: +12 (slowest Battle Speed) +15 (medium Battle Speed) +21 (fastest Battle Speed) ============ Starting ATB ============ At the start of a battle, your ATB bar is randomly filled based on: Rnd MOD ([Rnd / ATB lenght] * ATB length) Notes: The same random number is used in both parts of the formula. =============================================================================== [2.0] RUNNING AWAY =============================================================================== As long as you are holding L1 + R1, your party attempts to run away from the current battle (cannot run away from bosses). Your chance of running away is affected by party's average level (KO included) and the average of the enemy levels (dead monsters not included). ============= Escape Chance ============= Chance = [Party Lvl Avg * [200 / Enemy Lvl Avg] / 16] After that, a random number is used to determine if you run away: Rnd MOD 100 < Chance, party escapes Notes: This check is performed once per second for as long as you hold L1 + R1. You can only escape during the time the enemies ATB bars are filling. =============================================================================== [3.0] ATTACK COMMAND =============================================================================== This section deals with the Attack Command. Here you will find information on Add Status, Counter, Critical Hit, Hit/Evasion and damage calculation. =============== Damage Formulas =============== There are 6 different formulas used to determine basic Physical attack damage based on what Weapon you have equipped or if the Enemy is attacking: ------------ Enemy Attack ------------ Base = Atk - Def Bonus = Str + Rnd MOD ([(Lvl + Str) / 4] + 1) Damage = Base * Bonus ---------------- Standard Weapons ---------------- Base = Atk - Def Bonus = Str + Rnd MOD ([(Lvl + Str) / 8] + 1) Damage = Base * Bonus Used by Dagger, Sword, Staff, Rod, Spear, Claw, Flute. -------------- Save The Queen -------------- Base = (Atk + Lvl) - Def Bonus = Str + Rnd MOD ([(Lvl + Str) / 8] + 1) Damage = Base * Bonus ---------------------------- Thief Swords + Knight Swords ---------------------------- Base = Atk - Def Bonus = [(Str + Spr) / 2] + Rnd MOD ([(Lvl + Str) / 8] + 1) Damage = Base * Bonus -------------- Hammer + Forks -------------- Base = Atk - Def Bonus = ((Rnd MOD (1 + Str - 1)) + 1) + Rnd MOD [(Lvl + Str) / 8] Damage = Base * Bonus ------- Rackets ------- Base = Atk - Def Bonus = [(Str + Spd) / 2] + Rnd MOD ([(Lvl + Str) / 8] + 1) Damage = Base * Bonus ============ Critical Hit ============ Your chance of a Critical Hit with the Attack Command is based on Spirit: Rnd MOD [Spr / 4] > Rnd MOD 100, attack will critical =========== Hit/Evasion =========== When a party member or monster is selected as the attack target of a Physical attack, two checks are performed that decide if the attack will hit or miss. Check 1: Rnd MOD 100 >= 100, attack misses Check 2: Rnd MOD 100 < Target Evade, attack misses If Accuracy+ is equipped, neither check is performed. Attacks always hit. Check 1 is the attacker's accuracy, Check 2 is the target's evasion chance. If the attacker succeeds in Check 1, the attack "hits" and Check 2 is then performed to determine if the target will Evade this hit. Normally, the attacker will never fail Check 1 due to having a 100% accuracy by default. This is where Confuse, Darkness, Defend, Distract and Vanish get involved. If the attacker is under Confuse, Darkness or the target is using Defend, has Distract equipped, the attacker's accuracy is reduced by 50%. Check 1 then becomes: Check 1: Rnd MOD 100 >= 50, attack misses These conditions stack, so if two of the above conditions are in effect for example, Check 1 becomes: Check 1: Rnd MOD 100 >= 25, attack misses If the target is under Vanish, the attacker's accuracy is reduced to 0. Check 1 then becomes: Check 1: Rnd MOD 100 >= 0, attack misses ======= Counter ======= If you have the Counter ability equipped, your chance to Counter with the Attack Command when hit by an enemy Physical attack is: Spr >= Rnd MOD 100, you Counter If Eye 4 Eye is equipped, this becomes: (Spr * 2) >= Rnd MOD 100, you counter ========== Add Status ========== If you have the Add Status ability equipped, you have a chance of inflicting the Added Status of the weapon you have equipped when using the Attack Command. Not all weapons have an Added Status and even some that do (Thief Swords) do not work with Add Status. Your chance of inflicting an Added Status is: Add Status Accuracy > Rnd MOD 100, Added Status is inflicted ---------------------- Weapon/Status/Accuracy ---------------------- Mage Masher = Silence (20%) Avenger = Death (15%) Gladius = Slow (35%) Kaiser Knuckles = Trouble (15%) Ice Brand = Freeze (10%) Duel Claws = Berserk (25%) Flame Sabre = Heat (10%) Rune Claws = Darkness (30%) Rune Blade = Darkness (25%) Oak Staff = Slow (20%) Ultima Sword = Sleep (20%) Cypress Pile = Confuse (20%) Ragnarok = Slow (30%) Octagon Rod = Trouble (10%) Ice Lance = Freeze (10%) High Mage Staff = Silence (15%) Trident = Darkness (20%) Mace of Zeus = Mini (15%) Heavy Lance = Stop (10%) Needle Fork = Petrify (10%) Obelisk = Petrify (10%) Silver Fork = Slow (15%) Kain's Lance = Confuse (15%) Bistro Fork = Sleep (20%) Poison Knuckles = Poison (40%) Gastro Fork = Stop (10%) Scissor Fangs = Venom (15%) =============================================================================== [4.0] DAMAGE ALTERATIONS =============================================================================== When using the Attack command, Elemental Spells or Abilities, damage can vary greatly depending on enemy weaknesses and whether you are using support abilities like MP Attack, Reflect x2, or Killer abilities etc. ================== Elemental Weakness ================== When using an Attack or Spell which has an element, your damage bonus can get an increase or decrease depending on the target resistances. Normal : Bonus is unaffected Weak : Bonus is increased by 50% Half : Bonus is reduced by 50% Neutral: Take 0 damage (Guard) Absorb : Absorbs all damage (Defence/Magic Defence is ignored) ============== Attack Command ============== When using the Attack Command, your damage bonus can get an increase or decrease depending on certain conditions. These conditions are applied in a certain order: [Bonus * 1.5] if using a Killer ability [Bonus * 1.5] if using MP Attack [Bonus * 1.5] if you are in Trance [Bonus * 1.5] if you are under Berserk [Bonus * 1.5] if the target is Back Attacked (apply if attacking own party) [Bonus * 1.5] if the target is under Sleep [Bonus * 1.5] if the target is under Mini (Bonus * 2) if the hit is a Critical [Bonus / 2] if you are in the Back Row (ignore if attacking own party) [Bonus / 2] if the target is under Protect [Bonus * 1.5] if the target is weak to the element of your weapon [Bonus * 1.5] if you are wearing an Elem-Atk raising item [Bonus / 2] if the target halves the element of your weapon (Bonus = 1) if you are under Mini ============== Ipsen's Castle ============== When in Ipsen's Castle your stronger weapons do lower damage than your weaker weapons. This is because in Ipsen's Castle the base part of the damage formula when using the Attack Command is altered to: Base = (60 - Atk) - Def ============ Magic Spells ============ When using Magic Spells, your damage bonus can get an increase or decrease depending on certain conditions. These conditions are applied in a certain order: (Bonus * 2) if using Reflect x2 [Bonus / 2] if you multi target the Spell [Bonus / 2] If you are under Mini [Bonus / 2] if the target is under Shell [Bonus * 1.5] if the target is weak to the element of your Spell [Bonus * 1.5] if you are wearing an Elem-Atk raising item [Bonus / 2] if the target halves the element of your Spell ======= Reflect ======= If your entire party is under Reflect and you cast a spell on all party members, the spell will be reflected up to four times on to a random enemy. (only one animation is played though). If there is only one enemy in battle, it will take all four hits and your damage bonus won't be halved. If there are multiple enemies though, your damage bonus is halved and since reflected spells choose a random enemy, each enemy can be hit a different amount of times. Example, you face a group of 3 Mandragoras: 1st Mandragora: 1 Hit 1st Mandragora: 3 Hit 2nd Mandragora: 1 Hit 2nd Mandragora: 1 Hit 3rd Mandragora: 2 Hit 3rd Mandragora: 0 Hit (Miss) 1st Mandragora: 2 Hit 1st Mandragora: 4 Hit 2nd Mandraogra: 2 Hit 2nd Mandragora: 0 Hit (Miss) 3rd Mandraogra: 0 Hit (Miss) 3rd Mandragora: 0 Hit (Miss) This basically means a spell reflected off all party members can do up to four times normal damage to an enemy. =============================================================================== [5.0] TRANCE =============================================================================== When you take damage your Trance gauge fills. When your Trance gauge is full you enter Trance gaining new abilities as well as getting a 50% increase to your Physical damage Bonus. You are also cleared of all negative status effects when you enter Trance. ============ Trance Gauge ============ The Trance gauge ranges from 0 (empty) to 255 (full). Every time you take damage, this is filled by: Rnd MOD Spr or Spr (if High Tide is equipped) Every turn you take in Trance reduces the gauge and when it becomes empty you revert back to normal. Deduction Rate = ([(300 - Lvl) / Spr] * 10) MOD 256 =============== Zidane's Trance =============== Zidane's Skill command becomes Dyne. Each of Zidane's Skills now change to a specific Dyne. All Dynes are Physical attacks that target either one or all enemies in battle. Damage Formula: --------------- Base = Dyne Power - Def Bonus = Str + Rnd MOD ([(Lvl + Str) / 8] + 1) Damage = Base * [Bonus * 1.5] Notes: Bonus is halved by Protect Bonus is reduced to 1 whilst under Mini. Skill/Dyne/Power: ----------------- Flee = Free Energy = [(Atk * 15) / 10] Detect = Tidal Flame = [(Atk * 15) / 10] What's That!? = Scoop Art = Atk * 2 Soul Blade = Shift Break = Atk * 2 Annoy = Stella Circle 5 = [(Atk Pwr * 25) / 10] Sacrifice = Meo Twister = [(Atk Pwr * 25) / 10] Lucky Seven = Solution 9 = Atk * 3 Thievery = Grand Lethal = Atk * 4 ================ Steiner's Trance ================ Steiner's Attack command becomes Trance Attack. When using the Attack command instead of the standard 50% increase to his Physical bonus, Steiner gains a 300% increase. Exception to this is when using the Blood Sword, Steiner only gets the normal 50% increase when using it. ============= Vivi's Trance ============= Vivi's Black command becomes Dbl Blk. Vivi can now cast two Black Magic spells in a row. =============== Dagger's Trance =============== Dagger's Summon command becomes Eidolon. A summon used in Trance will now randomly cast itself for no MP cost. These summons however are much weaker than when normally cast and though these summons only show the half animation, their damage is not reduced by a third. Power: ------ Ramuh : 31 Atk Pwr Atomos : Damage = [(16 * Target Max HP) / 100] Leviathan: 63 Atk Pwr Odin : 49 Atk Pwr Ifrit : 37 Atk Pwr Bahamut: 77 Atk Pwr Shiva : 34 Atk Pwr Ark : 87 Atk Pwr ================ Amarant's Trance ================ Amarant's Flair command becomes Elan. Amarant can now cast Flair commands on all enemies or all party members. ============== Freya's Trance ============== Freya's Jump command becomes Trance Jump. Freya will now stay in the air until her Trance gauge runs out and attack all enemies in battle instead of just one. Damage Formula: --------------- Base = Atk - Def Bonus = ((Rnd MOD (1 + Str - 3)) + 3) + Rnd MOD [(Lvl + Str) / 8] Damage = Base * [Bonus * 1.5] If High Jump is equipped: Base = Atk - Def Bonus = ((Rnd MOD (1 + Str - 2)) + 2) + Rnd MOD [(Lvl + Str) / 8] Damage = Base * (Bonus * 2) Notes: Final Damage is divided by the number of targets in battle. Bonus is halved by Protect Bonus is reduced to 1 whilst under Mini. ============== Quina's Trance ============== Quina's Eat command becomes Cook. Quina can now learn a Blue Magic when the enemy has 50% or less of its HP remaining instead of 25%. ============= Eiko's Trance ============= Eiko's White command becomes Dbl Wht. Eiko can now cast two White Magic spells in a row. =============================================================================== [6.0] STEAL =============================================================================== Steal allows you to steal up to four items from an enemy. There are a total of 3 steps to Steal: ====== Step 1 ====== Steal has to successfully hit the target. Atk = Rnd MOD (Lvl + Spr) Def = Rnd MOD (Enemy Lvl) If Atk is equal or greater than Def, Steal is a success and moves to Step 2. This step can be ignored if Bandit is equipped: Bandit causes any Steal to have a 100% success rate. ====== Step 2 ====== Checks to see if you get an item, they're 4 possible slots to choose from. Rare : 1/256 Semi-Rare: 16/256 Uncommon : 64/256 Common : 256/256 Slots are checked from Rare to Common. If you fail to get the item in the Rare slot it moves down to Semi-Rare, fail to get the item in the Semi-Rare slot it moves down to Uncommon, fail to get the item in Uncommon slot and you'll get what ever item is in the Common slot. If you get a slot that has no item or you already stole it, Steal will fail. If you equip Master Thief, the Rare and Semi-Rare slots are changed from 1/256 and 16/256 to 32/256. Steal will also now ignore empty slots. If you succeed in getting an item, Steal moves to Step 3. ====== Step 3 ====== This Step deals with Mug and Steal Gil. Mug Damage = Rnd MOD [Zidane's Lvl * Target Lvl / 2] Stolen Gil = Rnd MOD [Zidane's Lvl * Target Lvl / 4] + 1 =============================================================================== [7.0] SKILLS =============================================================================== Skills range from dealing damage, casting status effects to listing enemy Steal items as well as helping to escape from battle quicker. ==== Flee ==== Allows you to escape from a non boss battle with a 100% success rate. Notes: You lose Gil equal to 10% of the Gil held by the opponents. ====== Detect ====== Shows the enemy Steal items. Items are listed from Rare to Common. ============= What's That!? ============= Turns the enemy around allowing for a back attack. ========== Soul Blade ========== Inflicts the Added Status of your Thief Sword with a 100% success rate. Notes: Does not work with Daggers. ===== Annoy ===== Inflicts Trouble on one enemy. Notes: 50% Accuracy. ========= Sacrifice ========= KO's Zidane to fully restore the other party members HP and MP. =========== Lucky Seven =========== Does 7, 77, 777, or 7777 damage if Zidane's HP ends in 7. Otherwise it does 1. ======== Thievery ======== A Non-Element attack to one enemy. Damage = [# of successful Steals * Zidane's Speed / 2] Notes: Steals done by Blank, Marcus, or Cinna count. Steals done before you get Thievery count. =============================================================================== [8.0] SWORD ARTS =============================================================================== Sword Arts range from simply doing damage to lowering the stats of the enemy and even killing them instantly. ======== Darkside ======== A Shadow element attack to one enemy. Each use costs 1/8 of Steiner's Max HP. Base = [(Atk * 14) / 10] - Def Bonus = Str + Rnd MOD ([(Lvl + Str) / 8] + 1) Damage = Base * Bonus Notes: Ignores Protect. Unaffected by Mini. ============ Minus Strike ============ An attack that does damage equal to Max HP - Current HP. ========== Iai Strike ========== Causes Death to one enemy. Notes: 30% Accuracy. =========== Power Break =========== Reduces the Strength of one enemy. [(Str * 75) / 100] Notes: 50% Accuracy. Can be used repeatedly to lower the stat even more. ============ Armour Break ============ Reduces the Defence of one enemy. [Def / 2] Notes: 50% Accuracy. Can be used repeatedly to lower the stat even more. ============ Mental Break ============ Reduces the Magic Defence of one enemy. [Mag Def / 2] Notes: 50% Accuracy. Can be used repeatedly to lower the stat even more. =========== Magic Break =========== Reduces the Magic of one enemy. [(Mag * 75) / 100] Notes: 50% Accuracy. Can be used repeatedly to lower the stat even more. ======= Charge! ======= Causes all critical HP party members to use a standard Physical attack. ============= Thunder Slash ============= A Thunder element attack to one enemy reducing their HP by a percentage. Damage = [19 * Target Max HP / 100] Notes: 0% Accuracy. Does not work on bosses. =========== Stock Break =========== A Physical attack to all enemies. Base = [(Atk * 15) / 10] - Def Bonus = Str + Rnd MOD ([(Lvl + Str) / 8] + 1) Damage = Base * Bonus Notes: Takes on the element of your equipped weapon. Bonus is not increased when wearing Elem-Atk raising items. Bonus is halved by Protect. Bonus is reduced to 1 whilst under Mini. =========== Climhazzard =========== A Magical attack to all enemies. Base = Atk * 2 - Mag Def Bonus = Str + Rnd MOD ([(Lvl + Str) / 8] + 1) Damage = Base * Bonus Notes: Bonus is halved by Shell. Bonus is halved whilst under Mini. ===== Shock ===== A Physical attack to one enemy. Base = Atk * 3 - Def Bonus = Str + Rnd MOD ([(Lvl + Str) / 8] + 1) Damage = Base * Bonus Notes: Takes on the element of your equipped weapon. Bonus is not increased when wearing Elem-Atk raising items. Bonus is halved by Protect. Bonus is reduced to 1 whilst under Mini. =============================================================================== [9.0] SWORD MAGIC =============================================================================== Sword Magic are Physical attacks that Steiner can only use if Vivi is the same party. Sword Magic raises Steiner's equipped weapons attack power and gives it the element (if it has one) of the Spell used by Vivi. ============== Damage Formula ============== Base = Atk + Power - Def Bonus = Str + Rnd MOD ([(Lvl + Str) / 8] + 1) Damage = Base * Bonus Notes: Ignores Protect. Does not remove Sleep. Cannot be used if either Steiner or Vivi are under Mini. ----- Power ----- Fire : 5 (St) Fira : 10 (St) Firaga : 30 (St) Blizzard: 5 (St) Blizzara: 10 (St) Blizzaga: 30 (St) Thunder : 5 (St) Thundara: 10 (St) Thundaga: 30 (St) Bio : 20 (St) Water : 25 (St) Flare : 60 (St) Doomsday: 40 (Mt) =============================================================================== [10.0] BLACK MAGIC =============================================================================== Each of Vivi's spells has an attack power like all weapons do. Black Magic ranges from doing damage to inflicting status effects. ============== Damage Formula ============== Base = Spell Power - Mag Def Bonus = Mag + Rnd MOD ([(Lvl + Mag) / 8] + 1) Damage = Base * Bonus Notes: Bonus is halved by Shell. Bonus is halved whilst under Mini. Bonus is halved if you multi target the Spell. If the Spell naturally multi target's, Bonus is not halved. ----------- Spell Power ----------- The below spells use the above formula except for those marked with *. Fire : 14 (St/Mt) Osmose* : 15 (St) Fira : 29 (St/Mt) Drain : 32 (St) Firaga : 72 (St/Mt) Bio : 42 (St/Mt) Blizzard: 14 (St/Mt) Demi* : 30 (St/Mt) Blizzara: 29 (St/Mt) Water : 64 (St/Mt) Blizzaga: 72 (St/Mt) Comet* : 56 (St) Thunder : 14 (St/Mt) Meteor* : 88 (Mt) Thundara: 29 (St/Mt) Flare : 119 (St) Thundaga: 72 (St/Mt) Doomsday: 112 (Mt) ===== Focus ===== Increases Vivi's Magic stat. [(Magic * 125) / 100] Notes: Lasts for entire duration of battle, even if KO'd and revived. Can be used repeatedly (has no effect once Magic reaches 99). ====== Osmose ====== Osmose restores MP to Vivi by draining it from the target. Base = Spell Power - Mag Def Bonus = Mag + Rnd MOD ([(Lvl + Mag) / 8] + 1) MP Restored = [(Base * Bonus) / 4] === Bio === A non-elemental attack to one or all enemies with a chance of inflicting the Poison status. The chance of Bio inflicting Poison is: 20 > Rnd MOD 100, Poison is inflicted ==== Demi ==== Reduces the targets HP by a percentage. Unlike most Magic, damage is not affected if you multi target the Spell. Damage = [(30 * Target Max HP) / 100] Notes: 40% Accuracy. Does not work on bosses. ============== Comet + Meteor ============== Comet and Meteor ignore Magic Defence and do random damage. Both Spells can also miss the target. Base = Spell Power Bonus = 1 ... (Lvl + Mag) - 1 Damage = Base * Bonus The chance of Comet and Meteor hitting are as follows: Comet : 171 > Rnd MOD 256, Comet hits Meteor: ([Lvl / 2] + Spr) >= Rnd MOD 100, Meteor hits =============================================================================== [11.0] STATUS EFFECTS =============================================================================== All characters can inflict some sort of Status Effect whether it be positive or negative. While positive Status Effects always succeed, negative Status Effects can fail to hit the target. Remember, if all characters are inflicted with KO, Petrify, Stop or Venom, Game Over is declared. ======================== Status Effect Infliction ======================== Your chance of inflicting a Status Effect is equal to: Chance = Status Accuracy + Lvl + [Mag / 4] - Target Level After that, two random numbers are used to determine if the spell will hit: Check 1: Rnd MOD 100 >= Chance, attack misses Check 2: Rnd MOD 100 < Target Magic Evade, attack misses --------------- Status Accuracy --------------- Annoy : 50% Iai Strike : 30% Bad Breath: 40% Mini : 50% Berserk : 75% Mustard Bomb: 30% Blind : 75% Night : 100% Break : 40% Odin : [Ore / 2]% Confuse : 50% Poison : 60% Countdown : 50% Silence : 50% Death : 35% Sleep : 50% Doom : 25% Slow : 60% Frost : 30% Stop : 40% ====================== Status Effect Duration ====================== Like the ATB bar, Status Effect duration decreases by a rate based on Battle Speed and Status (slow, normal, haste). The duration of a Status Effect is equal to: Protect : Spirit * 360 Shell : Spirit * 360 Regen : Spirit * 360 Reflect : Spirit * 320 Haste : Spirit * 320 Float : Spirit * 240 Vanish : Spirit * 240 Slow : (60 - Spirit) * 320 Poison : (60 - Spirit) * 240 Sleep : (60 - Spirit) * 200 Doom : (60 - Spirit) * 200 Gradual Petrify: (60 - Spirit) * 200 Freeze : (60 - Spirit) * 160 Heat : (60 - Spirit) * 160 Normally, Status Effect duration will decrease by the following every 4th tick: -8 (slowest Battle Speed) -10 (normal Battle Speed) -14 (fastest Battle Speed) Under Slow, Status Effect duration will decrease by the following every 4th tick: -5 (slowest Battle Speed) -6 (medium Battle Speed) -9 (fastest Battle Speed) Under Haste, Status Effect duration will decrease by the following every 4th tick: -12 (slowest Battle Speed) -15 (medium Battle Speed) -21 (fastest Battle Speed) -------------------- Regen, Poison, Venom -------------------- For these Status Effects, a secondard hit timer is used to determine when they add or subtract HP from a character. This hit timer follows the same rate of deduction as the spell duration. Regen : (60 - Spirit) * 40 Poison: Spirit * 40 Venom : Spirit * 80 ======================= Positive Status Effects ======================= --------- Auto-Life --------- Effect : If Character is KO'd, they are revived with 1 HP Duration : Until KO'd Protected by: Petrify Cured by : Dispel ----- Float ----- Effect : Character becomes immune to Earth Elemental spells Duration : Spirit * 240 Protected by: Petrify Cured by : Dispel ----- Haste ----- Effect : Rate ATB bar fills is increased by 50% Rate Status Effects wear off is increased by 50% Duration : Spirit * 320 Protected by: Petrify Cured by : Dispel ------- Protect ------- Effect : Character takes 50% less damage from Physical attacks Duration : Spirit * 360 Protected by: Petrify Cured by : Dispel ------- Reflect ------- Effect : Reflects most spells to random Enemy Duration : Spirit * 320 Protected by: Petrify Cured by : Dispel ----- Regen ----- Effect : Characters recovers [1/16 of max HP] at certain intervals Duration : Spirit * 360 Protected by: Petrify Cured by : Dispel ----- Shell ----- Effect : Character takes 50% less damage from Magical attacks Duration : Spirit * 360 Protected by: Petrify Cured by : Dispel ------ Vanish ------ Effect : Character cannot be hit by single target Physical attacks When Character attacks, target cannot Evade Duration : Spirit * 240 Protected by: Petrify Cured by : Magic Attack, Dispel ======================= Negative Status Effects ======================= ------- Berserk ------- Effect : Character cannot be controlled Character attacks random Enemy Character's Physical Attacks deal 50% more damage Duration : Until end of battle Protected by: Petrify Cured by : Gysahl Green ------- Confuse ------- Effect : Character cannot be controlled Character randomly attacks allies and enemies Character's Hit Accuracy reduced by 50% Character's Evade reduced to 0 Duration : Until end of battle Protected by: Petrify, Clear Headed Cured by : Physical Attack, Esuna -------- Darkness -------- Effect : Character's Hit Accuracy reduced by 50% Character's Evade reduced to 0 Duration : Until cured Protected by: Petrify, Bright Eyes Cured by : Eye Drops, Remedy, Esuna ----- Death ----- Effect : Inflicts KO Duration : - Protected by: Petrify, Zombie Cured by : - ---- Doom ---- Effect : Inflicts KO once timer reduces 0 Duration : (60 - Spirit) * 200 Protected by: Petrify, Zombie Cured by : - ------ Freeze ------ Effect : Character cannot act Character's Evade reduced to 0 Character is KO'd if hit by a Physical Attack Duration : (60 - Spirit) * 160 Protected by: Petrify, Body Temp Cured by : Fire Elemental attack, Esuna --------------- Gradual Petrify --------------- Effect : Inflicts Petrify once timer reaches 0 Duration : (60 - Spirit) * 200 Protected by: Petrify, Jelly Cured by : Remedy, Stona, Esuna ---- Heat ---- Effect : Character is KO'd if they act Duration : (60 - Spirit) * 160 Protected by: Petrify, Body Temp Cured by : Ice Elemental attack, Esuna -- KO -- Effect : Character cannot act ATB bar reduced to 0 and stops Removes all Status Effects except Virus and Zombie Character gains no EXP or AP if still under KO after battle Duration : Until cured Protected by: - Cured by : Life, Full-Life, Revive, Phoenix, Phoenix Down, Phoenix Pinion ---------- Near Death ---------- Effect : - Duration : Until cured Protected by: - Cured by : Anything that can raise your HP over 1/6 of your max HP ------- Petrify ------- Effect : Character cannot act ATB bar stops Status Effect timers stop All Physical damage reduced to 0 All Magical damage/healing reduced to 0 Immune to other Status Effects Character gains no EXP or AP if still under Petrify after battle Duration : Until Cured Protected by: Jelly Cured by : Soft, Stona ------ Poison ------ Effect : Character loses [1/16 of max HP] at certain intervals Duration : (60 - Spirit) * 240 Protected by: Petrify, Antibody Cured by : Antidote, Remedy, Panacea, Esuna ---- Mini ---- Effect : Character's Physical bonus is reduced to 1 Character's Magical bonus is reduced by 50% Character takes 50% more damage from Physical attacks Duration : Until end of battle Protected by: Petrify Cured by : Remedy, Mini, Esuna ------- Silence ------- Effect : Character cannot use any form of Magic Duration : Until cured Protected by: Petrify, Loudmouth Cured by : Echo Screen, Remedy, Esuna ----- Sleep ----- Effect : Character cannot act Character's Evade reduced to 0 Character takes 50% more damage from Physical attacks Duration : (60 - Spirit) * 200 Protected by: Petrify, Insomniac Cured by : Physical Attack, Esuna ---- Slow ---- Effect : Rate ATB bar fills is reduced by 1/3 Rate Status Effects wear off is reduced by 1/3 Duration : (60 - Spirit) * 320 Protected by: Petrify, Auto-Haste Cured by : Dispel ---- Stop ---- Effect : ATB bar stops Status Effect timers stop Character's Evade reduced to 0 Duration : Until end of battle Protected by: Petrify, Locomotion Cured by : Remedy, Dispel ------- Trouble ------- Effect : [1/2] the damage a Character takes is also taken by their allies Duration : Until cured Protected by: Petrify Cured by : Annoyntment ----- Venom ----- Effect : Character cannot act Character's Evade reduced to 0 Character loses [1/16 of max HP] at certain intervals Character loses [1/16 of max MP] at certain intervals Duration : Until cured Protected by: Petrify, Antibody Cured by : Antidote, Remedy, Panacea ----- Virus ----- Effect : Character's Evade reduced to 0 Character gains no EXP or AP if still under Virus after battle Duration : Until cured Protected by: Petrify Cured by : Vaccine ------ Zombie ------ Effect : Effect of Healing Spells and Items is reversed Character is KO'd by Life, Full-Life, Revive and Phoenix Character HP is reduced to 0-9 by Phoenix Down and Phoenix Pinion Immune to effect of Death and Doom Death and Doom fully recover HP Character Trance gauge is reduced to 0 and cannot increase Character gains no EXP or AP if still under Zombie after battle Duration : Until cured Protected by: Petrify Cured by : Magic Tag =============================================================================== [12.0] WHITE MAGIC =============================================================================== White Magic mostly concentrates on healing spells and positive status effects. It also contains a few negative status effects as well as an attack magic. ============== Damage Formula ============== Holy follows the same damage formula as Vivi's normal Black Magic. Base = Spell Power - Mag Def Bonus = Mag + Rnd MOD ([(Lvl + Mag) / 8] + 1) Damage = Base * Bonus Cure, Cura, and Curaga are slightly different as they ignore Magic Defence. Base = Spell Power Bonus = Mag + Rnd MOD ([(Lvl + Mag) / 8] + 1) HP Restored = Base * Bonus Notes: HP Restored = Base * [Bonus * 1.5] if Concentrate is equipped. ----------- Spell Power ----------- Cure : 16 (St/Mt) Cura : 38 (St/Mt) Curaga: 107 (St/Mt) Holy : 113 (St) ==== Life ==== Revives a character from KO and restores HP equal to: [((Target Spr + 5) * Target Max HP) / 100] Notes: HP restored is doubled if Concentrate is equipped. ========= Full-Life ========= Revives a character from KO and restores HP equal to: [((Target Spr + 100) * Target Max HP) / 100] Notes: HP restored is doubled if Concentrate is equipped. ===== Might ===== Increases the targets Strength stat. [(Str * 125) / 100] Notes: Lasts for entire duration of battle, even if KO'd and revived. Can be used repeatedly (has no effect once Strength reaches 99). ===== Jewel ===== Extracts 1 Ore from the target. Notes: 50% Accuracy Can be used repeatedly. =============================================================================== [13.0] SUMMON MAGIC =============================================================================== Eidolon attack power depends on the amount of Jewels in your inventory that correspond to that Summon. Eidolons mostly do damage but one casts positive status effects on the party whilst another can revive characters from KO. ================ Summon Animation ================ There are two animations you can get when you use a summon, Full and Half. The first time you use a summon you get the full animation. After that, you have a 33% or 10% chance to get the full animation again based on the following. If MP < (Summon MP Cost * 2), your chance of getting the full animation is: Rnd MOD 256 >= 170, use full animation Otherwise, your chance of getting the full animation is: Rnd MOD 256 >= 230, use full animation Notes: Equip Boost to have a 100% chance of getting the full animation. MP refers to the MP you have before the cost is subtracted. The value used for Summon MP Cost is not affected by Half MP. ============== Damage Formula ============== The animation length you get when you cast a summon affects the damage they do. The full animation does maximum damage except for the full animation you get the first time you use a summon (only does half animation damage). The half animation reduces the damage a summon does by 1/3. Base = Eidolon Power - Mag Def Bonus = Mag + Rnd MOD ([(Lvl + Mag) / 8] + 1) Damage = Base * Bonus Notes: Damage = [((Base * Bonus) * 2) / 3] if the half animation is shown. ------------- Eidolon Power ------------- Ramuh : 32 + Peridots Bahamut: 88 + Garnet Leviathan: 59 + Aquamarine Ark : 106 + Lapis Lazuli Ifrit : 42 + Topaz Fenrir : 42 + Sapphire Shiva : 36 + Opal Fenrir : 44 + Sapphire Atomos : 30 + Amethyst Phoenix: 40 Odin : 145 - Ore Madeen : 71 + Eiko's Level ====== Atomos ====== Atomos causes damage equal to a percentage based on its Attack power. Since it's a Demi based summon, Atomos will not work on bosses. Full Animation: Damage = [((30 + Amethyst) * Target Max HP) / 100] Half Animation: Damage = [[(((30 + Amethyst) * Target Max HP) / 100] * 2) / 3] ==== Odin ==== When summoned, Odin either causes Death to the enemy or it misses. The chance of Odin causing Death is equal to: Chance = [Ore / 2] + Lvl + [Mag / 4] - Target Lvl If the support ability Odin's Sword is equipped, Odin will now do Non-Elemental damage if he fails to cause Death. The strength of this ability is 145 - Ore. ========= Carbuncle ========= This Summon does no damage but instead inflicts a positive status effect on your entire party. Normally the status effect Carbuncle inflicts is Reflect, however this can be changed by equipping Eiko with certain Add-Ons: -- : Ruby Light = Reflect (+ Protect if full animation) Emerald : Emerald Light = Haste (+ Protect if full animation) Diamond : Diamond Light = Vanish (+ Protect if full animation) Moonstone: Pearl Light = Shell (+ Protect if full animation) ======= Phoenix ======= When summoned Phoenix causes Fire element damage to all enemies. On top of that Phoenix also revives all KO'd party members and restores their HP equal to: [((Target Spr + 30) * Target Max HP) / 100] Notes: HP restored is doubled if Concentrate is equipped. If Eiko is in your party, there is a chance Phoenix will automatically revive your party if they are all KO'd. The chance of this happening is equal to: [(# of Phoenix Pinions / 256) * 100] This automatic Rebirth Flame has a different animation than normal. It also deals no damage to the enemy and uses no MP. =============================================================================== [14.0] BLUE MAGIC =============================================================================== Blue Magic contains a bit of everything from healing HP, inflicting positive and negative status effect to dealing HP and MP damage to the enemy. ============== Damage Formula ============== Base = Spell Power - Mag Def Bonus = Mag + Rnd MOD ([(Lvl + Mag) / 8] + 1) Damage = Base * Bonus Notes: Bonus is halved by Shell. Bonus is halved whilst under Mini. ----------- Spell Power ----------- Earth Shake : 75 Goblin Punch: 20 LV4 Holy : 34 === Eat === To learn Blue Magic Quina must successful Eat the enemy. You can only do that if the enemy has 25% or less of their maximum HP remaining. ============ Goblin Punch ============ A Magical attack to one enemy. If Quina's level is the same as the targets it uses this formula, if not use the standard Damage formula. Base = 20 Bonus = (Lvl + Mag) + Rnd MOD ([(Lvl + Mag) / 8] + 1) Damage = Base * Bonus Notes: Bonus is halved by Shell. Bonus is halved whilst under Mini. ============ LV3 Def-Less ============ Randomly reduces the Defence and Magic Defence of all enemies with a level that is a multiple of 3 from: 0 ... Target Maximum Defence/Magic Defence =========== Aqua Breath =========== Does Water element damage to all enemies reducing their HP by a percentage. Damage = [(25 * Target Max HP) / 100] Notes: 50% Accuracy. Does not work on bosses. =========== Matra Magic =========== Reduces the targets HP to 1. Notes: 20% Accuracy. Does not work on bosses. ============ Pumpkin Head ============ Does damage equal to Max HP - Current HP to one enemy. ======= Twister ======= Twister is a Wind elemental attack that ignores Magic Defence and does random damage to all enemies. Base = 55 Bonus = 1 ... (Lvl + Mag) - 1 Damage = Base * Bonus ========= Frog Drop ========= A Non-Element attack to one enemy. Damage = (Quina's Level * # of Frogs caught) ========== White Wind ========== Restores HP to all party members. HP Restored = [Quina's Max HP / 3] ============ Magic Hammer ============ Reduces the targets MP by a random amount ranging from: 0 ... Targets Current MP. =============================================================================== [15.0] DRAGON =============================================================================== Dragon ranges from doing damage to restoring or lowering the HP and MP of your party members. ==== Jump ==== A Physical attack to one enemy. Base = Atk - Def Bonus = Str + Rnd MOD ([(Lvl + Str) / 8] + 1) Damage = Base * [Bonus * 1.5] Notes: Damage = Base * (Bonus * 2) if High Jump is equipped. Bonus is halved by Protect. Bonus is reduced to 1 whilst under Mini. ====== Lancer ====== A Physical attack to one enemy. Also drains enemy MP equal to 1/16 of the damage done. Base = [(Atk * 12) / 10] - Def Bonus = Str + Rnd MOD ([(Lvl + Str) / 8] + 1) Damage = Base * Bonus Notes: Bonus is halved by Protect. Bonus is reduced to 1 whilst under Mini. =========== Reis's Wind =========== Casts Regen on all party members. =============== Dragon's Breath =============== Does damage equal to target Max HP - Current HP to all enemies. ========== White Draw ========== Restores a random amount of MP to all party members from: 0 ... ((Enemy Lvl * 2) - 1) ==== Luna ==== Casts Berserk on all enemies and party members. ============ Six Dragon's ============ Does one of the following 6 things to each character: 1. Fully heals HP (20%) 2. Fully heals MP (20%) 3. Fully heals HP and MP (10%) 4. Reduces HP to 1 (15%) 5. Reduces MP to 1 (15%) 6. Reduces HP and MP to 1 (20%) ============== Cherry Blossom ============== A Magical attack to all enemies. Base = [(Atk * 15) / 10] - Mag Def Bonus = Str + Rnd MOD ([(Lvl + Str) / 8] + 1) Damage = Base * Bonus Notes: Does not remove Sleep. Bonus is halved by Shell. Bonus is halved whilst under Mini. ============== Dragon's Crest ============== A Non-Element attack to one enemy. Damage = (# of Dragons Killed * # of Dragons Killed) Notes: Freya doesn't need to be the one that kills the Dragons. Dragons killed before getting Dragon's Crest count. =============================================================================== [16.0] FLAIR =============================================================================== Flair ranges from doing damage, restoring HP and MP, inflicting status effects and adding additional elemental weaknesses to the enemy. ===== Throw ===== A Physical attack to one enemy. Base = Thrown Weapons Atk * 2 - Def Bonus = Str + Rnd MOD ([(Lvl + Str) / 8] + 1) Damage = Base * Bonus Notes: Bonus is increased by 50% if the target is of the Aerial class. Bonus is increased by 50% if Power Throw is equipped. Bonus is halved by Protect. Bonus is reduced to 1 whilst under Mini. ====== Chakra ====== Restores the HP and MP of one party member. HP Restored = [(20 * Target Max HP) / 100] MP Restored = [(20 * Target Max HP) / 100] Notes: HP and MP restored are doubled if Power Up is equipped. ============ Spare Change ============ Does Non-Element damage to one enemy. Gil Used = Amarant's Lvl * 101 Damage = [(Gil Used * Gil Used * Spirit) / (Gil Owned * 10)] ======== No Mercy ======== A Physical attack to one enemy. Base = [(Atk * 17) / 10] - Def Bonus = Str + Rnd MOD ([(Lvl + Str) / 8] + 1) Damage = Base * Bonus Notes: Base = [(Atk * 16) / 10] - Def when in Trance. Takes on the element of your equipped weapon. Bonus is not increased when wearing Elem-Atk raising items. Bonus is halved by Protect. Bonus is reduced to 1 whilst under Mini. ==== Aura ==== Casts Regen and Auto-Life on one party member. ===== Curse ===== Gives one enemy an extra elemental weakness. Notes: Can be used repeatedly to give an enemy multiple weaknesses. ====== Revive ====== Revives a party member from KO and restores HP equal to: [((Target Spr + 20) * Target Max HP) / 100] ========== Demi Shock ========== Reduces the targets HP by a percentage. Damage = [(20 * Target Max HP) / 100] Notes: 50% Accuracy. Does not work on bosses. ========= Countdown ========= Inflicts Doom on one enemy. Notes: 50% Accuracy. =============================================================================== [17.0] SUPPORT ABILITIES =============================================================================== A list of support abilities and the effects. Most are pretty obvious but some are not explained very well in game. ========== Ability Up ========== The Character receives double AP after battle. ========= Absorb MP ========= When hit by an enemy Spell, the character recovers MP equal to the MP cost of the spell that hit them. ========= Accuracy+ ========= The character cannot miss with the Attack Command. ========== Add Status ========== Gives you the chance to inflict the Added Status of your weapon. ===== Alert ===== Reduces your chance of being Back Attacked from 24/256 to 0%. ======== Antibody ======== The character is immune to the Poison and Venom statuses. ========== Auto-Float ========== The character is permanently under the Float status. ========== Auto-Haste ========== The character is permanently under the Haste status. The character is immune to the Slow status. ========= Auto-Life ========= The character starts the battle under the Auto-Life status. When KO'd, the character will immediately be revived with 1HP (only works once per battle). =========== Auto-Potion =========== The character automatically uses a Potion when they lose HP. If there are no Potions in your inventory, the character uses a Hi-Potion. ============ Auto-Reflect ============ The character is permanently under the Reflect status. ========== Auto-Regen ========== The character is permanently under the Regen status. ====== Bandit ====== Steal will always hit the target. ============ Beast Killer ============ Increases your Bonus by 50% when attacking a Beast class monster with the Attack Command (does not stack with other Killer abilities). =========== Bird Killer =========== Increases your Bonus by 50% when attacking a Aerial class monster with the Attack Command (does not stack with other Killer abilities). ========= Body Temp ========= The character is immune to the Heat and Freeze statuses. ===== Boost ===== The full animation always plays when using a Summon. =========== Bright Eyes =========== The character is immune to the Darkness status. ========== Bug Killer ========== Increases your Bonus by 50% when attacking a Bug class monster with the Attack Command (does not stack with other Killer abilities). =======
Chemist
=======
Doubles the effect of Potion, Hi-Potion and Ether during battle.
============
Clear Headed
============
The character is immune to the Confuse status.
===========
Concentrate
===========
Increases the healing Bonus of Cure/a/aga by 50%. Doubles the amount of HP
restored by Life, Full-Life and Phoenix.
=======
Counter
=======
When hit by a Physical attack, the character may Counter Attack.
=====
Cover
=====
A character with this equipped will take the damage of an enemy Physical
attack that targets a character with 1/6 of their Max HP or less remaining.
============
Devil Killer
============
Increases your Bonus by 50% when attacking a Devil class monster with the
Attack Command (does not stack with other Killer abilities).
========
Distract
========
Increases the chance of evading Physical attacks.
=============
Dragon Killer
=============
Increases your Bonus by 50% when attacking a Dragon class monster with the
Attack Command (does not stack with other Killer abilities).
=========
Eye 4 Eye
=========
Doubles your chance to Counter attack.
========
Flee-Gil
========
When you escape a battle with L1 + R1, you gain 10% of the Gil held by your
opponents. If Millionaire is equipped you gain 15%.
==============
Gamble Defence
==============
The characters Defence stat changes randomly when attacked between 0 and
Defence * 2.
============
Guardian Mog
============
Removes all status effects from Eiko (except KO) after battle before EXP and
AP are rewarded.
=======
Half MP
=======
Reduces the MP costs of Spells by 50%.
======
Healer
======
A character heals the target when using the Attack Command. Undead enemies
take damage from this ability.
=========
High Jump
=========
Doubles the Bonus when using the Jump Command.
=========
High Tide
=========
Increases the rate a characters Trance gauge fills.
======
HP+10%
======
Increases the characters max HP by 10%.
======
HP+20%
======
Increases the characters max HP by 20%.
==========
Initiative
==========
Increases your chance of a Pre-emptive Strike from 16/256 to 85/256.
=========
Insomniac
=========
The character is immune to the Sleep status.
=====
Jelly
=====
The character is immune to the Petrify and Gradual Petrify statuses.
========
Level Up
========
The character receives 50% more EXP after battle.
==========
Locomotion
==========
The character is immune to the Stop status.
==========
Long Reach
==========
When using the Attack Command from the Back Row, your Physical Bonus is not
reduced by 50%.
=========
Loudmouth
=========
The character is immune to the Silence status.
=============
Mag Elem Null
=============
Turns all the characters Spells in to Non-elemental attacks.
=========
Man Eater
=========
Increases your Bonus by 50% when attacking a Human class monster with the
Attack Command (does not stack with other Killer abilities).
============
Master Thief
============
When stealing from an enemy, changes the 1/256 and 16/256 items to 32/256.
Steal also now ignores empty slots.
===========
Millionaire
===========
Receive 50% more Gil after battle.
=========
MP Attack
=========
Increases your Bonus by 50% when using the Attack command at the cost of
1/8 of the characters max MP every attack.
======
MP+10%
======
Increases the characters max MP by 10%.
======
MP+20%
======
Increases the characters max MP by 20%.
===
Mug
===
When you successfully steal an item, the target receives damage.
============
Odin's Sword
============
If Odin fails to kill the target, the target receives Non-elemental damage.
===========
Power Throw
===========
Increases the Bonus when using Throw by 50%.
========
Power Up
========
The HP and MP restored by Chakra is doubled.
=============
Protect Girls
=============
If Dagger, Eiko or Freya have 50% or less of their max HP remaining and the
enemy targets them with an attack, Zidane will take the damage instead.
============
Reflect-Null
============
Allows the character to bypass the Reflect status.
==========
Reflect x2
==========
The Bonus of a characters Spell is doubled if Reflected.
==========
Restore HP
==========
If a character has 1/6 of their max HP or less remaining and they take
damage from an enemy attack and survive, they recover 50% of their max HP.
============
Return Magic
============
If hit by an enemy Spell, the character Counter attacks with the same spell.
=========
Steal Gil
=========
When you successfully steal an item, you also steal Gil.
============
Stone Killer
============
Increases your Bonus by 50% when attacking a Stone class monster with the
Attack Command (does not stack with other Killer abilities).
=============
Undead Killer
=============
Increases your Bonus by 50% when attacking a Undead class monster with the
Attack Command (does not stack with other Killer abilities).
===============================================================================
CREDITS
===============================================================================
I would like to thank all of the following people:
Terence (especially), SoftReset (especially), ForteGSOmega, Theoden, Ultima13,
the phoenix, KADFC, Endless_Dusk, Drops, Ryan86, Supernova 163, TranceKujaFF9
and the rest of the FFIX board.