Final Fantasy 6 Advance Attack Guide v1.02 By Master ZED (master.zed@gmail.com *OR* http://masterzed.cavesofnarshe.com/) 0. Version History 1. Intro 2. General overview - Ctrl+F is your friend! - Key - Status explanations - Specialized status 3. Command Attacks 4. Magic 5. Espers 6. Items 7. Bushido 8. Blitz 9. Dance 10. Tools 11. Slot 12. MagiTek 13. Lore 14. Enemy Spells 15. Critical attacks 16. Interceptor 17. Miscellaneous 18. Dummy Spells 19. Status 20. Differences between FF6 Advance and the previous versions - Magics - Espers 21. Credits Non-numbered. Legal bull ----------------------------------------------------------------------------- 0. Version History ----------------------------------------------------------------------------- ------------ v1.02 Gil Toss listed. This never appeared in any Attack guide prior to this version because I never noticed it's absence. Thanks to Djibriel for informing me of a Valor bug, which also alerted me to the above error (he used it as an example)! Valor, of course, has also been updated. ------------ ------------ v1.01 The bit on Relm having Interceptor at some point has been removed. There's no evidence for it and it didn't turn up on my FC save. I'm not sure why I even wrote that to begin with. Added relevant info on Rippler immunity to the appropriate sections. ------------ ------------ v1.0 Initial release. From this version on, the guide will comply with the GameFAQs 80 character limit. A new intro has been written. 2. General overview added, replacing 19. Status Explanations. Rippler's special effect byte has been added, along with Entice and Overture. 20. Differences between FF6 Advance and the previous versions added. 21. Greetz and Thanx renamed. It wasn't funny anymore. :\ General cleanup and a few redos or descriptions and such were made throughout the guide, mainly in the second half. ------------ ----------------------------------------------------------------------------- 1. Intro ----------------------------------------------------------------------------- This guide was originally the Attack guide for Final Fantasy 3 U.S./6j/6 as appearing in Anthology. However, there are a vast amount of changes from the previous versions mostly having to do with names, so to prevent any potential confusion I made this guide specifically for FF6 Advance. The guide's purpose is still the same; to cover what nearly every attack in the game does save for enemy Specials since those are part of enemy stats and not their own attacks (the same reason why, say, CatScratch/Holy isn't covered here). I can't think of anything else to say, so.... ----------------------------------------------------------------------------- 2. General overview ----------------------------------------------------------------------------- ----- Ctrl+F is your friend! ----- First and foremost before using this guide, LEARN CTRL+F!!! This is usually the shortcut for the Search function on your browser, which is also usually found under Edit. You can use this to look up certain words, sentences, etc., and is much easier than scrolling through the entire guide. ----- Key ----- Generally, this is what a spell will look like in the guide: ###. Spell/Esper name [Esper attack name] Physical/Magical attack Restorative Targeting Attack power/Effect Elemental properties Hit rate/unblockable/other hit detection, instant death protection Other properties Special effect ###. Spell index number. This only applies to spells on the main spell listing in the ROM, and was here for quick lookup in FF3usME. This is a relic from the FF3us Attack guide and may be removed in future releases. Spell/Esper name (Esper attack name) Self-explanitory. In the Espers section, the spell name is replaced by the Esper's name, followed by the summon attack's name in parentheses. Physical/Magical attack Tells you if the given ability is physical or magical in nature. Both types follow their own attack formulas. Physicals tend to always miss Invisible targets while Magicals will always hit sans exceptions. Note that there are exceptions to this, especially with physical attacks; physicals that ignore Invisible are noted on this same line. Restorative This appears with HP-healing spells to quickly seperate them from everything else. Note that positive status, including Regen, are not listed as such. This may be followed by another property on the same line. (Inverts damage if target is undead) Against undead, the spell will do damage instead of healing. The opposite applies to HP/MP draining skills. Targeting Will tell you whether the attack hits allies or enemies, one target or all, whether it can hit both sides of a Side/Pincer attack, and if it only hits the dead. Attack power/Effect Tells you the Attack power of an attack. This Attack power is just the same to any attack as it is to your equipped weapon, save for the fact that most attacks carry their own Attack power of course. If there is no Attack power, the guide will just tell you the effect, and if both Attack power and an effect are present, the effect will be listed on the next line. The effect is usually status-related, though some attacks do fractional damage and many have unique effects explained here. Elemental properties Tells you which of the eight elementals applies to an attack out of Fire, Ice, Lightning, Poison, Wind, Holy, Earth, and Water. Note that the game ultimately goes with the *best* effect given out of all the elementals, so if an enemy absorbs either Fire, Ice, or Lightning for example, it doesn't matter how it reacts to the other two elementals, it will absorb a tri-elemental Fire/Ice/ Lightning attack. Hit rate/unblockable/other hit detection, instant death protection Tells you the hit rate of an attack, if it's unblockable, or if it follows some other set of rules like the Lv. # Lores. If instant death protection blocks an attack, it is listed afterward usually on the same line. Some guidelines: Unblockable: Attack cannot be blocked by any means other than Jump. If you're not off- screen, you'll be hit for sure unless other circumstances come into play like instant death protection. Perfect hit rate: Generally exactly the same as Unblockable. This is another way of saying Hit Rate: 255. There is only one instance where this and Unblockable differ and that's when Stamina becomes involved in the equation. Stamina, if involved, is capable of letting a 128 Evade/M.Evade target dodge a 255 hit rate attack, whereas Stamina has no effect against Unblockable either way. This only becomes an issue with instant death Chainsaw and select enemies, mainly Cactuar. Level multiples: Against a target whose level is divisible by a given number, the attack is basically unblockable. If the target's level isn't divisible, the attack won't ever connect. Dependent on target: Metamorphose's hit rate is dictated by the stats of the enemy it is trying to hit. These are not given in this guide. Instant death protection: This is used to make many instant death attacks miss, along with many attacks that have nothing to do with instant death. If you see this property on an attack, you can use a Safety Bit, Memento Ring, or an instant death-immune Rage to block said attack. Such attacks will never break through this protection in FF6 Advance, though this was not the case in previous versions. Other properties Many other properties that weren't fit elsewhere go here. A few are self- explanitory, so here are the slightly/much more vague examples. Ignore defense: The attack will ignore the defense parts of the equation almost entirely; only select attributes affect these attacks, including, but not limited to, elemental defenses and split damage. Protect and Shell have no effect. However, this will also cause said attack to ignore all damage multipliers except for Valor, if applicable. No split damage: Attacks usually divide damage done to their victims by 2 if there's more than one target. Attacks with this property ignore that tidbit. Randomize target: Neither characters nor enemies can control what abilities with this stat target. These follow their own targeting scheme regardless of the caster's wishes. Reflectable: Since there are many more attacks that are unreflectable than not, those that can be bounced off have that noted instead of the other way around. Vulnerable to Runic: If Runic/Enemy Runic is in play, the spell will automatically target them, attempting to heal their MP for their cost. Note that such healing doesn't work very well when elemental protections come into play, at worst elemental absorption will *cost* the Runic user MP instead. Special effect Lists what the special effect of the attack does along with the value of the effect as listed in the ROM. Note that the value of the effect is a relic from the FF3us guide and may be removed in future versions since there's really no use for it to the casual gamer. ----- Status explanations ----- There are 32 different status in the game not counting other specialized ailments and effects. The first you should learn about are the normal 32, then a few other specialized status. If you want more in-depth descriptions of these, check out the Algorithms FAQ: http://db.gamefaqs.com/console/snes/file/final_fantasy_iii_algorithms.txt Darkness Lowers Hit Rate of the affected, or would if it worked; its capability in FF6A is still being debated as no one who knows GBA's assembly language has looked into the matter. Long time fanatics of Final Fantasy 6 may remember that fixing Evade does not fix Darkness and other status effects that affected hit rate; that is another matter entirely. Darkness is one of the status that thwarts Strago from learning Lores, which is always fun to point out since in previous versions, this was definitely the only effect it had to be concerned about. Zombie Lowers HP to 0 and causes the victim to attack enemies and allies as if they were under Berserk status. While missing Berserk's damage bonus, those that are zombified can occasionally cause Darkness or Poison with their attacks. The affected is effectively dead and Zombie can cause a game over. Monsters with Zombie vanish from the battlefield as though they were dead or petrified, but will still attack. Zombie characters cannot use Critical attacks. Poison Causes Poison-elemental damage at longer intervals than Regen/Sap/HP Leak. Damage upgrades from normal damage (what Sap and Regen would do) every interval, maxing out at 8X damage. Invisible Character cannot be hit by physical attacks with no exceptions other than a few commands like Trance and Runic (IOW, nothing to worry about). Magics, however, will have a perfect hit rate against such targets. Invisible characters cannot use Critical attacks. Imp Afflicted cannot use any Magic but the Imp spell or any special abilities save for Mimic (which is hindered accordingly). For characters, Battle Power and Defense from equipment drop to pretty much nothing while other bonuses remain intact, though Imp equipment such as Impartisan are the reverse, their Battle Power and Defense only benefiting Imps. For monsters, any ability that requires MP is offlimits save for Imp, though there are many skills available to enemies that do not have an MP cost and can therefore still be used under this status. There is one additional note to add here that is specific to FF6A; immunity to Imp status also grants immunity to the Lore spell Rippler for reasons I can only speculate on. Petrify Affected is petrified and treated as dead. Monsters with Petrify disappear from the battlefield as if they were dead, but characters remain standing and can still be targeted by either side. Petrified characters do not take damage from any attack other than another character using Ultima Weapon (Ultima Weapon has a bug which allows it to inflict 1 damage versus Petrify targets), but can still lose the status and become KO if struck by an instant death skill. Petrify targets also cannot receive any other new status save for KO. Against Petrify targets, attacks and such virtually have a perfect hit rate if they aren't already unblockable. KO Target is dead and can only be hit by skills meant for that condition, such as Raise. Obviously if you only have Zombies, Petrify characters, and/or KO'ed characters remaining, it's game over. This can be prevented in a good way by Reraise (casts Raise when the affected is KO'ed), or in a bad way by Cloudy Heaven (target turns into a Zombie when KO'ed regardless of Zombie immunity). KO occurs either via an instant death skill or when your HP drops to 0. True KO immunity only technically exists and cannot be used by anyone in the normal game. You'll have to rely on instant death protection to ward off things like Death and Banish, even if there are some flaws in that plan.... Doom Affected has a timer over their head. When it reaches 0, a modified version of Death is cast that can only be blocked by instant death protection such as Safety Bit. However, this version of Death still revives the Undead, or anyone in an undead Rage or wearing the Lich's Ring has nothing to fear. Critical Affected has less than 1/8 of their max HP left. This does nothing for enemies in particular, but characters with this status may be able to launch critical attacks (see section 15. Critical attacks). There are restrictions on this, and the status-related ones are that Zombie, Invisible, Image, and Confuse prevent Critical attacks from occurring. The rest you can find in the Algorithms FAQ. Image Affected cannot be struck by physical attacks that don't have a perfect hit rate or are unblockable. Each physical blow that misses because of Image, however, has a 1 in 4 chance of removing the status. Characters with Image cannot use Critical attacks. Silence Affected cannot use anything that costs MP. Characters are barred from accessing Magic and Lore, despite the fact that there is a Lore that can still be used with this status (Reflect ???) due to its 0 MP cost. If you are in the Magic or Lore menu when Silence hits, you won't be kicked out of the menu, but if you're not going to use Reflect ??? then don't bother picking anything. Berserk Affected receives a physical damage bonus, but acts automatically. Monsters can only use normal attacks, while characters can use normal attacks, and if available, Jump, Rage, Mug, or Magitek abilities. Confuse Affected acts automatically, targeting the opposite side of whatever they use is supposed to target (healing spells are directed at enemies while attacks are directed at allies, for example). Monsters can use the same attacks available to them in the Coliseum and to Relm/Gogo when the monster is controlled (every monster has such a listing whether or not they're controllable or available in the Coliseum). Characters can only use certain abilities, none of which affect item count at least, but if a character is confused after they've chosen an action to take, that action will proceed anyway but with Confuse's influence altering their targeting. Confused characters can't use Critical attacks. This status can be dispelled by any damaging physical attack, in addition to appropriate status removal spells such as Esuna. Sap Affected loses HP at regular intervals, with a max of 255 lost each time. Sap is the polar opposite of Regen, and either status will replace the other if one is applied to the same target that already bears the opposing status (if possible). Note that immunity to one causes immunity to the other, so protection from Sap means protection from Regen, and if one is permanent, the other cannot be applied. Sleep Affected cannot take action for some time. Sleeping targets can be awoken by damaging physical attacks in addition to appropriate status removing spells. When Sleep's timer reaches 0, the affected launches an unblockable, specialized version of the Tapir spell that only removes Sleep from the affected and nothing more. Against Sleeping targets, attacks and such virtually have a perfect hit rate if they aren't already unblockable. Dance Character moves automatically and uses one of four attacks specified by their selected Dance each turn. Dance can be broken by another dancing character, however, who uses a different Dance to change the background. The previous dancer once again has a 50/50 chance to stumble, and if it happens, the status disappears. Otherwise, the only cures are KO status and, due to a bug, Rippler. Dance has no effect on any monster affected by the status. Regen Affected gains HP at regular intervals, with a max of 255 gained each time. However, if the affected is undead, Regen will cause damage instead. Regen is the polar opposite of Sap, and either status will replace the other if one is applied to the same target that already bears the opposing status (if possible). To the undead, though, they may as well be the same thing. Note that immunity to one causes immunity to the other, so protection from Regen means protection from Sap, and if one is permanent, the other cannot be applied. Slow Character has a harder time filling the ATB gauge and takes longer to launch spells and attacks and such. Slow is the polar opposite of Haste, and either status will replace the other if one is applied to the same target that already bears the opposing status (if possible). Note that immunity to one causes immunity to the other, so protection from Slow means protection from Haste, and if one is permanent, the other cannot be applied. Haste Character fills the ATB gauge faster and is quicker to launch attacks once selected. Haste is the polar opposite of Slow, and either status will replace the other if one is applied to the same target that already bears the opposing status (if possible). Note that immunity to one causes immunity to the other, so protection from Haste means protection from Slow, and if one is permanent, the other cannot be applied. Stop Affected cannot take action for some time. Against Stopped targets, attacks and such virtually have a perfect hit rate if they aren't already unblockable. Other status timers and those such as Regen are stopped as well, and will not count down or heal/do damage again until Stop wears off. Shell Affected takes less damage from Magical attacks. Note that if an attack is defense-ignoring, Shell has no effect against it. Protect Affected takes less damage from Physical attacks. Note that if an attack is defense-ignoring, Protect has no effect against it. Reflect Certain Magical attacks will bounce off the affected and at the opposite party. Most of these are under the Magic command with only one exception (TekBarrier). Note that Invisible status renders Reflect's protection inoperable, and an already-reflected attack will not bounce off Reflect a second time. Reflect does not last forever and will fade away after awhile. <-----NOTE-----> There is no immunity for any status listed beyond this point with exception to Float, which the Angel Wings relic only provides to make its given Float status permanent. <-----NOTE-----> Rage Character acts automatically, using either a normal attack or another specified by the monster currently being used. Rage characters also gain certain properties of their chosen monster, including elemental defenses and weaknesses, permanent status and status immunities, and miscellaneous others. Note that instant death protection, or lack thereof, replaces whatever the character already has, so if you're wearing a Safety Bit and choose a monster who has no such protection, the instant death protection part of Safety Bit no longer has an effect. Other status immunities are added to yours, and any other status immunities you had before remain regardless of if the monster had them as well. Rage can only be removed by KO or, due to a bug, Rippler. Monsters with Rage status are not affected by the status. Freeze Affected cannot take action for some time. This lasts quite a bit longer than either Stop or Sleep, but can be removed by Fire-elemental skills of any kind in addition to very specific healing abilities, namely Soul Spiral and Wild Bear. Against Frozen targets, attacks and such virtually have a perfect hit rate if they aren't already unblockable. Reraise Affected has Raise cast on itself automatically when KO'ed. This also works for the undead, though Raise won't do anything when they're dead. Undead monsters with Reraise, however, can no longer be revived by such attacks as Death and weapons like Wing Edge; their typical death/revival animation tricks Reraise into activating, launching the automatic Raise spell and killing the monster. Reraise disappears once it casts Raise. Trance Character's attack and defense are boosted for a short period indicated by a green ATB gauge winding down to nothing. At the end of it, the character uses Revert automatically to remove the status. Monsters receive nothing from this status. "Hide" Affected is hidden from sight and cannot be manually targeted. Characters with this status that are capable of movement (say from using Quetzalli's Sonic Dive on the enemy) act on their own as if they were in the Coliseum. Life and Life 2 in previous versions could remove this status, but Raise and Arise in FF6 Advance no longer have that ability for unknown reasons. My theory on this can be found in section 20. Differences between FF6 Advance and the previous versions. Interceptor A unique status only Shadow gets, this allows Interceptor to block physical attacks, and even gives the affected the ability to block attacks from behind during a Pincer attack. Interceptor might even counterattack on his own (see section 16. Interceptor). Note that due to a bug, Rippler can trade this status, and if it is in the hands of a monster at the end of combat, this very beneficial status is permanently lost. The trade is preventable however simply by having Imp immunity as it also prevents Rippler from working, on top of the fact that Rippler can be blocked by high Magic Evade. This status has no effect on monsters. Float Affected cannot be struck by land-based attacks such as Chocobo Stampede and Quake. Note that the Earth elemental is NOT synonymous with an attack being land-based, as there are a few land-based non-elemental attacks, and LifeShaver and the Gravity Rod weapon have no problem hitting Floating targets. ----- Specialized status ----- These status are not handled like the others and are problematic to cure, if not outright impossible without ending the battle. There is no immunity for most of these status either. These aren't all the specialized status in the game, just some of the more common few you can get rid of or are worth knowing more about ahead of time. Enemy Float Same as Float, except this is usually unremovable. There is one exception; Opinicus Fish have been known to lose this status for unknown reasons. Runic Affected can absorb one particular Magical attack vulnerable to the status, and have its MP cost's worth added to their own MP in turn. Once a spell is absorbed or the affected chooses another action, however, Runic is lost. Also, the MP gain, should the spell absorbed be elemental in nature, can be affected by elemental defenses. Elemental absorption turns the gain into a loss, for example. Enemy Runic Same as Runic, but is with the monster from the beginning of battle and never fades. Entice Exactly the same as Confuse in effect. However, Entice can only be cured by getting rid of the original caster or knocking out/petrifying/zombifying the affected. Either one running away is just as effective. Note that if someone has used Entice, that same enemy/ally cannot Entice another target until the status is broken. If Confuse and Entice are affecting the same target, that target's aiming is affected twice over, and its behavior will be no different than in the Coliseum. Overture Affected covers for the caster, much like they would for a Critical character when wearing Knight's Code. This can be broken by taking out either the original caster or the affected with KO, Zombie, Petrify, or making either run away. It is also broken if Overture is used by the original caster again on another target and successfully connects. Heat Caused by Air Anchor, targets with this status die after their next action. While Air Anchor itself will not hit those with instant death protection, the status still works against those that gain it after Air Anchor strikes (Gau for instance). HP Leak Given only by Poltergeist, this status drains a small amount of HP from the target at quicker intervals than Regen and Sap, and can only be cured by KO, Zombie, and Petrify. Sky Causes physical attacks to virtually have a perfect hit rate against the affected, but once an applicable physical attack is used (normal and Special attacks), the affected counters with the Bushido attack Sky. If the affected is an Imp, it will use a normal physical attack for the counter instead. This status is lost once the Bushido Sky is used or the character chooses another action. A character with Imp cannot lose the Sky status by countering with a normal physical attack, however, which is a bug. If the character dies with Sky status active, is revived in the same battle, and allowed to restore the status, Sky will counter if any applicable physical attack is used on anyone, which is another bug. The combination of the Imp and post-KO bugs creates the famous Psycho Cyan bug, which drives the affected Imp into a nearly-unstoppable frenzy of counterattacks. Grab The affected character is in the clutches of an enemy, who is draining a small amount of HP from its victim at regular intervals. The caster can release the character on its own via Release, can be forced to when the character dies from the HP drain, or can be forced to by being KO'ed. ----------------------------------------------------------------------------- 3. Command Attacks ----------------------------------------------------------------------------- Control Magical attack <-----NOTE-----> It will not take control of Invisible monsters, but it will eliminate the status. <-----NOTE-----> Hits one enemy Takes control of enemy. Unblockable Retargets if target is dead. Special Effect: 53h = Takes control of enemy (Control) Gil Toss Physical attack Hits all enemies Takes user Level * 30 Gil and does Gil taken * 2 / # of targets as damage. <-----NOTE-----> Mimicking this attack still takes Gil! It is the only such attack that still drains resources under Mimic. <-----NOTE-----> Unblockable Ignores defense, no split damage, retargets if target is dead. Special effect: 51h = Takes user Level * 30 Gil, Gil taken * 2 / # of targets determines damage. Leap Magical attack Hits one enemy User leaps onto opponent and ends battle, Gau disappears from party roster. Unblockable Retargets if target is dead. Special Effect: 54h = Caster leaps onto target, battle ends, Gau leaves party to learn target's Rage. Possess Physical attack Hits one enemy Kills enemy and removes caster from active party. Unblockable Retargets if target is dead. Special Effect: 50 = Kill enemy and caster, remove caster from current party (Possess) Pray Restorative (Inverts damage if target is undead) Magical Hits one or all allies Attack power: 28 Unblockable Ignores defense, reflectable, vulnerable to Runic. Revert Physical attack (ignores Invisible ala Item) Targets self Removes Morph status from target. Unblockable Roulette <-----NOTE-----> This is the enemy version of the spell, as cast by a special command (1Eh in the menu if it were accessible from there). The reason for two seperate listings is due to different properties (this Roulette is a modified Death). Please note that this can only be cast by an enemy if it comes from their command script or counterattack script, any other way will make use of the Lore version instead (although coming from an enemy, the aim will not be random). Also, please note that the MP cost and Learn if cast property are assumed and not in this spell's stats, they come from the Lore Roulette because its stats are loaded for the initial cast (just before the random cursor is launched), probably just for those two reasons. Finally, Learn if cast is listed since this spell isn't in the Lore section, where the property is just assumed to exist in all listed spells. <-----NOTE-----> Magical attack (ignores Invisible ala Item) Hits a random target MP cost: 10 Causes instant death Unblockable (Will miss targets invulnerable to instant death) Learn if cast (Strago). Special effect: 35 = Restores undead target's HP to full (Death, enemy Roulette, Death (Doom status)) Runic <-----NOTE-----> While Runic the command cannot be used without a sword, this only goes so far as to gray out the command when you have no sword. If you are muddled, etc., you can still use Runic automatically. <-----NOTE-----> Physical attack (ignores Invisible ala Item) Targets self Casts Runic status onto target. Unblockable Retargets if target is dead. Shock Magical attack Hits all enemies, both sides Attack power: 128 Unblockable Sketch Physical attack Hits one enemy Randomly uses one of two attacks given in a monster's stats Unblockable Retargets if target is dead. Special effect: 55 = Randomly uses one of two attacks given in a monster's stats (Sketch) Trance Physical attack (ignores Invisible ala Item) Targets self Casts Trance status onto target. Unblockable ----------------------------------------------------------------------------- 4. Magic ----------------------------------------------------------------------------- 49: Arise Restorative (Inverts damage if target is undead) Hits one dead ally MP cost: 60 Restores target's HP to full Lifts KO Unblockable Ignores defense, can be used outside of battle, vulnerable to Runic. 18: Banish Hits all enemies MP cost: 53 Causes instant death Hit Rate: 85 (Will miss targets invulnerable to instant death) Retargets if target is dead, Stamina involved in defense equation. Special effect: 23 = Stall enemy final attacks 1 turn (Banish, Odin, Raiden, Oblivion, Snare, Banisher) 33: Berserk Hits one ally MP cost: 16 Causes Berserk Hit Rate: 150 Reflectable, vulnerable to Runic. 8: Bio Hits one or all enemies MP cost: 26 Attack power: 53 Poison-elemental, causes Poison Hit Rate: 120 Vulnerable to Runic, reflectable, retargets if target is dead. 12: Break Hits one enemy MP cost: 25 Causes Petrify Hit Rate: 120 (will miss targets invulnerable to instant death) Reflectable, vulnerable to Runic, retargets if target is dead, Stamina involved in defense equation. 10: Blizzaga Hits one or all enemies MP cost: 52 Attack power: 122 Ice-elemental Hit Rate: 150 Reflectable, vulnerable to Runic, retargets if target is dead. 6: Blizzara Hits one or all enemies MP cost: 21 Attack power: 62 Ice-elemental Hit Rate: 150 Reflectable, vulnerable to Runic, retargets if target is dead. 1: Blizzard Hits one or all enemies MP cost: 5 Attack power: 22 Ice-elemental Hit Rate: 150 Reflectable, vulnerable to Runic, retargets if target is dead. 30: Confuse Hits one enemy MP cost: 8 Causes Confuse Hit Rate: 94 Reflectable, vulnerable to Runic. 46: Cura Restorative (Inverts damage if target is undead) Hits one or all allies MP cost: 25 Attack power: 28 Unblockable Ignores defense, can be used outside of battle, reflectable, vulnerable to Runic. 47: Curaga Restorative (Inverts damage if target is undead) Hits one or all allies MP cost: 40 Attack power: 66 Unblockable Ignores defense, can be used outside of battle, reflectable, vulnerable to Runic. 45: Cure Restorative (Inverts damage if target is undead) Hits one or all allies MP cost: 5 Attack power: 10 Unblockable Ignores defense, can be used outside of battle, reflectable, vulnerable to Runic. 13: Death Hits one enemy MP cost: 35 Causes instant death Hit Rate: 95 (Will miss targets invulnerable to instant death) Reflectable, vulnerable to Runic, retargets if target is dead, Stamina involved in defense equation. Special effect: 35 = Restores undead target's HP to full (Death, enemy Roulette, Death (Doom status)) 44: Dispel Hits one enemy MP cost: 25 Lifts Invisible, Image, Berserk, Regen, Slow, Haste, Stop, Shell, Protect, Reflect, Reraise, Float Unblockable Can be used outside of battle, vulnerable to Runic. 4: Drain Hits one enemy (Inverts damage if target is undead) Drains HP MP cost: 15 Attack power: 38 Hit Rate: 120 Vulnerable to Runic, retargets if target is dead. 51: Esuna Hits one ally MP cost: 15 Lifts Darkness, Poison, Petrify, Silence, Confuse, Sap, Sleep, Slow, Stop Unblockable Can be used outside of battle, vulnerable to Runic. 0: Fire Hits one or all enemies MP cost: 4 Attack power: 21 Fire-elemental Hit Rate: 150 Reflectable, vulnerable to Runic, retargets if target is dead. 5: Fira Hits one or all enemies MP cost: 20 Attack power: 60 Fire-elemental Hit Rate: 150 Reflectable, vulnerable to Runic, retargets if target is dead. 9: Firaga Hits one or all enemies MP cost: 51 Attack power: 121 Fire-elemental Hit Rate: 150 Reflectable, vulnerable to Runic, retargets if target is dead. 15: Flare Hits one enemy MP cost: 45 Attack power: 60 Hit Rate: 150 Ignores defense, reflectable, vulnerable to Runic, retargets if target is dead. 34: Float Hits one or all allies MP cost: 17 Causes Float Unblockable Can be used outside of battle, vulnerable to Runic. 54: Flood Hits all enemies, both sides MP cost: 60 Attack power: 100 Water-elemental Unblockable 17: Graviga Hits all enemies, both sides MP cost: 48 Lowers target's HP to 1/4 of current total Hit Rate: 100 (Will miss targets invulnerable to instant death) No split damage, vulnerable to Runic, retargets if target is dead, Stamina involved in defense equation. 55: Gravija Hits all enemies, both sides MP cost: 70 Lowers target's HP to 1/8 of current total No split damage, vulnerable to Runic, retargets if target is dead. 16: Gravity Hits one enemy MP cost: 33 Lowers target's HP by 1/2 of current total Hit Rate: 120 (will miss targets invulnerable to instant death) Vulnerable to Runic, retargets if target is dead, Stamina involved in defense equation. 31: Haste Hits one ally MP cost: 10 Causes Haste Unblockable Reflectable, vulnerable to Runic. 39: Hastega Hits one or all allies MP cost: 38 Causes Haste Unblockable Reflectable, vulnerable to Runic. 14: Holy Hits one enemy MP cost: 40 Attack power: 108 Pearl-elemental Hit Rate: 150 Reflectable, vulnerable to Runic, retargets if target is dead. 35: Imp Hits one enemy MP cost: 10 Toggles Imp (it can cause or lift the status) Hit Rate: 100 Can be used outside of battle, reflectable. 24: Libra Hits one enemy MP cost: 3 Gives target's level, current/max HP/MP, elemental weaknesses Hit Rate: 222 Reflectable, vulnerable to Runic. Special effect: 10 = Gives target's level, current/max HP/MP, elemental weaknesses (Libra) <-----NOTE-----> May not be accurate against enemies with more than 65535 HP. <-----NOTE-----> 23: Meltdown Hits all targets, both sides MP cost: 85 Attack power: 138 Fire/Wind-elemental Unblockable Randomizes target, ignores defense. 19: Meteor Hits all enemies, both sides MP cost: 62 Attack power: 36 Unblockable Ignores defense, no split damage, retargets if target is dead. 41: Osmose Hits one enemy (Inverts damage if target is undead) Drains MP MP cost: 1 Attack power: 26 Hit Rate: 150 Vulnerable to Runic, retargets if target is dead. 3: Poison Hits one enemy MP cost: 3 Attack power: 25 Poison-elemental, causes Poison Hit Rate: 100 Reflectable, vulnerable to Runic, retargets if target is dead. 50: Poisona Hits one ally MP cost: 3 Lifts Poison and Sap Unblockable Can be used outside of battle, vulnerable to Runic. 28: Protect Hits one ally MP cost: 12 Causes Protect Unblockable Reflectable, vulnerable to Runic. 21: Quake Hits all targets, both sides MP cost: 50 Attack power: 111 Earth-elemental Unblockable Randomizes target, ignores defense. Special effect: 25 = Spell can't hit anything with float status (Many attacks and Earth -elementals) 43: Quick Hits caster MP cost: 99 Gives caster 2 extra turns, stops all others from moving until finished Unblockable Special effect: 43 = Gives caster 2 extra turns without interruption, stops all others from moving until finished, only works on player-controlled characters (Quick) <-----NOTE-----> Enemies with more than 65535 HP may still counterattack between the first and second turn if their HP drops beyond a certain mark. <-----NOTE-----> 48: Raise Restorative (Inverts damage if target is undead) Hits one dead ally MP cost: 30 Restores target's HP by 1/8 of total Lifts KO Unblockable Ignores defense, can be used outside of battle, vulnerable to Runic. 26: Rasp Hits one enemy Damages MP MP cost: 12 Attack power: 10 Hit Rate: 150 Reflectable, vulnerable to Runic, retargets if target is dead. 36: Reflect Hits one ally MP cost: 22 Causes Reflect Unblockable Reflectable, vulnerable to Runic. 52: Regen Hits one ally MP cost: 10 Causes Regen Unblockable Reflectable, vulnerable to Runic. 53: Reraise Hits one ally MP cost: 50 Causes Reraise Unblockable Vulnerable to Runic. 37: Shell Hits one ally MP cost: 15 Causes Shell Unblockable Reflectable, vulnerable to Runic. 27: Silence Hits one enemy MP cost: 8 Causes Silence Hit Rate: 100 Reflectable, vulnerable to Runic. 29: Sleep Hits one enemy MP cost: 5 Causes Sleep Hit Rate: 111 Reflectable, vulnerable to Runic. 25: Slow Hits one enemy MP cost: 5 Causes Slow Hit Rate: 120 Reflectable, vulnerable to Runic. 40: Slowga Hits one or all enemies MP cost: 26 Causes Slow Hit Rate: 150 Reflectable, vulnerable to Runic. 32: Stop Hits one enemy MP cost: 10 Causes Stop Hit Rate: 100 Reflectable, vulnerable to Runic. 42: Teleport Hits random ally MP cost: 20 Lets party escape from battle or dungeon, can get out of Pincer attacks Unblockable Can be used outside of battle. Special effect: 18 = Lets party escape from battle or dungeon, can get out of Pincer attacks (Teleport) 11: Thundaga Hits one or all enemies MP cost: 53 Attack power: 120 Lightning-elemental Hit Rate: 150 Vulnerable to Runic, reflectable, retargets if target is dead. 7: Thundara Hits one or all enemies MP cost: 22 Attack power: 61 Lightning-elemental Hit Rate: 150 Vulnerable to Runic, reflectable, retargets if target is dead. 2: Thunder Hits one or all enemies MP cost: 6 Attack power: 20 Lightning-elemental Hit Rate: 150 Vulnerable to Runic, reflectable, retargets if target is dead. 22: Tornado Hits all targets, both sides MP cost: 75 Lowers target's HP to 1/16 of current total Hit Rate: 100 (Will miss targets invulnerable to instant death) Randomizes target, no split damage, Stamina involved in defense equation. 20: Ultima Hits all enemies, both sides MP cost: 80 Attack power: 150 Unblockable Ignores defense, vulnerable to Runic, retargets if target is dead. 56: Valor Hits one or all allies MP cost: 20 Causes target's next successfully damaging physical hit to do 3X more damage regardless of its nature. <-----NOTE-----> Valor only affects the first hit of any attack, whether it be a combo using Master's Scroll or a multi-target attack like Gil Toss. Also, regardless of its nature should be taken quite literally, as it will even effect Tiger, which is a fractional HP attack. <-----NOTE-----> Unblockable Retargets if target is dead. Special effect: 5B = Causes target's next successfully damaging physical hit to do 3X more damage regardless of its nature. 38: Vanish Hits one ally MP cost: 18 Toggles Invisible (it can cause or lift the status) Unblockable Vulnerable to Runic. ----------------------------------------------------------------------------- 5. Espers ----------------------------------------------------------------------------- 68: Alexander (Divine Judgment) Hits all enemies, both sides MP cost: 90 Attack power: 114 Pearl-elemental Unblockable Only hits monsters, aborts on characters. 67: Bahamut (Mega Flare) Hits all enemies, both sides MP cost: 86 Attack power: 92 Unblockable Ignores defense, only hits monsters, aborts on characters. 61: Bismarck (Breach Blast) Hits all enemies, both sides MP cost: 50 Attack power: 58 Water-elemental Unblockable Only hits monsters, aborts on characters. Cactuar (1000 Needles) Hits all enemies, both sides MP cost: 50 Does 1000 damage Unblockable Only hits monsters, aborts on characters. Special effect: 1A = Does 1000 damage (Cactuar (1000 Needles), 1000 Needles) Cactuar (10,000 Needles?) Hits all enemies, both sides MP cost: 50 Does 9999 damage Unblockable Only hits monsters, aborts on characters. Special effect: 59 = Does 9999 damage (Cactuar (10,000 Needles?)) 62: Cait Sith (Cat Rain) Hits all enemies, both sides MP cost: 28 Causes Confuse Hit Rate: 128 Only hits monsters, aborts on characters. 73: Carbuncle (Ruby Light) Hits all allies, both sides MP cost: 36 Causes Reflect status Unblockable 59: Catoblepas (Demon Eye) Hits all enemies, both sides MP cost: 45 Causes Petrify status Hit Rate: 96 (will miss targets invulnerable to instant death) Only hits monsters, aborts on characters, Stamina involved in defense equation. 69: Crusader (Cleansing) Hits everyone, both sides MP cost: 96 Attack power: 190 Unblockable No split damage. Special effect: 24 = No effect (Crusader) Diabolos (Dark Messenger) Hits all enemies, both sides MP cost: 90 Lowers target's HP to 1/16 of current total Causes Sap Unblockable Only hits monsters, aborts on characters, no split damage. 78: Fenrir (Howling Moon) Hits all allies, both sides MP cost: 70 Causes Image status Unblockable Gilgamesh (Enkidu) Hits all enemies, both sides MP cost: 99 Attack power: 200 Unblockable Ignores defense, only hits monsters, aborts on characters. Gilgamesh (Excalibur) Hits all enemies, both sides MP cost: 99 Attack power: 120 Holy-elemental Unblockable Only hits monsters, aborts on characters. Gilgamesh (Excalipoor) Hits all enemies, both sides MP cost: 99 Does 1 damage Unblockable Only hits monsters, aborts on characters. Special effect: 5A = Does 1 damage (Gilgamesh (Excalipoor)) Gilgamesh (Masamune) Hits all enemies, both sides MP cost: 99 Attack power: 99 Unblockable Ignores defense, only hits monsters, aborts on characters. 76: Golem (Earthen Wall) Hits all allies, both sides MP cost: 33 Defends party against all physical attacks using caster's HP when cast. IOW: if caster has 5000 HP when it uses Golem, Golem will withstand 5000 damage. Unblockable Special effect: 11 = Defends party against all physical attacks using caster's HP when cast. (Golem) Ifrit (Hellfire) Hits all enemies, both sides MP cost: 26 Attack power: 51 Fire-elemental Unblockable Only hits monsters, aborts on characters. 71: Kirin (Holy Aura) Hits all allies, both sides (Inverts damage if target is undead (?)) MP cost: 18 Causes Regen status Unblockable 79: Lakshmi (Alluring Embrace) Restorative (Inverts damage if target is undead) Hits all allies, both sides MP cost: 74 Attack power: 34 Unblockable Ignores defense. Leviathan (Tidal Wave) Hits all enemies, both sides MP cost: 70 Attack power: 130 Water-elemental Unblockable Only hits monsters, aborts on characters. 60: Maduin (Chaos Wave) Hits all enemies, both sides MP cost: 44 Attack power: 55 Unblockable Only hits monsters, aborts on characters. 58: Midgardsormr (Abyssal Maw) Hits all enemies, both sides MP cost: 40 Attack power: 93 Earth-elemental Unblockable (Will not hit Floating targets) Only hits monsters, aborts on characters. Special effect: 25 = Spell can't hit anything with float status (Many attacks and Earth -elementals) 65: Odin (Zantetsuken) Hits all enemies, both sides MP cost: 70 Causes instant death Hit Rate: 110 (will miss targets invulnerable to instant death) Only hits monsters, aborts on characters, Stamina involved in defense equation. Special effect: 23 = Stall enemy final attacks 1 turn (Banish, Odin, Raiden, Oblivion, Snare, Banisher) 74: Phantom (Ghostly Veil) Hits all allies, both sides MP cost: 38 Causes Invisible status Unblockable 80: Phoenix (Flames of Rebirth) Restorative (Inverts damage if target is undead) Hits all dead allies, both sides MP cost: 110 Restores 1/4 of HP Lifts KO Unblockable 63: Quetzalli (Sonic Dive) Hits all allies, both sides MP cost: 61 Makes target(s) Jump; causes "Hide" status Unblockable Retargets if target is dead, randomize target, ignores defense(?), no split damage(?) Special effect: 13 = Makes target jump (Quetzalli) 70: Ragnarok (Metamorphose) Hits one enemy MP cost: 6 Morphs enemy into a random Item Hit Rate is dependent on target Only hits monsters, aborts on characters. Special effect: 12 = Morph enemy into a random Item (Ragnarok) 66: Raiden (Shin-Zantetsuken) Hits all enemies, both sides MP cost: 80 Causes instant death Hit Rate: 140 (will miss targets invulnerable to instant death) Only hits monsters, aborts on characters, Stamina involved in defense equation. Special effect: 23 = Stall enemy final attacks 1 turn (Banish, Odin, Raiden, Oblivion, Snare, Banisher) Ramuh (Judgment Bolt) Hits all enemies, both sides MP cost: 25 Attack power: 50 Lightning-elemental Unblockable Only hits monsters, aborts on characters. 75: Seraph (Angel Feathers) Restorative (Inverts damage if target is undead) Hits all allies, both sides MP cost: 40 Attack power: 18 Unblockable Ignores defense. Shiva (Diamond Dust) Hits all enemies, both sides MP cost: 27 Attack power: 52 Ice-elemental Unblockable Only hits monsters, aborts on characters. 57: Siren (Lunatic Voice) Hits all enemies, both sides MP cost: 16 Causes Silence Hit Rate: 136 Only hits monsters, aborts on characters. 77: Unicorn (Healing Horn) Hits all allies, both sides MP cost: 30 Lifts Darkness, Poison, Petrify, Silence, Muddle, Sap, Sleep, Slow, and Stop status Unblockable 64: Valigarmanda (Tri-Disaster) Hits all enemies, both sides MP cost: 68 Attack power: 110 Tri-elemental (Fire, Ice, Lightning) Unblockable Only hits monsters, aborts on characters. 72: Zona Seeker (Magic Shield) Hits all allies, both sides MP cost: 30 Causes Shell status Unblockable ----------------------------------------------------------------------------- 6. Items ----------------------------------------------------------------------------- <-----NOTE-----> Spell-casting items such as Fire Rod, etc. are not included. See the spells stats in the Magic section, but remember that they do not remove Invisible, are unblockable, ignore defense, and only deal maximum damage possible if used by breaking an item (they're known as Item magics by some, and Item is referenced with Invisible-ignoring physicals in this guide because of similar behavior). About items in general; they ignore the Invisible status and usually don't miss on their own unless something else interferes, like Fenix Down being used on a living target for example. <-----NOTE-----> Antidote Hits one ally Lifts Poison Unblockable Ignore defense (?), retargets if target is dead. Dried Meat Restorative Hits one ally Heals 150 HP Unblockable Ignore defense, retargets if target is dead. Special effect: 4E = ??? (Dried Meat) Elixir Restorative (Inverts damage if target is undead) Hits one ally Heals full HP/MP Unblockable Ignore defense, retargets if target is dead. Special effect: 4C = affect HP and MP (Elixir, Megalixir) Echo Screen Hits one ally Lifts Silence Unblockable Ignore defense (?), retargets if target is dead. Ether Restorative Hits one ally Heals 50 MP Unblockable Ignore defense, retargets if target is dead. Eye Drops Hits one ally Lifts Darkness Unblockable Ignore defense (?), retargets if target is dead. Gold Needle Hits one ally Lifts Petrify Unblockable Ignore defense (?), retargets if target is dead. Green Cherry Hits one ally Lifts Imp Unblockable Ignore defense (?), retargets if target is dead. Hi-Ether Restorative Hits one ally Heals 150 MP Unblockable Ignore defense, retargets if target is dead. Hi-Potion Restorative (Inverts damage if target is undead) Hits one ally Heals 250 HP Unblockable Ignore defense, retargets if target is dead. Holy Water Restorative (Inverts damage if target is undead) Hits one dead ally Restores 1/8 of HP Lifts Zombie <-----NOTE-----> Although there are no indications of it, Revivify will kill an Undead. I don't know why yet, though. <-----NOTE-----> Unblockable Ignore defense, retargets if target is dead. Megalixir Restorative (Inverts damage if target is undead) Hits all allies, both sides Heals full HP/MP Unblockable Ignore defense, retargets if target is dead. Special effect: 4C = affect HP and MP (Elixir, Megalixir) Phoenix Down Restorative (Inverts damage if target is undead) Hits one dead ally Restores 1/8 of HP Lifts KO Unblockable Ignore defense, retargets if target is dead. Potion Restorative (Inverts damage if target is undead) Hits one ally Heals 50 HP Unblockable Ignore defense, retargets if target is dead. Remedy Hits one ally Lifts Darkness, Poison, Imp, Petrify, Silence, Sap Unblockable Ignore defense (?), retargets if target is dead. Smoke Bomb Hits all allies, both sides Forces targets to run away if possible Unblockable Ignore defense, retargets if target is dead. Special effect: 4B = ??? (Smoke Bomb) Super Ball Magical attack Hits random enemy target(s) multiple times, both sides Always does multiples of 256 as damage Unblockable Ignores defense, retargets if target is dead. Special Effect: 4A = makes Super Ball attack out of spell (Super Ball) Warp Stone Hits all allies, both sides Forces party to run away if possible Unblockable Ignore defense, retargets if target is dead. Special effect: 4D = ??? (Warp Stone) X-Ether Restorative Hits one ally Heals full MP Unblockable Ignore defense, retargets if target is dead. X-Potion Restorative (Inverts damage if target is undead) Hits one ally Heals full HP Unblockable Ignore defense, retargets if target is dead. ----------------------------------------------------------------------------- 7. Bushido ----------------------------------------------------------------------------- <-----NOTE-----> Bushido the command can't be used without a sword, however, you can still use it through Mimic. Without a sword, the command is grayed out and can't be used from the menu or automatically. <-----NOTE-----> 89: Dragon Magical attack Hits one random enemy (Inverts damage if target is undead) Drains HP/MP Attack power (HP draining): 49 Attack power (MP draining): 12 Unblockable Ignores defense, retargets if target is dead. Special effect: 36 = Allows one to drain both HP and MP if Byte 4, Bit 7 and Byte 5, Bit 1 are set, drains MP with 1/4 Attack power (Dragon) 90: Eclipse Magical attack Hits all enemies Attack power: 97 Causes Stop Unblockable damage Ailment Hit Rate: 140 No split damage, retargets if target is dead. Special effect: 3F = Ailment uses spell hit rate to determine a hit or miss (Eclipse) 85: Fang Physical attack Hits one random enemy Attack power: 120 Unblockable Ignores defense, retargets if target is dead. 88: Flurry Physical attack Hits 4 random enemies, both sides Attack power: 72 Unblockable Retargets if target is dead. Special effect: 32 = Spell hits 4 seperate times (Flurry, Tempest) 92: Oblivion Magical attack Hits all enemies Causes instant death Hit rate: 182 (will miss targets invulnerable to instant death) Ignores defense, retargets if target is dead. Special effect: 23 = Stall enemy final attacks 1 turn (Banish, Odin, Raiden, Oblivion, Snare, Banisher) 86: Sky Magical attack Counters opponent's physical attack Attack power: 56 Unblockable Ignores defense, retargets if target is dead. <-----NOTE-----> When Sky is used in Bushido, it invokes a special status that, when Cyan is struck, will perform the actual attack. This is in the game's programming, not the spell itself. <-----NOTE-----> Special effect: 3C = No effect (Sky) 91: Tempest Physical attack Hits 4 random enemies, both sides Attack power: 70 Unblockable Ignores defense, retargets if target is dead. Special effect: 32 = Spell hits 4 seperate times (Flurry, Tempest) 87: Tiger Physical attack Hits one random enemy Lowers target's HP to half of current HP Causes Sap Unblockable (will miss targets invulnerable to instant death) Ignores defense, retargets if target is dead. ----------------------------------------------------------------------------- 8. Blitz ----------------------------------------------------------------------------- 94: Aura Cannon Magical attack Hits one enemy Attack power: 68 Pearl-elemental Unblockable Retargets if target is dead. 97: Chakra Restorative (Inverts damage if target is undead) Magical attack Hits all allies except caster, both sides <-----NOTE-----> Though the caster cannot be hit by Chakra, it still counts as a target. <-----NOTE-----> Heals with: Caster's HP / # of targets - 1 Lifts Darkness, Poison, Silence, Sap Unblockable Randomizes target, ignores defense, retargets if target is dead. Special effect: 15 = Skill does not work on the caster (Chakra) 95: Meteor Strike Physical attack Hits one enemy Attack power: 180 <-----NOTE-----> Meteor Strike does 1/2 damage if the target is not alone. As for how that was done, the aiming byte specifies that the skill should hit all enemies, and the animation corrects that to a random enemy target. The game still recognizes the *intention* to hit multiple targets, however, and imposes the split damage penalty. <-----NOTE-----> Unblockable (will not hit all enemies) Ignores defense, retargets if target is dead. Special effect: 30 = Cannot hit certain enemies. (Meteor Strike) 100: Phantom Rush Magical attack Hits one enemy Attack power: 128 Unblockable Ignores defense, retargets if target is dead. 93: Raging Fist Physical attack Hits one enemy Attack power: 110 Unblockable Ignores defense, retargets if target is dead. 98: Razor Gale Magical attack Hits all enemies Attack power: 78 Wind-elemental Unblockable Randomizes target, no split damage, retargets if target is dead. 96: Rising Phoenix Magical attack Hits all enemies Attack power: 42 Fire-elemental Unblockable Randomizes target, no split damage, retargets if target is dead. 99: Soul Spiral Restorative (Inverts damage if target is undead, drains all HP/MP from, kills, and eliminates caster from battlefield) Magical attack Hits all allies, both sides Attack power: 200 Lifts Darkness, Zombie, Poison, Imp, Petrify, Doom, Silence, Berserk, Confuse, Sap, Sleep, Slow, Stop, and Freeze Unblockable Randomizes target, ignores defense, retargets if target is dead. Special effect: 16 = Drains all HP/MP from, kills, and eliminates caster from battlefield (Soul Spiral) ----------------------------------------------------------------------------- 9. Dance ----------------------------------------------------------------------------- The Dances use the following spells: Wind Rhapsody : Wind Slash, Sunbath, Plasma, Cockatrice Forest Nocturne : Leaf Swirl, Forest Healing, Will o' the Wisp, Wombat Desert Lullaby : Sandstorm, Antlion, Wind Slash, Meercat Love Serenade : Will o' the Wisp, Apparition, Snare, Tapir Earth Blues : Rock Slide, Sonic Boom, Sunbath, Boar Brigade Water Harmony : El Nino, Plasma, Apparition, Raccoon Twilight Requiem : Cave In, Snare, Will o' the Wisp, Poisonous Frog Snowman Rondo : Snowball, Avalanche, Snare, Arctic Hare 106: Antlion Hits one enemy Causes instant death Hit Rate: 100 (Will miss targets invulnerable to instant death) Retargets if target is dead, Stamina involved in defense equation. 108: Apparition Hits one enemy Causes Muddle Hit Rate: 120 Retargets if target is dead. 124: Arctic Hare Restorative (Inverts damage if target is undead) Hits all allies, both sides Attack power: 60 Unblockable Randomizes target, ignores defense. 116: Avalanche Hits all enemies, both sides Attack power: 55 Ice-elemental Unblockable Randomizes target, no split damage. 121: Boar Brigade Hits one enemy Attack power: 53 Unblockable (Will not hit Floating targets) Ignores defense, retargets if target is dead. Special effect: 25 = Spell can't hit anything with float status (Many attacks and Earth -elementals) 114: Cave In Hits one enemy Lowers target's HP to 1/4 of current total Causes Sap Unblockable (Will miss targets invulnerable to instant death) Retargets if target is dead. 117: Cockatrice Hits one enemy Attack power: 50 Causes Petrify Hit Rate: 96 (Will miss targets invulnerable to instant death) Ignores defense, retargets if target is dead. 111: El Nino Hits all enemies, both sides Attack power: 61 Water-elemental Unblockable Randomizes target, no split damage. 104: Forest Healing Hits all allies, both sides Lifts Darkness, Poison, Petrify, Silence, Muddle, Sap, Sleep, Slow, and Stop. Unblockable Randomizes target. 119: Meercat Hits all allies, both sides Causes Haste Unblockable Randomizes target. 112: Plasma Hits one enemy Attack power: 70 Lightning-elemental Unblockable Rtargets if target is dead. 123: Poisonous Frog Hits one enemy Attack power: 56 Poison-elemental, causes Poison Unblockable Retargets if target is dead. 122: Raccoon Restorative (Inverts damage if target is undead) Hits all allies, both sides Attack power: 100 Lifts Darkness, Zombie, Poison, Petrify, Doom, Silence, Berserk, Confuse, Sap, Sleep, Slow, Stop, and Freeze. Randomizes target, ignores defense. 103: Rage Hits all enemies, both sides Attack power: 50 Unblockable Randomizes target, no split damage. 109: Rock Slide Hits one enemy Attack power: 65 Unblockable Ignores defense, retargets if target is dead. 105: Sandstorm Hits all enemies, both sides Attack power: 45 Wind-elemental Hit Rate: 100 Randomizes target, no split damage. 113: Snare Hits one enemy Causes instant death Hit Rate: 100 (Will miss targets invulnerable to instant death) Retargets if target is dead, Stamina involved in defense equation. Special effect: 23 = Stall enemy final attacks 1 turn (Banish, Odin, Raiden, Oblivion, Snare, Banisher) 115: Snowball Hits one enemy Lowers target's HP to half of current total Causes Sap Unblockable (Will miss targets invulnerable to instant death) Retargets if target is dead. 110: Sonic Boom Hits one enemy Lowers target's HP to 3/8 of current total Causes Sap Unblockable (Will miss targets invulnerable to instant death) Retargets if target is dead. 102: Sunbath Restorative (Inverts damage if target is undead) Hits all allies, both sides Attack power: 50 Unblockable Randomizes target, ignores defense. 120: Tapir Hits all allies, both sides Restores HP and MP to full if target has Sleep status Lifts Darkness, Zombie, Poison, Imp, Petrify, Doom, Silence, Berserk, Confuse, Sap, Sleep, Slow, and Stop Unblockable <-----NOTE-----> Tapir falsely reports a Miss against any target that doesn't have Sleep status. While these targets gain no HP or MP from Tapir, the skill will attempt to cure their ailments anyway. <-----NOTE-----> Randomizes target. Special effect: 17 = Restore HP and MP to full if target has Sleep status (Tapir) 107: Will o' the Wisp Hits one enemy Attack power: 72 Fire-elemental Unblockable Retargets if target is dead. 101: Wind Slash Hits all enemies, both sides Attack power: 48 Wind-elemental Unblockable Randomizes target, no split damage. 118: Wombat Hits one enemy Attack power: 88 Unblockable (Will not hit Floating targets) Ignores defense, retargets if target is dead. Special effect: 25 = Spell can't hit anything with float status (Many attacks and Earth -elementals) ----------------------------------------------------------------------------- 10. Tools ----------------------------------------------------------------------------- Air Anchor Physical attack Hits one enemy Attack power: 128 Inflicts Heat Perfect hit rate (Will miss targets invulnerable to instant death) Retargets if target is dead. Special effect: 57 = Inflicts Heat status. Automatically misses those invulnerable to instant death. (Air Anchor) Auto Crossbow Physical attack Hits all enemies Attack power: 125 Perfect hit rate No split damage, retargets if target is dead. 125: Bioblaster Magical attack Hits all enemies Attack power: 20 Poison-elemental, causes Poison Unblockable No split damage, aborts on allies, retargets if target is dead. Chainsaw (damage) Physical attack Hits one enemy Attack power: 252 Perfect hit rate Ignores Defense, retargets if target is dead. Chainsaw (instant death) Physical attack Hits one enemy Causes instant death (deals no damage) Perfect hit rate (Will miss targets invulnerable to instant death) Ignores Defense, retargets if target is dead, Stamina involved in defense equation. Debilitator Physical attack Hits one enemy Makes opponent weak against one new element. Perfect hit rate (misses targets that are weak to all elements) Retargets if target is dead. Special effect: 56 = Makes opponent weak against one new element (Debilitator) Drill Physical attack Hits one enemy Attack power: 191 Perfect hit rate Ignores defense, retargets if target is dead. 126: Flash Magical attack Hits all enemies Attack power: 42 Causes Darkness Unblockable (128 hit rate in spell stats). No split damage, abort on allies, retarget if target is dead. Noiseblaster Physical attack Hits all enemies Muddles all opponents Perfect hit rate Retargets if target is dead. ----------------------------------------------------------------------------- 11. Slot ----------------------------------------------------------------------------- 67: Bahamut (Mega Flare) [3 dragons] Hits all enemies, both sides Attack power: 92 Unblockable Ignores defense, only hits monsters, aborts on characters. 127: Chocobo Stampede [3 Chocobos] Hits all enemies, both sides Attack power: 36 Unblockable Randomize target, ignores defense, no split damage. Special effect: 25 = Spell can't hit anything with float status (Many attacks and Earth -elementals) 128: Dive Bomb [3 airships] Hits all enemies, both sides Attack power: 130 Unblockable Randomize target Joker's Death [7-7-BAR] Hits all allies, both sides Causes instant death Unblockable Learn if cast <-----NOTE-----> Teaches Lv. 5 Death to Strago, as Joker's Death is merely a modified version of the Lore. <-----NOTE-----> Special effect: Forces caster to hit all allies (Joker's Death (7-7-BAR)) Joker's Death [7-7-7] Hits all enemies, both sides Causes instant death Unblockable Learn if cast <-----NOTE-----> Teaches Lv. 5 Death to Strago, as Joker's Death is merely a modified version of the Lore. <-----NOTE-----> Special effect: Forces caster to hit all enemies (Joker's Death (7-7-7)) 254: Mysidian Rabbit [any wrong combination] Restorative Hits all allies, both sides Attack power: 10 Lifts Darkness, Poison, Sleep Unblockable 129: Prismatic Flash [3 diamonds] Hits all enemies, both sides Attack power: 84 Unblockable Randomize target ----------------------------------------------------------------------------- 12. MagiTek ----------------------------------------------------------------------------- 137: Banisher Hits one enemy Causes instant death Hit Rate: 120 (Will miss targets invulnerable to instant death) Stamina involved in defense equation. Special effect: 23 = Stall enemy final attacks 1 turn (Banish, Odin, Raiden, Oblivion, Snare, Banisher) 134: Bio Blast Hits all enemies Attack power: 60 Poison-elemental, causes Poison and Sap Unblockable No split damage, retargets if target is dead. 136: Confuser Hits all enemies Causes Confuse Hit Rate: 128 Retargets if target is dead. 131: Fire Beam Hits one enemy Attack power: 60 Fire-elemental Unblockable Retargets if target is dead. 135: Healing Force Restorative (Inverts damage if target is undead) Hits one ally Attack power: 50 Unblockable Ignores defense. 133: Ice Beam Hits one enemy Attack power: 61 Ice-elemental Unblockable Retargets if target is dead. 138: Magitek Missile Hits one enemy Attack power: 58 Causes Sap Unblockable Ignores defense, retargets if target is dead. 132: Thunder Beam Hits one enemy Attack power: 62 Lightning-elemental Unblockable Retargets if target is dead. ----------------------------------------------------------------------------- 13. Lore ----------------------------------------------------------------------------- NOTE: All spells are also assumed to have the Learn if cast property in addition to being Magical attacks. Learn if cast only works for these spells alone, and is used to teach Strago the spells. 144: 1000 Needles Hits one enemy MP cost: 50 Does 1000 damage Unblockable Ignores defense, no split damage, retargets if target is dead. Special effect: 1A = Does 1000 damage (1000 Needles) 143: Aero Hits all enemies MP cost: 41 Attack power: 125 Wind-elemental Hit Rate: 150 Retargets if target is dead. 142: Aqua Breath Hits all enemies MP cost: 22 Attack power: 71 Wind/Water-elemental Hit Rate: 150 Retargets if target is dead. 156: Bad Breath Hits one enemy MP cost: 32 Causes Darkness, Poison, Imp, Silence, Muddle, Sleep Hit Rate: 100 Retargets if target is dead. 155: Dischord Hits one enemy MP cost: 68 Halves level of target Hit Rate: 100 (Will miss targets invulnerable to instant death) Retargets if target is dead. Special effect: 1F = Halves level of target, rounding up (Dischord) 139: Doom Hits one enemy MP cost: 20 Causes Doom Unblockable (Will miss targets invulnerable to instant death) 154: Force Field Hits everyone, both sides MP cost: 24 Nulls damage done by a random element Unblockable Special effect: 31 = Nulls damage done by a random element (Force Field) 161: Grand Delta Hits all enemies, both sides MP cost: 64 Attack power: 84 Unblockable Ignores defense 150: Lv. 3 Confuse Hits all enemies, both sides MP cost: 28 Causes Confuse Hits those with a level that is a multiple of 3 149: Lv. 4 Flare Hits all enemies, both sides MP cost: 42 Attack power: 66 Hits those with a level that is a multiple of 4 Ignores defense, no split damage. 148: Lv. 5 Death Hits all enemies, both sides MP cost: 22 Causes instant death Hits those with a level that is a multiple of 5 (Will miss targets invulnerable to instant death) 152: Lv. ? Holy Hits all enemies, both sides MP cost: 50 Attack power: 120 Pearl-elemental Hits those with a level that is a multiple of the last digit of your GP/Gil total Special effect: 1D = Hits those with a level that is a multiple of the last digit of your GP/Gil total (Lv. ? Holy) 160: Quasar Hits all enemies, both sides MP cost: 50 Attack power: 57 Unblockable Ignores defense 151: Reflect ??? Hits all enemies, both sides Causes Darkness, Silence, Slow Hits those with Reflect status Special effect: 1C = Causes spell to only target those with Reflect status (Reflect ???) 146: Revenge Blast Hits one enemy MP cost: 31 Does Maximum HP of caster minus Current HP of caster as damage Unblockable Ignores defense, no split damage, retargets if target is dead. Special effect: 3D = Do Maximum HP of caster minus Current HP of caster as damage (Revenge Blast) 158: Rippler Hits one enemy MP cost: 66 Switches statuses of caster and target <-----NOTE-----> Due to a bug, Rippler switches all statuses in bytes 1-4 (Darkness to Float) instead of just those listed in its stats. If you're curious, here are the statuses that Rippler has listed: Darkness, Zombie, Poison, Invisible, Imp, Doom, Image, Silence, Berserk, Confuse, Sap, Sleep, Regen, Slow, Haste, Stop, Shell, Protect, Reflect, Reraise, Float. Others (Rage, Trance, Dance, etc.) can be traded but only because of the bug. This isn't all bad, if you want more than one morphed character or want Strago to Dance.... <-----NOTE-----> Hit Rate: 111 (Will miss targets immune to Imp) Retargets if target is dead. Special effect: 21 = Switches statuses of caster and target (Rippler) 140: Roulette Hits a random target (cursor starts on enemy) <-----NOTE-----> The random target bit doesn't work outside of a menu command. Try the Ahriman Rage for example, it will hit an enemy automatically, completely ignoring the bit. Enemies use a special command (1Eh) to cast a unique version of Roulette whenever they come to the spell in their scripts. See its stats in section 3. Command Attacks. <-----NOTE-----> MP cost: 10 Causes instant death Unblockable (Will miss targets invulnerable to instant death) Retargets if target is dead. 162: Self-Destruct Hits one enemy and caster MP cost: 1 Do current HP of caster as damage Unblockable Ignores defense, retargets if target is dead, kills caster. Special effect: 19 = Hit caster and target(s), do current HP of caster as damage (Self-Destruct) 159: Stone Hits one or all enemies MP cost: 22 Attack power: 40 Causes Confuse Hit Rate: 75 Retargets if target is dead. Special effect: 22 = Do much more damage if target is same level as caster (Stone) 157: Transfusion Restorative Hits one ally MP cost: 1 Restores HP/MP, zeroes out HP/MP of and removes caster from battle Lifts Darkness, Zombie, Poison, Petrify, Doom, Critical, Silence, Berserk, Confuse, Sap, Sleep, Slow, Stop Unblockable Retargets if target is dead, kills caster. Special effect: 20 = Affects HP/MP, zeroes out HP/MP of and removes caster from battle (Transfusion) 153: Traveler Hits one enemy MP cost: Minutes played / 30 for characters, 1 for monsters Does Steps / 32 as damage Unblockable Ignores defense. Special effect: 1E = Does Steps / Attack power as damage, minutes played / 30 for MP cost to characters (Traveler) 141: Tsunami Hits all enemies, both sides MP cost: 30 Attack power: 50 Water-elemental Hit Rate: 150 No split damage, retargets if target is dead. 147: White Wind Restorative (Inverts damage if target is undead) Hits all allies, both sides MP cost: 45 Uses current HP of caster to heal HP Unblockable Ignores defense, no split damage. Special effect: 1B = Uses current HP of caster to affect target's HP (White Wind) ----------------------------------------------------------------------------- 14. Enemy Spells ----------------------------------------------------------------------------- 195: 50 Gs Magical attack Hits all enemies, both sides MP cost: 20 Lifts Float Unblockable Vulnerable to Runic 187: Absolute Zero Magical attack Hits all enemies MP cost: 20 Attack power: 110 Ice-elemental Hit Rate: 140 Retargets if target is dead. 169: Acid Rain Magical attack Hits all enemies MP cost: 20 Attack power: 25 Poison/Water-elemental, causes Sap Hit Rate: 100 No split damage, retargets if target is dead. 180: Atomic Rays Magical attack Hits all enemies MP cost: 20 Attack power: 80 Fire-elemental Hit Rate: 150 Vulnerable to Runic, retargets if target is dead. 193: Barrier Change Magical attack Hits caster Changes elemental properties of caster at random to one element absorbed, six nulled, one weakness. Unblockable Special effect: 26 = Changes elemental properties of caster to include one absorb, six null, one weakness (Barrier Change) 177: Blaster Magical attack Hits one or all enemies MP cost: 20 Causes instant death Hit Rate: 70 (Will miss targets invulnerable to instant death) Vulnerable to Runic, retargets if target is dead. 228: Blaze Magical attack Hits one or all enemies MP cost: 20 Attack power: 68 Fire-elemental Hit Rate: 120 Retargets if target is dead. 216: Bomblet <-----NOTE-----> Flame Eater summons minions with the F5 commmand. Bomblet itself actually doesn't do anything. Therefore, knowing the few stats it has is pointless. <-----NOTE-----> 220: Cloudy Heaven Magical attack Hits all enemies, both sides MP cost: 20 Makes target gain Zombie instead of KO at death Causes Doom Unblockable (Will miss targets invulnerable to instant death) Retargets if target is dead. Special effect: 37 = Makes target gain Zombie instead of KO at death (Cloudy Heaven) 166: Crypt Dust Magical attack Hits one dead enemy MP cost: 20 Causes Zombie Unblockable 178: Cyclonic Magical attack Hits all enemies MP cost: 20 Lowers target's HP to 1/16 of current total Causes Critical Hit Rate: 75 (Will miss targets invulnerable to instant death) No split damage, retargets if target is dead. 236: Dancing Flame Magical attack Hits one enemy MP cost: 20 Attack power: 50 Fire-elemental Unblockable Vulnerable to Runic, retargets if target is dead. 175: Delta Attack Magical attack Hits one enemy MP cost: 20 Causes Petrify Unblockable Retargets if target is dead. 211: Diabolic Whistle Magical attack Hits all enemies, both sides MP cost: 20 Causes one of the following in each target: Darkness, Poison, Imp, Doom, Berserk, Confuse, Sap, Slow Hit Rate: 120 Special effect: 3B = Randomly cause only one of the checked status (Diabolic Whistle) 182: Diffractive Laser Magical attack Hits all enemies MP cost: 20 Attack power: 62 Lightning-elemental Hit Rate: 150 Vulnerable to Runic, retargets if target is dead. 214: Disaster Magical attack Hits one or all enemies MP cost: 20 Causes Darkness, Imp, Doom, Silence, Confuse, Float Hit Rate: 62 Vulnerable to Runic, retargets if target is dead. 219: Release <-----NOTE-----> All this does is lift the Grab status from the caster's seized victim. The rest of the stats are irrelevant since the spell doesn't even need a target. <-----NOTE-----> Special effect: 44 = Lifts Grab from caster's victim. (Release) 226: Dread Gaze Magical attack Hits one enemy MP cost: 20 Causes Petrify Hit Rate: 75 Retargets if target is dead. 206: Entice Magical attack Hits one enemy Causes Entice Hit Rate: 80 Retargets if target is dead. Special effect: 34 = Causes Entice, a special ailment that acts like Confuse but can only be cured when either the original caster or the victim dies (Entice) 176: Entwine Magical attack Hits all enemies MP cost: 20 Causes Slow Unblockable Retargets if target is dead. 194: Flee Magical attack Hits caster Causes caster to run away Causes "Hide" Unblockable Special effect: 27 = Causes caster to run away (Flee) 179: Fireball Magical attack Hits all enemies MP cost: 20 Attack power: 50 Fire-elemental Hit Rate: 150 Retargets if target is dead. 198: Flare Star Magical attack Hits all enemies MP cost: 20 Does lowest targets' level * 80 as damage Fire-elemental Unblockable Ignores defense, no split damage, retargets if target is dead. Special effect: 2A = Lowest target's level * spell Attack power determines total damage (Flare Star) 190: Flash Rain Magical attack Hits all enemies MP cost: 20 Attack power: 60 Ice/Water-elemental Hit Rate: 140 Retargets if target is dead. 222: Forsaken Magical attack Hits all enemies, both sides MP cost: 20 Attack power: 220 Unblockable Retargets if target is dead. 207: Freezing Dust Magical attack Hits one enemy MP cost: 20 Causes Freeze Unblockable Retargets if target is dead. 218: Fury Magical attack Hits one enemy Possesses the target; caster becomes inoperable, and if caster is an enemy, disappears until target is killed Unblockable Retargets if target is dead. Special effect: 3A = Caster possesses the victim until the latter dies (Fury) 230: Gale Cut Magical attack Hits all enemies, both sides Attack power: 15 Wind-elemental Unblockable Retargets if target is dead. 185: Gigavolt Magical attack Hits one or all enemies MP cost: 20 Attack power: 110 Lightning-elemental Hit Rate: 130 Vulnerable to Runic, retargets if target is dead. 212: Gravity Bomb Magical attack Hits one enemy MP cost: 20 Lowers target's HP to half of current total Hit Rate: 100 (Will miss targets invulnerable to instant death) Randomizes target, retargets if target is dead, Stamina involved in defense equation. 232: Hailstone Magical attack Hits one enemy MP cost: 20 Lowers target's HP to 1/4 of current total Unblockable (Will miss if target is invulnerable to instant death) Retargets if target is dead. 192: Heartless Angel Magical attack Hits all enemies, both sides MP cost: 20 Drops all target's HP to 1 Unblockable Retargets if target is dead. Special effect: 40 = Sets target's HP to 1 (Heartless Angel) 234: Humbaba Breath Magical attack Hits one enemy Removes target from battle; treated the same as if they ran away. Causes "Hide" Unblockable Retargets if target is dead. Special effect: 33 = Removes character from current party if target is a character (Humbaba Breath) 209: Hyperdrive Magical attack Hits one enemy Attack power: 118 Causes Sap Unblockable Ignores defense, vulnerable to Runic, retargets if target is dead. 163: Imp Song Magical attack Hits all enemies MP cost: 20 Toggles Imp (it can cause or lift the status) Hit Rate: 100 Retargets if target is dead. 213: Inhale Magical attack Hits one enemy Removes target from battle; treated the same as if they ran away. Unblockable Randomizes target, retargets if target is dead. Special effect: 39 = Takes character/enemy out of battle, if all characters are hit, transports the party to Zone Eater's Belly. Victims treated as if they ran away (Inhale) 237: Landslide Magical attack Hits all enemies, both sides MP cost: 20 Attack power: 75 Earth-elemental Unblockable (Will miss floating targets) Retargets if target is dead. Special effect: 25 = Spell can't hit anything with Float status (Many attacks and Earth -elementals) 205: Launcher Magical attack Hits 8 times against random enemies, both sides MP cost: 20 Lowers target's HP to half of current total every hit; damage is finally dealt at spell's end. Hit Rate: 100 (Will miss if target is invulnerable to instant death) Randomizes target, ignores defense, no split damage, retargets if target is dead. Special effect: 2C = Spell hits 8 times, total damage dealt at spell's end (Launcher) 189: Leech Magical attack (Inverts damage if target is undead) Hits one enemy Drains HP MP cost: 20 Attack power: 40 Hit Rate: 100 Retargets if target is dead. 235: Lifeshaver Magical attack (Inverts damage if target is undead) Hits one enemy Drains HP MP cost: 20 Attack power: 84 Earth-elemental Unblockable Retargets if target is dead. 168: Lullaby Magical attack Hits all enemies MP cost: 20 Causes Sleep Hit Rate: 90 Retargets if target is dead. 191: Magitek Barrier Magical attack Hits one ally MP cost: 20 Causes Protect and Reflect Unblockable Reflectable, retargets if target is dead. 181: Magitek Laser Magical attack Hits one enemy MP cost: 20 Attack power: 20 Lightning-elemental Hit Rate: 150 Vulnerable to Runic, retargets if target is dead. 188: Magnitude 8 Magical attack Hits all enemies MP cost: 20 Attack power: 100 Earth-elemental Hit Rate: 130 (Will not hit Floating targets) Retargets if target is dead. Special effect: 25 = Spell can't hit anything with float status (Many attacks and Earth -elementals) 184: Megavolt Magical attack Hits one or all enemies MP cost: 20 Attack power: 20 Lightning-elemental Hit Rate: 150 Vulnerable to Runic, retargets if target is dead. 171: Mega Berserk Magical attack Hits all enemies, both sides MP cost: 20 Causes Berserk Unblockable Vulnerable to Runic, retargets if target is dead. 215: Metal Cutter Magical attack Hits one or all enemies MP cost: 20 Attack power: 120 Hit Rate: 120 Retargets if target is dead. 223: Meteor <-----NOTE-----> Yes, it is named exactly the same as the attack Magic spell. <-----NOTE-----> Magical attack Hits all enemies MP cost: 20 Attack power: 60 Hit Rate: 80 Ignores defense, no split damage, retargets if target is dead. 196: Mind Blast Magical attack <-----NOTE-----> This won't usually remove Invisible because the special effect resets status to set/clear before determining what to inflict. <-----NOTE-----> Hits all enemies, both sides MP cost: 20 Causes some of the following in each target: Darkness, Zombie, Poison, Imp, Petrify, Doom, Silence, Berserk, Confuse, Sap, Sleep, Slow, Stop Hit Rate: 110 Special effect: 28 = Hits with random checked status (Mind Blast) 221: Missile Magical attack Hits one enemy MP cost: 20 Lowers target's HP to 3/4 of current total Causes Sap Hit Rate: 126 (Will miss if target is invulnerable to instant death) Retargets if target is dead. 197: Northern Cross Magical attack Hits all enemies, both sides MP cost: 20 Causes Freeze Hit Rate: 90 (Randomly misses completely, even against Invisible targets) Vulnerable to Runic, retargets if target is dead. Special effect: 29 = Randomly misses target completely, even against Invisible targets (Northern Cross) 173: Net Magical attack Hits one enemy MP cost: 20 Causes Stop Hit Rate: 100 Retargets if target is dead. 199: Overture Magical attack Hits one enemy MP cost: 20 Makes target take physical blows for caster Unblockable Retargets if target is dead. Special effect: 2D = Makes target take physical blows for caster (Overture) 225: Poltergeist Magical attack Hits all enemies MP cost: 20 Causes HP Leak Unblockable Retargets if target is dead. Special effect: 3E = Causes uncurable HP drain (Phantasm) 201: Reverse Polarity Magical attack Hits all enemies, both sides MP cost: 20 Toggles Row position of all targets Unblockable Retargets if target is dead. Special effect: 2B = Toggles Row position of target(s) (R.Polarity) 172: Silence Hits all enemies MP cost: 20 Causes Silence Hit Rate: 90 Retargets if target is dead. 204: Southern Cross Magical attack Hits all enemies MP cost: 20 Attack power: 120 Fire-elemental Hit Rate: 120 No split damage, retargets if target is dead. 233: Saintly Beam Magical attack Hits all enemies, both sides MP cost: 20 Attack power: 28 Pearl-elemental Unblockable No split damage, vulnerable to Runic, retargets if target is dead. 167: Scintillation Magical attack Hits all enemies MP cost: 20 Causes Darkness Hit Rate: 80 Retargets if target is dead. 200: Grab Magical attack Hits one enemy Causes Seize, lifts Slow Unblockable Special effect: 2E = Paralyze and drain HP from target [Cause Grab] (Grab) 231: Shamshir Magical attack Hits one enemy MP cost: 20 Lowers target's HP to half of current total Unblockable (Will miss targets invulnerable to instant death) Vulnerable to Runic, retargets if target is dead. 227: Shockwave Magical attack Hits one enemy MP cost: 20 Attack power: 25 Hit Rate: 120 Retargets if target is dead. 186: Snowstorm Magical attack Hits all enemies MP cost: 20 Attack power: 25 Ice-elemental Hit Rate: 140 Retargets if target is dead. 203: Snort Magical attack Hits one or all enemies Removes target from battle; treated the same as if they ran away. Causes "Hide" Unblockable Retargets if target is dead. Special effect: 38 = Banish target from battle (Snort) 229: Soul Extraction Magical attack Hits one enemy MP cost: 20 Causes Zombie Unblockable Retargets if target is dead. 174: Sticky Goo Magical attack Hits one enemy MP cost: 20 Causes Slow Hit Rate: 100 Retargets if target is dead. 202: Targeting Magical attack Hits one enemy Unblockable Retargets if target is dead. Special effect: 2F = Victim can now be chosen by attacks by using aiming method 4D; effect wears off after said aiming method is employed once (Targeting) 208: Tentacle Physical attack Hits one or all enemies Attack power: 146 Unblockable Retargets if target is dead. 210: Trine Magical attack Hits all enemies, both sides Causes Darkness and Silence Unblockable Retargets if target is dead. 224: Vengeance Magical attack Hits all enemies Lifts Invisible, Image, Regen, Haste, Protect, Shell, Reflect, Reraise, Float Unblockable Retargets if target is dead. 165: Venomist Magical attack Hits all enemies MP cost: 20 Attack power: 20 Poison-elemental, causes Poison Hit Rate: 80 Retargets if target is dead. 183: Wave Cannon Magical attack Hits all enemies MP cost: 20 Attack power: 110 Lightning-elemental Hit Rate: 150 Retargets if target is dead. ----------------------------------------------------------------------------- 15. Critical attacks ----------------------------------------------------------------------------- 241: Mirage Dive Hits one enemy Attack power: 139 Unblockable Ignores defense, only hits monsters, aborts on characters, retargets if target is dead. 250: Moogle Rush Hits one enemy Attack power: 150 Unblockable Ignores defense, only hits monsters, aborts on characters, retargets if target is dead. 251: Punishing Meteor Hits one enemy Attack power: 146 Unblockable Ignores defense, only hits monsters, aborts on characters, retargets if target is dead. 249: Red Card Hits one enemy Attack power: 147 Unblockable Ignores defense, only hits monsters, aborts on characters, retargets if target is dead. 240: Riot Blade Hits one enemy Attack power: 142 Unblockable Ignores defense, only hits monsters, aborts on characters, retargets if target is dead. 244: Royal Shock Hits one enemy Attack power: 143 Unblockable Ignores defense, only hits monsters, aborts on characters, retargets if target is dead. 247: Sabre Soul Hits one enemy Causes instant death Unblockable (Will miss targets invulnerable to instant death) Only hits monsters, aborts on characters, retargets if target is dead. 243: Shadow Fang Hits one enemy Attack power: 140 Causes Sap Unblockable Ignores defense, only hits monsters, aborts on characters, retargets if target is dead. 246: Spinning Edge Hits one enemy Attack power: 143 Unblockable Ignores defense, only hits monsters, aborts on characters, retargets if target is dead. 248: Star Prism Hits one enemy Causes instant death Unblockable (Will miss targets invulnerable to instant death) Only hits monsters, aborts on characters, retargets if target is dead. 245: Tiger Break Hits one enemy Attack power: 140 Unblockable Ignores defense, only hits monsters, aborts on characters, retargets if target is dead. 242: Tsubame Gaeshi Hits one enemy Attack power: 140 Unblockable Ignores defense, only hits monsters, aborts on characters, retargets if target is dead. ----------------------------------------------------------------------------- 16. Interceptor ----------------------------------------------------------------------------- 252: Takedown Hits one enemy Attack power: 55 Unblockable (Will not hit Floating targets) Ignores defense, only hits monsters, aborts on characters, retargets if target is dead. Special effect: 25 = Spell can't hit anything with float status (Many attacks and Earth -elementals) 253: Wild Fang Hits one enemy Attack power: 66 Unblockable (Will not hit Floating targets) Ignores defense, only hits monsters, aborts on characters, retargets if target is dead. Special effect: 25 = Spell can't hit anything with float status (Many attacks and Earth -elementals) ----------------------------------------------------------------------------- 17. Miscellaneous ----------------------------------------------------------------------------- Death (Doom status) <-----NOTE-----> This is exactly the same as enemy Roulette, but instead of simply referencing that spell, I decided to list this on its own to get rid of implied properties. <-----NOTE-----> Magical attack (ignores Invisible ala Item) Hits Doom target when timer reaches 0 Causes instant death Unblockable (Will miss targets invulnerable to instant death) Special effect: 35 = Restores undead target's HP to full (Death, enemy Roulette, Death (Doom status)) 81: Flame Scroll Magical attack Hits all enemies, both sides Attack power: 100 Fire-elemental Unblockable Invisible Scroll Physical attack Hits caster Causes Invisible Unblockable Retargets if target is dead (?). 83: Lightning Scroll Magical attack Hits all enemies, both sides Attack power: 100 Lightning-elemental Unblockable Shadow Scroll Physical attack Hits caster Causes Image Unblockable Retargets if target is dead (?). 84: Snowstorm Magical attack Hits all enemies, both sides Attack power: 100 Ice-elemental Unblockable Randomizes target, retargets if target is dead. Tapir (called during Sleep status) Physical attack (ignores Invisible) Hits a person whose time in Sleep status has run out Lifts Sleep Unblockable Umaro's tackle Physical attack Hits one enemy Attack power: 198 <-----NOTE-----> This is actually dependent on Umaro's Attack power stat. However, since Umaro cannot equip another weapon, I went ahead and listed Umaro's Attack power with the Bone Club so you wouldn't have to go look it up. <-----NOTE-----> Unblockable Ignores defense, retargets if target is dead. Umaro's throw Physical attack Hits one random enemy (uses an ally as a weapon) Attack power: Variable, no less than 198 <-----NOTE-----> Specifically, (projectile left hand) + (projectile right hand) + 198 The 198 again comes from Umaro's Attack power. <-----NOTE-----> Unblockable Ignores defense, retargets if target is dead. Special effect: If Mog is thrown, increase damage <-----NOTE-----> Due to ignore defense, the damage multiplier this effect employs is also ignored, rendering it useless. It would have been 3X damage. <-----NOTE-----> 82: Water Scroll Magical attack Hits all enemies, both sides Attack power: 100 Water-elemental Unblockable ----------------------------------------------------------------------------- 18. Dummy Spells ----------------------------------------------------------------------------- 170: Confusion Hits all enemies MP cost: 20 Causes Confuse Hit Rate: 68 Retargets if target is dead. 217: Digestive Fluid Magical attack Hits one or all enemies MP cost: 20 Attack power: 30 Hit Rate: 120 Retargets if target is dead. 164: Vanish Hits caster MP cost: 20 Causes Darkness, Poison, Imp, Doom, Silence, Confuse, Sap, Sleep, and Stop Unblockable Special effect: 45 = No effect (Vanish) ----------------------------------------------------------------------------- 19. Status ----------------------------------------------------------------------------- NOTE - This just details the attack properties. For the actual algorithms, see Terii's Algorithms doc (either at GameFAQs or at his site: http://www.rpglegion.com/). HP Leak (Phantasm) Causes damage occasionally to afflicted Unblockable Ignores defense, no split damage, retargets if target is dead. Poison Causes damage occasionally to afflicted, multiplies damage on subsequent occasions by 1, up to 8X damage. Poison-elemental Unblockable Ignores defense, no split damage, retargets if target is dead. Regen Restorative (Inverts damage if target is undead) Restores HP occasionally to afflicted Unblockable Ignores defense, no split damage, retargets if target is dead. Sap Causes damage occasionally to afflicted Unblockable Ignores defense, no split damage, retargets if target is dead. ----------------------------------------------------------------------------- 20. Differences between FF6 Advance and the previous versions ----------------------------------------------------------------------------- A quick lookup for those curious about how attacks differ from FF3us and such. Keep in mind that some difference explanations contain slight spoilers for late-game monster abilities. ----- Magics ----- Banish - Can no longer be absorbed by Runic. This is to prevent a disappearance bug from popping up with Bit and Gold Dragon (second form). Imp - Can no longer be absorbed by Runic. This prevents a monster sprite bug from occurring with Gold Dragon (second form) and solves the same bug with Bit from prior releases. Raise - Cannot heal "Hide" status. May have to do with the monster disappearance bugfix for what's commonly known as Reraise/X-Zone (Reraise/ Banish), but I'm not certain.* Arise - Cannot heal "Hide" status. May have to do with the monster disappearance bugfix for what's commonly known as Reraise/X-Zone (Reraise/ Banish), but I'm not certain.* New additions - Flood, Gravija, and Valor * Reraise/X-Zone simply refers to the fact that enemies hit with X-Zone/Banish in other releases lose their sprite entirely. If these beasts are revived, there's nothing for the cursor to point at anymore, making manual targeting impossible. However, solving the bug means enemies hit with Banish are unrevivable, and at least one other bug has crept up as a result of this fix (Curlax will get stuck casting Arise constantly if Laragorn falls to Banish). ----- Espers ----- New additions - Leviathan (Tidal Wave), Cactuar (1000 Needles and 10,000 Needles?), Diabolos (Dark Messenger), and Gilgamesh (Excalibur, Excalipoor, Masamune, Enkidu) ----------------------------------------------------------------------------- 21. Credits ----------------------------------------------------------------------------- Djibriel - Informing me of the Gil Toss/Valor bug. Meeplelard - Suggestions and such. For past contributions to the FF3us Attack guide, see... well, it. It's at my site, which you can find four lines down. ----------------------------------------------------------------------------- Copyright ©2002 thru 2007 Master ZED The Unoriginal White Sheet: http://masterzed.cavesofnarshe.com/ Final Fantasy 6 Advance and its previous versions copyright ©1994-2007 Squaresoft. I'm not responsible should anything stated in this FAQ/guide do anything. I'm not responsible should anything stated in this FAQ/guide do nothing. I'm not responsible for whatever you or anyone else do with this FAQ/guide or the contents within it. I'm not responsible for whatever you or anyone else don't do with this FAQ /guide or the contents within it. The only places you should find this guide are GameFAQs and ZED's Unoriginal White Sheet. All rights reserved. -----------------------------------------------------------------------------