THE FF7 PARTY MECHANICS v1.00
======================= =====

by Terence Fergusson <tf_faq@dsl.pipex.com>

Final Fantasy 7 Copyright 1997, 1998 Square Co., Ltd.  Final Fantasy and
Squaresoft are registered trademarks of Square Co., Ltd.

This document is entirely my work, and was written and is owned by me,
Terence Fergusson.  All copyrights and trademarks are acknowledged where not
specifically mentioned.  If you wish to reproduce this document AS IS, you
may do so without having to ask my permission, providing that the entire
document including this copyright notice is left intact, preferably in ASCII
text format, and is done so for non-profit purposes.  I do, however, reserve
the right to revoke permission and ask for it to be taken down should I feel
it necessary.

-----------------------------------------------------------------------------
VERSION HISTORY
---------------

v1.00 : 09/05/05 : Original Release


Since two years have passed since the release (and only public update) of the
Battle Mechanics Guide, expect to see some differences in terms and what
things mean.  An update to the Battle Mechanics Guide correcting such will
hopefully follow in the next few months.

I apologise for the layout for some of the tables and associated data, but
some things are very difficult to both explain adequately and present in a
concise and understandable manner.  If you have questions about any aspect
of this guide, please direct them to the FF7 GameFAQs Message Boards.


-----------------------------------------------------------------------------
COMPONENT GUIDES
----------------

The FF7 Game Mechanics Guides are split into three files.  This guide, the
second in the series, will detail how the basic battle formulas apply to
Cloud's party, covering limit breaks, materia and items.  The other two
are:

  The FF7 Battle Mechanics (REQUIRES UPDATE):
    Covers the battle mechanics as a whole, and is required reading for
  understanding this current guide.

  The FF7 Enemy Mechanics:
    A list of enemies focusing on their attacks and attributes, and how the
  damage from those attacks are factored into the battle mechanics formulas.


The FF7 Battle Mechanics is the main one to start with, since it will define
many terms that will be used in both Party and Enemy Mechanics.

Note that this guide is based on the PC version.  While most alleged
gameplay differences between the PC and PSX versions have been proven false,
more may exist.

-----------------------------------------------------------------------------
CONTENTS
--------

1.  Levels
1.1   Starting Levels
1.2   Required Experience
1.3   Earning Experience
1.4   Level Up!
1.5   Level Up! Summary
2.  Materia
2.1   Magic Materia
2.2   Summon Materia
2.3   Command Materia
2.4   Support Materia
2.5   Independent Materia
2.6   Magic Spells
2.7   Summons
2.8   Enemy Skills
2.9   Command Abilities
3.  Limit Breaks
3.1   Earning Limits
3.2   The Limit Bar
3.3   Limit Damage Data
3.3.1   Cloud's Limit Breaks
3.3.2   Barret's Limit Breaks
3.3.3   Tifa's Limit Breaks
3.3.4   Aeris' Limit Breaks
3.3.5   Red XIII's Limit Breaks
3.3.6   Yuffie's Limit Breaks
3.3.7   Cait Sith's Limit Breaks
3.3.8   Vincent's Limit Breaks
3.3.9   Cid's Limit Breaks
4.  Equipment
4.1   Weapons
4.1.1   Cloud's Weapons
4.1.2   Barret's Weapons
4.1.3   Tifa's Weapons
4.1.4   Aeris' Weapons
4.1.5   Red XIII's Weapons
4.1.6   Yuffie's Weapons
4.1.7   Cait Sith's Weapons
4.1.8   Vincent's Weapons
4.1.9   Cid's Weapons
4.1.10  Sephiroth's Weapons
4.2   Armour
4.3   Accessories
5.  Battle Items

A-1.  Maximal HP/MP Level Up Paths

-----------------------------------------------------------------------------
1. LEVELS
---------

---  ---------------
1.1  Starting Levels
---  ---------------
Each character has the following starting stats:

              Lvl   HP  MP Str Vit Mag Spr Dex Lck     XP
Cloud           6  314  54  20  16  19  17   6  14    610
Barret          1  222  15  15  13  11   9   5  13     10
Tifa            1  219  16  11  11  11  10   7  14      8
Aeris           1  177  23  10  11  13  14   5  14      0
Red XIII        1  221  17  10  12  11  10  10  14     12
Yuffie          1  100   5   1   1   1   1   1   1      0
Cait Sith       1  224  18  10  11  13  11   5  15     14
Vincent         1  178  18   9  10  11  11   5  14     16
Cid             1  223  15  12  12  11  10   6  14     18
Young Cloud     1  140   4  12   6  12  11  10   5     12
Sephiroth      50 3840 460  85  65  72  68  70  46 320438


Starting stats aren't as important as they seem, as we'll see in the upcoming
sections.  Look at Yuffie, for example, who has the lowest starting stats
without question.  She joins at L17 minimum though, and by that time, her
stats will have normalised; level growth is much more important than starting
stats.  But we will cover that more later.

As you may have noticed, almost all characters begin the game at L1.  This is
their base level.  However, when you are given the chance to rename them,
they are automatically given a certain amount of XP to bring them up to
around the party's level.  The formula used for each character is thus:

Cl = Cloud's Level            Br = Barret's Level
Tf = Tifa's Level             Ae = Aeris' Level
Rd = Red XIII's Level         Yu = Yuffie's Level
Ca = Cait Sith's Level        Vi = Vincent's Level
Ci = Cid's Level              YC = Young Cloud's Level
Se = Sephiroth's Level

Av = Average Party Level (rounded down, only counts characters
                           who have already joined you)

Barret:    Gains BrXP(Av - 1) XP
Tifa:      Gains TfXP(Av - 2) XP
Aeris:     Gains AeXP(Av - 3) XP
Red XIII:  Gains RdXP(Av + 2) XP
Yuffie:    Gains YuXP(Mystery Ninja's Level) XP
Cait Sith: Gains CaXP(Av) XP
Vincent:   Gains ViXP(Av + 3) XP
Cid:       Gains CiXP(Av + 3) XP

NOTE: The functions BrXP, TfXP, AeXP and so on will be defined in the next
subsection.  For now, they are just defined as the total XP required for the
requisite character to reach the indicated level.  Example: YuXP(17) would
be the total amount of XP required for Yuffie to reach L17.

NOTE: The maximum a character may be auto-levelled to is 98.

BUG: When you first start the game, Cloud is listed as requiring 645 Total XP
to achieve L7.  This is a bug with the XPTNL count at the start of the game;
it will correct itself after the first battle.


---  -------------------
1.2  Required Experience
---  -------------------
The Total XP required for each level is generated via both an iterative
formula and a single lookup table.  For simplicity though, I have created a
second lookup table that will be used in this formula.

The first lookup table, Q(<char>,<level>) below, denotes the modifier for the
quadratic function.  Example: Q(Yu,25) = 74

Level     Cl    Br    Tf    Ae    Re    Yu    Ca    Vi    Ci       YC    Se
 2-11     68    70    68    67    68    69    69    70    69      130    68
12-21     71    73    71    70    71    72    72    72    72      140    71
22-31     73    75    73    72    74    75    75    75    75      140    73
32-41     74    76    74    74    75    75    75    76    75      110    74
42-51     74    77    75    74    75    76    75    76    76       90    74
52-61     74    77    75    75    75    76    76    76    76       70    74
62-81     75    77    75    76    76    77    76    76    77       48    75
82-99     77    77    76    78    76    77    76    76    77       27    77


The second lookup table, S(<number>,<level>), uses the quadratic modifier to
get a starting value.  Example: S(7.4,25) = 24493

Level   68  69   70   71    72    73     74     75      76      77      78 
 2-11    6   6    7    -     -     -      -      -       -       -       -
12-21    -   - 3542 3588  3639  3689      -      -       -       -       -
22-31    -   -    -    - 23831 24161  24493  24827       -       -       -
32-41    -   -    -    -     -     -  77066  78112   79149       -       -
42-51    -   -    -    -     -     - 176259 178647  181023  183403       -
52-61    -   -    -    -     -     - 336872 341432  345977  350527       -
62-71    -   -    -    -     -     -      - 581467  589211  596961       -
72-81    -   -    -    -     -     -      - 913752  925925  938105       -
82-91    -   -    -    -     -     -      -      - 1371319 1389359 1407407
92-99    -   -    -    -     -     -      -      - 1940593 1966123 1991662

(Young Cloud's experience points cannot be calculated using this second
lookup table.  Please refer to the second formula that only uses the first
lookup table if you're interested in them)


In addition, here's the final level requirement for L99 for the four relevant
mods - in case that's all you're interested in:

  Mod 76:    2,420,933 XP  (Cloud, Barret, Yuffie, Cid, Sephiroth)
  Mod 77:    2,452,783 XP  (Tifa, Red XIII, Cait Sith, Vincent)
  Mod 78:    2,484,643 XP  (Aeris)
  Mod 27:      860,038 XP  (Young Cloud)



From all this, the Total XP Required to get to any single level can be worked
out.

First, we define the following:
  Chr = Character who's XP progression we will be using
  Lvl = The Level we want to work out the Total XP for
  XLv = [(Lvl - 2) / 10] * 10 + 2    (Example: if Lvl = 18, XLv = 12) 
  SLv = Lvl - XLv                    (Example: if Lvl = 18, SLv =  6)

Then:
  Mod   = Q(Chr,Lvl)
  Start = S(Mod,Lvl)

Start is the total XP required for Chr to reach XLv.  We have to use this
recursively to reach the level we want.  To do this, we must define a
For-Next loop to do this:

XP = Start
If (SLv > 0) then
  For I = 0 to SLv-1
    XP = XP + [Mod * ((XLv + I) ^ 2) / 10]
  Next I
End If


When that loop has finished, XP will hold the total XP required for Chr to
reach the level: Lvl.  We define XP for this as: ChrXP(Lvl).  (For example,
BrXP(35) would be the total XP required for Barret to reach L35)

It is unfortunate that this formula has to be defined this way, but this is
due to the [] function in the middle of the loop.  It is hoped that the above
has been made as easy to understand as possible, but there was no way to
avoid the use of pseudocode at this juncture.

A demonstration of the code at work now follows, in the hopes that it will
make things clearer.


Let us see how much XP Vincent requires to reach L85.  That means that:
  Chr = Vi
  Lvl = 85
  XLv = [(85 - 2) / 10] * 10 + 2
      = 82
  SLv = 85 - 82
      = 3

From there, we get:
  Mod   = Q(Vi,85)
        = 76
  Start = S(7.6,85)
        = 1371319

Since SLv > 0, we must go through the loop.

XP = 1371319
For I = 0 to 2
  XP = XP + [76 * ((82 + I) ^ 2) / 10]
Next I

Therefore:
  XP = XP + [76 * 82^2 / 10] + [76 * 83^2 / 10] + [76 * 84^2 / 10]
     = 1371319 + 51102 + 52356 + 53625
     = 1528402

Having finished, we finally learn that Vincent requires 1,528,402 XP in total
to achieve L85.  Thus:
  ViXP(85) = 1528402


 ---

As explained earlier, the second lookup table - S(,) - is not needed at all.
To calculate the total experience required at a certain level, we need only
use the first lookup table.  The formula and pseudocode is as follows:

  Chr = Character who's XP progression we will be using
  Lvl = The Level we want to work out the Total XP for

  Mod = Q(Chr,Lvl)
  XP  = 0
  For I = 1 to Lvl-1
    XP = XP + [Mod * (I ^ 2) / 10]
  Next I

Once the loop is finished, XP is the total experience required for Chr to
reach Lvl.

As you can see, this second method is slightly slower since we must begin
from 1 everytime we wish to work out the total XP required.  However, it is
more true to the way FF7 works.


The experience required to reach Lvl from Lvl-1 is just:
  XPTNL = [Mod * ((Lvl-1) ^ 2) / 10]

Note that the above formula only works when Lvl is not 12, 22, 32, etc.
This is because for many characters, the Mod changes at these levels, often
requiring more XP.  This is why we must begin the calculations at L1 each
time we want to find out exactly how much XP is needed for a current level.
This is also why Young Cloud will often gain several levels at once at
higher levels; his Mod drops fantastically past L31, which usually means that
the XP he has earned to get to his current level is more than enough to give
him a few more levels as well.


The table S(,) is simply the results from the above formula when Lvl = 2,
12, 22, 32, and so on.  Only the results needed for the characters are in
the table listed above, but if you wish, you can work out the value for all
the cells labelled with a '-' by hand.  It is not recommended though.


NOTE: The maximum level it is possible to attain in FF7 is 99.  Attempting to
work out the XP requirements for levels greater than 99 will return a value
of 0 XPTNL, but no level up will ever take place.  However, XP is still
accumulated and will continue to do so...

NOTE: Sephiroth and Young Cloud appear to break the rules outlined above.
Young Cloud starts with 12 XP and requires 128 extra XP to reach L2.
Sephiroth starts with 320,438 XP and requires 59562 extra XP to reach L51.
However, this is due to the fact that their XPTNL is initialised differently,
and is never corrected.  In actuality, Sephiroth and Young Cloud, if they did
gain experience, would follow the values listed under Se and YC respectively
in the first lookup table.


---  ------------------
1.3  Earning Experience
---  ------------------
Once a character is classed as a member of your party, they will gain
experience under the following circumstances:

Inside party, not flagged as Dead:   XP
Inside party, flagged as Dead:       0
Outside party:                       [XP/2]
  where XP is the total XP count of the monsters killed.


As noted, XP is not divided among the party members, so you are not penalised
on the size of your party.

On top of that, if a party member leaves your entire party such that they can
no longer be chosen in the PHS menu, then they will gain no XP until they
rejoin at a later date.  There are a number of story-related events where
this will occur, but usually they're short enough that there's no great loss.



*** WARNING: The next section has lots and lots of tables, and in a 78-char
text document, these tables are *VERY* difficult to make legible without
creating a lot of bloat.  In addition, the data most of the tables will have
isn't very intuitive, and the combined effect makes them difficult to scan
through.  My apologies in advance for this.  Analysis of some of the figures
will be present in Section 1.5 - Level Up! Summary.  If you just want to see
what kind of stats the characters will have at L99, just skip to the next
section. ***

---  ---------
1.4  Level Up!
---  ---------
When you gain a level, you earn increases to all Primary Stats as well as
extra HP and MP.  How much they increase is random, and depends on the stat,
the character and your current level.

Let's look over the Primary Stats first.  FF7 uses a group of 30 different
levels - 0 to 29 - to 'grade' the first five stats (Str, Vit, Mag, Spr and
Dex), with the lowest numbers - in general - providing the best curves.

First, let's look at how each of the characters are graded in these five
stats:

                         Str   Vit   Mag   Spr   Dex
            =================================================
                 Cloud     1     6     3     4    26
                Barret     5     2    18    14    29
                  Tifa     6    18    16     9    25
                 Aeris    23    20     0     1    28
                   Red    12    11    13     9    23
                Yuffie    16    19    11    10    24
             Cait Sith    19    22     6     4    28
               Vincent    21    22     6     4    28
                   Cid    11     7    17    15    27
            =================================================

Generally, the lower the number, the better the curve that has been assigned
to that stat.  It's easy to see, now, that Aeris has the best gains in Magic
and the worst in Str.  We can also see, for example, that Cloud is a very
well rounded character with high gains in everything.



Now let's look at the curves themselves.

Do you remember how the Level Mod changed every so many levels in the
previous section?  We will call these ranges Level Brackets, and there are
eight of them in total: L2-11, L12-21, L22-31, L32-41, L42-51, L52-61,
L62-81 and L82-99.  Which bracket you're in depends on which level you're
about to gain: going from L11 to L12 would put you in the L12-21 bracket.

The curves are defined by two numbers per bracket: a base and a gradient.
Let's go over a single example: the Base for the Rank 0 Curve for L2-11 is
12, and the Gradient is 130.  The two numbers are used in the following way:

    Baseline Stat = Base + [Gradient * Level / 100]

So, if you were about to earn L5 and were using the Rank 0 Curve, the
Baseline would be:

    12 + [130 * 5 / 100]
  = 12 + [6.5]
  = 12 + 6
  = 18


This first table will show the Gradient and Base for all 30 Curves, which is
the data necessary to work out every single curve for the first five stats.

============================================================================
       L 2-11   L12-21   L22-31   L32-41   L42-51   L52-61   L62-81   L82-99
Rank   Grd Bs   Grd Bs   Grd Bs   Grd Bs   Grd Bs   Grd Bs   Grd Bs   Grd Bs
============================================================================
  0    130 12   160  9   160  9   120 21    70 44    60 50    50 57    30 73
  1    120 13   130 12   133 11   135 11   120 17    72 43    55 53    21 80
  2    130 12   140 10   140 11   110 21    90 32    70 43    48 56    27 73
  3    130 12   120 13   135 11   120 15    85 33    70 40    53 51    32 69
  4    120 10   128  9   130  8   130  8    77 30    72 33    61 40    35 61
  5    120 12   125 12   117 14   118 14    93 23    52 49    44 55    35 62
  6    110 10   130  8   145  5   110 17   100 17    75 30    44 50    31 61
  7    120 11   135 10   130 11   110 16    85 27    70 33    60 37    35 58
  8    100 12   130  9   125 10   120 11    77 29    67 34    43 49    31 58
  9    110  9   120  8   122  8   123  8    80 26    75 29    55 42    44 48
 10    100  9   115  9   124  7   118  8   107 11    78 26    42 48    36 53
 11    110 11   120 10   115 12   102 17    91 21    37 49    40 48    40 48
 12    100  9   122  9   140  6   135  8    83 29    40 51    30 57    25 62
 13    110 10   122  9   130  7    98 16    83 22    45 43    44 45    33 54
 14    110  8   105  9   104 11   102 13    93 16    87 18    51 40    25 60
 15    115  9   127  9   121 11   108 15    86 23    68 32    41 48    24 62
 16    114 10   118  9   114 10    95 16    82 22    71 28    37 49    30 55
 17    112 10   115 10   111 10   103 13    83 21    48 39    39 45    25 57
 18    100 10   108 10   115  9   108 11    83 21    55 35    31 51    24 57
 19    100  9   111  8   112  9    87 17    53 32    45 37    39 42    34 47
 20    100 10   108  9   114  8   106 11    63 29    45 39    33 47    26 53
 21    100  8   110  7   127  4    77 20    50 31    41 36    40 37    31 46
 22    100  9   102  9   101 10    88 15    70 21    57 28    45 35    24 53
 23    100  9   100  9   107  8    85 14    77 18    60 25    30 44    24 50
 24     95  8    90  9    88 12    85 13    62 22    52 29    39 38    18 55
 25     80  7    85  7   115  1    92  8    78 13    64 20    27 42    21 46
 26     72  6    69  7    76  6    77  6    68 10    50 19    22 36    21 37
 27     70  6    53  9    63  8    70  6    69  7    58 13    28 31    20 37
 28     70  5    70  6    70  7    71  7    67  9    48 18    16 38    16 38
 29     65  5    63  6    76  4    61  9    49 14    36 20    28 24    20 30
============================================================================



And since the previous table doesn't really give a clear picture of how the
curves *LOOK*, here's a second table that will show the calculated Baseline
for key levels for all 30 Curves.

  =======================================================================
  Rank    L 2   L10   L20   L30   L40   L50   L60   L70   L80   L90   L99
  =======================================================================
    0      14    25    41    57    69    79    86    92    97   100   102
    1      15    25    38    50    65    77    86    91    97    98   100
    2      14    25    38    53    65    77    85    89    94    97    99
    3      14    25    37    51    63    75    82    88    93    97   100
    4      12    22    34    47    60    68    76    82    88    92    95
    5      14    24    37    49    61    69    80    85    90    93    96
    6      12    21    34    48    61    67    75    80    85    88    91
    7      13    23    37    50    60    69    75    79    85    89    92
    8      14    22    35    47    59    67    74    79    83    85    88
    9      11    20    32    44    57    66    74    80    86    87    91
   10      11    19    32    44    55    64    72    77    81    85    88
   11      13    22    34    46    57    66    71    76    80    84    87
   12      11    19    33    48    62    70    75    78    81    84    86
   13      12    21    33    46    55    63    70    75    80    83    86
   14      10    19    30    42    53    62    70    75    80    82    84
   15      11    20    34    47    58    66    72    76    80    83    85
   16      12    21    32    44    54    63    70    74    78    82    84
   17      12    21    33    43    54    62    67    72    76    79    81
   18      12    20    31    43    54    62    68    72    75    78    80
   19      11    19    30    42    51    58    64    69    73    77    80
   20      12    20    30    42    53    60    66    70    73    76    78
   21      10    18    29    42    50    56    60    65    69    73    76
   22      11    19    29    40    50    56    62    66    71    74    76
   23      11    19    29    40    48    56    61    65    68    71    73
   24       9    17    27    38    47    53    60    65    69    71    72
   25       8    15    24    35    44    52    58    60    63    64    66
   26       7    13    20    28    36    44    49    51    53    55    57
   27       7    13    19    26    34    41    47    50    53    55    56
   28       6    12    20    28    35    42    46    49    50    52    53
   29       6    11    18    26    33    38    41    43    46    48    49
  =======================================================================



Now that the Baseline for the next Level has been found, we must still work
out how much the current Stat may rise.  This is worked out by first
calculating the following value:

             Stat Difference = Rnd(1..8) + Baseline - Current Stat


This difference is then capped at 0 to 11 inclusive, and then the following
table is used to look up the final stat gain:

                          Difference   Stat Gain
                             0- 3          0
                             4- 6          1
                             7- 9          2
                            10-11          3


From this, we can see that you can only go a maximum of 5 points over the
Baseline before you cannot gain any more points, and if you are more than 8
points under the Baseline, you will automatically get the full 3 point gain.
Over the course of 98 levels, this makes sure that you never stray too far
from your intended average stat.

Note: Your Primary Stats are *capped* at 100; it is impossible to push them
over that.  Even if the Baseline is greater than 100 for your level, you will
still be unable to achieve more than 100 in that Stat.  Using Sources or
wearing Equipment and Accessories does *NOT* increase your Base Stats, and
thus does not affect the rate you get stat increases through gaining levels.



Luck uses the same curve system that we've just detailed, including the same
Stat Gain system.  However, instead of being ranked in the 30 level Curve
system we went over, they have their own unique levels.  We will instead list
the Baseline formulas for the Luck of each character manually.

=============================================================================
        L 2-11   L12-21   L22-31   L32-41   L42-51   L52-61   L62-81   L82-99
 Char   Grd Bs   Grd Bs   Grd Bs   Grd Bs   Grd Bs   Grd Bs   Grd Bs   Grd Bs
=============================================================================
Cloud   20  15   10  16   10  16    8  17    8  17    8  17    7  18    6  19
Barret  15  14    8  15    8  15    7  15    6  16    5  17    4  18    3  20
Tifa    20  14   10  15   10  15    9  16    9  17   10  17   10  17    6  20
Aeris   18  14    8  15    8  15    8  16    8  16    5  18    7  17    7  17
Red     18  14    8  15    8  15    8  16    8  16    5  18    7  17    7  17
Yuffie  20  16   10  17   10  17   10  17    8  18   10  18   10  18    9  19
Cait    20  14   10  15   10  15    9  16    9  17   10  17   10  17    6  20
Vince   20  14   10  15   10  15    9  16    9  17   10  17   10  17    6  20
Cid     15  14    8  15    8  15    7  15    6  16    5  17    4  18    3  20
=============================================================================



Finally, HP and MP use a related formula each.  Their Baseline is calculated
from Base and Gradient like so:

              HP Baseline = Base +  (Level - 1) * Gradient
              MP Baseline = Base + [(Level - 1) * Gradient / 10]

...and their difference is calculated as a percentage of Current HP or MP:

        Difference = Rnd(1..8) + [100 * Baseline / Current Stat] - 100


The Difference is then capped between 0 and 11%, and the Stat Gain is looked
up on the following tables:

                      HP                                MP
            Difference   Stat Gain            Difference   Stat Gain
                 0%         40%                    0%         20%
                 1%         50%                    1%         30%
                 2%         50%                    2%         30%
                 3%         60%                    3%         50%
                 4%         70%                    4%         70%
                 5%         80%                    5%         80%
                 6%         90%                    6%         90%
                 7%        100%                    7%        100%
                 8%        110%                    8%        110%
                 9%        120%                    9%        120%
                10%        130%                   10%        140%
                11%        150%                   11%        160%


Finally, the base HP gain you get is equal to the Gradient of the curve.  For
instance, Cloud's L82-99 Gradient is 98, so the maximum HP he can gain from a
level is 150% of 98, or 147.  The minimum for him in that level bracket
would, of course, be 40% of 98, or 58 (remember to round down).

MP gain is similar to HP, but we have to be more careful.  The base MP gain
is equal to:

   Base MP Gain = [Level * Gradient / 10] - [(Level - 1) * Gradient / 10]

Essentially, it is the difference between the Baseline for your current
level and the Baseline for the level you're earning, with the important
difference that they both use the same level bracket.  For example, if you
were trying to gain L12, the Gradient used would be from the L12-21 bracket,
*NOT* from the L2-11 bracket.


This leaves only the HP and MP Gradient/Base tables to list.  First, the
HP Tables.  Note that a minus sign means that the Base is negative.  Also,
please remember that the columns indicate the bracket of the Level you are
trying to *EARN*, not the Level you are at currently:

                       L 2-11       L12-21       L22-31       L32-41
        Character    Grd   Base   Grd   Base   Grd   Base   Grd   Base
          Cloud       19    200    42    -40    72   -640   100  -1440
         Barret       22    200    45      0    82   -760   118  -1840
           Tifa       19    200    38      0    64   -520    96  -1520
          Aeris       17    160    36      0    65   -560    93  -1400
       Red XIII       21    200    45    -40    75   -640   105  -1520
         Yuffie       18    200    37      0    64   -560    89  -1320
      Cait Sith       24    200    51    -80    80   -640   111  -1560
        Vincent       18    160    41    -80    67   -600    86  -1160
            Cid       23    200    44    -40    73   -640   107  -1640

                       L42-51       L52-61       L62-81       L82-99
        Character    Grd   Base   Grd   Base   Grd   Base   Grd   Base
          Cloud      121  -2280   137  -3080   120  -2040    98   -200
         Barret      143  -2840   143  -2840   115  -1160    95    600
           Tifa      121  -2520   131  -3000   117  -2160    92    -80
          Aeris      114  -2240   126  -2880   113  -2080    93   -400
       Red XIII      126  -2360   134  -2760   119  -1840    97    -80
         Yuffie      111  -2160   127  -2960   120  -2560    96   -520
      Cait Sith      141  -2760   138  -2600    99   -240    72   2000
        Vincent      110  -2120   123  -2800   120  -2640    92   -400
            Cid      125  -2360   129  -2560   115  -1720    93      0


...and finally the MP Tables:

                       L 2-11       L12-21       L22-31       L32-41
        Character    Grd   Base   Grd   Base   Grd   Base   Grd   Base
          Cloud       64     12    78      0    90    -26   101    -58
         Barret       57     10    67      0    77    -20    90    -60
           Tifa       60     10    70      0    84    -28    94    -58
          Aeris       70     16    84      0    99    -30   112    -68
       Red XIII       58     12    75     -6    86    -28    97    -60
         Yuffie       58     10    72     -2    80    -20    93    -58
      Cait Sith       60     12    75     -2    83    -20    97    -60
        Vincent       63     12    80     -6    90    -26    96    -44
            Cid       54     10    75    -12    83    -26    87    -38

                       L42-51       L52-61       L62-81       L82-99
        Character    Grd   Base   Grd   Base   Grd   Base   Grd   Base
          Cloud      112   -102   112   -102    96     -4    73    180
         Barret      102   -108   100    -96    84      0    63    170
           Tifa      104    -98   104    -98    92    -26    72    136
          Aeris      124   -116   120    -96   105     -6    82    188
       Red XIII      108   -104   112   -126    94    -16    66    210
         Yuffie      106   -110   110   -130    85     20    72    126
      Cait Sith      108   -104   108   -104    94    -20    70    178
        Vincent      100    -60   105    -86    97     38    84     74
            Cid       94    -66   104   -116    89    -24    69    140


Note: HP is capped at 9999 and MP is capped at 999.  Once again, you can't
achieve more than that.



---  -----------------
1.5  Level Up! Summary
---  -----------------
Once again, apologies for the mass of mostly incomprehensible data.  However,
it was necessary to show all that so that we can demonstrate where the
following short analysis now comes from.  We can now provide the minimum and
maximum stats a character may have, for example.

Let's start with that simple analysis first: the maximum and minimum base
stats the characters can get.  Please note that for the maximum and minimum
HP values, you cannot *always* take the max/min gain possible each level.
Some levels, you may have to take a lower gain in order to achieve a better
one on the next level.  The difference between these two strategies, however,
is always less than 10 HP at L99.

             HP       MP       Str     Vit     Mag     Spr     Dex     Lck
   Name   Min/Max   Min/Max  Min/Max Min/Max Min/Max Min/Max Min/Max Min/Max
============================================================================
  Cloud  8960-9511  851-905   98-100  89- 96  98-100  93-100  55- 62  22- 29
 Barret  9435-9999  748-796   94-100  97-100  78- 85  82- 89  47- 54  20- 27
   Tifa  8513-9037  800-850   89- 96  78- 85  82- 89  89- 96  64- 71  23- 30
  Aeris  8304-8816  942-994   71- 78  76- 83 100-100  98-100  51- 58  21- 28
    Red  8980-9556  814-866   84- 91  85- 92  84- 91  89- 96  71- 78  21- 28
 Yuffie  8471-8993  790-841   82- 89  78- 85  85- 92  86- 93  70- 77  25- 32
   Cait  8608-9135  822-869   78- 85  74- 81  89- 96  93-100  51- 58  23- 30
Vincent  8211-8779  859-915   74- 81  74- 81  89- 96  93-100  51- 58  23- 30
    Cid  8682-9284  776-822   85- 92  90- 97  79- 86  83- 90  54- 61  20- 27



NOTE: The strategies required to max out HP and MP will be given in the
Appendix at the end of this document.  Do not assume it is easy.  Most maxing
can be done in the last 50 levels, however, with the exact margin for error
depending on the character, the stat, and how high above or below the average
you are when you start.  The reason for this is how FF7 reduces your stat
gains when you're over the baseline for your level; it's relatively easy to
catch up again even if you're well below average in a particular stat, simply
with a few lucky rolls.

However, please remember that achieving max HP requires that you must take
lower than max gains at some levels, and that achieving max MP requires
around 50 to 60 levels of max gains, depending on the character and your MP
when you start maxing.

And yes, Barret can max out his HP naturally.  He's the only character that
can achieve 9999 HP without external modifiers (ie Materia).  No character
can get 999 MP though.


So, now we've got a better view of where each character's strengths lie.
Now, for a moment, let's instead look at Cloud's stats at various key levels.

NOTE: Only the average gain per level was taken; the real averages differ
slightly from those shown (especially Luck), but this should at least be a
good enough guide to show the progression of Cloud's stats.

             Lvl      HP    MP     Str  Vit  Mag  Spr  Dex  Lck
          ===========================================================
               6     314    54      20   16   19   17    6   14
              10     380    73      25   21   25   22   13   19
              20     778   151      38   34   37   34   22   20
              30    1481   237      50   48   51   47   30   21
              40    2491   338      65   61   63   60   38   22
              50    3660   446      77   69   76   70   46   23
              60    4998   554      88   77   84   78   51   23
              70    6173   650      93   82   90   84   53   24
              80    7341   743      99   87   95   90   55   25
              90    8369   812     100   90   99   94   57   26
              99    9228   875     100   93  100   97   59   26


So, just looking at one character, we can see how stats are earned as level
rises: HP and MP, for example, both start and end rather slow, but they
increase by large amounts around L40-60.  Luck, on the other hand, jumps up
quickly until it hits the baseline, which only changes by a small amount
every ten levels or so.  Dex is similar: it grows relatively fast until you
hit around L60, at which point it slows down to a crawl and doesn't increase
by too much more by the time you reach L99.


Let's summarize, shall we?

When you gain a level, your HP, MP and primary Stats are all increased by a
random amount.  HP and MP are increased by a percentage of the Gradient for
that level bracket, while your primary Stats are increased between 0 and 3
points.  How much they increase randomly by is determined by how close the
stat was to the Baseline for that character, for that stat, for that level.
If a stat is far below the Baseline, they will often get the best increase
available for their level.  If a stat is above the Baseline, they may
instead get the lowest increase available.  With both this and the limited
amount of levels available, there is a distinct limit in how high each stat
can raise for each character.

But enough about chracter levels.  Let's move on.



-----------------------------------------------------------------------------
2. MATERIA
----------
The first five subsections of this section are devoted to going over each
Materia in turn.  For Magic, Summon and Command, this will just be a standard
Materia list; the actual mechanics of each of the spells and commands are in
the last four subsections, starting from 1.6: Magic Spells.  Independent and
Support Materia will be covered in more detail in their own sections though.

---  -------------
2.1  Magic Materia
---  -------------
Materia Name: Restore
Desc: Equips "Restore" magic
HP: - 2%     Str: -1    Vit:  -    Dex:  -
MP: + 2%     Mag: +1    Spr:  -    Lck:  -

Lvl  Ability Gained     Total AP Req
 1   Cure               0
 2   Cure2              2500
 3   Regen              17000
 4   Cure3              25000
 5   --                 40000


Materia Name: Heal
Desc: Equips "Heal" magic
HP: - 2%     Str: -1    Vit:  -    Dex:  -
MP: + 2%     Mag: +1    Spr:  -    Lck:  -

Lvl  Ability Gained     Total AP Req
 1   Poisona            0
 2   Esuna              12000
 3   Resist             52000
 4   --                 60000


Materia Name: Revive
Desc: Equips "Revive" magic
HP: - 5%     Str: -2    Vit: -1    Dex:  -
MP: + 5%     Mag: +2    Spr: +1    Lck:  -

Lvl  Ability Gained     Total AP Req
 1   Life               0
 2   Life2              45000
 3   --                 55000


Materia Name: Fire
Desc: Equips "Fire" magic
HP: - 2%     Str: -1    Vit:  -    Dex:  -
MP: + 2%     Mag: +1    Spr:  -    Lck:  -

Lvl  Ability Gained     Total AP Req
 1   Fire               0
 2   Fire2              2000
 3   Fire3              18000
 4   --                 35000


Materia Name: Ice
Desc: Equips "Ice" magic
HP: - 2%     Str: -1    Vit:  -    Dex:  -
MP: + 2%     Mag: +1    Spr:  -    Lck:  -

Lvl  Ability Gained     Total AP Req
 1   Ice                0
 2   Ice2               2000
 3   Ice3               18000
 4   --                 35000


Materia Name: Lightning
Desc: Equips "Lightning" magic
HP: - 2%     Str: -1    Vit:  -    Dex:  -
MP: + 2%     Mag: +1    Spr:  -    Lck:  -

Lvl  Ability Gained     Total AP Req
 1   Bolt               0
 2   Bolt2              2000
 3   Bolt3              18000
 4   --                 35000


Materia Name: Earth
Desc: Equips "Earth" magic
HP: - 2%     Str: -1    Vit:  -    Dex:  -
MP: + 2%     Mag: +1    Spr:  -    Lck:  -

Lvl  Ability Gained     Total AP Req
 1   Quake              0
 2   Quake2             6000
 3   Quake3             22000
 4   --                 40000


Materia Name: Poison
Desc: Equips "Poison" magic
HP: - 2%     Str: -1    Vit:  -    Dex:  -
MP: + 2%     Mag: +1    Spr:  -    Lck:  -

Lvl  Ability Gained     Total AP Req
 1   Bio                0
 2   Bio2               5000
 3   Bio3               20000
 4   --                 38000


Materia Name: Gravity
Desc: Equips "Gravity" magic
HP: - 2%     Str: -1    Vit:  -    Dex:  -
MP: + 2%     Mag: +1    Spr:  -    Lck:  -

Lvl  Ability Gained     Total AP Req
 1   Demi               0
 2   Demi2              10000
 3   Demi3              20000
 4   --                 40000


Materia Name: Seal
Desc: Equips "Seal" magic
HP: - 2%     Str: -1    Vit:  -    Dex:  -
MP: + 2%     Mag: +1    Spr:  -    Lck:  -

Lvl  Ability Gained     Total AP Req
 1   Sleepel            0
 2   Silence            10000
 3   --                 20000


Materia Name: Mystify
Desc: Equips "Mystify" magic
HP: - 2%     Str: -1    Vit:  -    Dex:  -
MP: + 2%     Mag: +1    Spr:  -    Lck:  -

Lvl  Ability Gained     Total AP Req
 1   Confu              0
 2   Berserk            12000
 3   --                 25000


Materia Name: Transform
Desc: Equips "Transform" magic
HP: - 2%     Str: -1    Vit:  -    Dex:  -
MP: + 2%     Mag: +1    Spr:  -    Lck:  -

Lvl  Ability Gained     Total AP Req
 1   Mini               0
 2   Toad               8000
 3   --                 24000


Materia Name: Time
Desc: Equips "Time" magic
HP: - 5%     Str: -2    Vit: -1    Dex:  -
MP: + 5%     Mag: +2    Spr: +1    Lck:  -

Lvl  Ability Gained     Total AP Req
 1   Haste              0
 2   Slow               8000
 3   Stop               20000
 4   --                 42000


Materia Name: Barrier
Desc: Equips "Barrier" magic
HP: - 5%     Str: -2    Vit: -1    Dex:  -
MP: + 5%     Mag: +2    Spr: +1    Lck:  -

Lvl  Ability Gained     Total AP Req
 1   Barrier            0
 2   MBarrier           5000
 3   Reflect            15000
 4   Wall               30000
 5   --                 45000


Materia Name: Destruct
Desc: Equips "Destruct" magic
HP: - 5%     Str: -2    Vit: -1    Dex:  -
MP: + 5%     Mag: +2    Spr: +1    Lck:  -

Lvl  Ability Gained     Total AP Req
 1   DeBarrier          0
 2   DeSpell            6000
 3   Death              10000
 4   --                 45000


Materia Name: Exit
Desc: Equips "Exit" magic
HP: - 2%     Str: -1    Vit:  -    Dex:  -
MP: + 2%     Mag: +1    Spr:  -    Lck:  -

Lvl  Ability Gained     Total AP Req
 1   Escape             0
 2   Remove             10000
 3   --                 30000


Materia Name: Comet
Desc: Equips "Comet" magic
HP: - 5%     Str: -2    Vit: -1    Dex:  -
MP: + 5%     Mag: +2    Spr: +1    Lck:  -

Lvl  Ability Gained     Total AP Req
 1   Comet              0
 2   Comet2             12000
 3   --                 60000


Materia Name: Contain
Desc: Equips "Contain" magic
HP: -10%     Str: -4    Vit: -2    Dex:  -
MP: +10%     Mag: +4    Spr: +2    Lck:  -

Lvl  Ability Gained     Total AP Req
 1   Freeze             0
 2   Break              5000
 3   Tornado            10000
 4   Flare              15000
 5   --                 60000


Materia Name: Full Cure
Desc: Equips "Full Cure" magic
HP: -10%     Str: -4    Vit: -2    Dex:  -
MP: +10%     Mag: +4    Spr: +2    Lck:  -

Lvl  Ability Gained     Total AP Req
 1   --                 0
 2   Full Cure          3000
 3   --                 100000


Materia Name: Shield
Desc: Equips "Shield" magic
HP: -10%     Str: -4    Vit: -2    Dex:  -
MP: +10%     Mag: +4    Spr: +2    Lck:  -

Lvl  Ability Gained     Total AP Req
 1   --                 0
 2   Shield             10000
 3   --                 100000


Materia Name: Ultima
Desc: Equips "Ultima" magic
HP: -10%     Str: -4    Vit: -2    Dex:  -
MP: +10%     Mag: +4    Spr: +2    Lck:  -

Lvl  Ability Gained     Total AP Req
 1   --                 0
 2   Ultima             5000
 3   --                 100000


Materia Name: Master Magic
Desc: Equips all magic
HP:    -     Str:  -    Vit:  -    Dex:  -
MP:    -     Mag:  -    Spr:  -    Lck:  -

No Levels
Grants use of all Magic abilities



---  --------------
2.2  Summon Materia
---  --------------
Materia Name: Choco/Mog
Desc: Summons Choco/Mog
HP: - 2%     Str:  -    Vit:  -    Dex:  -
MP: + 2%     Mag: +1    Spr:  -    Lck:  -

Lvl  Ability Gained                                      Total AP Req
 1   Summon Choco/Mog once per battle                    0
 2   Summon Choco/Mog twice per battle                   2000
 3   Summon Choco/Mog three times per battle             14000
 4   Summon Choco/Mog four times per battle              25000
 5   Summon Choco/Mog five times per battle              35000


Materia Name: Shiva
Desc: Summons Shiva
HP: - 2%     Str:  -    Vit:  -    Dex:  -
MP: + 2%     Mag: +1    Spr:  -    Lck:  -

Lvl  Ability Gained                                      Total AP Req
 1   Summon Shiva once per battle                        0
 2   Summon Shiva twice per battle                       4000
 3   Summon Shiva three times per battle                 15000
 4   Summon Shiva four times per battle                  30000
 5   Summon Shiva five times per battle                  50000


Materia Name: Ifrit
Desc: Summons Ifrit
HP: - 2%     Str:  -    Vit:  -    Dex:  -
MP: + 2%     Mag: +1    Spr:  -    Lck:  -

Lvl  Ability Gained                                      Total AP Req
 1   Summon Ifrit once per battle                        0
 2   Summon Ifrit twice per battle                       5000
 3   Summon Ifrit three times per battle                 20000
 4   Summon Ifrit four times per battle                  35000
 5   Summon Ifrit five times per battle                  60000


Materia Name: Ramuh
Desc: Summons Ramuh
HP: - 2%     Str:  -    Vit:  -    Dex:  -
MP: + 2%     Mag: +1    Spr:  -    Lck:  -

Lvl  Ability Gained                                      Total AP Req
 1   Summon Ramuh once per battle                        0
 2   Summon Ramuh twice per battle                       10000
 3   Summon Ramuh three times per battle                 25000
 4   Summon Ramuh four times per battle                  50000
 5   Summon Ramuh five times per battle                  70000


Materia Name: Titan
Desc: Summons Titan
HP: - 2%     Str:  -    Vit:  -    Dex:  -
MP: + 2%     Mag: +1    Spr:  -    Lck:  -

Lvl  Ability Gained                                      Total AP Req
 1   Summon Titan once per battle                        0
 2   Summon Titan twice per battle                       15000
 3   Summon Titan three times per battle                 30000
 4   Summon Titan four times per battle                  60000
 5   Summon Titan five times per battle                  80000


Materia Name: Odin
Desc: Summons Odin
HP: - 5%     Str:  -    Vit:  -    Dex:  -
MP: + 5%     Mag: +1    Spr: +1    Lck:  -

Lvl  Ability Gained                                      Total AP Req
 1   Summon Odin once per battle                         0
 2   Summon Odin twice per battle                        16000
 3   Summon Odin three times per battle                  32000
 4   Summon Odin four times per battle                   65000
 5   Summon Odin five times per battle                   90000


Materia Name: Leviathan
Desc: Summons Leviathan
HP: - 5%     Str:  -    Vit:  -    Dex:  -
MP: + 5%     Mag: +1    Spr: +1    Lck:  -

Lvl  Ability Gained                                      Total AP Req
 1   Summon Leviathan once per battle                    0
 2   Summon Leviathan twice per battle                   18000
 3   Summon Leviathan three times per battle             38000
 4   Summon Leviathan four times per battle              70000
 5   Summon Leviathan five times per battle              100000


Materia Name: Bahamut
Desc: Summons Bahamut
HP: - 5%     Str:  -    Vit:  -    Dex:  -
MP: + 5%     Mag: +1    Spr: +1    Lck:  -

Lvl  Ability Gained                                      Total AP Req
 1   Summon Bahamut once per battle                      0
 2   Summon Bahamut twice per battle                     20000
 3   Summon Bahamut three times per battle               50000
 4   Summon Bahamut four times per battle                80000
 5   Summon Bahamut five times per battle                120000


Materia Name: Kujata
Desc: Summons Kujata
HP: - 5%     Str:  -    Vit:  -    Dex:  -
MP: + 5%     Mag: +1    Spr: +1    Lck:  -

Lvl  Ability Gained                                      Total AP Req
 1   Summon Kujata once per battle                       0
 2   Summon Kujata twice per battle                      22000
 3   Summon Kujata three times per battle                60000
 4   Summon Kujata four times per battle                 90000
 5   Summon Kujata five times per battle                 140000


Materia Name: Alexander
Desc: Summons Alexander
HP: - 5%     Str:  -    Vit:  -    Dex:  -
MP: + 5%     Mag: +1    Spr: +1    Lck:  -

Lvl  Ability Gained                                      Total AP Req
 1   Summon Alexander once per battle                    0
 2   Summon Alexander twice per battle                   25000
 3   Summon Alexander three times per battle             65000
 4   Summon Alexander four times per battle              100000
 5   Summon Alexander five times per battle              150000


Materia Name: Phoenix
Desc: Summons Phoenix
HP: -10%     Str:  -    Vit:  -    Dex:  -
MP: +10%     Mag: +2    Spr: +2    Lck:  -

Lvl  Ability Gained                                      Total AP Req
 1   Summon Phoenix once per battle                      0
 2   Summon Phoenix twice per battle                     28000
 3   Summon Phoenix three times per battle               70000
 4   Summon Phoenix four times per battle                120000
 5   Summon Phoenix five times per battle                180000


Materia Name: Neo Bahamut
Desc: Summons Neo Bahamut
HP: -10%     Str:  -    Vit:  -    Dex:  -
MP: +10%     Mag: +2    Spr: +2    Lck:  -

Lvl  Ability Gained                                      Total AP Req
 1   Summon Neo Bahamut once per battle                  0
 2   Summon Neo Bahamut twice per battle                 30000
 3   Summon Neo Bahamut three times per battle           80000
 4   Summon Neo Bahamut four times per battle            140000
 5   Summon Neo Bahamut five times per battle            200000


Materia Name: Hades
Desc: Summons Hades
HP: -10%     Str:  -    Vit:  -    Dex:  -
MP: +15%     Mag: +4    Spr: +4    Lck:  -

Lvl  Ability Gained                                      Total AP Req
 1   Summon Hades once per battle                        0
 2   Summon Hades twice per battle                       35000
 3   Summon Hades three times per battle                 120000
 4   Summon Hades four times per battle                  150000
 5   Summon Hades five times per battle                  250000


Materia Name: Typhon
Desc: Summons Typhon
HP: -10%     Str:  -    Vit:  -    Dex:  -
MP: +15%     Mag: +4    Spr: +4    Lck:  -

Lvl  Ability Gained                                      Total AP Req
 1   Summon Typhon once per battle                       0
 2   Summon Typhon twice per battle                      35000
 3   Summon Typhon three times per battle                120000
 4   Summon Typhon four times per battle                 150000
 5   Summon Typhon five times per battle                 250000


Materia Name: Bahamut ZERO
Desc: Summons Bahamut ZERO
HP: -10%     Str:  -    Vit:  -    Dex:  -
MP: +15%     Mag: +4    Spr: +4    Lck:  -

Lvl  Ability Gained                                      Total AP Req
 1   Summon Bahamut ZERO once per battle                 0
 2   Summon Bahamut ZERO twice per battle                35000
 3   Summon Bahamut ZERO three times per battle          120000
 4   Summon Bahamut ZERO four times per battle           150000
 5   Summon Bahamut ZERO five times per battle           250000


Materia Name: Knights of Round
Desc: Summons Knights of Round
HP: -10%     Str:  -    Vit:  -    Dex:  -
MP: +20%     Mag: +8    Spr: +8    Lck:  -

Lvl  Ability Gained                                      Total AP Req
 1   Summon Knights of Round once per battle             0
 2   Summon Knights of Round twice per battle            50000
 3   Summon Knights of Round three times per battle      200000
 4   Summon Knights of Round four times per battle       300000
 5   Summon Knights of Round five times per battle       500000


Materia Name: Master Summon
Desc: All Summoned monsters summoned
HP:    -     Str:  -    Vit:  -    Dex:  -
MP:    -     Mag:  -    Spr:  -    Lck:  -

No Levels
Grants use of all Summon abilities
No limits on how often each Summon may be cast



---  ---------------
2.3  Command Materia
---  ---------------
Materia Name: Slash-All
Desc: Attacks all opponents
HP:    -     Str:  -    Vit:  -    Dex:  -
MP:    -     Mag:  -    Spr:  -    Lck:  -

Lvl  Ability Gained     Total AP Req
 1   Slash-All          0
 2   Flash              130000
 3   --                 150000

Slash-All replaces Fight command
Flash replaces Slash-All when learned


Materia Name: Double Cut
Desc: Attacks constantly
HP:    -     Str:  -    Vit:  -    Dex: +2
MP:    -     Mag:  -    Spr:  -    Lck:  -

Lvl  Ability Gained     Total AP Req
 1   2x-Cut             0
 2   4x-Cut             100000
 3   --                 150000

2x-Cut replaces Fight command
4x-Cut replaces 2x-Cut when learned


Materia Name: W-Magic
Desc: Casts two Magic spells at once
HP:    -     Str:  -    Vit:  -    Dex:  -
MP:    -     Mag:  -    Spr:  -    Lck:  -

Lvl  Ability Gained     Total AP Req
 1   W-Magic            0
 2   --                 250000

W-Magic replaces Magic command


Materia Name: W-Summon
Desc: Casts two Summon spells at once
HP:    -     Str:  -    Vit:  -    Dex:  -
MP:    -     Mag:  -    Spr:  -    Lck:  -

Lvl  Ability Gained     Total AP Req
 1   W-Summon           0
 2   --                 250000

W-Summon replaces Summon command


Materia Name: W-Item
Desc: Use two items at once
HP:    -     Str:  -    Vit:  -    Dex:  -
MP:    -     Mag:  -    Spr:  -    Lck:  -

Lvl  Ability Gained     Total AP Req
 1   W-Item             0
 2   --                 250000

W-Item replaces Item command


Materia Name: Steal
Desc: Equips "Steal" command
HP:    -     Str:  -    Vit:  -    Dex: +2
MP:    -     Mag:  -    Spr:  -    Lck:  -

Lvl  Ability Gained     Total AP Req
 1   Steal              0
 2   Mug                40000
 3   --                 50000

Steal will not be given as a command at L2 and above - only Mug will be given
  at that level


Materia Name: Sense
Desc: Equips "Sense" command
HP:    -     Str:  -    Vit:  -    Dex:  -
MP:    -     Mag:  -    Spr:  -    Lck:  -

Lvl  Ability Gained     Total AP Req
 1   Sense              0
 2   --                 40000


Materia Name: Throw
Desc: Equips "Throw" command
HP:    -     Str:  -    Vit: +1    Dex:  -
MP:    -     Mag:  -    Spr:  -    Lck:  -

Lvl  Ability Gained     Total AP Req
 1   Throw              0
 2   Coin               45000
 3   --                 60000

Throw will not be given as a command at L2 and above - only Coin will be
  given at that level
However, the Coin command will continually morph back and forth between the
  Throw command, allowing use of it.  The only reason mention is given to the
  way this works is how Support Materia react to this materia


Materia Name: Morph
Desc: Equips "Morph" command
HP:    -     Str:  -    Vit:  -    Dex:  -
MP:    -     Mag:  -    Spr:  -    Lck:  -

Lvl  Ability Gained     Total AP Req
 1   Morph              0
 2   --                 100000


Materia Name: Deathblow
Desc: Equips "Deathblow" command
HP:    -     Str:  -    Vit:  -    Dex:  -
MP:    -     Mag:  -    Spr:  -    Lck: +1

Lvl  Ability Gained     Total AP Req
 1   D. blow            0
 2   --                 40000


Materia Name: Manipulate
Desc: Equips "Manipulate" command
HP:    -     Str:  -    Vit:  -    Dex:  -
MP:    -     Mag:  -    Spr:  -    Lck:  -

Lvl  Ability Gained     Total AP Req
 1   Manip.             0
 2   --                 40000


Materia Name: Mime
Desc: Equips "Mime" command
HP:    -     Str:  -    Vit:  -    Dex:  -
MP:    -     Mag:  -    Spr:  -    Lck:  -

Lvl  Ability Gained     Total AP Req
 1   Mime               0
 2   --                 100000


Materia Name: Enemy Skill
Desc: Equips "Enemy Skill" command
HP:    -     Str:  -    Vit:  -    Dex:  -
MP:    -     Mag:  -    Spr:  -    Lck:  -

Stars are gained by having an enemy use one of the 24 Enemy Skills in FF7
against you.  You must win the battle to keep the Enemy Skill on the Materia

If a character has two Enemy Skill Materia on them, they can only learn a new
Enemy Skill if *both* materia do not have that skill

Some Enemy Skills must be forced out of the enemy by Manipulating them


Materia Name: Master Command
Desc: Equips all Commands
HP:    -     Str:  -    Vit:  -    Dex:  -
MP:    -     Mag:  -    Spr:  -    Lck:  -

No Levels
Grants use of Steal, Sense, Coin, Morph, D. blow, Manip. and Mime
Being able to use Coin automatically allows you to use Throw in the same
  space.  The only reason this is listed separately is due to the way
  Support Materia work



---  ---------------
2.4  Support Materia
---  ---------------
Materia Name: All
Desc: 'All' effects on paired Magic
HP:    -     Str:  -    Vit:  -    Dex:  -
MP:    -     Mag:  -    Spr:  -    Lck:  -

Lvl  Ability Gained                                      Total AP Req
 1   Use paired Magic against all once per battle        0
 2   Use paired Magic against all twice per battle       1500
 3   Use paired Magic against all three times per battle 6000
 4   Use paired Magic against all four times per battle  18000
 5   Use paired Magic against all five times per battle  35000

Can be paired with:
  Restore, Heal, Revive, Fire, Ice, Lightning, Earth, Poison, Gravity, Seal,
  Mystify, Transform, Time, Barrier, Destruct, Master Magic
Notes:
  Allows certain abilities (those marked 'All Tar/1 Tar') to be able to
    target All Tar.  Only abilities on the above Materia listing require the
    All Materia to be able to use the All Tar part of 'All Tar/1 Tar'


Materia Name: Counter
Desc: Attacks with paired Command when damage is incurred
HP:    -     Str:  -    Vit:  -    Dex:  -
MP:    -     Mag:  -    Spr:  -    Lck:  -

Lvl  Ability Gained                                      Total AP Req
 1   30% chance of counter with paired Command           0
 2   40% chance of counter with paired Command           20000
 3   60% chance of counter with paired Command           40000
 4   80% chance of counter with paired Command           60000
 5   100% chance of counter with paired Command          100000

Can be paired with:
  Steal, Sense, Throw, Morph, Deathblow, Manipulate, Mime, Master Command
Notes:
  With the exception of Master Command, you will counter once with all the
    abilities you are considered to know that are also on the linked Materia.
    While this seems straightforward for most of them, it is especially
    important with the Throw and Steal Materia.
  Your known ability from any given Throw or Steal Materia will be the one
    highlighted on the materia.  You will be unable to counter with the other
    darkened ability *UNLESS* you have another source for that particular
    ability.  If you have a source for both abilities on the Materia, then
    you will counter with *BOTH*, the higher level ability being used
    immediately after the lower level ability.
  As an example, Counter+Steal L2 (granting Mug) would counter with the Mug
    ability.  However, if you also added a Steal L1 Materia to the character
    so that they theoretically know Steal *AND* Mug at the same time, then
    you will counter *TWICE* when attacked - first with Steal, then with Mug
    - while only needing a single Counter Materia.  However, this will take
    up two of the eight maximum counter effects you may have on a single
    character.
  When linked to Master Command, one of the commands out of Steal, Sense,
    Throw, Morph, D. blow, Manip and Mine will be picked at random to be
    used for a single counter attack.  Coin will never be used as a counter
    from a Master Command linkup, even though Master Command counts as giving
    you Coin, and not Throw.
  Final Attack, Sneak Attack, Counter, Magic Counter and Counter Attack all
    share the same command space, and there are only room for 8 such attacks.
    Only the first eight Counter Effects placed chronogically onto a characer
    will be used.
  Support abilities (that naturally target party members) will be used on the
    Countering player or the player's group if the ability is naturally area.
    Attack abilities will be used on the enemy that triggered the counter.


Materia Name: Magic Counter
Desc: Attacks with paired Magic/Summon when attacked
HP:    -     Str:  -    Vit:  -    Dex:  -
MP:    -     Mag:  -    Spr:  -    Lck:  -

Lvl  Ability Gained                                      Total AP Req
 1   30% chance of counter with paired Magic             0
 2   40% chance of counter with paired Magic             20000
 3   60% chance of counter with paired Magic             40000
 4   80% chance of counter with paired Magic             80000
 5   100% chance of counter with paired Magic            300000

Can be paired with:
  All Magic and Summon Materia
Notes:
  When linked to normal Magic Materia, the ability countered with will be the
    highest level ability on the linked Materia.  Linking to normal Summon
    Materia will simply counter with the appropriate summon.
  When linked to Master Magic, any of the 54 possible spells will be picked
    at random to be used to counter attack.
  When linked to Master Summon, any of the 16 possible summons will be picked
    at random to be used to counter attack.
  Support abilities (that naturally target party members) will be used on the
    Countering player or the player's group if the ability is naturally area.
    Attack abilities will be used on the enemy that triggered the counter.
  Final Attack, Sneak Attack, Counter, Magic Counter and Counter Attack all
    share the same command space, and there are only room for 8 such attacks.
    Only the first eight Counter Effects placed chronogically onto a characer
    will be used.


Materia Name: MP Turbo
Desc: Uses extra MP and Increases power of paired Magic
HP:    -     Str:  -    Vit:  -    Dex:  -
MP:    -     Mag:  -    Spr:  -    Lck:  -

Lvl  Ability Gained                                      Total AP Req
 1   10% MP Increase, 10% Damage Increase                0
 2   20% MP Increase, 20% Damage Increase                10000
 3   30% MP Increase, 30% Damage Increase                30000
 4   40% MP Increase, 40% Damage Increase                60000
 5   50% MP Increase, 50% Damage Increase                120000

Can be paired with:
  All Magic and Summon Materia
Notes:
  MP Cost = [MP Cost * (10 + MP Turbo Lv) / 10)] + 1
  If (MP Cost > 255) then: MP Cost = 255
  Even if the MP Cost is 255, the Magic Damage Increase will still be the
    full amount the Materia should give.
  Damage Increase is only applied to spells that use the Physical, Magical
    and Cure Formulas.  Spells like Demi will not be affected, but will still
    suffer from the MP Cost Increase.
  Status spells that do not have an automatic 100% chance to hit are also
    affected by MP Turbo, and are multiplied by the same formula damage is
    increased by.
  Multiple MP Turbo Materia can stack on the same spells up to the maximum of
    50% increase - the strength of a single L5 MP Turbo.  Quadra Magic
    Materia only give their effect to abilities that the linked materia can
    give at its *current* level.
  

Materia Name: HP Absorb
Desc: Attacks with paired Materia, absorbs HP at same time
HP:    -     Str:  -    Vit:  -    Dex:  -
MP:    -     Mag:  -    Spr:  -    Lck:  -

Lvl  Ability Gained                                      Total AP Req
 1   Add HP Absorb effect to paired Materia              0
 2   --                                                  100000

Can be paired with:
  All Magic and Summon Materia, Steal, Sense, Throw, Morph, Deathblow,
  Manipulate, Mime, Master Command
Notes:
  HP Absorb will restore [Damage / 10] HP when the ability it is enhancing is
    used.  If the ability healed its target, then HP Absorb will hurt you
    instead.
  When linked to Magic and Summon Materia, the Support Materia will apply its
    effect to all abilities granted by that materia.  In the case of Magic
    Materia, this is dependent on the Magic Materia's current level.
  When linked with normal Command Materia, the Support Materia will apply its
    effect to the highlighted ability on the materia.  The darkened ability
    will only be allowed to get the effect if you have *another* source for
    that particular ability equipped.  For example, if you have Throw L2
    (which grants Coin), then you would get Added Cut applied to Coin only
    and not Throw, unless you *also* added a Throw L1 Materia to the
    character (which grants Throw only).
  When linked with Master Command, the Support Materia will apply its effect
    to *ALL* commands you currently have equipped, including Attack, Magic,
    Summon and Item.  Note that Throw is exempt unless you have another
    source for the Throw ability (since Master Command doesn't support Throw
    as a separate ability), and that Limit is not affected either.


Materia Name: MP Absorb
Desc: Attack with paired Materia, absorbs MP at same time
HP:    -     Str:  -    Vit:  -    Dex:  -
MP:    -     Mag:  -    Spr:  -    Lck:  -

Lvl  Ability Gained                                      Total AP Req
 1   Add MP Absorb effect to paired Materia              0
 2   --                                                  100000

Can be paired with:
  All Magic and Summon Materia, Steal, Sense, Throw, Morph, Deathblow,
  Manipulate, Mime, Master Command
Notes:
  MP Absorb will restore [Damage / 100] MP when the ability it is enhancing
    is used.  If the ability healed its target, then MP Absorb will hurt you
    instead.
  When linked to Magic and Summon Materia, the Support Materia will apply its
    effect to all abilities granted by that materia.  In the case of Magic
    Materia, this is dependent on the Magic Materia's current level.
  When linked with normal Command Materia, the Support Materia will apply its
    effect to the highlighted ability on the materia.  The darkened ability
    will only be allowed to get the effect if you have *another* source for
    that particular ability equipped.  For example, if you have Throw L2
    (which grants Coin), then you would get Added Cut applied to Coin only
    and not Throw, unless you *also* added a Throw L1 Materia to the
    character (which grants Throw only).
  When linked with Master Command, the Support Materia will apply its effect
    to *ALL* commands you currently have equipped, including Attack, Magic,
    Summon and Item.  Note that Throw is exempt unless you have another
    source for the Throw ability (since Master Command doesn't support Throw
    as a separate ability), and that Limit is not affected either.


Materia Name: Elemental
Desc: Adds Materia element to equipped weapon or armor
HP:    -     Str:  -    Vit:  -    Dex:  -
MP:    -     Mag:  -    Spr:  -    Lck:  -

Lvl  Ability Gained                                      Total AP Req
 1   Half Element                                        0
 2   Void Element                                        10000
 3   Absorb Element                                      40000
 4   --                                                  80000

Can be paired with:
  All Materia except Support Materia (see below)
Notes:
  Equip on Weapon to Attack with Element
  Equip on Armor to Defend against Element (level of defense depends on level
    of Elemental Materia)

  Fire is gained from Fire, Ifrit, Phoenix
  Ice is gained from Ice, Shiva
  Lightning is gained from Lightning, Ramuh
  Earth is gained from Earth, Titan
  Poison is gained from Poison
  Gravity is gained from Gravity
  Water is gained from Leviathan
  Wind is gained from Choco/Mog, Typhon
  Holy is gained from Alexander

  Hidden is gained from any non-Support Materia not listed above
    (see Element in Section 1.2.1 in the FF7 Battle Mechanics for an
     explanation)


Materia Name: Added Effect
Desc: Adds Materia status to equipped weapon or armor
HP:    -     Str:  -    Vit:  -    Dex:  -
MP:    -     Mag:  -    Spr:  -    Lck:  -

Lvl  Ability Gained                                      Total AP Req
 1   Added Effect                                        0
 2   --                                                  100000

Can be paired with:
  Poison, Seal, Mystify, Transform, Time, Destruct, Contain, Choco/Mog, Odin,
  Hades
Notes:
  Equip on Weapon to get: [ 20] Inflict Status
  Equip on Armor to get:  Immune: Status
  The level of the paired Materia does not matter - you will gain all
    statuses that Materia can grant
  Poison grants 'Poison'
  Seal grants 'Sleep', 'Silence'
  Mystify grants 'Confusion', 'Berserk'
  Transform grants 'Frog', 'Small'
  Time grants 'Slow', 'Stop'
  Destruct grants 'Death'
  Contain grants 'Confusion', 'Stop', 'Petrify'
  Choco/Mog grants 'Stop'
  Hades grants 'Sleep', 'Poison', 'Confusion', 'Silence', 'Frog', 'Small'
  Odin grants 'Death'


Materia Name: Quadra Magic
Desc: Paired Magic used 4 times
HP:    -     Str:  -    Vit:  -    Dex:  -
MP:    -     Mag:  -    Spr:  -    Lck:  -

Lvl  Ability Gained                                      Total AP Req
 1   Use paired Magic with 4x-M once per battle          0
 2   Use paired Magic with 4x-M twice per battle         40000
 3   Use paired Magic with 4x-M three times per battle   80000
 4   Use paired Magic with 4x-M four times per battle    120000
 5   Use paired Magic with 4x-M five times per battle    200000

Can be paired with:
  All Magic and Summon Materia except Knights of Round
Notes:
  Any valid spell used with Quadra Magic will pick a random target out of the
    party chosen, and attempt to unleash all four castings against that
    target.  If the target dies during the castings, all unused castings are
    lost.
  Spells that are naturally area will simply hit the chosen party four times.
  Each casting will automatically have its damage cut in half; this includes
    HP% and Max HP%-based attacks like Demi and FullCure.  MP Cost will be as
    if only a single spell had been cast.
  Status effects without a 100% chance of hitting will also have their chance
    to hit cut in half.
  Quadra Magic will work with all abilities on the listed Materia above, with
    the exception of Escape and Knights of Round.
  Attaching multiple Quadra Magic to the same Materia will cause the spell to
    hit an extra time per Materia.  For example, having three Quadra Magics
    attached to three Earths would cause Quake to cast 6 times when used.
    This can be done up to a maximum of 8 times if you use five or more
    instances of Quadra Magic.
  In the event that the first spell is Reflected, the rest of the Quadra
    Magic hits will hit the target the spell was successfully reflected to,
    without needing to reflect again.


Materia Name: Sneak Attack
Desc: Pre-emptive attack with paired Materia
HP:    -     Str:  -    Vit:  -    Dex:  -
MP:    -     Mag:  -    Spr:  -    Lck:  -

Lvl  Ability Gained                                      Total AP Req
 1   20% chance of Sneak Attacking with paired Materia   0
 2   35% chance of Sneak Attacking with paired Materia   20000
 3   50% chance of Sneak Attacking with paired Materia   60000
 4   65% chance of Sneak Attacking with paired Materia   100000
 5   80% chance of Sneak Attacking with paired Materia   150000

Can be paired with:
  All Magic and Summon Materia, Steal, Sense, Throw, Morph, Deathblow,
  Manipulate, Mime, Master Command
Notes:
  See the notes for Counter for linking with Command Materia
  See the notes for Magic Counter for linking with Magic and Summon Materia
  Sneak Attack allows a chance to use the chosen ability at the start of the
    battle, immediately after the setup routines
  The target chosen by the Sneak Attack will be random, based on the default
    target for the ability used
  Final Attack, Sneak Attack, Counter, Magic Counter and Counter Attack all
    share the same command space, and there are only room for 8 such attacks.
    Only the first eight Counter Effects placed chronogically onto a characer
    will be used


Materia Name: Final Attack
Desc: Automatically uses paired Materia when disabled
HP:    -     Str:  -    Vit:  -    Dex:  -
MP:    -     Mag:  -    Spr:  -    Lck:  -

Lvl  Ability Gained                                      Total AP Req
 1   Use paired Materia when KOed, once maximum          0
 2   Use paired Materia when KOed, twice maximum         20000
 3   Use paired Materia when KOed, three times maximum   40000
 4   Use paired Materia when KOed, four times maximum    80000
 5   Use paired Materia when KOed, five times maximum    160000

Can be paired with:
  All Magic and Summon Materia, Steal, Sense, Throw, Morph, Deathblow,
  Manipulate, Mime, Master Command
Notes:
  See the notes for Counter for linking with Command Materia
  See the notes for Magic Counter for linking with Magic and Summon Materia
  Final Attack allows the use of the chosen ability as a counter attack
    against an attack that knocks out the character.  The standard rules for
    counter attacks still apply however
  Final Attacks will hit either the enemy or allies, depending on the default
    target for the ability.  In the case of abilities that target enemies by
    default, a random group or single enemy will be chosen.  All supportive
    spells will be targetted on the character using the Final Attack (or that
    character's group if area)
  Final Attack, Sneak Attack, Counter, Magic Counter and Counter Attack all
    share the same command space, and there are only room for 8 such attacks.
    Only the first eight Counter Effects placed chronogically onto a characer
    will be used


Materia Name: Added Cut
Desc: Attacks simultaneously when paired Materia is used
HP:    -     Str:  -    Vit:  -    Dex:  -
MP:    -     Mag:  -    Spr:  -    Lck:  -

Lvl  Ability Gained                                      Total AP Req
 1   Use Attack on target(s) after using paired Materia  0
 2   --                                                  200000

Can be paired with:
  All Magic and Summon Materia, Steal, Sense, Throw, Morph, Deathblow,
  Manipulate, Mime, Master Command
Notes:
  Added Cut causes the Attack Command to be used on the same target as the
    affected ability immediately after its execution.
  If the ability was an area effect, a random target within the targetted
    group will be used.
  When linked to Magic and Summon Materia, the Support Materia will apply its
    effect to all abilities granted by that materia.  In the case of Magic
    Materia, this is dependent on the Magic Materia's current level.
  When linked with normal Command Materia, the Support Materia will apply its
    effect to the highlighted ability on the materia.  The darkened ability
    will only be allowed to get the effect if you have *another* source for
    that particular ability equipped.  For example, if you have Throw L2
    (which grants Coin), then you would get Added Cut applied to Coin only
    and not Throw, unless you *also* added a Throw L1 Materia to the
    character (which grants Throw only).
  When linked with Master Command, the Support Materia will apply its effect
    to *ALL* commands you currently have equipped, including Attack, Magic,
    Summon and Item.  Note that Throw is exempt unless you have another
    source for the Throw ability (since Master Command doesn't support Throw
    as a separate ability), and that Limit is not affected either.


Materia Name: Steal As Well
Desc: Steal simultaneously when paired Materia is used
HP:    -     Str:  -    Vit:  -    Dex:  -
MP:    -     Mag:  -    Spr:  -    Lck:  -

Lvl  Ability Gained                                      Total AP Req
 1   Use Steal on target(s) after using paired Materia   0
 2   --                                                  200000

Can be paired with:
  All Magic and Summon Materia, Steal, Sense, Throw, Morph, Deathblow,
  Manipulate, Mime, Master Command
Notes:
  Will use the standard Steal effect (as seen in the Enemy Mechanics Guide
    and in summarised form on the Steal and Mug Command below) on all targets
    that are successfully hit by the linked ability.
  When linked to Magic and Summon Materia, the Support Materia will apply its
    effect to all abilities granted by that materia.  In the case of Magic
    Materia, this is dependent on the Magic Materia's current level.
  When linked with normal Command Materia, the Support Materia will apply its
    effect to the highlighted ability on the materia.  The darkened ability
    will only be allowed to get the effect if you have *another* source for
    that particular ability equipped.  For example, if you have Throw L2
    (which grants Coin), then you would get Added Cut applied to Coin only
    and not Throw, unless you *also* added a Throw L1 Materia to the
    character (which grants Throw only).
  When linked with Master Command, the Support Materia will apply its effect
    to *ALL* commands you currently have equipped, including Attack, Magic,
    Summon and Item.  Note that Throw is exempt unless you have another
    source for the Throw ability (since Master Command doesn't support Throw
    as a separate ability), and that Limit is not affected either.


---  -------------------
2.5  Independent Materia
---  -------------------
Materia Name: MP Plus
Desc: Increases MP capacity
HP:    -     Str:  -    Vit:  -    Dex:  -
MP:    -     Mag:  -    Spr:  -    Lck:  -

Lvl  Ability Gained                                      Total AP Req
 1   MP +10%                                             0
 2   MP +20%                                             10000
 3   MP +30%                                             20000
 4   MP +40%                                             30000
 5   MP +50%                                             50000

Notes:
  The maximum additional MP that can be gained through Materia is +100%


Materia Name: HP Plus
Desc: Increases HP capacity
HP:    -     Str:  -    Vit:  -    Dex:  -
MP:    -     Mag:  -    Spr:  -    Lck:  -

Lvl  Ability Gained                                      Total AP Req
 1   HP +10%                                             0
 2   HP +20%                                             10000
 3   HP +30%                                             20000
 4   HP +40%                                             30000
 5   HP +50%                                             50000

Notes:
  The maximum additional HP that can be gained through Materia is +100%
  Extra HP Plus Materia over this will only help balance out extra negative
    percentage modifiers


Materia Name: Speed Plus
Desc: Increases "Dexterity"
HP:    -     Str:  -    Vit:  -    Dex:  -
MP:    -     Mag:  -    Spr:  -    Lck:  -

Lvl  Ability Gained                                      Total AP Req
 1   Dex +10%                                            0
 2   Dex +20%                                            15000
 3   Dex +30%                                            30000
 4   Dex +40%                                            60000
 5   Dex +50%                                            100000

Notes:
  The maximum additional Dex that can be gained through Materia is +100%
  This modifier applies to base Dex only, and does not include static
    modifiers to Dex from other Materia


Materia Name: Magic Plus
Desc: Increases "Magic"
HP:    -     Str:  -    Vit:  -    Dex:  -
MP:    -     Mag:  -    Spr:  -    Lck:  -

Lvl  Ability Gained                                      Total AP Req
 1   Mag +10%                                            0
 2   Mag +20%                                            10000
 3   Mag +30%                                            20000
 4   Mag +40%                                            30000
 5   Mag +50%                                            50000

Notes:
  The maximum additional Mag that can be gained through Materia is +100%
  This modifier applies to base Mag only, and does not include static
    modifiers to Mag from other Materia


Materia Name: Luck Plus
Desc: Increases "Luck"
HP:    -     Str:  -    Vit:  -    Dex:  -
MP:    -     Mag:  -    Spr:  -    Lck:  -

Lvl  Ability Gained                                      Total AP Req
 1   Lck +10%                                            0
 2   Lck +20%                                            15000
 3   Lck +30%                                            30000
 4   Lck +40%                                            60000
 5   Lck +50%                                            100000

Notes:
  The maximum additional Lck that can be gained through Materia is +100%
  This modifier applies to base Lck only, and does not include static
    modifiers to Lck from other Materia


Materia Name: Exp Plus
Desc: Receive more EXP points
HP:    -     Str:  -    Vit:  -    Dex:  -
MP:    -     Mag:  -    Spr:  -    Lck: +1

Lvl  Ability Gained                                      Total AP Req
 1   + 50% Exp Gain                                      0
 2   +100% Exp Gain                                      60000
 3   --                                                  150000

Notes:
  Only affects the individual character with it equipped
  Maximum bonus to Exp Gain is an additional 100% (200% total)


Materia Name: Gil Plus
Desc: Earn more Gil after battles
HP:    -     Str:  -    Vit:  -    Dex:  -
MP:    -     Mag:  -    Spr:  -    Lck: +1

Lvl  Ability Gained                                      Total AP Req
 1   +150% Gil Gain                                      0
 2   +200% Gil Gain                                      80000
 3   --                                                  150000

Notes:
  Maximum bonus to Gil Gain is an additional 100% (200% total)
  BUG: Due to a bug in the game, even a 1-star Gil Plus Materia will give you
    the maximum of 200% Gil per battle


Materia Name: Enemy Away
Desc: Decreases Encounter rate
HP:    -     Str:  -    Vit:  -    Dex:  -
MP:    -     Mag:  -    Spr:  -    Lck: +1

Lvl  Ability Gained                                      Total AP Req
 1   Decreases Encounter Rate by  7/16ths                0
 2   Decreases Encounter Rate by 14/16ths                10000
 3   --                                                  50000

Notes:
  Enemy Away Materia and Enemy Lure Materia stack additively
  Minimum Encounter Rate is  2/16ths of normal
  Maximum Encounter Rate is 32/16ths of normal


Materia Name: Enemy Lure
Desc: Increases Encounter rate
HP:    -     Str:  -    Vit:  -    Dex:  -
MP:    -     Mag:  -    Spr:  -    Lck: -1

Lvl  Ability Gained                                      Total AP Req
 1   Increases Encounter Rate by  7/16ths                0
 2   Increases Encounter Rate by 14/16ths                10000
 3   --                                                  50000

Notes:
  Enemy Away Materia and Enemy Lure Materia stack additively
  Minimum Encounter Rate is  2/16ths of normal
  Maximum Encounter Rate is 32/16ths of normal
  On the World Map, Encounter Rate is doubled if it is greater than 16/16ths,
    granting a maximum possible Encounter Rate of 64/16ths due to Enemy Lure


Materia Name: Chocobo Lure
Desc: Attracts Chocobos
HP:    -     Str:  -    Vit:  -    Dex:  -
MP:    -     Mag:  -    Spr:  -    Lck: +1

Lvl  Ability Gained                                      Total AP Req
 1   + 8 Chocobo Lure Rating                             0
 2   +12 Chocobo Lure Rating                             3000
 3   +16 Chocobo Lure Rating                             10000
 4   --                                                  30000

Notes:
  Standard Chocobo Lure Rating is 0
  Additional Chocobo Lures stack additively
  Maximum Chocobo Lure Rating is 32


Materia Name: Pre-emptive
Desc: Increases rate of pre-emptive attacks
HP:    -     Str:  -    Vit:  -    Dex: +2
MP:    -     Mag:  -    Spr:  -    Lck:  -

Lvl  Ability Gained                                      Total AP Req
 1   +16/256 Chance of 'Pre-emptive Attack!'             0
 2   +22/256 Chance of 'Pre-emptive Attack!'             8000
 3   +28/256 Chance of 'Pre-emptive Attack!'             20000
 4   +34/256 Chance of 'Pre-emptive Attack!'             40000
 5   +48/256 Chance of 'Pre-emptive Attack!'             80000

Notes:
  Base    chance of Pre-emptive Attack is 16/256
  Maximum chance of Pre-emptive Attack is 85/256
  Pre-emptive Materia stack with each other
  A 5-star Pre-emptive Materia, when placed on the last Character of your
    party, gives an Ambush Alert bonus which halves the chance of Back
    Attacks and Ambushes


Materia Name: Long Range
Desc: Same Attack Power even from the back row
HP:    -     Str:  -    Vit:  -    Dex:  -
MP:    -     Mag:  -    Spr:  -    Lck:  -

Lvl  Ability Gained                                      Total AP Req
 1   All Weapon-based Attacks are Long Range             0
 2   --                                                  80000

Notes:
  Grants the Long Range attribute to the weapon the character is using.  This
    allows the Attack, Steal, Mug, Morph, D. blow, Slash-All, Flash, 2x-Cut
    and 4x-Cut Commands to hit Out of Reach targets
  Note that Morph, D. blow, Slash-All and 4x-Cut do not require a Long Range
    weapon to deal full damage to Back Row enemies


Materia Name: Mega All
Desc: 'All' effects on every action
HP:    -     Str:  -    Vit:  -    Dex:  -
MP:    -     Mag:  -    Spr:  -    Lck:  -

Lvl  Ability Gained                                      Total AP Req
 1   Use valid Commands against all once per battle      0
 2   Use valid Commands against all twice per battle     20000
 3   Use valid Commands against all three times per b.   40000
 4   Use valid Commands against all four times per b.    80000
 5   Use valid Commands against all five times per b.    160000

Notes:
  Valid commands are Steal, Mug, Sense, Morph, D. blow, Manip.
  Mega All will also apply its effects to all Magic Materia
  Finally, grants unlimited use of Slash-All


Materia Name: Counter Attack
Desc: Counter attacks when damage is incurred
HP:    -     Str:  -    Vit:  -    Dex:  -
MP:    -     Mag:  -    Spr:  -    Lck:  -

Lvl  Ability Gained                                      Total AP Req
 1   30% chance of counter with physical attack          0
 2   40% chance of counter with physical attack          10000
 3   60% chance of counter with physical attack          20000
 4   80% chance of counter with physical attack          50000
 5   100% chance of counter with physical attack         100000

Notes:
  Character with Counter Attack equipped will counter with the Attack
    command, targetting the enemy that triggered the counter
  Final Attack, Sneak Attack, Counter, Magic Counter and Counter Attack all
    share the same command space, and there are only room for 8 such attacks.
    Only the first eight Counter Effects placed chronogically onto a characer
    will be used
  

Materia Name: Cover
Desc: Protects allies when attacked
HP:    -     Str:  -    Vit: +1    Dex:  -
MP:    -     Mag:  -    Spr:  -    Lck:  -

Lvl  Ability Gained                                      Total AP Req
 1   20% chance of protecting allies from attacks        0
 2   40% chance of protecting allies from attacks        2000
 3   60% chance of protecting allies from attacks        10000
 4   80% chance of protecting allies from attacks        25000
 5   100% chance of protecting allies from attacks       40000

Notes:
  Cover Materia stacks additively, with no coded maximum.  Overflow occurs
    at every 256%, reducing percentage back to 0.  100% is all that's
    necessary to defend against every defendable attack.
  The rules for Cover are as follows:
    * You cannot Cover someone against your own attack
    * You cannot Cover yourself
    * The attack must be Physical and have a Power stat
    * The attack must not be Curing, Inflicting or Toggling the Frog Status
    * The attack must only be hitting one Target
    * The character with the Cover Materia must not be under any of the
        following Statuses:  Death, Sleep, Confusion, Stop, Frog, Small,
                             Petrify, Berserk, Paralysed, Darkness or
                             Imprisoned
  If all rules are passed and the Cover percentage check passes, then a
    random character out of those who pass all the checks is chosen to cover
    the target.
  Perhaps the strangest ability that is covered by the above rules is Elixir.
    Be careful when giving Elixirs to party members while one of them has the
    Cover Materia equipped.


Materia Name: Underwater
Desc: Underwater breathing
HP:    -     Str:  -    Vit:  -    Dex:  -
MP:    -     Mag:  -    Spr:  -    Lck:  -

No Levels
Removes timer in Emerald Weapon Battle

Notes:
  BUG: Due to a bug in implementation, Underwater has 1 Star and can gain AP
  However, it is always considered to have 0 AP when used with Missing Score


Materia Name: HP<->MP
Desc: Exchange HP and MP levels
HP:    -     Str:  -    Vit:  -    Dex:  -
MP:    -     Mag:  -    Spr:  -    Lck:  -

Lvl  Ability Gained                                      Total AP Req
 1   Swaps HP and MP values                              0
 2   --                                                  80000

Notes:
  The use of this Materia also swaps the HP and MP maximums and damage caps
    for abilities that target that character.  Any ability targetting a
    character with the HP<->MP Materia equipped cannot do more than 999 HP
    damage and 9999 MP damage


---  ------------
2.6  Magic Spells
---  ------------
Cure
  Magical HP Restore
  Formula: Cure
  Pwr: Base + 110
  MAt%: 255
  Cost: 5 MP
  Tar: All Tar/1 Tar
  Elm: Restorative
  Attr: Reflectable
  Notes: Outside battle, NRV when used on 1 Al
                         (Pwr: [(Base + 110) * 2 / 3]) and NRV when used on
                           All Al (NS)

Cure2
  Magical HP Restore
  Formula: Cure
  Pwr: Base + 770
  MAt%: 255
  Cost: 24 MP
  Tar: All Tar/1 Tar
  Elm: Restorative
  Attr: Reflectable
  Notes: Outside battle, (Pwr: Base + 660) and NRV when used on 1 Al
                         (Pwr: [(Base + 660) * 2 / 3]) and NRV when used on
                           All Al (NS)
         

Cure3
  Magical HP Restore
  Formula: Cure
  Pwr: Base + 2860
  MAt%: 255
  Cost: 64 MP
  Tar: All Tar/1 Tar
  Elm: Restorative
  Attr: Reflectable
  Notes: Outside battle, (Pwr: Base + 1760) and NRV when used on 1 Al
                         (Pwr: [(Base + 1760) * 2 / 3]) and NRV when used on
                           All Al (NS)

Poisona
  Magical Change Status
  MAt%: 255
  Cost: 3 MP
  Tar: All Tar/1 Tar
  Elm: Non-Element
  Attr: 100%  Cure 'Poison'
        Reflectable

Esuna
  Magical Change Status
  MAt%: 255
  Cost: 15 MP
  Tar: All Tar/1 Tar
  Elm: Non-Element
  Attr: 100%  Cure 'Sleep', 'Poison', 'Sadness', 'Fury', 'Confusion',
                   'Silence', 'Frog', 'Small', 'Slow-numb', 'Petrify',
                   'Berserk', 'Paralysed', 'Darkness'
        Reflectable

Resist
  Magical Change Status
  MAt%: 255
  Cost: 120 MP
  Tar: 1 Tar
  Elm: Non-Element
  Attr: 100%  Inflict 'Resist'
        Reflectable

Life
  Magical HP Restore
  Formula: Max HP%
  Pwr: [Target's Max HP / 4]
  MAt%: 255
  Cost: 34 MP
  Tar: All Tar/1 Tar (NS)
  Elm: Restorative
  Attr: Automatic miss if Target is not in 'Death' Status and target does
          not absorb Restorative
        25% chance of killing targets that absorb Restorative
        100%  Cure 'Death'
        Reflectable

Life2
  Magical HP Restore
  Formula: Max HP%
  Pwr: [Target's Max HP]
  MAt%: 255
  Cost: 100 MP
  Tar: All Tar/1 Tar (NS)
  Elm: Restorative          
  Attr: Automatic miss if Target is not in 'Death' Status and target does
          not absorb Restorative
        100% chance of killing targets that absorb Restorative
        100%  Cure 'Death'
        Reflectable

Regen
  Magical Change Status
  MAt%: 255
  Cost: 30 MP
  Tar: All Tar/1 Tar
  Elm: Non-Element
  Attr: 100%  Inflict 'Regen'
        Reflectable

Fire
  Magical Attack
  Formula: Magical
  Pwr: 1/2x Base
  MAt%: 100
  Cost: 4 MP
  Tar: All Tar/1 Tar
  Elm: Fire
  Attr: Reflectable

Fire2
  Magical Attack
  Formula: Magical
  Pwr: 1 1/4x Base
  MAt%: 100
  Cost: 22 MP
  Tar: All Tar/1 Tar
  Elm: Fire
  Attr: Reflectable

Fire3
  Magical Attack
  Formula: Magical
  Pwr: 4x Base
  MAt%: 100
  Cost: 52 MP
  Tar: All Tar/1 Tar
  Elm: Fire
  Attr: Reflectable

Ice
  Magical Attack
  Formula: Magical
  Pwr: 1/2x Base
  MAt%: 100
  Cost: 4 MP
  Tar: All Tar/1 Tar
  Elm: Ice
  Attr: Reflectable

Ice2
  Magical Attack
  Formula: Magical
  Pwr: 1 1/4x Base
  MAt%: 100
  Cost: 22 MP
  Tar: All Tar/1 Tar
  Elm: Ice
  Attr: Reflectable

Ice3
  Magical Attack
  Formula: Magical
  Pwr: 4x Base
  MAt%: 100
  Cost: 52 MP
  Tar: All Tar/1 Tar
  Elm: Ice
  Attr: Reflectable

Bolt
  Magical Attack
  Formula: Magical
  Pwr: 1/2x Base
  MAt%: 100
  Cost: 4 MP
  Tar: All Tar/1 Tar
  Elm: Lightning
  Attr: Reflectable

Bolt2
  Magical Attack
  Formula: Magical
  Pwr: 1 1/4x Base
  MAt%: 100
  Cost: 22 MP
  Tar: All Tar/1 Tar
  Elm: Lightning
  Attr: Reflectable

Bolt3
  Magical Attack
  Formula: Magical
  Pwr: 4x Base
  MAt%: 100
  Cost: 52 MP
  Tar: All Tar/1 Tar
  Elm: Lightning
  Attr: Reflectable

Quake
  Magical Attack
  Formula: Magical
  Pwr: 11/16x Base
  MAt%: 100
  Cost: 6 MP
  Tar: All Tar/1 Tar
  Elm: Earth
  Attr: Reflectable

Quake2
  Magical Attack
  Formula: Magical
  Pwr: 1 1/2x Base
  MAt%: 100
  Cost: 28 MP
  Tar: All Tar/1 Tar
  Elm: Earth
  Attr: Reflectable

Quake3
  Magical Attack
  Formula: Magical
  Pwr: 4 3/8x Base
  MAt%: 100
  Cost: 68 MP
  Tar: All Tar/1 Tar
  Elm: Earth
  Attr: Reflectable

Bio
  Magical Attack
  Formula: Magical
  Pwr: 5/8x Base
  MAt%: 100
  Cost: 8 MP
  Tar: All Tar/1 Tar
  Elm: Poison
  Attr: [ 48] Inflict 'Poison'
        Reflectable

Bio2
  Magical Attack
  Formula: Magical
  Pwr: 1 5/16x Base
  MAt%: 100
  Cost: 36 MP
  Tar: All Tar/1 Tar
  Elm: Poison
  Attr: [ 48] Inflict 'Poison'
        Reflectable

Bio3
  Magical Attack
  Formula: Magical
  Pwr: 4 1/4x Base
  MAt%: 100
  Cost: 80 MP
  Tar: All Tar/1 Tar
  Elm: Poison
  Attr: [ 72] Inflict 'Poison'
        Reflectable

Demi
  Magical Attack
  Formula: HP%
  Pwr: [Target's HP / 4]
  MAt%:  75
  Cost: 14 MP
  Tar: All Tar/1 Tar (NS)
  Elm: Gravity

Demi2
  Magical Attack
  Formula: HP%
  Pwr: [Target's HP / 2]
  MAt%:  75
  Cost: 33 MP
  Tar: All Tar/1 Tar (NS)
  Elm: Gravity

Demi3
  Magical Attack
  Formula: HP%
  Pwr: [Target's HP * 3 / 4]
  MAt%:  75
  Cost: 48 MP
  Tar: All Tar/1 Tar (NS)
  Elm: Gravity

Sleepel
  Magical Change Status
  MAt%: 100
  Cost: 8 MP
  Tar: All Tar/1 Tar
  Elm: Non-Element
  Attr: [ 72] Inflict 'Sleep'
        Reflectable

Confu
  Magical Change Status
  MAt%: 100
  Cost: 18 MP
  Tar: All Tar/1 Tar
  Elm: Non-Element
  Attr: [ 60] Inflict 'Confusion'
        Reflectable

Silence
  Magical Change Status
  MAt%: 100
  Cost: 24 MP
  Tar: All Tar/1 Tar
  Elm: Non-Element
  Attr: [ 60] Inflict 'Silence'
        Reflectable

Mini
  Magical Change Status
  MAt%: 100
  Cost: 10 MP
  Tar: All Tar/1 Tar
  Elm: Non-Element
  Attr: [ 72] Toggle 'Small'
        Reflectable
  Notes: When curing a target that already has the 'Small' Status, the Toggle
           effect has a 100% chance of success

Toad
  Magical Change Status
  MAt%: 100
  Cost: 14 MP
  Tar: All Tar/1 Tar
  Elm: Non-Element
  Attr: [ 72] Toggle 'Frog'
        Reflectable
  Notes: When curing a target that already has the 'Frog' Status, the Toggle
           effect has a 100% chance of success

Berserk
  Magical Change Status
  MAt%: 100
  Cost: 28 MP
  Tar: All Tar/1 Tar
  Elm: Non-Element
  Attr: [ 80] Inflict 'Berserk'
        Reflectable
  Notes: When used against a Player Character, the Inflict effect has a 100%
           chance of success

Haste
  Magical Change Status
  Auto Hit
  Cost: 18 MP
  Tar: All Tar/1 Tar
  Elm: Non-Element
  Attr: 100%  Inflict 'Haste'
        Reflectable

Slow
  Magical Change Status
  Auto Hit
  Cost: 20 MP
  Tar: All Tar/1 Tar
  Elm: Non-Element
  Attr: [100] Inflict 'Slow'
        Reflectable

Stop
  Magical Change Status
  Auto Hit
  Cost: 34 MP
  Tar: All Tar/1 Tar
  Elm: Non-Element
  Attr: [ 60] Inflict 'Stop'
        Reflectable

Barrier
  Magical Change Status
  Auto Hit
  Cost: 16 MP
  Tar: All Tar/1 Tar
  Elm: Non-Element
  Attr: 100%  Inflict 'Barrier'
        Reflectable

MBarrier
  Magical Change Status
  Auto Hit
  Cost: 24 MP
  Tar: All Tar/1 Tar
  Elm: Non-Element
  Attr: 100%  Inflict 'MBarrier'
        Reflectable

Reflect
  Magical Change Status
  Auto Hit
  Cost: 30 MP
  Tar: All Tar/1 Tar
  Elm: Non-Element
  Attr: 100%  Inflict 'Reflect'

DeBarrier
  Magical Change Status
  MAt%: 255
  Cost: 12 MP
  Tar: All Tar/1 Tar
  Elm: Non-Element
  Attr: 100%  Cure 'Barrier', 'MBarrier', 'Reflect', 'Shield'

DeSpell
  Magical Change Status
  MAt%: 255
  Cost: 20 MP
  Tar: All Tar/1 Tar
  Elm: Non-Element
  Attr: 100%  Cure 'Haste', 'Slow', 'Stop', 'Regen', 'Barrier', 'MBarrier',
                   'Reflect', 'Shield', 'Death Force', 'Resist'

Death
  Magical Change Status
  MAt%: 100
  Cost: 30 MP
  Tar: All Tar/1 Tar
  Elm: Non-Element
  Attr: [ 44] Inflict 'Death'
        Reflectable

Escape
  Magical Misc Ability
  MAt%: 110
  Cost: 16 MP
  Tar: Self
  Notes: Causes allied team to flee from battle if possible

Remove
  Magical Change Status
  MAt%: 110
  Cost: 99 MP
  Tar: All Tar
  Attr: 100%  Inflict 'Death'
  Elm: Non-Element
  Notes: No Gil/Items given

Comet
  Magical Attack
  Formula: Magical
  Pwr: 5x Base
  MAt%: 100
  Cost: 70 MP
  Tar: 1 Tar
  Elm: Non-Element

Comet2
  Magical Attack
  Formula: Magical
  Pwr: 1 7/8x Base
  MAt%: 100
  Cost: 110 MP
  Tar: 4 Tar
  Elm: Non-Element

Freeze
  Magical Attack
  Formula: Magical
  Pwr: 5 15/16x Base
  MAt%: 100
  Cost: 82 MP
  Tar: 1 Tar
  Elm: Ice
  Attr: [ 68] Inflict 'Stop'
        Reflectable

Break
  Magical Attack
  Formula: Magical
  Pwr: 6 1/4x Base
  MAt%: 100
  Cost: 86 MP
  Tar: 1 Tar
  Elm: Earth
  Attr: [ 32] Inflict 'Petrify'
        Reflectable

Tornado
  Magical Attack
  Formula: Magical
  Pwr: 6 9/16x Base
  MAt%: 100
  Cost: 90 MP
  Tar: 1 Tar
  Elm: Wind
  Attr: [ 32] Inflict 'Confusion'
        Reflectable

Flare
  Magical Attack
  Formula: Magical
  Pwr: 7 3/16x Base
  MAt%: 100
  Cost: 100 MP
  Tar: 1 Tar
  Elm: Fire
  Attr: Reflectable

Wall
  Magical Change Status
  Auto Hit
  Cost: 58 MP
  Tar: All Tar/1 Tar
  Elm: Non-Element
  Attr: 100%  Inflict 'Barrier', 'MBarrier'
        Reflectable

FullCure
  Magical HP Restore
  Formula: Max HP%
  Pwr: [Target's Max HP]
  MAt%: 255
  Cost: 99 MP
  Tar: 1 Tar
  Elm: Restorative

Shield
  Magical Change Status
  Auto Hit
  Cost: 180 MP
  Tar: 1 Tar
  Elm: Non-Element
  Attr: 100%  Inflict 'Shield'

Ultima
  Magical Attack
  Formula: Magical
  Pwr: 6 9/16x Base
  MAt%: 100
  Cost: 130 MP
  Tar: All Tar (NS)
  Elm: Non-Element

              
---  -------
2.7  Summons
---  -------
Choco/Mog
  Attack Name: DeathBlow!!
  Magical Attack
  Formula: Magical
  Pwr: 1x Base
  MAt%: 255
  Cost: 14 MP
  Tar: All Op (NS)
  Elm: Non-Element
  Attr: [ 40] Inflict 'Stop'

  Attack Name: Fat-Chocobo
  Magical Attack
  Formula: Magical
  Pwr: 1 1/4x Base
  MAt%: 255
  Cost: 14 MP
  Tar: All Op (NS)
  Elm: Non-Element
  Notes: Fat-Chocobo is randomly used 15/256 of the time instead of
           Deathblow!

Shiva
  Attack Name: Diamond Dust
  Magical Attack
  Formula: Magical
  Pwr: 1 1/2x Base
  MAt%: 255
  Cost: 32 MP
  Tar: All Op (NS)
  Elm: Ice

Ifrit
  Attack Name: Hellfire
  Magical Attack
  Formula: Magical
  Pwr: 1 11/16x Base
  MAt%: 255
  Cost: 34 MP
  Tar: All Op (NS)
  Elm: Fire

Ramuh
  Attack Name: Judgement Bolt
  Magical Attack
  Formula: Magical
  Pwr: 1 7/8x Base
  MAt%: 255
  Cost: 40 MP
  Tar: All Op (NS)
  Elm: Lightning

Titan
  Attack Name: Anger of the Land
  Magical Attack
  Formula: Magical
  Pwr: 2 1/16x Base
  MAt%: 255
  Cost: 46 MP
  Tar: All Op (NS)
  Elm: Earth

Odin
  Attack Name: Steel Bladed Sword
  Magical Change Status
  MAt%: 255
  Cost: 80 MP
  Tar: All Op (NS)
  Elm: Non-Element
  Attr: [ 92] Inflict 'Death'
  Notes: If the enemy has attributes that would cause Steel Bladed Sword to
           cause Recovery to the enemy, then Odin will cause Steel Bladed
           Sword to miss the enemy instead
         Since Gunge Lance is used only if Steel Bladed Sword fails on all
           targets, you can be sure that at least one enemy *WILL* die if
           Steel Bladed Sword is used
  
  Attack Name: Gunge Lance
  Magical Attack
  Formula: Magical
  Pwr: 4 7/8x Base
  MAt%: 255
  Cost: 80 MP
  Tar: 1 Op
  Elm: Non-Element
  Notes: Gunge Lance is used instead of Steel Bladed Sword if Odin calculates
           that the current use of Steel Bladed Sword would miss *all*
           Opponents - this includes the random chance of Death not being
           inflicted against a vulnerable enemy

Leviathan
  Attack Name: Tidal Wave
  Magical Attack
  Formula: Magical
  Pwr: 4 11/16x Base
  MAt%: 255
  Cost: 78 MP
  Tar: All Op (NS)
  Elm: Water

Bahamut
  Attack Name: Mega Flare
  Magical Piercing Attack
  Formula: Magical
  Pwr: 4 1/16x Base
  MAt%: 255
  Cost: 100 MP
  Tar: All Op (NS)
  Elm: Non-Element

Kujata
  Attack Name: Tetra-Disaster
  Magical Attack
  Formula: Magical
  Pwr: 6 1/4x Base
  MAt%: 255
  Cost: 110 MP
  Tar: All Op (NS)
  Elm: Fire/Ice/Lightning

Alexander
  Attack Name: Judgement
  Magical Attack
  Formula: Magical
  Pwr: 7 1/2x Base
  MAt%: 255
  Cost: 120 MP
  Tar: All Op (NS)
  Elm: Holy

Phoenix
  Attack Name: Phoenix Flame
  Magical Attack
  Formula: Magical
  Pwr: 3 3/4x Base
  MAt%: 255
  Cost: 180 MP
  Tar: All Op (NS)
  Elm: Fire
  Notes: Fully heals and removes Death Status from all KOed party members

Neo Bahamut
  Attack Name: Giga Flare
  Magical Piercing Attack
  Formula: Magical
  Pwr: 5x Base
  MAt%: 255
  Cost: 140 MP
  Tar: All Op (NS)
  Elm: Non-Element

Hades
  Attack Name: Black Cauldron
  Magical Attack
  Formula: Magical
  Pwr: 5 5/8x Base
  MAt%: 255
  Cost: 150 MP
  Tar: All Op (NS)
  Elm: Non-Element
  Attr: 100%  Inflict 'Sleep', 'Poison', 'Confusion', 'Silence', 'Slow',
                      'Frog', 'Small', 'Paralysed'

Typhon
  Attack Name: Disintegration
  Magical Piercing Attack
  Formula: Magical
  Pwr: 6 7/8x Base
  MAt%: 255
  Cost: 160 MP
  Tar: All Op (NS)
  Elm: Fire/Ice/Lightning/Earth

Bahamut ZERO
  Attack Name: Tera Flare
  Magical Piercing Attack
  Formula: Magical
  Pwr: 7 1/2x Base
  MAt%: 255
  Cost: 180 MP
  Tar: All Op (NS)
  Elm: Non-Element

Knights of Round
  Attack Name: Ultimate End
  Magical Piercing Attack
  Formula: Magical
  Pwr: 5x Base
  MAt%: 255
  Cost: 250 MP
  Tar: 13x All Op (NS)
  Elm: Non-Element
  

---  ------------
2.8  Enemy Skills
---  ------------
Frog Song
  Magical Change Status
  MAt%: 100
  Cost: 5 MP
  Tar: 1 Tar
  Elm: Non-Element
  Attr: 100%  Toggle 'Frog', 'Sleep'
        Reflectable

L4 Suicide
  Magical Attack
  Formula: HP%
  Pwr: [Target's HP * 31 / 32]
  Auto Hit
  Cost: 10 MP
  Tar: All Tar (NS)
  Elm: Non-Element
  Attr: 100%  Inflict 'Small'
        Reflectable
  Notes: Miss if Target's Lvl not multiple of 4

Magic Hammer
  Magical MP Absorb
  Formula: Fixed
  Pwr: 100
  MAt%: 100
  Cost: 3 MP
  Tar: 1 Tar
  Elm: Non-Element
  Attr: Reflectable

White Wind
  Physical HP Restore
  Formula: Custom
  Pwr: Caster's HP
  PAt%: 255
  Cost: 34 MP
  Tar: All Tar (NS)
  Elm: Restorative
  Attr: 100%  Cure 'Sleep', 'Poison', 'Confusion', 'Silence', 'Slow',
                   'Stop', 'Frog', 'Small', 'Slow-numb', 'Petrify',
                   'Berserk', 'Paralysed', 'Darkness', 'Death Force',
                   'Resist'
  Notes: Since it's a physical ability that uses PAt%, it will also cure
           'Manipulate'

Big Guard
  Magical Change Status
  MAt%: 255
  Cost: 56 MP
  Tar: All Tar
  Elm: Non-Element
  Attr: 100%  Inflict 'Barrier', 'MBarrier', 'Haste'

Angel Whisper
  Magical HP Restore
  Formula: Max HP%
  Pwr: [Target's Max HP]
  MAt%: 255
  Cost: 50 MP
  Tar: 1 Tar
  Elm: Restorative
  Attr: 100%  Cure 'Death', 'Sleep', 'Poison', 'Confusion', 'Silence',
                   'Slow', 'Stop', 'Frog', 'Small', 'Slow-numb', 'Petrify',
                   'Berserk', 'Paralysed', 'Darkness'

Dragon Force
  Magical Misc Ability
  MAt%: 255
  Cost: 19 MP
  Tar: 1 Tar
  Notes: Each Dragon Force adds 50% to: Def Mod, MDf Mod
         These Modifiers cannot exceed 100%
         (In other words, don't use more than two Dragon Forces per character
          per battle)

Death Force
  Magical Change Status
  MAt%: 255
  Cost: 3 MP
  Tar: 1 Tar
  Elm: Non-Element
  Attr: 100%  Inflict 'Death Force'

Flame Thrower
  Magical Attack
  Formula: Magical
  Pwr: 7/8x Base
  MAt%: 100
  Cost: 10 MP
  Tar: 1 Tar
  Elm: Fire
  Attr: Reflectable

Laser
  Magical Attack
  Formula: HP%
  Pwr: [Target's HP / 2]
  MAt%: 100
  Cost: 16 MP
  Tar: 1 Tar
  Elm: Gravity
  Attr: Reflectable

Matra Magic
  Magical Attack
  Formula: Magical
  Pwr: 11/16x Base
  MAt%: 100
  Cost: 8 MP
  Tar: All Tar (NS)
  Elm: Non-Element
  Attr: Reflectable

Bad Breath
  Magical Change Status
  MAt%: 100
  Cost: 58 MP
  Tar: All Tar
  Elm: Non-Element
  Attr: 100%  Inflict 'Sleep', 'Poison', 'Confusion', 'Silence', 'Frog',
                      'Small'

Beta
  Magical Attack
  Formula: Magical
  Pwr: 3 3/8x Base
  MAt%: 100
  Cost: 35 MP
  Tar: All Tar (NS)
  Elm: Fire

Aqualung
  Magical Attack
  Formula: Magical
  Pwr: 3 1/4x Base
  MAt%: 100
  Cost: 34 MP
  Tar: All Tar (NS)
  Elm: Water
  Attr: Reflectable

Trine
  Magical Attack
  Formula: Magical
  Pwr: 2 1/8x Base
  MAt%: 100
  Cost: 20 MP
  Tar: All Tar (NS)
  Elm: Lightning

Magic Breath
  Magical Attack
  Formula: Magical
  Pwr: 4 13/16x Base
  MAt%: 100
  Cost: 75 MP
  Tar: All Tar (NS)
  Elm: Fire/Ice/Lightning

????
  Physical Attack
  Formula: Custom
  Pwr: Caster's Max HP - Caster's HP
  PAt%: 100
  Cost: 3 MP
  Tar: 1 Tar
  Elm: Non-Element

Goblin Punch
  Physical Attack
  Formula: Physical
  Pwr: 3/4x Base
  PAt%: 100
  Tar: 1 Tar
  Elm: Non-Element
  Notes: After Damage Effect
           If Caster Lvl = Target Lvl, Damage = Damage * 8

Chocobuckle
  Physical Attack
  Formula: Custom
  Pwr: Number of times Party has Escaped
  PAt%: 100
  Cost: 3 MP
  Tar: 1 Tar
  Elm: Non-Element

L5 Death
  Magical Change Status
  Auto Hit
  Cost: 22 MP
  Tar: All Tar
  Elm: Non-Element
  Attr: 100%  Inflict 'Death'
  Notes: Miss if Target's Lvl not multiple of 5

Death Sentence
  Magical Change Status
  MAt%: 100
  Cost: 10 MP
  Tar: 1 Tar
  Elm: Non-Element
  Attr: 100%  Inflict 'Death-sentence'

Roulette
  Magical Change Status
  MAt%: 255
  Cost: 6 MP
  Tar: Random [Area]
  Elm: Non-Element
  Attr: 100%  Inflict 'Death'

Shadow Flare
  Magical Attack
  Formula: Magical
  Pwr: 7 13/16x Base
  MAt%: 100
  Cost: 100 MP
  Tar: 1 Tar
  Elm: Non-Element
  Attr: Reflectable

Pandora's Box
  Magical Piercing Attack
  Formula: Magical
  Pwr: 3 3/4x Base
  MAt%: 100
  Cost: 110 MP
  Tar: All Tar (NS)
  Elm: Non-Element
  Attr: Reflectable

                  
---  -----------------
2.9  Command Abilities
---  -----------------
D. blow
  Physical Attack
  Formula: Physical
  Pwr: 1x Base
  PAt%: [Weapon At% / 3]
  Tar: 1 Op/All Op
  Elm: As Weapon
  Attr: Auto Critical
  Notes: D. blow can hit Back Row targets for full damage without requiring a
           Long Range weapon

Steal
  Physical Misc Ability
  Auto Hit
  Tar: 1 Op/All Op
    Attempts to steal an item from the targetted enemy
    Goes through all items that the target has in turn
    Success Formula is as follows:
       LvlDiff   = 40 + Attacker's Level - Target's Level
       If Sneak Glove is equipped, LvlDiff is capped at 100 minimum
       LvlFactor = [512 * LvlDiff / 100]
       Base Chance = Item Chance * LvlFactor / 256
       If (Rnd(0..63) <= Base Chance): Stop here, WIN ITEM!

Mug
  Physical Attack
  Formula: Physical
  Pwr: 1x Base
  PAt%: Weapon At%
  Tar: 1 Op/All Op
  Elm: As Weapon
    Attempts to steal an item from the targetted enemy
    Goes through all items that the target has in turn
    Success Formula is as follows:
       LvlDiff   = 40 + Attacker's Level - Target's Level
       If Sneak Glove is equipped, LvlDiff is capped at 100 minimum
       LvlFactor = [512 * LvlDiff / 100]
       Base Chance = Item Chance * LvlFactor / 256
       If (Rnd(0..63) <= Base Chance): Stop here, WIN ITEM!

Throw
  Physical LR Attack
  Formula: Physical
  Pwr: 1x Base
  Auto Hit
  Tar: 1 Tar
  Elm: Non-Element
  Attr: Base Damage is worked out with Att = (Str + Weapon Att) * 2
        Weapon Att is the Att value of the weapon being thrown
        Att for this ability is not capped at 255

Coin
  Physical LR Attack
  Formula: Custom
  Pwr: RU([Gil Thrown / 10] / Number of Targets)
  Auto Hit
  Tar: All Op (NS)
  Elm: Non-Element
  Notes: If no Gil value is chosen (when used as a Sneak Attack or similar,
           for example), then the amount thrown will use the following:
               HighHP = Highest Current HP of all Targets
               If (HighHP > 10000): HighHP = 10000
               Gil Thrown = 10 * HighHP * Number of Enemies
         If the attempted amount thrown is more gil than the party has, then
           it will be capped at the full amount the party has

Slash-All
  Physical Attack
  Formula: Physical
  Pwr: 1x Base
  PAt%: Weapon At%
  Tar: All Op
  Elm: As Weapon
  Notes: Slash-All can hit Back Row targets for full damage without requiring
           a Long Range weapon

Flash
  Physical Change Status
  Formula: Physical
  PAt%: [Weapon At% / 2]
  Tar: All Op
  Elm: As Weapon
  Attr: 100%  Inflict 'Death'

2x-Cut
  Physical Attack
  Formula: Physical
  Pwr: 1x Base
  PAt%: Weapon At%
  Tar: 2x 1 Tar
  Elm: As Weapon

4x-Cut
  Physical Attack
  Formula: Physical
  Pwr: 1x Base
  PAt%: Weapon At%
  Tar: 4 Op
  Elm: As Weapon
  Notes: 4x-Cut can hit Back Row targets for full damage without requiring a
           Long Range weapon

Morph
  Physical Attack
  Formula: Physical
  Pwr: 1/8x Base
  PAt%: Weapon At%
  Tar: 1 Op/All Op
  Elm: As Weapon
  Attr: No Critical
  Notes: Morph can hit Back Row targets for full damage without requiring a
           Long Range weapon
         When Morph is used to successfully kill a target, the target will
           leave behind their Morphed item

Sense
  Physical LR Misc Ability
  Auto Hit
  Tar: 1 Op/All Op
    Attempts to Sense the targetted enemy
    Sensing an enemy will display their Level, HP, Max HP, MP, Max MP and
      any weaknesses to Elements (Death, AutoH and Weak Elements will be
      listed)
    A Sensed Enemy will have their current HP and Max HP displayed next to
      their name in the Help Window for the rest of the battle
    Enemies that have 30,000 Max HP or more cannot be Sensed

Manip.
  Physical LR Misc Ability
  Auto Hit
  Tar: 1 Op/All Op
    Attempts to Manipulate the targetted enemy
    You may not Manipulate an enemy under the following conditions:
        The enemy is already being Manipulated
        The enemy is under an effect that freezes its Turn Timer
           (Death, Stop, Paralysed, Petrify or Sleep will do this)
        The enemy is immune to Manipulate
    Success Formula is as follows:
       Hit%    = 50 + Attacker's Level - Target's Level
       If you are trying to Manipulate more than one Target at once:
          Hit% = [Hit% * 4 / 5]
       If Enemy is Weak (Auto Hit) to Elem/Status used, Hit% = 255
       If HypnoCrown is equipped, Hit% is capped at 100 minimum
       If (Rnd(0..99) < Hit%): Target is Manipulated

Mime
  Physical LR Misc Ability
  Auto Hit
  Tar: Self
    Mimes the last command used by the party
    Certain special effects the command had through Materia linkage may also
      be used with the Mimed command
    Limit Breaks may only be mimed by the character that can use that Limit



-----------------------------------------------------------------------------
3. LIMIT BREAKS
---------------

This section, as you can guess, is devoted to the Limit Breaks in Final
Fantasy 7.  Each of the nine characters in the game have their own unique
Limit Breaks.

---  --------------
3.1  Earning Limits
---  --------------
Limit Breaks are divided up into Levels.  You select which Limit Level you
wish to use, and whenever your Limit Bar fills up, you can use any Limit you
have in that Level, but no other.  However, before you can use a Limit Break
of any Level, you must earn it.

The following chart shows the bare minimum you must achieve to gain each
Limit Break.  The chart headers are as follows.

L1-2:
  The second Limit Break of the first Limit Level requires that your L1-1
Break be used a certain number of times before you can gain your L1-2 Break.
The number in this column is the number of times you have to use your L1-1
Break.

L2-1:
  The number in this column indicates how many enemies the character must
personally defeat before they gain the use of their L2-1 Break.  Note that
you can gain your L2-1 Break before your L1-2 one.

L2-2:
  You must use your L2-1 Break so many times before you can gain your L2-2
Break.  This column indicates exactly how many times.

L3-1:
  The number in this column indicates how many enemies the character must
have killed in the entire game (this column includes the number killed to
gain their L2-1 Break), to gain their L3-1 Break.  Note that you can gain
your L3-1 Break before either your L1-2 or your L2-2 Breaks.

L3-2:
  The final column indicates how many times you must use your L3-1 Break
before you can gain your L3-2 Break.


Note that Vincent only has one Break per Level, and Cait Sith has only two
Limit Breaks: his L1-1 and his L2-1.  Also note that to score a use of a
Limit Break, or a kill, you must win the battle.  If you run away, Limit
Break usage and kills during that battle will not be counted.  The
requirements for each character are as follows:

                L1-2       L2-1       L2-1       L3-1       L3-2
Cloud             8        120          7        320          6
Barret            9         80          8        160          6
Tifa              9         96          7        192          6
Aeris             8         80          6        160          5
Red XIII          8         72          7        144          6
Yuffie            8         64          7        128          6
Cait Sith         -         40          -          -          -
Vincent           -         40          -         96          -
Cid               7         60          6        136          5


*** WARNING: These values were gained through looking at FF7's memory banks
and using debug values.  I will not tolerate e-mails complaining that these
values are inaccurate: they aren't.  However, even respected testers have
managed to get different results when actually counting the number of kills
they've done.  The cause for this is currently unknown, but random variation
in the kills required is considered unlikely.  This is also not a difference
between PC and PSX versions, since both use the same table ***


In addition to the requirements above, you cannot choose to use a certain
Limit Level until you have at least one Limit Break in that Level.


---  -------------
3.2  The Limit Bar
---  -------------
The Limit Bar dictates when you can use a certain Limit Break.  Depending on
your Status Attributes, and which Limit Level you have chosen to build, it
will grow quickly or slowly based on the damage you take.

A character's Limit Bar is measured in Units.  Once a Limit Bar contains 255
Units, the Limit Bar is full, and the character may use their Limit Break.

The conversion rate between damage points and Limit Bar Units is as
follows:

   Units gained = [[300 * HP Lost / Max HP] * 256 * Status Factor / LNum]



In the above formula, Status Factor is equal to 2.0 while in 'Fury' Status,
0.5 in 'Sadness' Status, and 1.0 otherwise.

LNum, on the other hand, is a special number that varies for each character
at each Limit Level.  The following table shows the LNum value for all nine
characters at each of their Limit Levels.

                   Level 1       Level 2       Level 3       Level 4
     Cloud           140           324           435           506
     Barret          129           240           374           450
     Tifa            120           334           509           566
     Aeris           200           284           322           436
     Red XIII        195           300           389           486
     Yuffie          200           300           400           480
     Cait Sith       160           180          9590 *       12760 *
     Vincent         202           244           319           426
     Cid             200           280           380           480

 * Cait Sith does not have either a L3 or L4 Limit Break - these numbers
   are still in the data, however.


Obviously, the higher the number, the larger the percentage of your Max HP
you must lose before you can fill the Limit Bar.  With the numbers above, it
is possible to work out the rough percentage of HP that must be lost:

                   Level 1       Level 2       Level 3       Level 4
     Cloud           46.5%        107.6%        144.4%        168.0%
     Barret          42.8%         79.7%        124.2%        149.4%
     Tifa            39.8%        110.9%        169.0%        187.9%
     Aeris           66.4%         94.3%        106.9%        144.8%
     Red XIII        64.7%         99.6%        129.2%        161.4%
     Yuffie          66.4%         99.6%        132.8%        159.3%
     Cait Sith       53.1%         59.8%         ----          ----
     Vincent         67.1%         81.0%        105.9%        141.4%
     Cid             66.4%         93.0%        126.2%        159.3%


In addition to that, the Status Attribute 'Fury' will double your Limit Bar
growth, while the Status Attribute 'Sadness' will halve it.  For example,
trying to max out Cloud's Limit Bar at Level 4 with 'Fury' would amount to a
loss of 84.0% of your total HP, instead of the normal 168.0%.

You should note that any Limit Bar Units you gain are rounded down at two
occasions.  First, it uses 1/300 units of your Max HP to work out how much
damage was done to you, Limit-wise, and then it converts those units into
Limit Bar Units, which can cause even more rounding down.  Thus, you will
often note that you have to lose more than the listed amount of HP above.
For instance, when maxing out a L4 Limit Bar with Fury status with 9999 Max
HP, any attack that hits you for 33 or less HP will cause you to gain 0
Units, since 33 is less than 1/300th of 9999.  In addition, when maxing out
an L4 Limit Bar with Sadness status with 9999 Max HP, you must be hit for 134
or more HP to gain even a single Limit Bar 'Unit'.


One final note: Limit Bar Units are only accumulated when damage is done to a
character by an enemy.  Damage inflicted by allies will not increase Limit
Bars.


---  -----------------
3.3  Limit Damage Data
---  -----------------
This section will describe the effects of each Limit Break.  Note that
special damage bonuses from weapons have no effect on these attacks.

3.3.1 Cloud's Limit Breaks
----- --------------------
L1-1: Braver
  Physical LR Attack
  Formula: Physical
  Pwr: 3x Base
  PAt%: 255
  Tar: 1 Op
  Elm: Non-Element

L1-2: Cross-slash
  Physical LR Attack
  Formula: Physical
  Pwr: 3 1/4x Base
  PAt%: 255
  Tar: 1 Op
  Elm: Non-Element
  Attr: 100%  Inflict 'Paralysed'

L2-1: Blade Beam
  Physical LR Attack
  Formula: Physical
  Pwr: 3 1/2x Base
  PAt%: 255
  Tar: 1 Op
  Elm: Non-Element
  Notes: Allies of selected target take 'Pwr: 1x Base' damage (NS)

L2-2: Climhazzard
  Physical LR Attack
  Formula: Physical
  Pwr: 4 3/8x Base
  PAt%: 255
  Tar: 1 Op
  Elm: Non-Element

L3-1: Meteorain
  Physical LR Attack
  Formula: Physical
  Pwr: 1 5/8x Base
  PAt%: 255
  Tar: 6 Op
  Elm: Non-Element

L3-2: Finishing Touch
  Physical LR Attack
  Formula: Physical
  Pwr: 3 1/8x Base
  PAt%: 255
  Tar: All Op
  Elm: Non-Element
  Attr: 100%  Inflict 'Death'

L4-1: Omnislash
  Physical LR Attack
  Formula: Physical
  Pwr: 3/4x Base
  PAt%: 255
  Tar: 15 Op
  Elm: Non-Element
  Attr: Auto Critical


3.3.2 Barret's Limit Breaks
----- ---------------------
L1-1: Big Shot
  Physical LR Attack
  Formula: Physical
  Pwr: 3 1/4x Base
  PAt%: 255
  Tar: 1 Op
  Elm: Non-Element

L1-2: Mindblow
  Magical MP Attack
  Formula: HP%
  Pwr: [Target's MP]
  MAt%: 255
  Tar: 1 Op
  Elm: Gravity

L2-1: Grenade Bomb
  Physical LR Attack
  Formula: Physical
  Pwr: 3 3/8x Base
  PAt%: 255
  Tar: All Op
  Elm: Non-Element

L2-2: Hammerblow
  Physical Change Status
  PAt%: 255
  Tar: 1 Op
  Elm: Non-Element
  Attr: 100%  Inflict 'Death'

L3-1: Satellite Beam
  Physical LR Attack
  Formula: Physical
  Pwr: 2 3/16x Base
  PAt%: 255
  Tar: All Op
  Elm: Non-Element
  Attr: Auto Critical

L3-2: Angermax
  Physical LR Attack
  Formula: Physical
  Pwr: 1/2x Base
  PAt%: 255
  Tar: 18 Op
  Elm: Non-Element

L4-1: Catastrophe
  Physical LR Attack
  Formula: Physical
  Pwr: 1 1/4x Base
  PAt%: 255
  Tar: 10 Op
  Elm: Non-Element


3.3.3 Tifa's Limit Breaks
----- --------------------
Note that using one of Tifa's Limit Breaks will also automatically use all of
her Limit Breaks that are lower in level than the one used.  Also, each Break
will have one of three statuses:
   Miss: Tifa will not perform the Limit Break
    Hit: Tifa will use the Limit Break for normal damage (no Criticals)
  YEAH!: Tifa will use the Limit Break and do Critical Damage

Although each of Tifa's Limit Breaks have a Target of 1 Op, these targets
will all be picked randomly.


L1-1: Beat Rush
  Physical LR Attack
  Formula: Physical
  Pwr: 1 1/4x Base
  PAt%: 255
  Tar: Random [All Op]
  Elm: Non-Element

L1-2: Somersault
  Physical LR Attack
  Formula: Physical
  Pwr: 1 3/8x Base
  PAt%: 255
  Tar: Random [All Op]
  Elm: Non-Element

L2-1: Waterkick
  Physical LR Attack
  Formula: Physical
  Pwr: 1 1/2x Base
  PAt%: 255
  Tar: Random [All Op]
  Elm: Non-Element

L2-2: Meteodrive
  Physical LR Attack
  Formula: Physical
  Pwr: 1 5/8x Base
  PAt%: 255
  Tar: Random [All Op]
  Elm: Non-Element

L3-1: Dolphin Blow
  Physical LR Attack
  Formula: Physical
  Pwr: 1 3/4x Base
  PAt%: 255
  Tar: Random [All Op]
  Elm: Non-Element

L3-2: Meteor Strike
  Physical LR Attack
  Formula: Physical
  Pwr: 1 7/8x Base
  PAt%: 255
  Tar: Random [All Op]
  Elm: Non-Element

L4-1: Final Heaven
  Physical LR Attack
  Formula: Physical
  Pwr: 2 5/8x Base
  PAt%: 255
  Tar: Random [All Op]
  Elm: Non-Element


3.3.4 Aeris' Limit Breaks
----- -------------------
L1-1: Healing Wind
  Magical HP Restore
  Formula: Max HP%
  Pwr: [Target's Max HP / 2]
  MAt%: 255
  Tar: All Al (NS)
  Elm: Restorative
  
L1-2: Seal Evil
  Magical Change Status
  MAt%: 255
  Tar: All Op
  Elm: Non-Element
  Attr: 100%  Inflict 'Stop', 'Silence'

L2-1: Breath of the Earth
  Magical Change Status
  MAt%: 255
  Tar: All Al
  Elm: Non-Element
  Attr: 100%  Cure 'Sleep', 'Poison', 'Sadness', 'Fury', 'Confusion',
                   'Silence', 'Slow', 'Stop', 'Frog', 'Small', 'Slow-numb',
                   'Petrify'

L2-2: Fury Brand
  Physical Misc Ability
  Auto Hit
  Tar: All Al (except caster)
  Elm: Hidden
  Notes: Sets Limit Bar Units to 255

L3-1: Planet Protector
  Magical Change Status
  MAt%: 255
  Tar: All Tar
  Elm: Non-Element
  Attr: 100%  Inflict 'Peerless'

L3-2: Pulse of Life
  Physical Recovery
  Formula: Recovery
  Auto Hit
  Tar: All Tar (NS)
  Elm: Restorative
  Attr: 100%  Cure 'Death'

L4-1: Great Gospel
  Physical Recovery
  Formula: Recovery
  Auto Hit
  Tar: All Tar (NS)
  Elm: Restorative
  Attr: 100%  Inflict 'Peerless'


3.3.5 Red XIII's Limit Breaks
----- -----------------------
L1-1: Sled Fang
  Physical LR Attack
  Formula: Physical
  Pwr: 3x Base
  PAt%: 255
  Tar: 1 Op
  Elm: Non-Element

L1-2: Lunatic High
  Magical Change Status
  MAt%: 255
  Tar: All Al
  Elm: Non-Element
  Attr: 100%  Inflict 'Haste'
  Notes: Lunatic High adds 50% to Red XIII's Df% Mod
         This Modifier cannot exceed 100%
         BUG: Red XIII gains +50% Df% Mod *per target* it hits.  For example,
           if two allies (including Red XIII) are alive and Lunatic High is
           used, Red XIII will gain +100% Df% Mod total (2 * 50%)
         Other Party Members do not earn a bonus to their Df% Mod; their
           bonus is instead given to Red XIII as explained above due to
           the bug

L2-1: Blood Fang
  Physical LR HP/MP Absorb
  Formula: Physical
  Pwr: 1 1/4x Base
  PAt%: 255
  Tar: 1 Op
  Elm: Non-Element

L2-2: Stardust Ray
  Physical LR Attack
  Formula: Physical
  Pwr: 5/8x Base
  PAt%: 255
  Tar: 10 Op
  Elm: Non-Element

L3-1: Howling Moon
  Magical Change Status
  MAt%: 255
  Tar: Self
  Elm: Non-Element
  Attr: 100%  Inflict 'Haste', 'Berserk'
  Notes: Howling Moon adds 60% to Red XIII's Att Mod
         This Modifier cannot exceed 100%

L3-2: Earth Rave
  Physical LR Attack
  Formula: Physical
  Pwr: 1 7/8x Base
  PAt%: 255
  Tar: 5 Op
  Elm: Non-Element

L4-1: Cosmo Memory
  Physical LR Attack
  Formula: Physical
  Pwr: 7 13/16x Base
  PAt%: 255
  Tar: All Op
  Elm: Non-Element


3.3.6 Yuffie's Limit Breaks
----- ---------------------
L1-1: Greased Lightning
  Physical LR Attack
  Formula: Physical
  Pwr: 3 1/8x Base
  PAt%: 255
  Tar: 1 Op
  Elm: Non-Element

L1-2: Clear Tranquil
  Magical HP Restore
  Formula: Max HP%
  Pwr: [Target's Max HP / 2]
  MAt%: 255
  Tar: All Op (NS)
  Elm: Restorative

L2-1: Landscaper
  Physical LR Attack
  Formula: Physical
  Pwr: 3x Base
  PAt%: 255
  Tar: All Op
  Elm: Earth

L2-2: Bloodfest
  Physical LR Attack
  Formula: Physical
  Pwr: 5/8x Base
  PAt%: 255
  Tar: 10 Op
  Elm: Non-Element

L3-1: Gauntlet
  Physical Piercing LR Attack
  Formula: Physical
  Pwr: 1 3/4x Base
  PAt%: 255