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    Ability FAQ by slartifer

    Version: 1.0.1 | Updated: 10/04/12 | Printable Version | Search Guide | Bookmark Guide

    ===============================================================================
                            FINAL FANTASY DIMENSIONS
    
                            Ability Comparison FAQ
    
                            by Slartifer
                            (GameFAQs handle: Slartifer)
    
                            v 1.0.1
                            October 13, 2012
    ===============================================================================
    
    This FAQ compares the skills and abilities available via the Job System in as
    accurate and informative a manner as possible, including comparisons of damage
    modifiers, and statistics.
    
    
    ===============================================================================
                                  TABLE OF CONTENTS
    ===============================================================================
    
    [1] Approximate Damage Formulas
            [1.1] Physical Attacks
            [1.2] Magical Attacks
            [1.3] Special Cases
    
    [2] Stats
    
    [3] Skills
    
    [4] Miscellaneous
            [4.1] Best Value Skills
            [4.2] Memorists
            [4.3] Sidequest List
            [4.4] Treasure Hunting
    
    [5] Help! I Can't Beat This Boss!
    
    [6] Acknowledgements & History
    
    
    ===============================================================================
                                          [1]
    
                              APPROXIMATE DAMAGE FORMULAS
    ===============================================================================
    
    The exact damage formulas are not known, and the number of variables with a
    tiny but real impact on the result makes figuring out the exact formulas
    difficult.  However, the broad strokes steps used in a calculating damage as
    as follows:
    
    
    -------------------------------------------------------------------------------
    [1.1] APPROXIMATE DAMAGE FORMULAS -- PHYSICAL ATTACKS
    -------------------------------------------------------------------------------
    
    BASE PHYSICAL DAMAGE = (WATK + WBONUS - DEF) * (STR + SBONUS - SDEF)
    
       WTK = Attack rating of attacker's weapon
    WBONUS = Bonus added to attacker's weapon score, quite small, may be LV-based
       DEF = Total DEF of defender's armor
       STR = Attacker's STR
    SBONUS = Bonus added to attacker's strength score, may be [LV/3]
      SDEF = Defender's stat-based defense, may be [VIT/2]
    
    The base damage is further multiplied by some kind of normalizing factor, and
    finally by any attack-specific multipliers (for elemental weaknesses, critical
    hits, special attack multipliers, etc.).
    
    
    -------------------------------------------------------------------------------
    [1.2] APPROXIMATE DAMAGE FORMULAS -- MAGICAL ATTACKS
    -------------------------------------------------------------------------------
    
    BASE MAGICAL DAMAGE = (MATK - MDEF) * (STAT + LV)
    
      MATK = Attack rating of spell/ability being used
      MDEF = A tiny fraction of the defender's total RES.  Possibly [RES/16].
      STAT = Attacker's MND for holy elemental attacks, INT for all others
        LV = Attacker's experience level
    
    The base damage is further multiplied by some kind of normalizing factor, and
    finally by any attack-specific multipliers (for elemental weaknesses, etc.).
    
    The lack of impact of RES is presumably a bug.  This is all speculation, but it
    seems like it might be the result of an overzealous defense-piercing routine
    meant to apply only to abilities like Flare, but mistakenly affecting them all.
    
    Likewise, if INT and MND can reduce magic damage, I haven't seen it happen. 
    It's possible they are in an analogous location as to VIT in the physical
    damage formula, but are subject to the same bug that makes RES worthless.
    
    
    -------------------------------------------------------------------------------
    [1.3] APPROXIMATE DAMAGE FORMULAS -- SPECIAL CASES
    -------------------------------------------------------------------------------
    
    Shock (F-Ability) produces magic damage, and incorporates both INT and the
    caster's equipped weapon in the damage formula.  I'm not sure of the exact
    formula used.  It's possible it calculates two attacks, one of each type, and
    combines the damage; or it may run the physical attack formula with INT in
    place of STR.
    
    Phantom Rush (F-Ability) seems to have an additional modifier I haven't been
    able to figure out, and deals more or less than expected in certain situations.
    
    
    ===============================================================================
                                          [2]
    
                                         STATS
    ===============================================================================
    
    HP, MP, and the five basic stats are all determined based on your level and
    your current job.  Base stats are stored for each level.  These base stats are
    the same for all characters and come from an internal table.  Then, adjustments
    are made for your job (these may be positive or negative) and for your job
    level (+1% to each stat for each job level mastered).  Finally, each character
    receives a unique set of tiny bonuses.  Abilities (like HP +20%) and equipment
    can further boost stats.
    
    STR, SPD, VIT, INT and MND are all capped at 255.  However, you will not see
    those stats go above 100 without boosts from equipment or abilities, Recollect
    in particular.
    
    Effects of these five stats are as follows:
    
    OFFENSE:
    
      Most attacks receive a small bonus from certain stats:
      
              Physical attacks ............... STR
              Most magical attacks ........... INT
              Holy element magical attacks ... MND
              Healing abilities .............. MND
      
      As this is a percent-style bonus that simply augments attack damage, bonuses
      and penalties to them have the greatest relative impact when they are low.
    
    DEFENSE:
    
      Defending against attacks also invokes certain stats:
      
              Physical attacks ............... VIT
              Magical attacks ................ INT, MND, or a combination --
                                                 maybe? does this happen? unclear
      
      The defensive bonus received for VIT is relatively small, and it's unclear
      whether or not the defensive bonus for INT and MND even exists.
      Additionally, the higher your physical DEF, the less damage will get through
      for VIT to block, so improving VIT is ironically most useful for magic-users.
    
    TURN FREQUENCY:
    
      SPD is closely related to how often your character gets to act.  There is a
      bit of padding added to your SPD, so 80 SPD will not actually act twice as
      often as 40 SPD... but the 80 SPD character will get significantly more turns
      to act.  This padding is constant, however; other numbers, like LV, have no
      direct impact on how fast your gauge fills.
    
      (Haste, however, increases your gauge speed by 1/3.  Pretty great!)
      
      Bonuses and penalties to speed have the greatest impact on characters whose
      SPD is low.  As a result, it is most effective to line up your slower jobs
      with SPD bonuses from items and characters.
      
      SPD may also be related to the success rate of the not-very-useful Steal
      command.
      
    All things being equal, you will get the best return out of investing in SPD to
    boost the frequency of your actions.  But 1 SPD is probably not worth giving up
    2 of your primary attack stat; and if your SPD is high but your attack stat is
    low, 1 SPD may even be worth less to you than 1 STR, INT, or MND.
    
    STR, SPD, VIT, INT, MND, have no impact on HP and MP totals.  HP and MP totals
    are determined solely by experience level (base total), job (modifier), and
    job level (+1% bonus per job level).
    
    The following table summarizes stats for each job, when mastered (job level
    20), at experience level 99.  Stats at earlier job and experience levels are
    proportional.  The second table lists the inherent adjustment each character
    receives.  These adjustments are constant throughout the game and never change.
    
    -------------------------------------------------------------------------------
    Job             HP    MP  STR  SPD  VIT  INT  MND
    -------------------------------------------------------------------------------
    Jobless       4350   425   42   41   40   25   25
    Memorist      5220   510   --   --   --   --   --
    
    Monk          8520   258   90   52   94    9   14
    Warrior       8280   203   83   42   77   14    9
    Paladin       7980   338   80   44   83   20   41
    Dark Knight   7680   338   94   49   66   41   20
                  
    Dragoon       7500   387   77   62   74   25   22
    Ranger        6900   412   76   60   49   30   34
    Ninja         6480   461   71   71   54   47   26
    Thief         5520   357   52   76   59   34   30
                  
    Red Mage      5220   597   47   50   47   60   60
    Bard          4620   664   30   59   43   36   44
    Dancer        4500   615   43   66   42   44   36
                  
    White Mage    4980   874   31   46   45   37   80
    Seer          4440   892   26   46   42   35   85
    Black Mage    4320   880   28   43   41   80   37
    Magus         4080   904   23   43   38   85   35
    Summoner      4020   923   26   41   37   68   68
    
    -------------------------------------------------------------------------------
    Character       HP    MP  STR  SPD  VIT  INT  MND
    -------------------------------------------------------------------------------
    Aigis          +10   +10   +3   +0   +3   +1   +1
    Glaive         +30    +0   +4   +1   +3   +0   +0
    
    Sol            +20    +5   +3   +3   +2   +0   +0
    Nacht          +20    +5   +2   +5   +1   +0   +0
    
    Dusk            +6   +12   +0   +0   +0   +3   +5
    Diana           +4   +13   +0   +2   +0   +2   +4
    
    Sarah           +2   +14   +0   +2   +0   +3   +3
    Alba            +0   +15   +0   +0   +0   +5   +3
    
    
    ===============================================================================
                                          [3]
    
                                         SKILLS
    ===============================================================================
    
    The following tables present information on all skills, spells, and abilities.
    Damage ratings listed are, in some cases, APPROXIMATE.  They were all generated
    by running a sequence of tests, and they all line up with what I have observed
    in the course of playing the game.  However, some skills may work differently
    in certain circumstances that I have not encountered; errors are possible.
    It is my fervent hope that this FAQ will someday be replaced by a Mechanics FAQ
    that gives more detailed information on how the game processes attacks.  For
    now, however, these tables provide the only broadly comparable estimates of
    attack power that we have.  Feedback and corrections are welcome; reach me at
    the GameFAQs message board.
    
      Job Abbreviations:                                      Magic Abbreviations:
    
      Wr = Warrior       Dr = Dragoon     Rg = Ranger         WM = White Magic
      Bb = Monk          Ba = Bard        Dk = Dark Knight    BM = Black Magic
      Th = Thief         Me = Memorist    Dn = Dancer         MB = Magic Blade
      Rm = Red Mage      Pa = Paladin     Ni = Ninja          SM = Summon Magic
      Wm = White Mage    Wz = Seer        Bz = Magus
      Bm = Black Mage
      Su = Summoner
    
      Target abbreviations:
      
      ST = Single target
      MT = Multi-target (automatic; no penalty)
      VT = Variable target (single by default, can switch to multi at a penalty)
      RT = Random target for each hit
      AT = All targets (enemies as well as allies)
    
    CT indicates that the ability has a charge time that must be completed after
    you have selected the command and before it will execute.  Longer CTs will
    decrease the frequency of your turns.  SPD and Haste can reduce CTs.
    
    For physical attacks, damage is listed as a multiplier, where 1.00 is the
    damage dealt by the regular Attack command.  In some cases a different formula
    may be used, and the multiplier I have listed may vary slightly depending on
    offensive or defensive factors.
    
    For magical attacks, damage is also listed as a multiplier, but as there is no
    "base" or "default" magical attack, I have had to triangulate on a set of
    numbers to use for spell power.  These are probably not the internal values
    used by the game, but they should be pretty accurate when used to compare
    the damage output of different magical attacks in relative terms.
    
    For skills with multiple hits, the damage rating listed sums the average total
    for the entire skill.  To find the damage per individual hit, divide by the
    (average) number of hits.
    
    I've listed spells by spell level rather AP because:
      - In many cases, more than one job can access the spells
      - In most cases, the spells can be used wtih zero AP invested
      - However, spell acquisition is tied to storyline progress
    
    ===============================================================================
    PHYSICAL ATTACKS -- SINGLE TARGET
    ===============================================================================
    AP Needed           Skill               MP  CT  Dmg   Tg  Effects
    -------------------------------------------------------------------------------
                -----   Attack               0      1.00  ST
                65 Wr   Bash                 5      0.85  ST  Confuse
                60 Rg   Aim: Mouth           4      0.85  ST  Silence
               200 Rg   Aim: Leg             4      0.85  ST  Stun
               720 Rg   Aim: Heart           6      0.85  ST  Confuse
              1620 Rg   Quick Shot           9      0.85  ST  Fast meter refill
              3150 Rg   Aim: Vitals         16      0.85  ST  Death
              2660 Th   Mug                  0      1.00  ST  Steal
                20 Rg*  Precise Shot         3      1.00  ST  Can't miss
               165 Pa   Pommel              15      1.00  ST  Paralyze
               (2) MB   Putrid Slash         8  CT  1.00  ST  Poison
               (2) MB   Muted Slash          8  CT  1.00  ST  Silence
               (2) MB   Drowsy Slash         8  CT  1.00  ST  Sleep
               (4) MB   Stoning Slash       20  CT  1.00  ST  Petrify
      65 Wr +   30 Th   Nab Gil              6      1.00  ST  Gain gil
      15 Bb +   20 Dn   Capoeira            18      1.20  ST  Or 0.4x4, or ???
      10 Wr /   20 Bm   Thunder Slash        9      1.20  ST  (Thunder)
                10 Wr*  Strike               4      1.50  ST
               (1) MB   Burning Slash        8  CT  1.50  ST  (Fire)
               (1) MB   Freezing Slash       8  CT  1.50  ST  (Ice)
               (1) MB   Arcing Slash         8  CT  1.50  ST  (Thunder)
                30 Pa*  Charge              28      1.50  ST  1/3 damage as MT
    3825 Ni + 3640 Bb   Sange                6      1.50  ST  +0.33 per Image
               285 Bb   Aurablast           14  CT  1.60  ST  (Light)
     400 Wr + 2300 Rg   Misty Charge        10      1.66  ST  Switches row for user
                30 Dk*  Darkness             1      1.70  ST  Consumes 1/4 MHP
       0 Rg +  135 Bb   Smash               10      1.80  ST
       0 Wr + 1620 Rg   Id Break            20  CT  1.80  ST
     (4) Su + 4125 Dk   Iai                 12  CT  1.85  ST  Death
              3140 Bb   Dropkick            29  CT  1.85  ST  Confuse
              4790 Wr   Double Attack       16  CT  2.00  ST  2 hits
               810 Dr*  Jump                 0  CT+ 2.00  ST
               (L) Dn   Saber Dance         34      2.20  ST
      30 Pa + 3150 Wr   Valiant Blow        55  CT  2.33+ ST  Dmg+ at low HP
              5535 Dk   Ebony Slash         28  CT  2.33  ST  (Dark)
              5525 Pa   Ivory Slash         28  CT  2.33  ST  (Light)
     400 Wr +    0 Dr   Boost Jump          10  CT+ 2.33  ST
    3140 Bb + 5335 Dn   Phantom Rush        34  CT  2.37  ST  6 hits
              3640 Bb   Raging Fist         30  CT  2.50  ST  4-6 hits
     (8) WM + 4790 Bb   Final Heaven        35      2.50  ST  (Light)
    4350 Ni + 5450 Rg   Midareyuki          36  CT  2.60  ST  3 hits
     (2) Su +  665 Ni   Sunder Earth        34      3.00  ST  Can miss
              5450 Rg   Spreadshot          19      3.00  RT  4 hits
    
    ===============================================================================
    PHYSICAL ATTACKS -- MULTI-TARGET
    ===============================================================================
    AP Needed           Skill               MP  CT  Dmg   Tg  Effects
    -------------------------------------------------------------------------------
                15 Bb*  Kick                 1      1.00  MT  Divides damage
               395 Dk   Onyx Wave            1      1.00  MT  Consumes 1/3 MHP
              4125 Pa   Wide Slash          35      1.20  MT
              4790 Bb   Earthshatterer      28  CT  1.50  MT  (Earth)
    4125 Pa + 5335 Ba   Shock               99  CT  ????  MT  Phys + magic damage
    
    ===============================================================================
    PHYSICAL ATTACKS -- UNIQUE
    ===============================================================================
    AP Needed           Skill               MP  CT  Dmg   Tg  Effects
    -------------------------------------------------------------------------------
              2160 Dr   Lancet               8      0.20  ST  Drain; Osmose (?)
               (4) MB   Draining Slash      10  CT  0.50  ST  Drain
               (5) MB   Osmotic Slash       10  CT  ????  ST  Osmose
               (1) MB   Curative Slash       8  CT  1.20  ST  Heals damage
     165 Pa + 2660 Th   Life Divider        32      0.25  ST  Deal 2.50, heal 2.25
              2280 Bb   Vacuum Wave         18            ST  Reduce HP by 1/2
              3150 Wr   Assault             28  CT        ST  Dmg/cons CHP-1/8 MHP
              4125 Dk   Final Thrust        16            ST  Dmg = MHP, can miss
              5335 Ba   Dire Dirge          44            MT  Dmg = MHP - CHP
    
    ===============================================================================
    MAGICAL ATTACKS -- SINGLE TARGET
    ===============================================================================
    AP Needed           Skill               MP  CT  Dmg   Tg  Effects
    -------------------------------------------------------------------------------
               (1) BM   Fire                 5  CT     8  VT  (Fire)
               (1) BM   Blizzard             5  CT     8  VT  (Ice)
               (1) BM   Thunder              5  CT     8  VT  (Thunder)
               (1) Su   Sylph               12  CT     8  ST  Also MT heal @ 10
     (1) WM +  (2) BM   Magic Missile        8  CT    10  ST
      15 Bb /   30 Su   Gale Crescent        7  CT    16  MT  (Wind) Divides damage
               (1) Su   Chocobo             12  CT    18  ST
     (1) WM +  (1) BM   Magic Bomb          10  CT    20  ST
     285 Bb +  970 Rm   Piercing Blast      18  CT    24  ST
               (3) BM   Fira                10  CT    24  VT  (Fire)
               (3) BM   Blizzara            10  CT    24  VT  (Ice)
               (3) BM   Thundara            10  CT    24  VT  (Thunder)
     (3) WM +  (3) BM   Magic Bomb 2        16  CT    25  ST
               (4) BM   Bio                 20  CT    28  VT  Sap
     (3) WM +  165 Dk   Dark                32  CT    36  VT  (Dark)
               (6) BM   Firaga              32  CT    54  VT  (Fire)
               (6) BM   Blizzaga            32  CT    54  VT  (Ice)
               (6) BM   Thundaga            32  CT    54  VT  (Thunder)
               (4) Su   Odin                54  CT    54  ST
    1560 Bm / 1020 Su   Deep Freeze         38  CT    75  ST  (Ice) Stop
               (7) BM   Comet               40  CT    88  ST
    3480 Wm / 2400 Bm   Magic Bomb 3        48  CT    94  ST
               (8) WM   Holy                42  CT    98  ST  (Light)
                20 Bz   Flare               45  CT   108  ST
               (8) BM   Meteor              58  CT   128  RT  4 hits
    
    ===============================================================================
    MAGICAL ATTACKS -- MULTI-TARGET
    ===============================================================================
    AP Needed           Skill               MP  CT  Dmg   Tg  Effects
    -------------------------------------------------------------------------------
                30 Dr*  Fire Breath         10  CT    16  MT  (Fire)
                80 Dr   Blizzard Breath     10  CT    16  MT  (Ice)
               240 Dr   Thunder Breath      10  CT    16  MT  (Thunder)
                35 Ni*  Flame               18  CT    21  MT  (Fire)
                35 Ni*  Flood               18  CT    21  MT  (Water)
                35 Ni*  Blitz               18  CT    21  MT  (Thunder)
               665 Ni   Tremor              18  CT    21  MT  (Earth)
               840 Ni   Gale                18  CT    21  MT  (Wind)
     (3) BM +   80 Dr   Aqua Breath         22  CT    22  MT  (Water)
               (4) Su   Phoenix             99  CT    27  MT  (Fire)
               (2) Su   Ramuh               29  CT    28  MT  (Thunder)
               (3) Su   Shiva               34  CT    33  MT  (Ice)
               (3) Su   Ifrit               34  CT    33  MT  (Fire)
               (2) Su   Titan               39  CT    38  MT  (Earth)
    2400 Bm /  640 Su   Grand Delta         54  CT    44  MT  (Thunder) Paralyze
    2400 Wm / 1020 Su   Meltdown            45  CT    44  MT  (Fire) 1/2 to party
               (7) BM   Quake               40  CT    48  MT  (Earth)
               (5) Su   Leviathan           56  CT    54  MT  (Water)
     840 Ni + 2280 Bb   Tempest             42  CT    58  MT  (Wind)
              4310 Dr   Holy Breath         48  CT    60  MT  (Light)
              1835 Ba   Runic Requiem       34       120  MT  Damages undead only
               (6) Su   Alexander           64  CT   100  MT  (Light)
               (6) Su   Diabolos            64  CT   100  MT  (Dark)
              5780 Bz   Ultima              80  CT   120  MT
               (7) Su   Bahamut             78  CT   122  MT
     (8) BM + 5535 Dk   Dark Star           86  CT   124  MT  (Dark)
    4930 Su / 4260 Bz   Gigaflare           99  CT   145  MT
    
    ===============================================================================
    MAGICAL ATTACKS -- UNIQUE
    ===============================================================================
    AP Needed           Skill               MP  CT  Dmg   Tg  Effects
    -------------------------------------------------------------------------------
     (6) BM +   85 Bb   Self-Destruct       88            ST  Damage = CHP
     (6) Su + 2280 Bb   Dark Judgement      44  CT        MT  Reduce HP by 1/4
               (5) BM   Tornado             50  CT        ST  Set HP to critical
               (4) BM   Drain               15  CT    ??  ST  Drain
                20 Dn > Drain Samba         20        ??  ST  Drain
               (5) BM   Osmose               1  CT    ??  ST  Osmose
               105 Dn > Osmose Dance         5        ??  ST  Osmose
               900 Bz*  Clarity              0  CT    ??  MT  Restore MP, can fail
     (5) WM + 2160 Dr   White Draw          12        ??  MT  Restore MP
    
    ===============================================================================
    HEALING ABILITIES
    ===============================================================================
    AP Needed           Skill               MP  CT  Dmg   Tg  Effects
    -------------------------------------------------------------------------------
              1570 Bb   Chakra              24  CT    56  ST  Restore HP, Basuna
                90 Ni   Healing Pill        15            ST  Restore 30% HP
              3350 Ni   Restorative Pill    26            ST  Restore 60% HP
    
               (1) WM   Cure                 4  CT    12  VT  Restore HP
               (1) Su   Sylph               12  CT    10  MT  Restore HP,ST dmg @ 8
               900 Wz*  Benediction          0  CT    17  MT  Restore HP, can fail
               (3) WM   Cura                14  CT    34  VT  Restore HP
               480 Dr   Healing Breath      18  CT    22  MT  Restore HP
     480 Dr +  935 Ba   Lively Lied         23  CT    27  AT  Restore HP
               (5) WM   Curaja              26  CT    74  VT  Restore HP
                 0 Dn > Cure Waltz          34        38  MT  Restore HP
               (5) Su   Unicorn             42  CT    46  MT  Restore HP, Basuna
               (7) WM   Curaga              36  CT   110  VT  Restore HP
               (7) Su   Argy                56  CT    62  MT  Restore HP, Buff
    1570 Bb +  480 Dr   White Wind          45            MT  Restore by Caster CHP
     (7) WM + 5450 Dr   Full Cure          150  CT        MT  Restore all HP, Esuna
              5450 Dr   Dragon Soul         64+           MT  Sac self, Arise all
    
    Abilities in this section are sorted by the power they have when multitargeted.
    
    ===============================================================================
    BUFFS AND DEBUFFS
    ===============================================================================
    AP Needed           Skill               MP  CT  Dmg   Tg  Effects
    -------------------------------------------------------------------------------
                20 Wz   Dispel              16  CT  ----  ST  Dispel
     (8) WM /  (6) Su   Dispelga            57  CT  ----  MT  Dispel
               (7) WM   Esuna               15  CT  ----  ST  Esuna
               935 Dn   Heal Waltz          19      ----  ST  Esuna
     (7) WM + 3915 Ba   Esunaga             82  CT  ----  MT  Esuna
               (4) WM   Basuna              10  CT  ----  ST  Basuna
               (1) WM   Poisona              3  CT  ----  ST  Remove Poison
               (3) WM   Raise               22  CT  ----  ST  Revive to ???
     (7) Su + 5780 Wz   Mega Raise          99  CT  ----  MT  Revive to 50% HP
              5780 Wz   Arise               ??  CT  ----  ST  Revive to 100% HP
    
     265 Dn + 3960 Su   Moogle Dance        40      ----  MT  Def-, MDef-
               400 Wr   Enrage               5      ----  ST  Atk+, Def- Self
     (3) WM +  265 Ba   Aura                16  CT  ----  ST  Atk+, Protect
               (6) WM   Regen               12  CT  ----  ST  Regen
               (6) WM   Haste               16  CT  ----  ST  Haste
       0 Wz +  ??? Pa   Alabaster Veil      55  CT  ----  ST  Haste Regen Prot Shel
               (3) WM   Protect              8  CT  ----  VT  Protect
               (5) WM   Shell               10  CT  ----  VT  Shell
              2310 Wr   War Cry             24  CT  ----  MT  Atk+
               745 Pa   Mighty Guard        48  CT  ----  MT  Protect, Shell
     745 Pa + 2310 Wr   Mighty Wall         96  CT  ----  MT  Atk+, Protect, Shell
     (6) WM + 2605 Ba   Hastega             64  CT  ----  MT  Haste
               (6) WM   Berserk             14  CT  ----  ST  Berserk
               (7) WM   Reflect             22  CT  ----  ST  Reflect
              3825 Ni   Image                6  CT  ----  ST  Image x2 (caster)
               (5) WM   Blink                7  CT  ----  ST  Image x2
               (E) Dn   Dance of Veils      36      ----  MT  Image x1
    
               (2) BM   Poison               2  CT  ----  ST  Poison
               (2) WM   Silence              5  CT  ----  ST  Silence
               (2) WM   Mini                 6  CT  ----  ST  Toggle Mini
               (2) BM   Toad                 8  CT  ----  ST  Toggle Frog
               (4) WM   Confuse              7  CT  ----  ST  Confuse
               (2) WM   Slow                 7  CT  ----  ST  Slow
               165 Dk   Curse               15      ----  ST  Curse, Sap
               (2) BM   Sleep                7  CT  ----  ST  Sleep
               (5) BM   Stop                11  CT  ----  ST  Stop
              2520 Ni   Stunner             19  CT  ----  ST  Paralyze
               (4) BM   Break               18  CT  ----  ST  Petrify
               (7) BM   Death               39  CT  ----  ST  Death
              4350 Ni   Assassinate         36  CT  ----  ST  Death
               135 Bb   Lotus Strike         8      ----  ST  Sleep/Para/Slow/Death
              3465 Dn   Wonder Step         44      ----  MT  Sleep/Para/Slow/Death
               260 Ni   Noxious Gas         12  CT  ----  MT  Poison/Toxin
              3330 Dr   Roar                19  CT  ----  MT  Stun
               375 Ni   Flash               23  CT  ----  MT  Blind
       0 Th +  720 Rg   Steal Hearts        23      ----  MT  Confuse, Berserk (?)
    
    ===============================================================================
    PASSIVE ABILITIES
    ===============================================================================
    AP Needed           Skill               MP  CT  Dmg   Tg  Effects
    -------------------------------------------------------------------------------
               170 Rm   HP +20%
               350 Su   MP +20%
              1630 Wr   STR +20%
              1930 Th   SPD +10%
               510 Bb   VIT +20%
               300 Bm   INT +20%
               300 Wm   MND +20%
              5550 Me*  Recollect
              4350 Bm   Magic Font
              4350 Wm   Mental Discipline
              5540 Rm   Chain Magic
              4200 Rg   Alchemy
              2865 Pa   Doublehand
              5550 Ni*  Dual Wield
               745 Dk   Backliner
               395 Pa   Cover
               190 Wr*  Counterattack
              1795 Dk   Absorb HP
              1795 Pa   "Damage > HP"
               420 Rg*  Recover
              1350 Th*  Vigilance
               265 Th*  Item Finder
              4480 Th   Treasure Hunter
    
    ===============================================================================
    OTHER LEARNED ABILITIES
    ===============================================================================
    AP Needed           Skill               MP  CT  Dmg   Tg  Effects
    -------------------------------------------------------------------------------
                35 Rm*  Rm 1
               400 Rm*  Rm 2
              1800 Rm*  Rm 3
              2490 Rm*  Rm 4
              3690 Rm   Magic Blade
                20 Wm*  WM 1
               120 Wm*  WM 2
               560 Wm*  WM 3
               900 Wm*  WM 4
              1560 Wm*  WM 5
              2400 Wm*  WM 6
              3480 Wm*  WM 7
                20 Bm*  BM 1
               120 Bm*  BM 2
               560 Bm*  BM 3
               900 Bm*  BM 4
              1560 Bm*  BM 5
              2400 Bm*  BM 6
              3480 Bm*  BM 7
                30 Su*  Su 1
               640 Su*  Su 2
              1020 Su*  Su 3
              1760 Su*  Su 4
              2730 Su*  Su 5
              3520 Su*  Su 6
              4930 Su*  Su 7
               535 Ba*  Sing
               535 Dn*  Dance
              4260 Wz*  WM 8
              4260 Bz*  BM 8
    
    ===============================================================================
    UNIQUE COMMANDS
    ===============================================================================
    AP Needed           Skill               MP  CT  Dmg   Tg  Effects
    -------------------------------------------------------------------------------
    
    Note: This section is under construction.  The AP and MP costs for each
          ability are accurate; descriptions of their effects are missing.
    
              3960 Su   Call                 0  CT  ???   ??  Random summon
                85 Bb   Focus                0      ----      Increase next action
                                                                pwr by 30%; max 90%
              1050 Bb   Riposte              0      ----      May parry/riposte
                                                                attacks at 0.5 pwr
                30 Th   Pilfer               0            ST  Gain gold
               120 Th   Flee                 0                100% success to run
               600 Th*  Steal                0            ST  Steal item
               970 Rm   Attune Blade         0                Cancel and absorb MP
                                                                from next "spell"
              2300 Rg   Backup               0      0.5   ST  Free attack when ally
                                                                uses "Attack" cmd
    
                 0 Ba > Lovely Lullaby      16
                20 Ba > Aiding Anthem       22
               105 Ba > Magic Madrigal      22
               265 Ba > Brave Ballad        22
               935 Ba   Restful Refrain     28
              2605 Ba   Swift Shanty        22
              3915 Ba   Angelic Aria        54
               (L) Ba   Heroic Hymn         55
    
              1215 Dk*  Draw Attacks         0
              2865 Dk   Last Resort         10
              1280 Me*  Memorandom          --
              1215 Pa   Guard               10
              
               265 Dn > Frailty Polka       26
              2205 Dn   Slow Minuet         28
              5335 Dn   Trance              10+
              
              1545 Ni*  Throw
              2165 Ni   Smoke Bomb          10
              
                60 Wz   Barfire             24
               120 Wz   Barblizzard         24
               200 Wz   Barthunder          24
               300 Wz   Baraero             24
               560 Wz   Barstone            24
              1570 Wz   Barwater            24
              2200 Wz   Barlight            28
              3070 Wz   Bardark             28
              
                60 Bz   Enfire              18
               120 Bz   Enblizzard          18
               200 Bz   Enthunder           18
               300 Bz   Enaero              18
               560 Bz   Enstone             18
              1570 Bz   Enwater             18
              2200 Bz   Enlight             22
              3070 Bz   Endark              22
    
               (1) WM   Libra                1
               (4) WM   Teleport            15
    
     120 Th +   20 Ba   Battle Orders        6
      65 Wr + 1215 Dk   Taunt               16
       0 Dk + 1050 Bb   Bone Crusher         1      ----      May parry/riposte
                                                                attacks at 1.0 pwr
    2520 Ni + 3465 Dn   Malediction         18
    
    
    ===============================================================================
                                          [4]
    
                                     MISCELLANEOUS
    ===============================================================================
    
    -------------------------------------------------------------------------------
    [4.1] MISCELLANEOUS -- BEST VALUE SKILLS
    -------------------------------------------------------------------------------
    
    Many skills can be useful.  The following skills represent the best values, in
    my opinion, taking into account both the power of the ability, and whether or
    not you need to detour from strong job choices, or do a whole bunch of
    grinding, in order to acquire it.
    
    HP +20%
          In the early game, this relatively easily obtainable ability will make
          your life much easier.  Get it for everyone.  (170 AP -- Red Mage)
    
    STRIKE
          4 MP for a strong attack.  Get this for everyone when you first get jobs,
          and use it with auto-battle to make random battles go faster and more
          smoothly.  (10 AP -- Warrior)
    
    SMASH
          Like an upgraded Strike.  It costs more MP, but the damage boost is
          useful in boss fights and eventually affordable for random battles.
          Also, it's an F-Ability, so it frees up 2 slots from Battle Arts.
          (Fusion -- 135 AP Monk + 0 AP Ranger)
    
    SPREADSHOT
          Despite all the hype Final Heaven and Phantom Rush have received,
          Spreadshot is the most damaging physical ability in the game, in most
          circumstances.  The targeting is less reliable in random battles with
          multiple enemies.  However, Spreadshot only costs 19 MP, compared to
          28-35 MP for the other top tier physical attacks.  It's the clear winner.
          (5450 AP -- Ranger)
    
    FINAL HEAVEN
          This skill gets a lot of hype.  It IS the best melee skill for the light
          warriors, but it's expensive (35 MP) and not as good as dark warrior
          options, like Spreadshot.  Nonetheless an excellent skill for any light
          warriors who will be in melee jobs, especially melee Memorist, once the
          parties have combined.  (Fusion -- 4790 AP Monk + White Magic Lv 8)
    
    BOOST JUMP
          Boost Jump is not an amazing skill.  However, it's the only reasonable,
          physical F-Ability the light warriors get early on, which makes it an
          excellent pickup if you plan to run a melee Memorist.  Memorists also
          receive enough MP that the 10 MP cost isn't prohibitive.  A Memorist
          with Boost Jump can produce the best damage output of any light warrior
          class during the Paladin and Seer chapters.  (Fusion -- 400 AP Warrior
          + 0 AP Dragoon)
    
    DEEP FREEZE
          This F-Ability, first available in the Memorist chapter, is the strongest
          magic attack available to the light warriors in the Memorist and Paladin
          chapters, as well as the first part of the Seer chapter.  At 38 MP it's
          not cheap, but it is powerful for its MP cost, much like Comet.  The
          chance of setting Stop status is an added bonus.  It is better than the
          -aga spells -- and unlike those spells, a Red Mage can use it.  (Fusion
          -- 1560 AP Black Mage or 1020 AP Summoner)
    
    COMET
          Like Deep Freeze, but slightly stronger; non-elemental; and it can be
          used with Chain Magic.  The animation is particularly short and pleasant,
          and the casting wait time is short, too, making this spell great for
          auto-battle even once you've learned level 8 magic.  (Black Magic Lv 7)
    
    HOLY
          Much like Comet, this spell single-handedly makes using the White Mage
          (or Seer) in random battles a reasonable proposition. (White Magic Lv 8)
    
    METEOR
          This spell produces the highest total damage output of any spell, save
          Gigaflare; and it is cheaper and can be used with Chain Magic.  Like
          Spreadshot, it has inconsistent targeting for random battles, but
          against bosses, there's no better magical attack.  (Black Magic Lv 8)
    
    CHAIN MAGIC
          Arguably the strongest ability not named Recollect, Chain Magic nearly
          doubles a spellcaster's damage output, but even better, it dramatically
          expands their flexibility.  Buff and heal in the same turn, heal and
          attack, buff twice, attack twice, even spam Phoenix + Argy against the
          superbosses on auto-fight.  Basically required if you want spellcaster 
          damage output to keep up with melee damage output late game.  Amazing.
          But Red Mages are not amazing jobs in the second half of the game, so
          start on this one early.  (5540 AP -- Red Mage)
    
    MAGIC FONT
          Like a Dual Wield or Doublehand for magic-users, this adds 50% to spell
          damage/healing output.  Superb.  Not quite as good as Chain Magic,
          though, and you can only equip both when at level 19 or 20 of a job,
          so this is worth it only for certain builds.  (4350 AP -- Black Mage)
    
    DUAL WIELD
          Increases your total damage output by 50% -- and is an innate ability on
          Ninjas, who also have the best melee-relevant stats of ANY class
          (outside of Recollect).  Not since the original version of FF3 have
          Ninjas been so much better than other melee classes.  (5550 AP or Innate
          -- Ninja)
    
    BACKLINER
          Deal front row damage with great weapons like hammers or swords, while
          sitting in the back row and taking half damage from melee attacks?  All
          for just 1 slot?  And at a reasonable AP cost?  Yes, please!  (745 AP --
          Dark Knight)
    
    RECOLLECT
          Takes up three slots, but sets your stats to be a Memorist's.  Can
          potentially multiply your DPS quite a bit.  Makes a fair replacement
          (with some trade-offs) for a Chain Magic Magic Font magic-user, or for
          a Dual Wield melee fighter.  The best melee option the light warriors
          have.
    
    There are a few popular skills that I have left off the list.  Here's why:
    
    PHANTOM RUSH and MIDAREYUKI : Spreadshot usually outdamages these skills, costs
                                  less MP, and takes far less AP to learn.
    
    HASTEGA : While Hastega is extremely potent, it has one of the longest casting
              times in the game; white magic users with Chain Magic are nearly as
              effective at hasting the party against bosses.  The large AP
              requirement in Bard, arguably the least useful job, is not worth it.
              I would consider picking up Hastega only for a Memorist build who has
              learned Recollect; Recollect will make the time spent as a Bard much
              less painful, and it will also somewhat mitigate the high casting
              time of Hastega once it is learned.
    
    MIGHTY WALL : Likewise, a great ability.  Mighty Wall is an obvious pickup if
                  you plan on making a Paladin with Doublehand.  Otherwise, though,
                  the time in Warrior -- while not painful -- gets in the way of
                  other skills you might want to pick up: Final Heaven comes to
                  mind.  What's more, a white magic user with Chain Magic can
                  duplicate the Protect and Shell effects *faster*, so the main
                  thing you get out of Mighty Wall is the attack boost, which is
                  nice, but less critical.
    
    DOUBLEHAND : Doublehand is an awesome ability.  Unfortunately, it comes up
                 short against both other high-powered melee boosters: Recollect
                 will produce stronger, faster damage output, while a dark warrior
                 with Dual Wield has the advantage of superior stats, better
                 special attack moves, and potentially more slots (as a Ninja).
    
    
    -------------------------------------------------------------------------------
    [4.2] MISCELLANEOUS -- MEMORISTS
    -------------------------------------------------------------------------------
    
    Memorists are potentially very powerful, but difficult to use.
    
    * The class can use all equipment except for Holy and Dark Swords.
    
    * The class has NO slots to set other learned abilities in.  Instead, it has
      access to Memorandom and Recollect.  Memorists do retain access to Fight,
      F-Abilities, Item, Defend, and Change.
    
    * Recollect is very powerful.  It sets your base stats, except for HP and MP,
      to 10, but allows you to augment them with memories.  Augmentation may be
      reset late in the game.  If you collect all the memories, Recollect will
      allow you to have key stats (SPD and one of STR, INT or MND) dramatically
      higher than other characters.  120 SPD and 100 MND, say, is not out of the
      question, allowing you to run laps around other characters and outperform
      them at the same time.
    
    * When you use Memorandom, your regular battle options are replaced (for that
      turn only) with 4 random action abilities you have learned from other jobs.
      It is possible to "seed" Memorandom by being very picky about what jobs to
      train in before Memorist.  However, Memorandom has some major drawbacks.
      One is that it won't work with auto-fight at all -- you just fight instead.
      Two is that since Memorandom doesn't bring up a new window, it doesn't
      activate Wait mode -- and since abilities appear in random spots, you are
      likely to waste some time assessing your options, finding the right one and
      clicking on it.  Since the biggest single benefit of using Memorists is being
      able to buff your SPD, this is a huge drawback -- as that finger fumble time
      may be wasted time for your other characters, too, and the faster they are,
      the more likely this is.  Not being able to auto-fight efficiently can be a
      real pain for random battles, too.
    
    * Mastering Memorist allows you to set Recollect with other classes.  However,
      it takes up 3 slots, so you can't use it with Doublehand, Chain Magic, OR
      Magic Font.  Chain Magic + Magic Font makes mages nearly as powerful as
      Recollect does, and doesn't take much longer to master, considering the delay
      in Memorist becoming available.  Doublehand, on the other hand, isn't even
      available until late in the game, and only half as good as CM + MF.  So
      Memorist may make a bit more sense for melee characters.
    
    * Unfortunately, using Memorist as a class is tough, given Memorandom's
      drawbacks.  F-Abilities can help, but the light warriors have a lack of great
      melee F-Abilities until late in the game, when they can get Final Heaven.
      Boost Jump is the best option available; with a high SPD Memorist, it's
      certainly usable.
    
    * For a magic-oriented Memorist, Deep Freeze and Magic Bomb 3 are your most
      reliable attacks early on.  They are much more expensive than Boost Jump.
    
    There are 46 memories, providing a total of +235 stat points to play with.
    You MUST have a Memorist in the active party to find memories.  They are found
    in the following locations:
    
    Dragoon Chapter (4)
    - Highwind Tower
    - Deist
    - Dragon Grass Clearing
    - Dragon Valley
    
    Bard Chapter (3)
    - Rusalka Sewers
    - Pirate Island
    - Feymarch
    
    Memorist Chapter (8)
    - Fabrica (3)
    - Phoenix Forest (2)
    - Ashmont Forest (2)
    - Airship Cave
    
    Paladin Chapter (7)
    - Berth (2)
    - Mt. Wells (2)
    - Mt. Burtgang
    - Burtgang Castle
    - Unicorn Forest
    
    Twilight Chapter (6)
    - Mysidia (3)
    - Mysidia Cavern
    - Airship (2)
    
    Final Chapter, First Part (10)
    - Liene Castle
    - Liene Town
    - Lux Town (3)
    - Harmonia (3)
    - Lufenia
    - Crystal Temple
    
    Final Chapter, Second Part (8)
    - Lux Castle (2)
    - Elfheim
    - Fargabaad
    - Burtgang
    - Gate Area
    - Forest Area
    - Castle Area
    
    Check out Gothann's Memory Location FAQ for exact locations, with screenshots,
    of all memories.
    
    
    -------------------------------------------------------------------------------
    [4.3] MISCELLANEOUS -- SIDEQUEST LIST
    -------------------------------------------------------------------------------
    
    Dragoon Chapter
    - Ramuh
    - Deist Cave / Protect Bangle
    
    Ranger Chapter
    - Titan
    - Skull Eater / Elven Bangle
    
    Bard Chapter
    - Shiva
    - Merchant Chests
    
    Dark Knight Chapter
    - Ifrit
    - Ore
    
    Memorist Chapter
    - Phoenix
    
    Dancer Chapter
    - Odin
    - Casino
    - Damascus Ore
    
    Paladin Chapter
    - Memories (ongoing)
    - Unicorn
    
    Ninja Chapter
    - Dance of Veils
    - Leviathan
    
    Twilight Chapter
    - Diabolos
    - Alexander
    
    Final Chapter, First Part
    - Argy
    - Talos / Reflect Bangle
    - Earth Eater / Moogle Charm
    - Elder Dragon / Regen Ring
    - Coliseum
    - Fang/Tail Farming/Trading
    
    Final Chapter, Second Part
    - Bahamut
    - Saber Dance
    - Heroic Hymn
    - Soul Eater / Miracle Shoes
    - Graham's Will
    - Excalibur
    
    Post-Game
    - Development Office
    - Superbosses
    
    
    -------------------------------------------------------------------------------
    [4.4] MISCELLANEOUS -- TREASURE HUNTING
    -------------------------------------------------------------------------------
    
    All enemies have two drops: a common drop and a rare drop.  We don't know exact
    drop rates, but they are very low without intervention from abilities,
    especially the rare drop rate.
    
    Available evidence suggests (but does not prove) that abilities and items that
    increase the drop rate all stack, including multiple copies, multiple abilities
    on one character, etc.  Those abilities and items are:
    
    Common Drops:
    - Item Finder (Thief Innate / 265 AP)
    - Bauble Band (trade casino coins or fangs for it)
    
    Rare Drops:
    - Treasure Hunter (Thief 4480 AP)
    - Treasure Band (trade fangs for it)
    
    Precise Impact Unclear:
    - Ruffian Knife (find in chests)
    
    Equipping even 1 or 2 of these things will have a visible impact on the drop
    rate... but rare drops will still be pretty rare.
    
    Most rare items aren't really useful enough to justify the massive investment
    of time spent grinding for them, grinding for fangs for treasure rings,
    levelling up thieves, etc.  But here are the most interesting drops:
    
    Giant Gauntlet
    - Statues in Liene Castle
    - Ogre in Dragon Valley, Ramuh's Cave, Titan's Cave, near Kurgis
    - Ogre Chief in Mt. Fargabaad
    - ??? in Water Rift
    
    Giant Helm
    - Fire Giant in Gurgu Volcano
    - High Ogre in Phoenix Forest
    - Giant Soldier in Lufenia Ruins
    - ??? Giant in Nil
    
    Giant Armor
    - ??? Ogre in Tower of Training
    - Iron Giant in Nil
    
    Giant Shield
    - ??? in Mysidia Cave, Lufenia Ruins
    - ??? Giant in Nil
    
    Giant Axe
    - Ogre King in Final Chapter Overworld
    
    Aqua Rod
    - Oceanus in Sea Shrine
    - Undine in Water Rift
    
    Earth Staff
    - Baba Yaga in ???
    - Gnome in Earth Rift
    
    Gale Staff
    - Gale Hound near Berth
    - ??? under Lux
    
    Athena's Mirror
    - Medusa in Rosetta Tower
    
    Giant Fangs
    - ??? in Rosetta Tower
    - Gorchimera in Mysidia Cave
    - Earth Dragon in Final Chapter Overworld
    - Hydra under Lux
    - Blue Dragon in Nil
    - Red Dragon in Nil
    
    Large Fangs
    - Vampire in Lufenia Ruins
    - Behemoth in Second Mysidia Cave
    - Jormungand in Nil
    
    Valkyrie Coat
    - Lamia Queen in Lufenia Ruins
    
    Stone Blade
    - Black Lizard in Mysidia Cave, Lufenia Ruins
    
    Red Tail (trade for Blood Lance)
    - Chimera in Cave to Deist, near Deist in Final Chapter
    
    Green Tail (trade for Auto Crossbow)
    - Torosaurus in Mazewood, near Alfheim in Final Chapter
    
    Blue Tail (trade for Mermaid's Harp)
    - Shell enemy in Sea Shrine, near Rusalka/Capo in Final Chapter
    
    Gray Tail (trade for Valhalla Dark Sword)
    - Gorging Rabbit in forest NW of Fargabaad, near Fargabaad/Kurgis in Final Ch.
    
    Gold Tail (trade for Ultima Blade Holy Sword)
    - Gold Dragon in Castle Burtgang, near Burtgang in Final Chapter
    
    Silver Tail (trade for Yoto-Muramasa Ninja Sword)
    - Silver Dragon in Akame Valley, near Hagakure in Final Chapter
    
    Yellow Tail (trade for Rocket Punch Claw)
    - Great Avian near Fabrica in Final Chapter
    
    Pink Tail (trade for Axel Dagger)
    - Flan Princess on island NW of Gardenia in Final Chapter
    
    
    ===============================================================================
                                         [5]
    
                             HELP! I CAN'T BEAT THIS BOSS!
    ===============================================================================
    
    There are few bosses in this game that require unique tactics.  The following
    general tips should help you overcome most regular bosses:
    
    * If you don't have a White Mage or Seer, make one.  If you have one and you
      still need more healing, make a second one.  This is very reasonable late
      in the game, especially if you don't have Chain Magic.
    
    * Cast buffs, especially Protect, Shell, and Haste, at the start of the battle.
      If damage comes in quickly enough that you White Mage must always heal and
      doesn't have time to buff, this is a sign that you may want a second healer.
      The Dancer's Dance of Veils is also a superb buff.
    
    * Make sure you have top-notch weapons and armor equipped.  If not, buy some.
      Weapon attack rating, and armor DEF, make a huge difference in this game.
    
    * If the boss abuses status effects (like Confusion), equip gear that prevents
      those status effects.
    
    * Every character who is not on healing duty should have access to a strong
      attack.  Give melee characters Strike (in Battle Arts) at the very least.
    
    * Use auto-battle as much as possible -- sometimes I will leave it on for most
      of my characters, then toggle it off when my healer is about to have a move.
      This avoids wasted time where you characters are waiting for you to input a
      command, which can seriously cut into your damage output.
    
    * Go to the Config menu and set the battle speed to 6 (the slowest) so you
      have more time to choose your moves.  Also, set battle mode to Wait.
    
    
    Tips for specific battles:
    
    * Green Defender #3: Do not cast Slow; Green Defender auto-responds to Slow
      with Haste and other spells.
    
    * Matoya/Asmodeus battle: Have Matoya use Third Eye constantly, unless
      Asmodeus is visible and you need a Cure Waltz.
    
    * Sword Dancer: Focus on your strongest attacks.  This battle will be easy if
      you use strong offensive abilities like Dual Wield + Spreadshot and Chain
      Magic + Meteor.  With those, you can beat the dancer with time to spare on
      the doom clock.  If you don't have many good offensive abilities, you may
      need to do some grinding or switch around your character roster.
    
    
    ===============================================================================
                                         [6]
    
                              ACKNOWLEDGEMENTS & HISTORY
    ===============================================================================
    
    Acknowledgements:
    
    Thanks to the contributers of the wiki.livedoor.jp wiki who provided a helpful
    starting point for my own testing.
    
    Thanks also to the other users on the GameFAQs FFD board who discussed stats
    and abilities with me, including GoodluckBuck, locutus442, saberchan2, and
    zyraquis.
    
    History:
    1.0.1 - October 2012 - Minor additions & clarifications
    1.0 - October 2012 - Initial release - Some details ignored in favor of
                         getting most of this information out more quickly