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    FAQ/Walkthrough by Jarek

    Version: 1.9 | Updated: 01/30/00 | Printable Version | Search This Guide

                         ---------------------------------------
                        | Final Fantasy Tactics Faq/Walkthrough |
                         ---------------------------------------
                                       -------------
                                      | Version 1.9 |
                                       -------------
                                    -------------------
                                   | By Jarek Grochal  |
                                    -------------------
                                    -------------------
                                   | KrOnOs1234@aol.com |
                                    -------------------
     ============== 
    |  ----------  |
    | | Contents | |
    |  ----------  |
     ==============
     ----------------
    | Version Update |
     ----------------
     ------------
    | Characters |
     ------------
     --------------------------
    | Step-By-Step walkthrough |
     --------------------------
     ----------------------------
    | In-Depth battle strategies |
     ----------------------------
     -----------
    | Chapter 1 |
     -----------
     -----------
    | Chapter 2 |
     -----------
     -----------
    | Chapter 3 |
     -----------
     -----------
    | Chapter 4 |
     -----------
     ---------------
    | Getting Cloud |
     ---------------
     ------------------
    | The Deep Dungeon |
     ------------------
     ---------------
    | Final Battles |
     ---------------
     ---------
    | Classes |
     ---------
     ------------------
    | Battle Mechanics |
     ------------------
     ----------
    | Monsters |
     ----------
     ---------
    | Weapons |
     ---------
     -------
    | Armor |
     -------
     ------------
    | Accesories |
     ------------
     -------
    | Items |
     -------
     ---------------
    | Poaching List |
     ---------------
     ----------------
    | Random Battles |
     ----------------
     -----------
    | Copyright |
     -----------
    Here We Go With The Faq/Walkthrough
     ----------------
    | Version Update |
     ----------------
    Version 1.0 8/19/99
    -Contents Section
    Version 1.1 8/20/99
    -Walkthrough up to battle 7
    Version 1.2 8/24/99
    -Some format changes
    Version 1.3 10/10/99
    -Finished Chapter 1
    Version 1.4 10/18/99
    -Step-by-Step Walkthrough done
    Version 1.5 10/18/99
    -Battle 11 done fixed some mistakes
    Version 1.6 01/08/00
    -added battles 12+13
    -added Squire+Chemist to characters section
    Version 1.7 01/13/00
    -added battle mechanics thanks to Aerostar13
    Version 1.8 01/22/00
    -added all level two classes
    -Knight
    -Archer
    -Wizard
    -Priest
    Version 1.9 01/30/00
    -added Monk to classes list
     ------------
    | Characters |
     ------------
      --------------------------
    / Step-By-Step Walkthrough /
    --------------------------
    Chapter One-The Meager
    Orbonne Monastery
     Battle 01
    1.Magic City Gariland
     Battle 02
    Delita is a Guest Member
    2.Mandalia Plains
     Battle 03
    Algus will join as guest
    3.Igros Castle
    4.Sweegy Woods
     Battle 04
    5.Dorter Trade City
     Battle 05
    6.Zeklaus Desert
     Battle 06
    7.Igros Castle
    8.Thieves' Fort
     Battle 07
    9.Igros Castle
    Algus leaves as Guest
    10.Lenalia Plateau
     Battle 08
    11.Fovoham Plains
     Battle 09
    12.Fort Zeakden
     Battle 10
    Chapter Two-The Manipulator and the Subservient
    1.Orbonne Monastery
    Gafgarion+Agrias join as Guests
    Agrias' Troops join as members
    2.Dorter Trade City
     Battle 11
    3.Araguay Woods
     Battle 12
    Boko joins as member if you save him
    De-Equip all of Gafgarions Armor and Weapons
    4.Zirekile Falls
     Battle 13
    Gafgarion leaves as Guest
    Ovelia joins as Guest
    5.Zaland Fort City
     Battle 14
    Mustadio joins as Guest
    6.Bariaus Hill!!!!!!Pretty Tough
     Battle 15
    7.Lionel Castle
    Agrias+Ovelia leave your party
    8.Zigolis Swamp
     Battle 16
    9.Goug Machine City!!!!!!!Tough
     Battle 17
    Mustadio joins as a member
    10.Warjilis Trade City
    11.Bariaus Valley
     Battle 18
    Agrias joins as a Member
    12.Golgorand Execution Site!!!!!!VERY TOUGH
     Battle 19
    13.Lionel Castle
     Battle 20
     Battle 21
    Chapter 3-The Valiant
    1.Goland Coal City
     Battle 22
    2.Lesalia Imperial Capital
     Battle 23
    Alma joins as a Guest
    3.Orbonne Monastery
     Battle 24
     Battle 25
     Battle 26
    4.Dorter Trade City
    5.Grog Hill
     Battle 27
    6.Yardow Fort City
     Battle 28
    Rafa joins as a guest
    7.Yuguo Woods
     Battle 29
    8.Riovanes Castle!!!!!!!EXTREMELY TOUGH SEE WALKTHROUGH
     Battle 30
    Rafa Leaves Party
     Battle 31
     Battle 32
    Rafa+Malak join as members
    Chapter Four
    1.Doguola Pass
     Battle 33
    2.Bervenia Free City
     Battle 34
    3.Finath River!!!!!Tough
     Battle 35
    4.Church
     Battle 36
    5.Bed Desert
     Battle 37
    6.Bethla Garrison
     Battle 38A or 38B
     Battle 39
    Orlandu joins as member
    7.Germinas Peak
     Battle 40
    8.Poeskas Lake
     Battle 41
    9.Limberry Castle
     Battle 42(Ultima)
     Battle 43(Genji Wear)
     Battle 44
    Meliadoul joins as a member
    10.Igros Castel
     Battle 45
    11.St.Murond Temple
     Battle 46
     Battle 47
     Battle 48
    Beowulf+Cloud Side Quest
    12.Goug Machine City
    13.Goland Coal City(Check all rumors)
    14.Lesalia Imperial Capital
    Beowulf joins as a Guest
    15.Goland Coal City
     Battle 49
     Battle 50
     Battle 51
     Battle 52
    Beowulf+Reis(Dragon) join party as members
    16.Goug Machine City
    Worker 8 joins as member
    17.Zeltennia Castle(Check Rumors)
    18.Nelveska Temple
     Battle 53
    19.Goug Machine
    Cloud appears and runs away
    20.Zarghidas Trade City
     Battle 54
    Cloud joins as member
    21.Warjilis Trade City
    Overhear of Deep Dungeon
    22.Deep Dungeon!!!!!GREAT TREASURES  SEE WALKTHROUGH
     Battle 55
     Battle 56
     Battle 57
     Battle 58
     Battle 59
     Battle 60
     Battle 61
     Battle 62
     Battle 63
     Battle 64
    FINAL BATTLES 
    23.Orbonne Monastery!!!!Can Be TOUGH
     Battle 65
     Battle 66
     Battle 67
     Battle 68
     Battle 69
     Battle 70
    
      ----------------------------
    / In-Depth Battle Strategies /
    ----------------------------
     -----------
    | Chapter 1 |
     -----------
     -------------
    / The Meager /
    ------------
     --------------------------------------
    | Battle 01-Orbonne Monastery          |         
    | Enemy Units:Knight,Archer(3),Chemist |
    | Difficulty:1/5                       |
    | Recommended Level:10                 |
    | Treasure:None                        |
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    | This is a testing battle and you cannot even die. You only control  | 
    | Ramza and the Computer takes control of your other units. Don't     | 
    | worry about Ramza Dying. Agrias and Gafgarion will handle most      | 
    | of the enemy units with their strong sword attacks. Ramza can take  | 
    | care of any remaining enemies with his normal Sword Attacks. Use    |
    | this battle to experiment with the battle system.                   |
     ---------------------------------------------------------------------
    After the battle, the princess will be kidnapped by someone, and the 
    scene will switch to the school. After some dialouge, some Thieves will
    attack the City, and the students will be sent to fight them off. On the 
    screen for picking your team press R1 to change characters in your
    team and compose a team of Ramza,2 Squires,2 Chemists.
     -----------------------------------
    | Battle Map 02-Magic City Gariland | 
    | Objective:Defeat All Enemies      | 
    | Enemy Units:Squires(4),Chemist    | 
    | Difficulty:1/5                    | 
    | Recommended Level:1               |
    | Treasure:None                     |
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    | Make sure that no-one dies in this battle, because you don't  | 
    | have the luxury of a Phoenix Down for this battle, have the   | 
    | Chemist use a Potion on anyone who's HP drops below 20. Send  | 
    | 2 Fighters and a Chemist to the roofs to defeat the enemies   |
    | there, while Ramza,Delita, and the other Chemist deals with   |
    | the enemies before you. Concentrate your attacks on one       |
    | enemy, or the enemy Chemist will heal his comrades with a     |
    | Potion. All in all this should not be a tough battle          |
     ---------------------------------------------------------------
    After the battle, Ramza will see his dying father, and then head for
    Igros Castle. Make sure to buy some Potions, and Phoenix Downs with the 
    money you won in the last battle. If possible change one of your generic 
    characters to a Black Mage, and teach all the characters who can be 
    tought the Phoenix Down ability
     ------------------------------------------------------------
    | How Do I Get The Treasure On Each BattleField?             | 
    | Equip a character with the Move-Find item Chemist Movement |
    | Ability and then stand on the panel where the treasure is  |
    | located. You will get one of the 2 treasures listed...To   |
    | get the better treasures you must have a high brave level  |
     ------------------------------------------------------------ 
     ------------------------------------------
    | Battle Map 03-Mandalia Plains            | 
    | Objective 1:Defeat All Enemies           |
    | Objective 2:Save Algus                   | 
    | Enemy Units:Squires(4),Thief,Red Panther |  
    | Difficulty:2/5                           | 
    | Recommended Level:2                      |
    | Treasure:X:0 Y:0-Dagger,Potion           |
    |          X:4 Y:4-Broad Sword,Hi-Potion   |
    |          X:4 Y:12-Rod,Antidote           |
    |          X:8 Y:6-Oak Staff,Eye Drop      |
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    | Choose "Destroy The DeathCorps for an easier battle. By doing so    | 
    | your brave level will be increased by 10 for the battle and by 2    | 
    | permenantly. By Choosing to Destroy the DeathCorps, you don't have  |
    | to worry about the death of Algus. Use Fire spells on the enemy     |
    | if you have a BlackMage for some good damage. Make sure your        |
    | Chemist who knows the PhoenixDown ability stays behind and revives  |
    | anyone who dies in battle. Kill the enemy one by one and then pick  |
    | up the crystals they leave behind. None of the enemies have any     |
    | very damaging attacks aside from the Red Panther which can poison   |
    | your characters. Finish off the enemy quickly and Algus will join   |
    | you as a Guest.                                                     | 
     ---------------------------------------------------------------------
    Head to Igros where you will be told to stay behind and guard the 
    castle. You still decide to disobey your Brother and head out to save 
    the Marquis. Level up your characters to Level 4 or so, and change 
    Ramza, and another character to a Knight. Get enough money to buy
    the best equipment for a Knight. Now your party should be........
    Ramza(Knight)
    Knight(Man)
    Black Mage(Woman) 
    Chemist
    White Mage(Woman) 
    Delita(Guest)
    Algus(Guest)
    Your White Mage should have some Cure spells and maybe a Protect or 
    Shell spell, and your Black Mage should have all the Level 1 spells
    (Fire,Ice,Bolt) and maybe Fire2, or Bolt2. Then Head for the Sweegy 
    Woods.
     ---------------------------------------------------------
    | Battle Map 04-Sweegy Woods                              | 
    | Objective:Kill All Enemies                              | 
    | Enemy Units:Goblin(2),BlackGoblin(2),Bomb(2),RedPanther | 
    | Difficulty:2/5                                          | 
    | Recommended Level:3                                     |
    | Treasure:X:0 Y:1-Bow Gun,Echo Grass                     |
    |          X:1 Y:9-Escutcheon,PhoenixDown                 | 
    |          X:5 Y:11-Leather Helmet,Potion                 |
    |          X:6 Y:6-Leather Hat,Hi-Potion                  |
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
    | As long as your characters are Level 3, or even better Level 4.   | 
    | Have your BlackMages use Ice Magic on the Goblins, which will     | 
    | usually kill them in one hit, because of their weakness to Ice.   | 
    | Make sure to kill the Bomb quickly and not leave it at low HP     |
    | or it will explode for some major damage against your characters. |
    | Have your chemist use PhoenixDowns on anyone who dies in the      |
    | fight.                                                            |
     -------------------------------------------------------------------
    Make sure your characters are Level 4 with one Wizard,2 Knights, and a 
    chemist with Phoenix Down before going into the Slums of Dorter.
     -----------------------------------------------
    | Battle Map 05-Slums of Dorter                 | 
    | Objective:Kill All Enemies                    | 
    | Enemy Units:Knight,Archer(3),Wizard(2)        | 
    | Difficulty:3/5                                |                  
    | Recommended Level:4                           |
    | Recommended Party:BlackMage,Knight(2),Chemist |
    | Treasure:X:0 Y:11-Leather Armor,Antidote      |
    |          X:4 Y:3-Clothes,Eye Drop             |
    |          X:6 Y:14-Mythril Knife,Echo Grass    |
    |          X:7 Y:1-Long Sword,Phoenix Down      |        
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    | This is the 1st hard fight in the game. Keep your BlackMage     | 
    | in the back casting spells at the enemy. Target the Wizards     | 
    | 1st or they will deal some real bad damage on your characters.  | 
    | Keep your chemist in the back throwing PhoenixDowns on any      |
    | fallen alies. Let Delita, and Algus handle the Archer on the    |
    | top while your characters deal with the enemies on the ground   |
     -----------------------------------------------------------------
    After the battle, the Knight will spill some info on the Marquis being 
    hidden in the Cellar of the Sand Rats in the Desert. That is your next 
    destination.
     --------------------------------------------
    | Battle Map 06-Cellar Of The Sand Mouse     | 
    | Objective:Kill All Enemies                 | 
    | Enemy Units:Knight(3),Monk(2),Archer       | 
    | Difficulty:2/5                             | 
    | Recommended Level:5                        |
    | Recommended Party:Knight(2),Wizard,Chemist |
    | Treasure:X:5 Y:4-Bronze Helmet,Potion      |
    |          X:6 Y:2-Feather Hat,Hi-Potion     |
    |          X:10 Y:10-Linen Cuirass,Antidote  |
    |          X:10 Y:9-Leather Outfit,Eye Drop  |
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    | Have your Wizard line up behind the walls and cast Fire2 spells   | 
    | on the enemies there. Your other characters should head inside    | 
    | the fort and finish off the other enemies that are badly hurt     | 
    | from the spells. Pick up the remaining crystals before finishing  | 
    | off the last enemy to get some useful skills for your characters  |
     -------------------------------------------------------------------
    The Marquis will be saved and you'll head back to Igros. Before going to 
    Igros buy some new Light Armor in Dorter for your characters. You also 
    might wanna teach your Chemist the Throw Item ability so he can throw 
    items while in another class. Change your chemist into a Priest, or some 
    other class. Make sure all your characters have the Squire Gained Jp Up 
    skill which is vital in getting more JobPoints. Then head for Igros. 
    Dycedarg will send you off to battle some thieves.
     -----------------------------------------------------------------
    | Battle Map 07-Thieves Fort                                      | 
    | Objective:Kill Miluda                                           | 
    | Enemy Units:Miluda(Knight),Thief(3),Priest(2)                   | 
    | Difficulty:2/5                                                  | 
    | Recommended Level:6                                             |
    | Recommended Party:Knight(2),Wizard,Priest(W/ThrowItem Ability)  |
    | Treasure:X:1 Y:10-Flame Rod,Antidote                            |
    |          X:2 Y:10-Ice Rod,Eye Drop                              | 
    |          X:5 Y:9-White Staff,Echo Grass                         | 
    |          X:9 Y:10-Long Bow,Phoenix Down                         |
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    | Watch out for the enemy priests as they sometimes have Black Magic  | 
    | as their secondary ability and can cause some really nasty damage   | 
    | to your characters. The thieves can use the Steal Heart ability     | 
    | which can charm your characters and have them do the dirty work     |
    | for the enemy. Have your Wizard cast Fire2 spells on the Priests    |
    | to finish them off quickly, while your Knights quickly deal with    |
    | the thieves. If you want you can finish Miluda quickly by using 2   |
    | Fire2 spells on her quickly, but its best to kill all the enemies   |
    | before to pick up some skills from the crystals. Make sure to watch |
    | out for Miluda who can use the Knight's Break attacks which break   |
    | your characters Armor, or Weapons lowering their HP and Strength    |                        
     ---------------------------------------------------------------------
    In Igros Castle, there is trouble abrewing. Teta gets kidnapped and 
    Dycedarg is injured in battle. Go back to Igros where Algus will leave 
    your party, while Ramza and Delita will leave to try to find Teta. Head 
    for Lenalia Plateau. Make sure all your characters are level 7 and all 
    your characters have the best armor possible.
     -------------------------------------------------------------
    | Battle Map 08-Lenalia Plateau                               | 
    | Objective:Kill Miluda                                       | 
    | Enemy Units:Knight(3),Wizard(2),Time Mage                   | 
    | Difficulty:2/5                                              | 
    | Recommended Level:7                                         |
    | Recommended Party:Knight(2),Black Mage,White Mage(Chemist)  |                          
    | Treasure:X:2 Y:8-Buckler,Potion                             | 
    |          X:4 Y:4-Iron Helmet,Hi-Potion                      | 
    |          X:5 Y:10-Red Hood,Antidote                         |  
    |          X:10 Y:6-Bronze Armor,Eye Drop                     |
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    | As long as your Black Mage knows the Fire 2 spell, or any other     |
    | level 2 spell, then this battle will be very easy. Have your Black  |  
    | Mage use the level 2 spell, checking the AT unit list(Press Right)to|            
    | make sure that the spell will discharge before the enemy moves outof|
    | the way. Your Knights should attack normally, and collect the left  |
    | over crystals to gain new skills. After all is done, then go ahead  |
    | and kill, Miluda for an easy win.                                   | 
     ---------------------------------------------------------------------
    Now, I suggest that you change Ramza into a Monk, providing that Ramza 
    has learned the Equip Armor Knight skill. Equip Ramza with the Equip 
    Armor skill to raise his HP, while keeping the attacking capabilties of 
    the Monk intact.
     -----------------------------------------------------
    | Battle Map 09-Windmill Shed                         |
    | Objective:Kill Wiegraf                              |
    | Enemy Units:Wiegraf,Monk(2),Chocobo,Knight          |
    | Difficulty:2/5                                      |
    | Recommended Level:8                                 |
    | Recommended Party:Monk,Knight,Black Mage,White Mage |
    | Treasure:X:0 Y:9-Leather Vest,Echo Grass            | 
    |          X:3 Y:4-Linen Robe,Phoenix Down            | 
    |          X:5 Y:8-Small Mantle,Potion                | 
    |          X:6 Y:0-Mage Masher,Hi-Potion              |
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    | Wiegraf's Crush Punch can do 55+ damage, and sometimes      |
    | instantly will kill a character. Its best to charge in      |  
    | quickly and kill Wiegraf with Black Magic, but watch        |
    | out, because Wiegraf will sometimes block a Magic Attack.   | 
    | If you do not kill Wiegraf quickly, then the Monks will     | 
    | cause some considerable damage with their Wave Fist         |
    | attacks, and the Yellow Chocobo will move forward and heal  | 
    | Wiegraf. So Kill that Bastard quickly, or you will regret   |
    | it. Wiegraf will run away when his HP gets to a low level.  |
     -------------------------------------------------------------
    The chapter is about to come to a close, but before you go to the last 
    battle, make sure to level up to level 10, and maybe even make 2 Black 
    Mages 
     ---------------------------------------------------
    | Battle Map 10-Fort Zeakden                        |
    | Objective:Kill Algus                              |
    | Enemy Units:Knight(Algus),Knight(3),Wizards(2)    |
    | Difficulty:3/5                                    |
    | Recommended Level:10                              |
    | Recommended Party:Team 1-Ramza,Black Mage         |
    |                   Team 2-Knight,Black Mage        |
    | Treasure:X:3 Y:3-Bronze Shield,Potion             | 
    |          X:2 Y:10-Chain Mail,Hi-Potion            | 
    |          X:4 Y:7-Chain Vest,Antidote              | 
    |          X:8 Y:12-Silk Robe,Eye Drop              |
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
    | This is the toughest battle of the entire chapter, so |
    | be prepared. There are 2 black mages in the back of   | 
    | Algus which can cause some nasty damage to your       | 
    | characters. Charge forward with Ramza, who hopefully  |
    | has learned some Monk skills, and concentrate your    |
    | attacks on Algus, Make your Black Mage do the same    |
    | thing, and hopefully, you will be able to kill him    |   
    | before the enemy does some damage to your squadrone   |
     -------------------------------------------------------
     -----------
    | Chapter 2 |
     -----------
     -------------------------------------------------------
    | Battle Map 11-Dorter Trade City                       |
    | Objective:Kill All Enemies                            |
    | Enemy Units:Thief(2),Archer(2),Wizard(2)              |
    | Difficulty:2/5                                        |
    | Recommended Level:10                                  |
    | Recommended Party:Monk,Black Mage,White Mage,Knight   |
    | Treasure:X:0 Y:1-Ice Bow,Potion                       |  
    |          X:2 Y:6-Shuriken,Hi-Potion                   | 
    |          X:8 Y:4-Round Shield,Ether                   | 
    |          X:8 Y:10-Barbuta,Echo Grass                  |
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    | Let Gafgarion+Agrias deal with most of their enemies with |
    | their powerful sword attacks. Make sure to hide your      |
    | White Mage, behind the buildings healing your units,      |
    | because the enemies can deal some very high damage to     |
    | units. Take out the Wizards first as they deal the most   |
    | damage out of all the characters. The thieves might have  |
    | the ability to Steal Heart of your units(Males can only   |
    | charm females, and Females can only Charm males). If they |
    | do then kill those bastards first.                        |
     -----------------------------------------------------------
    After the battle, head to the stores, and buy the most up to date 
    equipment. Lances are now available at Igros castle, which allows you to 
    train Lancers which are a very powerful class.
     -------------------------------------------------
    | Battle Map 12-Araguay Woods                     |
    | Objective:Kill all Enemies or Save Chocobo      |
    | Enemy Units:Goblin(5),Black Goblin              |
    | Difficulty:1/5                                  |
    | Recommended Level:11                            |
    | Recommended Party:Monk,Knight,Black Mage,Lancer |
    | Treasure:X:3 Y:5-Headgear,Soft                  |
    |          X:4 Y:2-Mythril Armor,Phoenix Down     |
    |          X:8 Y:5-Mythril Vest,Potion            | 
    |          X:11 Y:9-Spike Shoes,Hi-Potion         |
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    | Picking kill all enemies drops your parties brave level by 10, and  |
    | your permament brave level by about 2, but its still best to pick   |
    | kill all enemies, because the Chocobo is pretty stupid, and will    |
    | usually get himself killed. Use Ice magic on the goblins, because   |
    | they are weak against, and will usually die from it in one hit.     | 
     ---------------------------------------------------------------------
    Before the next battle: CHANGE GAFGARION INTO A CHEMIST AND UNEQUIP ALL 
    HIS WEAPONS AND ARMOR
     -------------------------------------------------
    | Battle 13-Zirekile Falls                        |
    | Objective:Save Princess Ovelia                  | 
    | Enemy Units:Gafgarion,Knight(5)                 |
    | Difficulty:2/5                                  |
    | Recommended Level:12                            |
    | Recommended Party:Monk,Knight,Black Mage,Lancer |
    | Treasure:X:1 Y:6-Leather Mantle,Ether           |
    |          X:5 Y:7-Platina Dagger,Echo Grass      |
    |          X:7 Y:5-Coral Sword,Soft               |
    |          X:8 Y:5-Poison Rod,Phoenix Down        | 
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    | As long as you de-equipped Gafgarion of all his items, then you will|
    | be able to kill him in one hit. Use black magic, and regular attacks|
    | on the knights close to you, while letting Delita take care of the  |
    | enemy knights on his side. Ovelia will usually cast an MBarrier     |
    | spell on herself, which protects her from attacks to some point,    |
    | and runs away to the side. Use your most powerful attacks, and      |
    | defeat the enemies. Delita is poweful, and won't need much help,    |
    | but its better to get some allies on his side to quicken the defeat | 
    | of the enemies.                                                     |        
     ---------------------------------------------------------------------
     -----------
    | Chapter 3 |
     -----------
     -----------
    | Chapter 4 |
     -----------
     ---------------
    | Getting Cloud |
     ---------------
     ------------------
    | The Deep Dungeon |
     ------------------
     ---------------
    | Final Battles |
     ---------------
     ---------
    | Classes |
     ---------
    ************************************************************************
    *****************Level One Classes(Squire,Chemist)********************
     ---------
    | Squire  |
     - - - - - - - - - - - - - - - - -
    | Requirements: None              | 
    | Weapons:Knife,Sword,Axe,Hammer  |
    | Helmet:Hat                      |
    | Armor:Clothes                   |
    | Rating:3/5
     - - - - - - - - - - - - - - - - - - - - - - -
    | Move   Jump   Speed   C-EV  AT  MA  HP  MP  |
     - - - - - - - - - - - - - - - - - - - - - - - 
    |  4      3       8      5%        BASIC      |
     - - - - - - - - - - - - - - - - - - - - - - -
    | Basic Skills  |
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    | Name        Range  Effect  Vertical  MP  Speed  JP  Rating  |
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    | Accumulate    0      1        -      -    NOW  300   ****   |
    | Dash          1      1        1      -    NOW   80    **    |
    | Throw Stone   4      1        -      -    NOW   90    **    |
    | Heal          1      1        2      -    NOW  150    **    |
     -------------------------------------------------------------
     ------
    | Pros |
     ------
    -Basic class, has well-rounded stats
    -Can equip powerful weapons
    -Skills are pretty good, especially Accumulate which is great for 
     leveling up
     ------
    | Cons |
     ------
    -Can't equip powerful armor, which makes it weak in HP
    -Weaker in fighting than Knights, or Monks 
     ----------
    | Overview |
     ----------
    HP 7/10
    MP 5/10
    Atk 6/10
    Mag 3/10
    Skills 8/10
    Total 29/50
    -Learn Gained JP Up, and Accumulate and then switch to a more powerful
     class
    -Gained JP Up makes it much easier to learn new skills, and is a 
     nescesity throughout the whole game
     ---------
    | Chemist |
     - - - - - - - - - -
    | Requirements:None |
    | Weapons:Knife,Gun |
    | Helmet:Hat        |
    | Armor:Clothes     |
     - - - - - - - - - - - - - - - - - - - - - - - - - -
    | Move   Jump   Speed   C-EV  AT    MA    HP    MP  |
     - - - - - - - - - - - - - - - - - - - - - - - - - -
    |  3      3       8      5%  -25%   0    -25%   0   |
     - - - - - - - - - - - - - - - - - - - - - - - - - -
    | Item  |
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    | Name           Range  Effect  Vertical  MP  Speed  JP  Rating   |
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    | Potion           4      1         -     -    NOW   30   ****    |
    | Hi-Potion        4      1         -     -    NOW  200   ****    |
    | X-Potion         4      1         -     -    NOW  300  *****    |
    | Ether            4      1         -     -    NOW  300    ***    |
    | Hi-Ether         4      1         -     -    NOW  400   ****    |
    | Elixir           4      1         -     -    NOW  900   ****    |
    | Antidote         4      1         -     -    NOW   70      *    |
    | Eye Drop         4      1         -     -    NOW   80      *    | 
    | Echo Grass       4      1         -     -    NOW  120      *    |
    | Maiden's Kiss    4      1         -     -    NOW  200      *    |
    | Soft             4      1         -     -    NOW  250      *    |
    | Holy Water       4      1         -     -    NOW  400      *    |
    | Remedy           4      1         -     -    NOW  700      *    |
    | Phoenix Down     4      1         -     -    NOW   90  *****    |
     -----------------------------------------------------------------
     ------
    | Pros |
     ------
    -Items are better than white magic, since they don't need to charge
    -Items are vital to your survival
    -Phoenix downs are absolutely vital if you don't want to loose a 
     character, and are much quicker than a raise spell
     ------
    | Cons |
     ------
    -Low HP, since they can't equip good armor
    -Crappy damage dealing, until guns become available
    -Its best just to put Items as a secondary skill
     ----------
    | Overview |
     ----------
    HP 5/10
    MP 4/10
    Atk 4/10
    Mag 3/10
    Skills 8/10
    Total 24/50
    -Its best to put items as a secondary ability. Stay away from the from    
     any of the status healing abilites, and just go for the Remedy skill.
    ************************************************************************
    *************************Level Two Classes****************************
     --------
    | Knight |
     - - - - - - - - - - - - - - - - - -
    | Requirements:Squire Level Two     |
    | Weapons:Sword,Knight Sword,Shield |
    | Helmet:Helmet                     |
    | Armor:Armor,Robe                  |
     - - - - - - - - - - - - - - - - - - - - - - - - - -
    | Move   Jump   Speed   C-EV  AT    MA    HP    MP  |
     - - - - - - - - - - - - - - - - - - - - - - - - - -
    |  3      3       8      10%  ++   Same   ++   Same |
     - - - - - - - - - - - - - - - - - - - - - - - - - -
    | Battle Skill  |
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    | Name           Range  Effect  Vertical  MP  Speed  JP  Rating   |
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    | Head Break    Depends   0        -       -   Now   300   **     |
    | Armor Break   Depends   0        -       -   Now   400   ***    | 
    | Shield Break  Depends   0        -       -   Now   300   *      |
    | Weapon Break  Depends   0        -       -   Now   400   ****   |
    | Magic Break   Depends   0        -       -   Now   250   **     |
    | Speed Break   Depends   0        -       -   Now   250   ****   |
    | Power Break   Depends   0        -       -   Now   250   ****   |
    | Mind Break    Depends   0        -       -   Now   250   *      |
     -----------------------------------------------------------------
     ------
    | Pros |
     ------
    -High Atk and HP allow him to run right into the battle and not worry
     about dying, while dishing out enormous damage with his large swords
    -The battle skill can be useful in making a tough enemy, such as a boss
     powerless without his weapon, and low Atk, and Spd
    -The battle skill can be a long-range skill because its range depends 
     totally on the weapon equipped
    -Equip with the Ninja's two sword ability and he can be one of the most
     powerful characters in the game
     ------
    | Cons |
     ------
    -Other classes obtained a bit later are more powerful
    -Looses its usefulness at the end of chapter two or so
     ----------
    | Overview |
     ----------
    HP 9/10
    MP 3/10
    Atk 8/10
    Mag 3/10
    Skills 6/10
    Total 29/50 
    -One of the most powerful classes in the game that you should use until
     the end of chapter two willingly. Later equip him with Two swords and
     watch him kill most enemies with two swings of his mighty swords. 
     Equip him with a Bracer to raise his Attack power even higher
     --------
    | Archer |
     - - - - - - - - - - - - - - - - 
    | Requirements:Squire Level Two |                      
    | Weapon:Bows,Crossbows,Shield  |                 
    | Helmet:Hat                    |
    | Armor:Clothes                 |
     - - - - - - - - - - - - - - - - - - - - - - - - - - 
    | Move   Jump   Speed   C-EV  AT    MA    HP    MP  |
     - - - - - - - - - - - - - - - - - - - - - - - - - - 
    |  3      3       8      10% +15%  Same  Same  -20% |                                                
     - - - - - - - - - - - - - - - - - - - - - - - - - -
    | Charge |
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
    | Name           Range  Effect  Vertical  MP  Speed  JP  Rating   |
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    | Charge+1      Depends    1        -      -    -    100    *     |
    | Charge+2      Depends    1        -      -    -    150    *     |
    | Charge+3      Depends    1        -      -    -    200    *     |
    | Charge+4      Depends    1        -      -    -    250    **    |
    | Charge+5      Depends    1        -      -    -    300    *     |
    | Charge+7      Depends    1        -      -    -    400    *     |
    | Charge+10     Depends    1        -      -    -    600    *     |
    | Charge+20     Depends    1        -      -    -   1000    *     |
     -----------------------------------------------------------------
     ------
    | Pros |
     ------
    -Archers SUCK
     ------
    | Cons |
     ------
    -Archers are probably the most useless class in the game
    -Their range is very limited and you'll often find yourself standing
     too close to the enemy so you can't shoot them
    -Their Charge ability is also useless as it rarely does a lot of damage
     and takes way too long to charge to be of any use and you'll often 
     find the enemy will move out of the way before you can shoot
     ----------
    | Overview |
     ----------
    HP 5/10
    MP 2/10
    Atk 5/10
    Mag 3/10
    Skills 1/10
    Total 16/50
    -Stay away from these guys at all cost. They are a long-range character
     but in the first chapter, a party of a monk,2 knights, and a black 
     wizard cannot be beat. Archers have low HP also so you'll often find
     that you can't get too far into the battle before a phoenix down is
     needed to revive these guys
     --------
    | Priest |
     - - - - - - - - - - - - - - - - -
    | Requirements:Chemist Level Two  | 
    | Weapons:Staff                   | 
    | Helmet:Hat                      |
    | Armor:Clothes,Robe              |
     - - - - - - - - - - - - - - - - - - - - - - - - - - 
    | Move   Jump   Speed   C-EV  AT    MA    HP    MP  |
     - - - - - - - - - - - - - - - - - - - - - - - - - - 
    |   3      3      9      5%  -30%  +50%  -30%  +40% |                                                 
     - - - - - - - - - - - - - - - - - - - - - - - - - -
    | White Magic |
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    | Name           Range  Effect  Vertical  MP  Speed  JP  Rating   |
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
    | Cure             4      2        1       6    25    50  ****    |
    | Cure 2           4      2        1      10    20   180  ***     |
    | Cure 3           4      2        2      16    15   400  **      |
    | Cure 4           4      2        3      20    10   700  **      |
    | Raise            4      1        -      10    25   180  ***     |
    | Raise 2          4      1        -      20    10   500  **      |
    | Reraise          3      1        -      16    15   800  ***     |
    | Regen            3      2        0       8    25   300  **      |
    | Protect          3      2        0       6    25    70  ****    |
    | Protect 2        3      2        3      24    15   500  **      | 
    | Shell            3      2        0       6    25    70  ****    | 
    | Shell 2          3      2        3      20    15   500  **      |
    | Wall             3      1        -      24    25   380  **      |
    | Esuna            3      2        2      18    34   280  *****   |
    | Holy             5      1        -      56    17   600  ***     |
     -----------------------------------------------------------------
     ------
    | Pros |
     ------
    -The priest has some pretty good healing, and defensive skills and
     you might wanna keep one for the first 2 chapters
    -Holy can do good damage against Zodiac Monsters, and the cure 
     spells can also damage undead characters
     ------
    | Cons |
     ------
    -No real attacking force
    -Items are more reliable and are by far quicker in the heat of battle
     than charging a raise spell
    -Low Hp, and attack force it to stay behind and become vulnerable to
     enemy attacks
     ----------
    | Overview |
     ----------
    HP 2/10
    MP 7/10
    Atk 2/10
    Mag 7/10
    Skills 7/10
    Total 25/50
    -This is a good class for the first 2 chapters, and then its better
     to mostly relly on items. Its best to just relly on items as a 
     secondary skill and then just ignore this class. Nothing special
     about this class att all
    --------
    | Wizard |
     - - - - - - - - - - - - - - - - -
    | Requirements:Chemist Level Two  | 
    | Weapons:Rod                     | 
    | Helmet:Hat                      | 
    | Armor:Clothes,Robe              |
     - - - - - - - - - - - - - - - - - - - - - - - - - - 
    | Move   Jump   Speed   C-EV  AT    MA    HP    MP  |
     - - - - - - - - - - - - - - - - - - - - - - - - - - 
    |  3       3      8      5%  -30%  +90%  -30%  +90% |                                           
     - - - - - - - - - - - - - - - - - - - - - - - - - -
    | Black Magic |
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    | Name           Range  Effect  Vertical  MP  Speed  JP  Rating   |
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    | Fire             4      2         1      6    25    50  *****   |
    | Fire 2           4      2         2     12    20   200  *****   |
    | Fire 3           4      2         3     24    15   480  ****    |
    | Fire 4           4      3         3     48    10   850  ***     |
    | Bolt             4      2         1      6    25    50  ****    |
    | Bolt 2           4      2         2     12    20   200  ****    |
    | Bolt 3           4      2         3     24    15   480  **      |
    | Bolt 4           4      3         3     48    10   850  *       |
    | Ice              4      2         1      6    25    50  *****   |
    | Ice 2            4      2         2     12    20   200  *****   |
    | Ice 3            4      2         3     24    15   480  **      |
    | Ice 4            4      3         3     48    10   850  **      |
    | Poison           4      2         2      6    34   150  *       |
    | Frog             3      1         -     12    20   500  ****    |
    | Death            4      1         -     24    10   600  **      |
    | Flare            5      1         -     60    15   900  ****    |
     -----------------------------------------------------------------
     ------
    | Pros |
     ------
    -One of the MOST POWERFUL classes in the game
    -Magic does humongous damage especially if the enemy unit is weak
     to that element
    -Highest MP, and Magic power of any class
    -Useful until the end of the game
     ------
    | Cons |
     ------
    -Low HP, and attack but the great spells make up for that
     ----------
    | Overview |
     ----------
    HP 3/10
    MP 10/10
    Atk 4/10
    Mag 10/10
    Skills 10/10
    Total 37/50
    -Kick ass class one of the best in the game. Use him and get all the
     level 1 and 2 spells first. The level 3 and 4 spells are not as useful
     because they take too long to charge.
    ************************************************************************
    ***************************Level 3 Classes****************************
     ------
    | Monk |
     - - - - - - - - - - - - - - - -
    | Requirements:Knight Level Two | 
    | Weapons:None                  | 
    | Helmet:None                   |
    | Armor:Clothes                 |
     - - - - - - - - - - - - - - - - - - - - - - - - - - 
    | Move   Jump   Speed   C-EV  AT    MA    HP    MP  |
     - - - - - - - - - - - - - - - - - - - - - - - - - - 
    |   4     3       8      10% +85%  -30%  Same  -30% |                                     
     - - - - - - - - - - - - - - - - - - - - - - - - - -
    | Punch Art |
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    | Name           Range  Effect  Vertical  MP  Speed  JP  Rating   |
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    | Spin Fist        1       2        0      -   Now  150    **     |
    | Repeating Fist   1       1        1      -   Now  300    **     |
    | Wave Fist        3       3        1      -   Now  300   *****   |
    | Earth Slash      8   4 Direct.    2      -   Now  600   *****   | 
    | Secret Fist      1       1        0      -   Now  150    **     |
    | Stigma Magic     1       2        0      -   Now  200    **     |
    | Chakra           1       2        0      -   Now  350   *****   |
    | Revive           1       1        0      -   Now  600   *****   |
     -----------------------------------------------------------------
     ------------------
    | Battle Mechanics |
     ------------------
    Lots of thanks to Aerostar13@aol.com for this section
    CONTENTS:
    ---------
    Part 1. Start Here!
            1.1     Definitions & Abbreviations
            1.2     Signs of the Zodiac
            1.3     Evasion %
            1.4     Abnormal Status
            1.5     Elementals, my dear Watson!
            1.6     A few general notes
    
    Part 2. Weapon Attacks
            2.1     List of weapon (and barehand) attack formulas
            2.2     Zodiac for weapon attacks
          
    Part 3. Magical Attacks
            3.1     Faith-based magic attacks
            3.2     Spell multiplier chart
            3.3     Non-faith-based magic attacks
    
    Part 4. Effect Magic
            4.1     Equation
            4.2     Complete list of multipliers
    
    Part 5. Other Attacks
            5.1     Draw Out
            5.2     Throw
            5.3     Punch Art
            5.4     Steal       
            5.5     Battle Skill
            5.6     Talk Skill
            5.7     Sword Skills
            5.8     Geomancy
            5.9     Truth
            5.10    Un-truth
    
    Part 6. Monster Abilities
            6.1     List of monster abilities
    
    Part 7. Action, Reaction, Support, & Movement Abilities
            7.1     List of action abilities and effects
            7.2     List of reaction abilities and effects
            7.3     List of support abilities and effects
            7.4     List of movement ablities and effects
    
    
    
                      *         *         *
    
    
      11     PART ONE
     111     ---------------------------------------------
      11                                      introduction
      11
      11
     1111
    
    _________________________________
    [1.1] definitions & abbreviations
          ===========================
    
    Before you read this guide, there are a few definitions and
    abbreviations which you should understand:
    
    - An ATTACK is any action taken in battle except for 'Defend',
      'Wait', or 'Equip Change'.
    
    - The CASTER is the unit (person or monster) executing an attack.
    
    - The TARGET is the unit(s) on the receiving end of the attack.
      The caster and target can be the same unit.
    
    - PHYSICAL AT is the number next to the sword icon on the middle
      panel of the status screen.  It indicates a character's physical
      attack power.  In this guide, Physical AT is sometimes abbreviated
      'PA'.  Min: 1  Max: 99
    
    - MAGICAL AT is the number next to the sceptre icon on the middle
      panel of the status screen.  It indicates a character's magical
      ability.  In this guide, Magical AT is sometimes abbreviated as
      'MA'.  Min: 1  Max: 99
    
    - WEAPON POWER is the strength of the equipped weapon. It can be
      seen on the middle panel of the status screen, next to the 
      letter of the appropriate hand ('R' or 'L'). Min: 0  Max: 40
    
    - A PHYSICAL ATTACK is any attack which uses Physical AT in its
      calculation.
    
    - A MAGICAL ATTACK is any attack which uses Magical AT in its
      calculation.  Some attacks (e.g. Geomancy) can be both physical
      and magical.
    
    - BRAVE, which is listed on-screen under the character's name and
      occupation, is a stat which supposedly represents courage in
      battle.  It's a factor in many special skills and a few
      weapon attacks, and also represents the rate at which you'll
      use your Reaction Ability.  In this guide, you will see it
      abbreviated as 'Br'.  Min: 1 (below 10 = Chicken)  Max: 100
    
    - FAITH, listed on-screen next to Brave, is supposed to represent
      belief in miracles and supernatural phenomena.  It factors into
      both magic damage and rate of success, and is an important
      stat for a mage.  We abbreviate it here as 'Fa'.  Min: 1  
      Max: 100 (if it's above 90, any character except Ramza or a
      Guest will leave)
    
    - The RANGE of an attack is the number of squares, counted in a
      straight line, that the attack has the potential to target (not
      counting the caster himself). It is represented on the screen when 
      an attack is selected by red, glowing panels.  Examples:
    
      (X = Caster)
                                #           #
                      #        ###          #
            #        ###      #####         #
           #X#      ##X##    ###X###     ###X###
            #        ###      #####         #
                      #        ###          #
         Range 1   Range 2      #           #
                              Range 3     Range 3
                                         (4 directions)
        
        Usually, Range is independent of vertical height, but for some
        skills (e.g., Talk Skill), it can be limited by height difference.
        
    - The EFFECT AREA of an attack determines which panels will actually be
      hit by the attack.  It's determined by counting the number of squares
      an attack can hit from the centre to one corner of the effect area.
      Effect area is usually restricted by vertical height.  Most attacks
      have a height tolerance of 2-3, but it varies greatly.  When an attack
      has an overly restrictive or permissive vertical effect area, we try
      to note it in the guide, but it's not absolutely complete.
    
      Examples:
                               O
                     O        OOO
          O         OOO      OOOOO
                     O        OOO
                               O
       Effect 1   Effect 2  Effect 3
    
       A combination of range and effect area is used to determine the 
       attack's firing range.  We represent this in the guide as two 
    numbers,
       the first being the range and the second the effect area.  For 
       instance, a spell with firing range {5/1} means it has a range of 5
       and an effect area of 1. If there is an effect area greater than one,
       it can make the attack go further than the range. 
    
       Special firing ranges:
    
       - for LINEAR firing ranges, the range is measured in the number
         of squares outward (not including caster) that the attack can
         target, followed by the number of directions the line can go in.
         the effect area is measured by the number of squares it affects,
         and the number of directions in which it does so.  for example,
         the 'Holy Explosion' attack is {5(4dir)/5(1dir)}.
    
       - for AUTOMATIC firing ranges, the range and the effect area are
         always the same.  This is denoted by {A/N}, where N is the 
         number of squares, in a straight line counted from the centre 
         of the effect area, that the attack effects. For instance, {A/3} 
         is illustrated below.
    
       beautiful ASCII artwork:
       ~~~~~~~~~~~~~~~~~~~~~~~~
       X: caster
       #: panel in range
       O: affected panel
    
                  O
                 OOO          O                
                 #O#          O                   O
          O     #####         O                  OOO
         #X#   ###X###     ###X###              OOXOO
          #     #####         #                  OOO
                 ###          #                   O
                  #           #                
         1/1     3/2    3(4directions)/          A/3
                        3(1direction)    (caster is affected)
    
    
    abbreviations & symbols:
    ------------------------
    
    + means addition
    - means subtraction
    * means multiplication
    / means division
    
    [X] means the greatest integer less than or equal to X (or, 'always
    round X _down_ to the nearest one.').  Note that if X is negative,
    this means that the absolute value of the number you round to will 
    always be _greater_ than the number (because more negative is 'less').  
    For instance, [1.04] = 1, [-31.9] = -32, [5] = 5, [10.5] = 10, 
    [-3.0001] = -4, [.7] = 0, [11.999] = 11.  Be sure to note the
    difference between [ ] and ( ) in the formulas.
    
    Br = Brave
    Fa = Faith
    MA = Magical AT
    PA = Physical AT
    WP, WpnPwr = Weapon's power
    CFa = Caster's Faith
    TFa = Target's Faith
    Lv = Level
    MaxHP = Maximum HP (in HP 500/556, 556 is the MaxHP)
    CurHP = Current HP (in HP 500/556, 500 is the CurHP)
    MaxMP = Maximum MP
    CurMP = Current MP
    CT = Charge Time
    P.SEv = Physical Shield Evade%
    P.CEv = Physical Inherent Evade%
    P.AEv = Physical Accessory Evade%
    M.SEv = Magical Shield Evade%
    M.CEv = Magical Inherent Evade%
    M.AEv = Magical Accessory Evade%
    WEv = Weapon Evade%
    R/E = range / effect area
    dir = directions
    A/2, A/3, etc. = automatic firing range 2, 3, etc. (see above)
    V = vertical (in effect area)
    
    
    _________________________
    [1.2] signs of the zodiac
          ===================
    
    Every person or monster in FFT has a Zodiac sign.  The interaction
    of the Zodiac signs is always an effect in damage calculation.
    In general, the better the compatibility, the higher the damage
    or the success rate of attacks between two units.
    
    compatibility chart
    ~~~~~~~~~~~~~~~~~~~
    
                  Ar Ta Ge Cn Lo Vg Li Sc Sa Cp Aq Pi Se
    Aries         O  O  O  -  +  O  ?  O  +  -  O  O  O
    Taurus        O  O  O  O  -  +  O  ?  O  +  -  O  O
    Gemini        O  O  O  O  O  -  +  0  ?  0  +  -  O
    Cancer        -  O  O  O  O  O  -  +  O  ?  O  +  O
    Leo           +  -  O  O  O  O  O  -  +  O  ?  O  O
    Virgo         O  +  -  O  O  O  O  O  -  +  O  ?  O
    Libra         ?  O  +  -  O  O  O  O  O  -  +  O  O
    Scorpio       O  ?  O  +  -  O  O  O  O  O  -  +  O
    Sagittarius   +  O  ?  O  +  -  O  O  O  O  O  -  O
    Capricorn     -  +  O  ?  O  +  -  O  O  O  O  O  O
    Aquarius      O  -  +  O  ?  O  +  -  O  O  O  O  O
    Pisces        O  O  -  +  O  ?  O  +  -  O  O  O  O
    Serpentarius  O  O  O  O  O  O  O  O  O  O  O  O  O
    
    O: Neutral
    +: Good   
    -: Bad
    ?: Worst (same sex), Best (opposite sex)
    
    Zodiac compatibility almost always affects damage or
    success rate of attacks.  The 'Zodiac Multipliers' (Z) are generally 
    as follows:
    
    > For chances of success and for faith-based magic:
    Good compatibility: damage or chance * 1.25        
    Bad compatibility: damage or chance * 0.75
    Best compatibility: damage or chance * 1.50
    Worst compatibility: damage or chance * 0.50
    
    > When the format for the damage from an attack is 
    (multiplier) * (PA, MA, or Weapon Power),
    the Zodiac effect is applied to the multiplier, and then the multiplier
    is multiplied by the PA, MA, or WP normally:
    
    Good compatibility:  (multiplier + [multiplier/4])
    Bad compatibility:   (multiplier - [multiplier/4])
    Best compatibility:  (multiplier + [multiplier/2])
    Worst compatibility: (multiplier - [multiplier/2])
    
    For instance, let's say an Aries with 13 PA and a Rune Blade 
    attacks a Cancer.  Aries and Cancer have 'Bad' compatibility, so:
    
    Damage {before Zodiac} = [13] * 14
    Damage {after Zodiac} = [13 - [13/4]] * 14  <-- Notice that Zodiac is
                          = [13 - 3] * 14        applied before multiplying 
    by WP
                          = [10] * 14
                          = 140
    
    If you had applied the Zodiac effect after multiplying it out, you would
    have got 137 damage, which is wrong.
    
                         
    More examples:
    
    A magic attack that would normally do 200 damage, when used by a male 
    Libra, 
    will do 250 damage if used on an Aquarius or Gemini; will do 150 damage 
    if
    cast on a Cancer or Capricorn; will do 100 damage if cast on a male 
    Aries,
    and do 300 damage if cast on a female Aries.
    
    Similarly, a spell cast by a female Pisces with a 56% success rate 
    normally,
    will have a 70% success rate if cast on a Cancer or Scorpio; a 42% 
    success
    rate if cast on a Gemini or Sagittarius; a 28% chance on a female Virgo, 
    and a 84% chance on a male Virgo.
    
    
    Since monsters are unisex, they are immune from 'Best' and 'Worst'.  So,
    for a monster, any unit that would normally be 'Best' or 'Worst' is 
    instead
    neutral.  NOTE -- the following monster classes are exceptions to this:
    Warlock, Angel of Death, Regulator, Holy Angel, Impure King, Ghost of 
    Fury,
    Holy Dragon, Arch Angel.
    
    'Critical hits' will sometimes occur at random intervals.  I don't know
    if the frequency of these hits has to do with Zodiac compatibility or
    not.  Regardless, damage done by a critical hit is equal to 
    [Normal damage * 4/3].
    
    
    _____________
    [1.3] evasion
          =======
    
    When you attack a unit, they have a chance to defend themselves with 
    four 
    things: (1) their natural stealth (C-EV); (2) their shield (S-EV); (3) 
    their
    accessory (A-EV); (4) their weapon (WEV), if they have the support 
    ability
    'Weapon Guard' equipped.  These four percentages are multiplied together 
    and
    subtracted from 100% to get the chance of actually hitting the unit with
    the attack.  There are separate categories for physical (P.SEV, P.AEV, 
    P.CEV)
    and magical (M.SEV, M.AEV, M.CEV) damage.  Weapon evasion only works on
    physical attacks.
    
    For instance, let's say Ramza attacks Algus -- who is equipped with a 
    Crystal Shield (P.SEV +40%, M.SEV +15%) and a Feather Mantle (P.AEV 
    +40%,
    M.AEV +30%).  The two have neutral Zodiac compatibility.  Algus has no
    inherent evade%, but his shield and cloak will give him a chance to 
    avoid 
    the damage:
    
                  Orig%   Shield    Cloak
    Ramza's Hit% = 100 * (1-.40) * (1-.40) = 100 * .6 * .6 = 36%.
    
    And if Ramza now decides to cast 'Flare' on Algus, Algus is also 
    considerably protected due to M.SEV and M.AEV:
    
                        Shield    Cloak
    Flare Hit% = 100 * (1-.15) * (1-.30) = 100 * .85 * .7 = .595 = 60%
    
    Not all attacks are affected by all evade percentages.  Here is a
    partial list of attacks and the corresponding evasion percentages
    to use.
    
    Weapon Attack (front)        P.AEV, P.CEV, P.SEV, W.EV
    Weapon Attack (side)         P.AEV, P.CEV, W.EV
    Weapon Attack (rear)         P.CEV
    Stealing                     See [5.4]
    Battle Skill                 See [5.5]
    Talk Skill                   See [5.6]
    Black Magic (damage-causing) M.AEV, M.SEV, M.CEV
    Status-affecting magic       M.CEV
    Allure, Steal Heart,
      Choco Ball                 P.CEV
    Throw                        P.CEV, P.AEV
    
    Some attacks will _always_ have 100% success rates,
    regardless of the target's evasion percentages:
    
    - all 'Holy Sword', 'Dark Sword', 'Mighty Sword'* attacks
    - all Summon Magic except 'Silf', 'Carbunkle', 'Lich'
    - all 'Draw Out' attacks
    - all 'Fear' attacks (used by Zodiac beasts)
    - 'Truth' and 'Un-truth' (that is, if they target the right panels)
    - Shadow Stitch, Seal, Stop Bracelet (Assassin skills)
    - Cure spells
    - Choco Meteor
    - Holy
    - Dark Holy
    - Meteor, Melt, Quake, Tornado
    - Flare 2
    - Giga Flare, Nanoflare, Lifebreak, Ulmaguest
    - Ultima, All-Ultima
    - Poison Frog, Midgar Swarm
    - Geomancy
    - Dash
    - Limit (Cloud)
    - Triple Flame, Triple Thunder, Dark Whisper (on panels they hit)
    - Blow Fire, Mimic Titan
    - Dragon Breath attacks
    - Self-Destruct
    - a few others
    
    * 'Mighty Sword' cannot target monsters.
    
    For all other magic spells which are _harmful_ to the target, you must 
    take evasion% into consideration. (For instance, a target would try
    to evade 'Slow' but they wouldn't try to evade 'Haste'.)
    
    
    _____________________
    [1.4] abnormal status
          ===============
    
    There are a number of status alterations in FFT which can alter the way
    that these equations are calculated:
    
    Status      Appearance      Effect
    ~~~~~~~~~~  ~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Berserk     Red glow        [PA * 1.5], uncontrollable
    Blood Suck  Complete purple Uncontrollable; always uses 'Blood Suck'
    Charging    'C'             charging up spell; damage to a charging
                                  target is multiplied by 1.5
    Charm       Heart           Fight on enemy's side
    Chicken     Chicken         Flee from enemies; uncontrollable
    Confusion   Odd motions     Uncontrollable; will act randomly
    Critical    Kneeling        HP is less than 25%
    Darkness    Eye with 'X'    Target's evade percentages are doubled
    Dead        Lying down      HP at 0; will disappear after 3 turns
    Death-      Number above
     Sentence       head        When count runs out, unit dies
    Defending   Guarded pose    Evasion percentages doubled
    Don't Act   'DA'            Can't Act
    Don't Move  'DM'            Can't Move
    Faith       Arrow up        [Faith * 1.5]
    Float       Floating in air Float over ground obstacles; cancel Earth
    Frog        Frog            Can't do anything but attack; take 1.5x 
    damage
    Haste       Fast animation  Speed x1.5
    Innocent    Arrow down      0 Faith
    Invite      --              Join enemy party
    Oil         Blackened       Damage from fire is doubled
    Performing  Singing/dancing Charging up song or dance
    Petrify     Turn to stone   Can't move, act, or be hit
    Poison      Green glow      -[MaxHP / 8] HP each turn
    Protect     Triangle        Physical damage to unit is multiplied by 0.6
    Quick       --              Unit's turn is executed next
    Reflect     --              Reflectable spells bounce off 
    Regen       Blue glow       +[MaxHP / 8] HP each turn
    Reraise     Hovering angel  Cast Raise 1 turn after 'Dead' is set
    Shell       Square          Magical damage to unit is multiplied by 0.6
    Silence     '...'           Can't cast magic
    Sleep       'ZZZ'           Don't get a turn; 1.5x damage from attacks
    Slow        Slow animation  Speed halved
    Stop        No animation    CT stops
    Undead      Magenta tint    Heal spells do damage; Death restores life;
                                  unit always is healed from draining 
    spells,
                                  regardless of whether they are caster or 
                                  target 
    
    
    The following statuses are considered 'positive': Faith, Float,
    Haste, Innocent, Protect, Regen, Quick, Reraise, Shell.
    
    The following are considered 'negative': Berserk, Blood Suck,
    Charm, Chicken, Confusion, Darkness, Dead, Death Sentence,
    Don't Act, Don't Move, Frog, Invite, Oil, Petrify, Poison,
    Reflect, Silence, Sleep, Slow, Stop, Undead.
    
    A target will try to evade 'negative' effects (and so you must
    factor in evasion% for these), but will not try to avoid
    'positive' effects.  In addition, a target will never
    try to avoid HP/MP recovery.
    
    
    _________________________________
    [1.5] elementals, my dear watson!
          ===========================
    
    There are eight elemental properties in the game which affect
    damage: Fire, Ice, Lightning, Water, Earth, Wind, Dark, Holy.
    
    The effects are as follows:
    
    Target    'Weak: (Element)' ... Damage from element is doubled
              'Half: (Element)' ... Damage from element is [halved]
              'Cancel: (Element)' ... Attacks of element can't succeed
              'Absorb: (Element)' ... Damage from element heals instead
                                        of hurts
    
    Caster    'Strengthen: (Element)' ... Damage = [Damage * 1.2]
    
    The elemental affiliations of an attack are listed in its
    description.
    
    
    _________________________
    [1.6] a few general notes
          ===================
    
    CRYSTALS
       When an enemy crystallizes and you are given the opportunity to
    learn its abilities, you will gain _all_ of its abilities which you
    did not have (not just one).
    
    EXTRA JP
       When person X gains JP, everyone else in the party will earn
    [1/6 of gained JP] towards the job which person X currently has.
    
    LEARNING MAGIC
       Everyone knows that 'Ultima' and 'Zodiac' need to be learned by
    experiencing their effects.  But not as many know that _any_ spell
    may be learned in this way.  Simply have someone that knows the
    spell cast it on someone (of the correct job) who doesn't know it
    yet.  They may be given a chance to learn it.
    
    THUNDERSTORMS
       In some battles, thunderstorms will be occurring.  If
    this is the case, then Lightning damage is multiplied by 1.2, and
    Fire damage is multiplied by 0.8, unless the caster has 
    'Any Weather'.
    
    INHERENT ABILITIES
       Some classes have inherent abilities other than those the
    game lists.  For instance:
    
    - 'Princess', 'Engineer' (Balk),  and 'Lune Knight' always have 
      DefenseUP and MagicDefendUP.
    - 'Serpentarius' is immune to Ice
    - 'Archaic Demon' and 'Ultima Demon' have Martial Arts and Counter
    - Many mosters have immunities to various elements, which you can
      see by pressing SELECT on the monster's class name.
    - Most classes to which 'boss' characters belong are immune to many
      status ailments.
    
    
    
     22222   PART TWO
    22   22  ---------------------------------------------
         22             formulas for normal weapon attacks
       22                          (and barehanded attack)
     22 
    22222222
    
    
    ___________________________
    [2.1] normal weapon attacks
          =====================
    
    These formulas are used to calculate the damage that will result
    when the specified weapon is equipped and you select the 'Attack'
    command. 
    
    Bare Hands: PhysAT * [PhysAT * (Brave/100)] 
      (multiply the damage by 1.5 if the attacker has 'Martial Arts')
    
    Knife: (Physical AT - [(Physical AT - Speed)/2]) * Weapon's Power
      (remember that subtracting a negative is the same as adding)
    
    Sword: Physical AT * Weapon's power 
    
    Knight Sword: (Brave/100 * Physical AT) * Weapon's Power  
    
    Ninja Sword: (Physical AT - [(Physical AT - Speed)/2]) * Weapon's Power
    
    Katana: (Brave/100 * Physical AT) * Weapon's Power
    
    Staff: Magical AT * Weapon's power
    
    Rod: Physical AT * Weapon's power 
    
    Crossbow: Physical AT * Weapon's power (Range 4)
    
    Bow: (Physical AT - [(Physical AT - Speed)/2]) * Weapon's Power (Rng. 5)
    
    Gun (regular): Gun's attack power squared (Range 8)
    
    Gun (magical): Cast a level 1, 2, or 3 elemental spell (e.g.,
    Bolt, Bolt 2, or Bolt 3 for the Blast Gun), with the MA being 
    equal to the gun's power. (Range 8) {see section 3.1}
    
    Hammer: (Weapon Power * Random # from 1 to Physical AT)
    
    Axe: (Weapon Power * Random # from 1 to Physical AT)
    
    Stick: Magical AT * Weapon's power (Range 2 [4 directions])
    
    Spear: Physical AT * Weapon's power (Range 2 [4 directions])
    
    Musical Instrument: [(PhysAT / 2) + (MagAT / 2)] * WpnPwr (range 3)
    
    Dictionary: [(PhysAT / 2) + (MagAT / 2)] * WpnPwr  (range 3)
    
    Cloth: [(PhysAT / 2) + (MagAT / 2)] * WpnPwr (range 2)
    
    Bag: ([PhysAT / 2] + 1) * WP
    
    
    _______________________________
    [2.2] zodiac for weapon attacks
          =========================
    
    All weapon attacks involve (multiplier) * Weapon Power.  The
    Zodiac compatibility works as follows
    
    Good:     [multiplier + (multiplier/4)] * Weapon Power
    Bad:      [multiplier - (multiplier/4)] * Weapon Power
    Best:     [multiplier + (multiplier/2)] * Weapon Power
    Worst:    [multiplier - (multiplier/2)] * Weapon Power
    
    
    
     33333   PART THREE
    33   33  ---------------------------------------------
       333                                 magical attacks
         33                    
    33   33
     33333  
    
    _________________________
    [3.1] faith-based attacks
          ===================
    
    For faith-based, standard magical attacks,
    
    Damage = Q * MA * CFa * TFa  [always round down]
             ------------------
                   10000      
    
    where:
    - 'Q' is the damage multiplier peculiar to the spell, 
    - 'MA' is the caster's Magical AT, 
    - 'CFa' is the caster's Faith, and 
    - 'TFa' is the target's Faith.
    
    How to use the chart:  Let's say you want to calculate the damage from
    a 'Dark Holy' spell from a character with 15 Magic AT and 80 Faith,
    targeting a character with 64 Faith and normal Zodiac compatibility.  
    Look 
    up 'Dark Holy' on the chart, and you find that its multiplier is 37.  
    So, substitute the numbers into the above formula:
    
    Damage = 37 * 15 * 80 * 64   2,841,600
             ----------------- = --------- = 284.16 [round down] = 284 HP.
                   10000           10000
    
    For Zodiac compatibility , just multiply the damage by the Zodiac 
    Multiplier (see [1.2]) and round down.
    
    
    _______________________________
    [3.2] list of spell multipliers (alphabetical order)
          =========================
                    
                        
    SPELL.....Q-VALUE | MP  R/E       
    ------------------|--------
    All Ultima ... 55 | 50  5/4      
    Bahamut ...... 46 | 60  4/4      
    Bio .......... 12 |  8  4/2   
    Bio 3 ........ 24 | 24  4/3
    Bolt  ........ 14 |  6  4/2
    Bolt 2 ....... 18 | 10  4/2
    Bolt 3 ....... 24 | 24  4/2
    Bolt 4 ....... 32 | 48  4/3
    Cure .........-14 |  6  4/2
    Cure 2 .......-20 | 12  4/2
    Cure 3 .......-30 | 16  4/2
    Cure 4 .......-40 | 20  4/2
    Cyclops ...... 50 | 62  4/4
    Dark Holy .... 37 | 40  4/1
    Fairy ........-24 | 24  4/3
    Fire ......... 14 |  6  4/2
    Fire 2 ....... 18 | 12  4/2
    Fire 3 ....... 24 | 24  4/2
    Fire 4 ....... 32 | 48  4/3
    Flare ........ 46 | 60  5/1
    Flare 2 ...... 38 | 35  4/2
    Holy ......... 50 | 56  5/1
    Ice .......... 14 |  6  4/2
    Ice 2 ........ 18 | 12  4/2
    Ice 3 ........ 24 | 24  4/2
    Ice 4 ........ 32 | 48  4/3
    Ifrit ........ 24 | 24  4/3
    Leviathan .... 38 | 48  4/4
    Melt ......... 38 | 70  4/4  
    Meteor ....... 60 | 70  4/4
    Moogle .......-12 |  8  4/3
    Odin ......... 40 | 50  4/4
    Quake ........ 39 | 70  4/4  
    Ramuh ........ 24 | 24  4/3
    Salamander ... 38 | 48  4/3
    Shiva ........ 24 | 24  4/3
    Titan ........ 28 | 30  4/3
    Tornado ...... 37 | 70  4/4
    Ultima ....... 23 | 10  4/2
    Ultima [2] ... 30 | 25  4/3 
    Zodiac ....... 96 | 99  4/4
    
    _____________________________   
    [3.3] non-faith-based attacks
          =======================
    
    Name            Result {Range/Effect}
    ~~~~~~~~~~~~~~  
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Blade Beam:     Damage = [Caster's Max HP - Caster's CurHP] {2/1}
    Braver:         Damage = [Caster's MA * 12] {2/1}
    Cherry Blossom: Damage = [Caster's MA * 60] {3/3vert0}
    Climhazzard:    Damage = [Target's MaxHP - Target's CurHP] {2/1}
    Cross-slash:    Damage = [Caster's MA * 22] {2/2}
    Demi:           Damage = [Target's MaxHP * .25] {3/2}
    Demi 2:         Damage = [Target's MaxHP * .50] {4/2}
    Drain Life:     Drainage = [Target's MaxHP * .25] {4/1}
    Giga Flare:     Damage =  7 * Caster's MA {4/3vert0}
    Gravi 2:        Damage = Target's CurHP - 1 {4/2vert2}
    Holy Bracelet:  Damage = 14 * Caster's MA (Holy) {4/3vert2[random 
    panels]}  
    Hurricane:      Damage = [Target's MaxHP * .34] (Wind-elemental) {4/3}
    Lich:           Damage = [Target's MaxHP * .50] (Darkness-elemental) 
    {4/3}
    Lifebreak:      Damage = [Caster's MaxHP - Caster's CurHP] {4/1}
    Meteorain:      Damage = [Caster's MA * 26] {3/3vert0}
    Midgar Swarm:   Damage = 24 * Caster's MA {4/3}
    Nanoflare:      Damage = ([Caster's MA /2] + 2) * Caster's MA {4/3}
    Omnislash:      Damage = [Caster's MA * 40] {4/3vert0}
    Raise:          Healing = [Target's MaxHP / 2] {3/1}
    Shock!:         Damage = [Caster's MaxHP - Caster's CurHP] {8/1}
    Truth:          See [5.9]
    Ulmaguest:      Damage = [Caster's MaxHP - Caster's CurHP] {4/3}
    
    Zodiac compatibility affects the damage done by magic spells:
    - 'Worst' compatibility: Damage = Damage * .50
    - 'Bad' compatibility: Damage = Damage * .75
    - 'Good' compatibility: Damage = Damage * 1.25
    - 'Best' compatibility: Damage = Damage * 1.50
    
    (see section [7.1] for the a description of an attack if it
     does not appear here)
    
    
    
    
        444  PART FOUR
      44 44  ---------------------------------------------
     4   44                                   effect magic 
    444444444                     & percentage multipliers
         44
         44 
    
    
    __________________
    [4.1] effect magic
          ============
                _                                            _
    SUCCESS% = |  / CFa * TFa * PM  \     / CFa   TFa     \   |
               | |   --------------  | + |  --- * --- * MA |  |
               |_ \     (100)       /     \ 100   100     /  _|
    
    (if those ASCII parentheses and brackets show up funny, the formula
     written out on one line is
     [((CFa * TFa * PM) / 100) + ((CFa/100) * (TFa/100) * MA)] ).
    
    where PM is a percentage multiplier peculiar to the spell;
    CFa is the caster's faith;
    TFa is the target's faith.
    [The 40 is arbitrarily chosen to simplify the P.M. numbers]
    
    for instance, if you wanted to cast 'Frog' on a character with 50 Faith 
    with a Wizard with 75 faith and 14 Magic AT, then you would first look 
    up 
    the multiplier for 'Frog' (1.2).  Then substitute:
    
    [((CFa * TFa * PM) / 100) + ((CFa/100) * (TFa/100) * MA)] =
    [((75 * 50 * 1.2) / 100) + ((.75) * (.50) * 14)] =
    [45 + 5.25] = [50.25] = 50%
    
    ++ DON'T forget to ALSO multiply by the evade percents M.SEV, M.CEV and
       M.AEV (convert them to decimals first ... i.e., 40% M.SEV = .40) of
       the target you are casting the spell on.  
    
    ++ ZODIAC SIGNS are also a factor:  simply multiply the percentage by
       the Zodiac Multiplier (see [1.2]).
    
    _____________________________________________
    [4.2] complete list of percentage multipliers
          =======================================
    
    Yin-Yang Magic P.M.    Results {Range/Effect}
    ~~~~~~~~~~~~~~ ~~~~    ~~~~~~~~~~~~~~~~~~~~~~~~~
    Blind          2.0     Add: Darkness {4/2}
    Life Drain     1.6     Drain 1/4 of HP {4/1}
    Spell Absorb   1.6     Drain 1/4 of MP {4/1}
    Pray Faith     1.5     Add: Faith {4/1}
    Doubt Faith    1.5     Add: Innocent {4/1}
    Zombie         1.0     Add: Undead {4/1}
    Silence        1.8     Add: Silence {4/2}
    Blind Rage     1.2     Add: Berserk {4/1}
    Foxbird        1.4     Br -30 {4/1}
    Confusion Song 1.3     Add: Confusion {4/1}
    Dispel Magic   2.2     Remove helpful status {4/1}
    Paralyze       1.9     Add: Don't Act {4/2}
    Sleep          1.7     Add: Sleep {4/2}
    Petrify        1.1     Add: Petrify {4/1}
    
    Impure / Bio
    ~~~~~~~~~~~~
    Bio 2          1.2     Add: Silence {4/2}
    Bio 2          1.1     Add: Slow {4/2}
    Bio 2          1.1     Add: Poison {4/2}
    Bio 2          1.1     Add: Petrify {4/2}
    
    Ja Magic
    ~~~~~~~~
    Toad 2         1.6     Add: Frog {4/2}
    Gravi 2        1.6     HP goes to 1 {4/2}
    Confuse 2      1.6     Add: Confusion {4/2}
    Sleep 2        1.6     Add: Sleep {4/2}
    Blind 2        1.6     Add: Darkness {4/2}
    
    Time Magic
    ~~~~~~~~~~
    Haste          1.8     Add: Haste {3/2vert1}
    Haste 2        2.4     Add: Haste {4/2}
    Slow           1.8     Add: Slow  {3/2vert1}
    Slow 2         2.4     Add: Slow  {4/2}
    Stop           1.1     Add: Stop  {3/1}
    Don't Move     1.9     Add: Don't Move {4/1}
    Float          1.4     Add: Float {4/1}
    Reflect        1.8     Add: Reflect {3/1}
    Quick          1.4     Add: Quick {3/1}
    Demi           1.9     [HP * .25] damage {3/2}
    Demi 2         1.2     [HP * .50] damage {4/2}
    
    White Magic
    ~~~~~~~~~~~
    Raise          1.8     Cancel: Dead & restore 1/2 HP {4/1}
    Raise 2        1.6     Cancel: Dead & restore full HP {4/1}
    Reraise        1.4     Add: Reraise {3/1}
    Regen          1.7     Add: Regen {3/1}
    Protect        2.0     Add: Protect {3/2}
    Protect 2      1.2     Add: Protect {3/2}
    Shell          2.0     Add: Shell {3/2}
    Shell 2        1.2     Add: Shell {3/2}
    Wall           1.4     Add: Protect, Shell {3/1}
    Esuna          1.9     Cancel negative status ailments {3/2}
    
    Black Magic
    ~~~~~~~~~~~
    Poison         1.6     Add: Poison {4/1}
    Frog           1.2     Add: Frog {4/1}
    Death          1.0     Add: Dead {4/1}
    
    Holy Magic
    ~~~~~~~~~~
    MBarrier       1.9     Add: Protect, Shell, Haste, Regen, Reraise {5/1}
    Deathspell 2   1.9     Cancel negative status ailments {4/1}
    
    Magic Sword (if the target has 'Blade Grasp', these percentages are 
    halved)
    ~~~~~~~~~~~
    Blind          2.2     Add: Darkness  {4/1}
    Aspel          2.0     Drain 1/4 of MP {4/1}
    Drain          2.0     Drain 1/4 of HP {4/1}
    Faith          2.0     Add: Faith     {etc.}
    Innocent       2.0     Add: Innocent
    Zombie         1.9     Add: Undead
    Silence        2.0     Add: Silence
    Berserk        1.8     Add: Berserk
    Chicken        2.0     Br -50
    Confuse        1.9     Add: Confusion
    Despair        2.0     Cancel positive status ailments
    Don't Act      2.0     Add: Don't Act
    Sleep          1.9     Add: Sleep
    Break          1.8     Add: Petrify
    
    Saturation
    ~~~~~~~~~~
    Mute           2.0     MP goes to zero {4/3}
    Despair 2      2.0     Cancel positive status ailments {4/3}
    Return 2       2.0     CT goes to zero {4/3}
    
    Destroy Sword (also halved by 'Blade Grasp')
    ~~~~~~~~~~~~~
    Magic Ruin     2.5     MP is halved {4/2}
    Speed Ruin     2.5     Speed -3 {4/2}
    Power Ruin     2.5     Phys AT -5 {4/2}
    Mind Ruin      2.5     Mag AT -5 {4/2}
    
    
    - remember to factor in evasion percentages (see section [1.3]).
    
    - status abnormality 'Faith' in target or caster makes 
      [percentage = percentage * 3/2]; 
    - status abnormality 'Innocent' makes 
      [percentage = 0].
    
    
    
    5555555  PART FIVE
    55       ---------------------------------------------
    555555                  formulas for various abilities
         55
         55
    555555
    
    
    ______________
    [5.1] draw out
          ========
    
    Damage from Draw Out attacks is calculated based on the user's Magic AT:
    
    draw out skill  result {Range/Effect}
    ~~~~~~~~~~~~~~  ~~~~~~~~~~~~~~~~~~~~~~~~~~
    Asura           Damage =  8 * Mag AT {A/3}
    Koutetsu        Damage = 12 * Mag AT {A/3}
    Bizen Boat      Damage to MP = 4 * Mag AT {A/3}
    Murasame        Healing = 12 * Mag AT {A/3}
    Heaven's Cloud  Damage = 14 * Mag AT, may cause Slow {A/3}
    Muramasa        Damage = 18 * Mag AT, may cause Confuse/Death Sentence 
    {A/3}
    Kikuichimoji    Damage = 16 * Mag AT {4dir/8}
    Masamune        Add: Regen and Haste {A/3}
    Chirijiraden    Damage = 30 * Mag AT {A/3}
    
    ZODIAC: let 'n' be the constant that is multiplied by Mag AT in the
    Draw Out equation.  So,
    Good compatibility:  Damage = (n + [n/4]) * Mag AT
    Bad compatibility:   Damage = (n - [n/4]) * Mag AT
    Best compatibility:  Damage = (n + [n/2]) * Mag AT
    Worst compatibility: Damage = (n - [n/2]) * Mag AT
    
    
    ___________
    [5.2] throw
          =====
    
    'Throw' damage is calculated by:
    
    Damage = (Speed * [PA / 20]) * (Thrown Weapon's Power)
    
    'Speed' is the thrower's speed, and 'Weapon's Power' is the power of the
    thrown weapon (press 'select' on a weapon's name to find out its power).
    'PA' is the thrower's physical AT.
    
    ZODIAC: let 'n' be (Speed * [PA / 20]):
    Good compatibility:  Damage = (n + [n/4]) * Weapon Power
    Bad compatibility:   Damage = (n - [n/4]) * Weapon Power
    Best compatibility:  Damage = (n + [n/2]) * Weapon Power
    Worst compatibility: Damage = (n - [n/2]) * Weapon Power
    
    
    _______________
    [5.3] punch art
          =========
    
    Spin Fist      Damage = PA * [PA / 2]
    Repeating Fist Expected Damage = PA * 7.5
    Wave Fist      Damage = PA * ([PA / 2] + 1)
    Earth Slash    Damage = PA * [PA / 2]   {earth}
    Secret Fist    Success% = MA + 50
    Chakra         Recovery = (5 * PA) HP; [5 * PA / 2] MP
    Revive         Success% = PA + 70
    
    ZODIAC: For success% of Secret Fist and Revive, simply multiply the
    percentage by the appropriate Zodiac Multiplier (see [1.2]).  For
    the techniques based on physical attack, let 'n' be the part of the
    equation by which PA is multiplied:
    Good compatibility:  Damage = (n + [n/4]) * Mag AT
    Bad compatibility:   Damage = (n - [n/4]) * Mag AT
    Best compatibility:  Damage = (n + [n/2]) * Mag AT
    Worst compatibility: Damage = (n - [n/2]) * Mag AT
    
    
    If the user of Punch Art has the 'Martial Arts' ability (i.e.,
    Monk, Archaic Demon, Ultima Demon, Apanda, Byblos, or anyone
    with Martial Arts equipped as a support ability), then there
    are bonuses, as follow:
    
    Spin Fist      Damage = Normal Damage * 1.5
    Repeating Fist Expected Damage = Normal Expected Damage * 1.25
    Wave Fist      Damage = Normal Damage * 1.25
    Earth Slash    Damage = Normal Damage * 1.5
    Secret Fist    Chance = Normal Chance + [MA / 2]%
    Chakra         Recovery = Normal Recovery * 1.5
    Revive         Chance = Normal Chance + [PA / 2]%
    
    
    ___________
    [5.4] steal
          =====
    
    Success % =  (K + Stealer's Speed) * [Evasion Factor]
    
    - K is a number that varies for the different 'Steal' commands:
    
    command        K value
    ~~~~~~~~~~~~   ~~~~~~~
    Steal Helmet     40
    Steal Armor      35
    Steal Shield     35
    Steal Weapon     30
    Steal Accessory  40
    Steal Exp.       70
    Gil Taking       90
    
    'Steal Heart' uses a different scheme:
    
    command       success%
    ~~~~~~~~~~~   ~~~~~~~~~~~~~
    Steal Heart   (Stealer's MA + 50) * [Evasion Factor]
    
    
    calculating 'evasion factor'
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Evasion for steal depends on two factors: (1) the target's physical S-
    EV, 
    (2) the position where the thief is relative to the target.
    
    1. Convert physical S-EV percentage to a decimal (e.g., 24% = 0.24).
    2. If the thief is directly behind the target, then evasion factor = 1.
       If the thief is to the left or the right of the target, then evasion 
       factor =  (1.00 - S.EV)
       If the thief is facing the target, then evasion factor = 
       (1.00 - S.EV) * 5/6
    
    ZODIAC: Multiply the resulting percentage by the appropriate Zodiac
    Multiplier.
     
    
    __________________
    [5.5] battle skill
          ============
    
    Success % =  (Caster's PA + K) * [Evasion Factor]
     
    - K is a number that varies for the different 'Battle Skill' commands:
    
    command        K value
    ~~~~~~~~~~~~~  ~~~~~~~
    Head Break     59
    Armor Break    54
    Shield Break   60
    Weapon Break   44
    Magic Break    50
    Speed Break    50
    Power Break    50
    Mind Break     50
    
    Calculating 'Evasion Factor'
    Evasion for Battle Skill depends on two factors: (1) the target's 
    physical 
    S-EV, (2) the position where the caster is relative to the target.
    
    1. Convert physical S-EV percentage to a decimal (e.g., 24% = 0.24).
    2. If the caster is directly behind the target, then evasion factor = 1.
       If the caster is to the left or the right of the target, then evasion 
        factor = (1.00 - S.EV)
       If the caster is facing the target, then evasion factor = 
       (1.00 - S.EV) * 5/6
    
    ZODIAC: Multiply the resulting percentage by the appropriate Zodiac
    Multiplier.
    
    
    ________________
    [5.6] talk skill
          ==========
    
    Success % =  Caster's MA + K * [Evasion factor]
    - K is a number that varies for the different 'Talk Skill' commands:
    
    command        K value
    ~~~~~~~~~~~~~  ~~~~~~~
    Invitation     20
    Persuade       30
    Preach         50
    Threaten       70
    Praise         50
    Solution       70
    Death Sentence 30
    Negotiate      60
    Insult         40
    Mimic Daravon  40
    
    Calculating 'Evasion Factor'
    1. Convert the target's A-EV and S-EV to decimals (50% = .50).
    2. Subtract the target's magical S-EV from 1.00.  Call this 'A'
    3. Subtract the target's magical A-EV from 1.00.  Call this 'B'
    4. Evasion factor = [A * B]
    
    ZODIAC: Multiply the resulting percentage by the appopriate Zodiac
    Multiplier.
    
    
    __________________
    [5.7] sword skills
          ============
    
    These include various attacks by special classes -- the Holy Knight,
    Dark Knight, and Divine Knight.
    
    Damage = (User's PA + K) * Weapon's Power
    
    command         K-value
    ~~~~~~~~~~~~~~  ~~~~~~~
    Dark Sword      0 (MP)
    Night Sword     0
    Stasis Sword    2
    Crush Punch     2
    Split Punch     3
    Lightning Stab  4
    Holy Explosion  5
    Shellbust Stab  0
    Blastar Punch   0
    Hellcry Punch   0
    Icewolf Bite    0
    
    ZODIAC: let 'n' = (User's PA + K):
    Good compatibility:  Damage = (n + [n/4]) * Mag AT
    Bad compatibility:   Damage = (n - [n/4]) * Mag AT
    Best compatibility:  Damage = (n + [n/2]) * Mag AT
    Worst compatibility: Damage = (n - [n/2]) * Mag AT
    
    
    ______________
    [5.8] geomancy
          ========
    
    Damage from Geomancy is equal to:
    
    ([PA / 2] + 1) * MA
    
    This is the equation for all Elemental abilities.  However, damage
    may be modified by the specific elemental properties of the spell
    if the target is weak / strong against certain elements (see [1.6]).
    
    ZODIAC: let 'n' = ([PA /2] + 1):
    Good compatibility:  Damage = (n + [n/4]) * Mag AT
    Bad compatibility:   Damage = (n - [n/4]) * Mag AT
    Best compatibility:  Damage = (n + [n/2]) * Mag AT
    Worst compatibility: Damage = (n - [n/2]) * Mag AT
    
    
    
    ___________
    [5.9] truth
          =====
    
    The Heaven Knight's 'Truth' spells are dependent on only the magic
    AT of the caster.  All Truth spells have a range/effect of {4/2}
    and will fire a random number of times at random squares in the
    affected region.
    
    spell name      effect
    ~~~~~~~~~~~~~~  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Heaven Thunder  Damage: ([MA/2] + 4) * MA (Lightning)
    Asura           Damage: ([MA/2] + 5) * MA (Fire)
    Diamond Sword   Damage: ([MA/2] + 5) * MA (Wind)
    Hydragon Pit    Damage: ([MA/2] + 6) * MA (Water)
    Space Storage   Damage: ([MA/2] + 3) * MA (add: numerous ailments)
    Sky Demon       Damage: ([MA/2] +10) * MA (Earth)
    
    ZODIAC: let 'n' = everything in the equation that is multiplied by MA
    Good compatibility:  Damage = (n + [n/4]) * Mag AT
    Bad compatibility:   Damage = (n - [n/4]) * Mag AT
    Best compatibility:  Damage = (n + [n/2]) * Mag AT
    Worst compatibility: Damage = (n - [n/2]) * Mag AT
    
    
    _______________
    [5.10] un-truth
           ========
    
    The Hell Knight's 'Un-truth' attacks are very odd in that they
    use a sort of 'backward version' of the normal, faith-based
    magic formula.  The formula for Un-truth damage is:
    
             (100 - CFa) * (100 - TFa) * MA * K
    Damage = ---------------------------------- [always round down]
                          10000
    
    where, CFa is the caster's Faith
           TFa is the target's Faith
           MA is the caster's Magic AT
           K is a constant multiplier dependent on the spell being cast
             (see the table below for values of K).
    
    -- meaning, Un-truth does more damage when the caster and/or the
    target of the spell have low Faith.
    
    The range and effect of all Un-truth spells is the same as that of
    their 'Truth' counterparts:  {4/2}, hitting a random number of times
    on random squares of the affected area.
    
    spell name           K-value & other properties
    ~~~~~~~~~~~~~~~~~~~  ~~~~~~~~~~~~~~~~~~~~~~~~~~
    Heaven Thunder Back  19 (Lightning)
    Asura Back           21 (Fire)
    Diamond Sword Back   23 (Wind)
    Dragon Pit Back      26 (Water)
    Space Storage Back   16 (add: numerous ailments)
    Sky Demon Back       36 (Earth)
    
    - 'Un-Truth' still will do 0 damage to someone with 'Innocent'
      status.
    
    
    
      6666   PART SIX
    66       ---------------------------------------------
    666666                            monster ability list
    66   66
    66   66
     66666
    
    NOTES:
    In the 'Used By' column, '1' indicates that the lowest class of
    monster uses it, '2' indicates middle class, and '3' indicates
    highest class (e.g., '1' = Chocobo, '2' = Black Chocobo, '3' =
    Red Chocobo).  A bracketed number ([3]) indicates that that
    monster only can use the ability when standing next to someone
    with 'Monster Skill'.
    
    Skills without range and effect ('{R/E}') specified are {1/1}.
    Formulas are for HP damage unless otherwise noted.
    Formulas followed by the '%' sign are success rates of the attack.
    
    
    name           effect {R/E}                                 used by
    -------------- -------------------------------------------- -----------
    CHOCOBO SKILLS
    Choco Attack   PA * [PA * (Br/100)]                          1  2  3
    Choco Ball     PA * [PA / 2]  {4/1}                             2  3
    Choco Cure     Cure: MA * 3 {A/2}                            1    [3]
    Choco Esuna    Heal various status ailments (4*PA)% {A/2}   [1] 2
    Choco Meteor   MA * 4 {6/1}                                    [2] 3
    
    GOBLIN SKILLS
    Tackle         PA * [PA * (Br/100)]                          1  2  3
    Turn Punch     PA * (MA - 2) {4 directions}                     2
    Eye Gouge      Add: Darkness (43+MA)%                        1     3
    Goblin Punch   [Max HP - Current HP]                        [1][2] 3
    Mutilate       Drain: [Target's Max HP * .75]                     [3]
    
    BOMB SKILLS
    Bite           PA * [PA * (Br/100)]                          1  2  3
    Self-Destruct  [Max HP - Current HP] {A/4}                   1  2  3
    Small Bomb     PA * [PA / 2]                                [1] 2 [3]
    Flame Attack   MA * 3 {4/1} (Fire)                             [2]
    Spark          MA * 2 {A/3} (Fire)                                 3
    
    PANTHER SKILLS
    Scratch        PA * [PA * (Br/100)]                          1  2  3
    Cat Kick       Expected damage: PA * 5 (random multiple)    [1] 2  3
    Poison Nail    Add: Poison (40+MA)%                          1  2
    Blaster        Add: Petrify (30+MA)%, Stop {3/1}               [2] 3
    Blood Suck     Drain: [Target's Max HP *.25];Add: Bl.Suck         [3]
    
    SQUID-MAGE SKILLS
    Tentacle       PA * [PA * (Br/100)]                          1  2  3
    Black Ink      Add: Darkness (50+MA)% {2(4dir)/1}           [1] 2  3
    Odd Soundwave  Cancel beneficial status (100%) {A/3}            2 
    Mind Blast     Add: Confusion (35+MA)%, Berserk {4/2}          [2] 3
    Level Blast    Level -1 (60+MA)% {4/2}                            [3]
    
    SKELETON SKILLS
    Knife Hand     PA * [PA * (Br/100)]                          1  2  3
    Thunder Soul   MA * 2 {3/1} (Lightning)                      1 
    Aqua Soul      MA * 2 {3/1} (Water)                         [1] 2
    Ice Soul       MA * 2 {3/1} (Ice)                              [2] 3
    Wind Soul      MA * 3 {3/1} (Wind)                                [3]
    
    GHOST SKILLS
    Throw Spirit   PA * [PA * (Br/100)] {3/1}                    1  2  3
    Sleep Touch    Add: Sleep (40+MA)%                           1
    Grease Touch   Add: Oil (50+MA)%                            [1] 2
    Drain Touch    Drain: 0.34 * Target's MaxHP (round UP!)        [2] 3
    Zombie Touch   Add: Undead (45+MA)%                               [3]
    
    AHRIMAN SKILLS
    Wing Attack    PA * [PA * (Br/100)]                          1  2  3
    Look of Devil  Add: Petrify (35+MA)%, Stop, Silence {3/1}       2  3
    Look of Fright Br -10 (40+MA)% {3/1}                        [1] 2
    Death Sentence Add: Death Sentence (40+MA)% {3/1}              [2] 3
    Circle         Target's Mag AT -2 (55+MA)% {4/1}                  [3]
    
    COCKATRICE SKILLS
    Scratch Up     PA * [PA * (Br/100)]                          1  2  3
    Feather Bomb   MA * 2 {3/1}                                 [1]    3
    Shine Lover    Steal [Stealer's Level * 11] gil                 2
    Beak           Add: Petrify (37+MA)%                           [2] 3
    Beaking        Target's Phys AT -2 (45+MA)%                       [3]
    
    URIBO SKILLS
    Straight Dash  PA * [PA * (Br/100)]                          1  2  3
    Pooh-          Add: Sleep (100%)                                2
    Oink           Cancel: Dead & restore all HP (74+MA)%       [1]
    Nose Bracelet  Add: Charm (52+MA)%                             [2] 3
    Please Eat     Target's Lv.+1; caster becomes crystal             [3]
    
    DRYAD SKILLS
    Leaf Dance     MA * 3 {A/2}                                  1  2  3
    Spirit of Life Cure: MA * 2 {A/2}                               2
    Magic Spirit   Cure MP: MA * 1 {A/2}                              [3]
    Protect Spirit Add: Protect (45+MA)% {A/2}                  [1]    3
    Clam Spirit    Add: Shell (45+MA)% {A/2}                       [2] 3
    
    MINOTAUR SKILLS
    Shake Off      PA * [PA * (Br/100)]                          1  2  3
    Wave Around    PA * [PA/2] {4 directions}                   [1] 2
    Blow Fire      MA * 4 (Fire)                                   [2][3]
    Mimic Titan    MA * 3 (Earth)                                      3
    Gather Power   Caster's Phys AT +2 {A/1}                           3
    
    MOLBOL SKILLS
    Tentacle       PA * [PA * (Br/100)]                          1  2  3
    Lick           Add: Reflect (100%)                           1 [2]
    Goo            Add: Don't Move (100%)                       [1] 2
    Bad Bracelet   Add: Petrify (25%), Stop, Sleep, Poison {A/3}       3
    Moldball Virus Target becomes a Molbol (MA+5)%                    [3]
    
    BEHEMOTH SKILLS
    Stab Up        PA * [PA * (Br/100)]                          1  2  3
    Sudden Cry     PA * ([PA/2] + 1)                             1  2  3
    Giga Flare     MA * 7 {4/3}                                 [1]
    Hurricane      [Target's Max HP * .34] (Wind) {4/3}            [2]            
    Ulmaguest      [Caster's Max HP - Current HP] {4/3}               [3]
    
    DRAGON SKILLS
    Dash           PA * [PA * (Br/100)]                          1  2  3
    Tail Swing     PA * 8                                       [1]
    Fire Bracelet  MA * 12 (Fire) {2(4dir)/1}                         [3]
    Ice Bracelet   MA * 12 (Ice) {"}                                2 
    Thnder Brcelet MA * 12 (Lightning) {"}                         [2] 3
    
    HYDRA SKILLS
    Triple Attack  PA * [PA * (Br/100)] {2(4dir)/2(3dir)}        1  2
    Triple Brcelet [Target's MaxHP / 2] (Fire,Ice,Lit) {"}      [1]    3
    Triple Thunder MA * ([MA / 2] + 6)  {4/2(3 random hits)}       [2] 3
    Triple Flame   MA * ([MA / 2] + 12) {4/2(3 random hits)}        2  3
    Dark Whisper   MA * [MA / 2]; may add: Sleep or Dead;             [3]
                        (Dark); {4/2(6 random hits)}
    ---------------------------------------------------------------------
    
    Zodiac compatibility for monster skills work like all other skills.
    In general:
    Good compatibility:  damage or chance * 1.25
    Bad compatibility:   damage or chance * 0.75
    Best compatibility:  damage or chance * 1.50
    Worst compatibility: damage or chance * 0.50
    
    (there might be slight discrepancies due to rounding -- if you want
    to find _exactly_ how the Zodiac is figured for a given attack, look
    in the first sections of the FAQ at attacks with a similar formula.
    However, the simple multiplication by 1.25, 0.75, 1.50, or 0.50 will
    give you a close enough number that it's not worth listing the way
    that the Zodiac is done for every single attack.)
    
    
    7777777  PART SEVEN
        77   ---------------------------------------------
       77                        complete list of commands
      77                  damage & percentage formulas for 
     77                           all individual abilities
     77  
    
    
    ______________________________________
    [7.1] complete list of action ablities
          ================================
    
    - Listed alphabetically by command name -
    
    Abbreviations to remember--
    PA: Physical AT
    MA: Magical AT
    WP or WpnPwr: Weapon's Power
    Br: Brave
    Fa: Faith
    [x]: always round x down to the nearest integer
    
    {0.0} ... value of 'P.M.' for Effect Magic (see section [4.2])
    (x00) ... value of 'Q' for faith-based magic (see section [3.2])
    ~x00~ ... value of 'K' for Un-Truth
    Add: (status) ... causes this status ailment
    
    The two characters before the ability name refer to the
    GameShark substitution for ?? in the code to change the
    character's secondary ability:
    
    3005xx7B 00??
    
    (xx = 7F for character 1, 80 for char. 1, 81 for 3, 82 for 5, 
    83 for 5, 84 for 6, 85 for 7, 86 for 8, 87 for 9, 88 for 10,
    89 for 11, 8A for 12, 8B for 13, 8C for 14, 8D for 15,
    8E for 16)
    
    
    3D ALL MAGIC                          ORIGIN: Rofel's secondary   
    ------------------------------------------------------------------------
    -
    Name           |MP |Spd.|Range|JP   |Effect
    ------------------------------------------------------------------------
    - 
    Confusion Song  20   20   4/1   400  Add: Confusion
    Petrify         16   12   4/1   580  Add: Petrify
    Silence Song    16   34   4/2   170  Add: Silence
    
    
    41 ALL MAGIC                          ORIGIN: Vormav's secondary 
    ------------------------------------------------------------------------
    -
    Name           |MP |Spd.|Range|JP   |Effect
    ------------------------------------------------------------------------
    - 
    Quake           70   15   4/4     0  Damage: Earth (x39)
    
    
    47 ALL MAGIC                          ORIGIN: Dycedarg's secondary
    ------------------------------------------------------------------------
    -
    Name           |MP |Spd.|Range|JP   |Effect
    ------------------------------------------------------------------------
    - 
    Fire 3          24   15   4/2   480  Damage: Fire (x24)
    Ice 3           24   15   4/2   480  Damage: Ice (x24)
    Bolt 3          24   15   4/2   480  Damage: Lightning (x24)
    Bio 3           24   17   4/3     0  Damage (x24) and add: Dead
    
    
    48 ALL MAGIC                          ORIGIN: Sorceror job command
    ------------------------------------------------------------------------
    -
    Name           |MP |Spd.|Range|JP   |Effect
    ------------------------------------------------------------------------
    -
    Holy            56   17   5/1   600  Damage: Holy (x50)
    Dark Holy       40   15   4/1     0  Damage: Dark (x37)
    Demi 2          50   12   4/2   550  Cuts targets' HP by 1/2 {0.575}
    Raise 2         20   10   4/1   500  Revive with full HP {0.750}
    Flare           60   15   5/1   900  Damage (x46)
    
    
    78 ALL MAGIC                          ORIGIN: Adramelk's secondary
    ------------------------------------------------------------------------
    -
    Name           |MP |Spd.|Range|JP   |Effect
    ------------------------------------------------------------------------
    - 
    Holy            56   17   5/1   600  Damage: Holy (x50) 
    Fire 4          48   10   4/3   850  Damage: Fire (x32)
    Ice 4           48   10   4/3   850  Damage: Ice (x32)
    Bolt 4          48   10   4/3   850  Damage: Lightning (x32)
    Bahamut         60   10   4/4  1200  Damage (x46)
    Odin            50   12   4/4   900  Damage (x40)
    Leviathan       48   12   4/4   850  Damage: Water (x38)
    Salamander      48   12   4/3   820  Damage: Fire (x38)
    
    
    4A ALL SWORDSKILL                     ORIGIN: Holy Swordsman job command
    ------------------------------------------------------------------------
    -
    Name           |MP |Spd.|Range|JP   |Effect
    ------------------------------------------------------------------------
    -
    Stasis Sword              2/2     0  (PA+2)*WP dmg; may cause Stop
    Split Punch             3V3/1   400  (PA+3)*WP dmg; may cause D. 
    Sentence
    Crush Punch             3V2/1   500  (PA+2)*WP dmg; may cause Dead
    Lightning Stab            3/2   700  (PA+4)*WP dmg; may cause Silence
    Holy Explosion      5(4dir)/5   800  (PA+5)*WP dmg; may cause Confusion
    Shellbust Stab            3/1   200  PA*WP damage; Destroys armor        
    Blastar Punch             3/1   400  PA*WP damage; Destroys helmet 
    Hellcry Punch             3/1   500  PA*WP damage; Destroys weapon
    Icewolf Bite              3/1   800  PA*WP damage; Destroys accessory 
    Dark Sword                3/1   500  Drains (PA*WP) MP from target 
    Night Sword               3/1   100  Drains (PA*WP) HP from target 
    (Dark)
    ! must be equipped with a sword to use any of these attacks
    
    
    05 BASIC SKILL                        ORIGIN: Squire job command
    ------------------------------------------------------------------------
    -
    Name           |MP |Spd.|Range|JP   |Effect
    ------------------------------------------------------------------------
    - 
    Accumulate               A/1    300  Phys. attack + 1
    Dash                     1/1     75  damage: PA * 1, 2, 3, or 4 
    Throw Stone              4/1     90  damage: PA * 1 or 2
    Heal                     1/1    150  removes: Dark, Silence, Poison
    ! Damage from 'Dash' and 'Throw Stone' is multiplied by 1.5 if the 
      caster has the 'Martial Arts' support ability.
    
    
    05 BASIC SKILL                        ORIGIN: Squire job command
    ------------------------------------------------------------------------
    -
    Name           |MP |Spd.|Range|JP   |Effect
    ------------------------------------------------------------------------
    - 
    Accumulate               A/1    300  Phys. attack + 1
    Dash                     1/1     75  damage: PA * 1, 2, 3, or 4 
    Throw Stone              4/1     90  damage: PA * 1 or 2
    Heal                     1/1    150  removes: Dark, Silence, Poison
    ! Damage from 'Dash' and 'Throw Stone' is multiplied by 1.5 if the 
      caster has the 'Martial Arts' support ability.
    
    
    1F BASIC SKILL                        ORIGIN: Squire (Algus) job command
    ------------------------------------------------------------------------
    -
    Name           |MP |Spd.|Range|JP   |Effect
    ------------------------------------------------------------------------
    - 
    Accumulate               A/1    300  Phys. attack + 1
    Dash                     1/1     75  damage: PA * 1, 2, 3, or 4 
    Throw Stone              4/1     90  damage: PA * 1 or 2
    Heal                     1/1    150  removes: Dark, Silence, Poison
    Head Break               +/1    300  Destroys target's helmet, K = 59**
    ! Damage from 'Dash' and 'Throw Stone' is multiplied by 1.5 if the 
      caster has the 'Martial Arts' support ability.
    + Range is that of equipped weapon
    **See section [5.5] for what 'K' represents.
    
    
    07 BATTLE SKILL
    33 BATTLE SKILL                       ORIGIN: Knight (Blade) job command
    ------------------------------------------------------------------------
    -
    Name           |MP |Spd.|Range|JP   |Effect
    ------------------------------------------------------------------------
    - 
    Head Break                */1   300  Destroys target's helmet, K = 59**
    Armor Break               */1   400  Destroys target's armor, K = 54
    Shield Break              */1   300  Destroys target's shield, K = 60
    Weapon Break              */1   400  Destroys target's weapon, K = 44
    Magic Break               */1   250  Lowers target's MP, K = 50
    Speed Break               */1   250  Lowers target's speed, K = 50
    Power Break               */1   250  Lowers target's phys. attack, K = 
    50
    Mind Break                */1   250  Lowers target's mag. attack, K = 50
    * Range is that of equipped weapon
    ** See section [5.5] for what 'K' represents.
    
    
    AC BIO                                ORIGIN: Apanda job command  
    ------------------------------------------------------------------------
    -
    Name           |MP |Spd.|Range|JP   |Effect
    ------------------------------------------------------------------------
    - 
    Bio              8   34   4/1     0  Damage (x12) and may add: Darkness                 
    Bio              8   34   4/1     0  Damage (x12) and may add: Poison        
    Bio              8   34   4/1     0  Damage (x12) and may add: Oil                  
    Bio 2           16   20   4/2     0  Add: Silence {1.2} 
    Bio 2           16   20   4/2     0  Add: Petrify {1.1} 
    Bio 2           16   20   4/2     0  Add: Slow {1.1}
    Bio 2           16   20   4/2     0  Add: Frog {1.1} 
    Bio 3           24   17   4/3     0  Damage (x24) and may add: Dead
    Bio 3           24   17   4/3     0  Damage (x24) and may add: Undead
    Bio 3           24   17   4/3     0  Damage (x24) and may add: Petrify
    
    
    0B BLACK MAGIC                        ORIGIN: Wizard job command  
    ------------------------------------------------------------------------
    -
    Name           |MP |Spd.|Range|JP   |Effect
    ------------------------------------------------------------------------
    - 
    Fire            6    25   4/2    50  Fire attack (x14)
    Fire 2          12   20   4/2   200  Fire attack (x18)
    Fire 3          24   15   4/2   480  Fire attack (x24)
    Fire 4          48   10   4/3   850  Fire attack (x32)
    Bolt            6    25   4/2    50  Lightning attack (x14)
    Bolt 2          10   20   4/2   200  Lightning attack (x18)
    Bolt 3          24   15   4/2   480  Lightning attack (x24)
    Bolt 4          48   10   4/3   850  Lightning attack (x32)
    Ice             6    25   4/2    50  Ice attack (x14)
    Ice 2           12   20   4/2   200  Ice attack (x18)
    Ice 3           24   15   4/2   480  Ice attack (x24)
    Ice 4           48   10   4/3   850  Ice attack (x32)
    Poison          6    34   4/2   150  Causes Poison status {1.6}
    Frog            12   20   3/1   500  Causes Frog status {1.2}
    Death           24   10   4/1   600  Instant death attack {1.0}
    Flare           60   15   5/1   900  Non-elemental damage (x60)
    
    
    3F BLOOD SUCK                         ORIGIN: Elmdor's secondary   
    ------------------------------------------------------------------------
    -
    Name           |MP |Spd.|Range|JP   |Effect
    ------------------------------------------------------------------------
    - 
    Blood Suck               1V0/1    0  Drain [MaxHP/4] and add: Blood Suck
    
    
    2C BREATH                             ORIGIN: Holy Dragon job command
    ------------------------------------------------------------------------
    -
    Name           |MP |Spd.|Range|JP   |Effect
    ------------------------------------------------------------------------
    -
    Fire Bracelet           4dir/2    0  Fire-elemental breath MA * 12
    Ice Bracelet            4dir/2    0  Ice-elemental breath MA * 12
    Thnder Brcelet          4dir/2    0  Lightning-elemental breath MA * 12
    
    
    AA BYBLOS                             ORIGIN: Byblos job command   
    ------------------------------------------------------------------------
    -
    Name           |MP |Spd.|Range|JP   |Effect
    ------------------------------------------------------------------------
    - 
    Energy                    4/1     0  Heals by [40% of Byblos' HP]*
    Parasite                  4/1     0  Causes many status problems
    Shock                     5/1     0  Damage: [caster's maxHP - curHP]
    Difference                5/1     0  Damage: [target's current MP]
    * Byblos loses half the HP healed
    
    
    7C CHAOS                              ORIGIN: Altima's secondary 
    ------------------------------------------------------------------------
    -
    Name           |MP |Spd.|Range|JP   |Effect
    ------------------------------------------------------------------------
    -
    Grand Cross          20   4/3     0  Adds multiple status ailments
    
    
    08 CHARGE                             ORIGIN: Archer job command 
    ------------------------------------------------------------------------
    -
    Name           |MP |Spd.|Range|JP   |Effect
    ------------------------------------------------------------------------
    -
    Charge+1             25   */1   100  Charge up attack: PA + 1
    Charge+2             20   */1   150  Charge up attack: PA + 2
    Charge+3             17   */1   200  Charge up attack: PA + 3
    Charge+4             15   */1   250  Charge up attack: PA + 4
    Charge+5             13   */1   300  Charge up attack: PA + 5
    Charge+7             10   */1   400  Charge up attack: PA + 7
    Charge+10             7   */1   600  Charge up attack: PA + 10
    Charge+20             5   */1  1000  Charge up attack: PA + 20
    * range is the same as that of the equipped weapon
    
    
    7D COMPLETE MAGIC                     ORIGIN: Arch Angel job command
    ------------------------------------------------------------------------
    -
    Name           |MP |Spd.|Range|JP   |Effect
    ------------------------------------------------------------------------
    -
    All Ultima      50   7   5/4      0  Magical damage (x55)            
    Grand Cross      0  20   4/3      0  Adds multiple status ailments 
    
    
    AD DARK CLOUD                         ORIGIN: Serpentarius job command
    ------------------------------------------------------------------------
    -
    Name           |MP |Spd.|Range|JP   |Effect
    ------------------------------------------------------------------------
    -
    Snake Carrier             1/1     0  Damage: 1.5 * (PA*[Br/100])*PA)
    Poison Frog               4/3     0  Add: Poison and Frog
    Midgar Swarm         10   4/3     0  Damage: 24 * Mag AT
    Zodiac          99   10   4/4   n/a  Ultimate summon magic: damage (x96) 
    
    
    AE DARK MAGIC                         ORIGIN: Archaic Demon job command
    ------------------------------------------------------------------------
    -
    Name           |MP |Spd.|Range|JP   |Effect
    ------------------------------------------------------------------------
    -
    Dark Holy       40   15  4/1      0  Damage: Dark (x37)
    Lifebreak            28  4/1      0  Deals [Max HP - Current HP] damage
    Giga Flare           28  4/2      0  Damage: 7 * Mag AT
    
    
    20 DARK SWORD                         ORIGIN: Dark Knight job command
    ------------------------------------------------------------------------
    -
    Name           |MP |Spd.|Range|JP   |Effect
    ------------------------------------------------------------------------
    -
    Night Sword               3/1  250   Drain (PA * WpnPwr) HP  (Dark) 
    Dark Sword                3/1  500   Drain (PA * WpnPwr) MP
    
    
    17 DANCE                              ORIGIN: Dark Knight job command
    ------------------------------------------------------------------------
    -
    Name           |MP |Spd.|Range|JP   |Effect
    ------------------------------------------------------------------------
    -
    Witch Hunt           17    *    100  Damage: [Target's MaxMP / 8]
    Wiznaibus            17    *    100  Damage: [Target's MaxHP / 8]
    Slow Dance           13    *    100  Lowers enemy speed
    Polka Polka          13    *    100  Lowers phys. attack
    Disillusion          10    *    100  Lowers mag. attack
    Nameless Dance       10    *    100  Causes status ailments
    Last Dance           5     *    100  Empties enemy CT
    * all enemies
    
    
    4B DESTROY SWORD                      ORIGIN: Arc Knight job command
    ------------------------------------------------------------------------
    -
    Name           |MP |Spd.|Range|JP   |Effect
    ------------------------------------------------------------------------
    -
    Speed Ruin      20   34  4/2    400  Lowers speed by 3 {2.5}               
    Power Ruin      20   34  4/2    400  Lowers physical AT by 5 {2.5}
    Magic Ruin      20   34  4/2    400  Lowers magical AT by 5 {2.5}
    Mind Ruin       20   34  4/2    400  Cuts MP by half {2.5}            
    ! must be equipped with a sword to use any of these attacks
    
    
    70 DIMENSION MAGIC                    ORIGIN: Hashmalum's secondary
    ------------------------------------------------------------------------
    -
    Name           |MP |Spd.|Range|JP   |Effect
    ------------------------------------------------------------------------
    - 
    Melt            70   15   4/4     0  Damage: Fire (x38)
    Tornado         70   15   4/4     0  Damage: Wind (x37)
    Quake           70   15   4/4     0  Damage: Earth (x39)
    Meteor          70    7   4/4     0  Damage (x60)
    
    
    2B DRAGON                             ORIGIN: Dragoner job command
    ------------------------------------------------------------------------
    -
    Name           |MP |Spd.|Range|JP   |Effect
    ------------------------------------------------------------------------
    -
    Ice Bracelet         2(4dir)/1    0  Damage: MA * 12 (Ice)
    Fire Bracelet        2(4dir)/1    0  Damage: MA * 12 (Fire)
    Thndr Brcelet        2(4dir)/1    0  Damage: MA * 12 (Lightning)
    Dragon Tame               2/1   300  Coerces dragon to join party
    Dragon Care               2/1   300  Heals & cures dragon
    Dragon PowerUp            2/1   400  Raises dragon's stats
    Dragon LevelUp            2/1   400  Add: Quick on dragon
    Holy Bracelet             4/3   900  MA * 14 (Holy, random targeting)
    
    
    13 DRAW OUT                           ORIGIN: Samurai job command
    ------------------------------------------------------------------------
    -
    Name           |MP |Spd.|Range|JP   |Effect
    ------------------------------------------------------------------------
    -
    Asura                     A/3   100  Damage: MA * 8
    Koutetsu                  A/3   180  Damage: MA * 12
    Bizen Boat                A/3   260  Damage to MP: MA * 4
    Murasame                  A/3   340  Heal: MA * 12
    Heaven's Cloud            A/3   420  Damage: MA * 14, may add: Slow
    Kiyomori                  A/3   500  Add: Protect, Shell
    Muramasa                  A/3   580  Damage: MA * 18, may add: Confusion
                                          and Death Sentence
    Kikuichimoji        8(4dir)/8   660  Damage: MA * 16 
    Masamune                  A/3   740  Add: Regen and Haste 
    Chirijiraden              A/3   820  Damage: MA * 30 
    ! You must have at least one of the katana of the same name in your
    inventory in order to use a Draw Out technique.
    
    
    11 ELEMENTAL                          ORIGIN: Geomancer job command
    ------------------------------------------------------------------------
    -
    Name           |MP |Spd.|Range|JP   |Effect
    ------------------------------------------------------------------------
    -
    ! Damage from all 'Elemental' attacks (before consideration of elemental
    attributes and zodiac) is equal to:  ([PA/2] + 1) * MA.
    Pitfall                   5/2   150  Damage, may add: Don't Move
    Water Ball                5/2   150  Water damage, may add: Frog
    Hell Ivy                  5/2   150  Damage, may add: Stop
    Carve Model               5/2   150  Damage, may add: Petrify
    Local Quake               5/2   150  Earth damage, may add: Confusion
    Kamaitachi                5/2   150  Wind damage, may add: Don't Act
    Demon Fire                5/2   150  Fire damage, may add: Sleep
    Quicksand                 5/2   150  Water damage, may add:DeathSentence
    Sand Storm                5/2   150  Wind damage, may add: Darkness
    Blizzard                  5/2   150  Ice damage, may add: Silence
    Gusty Wind                5/2   150  Wind damage, may add: Slow
    Lava Ball                 5/2   150  Fire damage, may add: Dead
    
    
    6B FEAR                               ORIGIN: Angel of Death job command
    ------------------------------------------------------------------------
    -
    Name           |MP |Spd.|Range|JP   |Effect
    ------------------------------------------------------------------------
    -
    Nightmare                5/2      0  Add: Sleep or Death Sentence [100%]
    Chicken Race             5/1      0  Add: Don't Act [100%]
    Spell                    5/2      0  Add: Stop [100%]
    Seal                     6/1      0  Add: Petrify [100%]
    
    
    6F FEAR                               ORIGIN: Regulator job command
    ------------------------------------------------------------------------
    -
    Name           |MP |Spd.|Range|JP   |Effect
    ------------------------------------------------------------------------
    -
    Spell                     5/2     0  Add: Stop [100%]
    Death Cold                5/2     0  Add: Slow [100%]
    
    
    73 FEAR                               ORIGIN: Impure King job command
    ------------------------------------------------------------------------
    -
    Name           |MP |Spd.|Range|JP   |Effect
    ------------------------------------------------------------------------
    -
    Nightmare                 5/2     0  Add: Sleep or Death Sentence [100%]
    Chicken Race              5/1     0  Add: Don't Act [100%]
    Spell                     5/2     0  Add: Stop [100%]
    
    
    77 FEAR                               ORIGIN: Ghost of Fury job command
    ------------------------------------------------------------------------
    -
    Name           |MP |Spd.|Range|JP   |Effect
    ------------------------------------------------------------------------
    -
    Seal                      6/1     0  Add: Petrify [100%]
    Lose Voice                5/2     0  Add: Silence [100%]
    Loss                      5/2     0  Add: Confusion [100%]
    Chicken Race              5/1     0  Add: Don't Act [100%]
    
    
    19 GUTS                               ORIGIN: Ramza (ch.1) job command
    ------------------------------------------------------------------------
    -
    Name           |MP |Spd.|Range|JP   |Effect
    ------------------------------------------------------------------------
    - 
    Accumulate               A/1    300  Phys. attack + 1
    Dash                     1/1     75  damage: PA * 1, 2, 3, or 4
    Throw Stone              4/1     90  damage: PA * 1 or 2
    Heal                     1/1    150  removes: Dark, Silence, Poison
    Yell                     3/1    200  Speed + 1
    Wish                     1/1      0  +[40% of Caster's MaxHP] to target;
                                         -[20% of MaxHP] to caster
    ! Damage from 'Dash' and 'Throw Stone' is multiplied by 1.5 if the 
      caster has the 'Martial Arts' support ability.
    
    
    1A GUTS                               ORIGIN: Ramza (ch.2/3) job command
    ------------------------------------------------------------------------
    -
    Name           |MP |Spd.|Range|JP   |Effect
    ------------------------------------------------------------------------
    - 
    Accumulate               A/1    300  Phys. attack + 1
    Dash                     1/1     75  damage: PA * 1, 2, 3, or 4
    Throw Stone              4/1     90  damage: PA * 1 or 2
    Heal                     1/1    150  removes: Dark, Silence, Poison
    Yell                     3/1    200  Speed + 1
    Cheer Up                 3/1    200  Br +10
    Wish                     1/1      0  +[40% of Caster's MaxHP] to target;
                                         -[20% of MaxHP] to caster
    ! Damage from 'Dash' and 'Throw Stone' is multiplied by 1.5 if the 
      caster has the 'Martial Arts' support ability.
    
    
    1B GUTS                               ORIGIN: Ramza (ch.4) job command
    ------------------------------------------------------------------------
    -
    Name           |MP |Spd.|Range|JP   |Effect
    ------------------------------------------------------------------------
    - 
    Accumulate               A/1    300  Phys. attack + 1
    Dash                     1/1     75  damage: PA * 1, 2, 3, or 4
    Throw Stone              4/1     90  damage: PA * 1 or 2
    Heal                     1/1    150  removes: Dark, Silence, Poison
    Yell                     3/1    200  Speed + 1
    Cheer Up                 3/1    200  Br +10
    Scream                   self   500  Br +10, PA+1, MA+1, Speed +1
    Ultima                   4/2     *   damage (x23)
    Wish                     1/1      0  +[40% of Caster's MaxHP] to target;
                                         -[20% of MaxHP] to caster
    ! Damage from 'Dash' and 'Throw Stone' is multiplied by 1.5 if the 
      caster has the 'Martial Arts' support ability.
    * 'Ultima' must be learnt by experiencing it:  i.e., it must be cast
      on you (and deal damage to you) when you are a 'Squire'.  You will
      then be prompted to learn the spell.
    
    
    1C GUTS                               ORIGIN: Delita (ch.1) job command
    ------------------------------------------------------------------------
    -
    Name           |MP |Spd.|Range|JP   |Effect
    ------------------------------------------------------------------------
    - 
    Accumulate               A/1    300  Phys. attack + 1
    Dash                     1/1     75  damage: PA * 1, 2, 3, or 4
    Throw Stone              4/1     90  damage: PA * 1 or 2
    Heal                     1/1    150  removes: Dark, Silence, Poison
    Wish                     1/1      0  +[40% of Caster's MaxHP] to target;
                                         -[20% of MaxHP] to caster
    
    
    47 HOLY MAGIC                         ORIGIN: Cleric job command
    ------------------------------------------------------------------------
    --
    Name           |MP |Spd.|Range|JP   |Effect
    ------------------------------------------------------------------------
    --
    MBarrier        30   25  3/1      0  Add: Regen, Reraise, Haste, 
    Protect, 
                                              Shell {1.9}
    Deathspell 2    20   25  4/1      0  Remove status alterations {1.9}
    Wish                     1/1      0  +40% of caster's MaxHP to target,
                                         -20% of caster's MaxHP to caster
    Ultima          10   20  4/2    n/a  Magical damage (x23)
    
    
    1D HOLY SWORD                         ORIGIN: Holy Knight job command
    ------------------------------------------------------------------------
    -
    Name           |MP |Spd.|Range|JP   |Effect
    ------------------------------------------------------------------------
    -
    Stasis Sword              2/2     0  (PA + 2)*WP; may cause Stop
    Split Punch               3/1   400  (PA + 3)*WP; may cause 
    DeathSentence
    Crush Punch               3/1   500  (PA + 2)*WP; may cause instant 
    Death
    Lightning Stab            3/2   700  (PA + 4)*WP; may cause Silence
    Holy Explosion    5(4dir)/5(1dr)800  (PA + 5)*WP; may cause Confusion
    
    
    74 IMPURE                             ORIGIN: Queklain's secondary
    ------------------------------------------------------------------------
    -
    Name           |MP |Spd.|Range|JP   |Effect
    ------------------------------------------------------------------------
    - 
    Bio              8   34   4/1     0  Damage (x12) and may add: Darkness                 
    Bio              8   34   4/1     0  Damage (x12) and may add: Poison        
    Bio              8   34   4/1     0  Damage (x12) and may add: Oil                  
    Bio 2           16   20   4/2     0  Add: Silence {1.2}
    Bio 2           16   20   4/2     0  Add: Petrify {1.1}
    Bio 2           16   20   4/2     0  Add: Slow {1.1}
    Bio 2           16   20   4/2     0  Add: Frog {1.1}
    Bio 3           24   17   4/3     0  Damage (x24) and may add: Dead
    Bio 3           24   17   4/3     0  Damage (x24) and may add: Undead
    Bio 3           24   17   4/3     0  Damage (x24) and may add: Petrify
    
    
    06 ITEM                               ORIGIN: Chemist job command
    ------------------------------------------------------------------------
    -
    Name           |MP |Spd.|Range|JP   |Effect
    ------------------------------------------------------------------------
    - 
    Potion                    */1    30  use Potion (+30 HP)
    Hi-Potion                 */1   200  use Hi-Potion (+70 HP)
    X-Potion                  */1   300  use X-Potion (+150 HP)
    Ether                     */1   300  use Ether (+20 MP)
    Hi-Ether                  */1   400  use Hi-Ether (+50 MP)
    Elixir                    */1   900  use Elixir (full HP/MP)
    Antidote                  */1    70  use Antidote (cancel Poison)
    Eye Drop                  */1    80  use Eye Drop (cancel Darkness)
    Echo Grass                */1   120  use Echo Grass (cancel Silence)
    Maiden's Kiss             */1   200  use Maiden's Kiss (cancel Frog)
    Soft                      */1   250  use Soft (cancel Petrify)
    Holy Water                */1   400  use H.Water(cancel 
    Undead,Bloodsuck)
    Remedy                    */1   700  use Remedy (cure most bad status)
    Phoenix Down              */1    90  use Phoenix Down (revive w/ a few 
    HP)
    * if the caster is a Chemist or has 'Throw Item' equipped, then the
    range is 4.  Otherwise, it is 1.  If you have 'Throw Item', you can't
    throw the item through an obstacle.  It'll just waste the item.
    
    
    6C JA MAGIC                           ORIGIN: Zarela's secondary
    ------------------------------------------------------------------------
    -
    Name           |MP |Spd.|Range|JP   |Effect
    ------------------------------------------------------------------------
    - 
    Flare 2         35   25   4/2     0  Damage (x38)
    Toad 2          35   25   4/2     0  Add: Frog {1.6} 
    Sleep 2         35   25   4/2     0  Add: Sleep {1.6} 
    Confuse 2       35   25   4/2     0  Add: Confusion {1.6} 
    Blind 2         35   25   4/2     0  Add: Darkness {1.6} 
    Gravi 2         35   25   4/2     0  HP goes to 1 {1.6} 
    
    
    12 JUMP                               ORIGIN: Lancer Job command
    ------------------------------------------------------------------------
    -
    Name       | Speed        |Rng| JP   |Effect
    ------------------------------------------------------------------------
    - 
    JUMP         (own Speed*2) +/1        [Physical AT * K] * WeaponPower++
    Level Jump2                     150   Jump range is 2
    Level Jump3                     300   Jump range is 3
    Level Jump4                     450   Jump range is 4
    Level Jump5                     600   Jump range is 5
    Level Jump8                     900   Jump range is 8
    Vertical Jump2                  100   Max jump height is 2
    Vertical Jump3                  200   Max jump height is 3
    Vertical Jump4                  300   Max jump height is 4
    Vertical Jump5                  400   Max jump height is 5
    Vertical Jump6                  500   Max jump height is 6
    Vertical Jump7                  600   Max jump height is 7
    Vertical Jump8                  900   Max jump height is 8
    +   range is determined by the JP you have spent on above abilities
    ++  K = 1.50 if equipped with a Spear
        1.25 if equipped with Knight Swords, Axes, and some other weapons
        1.00 otherwise
     
    
    29 LIMIT                              ORIGIN: Soldier job command
    ------------------------------------------------------------------------
    -
    Name           |MP |Spd.|Range|JP   |Effect
    ------------------------------------------------------------------------
    -
    Braver               34   2/1   150  Damage: 12 * Mag AT 
    Cross-slash          25   2/2   200  Damage: 22 * Mag AT 
    Blade Beam           20   2/1   250  Damage: [user's maxHP - curHP]
    Climhazzard          15   2/1   450  Damage: [target's maxHP - curHP]
    Meteorain            10   3/3   560  Damage: 26 * Mag AT 
    Finish Touch         20   3/2   670  Add: Dead, Petrify, Stop
    Omnislash            7    3/3   900  Damage: 40 * Mag AT
    Cherry Blossom       5    3/3  1200  Damage: 60 * Mag AT
    ! A 'Materia Blade' must be equipped to use any of these skills!
    
    
    23 MAGIC                              ORIGIN: Delita's Sis job command  
    ------------------------------------------------------------------------
    -
    Name           |MP |Spd.|Range|JP   |Effect
    ------------------------------------------------------------------------
    -
    Cure            6    25   4/2    50  Heal some HP (x14)
    Wish                      1/1     0  +[40% of Caster's MaxHP] to target;
                                         -[20% of MaxHP] to caster
    
    
    45 MAGIC SWORD                        ORIGIN: Temple Knight job command
    ------------------------------------------------------------------------
    -
    Name           |MP |Spd.|Range|JP   |Effect
    ------------------------------------------------------------------------
    -
    Blind            6        4/1    50  Add: Darkness, {2.2}
    Aspel            2        4/1     0  Drain [Target's MaxHP / 4], {2.0}
    Drain           12        4/1   180  Drain [Target's MaxMP / 4], {2.0}
    Faith           10        4/1   200  Add: Faith, {2.0}
    Innocent        10        4/1   200  Add: Innocent, {2.0} 
    Zombie          14        4/1   150  Add: Undead, {1.9}            
    Silence         16        4/1    90  Add: Silence, {2.0}
    Berserk         16        4/1   200  Add: Berserk, {1.8}
    Chicken         12        4/1   500  Target's Brave -50, {2.0}
    Confuse         14        4/1   200  Add: Confusion, {1.9}
    Despair         20        4/1   300  Removes positive status ailments 
    {1.9}
    Don't Act       14        4/1    50  Add: Don't Act, {2.0}
    Sleep           20        4/1   170  Add: Sleep, {1.9}
    Break           24        4/1   300  Add: Petrify, {1.8}
    Shock           20        8/1   600  Damage: [User's Max HP - Current 
    HP]
    !                             200  Selects by multiple of 5
    4                               400  Selects by multiple of 4
    3                               600  Selects by multiple of 3
    ! You can use 'Math Skill' with any calculable spell that you have 
    learnt
    Press 'Select' on a spell to see if it is calculable:  all calculable
    spells are either Black Magic, White Magic, Yin-Yang Magic or Time Magic
    
    
    1E MIGHTY SWORD                       ORIGIN: Divine Knight job command
    ------------------------------------------------------------------------
    -
    Name           |MP |Spd.|Range|JP   |Effect
    ------------------------------------------------------------------------
    -
    Shellbust Stab           3/1   200   Destroys armor & dmg: (PA * WpnPwr)        
    Blastar Punch            3/1   400   Destroys helmet & damages (same)
    Hellcry Punch            3/1   500   Destroys weapon & damages (same)
    Icewolf Bite             3/1   800   Destroys accessory & damages (same)
    ! Must be equipped with a sword in order to use any of these attacks
    
    
    AF NIGHT MAGIC                        ORIGIN: Ultima Demon job command
    ------------------------------------------------------------------------
    -
    Name           |MP |Spd.|Range|JP   |Effect
    ------------------------------------------------------------------------
    -
    Nanoflare            28   4/3     0  Damage: (Mag AT) * ([Mag AT/2] + 2)
    Dark Holy       40   15   4/1     0  Damage: Dark (x37)
    Hurricane                 4/3     0  Damage: [Max HP * .34], {50+MA%}         
    Ulmaguest            28   4/3     0  Damage: [Max HP - Current HP]
    Ultima          10   20   4/2     0  Damage (x23)
    
    
    49 PHANTOM                            ORIGIN: Elidibs' secondary
    ------------------------------------------------------------------------
    -
    Name           |MP |Spd.|Range|JP   |Effect
    ------------------------------------------------------------------------
    - 
    Salamander      48   12   4/3   820  Damage: Fire (x38)
    Leviathan       48   12   4/4   850  Damage: Water (x38)
    Titan           30   20   4/3   220  Damage: Earth (x28)
    Odin            50   12   4/4   900  Damage (x40)
    Midgar Swarm         10   4/4     0  Damage: 24 * Mag AT 
    
    
    09 PUNCH ART                          ORIGIN: Monk job command
    ------------------------------------------------------------------------
    -
    Name           |MP |Spd.|Range|JP   |Effect
    ------------------------------------------------------------------------
    - 
    Spin Fist                 A/2   150  Damage: PA * [PA / 2]
    Repeating Fist         1,V0/1   300  Expected Damage: PA * 7.5
    Wave Fist                 3/1   300  Damage: PA * ([PA / 2] + 1)
    Earth Slash           4dir8/8   600  Damage: PA * [PA / 2] (Earth)
    Secret Fist            1,V0/1   300  Add: Death Sentence {MA+50%}
    Stigma Magic              A/2   200  Cancels most abnormal status
    Chakra                    A/2   350  Restores (5*PA) HP and (5/2*PA) MP
    Revive                 1,V0/1   500  Revives dead {PA+70%}
    
    
    35 PUNCH SKILL                        ORIGIN: Wiegraf's secondary
    ------------------------------------------------------------------------
    -
    Name           |MP |Spd.|Range|JP   |Effect
    ------------------------------------------------------------------------
    - 
    Wave Fist                 3/1   300  Damage
    Earth Slash            4dir/8   600  Damage (Earth)
    
    
    7E SATURATION                         ORIGIN: Altima's secondary
    ------------------------------------------------------------------------
    -
    Name           |MP |Spd.|Range|JP   |Effect
    ------------------------------------------------------------------------
    -
    Mute                      4/3     0  MP goes to 0 
    Despair 2                 4/3     0  Removes helpful status alterations
    Return 2                  4/3     0  CT goes to 0
    
    
    16 SING                               ORIGIN: Bard job command  
    ------------------------------------------------------------------------
    -
    Name           |MP |Spd.|Range|JP   |Effect
    ------------------------------------------------------------------------
    -
    Angel Song           17    *    100  Cure: [Target's MaxMP / 8] MP
    Life Song            17    *    100  Cure: [Target's MaxHP / 8] HP
    Cheer Song           13    *    100  Raises Speed
    Battle Song          13    *    100  Raises phys. attack power
    Magic Song           10    *    100  Raises magic attack power
    Nameless Song        10    *    100  Gives Reraise, Regen, Protect, Wall
    Last Song             5    *    100  Fills CT to 100
    * All allies
    
    
    25 SNIPE                              ORIGIN: Engineer job command
    ------------------------------------------------------------------------
    -
    Name           |MP |Spd.|Range|JP   |Effect
    ------------------------------------------------------------------------
    -
    Leg Aim                   */1  200   Add: Don't Move (Speed+50)%
    Arm Aim                   */1  300   Add: Don't Act (Speed+50)%
    Seal Evil                 */1  200   Add: Petrify on Undead targets
    * range is same as that of equipped weapon
    
    
    2F STARRY HEAVEN                      ORIGIN: Astrologist job command
    ------------------------------------------------------------------------
    -
    Name           |MP |Spd.|Range|JP   |Effect
    ------------------------------------------------------------------------
    -
    Galaxy Stop         20     *      0  Add: Stop, Don't Move, Don't Act
    Accumulate               A/1    300  Phys AT +1         
    Dash                     1/1     75  Damage: 1, 2, 3 or 4 * PA (random)       
    Throw Stone              4/1     90  Damage: 1 or 2 * PA (random)
    Heal                     1/1    150  Recover some status ailments
    * all enemies
    ! Damage from 'Dash' and 'Throw Stone' is multiplied by 1.5 if the 
      caster has the 'Martial Arts' support ability.
    
    
    0E STEAL                              ORIGIN: Thief job command
    ------------------------------------------------------------------------
    -
    Name           |MP |Spd.|Range|JP   |Effect
    ------------------------------------------------------------------------
    -
    Gil Taking               1/1 10   Steal [Level * 11] gil, K = 90*
    Steal Heart              3/1 150  add: Charm (50 + MA)%; only on 
    opp.sex.
    Steal Helmet             1/1 350  Steal target's helmet, K = 40
    Steal Armor              1/1 450  Steal target's armor, K = 35
    Steal Shield             1/1 350  Steal target's shield, K = 35
    Steal Weapon             1/1 600  Steal target's weapon, K = 30
    Steal Accessry           1/1 500  Steal target's accessory, K = 40
    Steal Exp                1/1 250  Steal Exp. from target, K = 70
    * See section [5.4] for explanation of 'K' values.
    
    
    0D SUMMON MAGIC                       ORIGIN: Summoner job command
    ------------------------------------------------------------------------
    -
    Name           |MP |Spd.|Range|JP   |Effect
    ------------------------------------------------------------------------
    -
    Moogle          8    50  4/3    110  Restores HP (x12)
    Shiva           24   25  4/3    200  Ice attack (x24)
    Ramuh           24   25  4/3    200  Lightning attack (x24)
    Ifrit           24   25  4/3    200  Fire attack (x24)
    Titan           30   20  4/3    220  Earth attack (x28)
    Golem           40   34   *     500  Avoid physical attacks
    Carbunkle       30   25  4/3    350  Gives Reflect status 
    Bahamut         60   10  4/4   1200  Magic attack (x46)
    Odin            50   12  4/4    900  Magic attack (x40)
    Leviathan       48   12  4/4    850  Water attack (x38)
    Salamander      48   12  4/3    820  Fire attack (x38)
    Silf            26   20  4/3    400  Causes Silence status
    Fairy           28   25  4/3    400  Restores HP (x24)
    Lich            40   12  4/3    600  Damage: [Target's MaxHP/2] (Dark)
    Cyclops         62   12  4/3   1000  Magic attack (x50)
    Zodiac          99   10  4/4     **  Magic attack (x96)
    * all allies
    ** 'Zodiac' must be learnt from experience.  i.e., someone with
    the 'Dark Cloud' ability must cast it on your Summoner; it must
    do damage, and he must survive it.  you will then be prompted
    to learn 'Zodiac', the ultimate summon spell, free of JP charge.
    
    
    46 SWORD SKILL                        ORIGIN: Lune Knight job command
    ------------------------------------------------------------------------
    -
    Name           |MP |Spd.|Range|JP   |Effect
    ------------------------------------------------------------------------
    -
    Stasis Sword              2/2     0  (PA+2)*WP dmg; may cause Stop
    Split Punch             3V3/1   400  (PA+3)*WP dmg; may cause D. 
    Sentence
    Crush Punch             3V2/1   500  (PA+2)*WP dmg; may cause Dead
    Lightning Stab            3/2   700  (PA+4)*WP dmg; may cause Silence
    Holy Explosion      5(4dir)/5   800  (PA+5)*WP dmg; may cause Confusion
    Shellbust Stab            3/1   200  PA*WP damage; Destroys armor        
    Blastar Punch             3/1   400  PA*WP damage; Destroys helmet 
    Hellcry Punch             3/1   500  PA*WP damage; Destroys weapon
    Icewolf Bite              3/1   800  PA*WP damage; Destroys accessory 
    ! A sword is needed to use any of these skills.
    
    
    9B SWORD SKILL                        ORIGIN: undead Knight job command
    ------------------------------------------------------------------------
    -
    Name           |MP |Spd.|Range|JP   |Effect
    ------------------------------------------------------------------------
    - 
    Head Break                */1   300  Destroys target's helmet, K = 59**
    Armor Break               */1   400  Destroys target's armor, K = 54
    Shield Break              */1   300  Destroys target's shield, K = 60
    Weapon Break              */1   400  Destroys target's weapon, K = 44
    Magic Break               */1   250  Lowers target's MP, K = 50
    Speed Break               */1   250  Lowers target's speed, K = 50
    Power Break               */1   250  Lowers target's phys. attack, K = 
    50
    Mind Break                */1   250  Lowers target's mag. attack, K = 50
    * Range is that of equipped weapon
    ** See section [5.5] for what 'K' represents.
    
    
    3B SWORD SPIRIT                       ORIGIN: Arc Knight job command
    ------------------------------------------------------------------------
    -
    Name           |MP |Spd.|Range|JP   |Effect
    ------------------------------------------------------------------------
    -
    Asura                    A/3    100  Magic attack: Mag AT *  8                     
    Koutetsu                 A/3    180  Magic attack: Mag AT * 12           
    Muramasa                 A/3    580  Magic attack: Mag AT * 18; may 
    cause 
                                           Confusion and Death Sentence
    Kikuichimoji            4dir/8  660  Magic attack: Mag AT * 16   
    !Note: this won't ever work for some reason.  Use 'Draw Out' instead.
    
    
    0F TALK SKILL                         ORIGIN: Mediator job command
    ------------------------------------------------------------------------
    -
    Name           |MP |Spd.|Range|JP   |Effect
    ------------------------------------------------------------------------
    -
    Invitation                3/1   100  Enemies join party, K = 20*
    Persuade                  3/1   100  Resets targets' CT, K = 30
    Praise                    3/1   200  Br +4 (+1 permanently), K = 50
    Threaten                  3/1   200  Br -20 (-5 permanently), K = 70
    Preach                    3/1   200  Fa +4 (+1 permanently), K = 50
    Solution                  3/1   200  Fa -20 (-5 permanently), K = 70
    Death Sentence            3/1   500  Add: Death Sentence, K = 30
    Negotiate                 3/1   100  Receive gil from enemy, K = 60
    Insult                    3/1   300  Causes Berserk status, K = 40
    Mimic Daravon             3/2   300  Causes Sleep status, K = 40
    * see section [5.6] for explanation of 'K' values.
    
    
    14 THROW                              ORIGIN: Ninja job command
    ------------------------------------------------------------------------
    -
    Name           |MP |Spd.|Range|JP   |Effect
    ------------------------------------------------------------------------
    -
    THROW                     5/1        Damage: (Speed * [PA/20]) * W.P. 
    Shuriken                         50  Throw shuriken
    Ball                             70  Throw magic balls
    Knife                           100  Throw daggers
    Sword                           100  Throw swords
    Hammer                          100  Throw flails
    Katana                          100  Throw katana 
    Ninja Sword                     100  Throw ninja swords
    Axe                             120  Throw axes
    Spear                           100  Throw spears
    Stick                           100  Throw sticks
    Knight Sword                    100  Throw knight swords
    Dictionary                      100  Throw dictionaries
    ! You can only throw items which fall into the categories that you
    have paid the JP to learn
    ! You can't throw through obstacles... don't try it.
    
    
    0C TIME MAGIC                         ORIGIN: Time Mage job command
    ------------------------------------------------------------------------
    -
    Name           |MP |Spd.|Range|JP   |Effect
    ------------------------------------------------------------------------
    -
    Haste           8    50   3/2   100  Causes Haste status {1.8}
    Haste 2         30   15   3/2   550  Causes Haste status {2.4}
    Slow            8    50   3/2    80  Causes Slow status {1.8}
    Slow 2          30   15   3/2   520  Causes Slow status {2.4}
    Stop            14   15   3/2   330  Causes Stop status {1.1}
    Don't Move      10   34   3/2   100  Causes Don't Move status {1.9}
    Float           8    50   4/2   200  Causes Float status {1.4}
    Reflect         12   50   4/1   300  Causes Reflect status {1.8}
    Quick           24   25   4/1   800  Instant turn {1.4}
    Demi            24   17   4/2   250  Target loses 1/4 HP {1.9}
    Demi 2          50   12   4/2   550  Target loses 1/2 HP {1.2}
    Meteor          70   8    4/4  1500  Magic attack (x60)
    
    
    32 TRUTH                              ORIGIN: Heaven Knight job command
    ------------------------------------------------------------------------
    -
    Name           |MP |Spd.|Range|JP   |Effect
    ------------------------------------------------------------------------
    -
    Heaven Thunder       34   4/2   100  Lit:([MA/2]+4)*MA (random 
    targeting)
    Asura                25   4/2   200  Fire:([MA/2]+5)*MA (rnd targeting)
    Diamond Sword        20   4/2   300  Wind:([MA/2]+5)*MA (rnd targeting)
    Hydragon Pit         17   4/2   400  Water:([MA/2]+6)*MA (rnd targeting)
    Space Storage        20   4/2   500  ([MA/2]+3)*MA,status FX (rnd targ)
    Sky Demon            15   4/2   600  Earth:([MA/2+10)*MA (rnd targeting)
    
    
    7B ULTIMATE MAGIC                     ORIGIN: Altima's secondary  
    ------------------------------------------------------------------------
    -
    Name           |MP |Spd.|Range|JP   |Effect
    ------------------------------------------------------------------------
    -
    Ultima [2]      25   15   4/3     0  Damage (x30)
    
    
    2E UN-TRUTH                           ORIGIN: Hell Knight job command
    ------------------------------------------------------------------------
    -
    Name           |MP |Spd.|Range|JP   |Effect
    ------------------------------------------------------------------------
    -
    Heaven Thunder Back  34   4/2   100  Lightning damage ~x19~(rnd 
    targeting)
    Asura Back           25   4/2   200  Fire damage ~x21~ (rnd targeting)
    Diamond Sword Back   20   4/2   300  Wind damage ~x23~ (random 
    targeting)
    Hydragon Pit Back    17   4/2   400  Water damage ~x26~(random 
    targeting)
    Space Storage Back   20   4/2   500  Damage ~x16~, status fx (rnd 
    target)
    Sky Demon Back       15   4/2   600  Earth damage ~x36~(random 
    targeting)
    
    
    36 USE HAND                           ORIGIN: Assassin job command
    ------------------------------------------------------------------------
    -
    Name           |MP |Spd.|Range|JP   |Effect
    ------------------------------------------------------------------------
    -
    Shadow Stitch            4/1      0  Add: Stop (100%)                 
    Stop Bracelet            1/1      0  Instant death (100%)
    Allure                   3/1      0  Add: Charm (70+MA)%
    Seal                     6/1      0  Add: Petrify (100%)               
    Ultima          10   20  4/2    n/a  Magical damage (x23)
    
    
    68 WARLOCK SUMMON                     ORIGIN: Velius' secondary
    ------------------------------------------------------------------------
    -
    Name           |MP |Spd.|Range|JP   |Effect
    ------------------------------------------------------------------------
    - 
    Titan           30   20   4/3   220  Damage: Earth (x28)
    Lich            40   12   4/3   600  Damage: Dark (Max HP / 2)
    Cyclops         62   12   4/4  1000  Damage (x50)
    
    
    2A WHITE-AID                          ORIGIN: Holy Priest job command
    ------------------------------------------------------------------------
    -
    Name           |MP |Spd.|Range|JP   |Effect
    ------------------------------------------------------------------------
    -
    Cure 3          16   15   4/2   400  Cure more HP (x30)
    Cure 2          12   20   4/2   180  Cure some HP (x20)
    Confuse*        14        4/1   200  Add: Confusion [Magic Sword]
    Sleep*          20        4/1   170  Add: Sleep [Magic Sword]
    Drain*          12        4/1   180  Absorbs target's HP [Magic Sword]   
    Silence*        16        4/1    90  Add: Silence [Magic Sword] 
    Don't Act*      14        4/1    50  Add: Don't Act [Magic Sword]
    Raise 2         20   10   4/1   500  Revive & recover all HP
    Esuna           18   34   3/2   280  Cure most status ailments
    * Sword needed to use
    
    
    0A WHITE MAGIC                        ORIGIN: Priest job command
    ------------------------------------------------------------------------
    -
    Name           |MP |Spd.|Range|JP   |Effect
    ------------------------------------------------------------------------
    -
    Cure              6   25  4/2   50   Restores HP (x14)
    Cure 2           10   20  4/2  180   Restores HP (x20)
    Cure 3           16   15  4/2  400   Restores HP (x30)
    Cure 4           20   10  4/2  700   Restores HP (x40)
    Raise            10   25  4/1  180   Revives dead {1.8}
    Raise 2          20   10  4/1  500   Revives dead, full HP {1.6}
    Reraise          16   15  3/1  800   Gives Reraise status {1.4}
    Regen            8    25  3/2  300   Gives Regen status {1.7}
    Protect          6    25  3/2   70   Gives Protect status {2.0}
    Protect 2        24   15  3/2  500   Gives Protect status {1.2}
    Shell            6    25  3/2   70   Gives Shell status {2.0}
    Shell 2          20   15  3/2  500   Gives Shell status {1.2}
    Wall             24   25  3/1  380   Gives Protect and Shell {1.4}
    Esuna            18   34  3/2  280   Cures most status ailments {1.9} 
    Holy             56   17  5/1  600   Holy attack (x50)
    
    
    AB WORK                               ORIGIN: Steel Giant job command
    ------------------------------------------------------------------------
    -
    Name           |MP |Spd.|Range|JP   |Effect
    ------------------------------------------------------------------------
    -
    Destroy                   1/1     0  Damage: 10 * PA
    Compress                  1/1     0  Damage: 12 * PA
    Dispose                   8/1     0  Damage: 10 * PA
    Crush                     1/1     0  Damage: 16 * PA
    ! For all 'Work' skills used, caster loses [1/4] of the damage dealt.
    
    
    10 YIN-YANG MAGIC                     ORIGIN: Oracle job command
    ------------------------------------------------------------------------
    -
    Name           |MP |Spd.|Range|JP   |Effect
    ------------------------------------------------------------------------
    -
    Blind           4    50  4/2 100     Add: Darkness {2.0}
    Spell Absorb    2    50  4/1 200     Drain [MaxMP / 4] from target {1.6}
    Life Drain      16   50  4/1 350     Drain [MaxHP / 4] from target {1.6}
    Pray Faith      6    25  4/1 400     Add: Faith {1.5}
    Doubt Faith     6    25  4/1 400     Add: Innocent {1.5}
    Zombie          20   20  4/1 300     Add: Undead {1.0}
    Silence Song    16   34  4/2 170     Add: Silence {1.8}
    Blind Rage      16   20  4/1 400     Add: Berserk {1.2}
    Foxbird         20   25  4/1 200     Br -30 {1.4}
    Confusion Song  20   20  4/1 400     Add: Confusion {1.3}
    Dispel Magic    34   34  4/1 700     Remove positive status {2.2}
    Paralyze        10   20  4/2 100     Add: Don't Act {1.9}
    Sleep           24   17  4/2 350     Add: Sleep {1.7}
    Petrify         16   12  4/1 580     Add: Petrify {1.1} Must be equipped 
    with a sword to use any 'Magic Sword' attacks 
    
    
    15 MATH SKILL                         ORIGIN: Calculator job command
    ------------------------------------------------------------------------
    -
    Name           |MP |Spd.|Range|JP   |Effect
    ------------------------------------------------------------------------
    -
    CT                              250  Base equations on CT
    Level                           350  Base equations on level
    Exp                             200  Base equations on EXP
    Height                          250  Base equations on height
    Prime Number                    300  Selects by prime number
    5  
     ----------
    | Monsters |
     ----------
     ---------
    | Weapons |
     ---------
     -------
    | Armor |
     -------
     ------------
    | Accesories |
     ------------
     -------
    | Items |
     -------
     ---------------
    | Poaching List |
     ---------------
     ----------------
    | Random Battles |
     ----------------
     -----------
    | Copyright |
     -----------
    This FAQ was solely intended for the public use on the www. It cannot be 
    reproduced, retransmitted, or re-written in any other form except by the 
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    This document is (C) Jarek Grochal;1999-2000 
     ---------------
    | Contributions |
     ---------------
    -Thanks to Aerostar13@aol.com for the Battle Mechanics Guide he
     allowed for use in his faq  
    -Thanks to DingoJellybean, since im using his Copyright    
    ***********************************************************************C
    OMING UP 
    ***********************************************************************
    Date to shoot for 02/10/00
    -Level 3 classes(Monk,Thief,Time Mage,Oracle)
    -Battles 14,15,16, and 17