THE FF7 PARTY MECHANICS v1.10
======================= =====

by Terence Fergusson <tf_faq@btinternet.com>

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

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



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

v1.00 : 09/05/05 : Original Release
v1.10 : 29/06/09 : Expanded and corrected minor things throughout the guide
                   Synched with sister guides


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

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

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

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


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

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


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


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

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

A-1.  Maximal HP/MP Level Up Paths

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

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

              Lvl   HP  MP Str Vit Mag Spr Dex Lck     XP
Cloud           6  314  54  20  16  19  17   6  14    610
Barret          1  222  15  15  13  11   9   5  13     10
Tifa            1  219  16  11  11  11  10   7  14      8
Aeris           1  177  23  10  11  13  14   5  14      0
Red XIII        1  221  17  10  12  11  10  10  14     12
Yuffie          1  100   5   1   1   1   1   1   1      0
Cait Sith       1  224  18  10  11  13  11   5  15     14
Vincent         1  178  18   9  10  11  11   5  14     16
Cid             1  223  15  12  12  11  10   6  14     18

Young Cloud     1  140   4  12  12  11  10   6   5     12
Sephiroth      50 3840 460  85  72  68  70  65  46 320438


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

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

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

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

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

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

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

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


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

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

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


The second lookup table, S(<number>,<level>), uses the quadratic modifier to
get a starting value.  Example: S(74,25) = 24493

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

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


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

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



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

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

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

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

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


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

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

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


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

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

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

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

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

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


 ---

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

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

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

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

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


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

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


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


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

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


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

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


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

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



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

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

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

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

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

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



Now let's look at the curves themselves.

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

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

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

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

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


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

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



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

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



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

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


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

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


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

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



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

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



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

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

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

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


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

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


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

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

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

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


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

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

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


...and finally the MP Tables:

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

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


Note: HP is capped at 9999 and MP is capped at 999.  You cannot achieve more
than that.



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

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

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



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

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

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


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

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

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


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


Let's summarize, shall we?

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

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



-----------------------------------------------------------------------------
2. MATERIA
----------
The first five subsections of this section are devoted to going over each
Materia in turn.  For Magic, Summon and Command, this will just be a standard
Materia list; the actual mechanics of each of the spells and commands are in
the last four subsections, starting from 2.6: Magic Spells.  Independent and
Support Materia will be covered in more detail in their own sections though.

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

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


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

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


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

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


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

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


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

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


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

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


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

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


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

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


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

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


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

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


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

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


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

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


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

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


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

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


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

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


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

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


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

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


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

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


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

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


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

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


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

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


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

No Levels
Grants use of all Magic abilities



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

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


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

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


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

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


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

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


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

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


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

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


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

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


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

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


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

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


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

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


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

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


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

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


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

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


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

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


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

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


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

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


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

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



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

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

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


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

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

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


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

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

W-Magic replaces Magic command


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

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

W-Summon replaces Summon command


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

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

W-Item replaces Item command


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

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

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


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

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


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

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

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


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

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


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

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


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

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


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

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


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

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

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

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


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

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



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

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

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


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

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

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


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

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

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


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

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

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

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

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

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


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

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

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


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

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

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

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

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


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

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

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


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

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

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


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

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

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


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

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

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


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

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

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


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

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

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


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

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

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


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

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

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


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

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

Notes:
  The maximum additional Dex that can be gained through Materia is +100%
  This modifier does not apply to Dex bonuses from other Materia


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

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

Notes:
  The maximum additional Mag that can be gained through Materia is +100%
  This modifier does not apply to Mag bonuses from other Materia


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

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

Notes:
  The maximum additional Lck that can be gained through Materia is +100%
  This modifier does not apply to Lck bonuses from other Materia


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

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

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


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

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

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


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

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

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


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

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

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


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

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

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


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

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

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


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

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

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


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

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

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


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

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

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

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

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

Notes:
  Cover Materia stacks additively, with no coded maximum.  Overflow occurs
    at every 256%, reducing percentage back to 0.  100% is all that's
    necessary to defend against every defendable attack.
  The rules for Cover are as follows:
    * You cannot Cover someone against your own attack
    * You cannot Cover yourself
    * The attack must be Physical and have a Power stat
    * The attack must not be Curing, Inflicting or Toggling the Frog Status
    * The attack must only be hitting one Target
    * The character with the Cover Materia must not be under any of the
        following Statuses:  Death, Sleep, Confusion, Stop, Frog, Small,
                             Petrify, Berserk, Paralysed, Darkness or
                             Imprisoned
    * Enemy attacks that use visible projectile animations (attacks that
        merely cause hit graphics do not count) are also impossible
        to Cover - these abilities are listed in Enemy Mechanics as
        'Can't Cover'
  If all rules are passed and the Cover percentage check passes, then a
    random character out of those who pass all the checks is chosen to cover
    the target.
  Any PAt%-based ability targetting a character that is Covering another will
    have its base Hit% increased to 255%.
  Perhaps the strangest ability that is covered by the above rules is Elixir.
    Be careful when giving Elixirs to party members while one of them has the
    Cover Materia equipped.


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

No Levels
Removes timer in Emerald Weapon Battle

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


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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Slash-All
  Physical Attack
  Formula: Physical
  Pwr: 1x Base
  PAt%: Weapon At%
  Tar: All Op
  Elm: As Weapon
  Notes: Slash-All can hit Back Row targets for full damage without requiring
           a Long Range weapon
         Status infliction done via Slash-All is considered to be No Split,
           even though the damage itself is split

Flash
  Physical Change Status
  Formula: Physical
  PAt%: [Weapon At% / 2]
  Tar: All Op (NS)
  Elm: As Weapon
  Attr: 100%  Inflict 'Death'
  Notes: If additional Statuses have been added to the Attacker's Weapon via
           Added Effect, then Flash will add 'Death' to the list of statuses
           being inflicted and increase the status chance to 100%.  This can
           sometimes help to inflict other statuses even if the Target is
           immune to Death.

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

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

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

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

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

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



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

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

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

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

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

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

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

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

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


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

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


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


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


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

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

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

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



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

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

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

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


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

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


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

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


An interesting comparison is to order the characters and their Limit Levels
by the amount of HP they must lose:

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


Or, ordered by level first and then HP% (highest first):

  Lvl  Character List
   4    Tifa, Cloud, Red XIII, Yuffie/Cid, Barret, Aeris, Vincent
   3    Tifa, Cloud, Yuffie, Red XIII, Cid, Barret, Aeris, Vincent
   2    Tifa, Cloud, Red XIII/Yuffie, Aeris, Cid, Vincent, Barret, Cait Sith
   1    Vincent, Aeris/Yuffie/Cid, Red XIII, Cait Sith, Cloud, Barret, Tifa


So Tifa tends to require the highest amount of HP% lost, while Vincent tends
to require the lowest - the main exception being at Limit Level 1, where
they're reversed.  Other conclusions can be drawn from this, and it is
instructive to compare both these tables to the power of the individual
abilities a character gains at these levels below.


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


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

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

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

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

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

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

L3-2: Finishing Touch
  Physical LR Attack
  Formula: Physical
  Pwr: 3 1/8x Base
  PAt%: 255
  Tar: All Op
  Elm: Non-Element
  Attr: 100%  Inflict 'Death'
  Notes: Actually two attacks in quick succession - the first does no damage
           but Inflicts 'Death', while the second does not Inflict 'Death'
           but deals damage.  Because of the order this is done in, some
           enemies can be killed with this that would not otherwise be
           affected

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


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

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

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

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

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

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

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


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

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


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

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

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

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

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

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

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


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

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

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

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

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

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


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

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

L2-1: Blood Fang
  Physical LR HP/MP Absorb
  Formula: Physical
  Pwr: 1 1/4x Base
  PAt%: 255
  Tar: 1 Op
  Elm: Non-Element
  Notes: The amount absorbed is 100% of the damage dealt added to both
           Red XIII's HP and MP.  However, the HP gain is capped at the
           enemy's current HP before the attack, and both HP *and* MP gains
           are capped at the enemy's current MP (which is not damaged by use
           of Blood Fang)
         Red XIII will fail to absorb anything from enemies with 0 MP,
           although the attack will still deal damage to the enemy's HP

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

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

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

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


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

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

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

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

L3-1: Gauntlet
  Physical Piercing LR Attack
  Formula: Physical
  Pwr: 1 3/4x Base
  PAt%: 255
  Tar: All Op
  Elm: Non-Element
  Attr: Auto Critical

L3-2: Doom of the Living
  Physical LR Attack
  Formula: Physical
  Pwr: 5/8x Base
  PAt%: 255
  Tar: 15 Op
  Elm: Non-Element

L4-1: All Creation
  Physical LR Attack
  Formula: Physical
  Pwr: 8x Base
  PAt%: 255
  Tar: All Op
  Elm: Non-Element


3.3.7 Cait Sith's Limit Breaks
----- ------------------------
Cait Sith only has two Limit Levels, and their effects are quite complicaed,
so we will deal with them one at a time.


3.3.7.1 Dice
------- ----
Dice
  Physical LR Attack
  Formula: Custom
  Pwr: Dice Sum * Highest Repeat * 100
  PAt%: 255
  Tar: 1 Op
  Elm: Non-Element
  Attr: Two to six dice are thrown depending on Cait Sith's Level:
                L 1-29:   2 Dice             L50-59:   5 Dice
                L30-39:   3 Dice             L60+  :   6 Dice
                L40-49:   4 Dice
        The Sum of the dice dictates the basic damage, while the highest
          number of repeats dictates the multiplier.  For example, 6 dice
          thrown with the numbers 4, 1, 1, 5, 4, 4 would have a Sum of 19
          (4+1+1+5+4+4 = 19) and a Highest Repeat of 3 (there are three 4s,
          two 1s and one 5) giving a total damage of 5700
  Notes: Damage with 2 Dice is  300-2400, average of  816.67
            ... with 3 Dice is  600-5400, average of 1545.83
            ... with 4 Dice is 1000-9600, average of 2553.70
            ... with 5 Dice is 1500-9999, average of 3743.31
            ... with 6 Dice is 2100-9999, average of 5025.76



3.3.7.2 Slots
------- -----
Similar to Tifa, Cait Sith gets a slot machine menu when he chooses this
limit.  There are 3 reels, and each reel will have one or more of the
following symbols:

   *CaitS*:    Part of Cait Sith (the cat)'s face
   ==BAR==:    Standard BAR you see on your classic slot machine
   Crown:      A three-pointed regal crown
   Heart:      A pink heart
   Star:       A gold star
   Moogle:     A picture of the oversized Moogle that Cait Sith rides

The reels spin upwards continually, and are laid out as follows:

     +=========+=========+=========+
     | REEL  1 | REEL  2 | REEL  3 |
     +=========+=========+=========+  *CaitS* *CaitS* *CaitS* = Game Over
     |  Crown  | ==BAR== |  Crown  |  
     | Moogle  |  Crown  |  Star   |  *CaitS* *CaitS* ==BAR== = Death Joker
     |  Star   |  Star   |  Heart  |  
     |  Heart  | *CaitS* |  Crown  |  ==BAR== ==BAR== ==BAR== = Summon
     | ==BAR== |  Crown  | ==BAR== |  
     |  Crown  | ==BAR== |  Star   |   Crown   Crown   Crown  = Toy Soldier
     |  Star   |  Heart  | *CaitS* |  
     | *CaitS* | Moogle  | Moogle  |   Heart   Heart   Heart  = Lucky Girl
     | ==BAR== |  Star   |  Crown  |  
     |  Heart  | *CaitS* | ==BAR== |   Star    Star    Star   = Mog Dance
     | Moogle  |  Crown  |  Heart  |  
     |  Crown  | ==BAR== |  Crown  |  Moogle  Moogle  Moogle  = Transform
     |  Star   | Moogle  |  Star   |  
     | *CaitS* |  Star   | ==BAR== |
     | Moogle  |  Crown  |  Crown  |  ALL OTHER COMBINATIONS  = Toy Box
     | ==BAR== |  Heart  | Moogle  |
     +=========+=========+=========+


When you hit the Confirm button, the next reel in the series will stop
spinning and halt on one of the symbols.  You must line up three symbols in
one of the eight combinations given above next to the reel list in order to
get the effect.  Note that any failed combination is automatically Toy Box,
the simplest effect Slots has.

The speed of the reel is such that it takes 8 frames for the next symbol to
appear.  To stop the reel on a particular symbol, you must hit the button
*before* the symbol aligns in the center - otherwise, it will spin on to the
next one.

While the 1st Reel plays fair and stops exactly where you want it to, the
2nd and 3rd Reels have special rules that may stop them on a later symbol.
Sometimes this is helpful.  Sometimes... it is not.

Once you try to stop the 2nd Reel, various things are checked.  Most
importantly, we have what we'll happily call Slots's Evil Flag.  The Evil
Flag is turned on when we first use the Limit Break - the Slots automatically
try to work against us.  It won't do anything to start with - as stated, the
1st Reel plays completely fair.  But it can play havoc with the 2nd and 3rd
Reels.

However, once the 1st Reel has been stopped, the Evil Flag can be turned off
under various circumstances, all linked to when you're pressing the button to
stop the next reel and what symbol the 1st Reel has.  The number of seconds
the game has been played is used for this - if you recall, this is the timer
listed in the bottom right corner of the Menu screen.  We will use that
number here.

The Evil Flag is turned off depending on the following:

  * If the 1st Reel has the Cait Sith symbol, then the Evil Flag is turned
    off if, when you try to stop the 2nd or 3rd Reel, the number of seconds
    the game has been played for is divisible by 64.  Otherwise, the Evil
    Flag is turned on.

  * If the 1st Reel has the Heart symbol, then the Evil Flag is turned off
    only if when you tried to stop the reel, the number of seconds the game
    has been played for is divisible by 4.  Otherwise, the flag is left on.
    
  * If the 1st Reel has the BAR or Moogle symbols, then the Evil Flag is set
    to off if you try to stop the reel and the number of seconds the game has
    been played for is divisible by 2.  Otherwise, the flag is kept on.

  * If the 1st Reel has the Crown or Star symbols, then the Evil Flag is
    always turned off when you press the Confirm button to stop the 2nd or
    3rd reels.

Note that this test is done twice - once when you stop the 2nd Reel, and
again when you try to stop the 3rd Reel.  So even if you have the Evil Flag
off for stopping the 2nd Reel (giving you a better chance to line up a run of
2), it may come back on for the 3rd if you press the button at the wrong
time.  The effects of the Evil Flag on both Reels are as follows.


With the Evil Flag on, the following effects occur:

  * The 2nd Reel will stop immediately where you ask it to.  The Slot Machine
    will not attempt to help you line up any symbols.

  * The 3rd Reel will *DELIBERATELY* move onto the next symbol if the current
    symbol would give you a line of three identical symbols.  As such, it is
    impossible to get a line of three if the Evil Flag is on.


With the Evil Flag off, things are a lot easier:

  * The 2nd Reel will move on for up to 4 extra spaces, only stopping when
    an identical symbol to the 1st Reel is found or it has moved the full 4
    spaces.

  * The 3rd Reel will move on for up to 4 extra spaces in an attempt to find
    a symbol identical to the one shown on the 2nd Reel.


Since Slots is based on the timer, you can attempt to improve your chances
of getting a particular result (especially Game Over) by keeping track of the
timer yourself.  In the PC version, however, this is not an easy task,
considering how poor the actual timer is compared to real seconds and
minutes.  Still, the knowledge has to be worth something.

Note that even with the Evil Flag on *OR* off, you can still stop the current
reel *DEAD* if you hit the button at exactly the right time.  That means
stopping it such that the reel is already lined up.  This requires timing
that is extremely accurate however, and is not to be counted on.  In
addition, it hinders more often than it helps (by preventing the reel from
helping you when the Evil Flag is actually off).

Also, if you stop all three reels quick enough, you can often confuse the
help the reels try to give you, since the 1st and 2nd Reels may still be
moving and displaying a different symbol than the one they'll eventually
stop on.


As we brushed over previously, the combination of symbols you get gives you
one of eight possible effects.  We will now go over those in turn.



Game Over
  Effect of [*CaitS* *CaitS* *CaitS*]
  Magical Change Status
  MAt%: 255
  Tar: All Op (NS)
  Elm: Non-Element
  Attr: 100%  Inflict 'Death'
        Ignores Status Immunity and Elemental Resistance
          (Will not ignore Physical or Magical Immunity)
  Notes: The Evil Flag is only turned off once every 64 seconds for this
           effect

Death Joker
  Effect of [*CaitS* *CaitS* ==BAR==]
  Magical Change Status
  MAt%: 255
  Tar: All Al (NS)
  Elm: Non-Element
  Attr: 100%  Inflict 'Death'
        Ignores Status Immunity and Elemental Resistance
          (Will not ignore Physical or Magical Immunity)
  Notes: The Evil Flag will never give you this effect deliberately - if you
           get this effect, it's because you stopped on it yourself

Summon
  Effect of [==BAR== ==BAR== ==BAR==]
  Cait Sith will use a random Summon, using the following formula:
     ID   = Rnd(1..10) + Rnd(1..10) + Rnd(1..10) + Rnd(1..10)
     ID   = ID + [Cait Sith's Level / 21]
     ID   = [ID / 2] - 3
  ID is then capped between 1 and 16 inclusive.  The ID generated is the
    Summon that is used:
           1: Choco/Mog                   9: Kujata
           2: Shiva                      10: Alexander
           3: Ifrit                      11: Phoenix
           4: Ramuh                      12: Neo Bahamut
           5: Titan                      13: Hades
           6: Odin                       14: Typhon
           7: Leviathan                  15: Bahamut Zero
           8: Bahamut                    16: Knights of Round
  Cait Sith does not have to pay an MP Cost to use any of these through
    Slots, and it also will not consume any uses of your Summons.  However,
    similarly, it will not take advantage of any Materia linkup
  The name of the Summon will be used instead of the usual Attack Name,
    except in the case of Fat-Chocobo and Gunge Lance
  For the record, this gives you a 2.1% chance of Knights of Round when Cait
    is at L84 or greater, while Alexander will be used most often at that
    level.  At L20 and below, the most common Summon will be Bahamut instead
  Notes: The Evil Flag is only turned off once every 2 seconds for this
           effect

Toy Soldier
  Effect of [ Crown   Crown   Crown ]
  Physical LR Attack
  Formula: Physical
  Pwr: 5x Base
  PAt%: 255
  Tar: All Op
  Elm: Non-Element
  Notes: The Evil Flag is always off for this effect

Lucky Girl
  Effect of [ Heart   Heart   Heart ]
  Magical Change Status
  MAt%: 255
  Tar: All Al (NS)
  Elm: Non-Element
  Attr: 100%  Inflict 'Lucky Girl'
  Notes: The Evil Flag is only turned off once every 4 seconds for this
           effect

Mog Dance
  Effect of [ Star    Star    Star  ]
  Physical Recovery
  Formula: Recovery
  Auto Hit
  Tar: All Al (NS)
  Elm: Restorative
  Notes: The Evil Flag is always off for this effect

Transform
  Effect of [Moogle  Moogle  Moogle ]
  Magical Misc Ability
  MAt%: 255
  Tar: All Al
  Notes: Will fail if Cait Sith is alone in the battle
         When used, Cait Sith's allies will vanish and Cait Sith himself will
           grow to a gigantic size
         While in this state, Cait Sith can use all the commands he could
           before, but with the following differences:
       * Cait Sith may not use the Limit Command
       * Cait Sith's eight battle stats - Att, Def, Df%, MAt, MDf, MD%, Dex
           and Lck - now have a base value equal to the average value of the
           entire party.  Bonuses from Hero Drinks and the like do not count
           towards this average value, and for Df%, only the value of armor
           worn is used - the Dex bonus is not added together
       * Cait Sith then has these stats adjusted up or down depending on the
           stat itself:
              Att = Att + [100% * Att]       Def = Def + [ 20% * Def]
              MAt = MAt + [ 20% * MAt]       MDf = MDf + [ 20% * MDf]
              Df% = Df% - [ 20% * Df%]       MD% = MD% - [ 50% * MD%]
              Dex = Dex - [ 50% * Dex]       Lck = Lck
           These values are all capped at 255 maximum
       * HP, Max HP, MP and Max MP are totalled up, and Cait Sith gets the
           sum of the entire party's health and mana stats.  They are capped
           at 9999 HP and 999 MP respectively (or the reverse if you have the
           HP<->MP Materia equipped)
       * All of Cait Sith's original bonuses (including things like Hero
           Drinks) are left untouched, and take advantage of the new values
       * At the end of battle, all three party members will have their HP
           reset to 1/3rd of Cait Sith's current HP, and their MP reset to
           1/3rd of Cait Sith's current MP
  Notes: The Evil Flag is only turned off once every 2 seconds for this
           effect

Toy Box
  Effect of Any Other Combination
  Physical LR Attack
  Formula: Physical
  Pwr: See Notes
  PAt%: 255
  Tar: 1 Op
  Elm: Non-Element
  Notes: Toy Box uses one of 7 random animations depending on how powerful
           the effect is - this effect is picked entirely at random with an
           equal chance of each:
         2x     Base: A boulder falls and splits open on top of the enemy
         2 1/2x Base: Icicles fall and spear through the enemy
         3x     Base: A giant lead weight crushes the enemy
         3 1/2x Base: A massive hammer smashes into the enemy
         4x     Base: A Fat Chocobo flattens the enemy
         4 1/2x Base: A Hell House falls onto the enemy from above
         5x     Base: Six comets slam into the battlefield


3.3.8 Vincent's Limit Breaks
----- ----------------------
Using one of Vincent's Limit Breaks will heal him of Berserk, Frog and
Confusion statuses; this is just a sanity check however, since he can't use
his Limit Break normally under any of those conditions.  He will, however,
gain immunities to those three statuses while he is under the effect.

In addition, Vincent will gain bonuses (or in one case, penalties) to his
various Stat Modifiers, as well as a Max HP bonus with his first two limits.
These bonuses last until the end of battle or until Vincent is KOed (which
ends the Limit Break in any case).  On top of that, his HP will be healed to
full.

Note that no Stat Modifier can exceed 100% or -100%.  They are additive with
your current Modifiers however, so Dragon Force and Hero Drinks will stack
with them up to the 100% limit.

Once transformed, Vincent will randomly use one of the two attacks available
to him, each of which are unique to the form he has chosen.  He always has a
30% chance of using his Magic attack and a subsequent 70% chance of using his
Physical attack.


Galian Beast
  + 20% Df% Mod         Berserk Dance
  + 50% Dex Mod           Physical LR Attack
   130% Max HP            Formula: Physical
                          Pwr: 1 1/2x Base
                          PAt%: 120
                          Tar: 1 Op
                          Elm: Non-Element

                        Beast Flare
                          Magical Attack
                          Formula: Magical
                          Pwr: 3 3/4x Base
                          MAt%: 100
                          Tar: All Op (NS)
                          Elm: Fire


Death Gigas
  + 50% Def Mod         Gigadunk
  - 70% MDf Mod           Physical LR Attack
  - 20% Dex Mod           Formula: Physical
   200% Max HP            Pwr: 2 5/8x Base
                          PAt%: 120
                          Tar: 1 Op
                          Elm: Non-Element

                        Live Wire
                          Magical Attack
                          Formula: Magical
                          Pwr: 4 3/8x Base
                          MAt%: 100
                          Tar: All Op (NS)
                          Elm: Lightning


Hellmasker
  + 50% Def Mod         Splattercombo
  + 50% Df% Mod           Physical LR Attack
                          Formula: Physical
                          Pwr: 1/2x Base
                          PAt%: 120
                          Tar: 5 Op
                          Elm: Non-Element

                        Nightmare
                          Magical Change Status
                          MAt%: 100
                          Tar: 1 Op
                          Elm: Non-Element
                          Attr: 100%  Inflict 'Sleep', 'Poison', 'Confusion',
                                              'Silence', 'Frog', 'Small'


Chaos
  +100% Def Mod         Chaos Saber
  +100% MDf Mod           Physical LR Attack
                          Formula: Physical
                          Pwr: 2 1/2x Base
                          PAt%: 120
                          Tar: All Op
                          Elm: Non-Element

                        Satan Slam
                          Magical Attack
                          Formula: Magical
                          Pwr: 5 5/8x Base
                          MAt%: 100
                          Tar: All Op (NS)
                          Elm: Non-Element
                          Attr: [ 28] Inflict 'Death'
                          Notes: Actually two attacks in quick succession -
                                   the first does no damage but Inflicts
                                   'Death', while the second does not Inflict
                                   'Death' but deals damage.  Because of the
                                   order this is done in, some enemies can be
                                   killed with this that would not otherwise
                                   be affected


3.3.9 Cid's Limit Breaks
----- ------------------
L1-1: Boost Jump
  Physical LR Attack
  Formula: Physical
  Pwr: 3 1/4x Base
  PAt%: 255
  Tar: 1 Op
  Elm: Non-Element

L1-2: Dynamite
  Physical LR Attack
  Formula: Physical
  Pwr: 2 1/4x Base
  PAt%: 255
  Tar: All Op
  Elm: Non-Element

L2-1: Hyper Jump
  Physical LR Attack
  Formula: Physical
  Pwr: 3 1/2x Base
  PAt%: 255
  Tar: All Op
  Elm: Non-Element
  Attr: [ 20] Inflict 'Death'
        Status infliction done via Hyper Jump is considered to be No Split,
          even though the damage isn't

L2-2: Dragon
  Physical LR HP/MP Absorb
  Formula: Physical
  Pwr: 1 1/4x Base
  PAt%: 255
  Tar: 1 Op
  Elm: Non-Element
  Notes: The amount absorbed is 100% of the damage dealt added to both Cid's
           HP and MP.  However, the HP gain is capped at the enemy's current
           HP before the attack, and both HP *and* MP gains are capped at the
           enemy's current MP (which is not damaged by use of Dragon)
         Cid will fail to absorb anything from enemies with 0 MP, although
           the attack will still deal damage to the enemy's HP

L3-1: Dragon Dive
  Physical LR Attack
  Formula: Physical
  Pwr: 1 7/16x Base
  PAt%: 255
  Tar: 6 Op
  Elm: Non-Element
  Attr: [ 28] Inflict 'Death'

L3-2: Big Brawl
  Physical LR Attack
  Formula: Physical
  Pwr: 1 1/8x Base
  PAt%: 255
  Tar: 8 Op
  Elm: Non-Element

L4-1: Highwind
  Physical LR Attack
  Formula: Physical
  Pwr: 11/16x Base
  PAt%: 255
  Tar: 18 Op
  Elm: Non-Element



-----------------------------------------------------------------------------
4. EQUIPMENT
------------

---  -------
4.1  Weapons
---  -------
Most of the data here is reasonably straightforward and self-explanatory.
However, note that each weapon has its own added element (one of the five
hidden physical elements, although Shout can't be found on a weapon).  Also
be aware of the Special Notes section of certain weapons; some will have
additional factors that are included in damage.  Finally, certain weapons
increase your chance of a Critical Hit; this is shown in the Special Notes
section as a bonus to Critical Hit Rate.  The higher the bonus, the higher
the chance of a critical hit.  It's worthwhile to note that the Masamune
(+255% Critical Hit Rate) can never fail to deliver a critical.

Also, please note that the Power value used in the Before Damage Effects of
the Ultimate Weapons is referring to the integer value that FF7 stores - a
Power of 16 is a standard 1x Base Physical attack, while a Power of 2 would
be the starting power of an attack using Morph.


4.1.1 Cloud's Weapons
----- ---------------
Name: Buster Sword
Slots: O=O                      Growth: Normal
Att:    18   At%:    96   Mag:     2
Type:    Cut
Special Notes:
  Can't be sold
  Can't be thrown

Name: Mythril Saber
Slots: O=O O                    Growth: Normal
Att:    23   At%:    98   Mag:     4
Type:    Cut
Special Notes:  N/A

Name: Hardedge     
Slots: O=O O O                  Growth: Normal
Att:    32   At%:    98   Mag:     6
Type:    Cut
Special Notes:  N/A

Name: Butterfly Edge
Slots: O=O O=O                  Growth: Normal
Att:    39   At%:   100   Mag:     8
Type:    Cut
Special Notes:  N/A

Name: Enhance Sword
Slots: O=O O=O O=O O=O          Growth: Normal
Att:    43   At%:   107   Mag:    16
Type:    Cut
Special Notes:  N/A

Name: Organics     
Slots: O=O O=O O O              Growth: Normal
Att:    62   At%:   103   Mag:    15
Type:    Cut
Special Notes:  N/A

Name: Crystal Sword
Slots: O=O O=O O=O              Growth: Normal
Att:    76   At%:   105   Mag:    19
Type:    Cut
Special Notes:  N/A

Name: Force Stealer
Slots: O O O                    Growth: DOUBLE
Att:    36   At%:   100   Mag:     7
Type:    Cut
Special Notes:  N/A

Name: Rune Blade
Slots: O O O O                  Growth: DOUBLE
Att:    40   At%:   108   Mag:     9
Type:    Cut
Special Notes:  N/A

Name: Murasame
Slots: O=O O=O O                Growth: Normal
Att:    51   At%:   100   Mag:    12
Type:    Cut
Special Notes:  N/A

Name: Nail Bat    
Slots:                          Growth: NOTHING
Att:    70   At%:   100   Mag:     0
Type:    Cut
Special Notes:
  +4% Critical Hit Rate

Name: Yoshiyuki   
Slots: O O                      Growth: Normal
Att:    56   At%:   100   Mag:     9
Type:    Cut
Special Notes:
  After Damage Effect
    Damage = Damage * (1 + Number of Allies in Death Status)

Name: Apocalypse
Slots: O O O                    Growth: TRIPLE
Att:    88   At%:   110   Mag:    43
Extra Stats:  +16 Spr
Type:    Cut
Special Notes:  N/A

Name: Heaven's Cloud
Slots: O O O O O O              Growth: Normal
Att:    93   At%:   100   Mag:    31
Type:    Cut
Special Notes:  N/A

Name: Ragnarok    
Slots: O=O O=O O=O              Growth: Normal
Att:    97   At%:   105   Mag:    43
Extra Stats:  +35 Spr
Type:    Cut
Special Notes:  N/A

Name: Ultima Weapon
Slots: O=O O=O O=O O=O          Growth: NOTHING
Att:   100   At%:   110   Mag:    51
Extra Stats:  +24 Spr
Type:    Cut
Special Notes:
  Before Damage Effect
    Power = [(3 * Power * Cloud's HP) / Cloud's Max HP] + 1


4.1.2 Barret's Weapons
----- ----------------
Name: Gatling Gun
Slots: O                        Growth: Normal
Att:    14   At%:    97   Mag:     0
Type:    Shoot
Special Notes:  Long Range
  Can't be sold
  Can't be thrown

Name: Assault Gun
Slots: O=O                      Growth: Normal
Att:    17   At%:    98   Mag:     1
Type:    Shoot
Special Notes:  Long Range

Name: Cannon Ball
Slots: O=O O                    Growth: Normal
Att:    23   At%:    98   Mag:     2
Type:    Hit
Special Notes:  N/A

Name: Atomic Scissors
Slots: O=O O O                  Growth: Normal
Att:    32   At%:    99   Mag:     4
Type:    Punch
Special Notes:  N/A

Name: Heavy Vulcan
Slots: O=O O=O                  Growth: Normal
Att:    39   At%:   100   Mag:     8
Type:    Shoot
Special Notes:  Long Range

Name: Chainsaw
Slots: O=O O=O O                Growth: Normal
Att:    52   At%:   100   Mag:    10
Type:    Cut
Special Notes:  N/A

Name: Microlaser
Slots: O=O O=O O O              Growth: Normal
Att:    63   At%:   101   Mag:    13
Type:    Shoot
Special Notes:  Long Range

Name: A*M Cannon
Slots: O=O O=O O=O              Growth: Normal
Att:    77   At%:   103   Mag:    16
Type:    Shoot
Special Notes:  Long Range

Name: W Machine Gun
Slots: O O O                    Growth: DOUBLE
Att:    30   At%:   100   Mag:     3
Type:    Shoot
Special Notes:  Long Range

Name: Drill Arm
Slots: O O O O                  Growth: DOUBLE
Att:    37   At%:    97   Mag:     0
Type:    Punch
Special Notes:
  +3% Critical Hit Rate

Name: Solid Bazooka
Slots: O=O O=O O=O O=O          Growth: Normal
Att:    61   At%:   100   Mag:    15
Type:    Shoot
Special Notes:  Long Range

Name: Rocket Punch
Slots:                          Growth: NOTHING
Att:    62   At%:   100   Mag:     0
Type:    Hit
Special Notes:
  +4% Critical Hit Rate

Name: Enemy Launcher
Slots: O=O O O O                Growth: Normal
Att:    35   At%:   100   Mag:     7
Type:    Shoot
Special Notes:  Long Range

Name: Pile Banger
Slots: O=O O=O O=O              Growth: NOTHING
Att:    90   At%:    80   Mag:     0
Type:    Punch
Special Notes:
  +3% Critical Hit Rate

Name: Max Ray
Slots: O=O O=O O=O              Growth: Normal
Att:    97   At%:    98   Mag:    30
Type:    Shoot
Special Notes:  Long Range

Name: Missing Score
Slots: O=O O=O O=O O=O          Growth: NOTHING
Att:    98   At%:   108   Mag:    49
Type:    Shoot
Special Notes:  Long Range
  Before Damage Effect
    Power = [Power * [Total AP on Weapon / 10000] / 16] + 1
  Master Magic, Master Command, Master Summon, Enemy Skill and Underwater
    Materia do not count towards the AP Total on the weapon.
  Mastered Materia only count the total AP required to master them towards
    the total.


4.1.3 Tifa's Weapons
----- --------------
Name: Leather Glove
Slots: O                        Growth: Normal
Att:    13   At%:    99   Mag:     0
Type:    Hit
Special Notes:
  +2% Critical Hit Rate
  Can't be thrown

Name: Metal Knuckle
Slots: O=O                      Growth: Normal
Att:    18   At%:   102   Mag:     1
Type:    Hit
Special Notes:
  +2% Critical Hit Rate
  Can't be thrown

Name: Mythril Claw
Slots: O=O O                    Growth: Normal
Att:    24   At%:   106   Mag:     3
Type:    Hit
Special Notes:
  +2% Critical Hit Rate
  Can't be thrown

Name: Grand Glove
Slots: O=O O O                  Growth: Normal
Att:    31   At%:   110   Mag:     6
Type:    Hit
Special Notes:
  +2% Critical Hit Rate
  Can't be thrown

Name: Tiger Fang
Slots: O=O O=O                  Growth: Normal
Att:    38   At%:   110   Mag:     8
Type:    Punch
Special Notes:
  +2% Critical Hit Rate
  Can't be thrown

Name: Diamond Knuckle
Slots: O=O O=O O                Growth: Normal
Att:    51   At%:   112   Mag:    10
Type:    Hit
Special Notes:
  +2% Critical Hit Rate
  Can't be thrown

Name: Dragon Claw  
Slots: O=O O=O O O              Growth: Normal
Att:    62   At%:   114   Mag:    13
Type:    Punch
Special Notes:
  +2% Critical Hit Rate
  Can't be thrown

Name: Crystal Glove
Slots: O=O O=O O=O              Growth: Normal
Att:    75   At%:   115   Mag:    16
Type:    Hit
Special Notes:
  +2% Critical Hit Rate
  Can't be thrown

Name: Motor Drive  
Slots: O O O                    Growth: DOUBLE
Att:    27   At%:   106   Mag:     6
Type:    Hit
Special Notes:
  Can't be thrown

Name: Platinum Fist
Slots: O O O O                  Growth: DOUBLE
Att:    30   At%:   108   Mag:     7
Type:    Hit
Special Notes:
  Can't be thrown

Name: Kaiser Knuckle
Slots: O=O O O O O O            Growth: Normal
Att:    44   At%:   110   Mag:    13
Type:    Hit
Special Notes:
  +1% Critical Hit Rate
  Can't be thrown

Name: Work Glove  
Slots:                          Growth: NOTHING
Att:    68   At%:   114   Mag:     0
Type:    Hit
Special Notes:
  +4% Critical Hit Rate
  Can't be thrown

Name: Powersoul   
Slots: O O O O                  Growth: DOUBLE
Att:    28   At%:   106   Mag:     7
Type:    Hit
Special Notes:
  Can't be thrown
  After Damage Effect
    If Tifa is in Near-death Status:   Damage = Damage * 2
    If Tifa has Death-sentence Status: Damage = Damage * 4
    Both multipliers can stack together

Name: Master Fist
Slots: O O O O O O              Growth: Normal
Att:    38   At%:   108   Mag:     0
Type:    Hit
Special Notes:
  Can't be thrown
  After Damage Effect
    Damage is modified depending on what Status Attributes Tifa is currently
    affected by.  The formula is:
      Damage = Damage * (1 + 1 each for Near-death, Poison, Sadness, Silence,
                                        Slow and Darkness Statuses
                           + 2 each for Death-sentence and Slow-numb
                                        Statuses)

Name: God's Hand
Slots: O=O O=O                  Growth: Normal
Att:    86   At%:   255   Mag:    34
Type:    Hit
Special Notes:
  +2% Critical Hit Rate
  Can't be thrown

Name: Premium Heart
Slots: O=O O=O O=O O=O          Growth: NOTHING
Att:    99   At%:   112   Mag:    32
Type:    Hit
Special Notes:
  Can't be thrown
  Before Damage Effect
    Power = [Power * [Tifa's Limit Level * Limit Bar Units / 16] / 16] + 1


4.1.4 Aeris' Weapons
----- --------------
Name: Guard Stick
Slots: O                        Growth: Normal
Att:    12   At%:    99   Mag:     2
Extra Stats:  +1 Vit, +4 Spr
Type:    Hit
Special Notes:  N/A

Name: Mythril Rod
Slots: O=O                      Growth: Normal
Att:    16   At%:   100   Mag:     3
Type:    Hit
Special Notes:  N/A

Name: Full Metal Staff
Slots: O=O O                    Growth: Normal
Att:    22   At%:   100   Mag:     4
Type:    Hit
Special Notes:  N/A

Name: Striking Staff
Slots: O=O O O                  Growth: Normal
Att:    32   At%:   100   Mag:     7
Type:    Hit
Special Notes:
  +2% Critical Hit Rate

Name: Prism Staff
Slots: O=O O=O                  Growth: Normal
Att:    40   At%:   105   Mag:    10
Type:    Hit
Special Notes:  N/A

Name: Aurora Rod
Slots: O=O O=O O                Growth: Normal
Att:    51   At%:   110   Mag:    14
Type:    Hit
Special Notes:  N/A

Name: Wizard Staff
Slots: O O O                    Growth: DOUBLE
Att:    28   At%:   100   Mag:     6
Type:    Hit
Special Notes:  N/A

Name: Wizer Staff
Slots: O O O O                  Growth: DOUBLE
Att:    33   At%:   100   Mag:     7
Type:    Hit
Special Notes:  N/A

Name: Fairy Tale
Slots: O O O O O O O            Growth: Normal
Att:    37   At%:   103   Mag:     8
Type:    Hit
Special Notes:  N/A

Name: Umbrella
Slots:                          Growth: NOTHING
Att:    58   At%:   118   Mag:    10
Extra Stats:  +20 Vit
Type:    Hit
Special Notes:
  +5% Critical Hit Rate

Name: Princess Guard
Slots: O=O O=O O=O O            Growth: Normal
Att:    52   At%:   111   Mag:    22
Extra Stats:  +12 Vit, +20 Spr
Type:    Hit
Special Notes:
  After Damage Effect
    Damage = Damage * (1 + Number of Allies in Death Status)


4.1.5 Red XIII's Weapons
----- ------------------
Name: Mythril Clip
Slots: O=O O                    Growth: Normal
Att:    24   At%:   100   Mag:     6
Type:    Hit
Special Notes:
  Can't be thrown

Name: Diamond Pin
Slots: O=O O O                  Growth: Normal
Att:    33   At%:   102   Mag:     8
Type:    Hit
Special Notes:
  Can't be thrown

Name: Silver Barrette
Slots: O=O O=O                  Growth: Normal
Att:    40   At%:   110   Mag:    10
Type:    Hit
Special Notes:
  Can't be sold
  Can't be thrown

Name: Gold Barrette
Slots: O=O O=O O                Growth: Normal
Att:    50   At%:   104   Mag:    13
Type:    Hit
Special Notes:
  Can't be thrown

Name: Adaman Clip
Slots: O=O O=O O O              Growth: Normal
Att:    60   At%:   106   Mag:    15
Type:    Hit
Special Notes:
  Can't be thrown

Name: Crystal Comb
Slots: O=O O=O O=O              Growth: Normal
Att:    76   At%:   108   Mag:    20
Type:    Hit
Special Notes:
  Can't be thrown

Name: Magic Comb
Slots: O O O                    Growth: DOUBLE
Att:    37   At%:   100   Mag:     4
Type:    Hit
Special Notes:
  Can't be thrown

Name: Plus Barrette
Slots: O O O O                  Growth: DOUBLE
Att:    39   At%:   104   Mag:    12
Type:    Hit
Special Notes:
  Can't be thrown

Name: Centclip
Slots: O O O O O O O O          Growth: Normal
Att:    58   At%:   108   Mag:    22
Type:    Hit
Special Notes:
  Can't be thrown

Name: Hairpin
Slots:                          Growth: NOTHING
Att:    57   At%:   120   Mag:    15
Type:    Shoot
Special Notes:  Long Range
  +5% Critical Hit Rate
  Can't be thrown

Name: Seraph Comb
Slots: O O O O                  Growth: Normal
Att:    68   At%:   110   Mag:    14
Type:    Hit
Special Notes:
  Can't be sold
  Can't be thrown

Name: Behemoth Horn
Slots: O O O O O O              Growth: Normal
Att:    91   At%:    75   Mag:    26
Extra Stats:  +35 Vit, +18 Spr
Type:    Cut
Special Notes:
  Can't be thrown

Name: Spring Gun Clip
Slots: O=O O=O O=O              Growth: Normal
Att:    87   At%:   100   Mag:    55
Type:    Hit
Special Notes:
  Can't be thrown

Name: Limited Moon
Slots: O=O O=O O=O O=O          Growth: NOTHING
Att:    93   At%:   114   Mag:    31
Type:    Hit
Special Notes:
  Can't be thrown
  Before Damage Effect
    Power = [(3 * Power * Red XIII's MP) / Red XIII's Max MP] + 1
                                          

4.1.6 Yuffie's Weapons
----- ----------------
Name: 4-point Shuriken
Slots: O=O O                    Growth: Normal
Att:    23   At%:   100   Mag:     6
Type:    Shoot
Special Notes:  Long Range

Name: Boomerang
Slots: O=O O O                  Growth: Normal
Att:    30   At%:   101   Mag:     7
Type:    Shoot
Special Notes:  Long Range

Name: Pinwheel
Slots: O=O O=O                  Growth: Normal
Att:    37   At%:   104   Mag:     9
Type:    Shoot
Special Notes:  Long Range

Name: Razor Ring
Slots: O=O O=O O                Growth: Normal
Att:    49   At%:   105   Mag:    12
Type:    Shoot
Special Notes:  Long Range

Name: Hawkeye
Slots: O=O O=O O O              Growth: Normal
Att:    61   At%:   107   Mag:    14
Type:    Shoot
Special Notes:  Long Range

Name: Crystal Cross
Slots: O=O O=O O=O              Growth: Normal
Att:    74   At%:   110   Mag:    18
Type:    Shoot
Special Notes:  Long Range

Name: Wind Slash
Slots: O O O                    Growth: DOUBLE
Att:    30   At%:   103   Mag:     7
Type:    Shoot
Special Notes:  Long Range

Name: Twin Viper
Slots: O O O O                  Growth: DOUBLE
Att:    36   At%:   108   Mag:     8
Type:    Shoot
Special Notes:  Long Range

Name: Spiral Shuriken
Slots: O=O O O O O O O          Growth: Normal
Att:    68   At%:   110   Mag:    18
Type:    Shoot
Special Notes:  Long Range
  +2% Critical Hit Rate

Name: Superball
Slots:                          Growth: NOTHING
Att:    68   At%:   120   Mag:    10
Type:    Shoot
Special Notes:  Long Range
  +4% Critical Hit Rate

Name: Magic Shuriken
Slots: O O O                    Growth: Normal
Att:    64   At%:   113   Mag:     0
Extra Stats:  +10 Dex
Type:    Shoot
Special Notes:  Long Range
  +2% Critical Hit Rate

Name: Rising Sun
Slots: O=O O=O                  Growth: DOUBLE
Att:    68   At%:   108   Mag:    16
Type:    Shoot
Special Notes:  Long Range

Name: Oritsuru
Slots: O=O O=O O O O O          Growth: Normal
Att:    90   At%:   116   Mag:    38
Type:    Shoot
Special Notes:  Long Range

Name: Conformer
Slots: O=O O=O O=O O=O          Growth: NOTHING
Att:    96   At%:   112   Mag:    42
Type:    Shoot
Special Notes:  Long Range
  Before Damage Effect
    Power = [Average Level of all Enemies Targetted by Attack]
  Because the Power of the Ability you use is completely overwritten by
    Conformer's Effect, Morph will not reduce damage dealt at all
  If used against only allies, Power will be 0, since only enemies are
    checked in the equation.  In this instance, an attack with the Conformer
    will be a standard physical hit, but no damage will be caused or
    displayed.  Added Effect statuses will still be applied however, and as
    a physical hit, the attack can remove Confusion and Sleep as normal


4.1.7 Cait Sith's Weapons
----- -------------------
Name: Yellow M-phone
Slots: O=O O O                  Growth: Normal
Att:    36   At%:   100   Mag:     8
Type:    Hit
Special Notes:  N/A

Name: Green M-phone
Slots: O=O O=O                  Growth: Normal
Att:    41   At%:   100   Mag:     9
Type:    Hit
Special Notes:  N/A

Name: Blue M-phone
Slots: O=O O=O O                Growth: Normal
Att:    48   At%:   100   Mag:    10
Type:    Hit
Special Notes:  N/A

Name: Red M-phone
Slots: O=O O=O O O              Growth: Normal
Att:    60   At%:   100   Mag:    15
Type:    Hit
Special Notes:  N/A

Name: Crystal M-phone
Slots: O=O O=O O=O              Growth: Normal
Att:    74   At%:   100   Mag:    20
Type:    Hit
Special Notes:  N/A

Name: White M-phone
Slots: O O O                    Growth: DOUBLE
Att:    35   At%:   102   Mag:     8
Type:    Hit
Special Notes:  N/A

Name: Black M-phone
Slots: O O O O                  Growth: DOUBLE
Att:    31   At%:   104   Mag:    10
Type:    Hit
Special Notes:  N/A

Name: Silver M-phone
Slots: O O O O O O O O          Growth: Normal
Att:    28   At%:   106   Mag:    14
Type:    Hit
Special Notes:  N/A

Name: Trumpet Shell
Slots:                          Growth: NOTHING
Att:    68   At%:   118   Mag:     2
Type:    Hit
Special Notes:
  +4% Critical Hit Rate

Name: Gold M-phone
Slots: O=O O=O O=O O=O          Growth: Normal
Att:    58   At%:   103   Mag:    28
Type:    Hit
Special Notes:  N/A

Name: Battle Trumpet
Slots: O=O O=O O=O              Growth: NOTHING
Att:    95   At%:    95   Mag:     0
Type:    Hit
Special Notes:
  +2% Critical Hit Rate

Name: Starlight Phone
Slots: O=O O=O O=O O=O          Growth: Normal
Att:    88   At%:   102   Mag:    31
Extra Stats:  +30 Vit
Type:    Hit
Special Notes:  N/A

Name: HP Shout
Slots: O=O O=O O=O O=O          Growth: NOTHING
Att:    95   At%:   110   Mag:    44
Type:    Hit
Special Notes:
  Before Damage Effect
    Power = [(3 * Power * Cait Sith's HP) / Cait Sith's Max HP] + 1


4.1.8 Vincent's Weapons
----- -----------------
Name: Quicksilver
Slots: O=O O O                  Growth: Normal
Att:    38   At%:   110   Mag:    10
Type:    Shoot
Special Notes:  Long Range

Name: Shotgun
Slots: O=O O=O                  Growth: Normal
Att:    48   At%:   112   Mag:    12
Type:    Shoot
Special Notes:  Long Range

Name: Shortbarrel
Slots: O=O O=O O                Growth: Normal
Att:    51   At%:   118   Mag:    14
Type:    Shoot
Special Notes:  Long Range

Name: Lariat
Slots: O=O O=O O O              Growth: Normal
Att:    64   At%:   120   Mag:    16
Type:    Shoot
Special Notes:  Long Range

Name: Winchester
Slots: O=O O=O O=O              Growth: Normal
Att:    73   At%:   120   Mag:    18
Type:    Shoot
Special Notes:  Long Range

Name: Peacemaker
Slots: O=O O                    Growth: DOUBLE
Att:    38   At%:   118   Mag:     8
Type:    Shoot
Special Notes:  Long Range

Name: Buntline
Slots: O=O O=O                  Growth: DOUBLE
Att:    48   At%:   124   Mag:    18
Type:    Shoot
Special Notes:  Long Range

Name: Long Barrel R
Slots: O=O O=O O=O O=O          Growth: Normal
Att:    66   At%:   255   Mag:    14
Type:    Shoot
Special Notes:  Long Range

Name: Silver Rifle
Slots:                          Growth: NOTHING
Att:    62   At%:   120   Mag:     0
Type:    Shoot
Special Notes:  Long Range
  +4% Critical Hit Rate

Name: Sniper CR
Slots: O=O O=O                  Growth: Normal
Att:    42   At%:   255   Mag:     7
Type:    Shoot
Special Notes:  Long Range

Name: Supershot ST
Slots: O=O O=O O=O              Growth: NOTHING
Att:    97   At%:   120   Mag:    52
Type:    Shoot
Special Notes:  Long Range

Name: Outsider
Slots: O=O O=O O O O O          Growth: Normal
Att:    80   At%:   120   Mag:    48
Type:    Shoot
Special Notes:  Long Range

Name: Death Penalty
Slots: O=O O=O O=O O=O          Growth: NOTHING
Att:    99   At%:   115   Mag:    34
Type:    Shoot
Special Notes:  Long Range
  Before Damage Effect
    Power = [Power * [Vincent's Kills / 128] / 16] + 10


4.1.9 Cid's Weapons
----- -------------
Name: Spear
Slots: O=O O=O                  Growth: Normal
Att:    44   At%:    97   Mag:     8
Type:    Punch
Special Notes:  N/A

Name: Slash Lance
Slots: O=O O=O O                Growth: Normal
Att:    56   At%:    98   Mag:    10
Type:    Punch
Special Notes:  N/A

Name: Trident
Slots: O O O O O O              Growth: Normal
Att:    60   At%:   105   Mag:    12
Type:    Punch
Special Notes:  N/A

Name: Mast Ax
Slots: O=O O=O O O              Growth: Normal
Att:    64   At%:    99   Mag:    15
Type:    Punch
Special Notes:  N/A

Name: Partisan
Slots: O=O O=O O=O              Growth: Normal
Att:    78   At%:   100   Mag:    17
Type:    Punch
Special Notes:  N/A

Name: Viper Halberd
Slots: O O O O                  Growth: DOUBLE
Att:    58   At%:   102   Mag:    13
Type:    Punch
Special Notes:  N/A

Name: Javelin
Slots: O=O O=O O                Growth: DOUBLE
Att:    62   At%:   104   Mag:    12
Type:    Punch
Special Notes:  N/A

Name: Grow Lance
Slots: O=O O=O O=O              Growth: Normal
Att:    78   At%:   102   Mag:    31
Type:    Punch
Special Notes:  N/A

Name: Mop
Slots:                          Growth: NOTHING
Att:    68   At%:   118   Mag:     3
Type:    Hit
Special Notes:
  +5% Critical Hit Rate

Name: Dragoon Lance
Slots: O O O O O O O O          Growth: Normal
Att:    66   At%:   100   Mag:     7
Type:    Punch
Special Notes:  N/A

Name: Scimitar
Slots: O=O                      Growth: TRIPLE
Att:    86   At%:   102   Mag:    20
Type:    Cut
Special Notes:  N/A

Name: Flayer
Slots: O O O O O O              Growth: Normal
Att:   100   At%:   100   Mag:    20
Type:    Punch
Special Notes:  N/A

Name: Spirit Lance
Slots: O=O O=O                  Growth: Normal
Att:    92   At%:   112   Mag:    43
Extra Stats:  +20 Spr
Type:    Punch
Special Notes:  N/A

Name: Venus Gospel
Slots: O=O O=O O=O O=O          Growth: NOTHING
Att:    97   At%:   103   Mag:    42
Type:    Punch
Special Notes:
  Before Damage Effect
    Power = [(3 * Power * Cid's MP) / Cid's Max MP] + 1


4.1.10 Sephiroth's Weapons
------ -------------------
Name: Masamune
Slots: O=O O=O O=O              Growth: NOTHING
Att:    99   At%:   255   Mag:     0
Type:    Cut
Special Notes:
  +255% Critical Hit Rate
  Can't be sold
  Can't be thrown
  The only time you'll ever see the Masamune is in the Kalm Flashback


---  ------
4.2  Armour
---  ------
Name: Bronze Bangle
Slots:                          Growth: NOTHING
Def:     8   Df%:     -
MDf:     -   MD%:     -
Special Notes:  N/A

Name: Iron Bangle
Slots: O                        Growth: Normal
Def:    10   Df%:     -
MDf:     2   MD%:     -
Special Notes:  N/A

Name: Titan Bangle
Slots: O O                      Growth: Normal
Def:    14   Df%:     2
MDf:     4   MD%:     -
Special Notes:  N/A

Name: Mythril Armlet
Slots: O=O                      Growth: Normal
Def:    18   Df%:     3
MDf:     8   MD%:     -
Special Notes:  N/A

Name: Carbon Bangle
Slots: O=O O                    Growth: Normal
Def:    27   Df%:     3
MDf:    14   MD%:     -
Special Notes:  N/A

Name: Silver Armlet
Slots: O=O O O                  Growth: Normal
Def:    34   Df%:     4
MDf:    22   MD%:     -
Special Notes:  N/A

Name: Gold Armlet
Slots: O=O O=O                  Growth: Normal
Def:    46   Df%:     4
MDf:    28   MD%:     -
Special Notes:  N/A

Name: Diamond Bangle
Slots: O=O O=O O                Growth: Normal
Def:    57   Df%:     6
MDf:    37   MD%:     -
Special Notes:  N/A

Name: Crystal Bangle
Slots: O=O O=O O=O              Growth: Normal
Def:    70   Df%:     8
MDf:    45   MD%:     1
Special Notes:  N/A

Name: Platinum Bangle
Slots: O O                      Growth: DOUBLE
Def:    20   Df%:     -
MDf:    12   MD%:     -
Special Notes:  N/A

Name: Rune Armlet
Slots: O O O O                  Growth: DOUBLE
Def:    43   Df%:     5
MDf:    24   MD%:     -
Special Notes:  N/A

Name: Edincoat
Slots: O O O O O O O            Growth: Normal
Def:    50   Df%:     -
MDf:    33   MD%:     -
Special Notes:  +5 Mag

Name: Wizard Bracelet
Slots: O=O O=O O=O O=O          Growth: Normal
Def:     6   Df%:     3
MDf:    85   MD%:     3
Special Notes:  +20 Mag

Name: Adaman Bangle
Slots: O=O                      Growth: Normal
Def:    93   Df%:     -
MDf:    23   MD%:     -
Special Notes:  N/A

Name: Gigas Armlet
Slots: O=O O=O O                Growth: NOTHING
Def:    59   Df%:     -
MDf:     -   MD%:     -
Special Notes:  +30 Str

Name: Imperial Guard
Slots: O=O O=O O=O              Growth: Normal
Def:    82   Df%:     -
MDf:    74   MD%:     -
Special Notes:  N/A

Name: Aegis Armlet
Slots: O=O O=O                  Growth: Normal
Def:    55   Df%:    15
MDf:    86   MD%:    50
Special Notes:  N/A

Name: Fourth Bracelet
Slots: O=O O=O O                Growth: Normal
Def:    74   Df%:     3
MDf:   100   MD%:     3
Special Notes:  +20 Mag

Name: Warrior Bangle
Slots: O=O O=O                  Growth: NOTHING
Def:    96   Df%:     -
MDf:    21   MD%:     -
Special Notes:  +20 Str

Name: Shinra Beta
Slots: O=O O O                  Growth: Normal
Def:    30   Df%:     -
MDf:     -   MD%:     -
Special Notes:  N/A

Name: Shinra Alpha
Slots: O=O O=O O=O              Growth: Normal
Def:    77   Df%:     -
MDf:    34   MD%:     -
Special Notes:  N/A

Name: Four Slots
Slots: O O O O                  Growth: Normal
Def:    12   Df%:     -
MDf:    10   MD%:     -
Special Notes:  N/A

Name: Fire Armlet
Slots: O=O O=O                  Growth: Normal
Def:    72   Df%:     8
MDf:    52   MD%:     3
Special Notes:  Absorb Fire

Name: Aurora Armlet
Slots: O=O O=O                  Growth: Normal
Def:    76   Df%:     8
MDf:    54   MD%:     3
Special Notes:  Absorb Ice

Name: Bolt Armlet
Slots: O=O O=O                  Growth: Normal
Def:    74   Df%:     8
MDf:    55   MD%:     3
Special Notes:  Absorb Lightning

Name: Dragon Armlet
Slots: O=O O=O O=O              Growth: Normal
Def:    58   Df%:     3
MDf:    47   MD%:     2
Special Notes:  Half Fire, Ice, Lightning

Name: Escort Guard
Slots: O=O O=O O=O              Growth: Normal
Def:    62   Df%:     2
MDf:    55   MD%:     -
Special Notes:
  Void Lightning, Earth, Poison, Water
  Can only be worn by Cloud, Barret, Red XIII, Cid, Cait Sith and Vincent

Name: Minerva Band
Slots: O=O O=O O=O              Growth: Normal
Def:    60   Df%:     8
MDf:    57   MD%:     -
Special Notes:
  Void Fire, Ice, Gravity, Holy
  Can only be worn by Tifa, Aeris and Yuffie

Name: Mystile
Slots: O=O O=O O=O              Growth: Normal
Def:    65   Df%:    50
MDf:    72   MD%:    60
Special Notes:  N/A

Name: Ziedrich
Slots:                          Growth: NOTHING
Def:   100   Df%:    15
MDf:    98   MD%:    18
Special Notes:
  +20 Str, +20 Mag
  Half Fire, Ice, Lightning, Earth, Poison, Gravity, Water, Wind, Holy, Cut,
       Hit, Punch, Shoot
  (Note: Yes, you did read that right; Ziedrich will allow you to take half
         damage from Cut, Hit, Punch and Shoot elements as well as the normal
         elements)
                
Name: Precious Watch
Slots: O O O O O O O O          Growth: Normal
Def:     -   Df%:     -
MDf:     -   MD%:     -
Special Notes:  N/A

Name: Chocobracelet
Slots: O O O O                  Growth: Normal
Def:    35   Df%:    10
MDf:    38   MD%:    10
Special Notes:  +30 Dex, +20 Lck


---  -----------
4.3  Accessories
---  -----------
Name: Power Wrist
Effects: +10 Str

Name: Protect Vest
Effects: +10 Vit

Name: Earring
Effects: +10 Mag

Name: Talisman
Effects: +10 Spr

Name: Choco Feather
Effects: +10 Dex

Name: Amulet
Effects: +10 Lck

Name: Champion Belt
Effects: +30 Str, +30 Vit

Name: Poison Ring
Effects: Absorb Poison
         Immune 'Poison'

Name: Tough Ring
Effects: +50 Vit, +50 Spr

Name: Circlet
Effects: +30 Mag, +30 Spr

Name: Star Pendant
Effects: Immune 'Poison'

Name: Silver Glasses
Effects: Immune 'Darkness'

Name: Headband
Effects: Immune 'Sleep'

Name: Fairy Ring
Effects: Immune 'Poison', 'Darkness'

Name: Jem Ring
Effects: Immune 'Slow-numb', 'Petrify', 'Paralysed'

Name: White Cape
Effects: Immune 'Frog', 'Small'

Name: Sprint Shoes
Effects: Start with 'Haste', Immune 'Haste'

Name: Peace Ring
Effects: Immune 'Sadness', 'Fury', 'Confusion', 'Berserk'

Name: Ribbon
Effects: Immune 'Sleep', 'Poison', 'Sadness', 'Fury', 'Confusion', 'Silence',
                'Frog', 'Small', 'Slow-numb', 'Petrify', 'Death-sentence',
                'Berserk', 'Paralysed', 'Darkness'

Name: Fire Ring
Effects: Void Fire

Name: Ice Ring
Effects: Void Ice

Name: Bolt Ring
Effects: Void Lightning

Name: Tetra Elemental
Effects: Absorb Fire, Ice, Lightning, Earth

Name: Safety Bit
Effects: Immune 'Death', 'Slow-numb', 'Petrify', 'Death-sentence'

Name: Fury Ring
Effects: Start with 'Berserk', Immune 'Berserk'

Name: Curse Ring
Effects: +35 Str, +15 Dex, +15 Vit, +35 Mag, +15 Spr, +10 Lck
         Start with 'Death-sentence', Immune 'Death-sentence'

Name: Protect Ring
Effects: Start with 'Barrier', Start with 'MBarrier'

Name: Cat's Bell
Effects: Every step heals 2 HP, rounded up to the next even HP value
         Example: if you start at 565, it will go up: 568, 570, 572....

Name: Reflect Ring
Effects: Perma-Reflect, Immune 'Reflect'

Name: Water Ring
Effects: Absorb Water

Name: Sneak Glove
Effects: Raise Chance of Steal/Mug
         This is done by adjusting your character's Lvl during an attempt to
           steal an item: if you are less than 60 levels greater than your
           target, then the Sneak Glove will essentially set your Lvl
           (*ONLY* for Stealing) to Target's Lvl + 60 as a minimum
         Note that this conditional level increase for Steal Mechanics can
           break the L99 barrier due to the way Steal Rate is calculated

Name: HypnoCrown
Effects: Raise Chance of Manipulate
         This is done by removing the chance that the enemy will evade the
           Manipulate.  Situations and attributes that grant the enemy
           immunity to the attack are not ignored, however


-----------------------------------------------------------------------------
5. BATTLE ITEMS
---------------
Name: Potion
  Magical HP Restore
  Formula: Fixed
  Pwr: 100
  PAt%: 255
  Tar: 1 Tar
  Elm: Restorative

Name: Hi-Potion
  Magical HP Restore
  Formula: Fixed
  Pwr: 500
  PAt%: 255
  Tar: 1 Tar
  Elm: Restorative

Name: X-Potion
  Magical HP Restore
  Formula: Max HP%
  Pwr: [Target's Max HP]
  PAt%: 255
  Tar: 1 Tar
  Elm: Restorative

Name: Ether
  Magical MP Restore
  Formula: Fixed
  Pwr: 100
  PAt%: 255
  Tar: 1 Tar
  Elm: Restorative

Name: Turbo Ether
  Magical MP Restore
  Formula: Max HP%
  Pwr: [Target's Max MP]
  PAt%: 255
  Tar: 1 Tar
  Elm: Restorative

Name: Elixir
  Physical Recovery
  Formula: Recovery
  Auto Hit
  Tar: 1 Tar
  Elm: Restorative

Name: Megalixir
  Physical Recovery
  Formula: Recovery
  Auto Hit
  Tar: All Tar (NS)
  Elm: Restorative

Name: Phoenix Down
  Magical HP Restore
  Formula: Max HP%
  Pwr: [Target's Max HP / 4]
  PAt%: 255
  Tar: 1 Tar
  Elm: Restorative
  Attr: Automatic miss if Target is not in 'Death' Status and target does
          not absorb Restorative
        25% chance of killing targets that absorb Restorative
        100%  Cure 'Death'

Name: Antidote
  Magical Change Status
  Auto Hit
  Tar: 1 Tar
  Elm: Non-Element
  Attr: 100%  Cure 'Poison'

Name: Soft
  Magical Change Status
  Auto Hit
  Tar: 1 Tar
  Elm: Non-Element
  Attr: 100%  Cure 'Slow-numb', 'Petrify'

Name: Maiden's Kiss
  Magical Change Status
  Auto Hit
  Tar: 1 Tar
  Elm: Non-Element
  Attr: 100%  Cure 'Frog'

Name: Cornucopia
  Magical Change Status
  Auto Hit
  Tar: 1 Tar
  Elm: Non-Element
  Attr: 100%  Cure 'Small'

Name: Echo Screen
  Magical Change Status
  Auto Hit
  Tar: 1 Tar
  Elm: Non-Element
  Attr: 100%  Cure 'Silence'

Name: Hyper
  Magical Change Status
  Auto Hit
  Tar: 1 Al
  Elm: Non-Element
  Attr: 100%  Inflict 'Fury'

Name: Tranquilizer
  Magical Change Status
  Auto Hit
  Tar: 1 Al
  Elm: Non-Element
  Attr: 100%  Inflict 'Sadness'

Name: Remedy
  Magical Change Status
  Auto Hit
  Tar: 1 Tar
  Elm: Non-Element
  Attr: 100%  Cure 'Sleep', 'Poison', 'Sadness', 'Fury', 'Confusion',
                   'Silence', 'Frog', 'Small', 'Slow-numb', 'Petrify',
                   'Berserk', 'Paralysed', 'Darkness'

Name: Smoke Bomb
  Magical Misc Ability
  Auto Hit
  Tar: All Tar
  Notes: Causes allied team to flee from battle if possible

Name: Speed Drink
  Magical Change Status
  Auto Hit
  Tar: 1 Tar
  Elm: Non-Element
  Attr: 100%  Inflict 'Haste'

Name: Hero Drink
  Physical Misc Ability
  Auto Hit
  Tar: 1 Al
  Notes: Each Hero Drink adds 30% to: Att Mod, MAt Mod, Def Mod, MDf Mod
         These Modifiers cannot exceed 100%
         (In other words, don't drink more than four Hero Drinks per
          character per battle)

Name: Vaccine
  Magical Change Status
  PAt%: 255
  Tar: 1 Tar
  Elm: Non-Element
  Attr: 100%  Inflict 'Resist'

Name: Grenade
  Physical LR Attack
  Formula: Item
  Pwr: 160
  Auto Hit
  Tar: 1 Tar
  Elm: Shoot

Name: Shrapnel
  Physical LR Attack
  Formula: Item
  Pwr: 416
  Auto Hit
  Tar: All Tar (NS)
  Elm: Shoot

Name: Right Arm
  Physical LR Attack
  Formula: Item
  Pwr: 1600
  Auto Hit
  Tar: All Tar (NS)
  Elm: Shoot

Name: Hourglass
  Magical Change Status
  Auto Hit
  Tar: All Tar (NS)
  Elm: Non-Element
  Attr: [ 80] Inflict 'Stop'
  
Name: Kiss of Death
  Magical Change Status
  Auto Hit
  Tar: All Tar (NS)
  Elm: Non-Element
  Attr: [ 68] Inflict 'Death'

Name: Spider Web
  Magical Change Status
  Auto Hit
  Tar: All Tar (NS)
  Elm: Non-Element
  Attr: 100%  Inflict 'Slow'

Name: Dream Powder
  Magical Change Status
  Auto Hit
  Tar: All Tar (NS)
  Elm: Non-Element
  Attr: [ 80] Inflict 'Sleep'

Name: Mute Mask
  Magical Change Status
  Auto Hit
  Tar: All Tar (NS)
  Elm: Non-Element
  Attr: [ 80] Inflict 'Silence'

Name: War Gong
  Magical Change Status
  Auto Hit
  Tar: All Tar (NS)
  Elm: Non-Element
  Attr: [ 80] Inflict 'Berserk'
  Notes: When used against a Player Character, the Inflict effect has a 100%
           chance of success

Name: Loco weed
  Magical Change Status
  Auto Hit
  Tar: All Tar (NS)
  Elm: Non-Element
  Attr: [ 80] Inflict 'Confusion'

Name: Fire Fang
  Magical Attack
  Formula: Item
  Pwr: 960
  Auto Hit
  Tar: All Tar (NS)
  Elm: Fire

Name: Fire Veil
  Magical Attack
  Formula: Item
  Pwr: 1200
  Auto Hit
  Tar: All Tar (NS)
  Elm: Fire

Name: Antarctic Wind
  Magical Attack
  Formula: Item
  Pwr: 1200
  Auto Hit
  Tar: All Tar (NS)
  Elm: Ice

Name: Ice Crystal
  Magical Attack
  Formula: Item
  Pwr: 2076
  Auto Hit
  Tar: All Tar (NS)
  Elm: Ice

Name: Bolt Plume
  Magical Attack
  Formula: Item
  Pwr: 416
  Auto Hit
  Tar: All Tar (NS)
  Elm: Lightning

Name: Swift Bolt
  Magical Attack
  Formula: Item
  Pwr: 1200
  Auto Hit
  Tar: All Tar (NS)
  Elm: Lightning

Name: Earth Drum
  Magical Attack
  Formula: Item
  Pwr: 640
  Auto Hit
  Tar: All Tar (NS)
  Elm: Earth

Name: Earth Mallet
  Magical Attack
  Formula: Item
  Pwr: 2560
  Auto Hit
  Tar: All Tar (NS)
  Elm: Earth

Name: Deadly Waste
  Magical Attack
  Formula: Item
  Pwr: 96
  Auto Hit
  Tar: All Tar (NS)
  Elm: Poison
  Attr: [ 20] Inflict 'Poison'

Name: M-Tentacles
  Magical Attack
  Formula: Item
  Pwr: 2400
  Auto Hit
  Tar: All Tar (NS)
  Elm: Poison
  Attr: [ 48] Inflict 'Poison'

Name: Stardust
  Magical Attack
  Formula: Item
  Pwr: 1120
  Auto Hit
  Tar: 4 Tar
  Elm: Non-Element

Name: Vampire Fang
  Magical Absorb
  Formula: Item
  Pwr: 192
  Auto Hit
  Tar: 1 Tar
  Elm: Non-Element

Name: Ghost Hand
  Magical MP Absorb
  Formula: Item
  Pwr: 32
  Auto Hit
  Tar: 1 Tar
  Elm: Non-Element

Name: Vagyrisk Claw
  Magical Change Status
  Auto Hit
  Tar: 1 Tar
  Elm: Non-Element
  Attr: [ 68] Inflict 'Petrify'

Name: Light Curtain
  Magical Change Status
  Auto Hit
  Tar: All Tar (NS)
  Elm: Non-Element
  Attr: 100%  Inflict 'Barrier'

Name: Lunar Curtain
  Magical Change Status
  Auto Hit
  Tar: All Tar (NS)
  Elm: Non-Element
  Attr: 100%  Inflict 'MBarrier'

Name: Mirror
  Magical Change Status
  Auto Hit
  Tar: All Tar (NS)
  Elm: Non-Element
  Attr: 100%  Inflict 'Reflect'

Name: Holy Torch
  Magical Change Status
  Auto Hit
  Tar: All Tar (NS)
  Elm: Non-Element
  Attr: 100%  Cure 'Haste', 'Slow', 'Stop', 'Regen', 'Barrier', 'MBarrier',
                   'Reflect', 'Shield'

Name: Bird Wing
  Magical Attack
  Formula: Item
  Pwr: 1040
  Auto Hit
  Tar: All Tar (NS)
  Elm: Wind

Name: Dragon Scales
  Magical Attack
  Formula: Item
  Pwr: 3680
  Auto Hit
  Tar: All Tar (NS)
  Elm: Water

Name: Impaler
  Magical Change Status
  Auto Hit
  Tar: 1 Tar
  Elm: Non-Element
  Attr: 100%  Inflict 'Frog'

Name: Shrivel
  Magical Change Status
  Auto Hit
  Tar: 1 Tar
  Elm: Non-Element
  Attr: 100%  Inflict 'Small'

Name: Eye drop
  Magical Change Status
  Auto Hit
  Tar: 1 Tar
  Elm: Non-Element
  Attr: 100%  Cure 'Darkness'

Name: Molotov
  Physical LR Attack
  Formula: Item
  Pwr: 400
  Auto Hit
  Tar: 1 Tar
  Elm: Fire

Name: S-mine
  Physical LR Attack
  Formula: Item
  Pwr: 1600
  Auto Hit
  Tar: 1 Tar
  Elm: Shoot

Name: 8-inch Cannon
  Physical LR Attack
  Formula: Item
  Pwr: 3200
  Auto Hit
  Tar: 1 Tar
  Elm: Shoot

Name: Graviball
  Magical Attack
  Formula: HP%
  Pwr: [Target's HP / 4]
  MAt%: 255
  Tar: 1 Tar
  Elm: Gravity

Name: T/S Bomb
  Magical Attack
  Formula: HP%
  Pwr: [Target's HP / 2]
  MAt%: 255
  Tar: 1 Tar
  Elm: Gravity

Name: Ink
  Magical Change Status
  Auto Hit
  Tar: 1 Tar
  Elm: Non-Element
  Attr: 100%  Inflict 'Darkness'

Name: Dazers
  Magical Change Status
  Auto Hit
  Tar: 1 Tar
  Elm: Non-Element
  Attr: 100%  Inflict 'Paralysed'

Name: Dragon Fang
  Magical Attack
  Formula: Item
  Pwr: 2400
  Auto Hit
  Tar: All Tar (NS)
  Elm: Lightning

Name: Cauldron
  Magical Change Status
  Auto Hit
  Tar: 1 Tar
  Elm: Non-Element
  Attr: 100%  Inflict 'Sleep', 'Poison', 'Confusion', 'Silence', 'Frog',
                      'Small'

Name: Sylkis Greens
  Magical HP Restore
  Formula: Fixed
  Pwr: 100
  MAt%: 255
  Tar: 1 Tar
  Elm: Restorative

Name: Reagan Greens
  Magical HP Restore
  Formula: Fixed
  Pwr: 100
  MAt%: 255
  Tar: 1 Tar
  Elm: Restorative

Name: Mimett Greens
  Magical HP Restore
  Formula: Fixed
  Pwr: 100
  MAt%: 255
  Tar: 1 Tar
  Elm: Restorative

Name: Curiel Greens
  Magical HP Restore
  Formula: Fixed
  Pwr: 100
  MAt%: 255
  Tar: 1 Tar
  Elm: Restorative

Name: Pahsana Greens
  Magical HP Restore
  Formula: Fixed
  Pwr: 100
  MAt%: 255
  Tar: 1 Tar
  Elm: Restorative

Name: Tantal Greens
  Magical HP Restore
  Formula: Fixed
  Pwr: 100
  MAt%: 255
  Tar: 1 Tar
  Elm: Restorative

Name: Krakka Greens
  Magical HP Restore
  Formula: Fixed
  Pwr: 100
  MAt%: 255
  Tar: 1 Tar
  Elm: Restorative

Name: Gysahl Greens
  Magical HP Restore
  Formula: Fixed
  Pwr: 100
  MAt%: 255
  Tar: 1 Tar
  Elm: Restorative



-----------------------------------------------------------------------------
A. APPENDICES
-------------

---  ----------------------------
A-1  Maximal HP/MP Level Up Paths
---  ----------------------------
So, you want to reach the maximum natural HP and MP available in the game,
yes?  The other stats are simple, since even if you don't get the natural
maximum, you can always make up the difference with Sources.  But HP and MP?
Far more difficult.

First off, let's explain the Max Safety Level table that we're about to see.
This is the maximum level you can get to while *completely* ignoring HP and
MP gains.  No matter what your natural HP and MP, if you're below or equal to
the Max Safety Level, then you still have a chance to get the maximum in that
stat.  So here's the list of the maximum safe levels for each character.


         Cloud       Max Safety Lvl:  77 (HP), 62 (MP), 62 (Both)
         Barret      Max Safety Lvl:  77 (HP), 51 (MP), 51 (Both)
         Tifa        Max Safety Lvl:  77 (HP), 51 (MP), 51 (Both)
         Aeris       Max Safety Lvl:  78 (HP), 50 (MP), 50 (Both)
         Red XIII    Max Safety Lvl:  60 (HP), 43 (MP), 43 (Both)
         Yuffie      Max Safety Lvl:  78 (HP), 51 (MP), 51 (Both)
         Cait Sith   Max Safety Lvl:  72 (HP), 51 (MP), 51 (Both)
         Vincent     Max Safety Lvl:  39 (HP), 69 (MP), 39 (Both)
         Cid         Max Safety Lvl:  45 (HP), 51 (MP), 45 (Both)



While a Safety Level is given for Both, please be advised that due to the way
FF7's RNG works, it is impossible to reach the maximum HP *and* MP on the
same character, since you cannot get both the highest HP roll and highest
MP roll at the same time.  Those interested in reaching a compromise for
maxing both can find tables for that in Absolute Steve's FAQ, among other
places.

Now.  The following tables will go over each character in turn, going over
first HP and then MP.  For each level, a list of numbers will be given.
These numbers are the *SAFE* natural HP or MP values from which you can still
achieve the maximum.

As an example, let's look at the last five levels of Barret's HP table:

   L95  9583-9634
   L96  9687-9729
   L97  9791-9824
   L98  9895-9919
   L99  9999


Now, the translation is this.  At L95, you are safe if your HP is *ANYWHERE*
between 9583 and 9634 inclusive.  At L96, you are safe if your HP is
*ANYWHERE* between 9687 and 9729 inclusive.  At L98, it's between 9895 and
9919 inclusive.  At L99... well, there's only one *maximum*, and that's 9999.

As another example, here's Cloud's safe HP values for L96:

   L96  9190, 9199, 9208-9209, 9217


This means that only 9190, 9199, 9208, 9209 and 9217 are safe.  Because
9208 and 9209 are in a series, they are expressed as such.  Any *VALID* HP
value within a series is included as a safe value.

Now, if you level up and your natural HP or MP value is *NOT* in the table,
then it is no longer possible for you to achieve the maximum value with that
character.  The reason for this is explained in the Level Up! section of this
document - sometimes, a single point of HP/MP is enough to put you above or
below a percentage of the baseline which would give you a lower growth.
Controlling this is critical to achieving max stats, hence the tables.

Finally, please remember that these are the *natural* values.  If you have
Materia equipped that raises or lowers HP or MP, then you will need to remove
them or adjust appropriately for their effect.

In any case, with all the explanations finished, let's move on to the final
tables themselves.  I hope they're useful.

NOTE: The hackers among you should be careful about series, since I express
them as all the *VALID* HP or MP values within a range.  As an example, if I
used '9500-9503' in the list for a particular level, that would mean that
9500 and 9503 are definitely safe.  However, 9501 and 9502 would only be safe
if they are *naturally possible* to get at that level.  If either is
impossible, then there is no guarantee that hacking your HP to that value at
that level would still allow you to get the maximum.  Of course, this
warning should end up only applying to a tiny handful of you, since the rest
either don't care or will be hacking their HP to 9999 and MP to 999 anyways.



Cloud's HP
==========
L 6-77  All

L78  6901, 6903-6905, 6909, 6911, 6913-6915, 6917-6919, 6921, 6923-6925,
       6927-6931, 6933-6935, 6937-6945, 6947-6955, 6957-7332
L79  7025, 7035, 7045, 7049, 7055, 7059, 7061, 7065, 7069, 7071, 7073-7075,
       7079, 7081, 7083-7085, 7089, 7091, 7093-7095, 7097-7099, 7101,
       7103-7105, 7107-7111, 7113-7115, 7117-7125, 7127-7135, 7137-7452
L80  7205, 7215, 7225, 7229, 7235, 7239, 7241, 7245, 7249, 7251, 7253-7255,
       7259, 7261, 7263-7265, 7269, 7271, 7273-7275, 7277-7279, 7281,
       7283-7285, 7287-7291, 7293-7295, 7297-7305, 7307-7315, 7317-7572
L81  7385, 7395, 7405, 7415, 7425, 7434-7435, 7444-7445, 7453-7455,
       7464-7465, 7473-7475, 7483-7485, 7493-7495, 7502-7505, 7512-7515,
       7522-7525, 7532-7535, 7541-7545, 7551-7555, 7561-7565, 7570-7575,
       7580-7585, 7590-7594, 7599-7604, 7609-7614, 7618-7624, 7628-7634,
       7637-7643, 7647-7653, 7656-7663, 7666-7673, 7675-7692
L82  7532, 7542, 7552, 7562, 7572, 7581-7582, 7591-7592, 7600-7602,
       7611-7612, 7620-7622, 7630-7632, 7640-7642, 7649-7652, 7659-7662,
       7668-7672, 7678-7682, 7688-7692, 7697-7701, 7707-7711, 7716-7721,
       7726-7731, 7735-7741, 7745-7750, 7754-7760, 7764-7770, 7773-7780,
       7782-7799
L83  7679, 7689, 7699, 7709, 7719, 7728-7729, 7738-7739, 7747-7749,
       7757-7759, 7767-7769, 7776-7779, 7786-7789, 7795-7799, 7805-7808,
       7814-7818, 7824-7828, 7833-7838, 7843-7848, 7852-7857, 7862-7867,
       7871-7877, 7880-7887, 7889-7906
L84  7826, 7836, 7846, 7855-7856, 7865-7866, 7874-7876, 7884-7886, 7894-7896,
       7903-7906, 7912-7915, 7922-7925, 7931-7935, 7941-7945, 7950-7955,
       7960-7964, 7969-7974, 7978-7984, 7987-7994, 7996-8013
L85  7953, 7963, 7973, 7982-7983, 7992-7993, 8001-8003, 8011-8013, 8020-8022,
       8029-8032, 8039-8042, 8048-8052, 8058-8062, 8067-8071, 8076-8081,
       8085-8091, 8094-8101, 8103-8120
L86  8080, 8090, 8099-8100, 8109-8110, 8118-8120, 8128-8129, 8137-8139,
       8146-8149, 8156-8159, 8165-8169, 8174-8178, 8183-8188, 8192-8198,
       8201-8208, 8210-8227
L87  8197, 8207, 8216-8217, 8226-8227, 8235-8236, 8245-8246, 8254-8256,
       8263-8266, 8272-8276, 8281-8285, 8290-8295, 8299-8305, 8308-8315,
       8317-8334
L88  8314, 8324, 8333-8334, 8343, 8352-8353, 8361-8363, 8370-8373, 8379-8383,
       8388-8392, 8397-8402, 8406-8412, 8415-8422, 8424-8433
L89  8431, 8441, 8450, 8459-8460, 8468-8470, 8477-8480, 8486-8490, 8495-8499,
       8504-8509, 8513-8519, 8522-8529, 8531
L90  8548, 8557, 8566-8567, 8575-8577, 8584-8587, 8593-8597, 8602-8606,
       8611-8616, 8620-8626, 8629
L91  8655, 8664, 8673-8674, 8682-8684, 8691-8694, 8700-8704, 8709-8713,
       8718-8723, 8727
L92  8762, 8771, 8780-8781, 8789-8791, 8798-8801, 8807-8811, 8816-8820, 8825
L93  8869, 8878, 8887-8888, 8896-8898, 8905-8908, 8914-8918, 8923
L94  8976, 8985, 8994-8995, 9003-9005, 9012-9015, 9021
L95  9083, 9092, 9101-9102, 9110-9112, 9119
L96  9190, 9199, 9208-9209, 9217
L97  9297, 9306, 9315
L98  9404, 9413
L99  9511


Cloud's MP
==========
L 6-62  All

L63  569, 571-601
L64  585, 587-611
L65  601, 603-621
L66  615-630
L67  629-640
L68  639-649
L69  651-659
L70  663-669
L71  672-678
L72  683-688
L73  692-697
L74  703-707
L75  714-717
L76  723-726
L77  734-736
L78  743-745
L79  754-755
L80  765
L81  774
L82  781
L83  788
L84  796
L85  803
L86  810
L87  818
L88  825
L89  832
L90  840
L91  847
L92  854
L93  861
L94  869
L95  876
L96  883
L97  891
L98  898
L99  905




Barret's HP
===========
L 1-77  All

L78  7381-7387, 7400-7852
L79  7553-7559, 7572-7967
L80  7725-7731, 7744-8082
L81  7897-7903, 7916-7922, 7925-7931, 7934-8197
L82  8039-8045, 8058-8064, 8067-8073, 8076-8311
L83  8181-8187, 8200-8206, 8209-8215, 8218-8420
L84  8323-8329, 8342-8348, 8351-8357, 8360-8524
L85  8465-8471, 8474-8480, 8483-8628
L86  8588-8594, 8597-8603, 8607-8732
L87  8711-8717, 8721-8836
L88  8825-8831, 8835-8940
L89  8939-8945, 8949-9044
L90  9053-9059, 9063-9148
L91  9167-9252
L92  9271-9349
L93  9375-9444
L94  9479-9539
L95  9583-9634
L96  9687-9729
L97  9791-9824
L98  9895-9919
L99  9999


Barret's MP
===========
L 1-51  All

L52  399, 401-424
L53  413, 415, 417-435
L54  429, 431, 433-445
L55  445, 447-455
L56  459-465
L57  471-475
L58  482-485
L59  493-495
L60  504-505
L61  515
L62  523
L63  532
L64  540
L65  549
L66  557
L67  565
L68  574
L69  582
L70  591
L71  599
L72  607
L73  616
L74  624
L75  633
L76  641
L77  649
L78  658
L79  666
L80  675
L81  683
L82  689
L83  695
L84  702
L85  708
L86  714
L87  721
L88  727
L89  733
L90  740
L91  746
L92  752
L93  758
L94  765
L95  771
L96  777
L97  784
L98  790
L99  796




Tifa's HP
=========
L 1-77  All

L78  6567-6569, 6571-6572, 6574-6578, 6580-6581, 6583-6993
L79  6686, 6695, 6704-6705, 6709, 6714, 6718, 6721, 6723-6724, 6727-6728,
       6730, 6732-6733, 6737, 6739-6744, 6746-6747, 6749-6753, 6755-6756,
       6758-7110
L80  6861, 6870, 6879-6880, 6884, 6889, 6893, 6896, 6898-6899, 6902-6903,
       6905, 6907-6908, 6912, 6914-6919, 6921-6922, 6924-6928, 6930-6931,
       6933-7227
L81  7036, 7045, 7054-7055, 7064, 7073-7074, 7082-7083, 7091-7093, 7100-7102,
       7110-7111, 7119-7120, 7128-7130, 7137-7139, 7146-7148, 7155-7157,
       7165-7167, 7174-7176, 7183-7185, 7192-7194, 7201-7204, 7210-7213,
       7219-7222, 7228-7231, 7237-7241, 7246-7250, 7255-7259, 7264-7268,
       7273-7278, 7282-7287, 7291-7296, 7300-7306, 7309-7315, 7318-7324,
       7327-7334, 7336-7343
L82  7174, 7183, 7192-7193, 7202, 7211-7212, 7220-7221, 7229-7230, 7238-7239,
       7248-7249, 7257-7258, 7266-7267, 7275-7276, 7284-7286, 7293-7295,
       7302-7304, 7311-7313, 7320-7323, 7329-7332, 7338-7341, 7347-7350,
       7356-7360, 7365-7369, 7374-7378, 7383-7388, 7392-7397, 7401-7406,
       7410-7416, 7419-7425, 7428-7434, 7437-7444
L83  7312, 7321, 7330-7331, 7340, 7349, 7358, 7367-7368, 7376-7377,
       7385-7386, 7394-7395, 7403-7405, 7412-7414, 7421-7423, 7430-7432,
       7439-7442, 7448-7451, 7457-7460, 7466-7470, 7475-7479, 7484-7488,
       7493-7498, 7502-7507, 7511-7516, 7520-7526, 7529-7535, 7538-7544
L84  7450, 7459, 7468, 7477, 7486-7487, 7495-7496, 7504-7505, 7513-7514,
       7522-7524, 7531-7533, 7540-7542, 7549-7552, 7558-7561, 7567-7570,
       7576-7580, 7585-7589, 7594-7598, 7603-7608, 7612-7617, 7621-7626,
       7630-7636, 7639-7645
L85  7569, 7578, 7587, 7596, 7605-7606, 7614-7615, 7623-7624, 7632-7634,
       7641-7643, 7650-7652, 7659-7662, 7668-7671, 7677-7680, 7686-7690,
       7695-7699, 7704-7708, 7713-7718, 7722-7727, 7731-7737, 7740-7746
L86  7688, 7697, 7706, 7715-7716, 7724-7725, 7733-7734, 7742-7744, 7751-7753,
       7760-7762, 7769-7772, 7778-7781, 7787-7790, 7796-7800, 7805-7809,
       7814-7819, 7823-7828, 7832-7838, 7841
L87  7798, 7807, 7816, 7825-7826, 7834-7835, 7843-7844, 7852-7854, 7861-7863,
       7870-7872, 7879-7882, 7888-7891, 7897-7901, 7906-7910, 7915-7920,
       7924-7929, 7933
L88  7908, 7917, 7926, 7935-7936, 7944-7945, 7953-7954, 7962-7964, 7971-7973,
       7980-7983, 7989-7992, 7998-8002, 8007-8011, 8016-8021, 8025
L89  8018, 8027, 8036, 8045-8046, 8054-8055, 8063-8065, 8072-8074, 8081-8084,
       8090-8093, 8099-8103, 8108-8112, 8117
L90  8128, 8137, 8146-8147, 8155-8156, 8164-8166, 8173-8175, 8182-8185,
       8191-8194, 8200-8204, 8209
L91  8229, 8238, 8247-8248, 8256-8257, 8265-8267, 8274-8276, 8283-8286,
       8292-8295, 8301
L92  8330, 8339, 8348-8349, 8357-8358, 8366-8368, 8375-8377, 8384-8387, 8393
L93  8431, 8440, 8449-8450, 8458-8459, 8467-8469, 8476-8478, 8485
L94  8532, 8541, 8550-8551, 8559-8560, 8568-8570, 8577
L95  8633, 8642, 8651-8652, 8660-8661, 8669
L96  8734, 8743, 8752-8753, 8761
L97  8835, 8844, 8853
L98  8936, 8945
L99  9037


Tifa's MP
=========
L 1-51  All

L52  419-443
L53  436-454
L54  452-464
L55  467-475
L56  479-485
L57  491-495
L58  503-506
L59  514-516
L60  526-527
L61  537
L62  546
L63  555
L64  564
L65  574
L66  583
L67  592
L68  601
L69  610
L70  620
L71  629
L72  638
L73  647
L74  656
L75  666
L76  675
L77  684
L78  693
L79  702
L80  712
L81  721
L82  728
L83  735
L84  742
L85  750
L86  757
L87  764
L88  771
L89  778
L90  786
L91  793
L92  800
L93  807
L94  814
L95  822
L96  829
L97  836
L98  843
L99  850




Aeris' HP
=========
L 1-78  All

L79  6454, 6456, 6459-6460, 6463-6465, 6467-6469, 6473-6479, 6482-6488,
       6490-6875
L80  6591, 6600, 6609-6610, 6614, 6619, 6623, 6625, 6628-6629, 6632-6634,
       6636-6638, 6642-6648, 6651-6657, 6659-6685, 6687-6694, 6696-6988
L81  6760, 6769, 6778-6779, 6788, 6797-6798, 6806-6807, 6815-6817, 6824-6826,
       6834-6836, 6843-6845, 6852-6854, 6861-6863, 6870-6873, 6880-6882,
       6889-6891, 6898-6901, 6907-6910, 6916-6919, 6925-6928, 6935-6938,
       6944-6947, 6953-6956, 6962-6966, 6971-6975, 6980-6984, 6989-6993,
       6998-7003, 7007-7012, 7016-7021, 7025-7031, 7034-7040, 7043-7049,
       7052-7058, 7061-7068, 7070-7077, 7079-7086, 7088-7101
L82  6899, 6908, 6917-6918, 6927, 6936-6937, 6945-6946, 6954-6956, 6963-6965,
       6973-6974, 6982-6983, 6991-6993, 7000-7002, 7009-7011, 7019-7021,
       7028-7030, 7037-7039, 7046-7048, 7055-7058, 7064-7067, 7073-7076,
       7082-7086, 7091-7095, 7100-7104, 7109-7113, 7118-7123, 7127-7132,
       7136-7141, 7145-7151, 7154-7160, 7163-7169, 7172-7178, 7181-7188,
       7190-7197, 7199-7203
L83  7038, 7047, 7056-7057, 7066, 7075-7076, 7084-7085, 7093-7094, 7102-7103,
       7112-7113, 7121-7122, 7130-7131, 7139-7141, 7148-7150, 7157-7159,
       7166-7168, 7175-7178, 7184-7187, 7193-7196, 7202-7206, 7211-7215,
       7220-7224, 7229-7233, 7238-7243, 7247-7252, 7256-7261, 7265-7271,
       7274-7280, 7283-7289, 7292-7298, 7301-7305
L84  7177, 7186, 7195-7196, 7205, 7214, 7223, 7232-7233, 7241-7242,
       7250-7251, 7259-7261, 7268-7270, 7277-7279, 7286-7288, 7295-7298,
       7304-7307, 7313-7316, 7322-7326, 7331-7335, 7340-7344, 7349-7353,
       7358-7363, 7367-7372, 7376-7381, 7385-7391, 7394-7400, 7403-7407
L85  7316, 7325, 7334, 7343, 7352-7353, 7361-7362, 7370-7371, 7379-7381,
       7388-7390, 7397-7399, 7406-7408, 7415-7418, 7424-7427, 7433-7436,
       7442-7446, 7451-7455, 7460-7464, 7469-7474, 7478-7483, 7487-7492,
       7496-7502, 7505-7509
L86  7436, 7445, 7454, 7463, 7472-7473, 7481-7482, 7490-7491, 7499-7501,
       7508-7510, 7517-7519, 7526-7529, 7535-7538, 7544-7547, 7553-7557,
       7562-7566, 7571-7575, 7580-7585, 7589-7594, 7598-7604, 7607
L87  7556, 7565, 7574, 7583-7584, 7592-7593, 7601-7602, 7610-7612, 7619-7621,
       7628-7630, 7637-7640, 7646-7649, 7655-7658, 7664-7668, 7673-7677,
       7682-7687, 7691-7696, 7700
L88  7667, 7676, 7685, 7694-7695, 7703-7704, 7712-7713, 7721-7723, 7730-7732,
       7739-7741, 7748-7751, 7757-7760, 7766-7770, 7775-7779, 7784-7789, 7793
L89  7778, 7787, 7796, 7805-7806, 7814-7815, 7823-7824, 7832-7834, 7841-7843,
       7850-7853, 7859-7862, 7868-7872, 7877-7881, 7886
L90  7889, 7898, 7907, 7916-7917, 7925-7926, 7934-7936, 7943-7945, 7952-7955,
       7961-7964, 7970-7974, 7979
L91  8000, 8009, 8018-8019, 8027-8028, 8036-8038, 8045-8047, 8054-8057,
       8063-8066, 8072
L92  8102, 8111, 8120-8121, 8129-8130, 8138-8140, 8147-8149, 8156-8159, 8165
L93  8204, 8213, 8222-8223, 8231-8232, 8240-8242, 8249-8251, 8258
L94  8306, 8315, 8324-8325, 8333-8334, 8342-8344, 8351
L95  8408, 8417, 8426-8427, 8435-8436, 8444
L96  8510, 8519, 8528-8529, 8537
L97  8612, 8621, 8630
L98  8714, 8723
L99  8816


Aeris' MP
=========
L 1-50  All

L51  490-517
L52  509-529
L53  528-541
L54  544-553
L55  558-565
L56  572-577
L57  585-589
L58  598-601
L59  611-613
L60  624-625
L61  637
L62  648
L63  658
L64  669
L65  679
L66  690
L67  700
L68  711
L69  721
L70  732
L71  742
L72  753
L73  763
L74  774
L75  784
L76  795
L77  805
L78  816
L79  826
L80  837
L81  847
L82  855
L83  863
L84  871
L85  880
L86  888
L87  896
L88  904
L89  912
L90  921
L91  929
L92  937
L93  945
L94  953
L95  962
L96  970
L97  978
L98  986
L99  994




Red XIII's HP
=============
L 1-60  All

L61  5102, 5106-5114, 5117-5126, 5129-5138, 5141-5150, 5153-5162, 5165-5174,
       5176-5186, 5188-5198, 5200-5210, 5212-5221, 5224-5233, 5235-5245,
       5247-5257, 5259-5269, 5271-5281, 5283-5304, 5306-5316, 5318-5427
L62  5220, 5225-5232, 5236-5244, 5248-5256, 5260-5268, 5272-5280, 5284-5292,
       5295-5304, 5307-5316, 5319-5328, 5331-5340, 5343-5351, 5354-5363,
       5366-5375, 5378-5387, 5390-5399, 5402-5411, 5413-5423, 5425-5434,
       5437-5446, 5448-5458, 5460-5549
L63  5332-5338, 5344-5350, 5355-5362, 5367-5374, 5379-5386, 5391-5398,
       5403-5410, 5414-5422, 5426-5434, 5438-5446, 5450-5458, 5462-5470,
       5473-5481, 5485-5493, 5497-5505, 5509-5517, 5521-5529, 5532-5541,
       5544-5553, 5556-5564, 5567-5576, 5579-5588, 5590-5600, 5602-5668
L64  5444, 5451-5456, 5463-5468, 5474-5480, 5486-5492, 5498-5504, 5510-5516,
       5522-5528, 5533-5540, 5545-5552, 5557-5564, 5569-5576, 5581-5588,
       5592-5600, 5604-5611, 5616-5623, 5628-5635, 5640-5647, 5651-5659,
       5663-5671, 5675-5683, 5686-5694, 5698-5706, 5709-5718, 5721-5730,
       5732-5787
L65  5558-5562, 5570-5574, 5582-5586, 5593-5598, 5605-5610, 5617-5622,
       5629-5634, 5641-5646, 5652-5658, 5664-5670, 5676-5682, 5688-5694,
       5700-5706, 5711-5718, 5723-5730, 5735-5741, 5747-5753, 5759-5765,
       5770-5777, 5782-5789, 5794-5801, 5805-5813, 5817-5824, 5828-5836,
       5840-5848, 5851-5860, 5862-5906
L66  5678-5680, 5689-5692, 5701-5704, 5712-5716, 5725-5728, 5736-5740,
       5748-5752, 5760-5764, 5771-5776, 5783-5788, 5795-5800, 5807-5812,
       5819-5824, 5830-5836, 5842-5848, 5854-5860, 5866-5871, 5878-5883,
       5889-5895, 5901-5907, 5913-5919, 5924-5931, 5936-5943, 5947-5954,
       5959-5966, 5970-5978, 5981-5990, 5992-6025
L67  5785-5786, 5797-5798, 5809-5810, 5820-5822, 5832-5834, 5844-5846,
       5856-5858, 5867-5870, 5879-5882, 5890-5894, 5903-5906, 5914-5918,
       5926-5930, 5938-5942, 5949-5954, 5961-5966, 5973-5978, 5985-5990,
       5997-6001, 6008-6013, 6020-6025, 6032-6037, 6043-6049, 6055-6061,
       6066-6073, 6078-6084, 6089-6096, 6100-6108, 6111-6120, 6122-6144
L68  5904, 5916, 5928, 5939-5940, 5951-5952, 5963-5964, 5975-5976, 5987-5988,
       5998-6000, 6010-6012, 6022-6024, 6034-6036, 6045-6048, 6057-6060,
       6068-6072, 6081-6084, 6092-6096, 6104-6108, 6116-6120, 6127-6131,
       6139-6143, 6151-6155, 6162-6167, 6174-6179, 6185-6191, 6197-6203,
       6208-6214, 6219-6226, 6230-6238, 6241-6250, 6252-6263
L69  6058, 6082, 6094, 6106, 6117-6118, 6129-6130, 6141-6142, 6153-6154,
       6165-6166, 6176-6178, 6188-6190, 6200-6202, 6212-6214, 6223-6226,
       6235-6238, 6246-6250, 6258-6261, 6270-6273, 6281-6285, 6293-6297,
       6304-6309, 6316-6321, 6327-6333, 6338-6344, 6349-6356, 6360-6368,
       6371-6380, 6382
L70  6236, 6260, 6272, 6284, 6295-6296, 6307-6308, 6319-6320, 6331-6332,
       6343-6344, 6354-6356, 6366-6368, 6377-6380, 6389-6391, 6400-6403,
       6412-6415, 6423-6427, 6435-6439, 6446-6451, 6457-6463, 6468-6474,
       6479-6486, 6490-6498, 6501
L71  6414, 6438, 6450, 6462, 6473-6474, 6485-6486, 6497-6498, 6508-6510,
       6519-6521, 6531-6533, 6542-6545, 6554-6557, 6565-6569, 6576-6581,
       6587-6593, 6598-6604, 6609-6616, 6620
L72  6592, 6604, 6616, 6627-6628, 6639-6640, 6650-6651, 6661-6663, 6673-6675,
       6684-6687, 6695-6699, 6706-6711, 6717-6723, 6728-6734, 6739
L73  6746, 6758, 6769-6770, 6781, 6792-6793, 6803-6805, 6814-6817, 6825-6829,
       6836-6841, 6847-6853, 6858
L74  6888, 6900, 6911, 6922-6923, 6933-6935, 6944-6947, 6955-6959, 6966-6971,
       6977
L75  7030, 7041, 7052-7053, 7063-7065, 7074-7077, 7085-7089, 7096
L76  7160, 7171, 7182-7183, 7193-7195, 7204-7207, 7215
L77  7290, 7301, 7312-7313, 7323-7325, 7334
L78  7420, 7431, 7442-7443, 7453
L79  7550, 7561, 7572
L80  7680, 7691
L81  7810
L82  7907
L83  8004
L84  8101
L85  8198
L86  8295
L87  8392
L88  8489
L89  8586
L90  8683
L91  8780
L92  8877
L93  8974
L94  9071
L95  9168
L96  9265
L97  9362
L98  9459
L99  9556


Red XIII's MP
=============
L 1-43  All

L44  351, 353, 355-372
L45  368, 370, 372-383
L46  384, 386-393
L47  399-404
L48  412-415
L49  424-426
L50  436-437
L51  447
L52  458
L53  469
L54  480
L55  492
L56  503
L57  514
L58  525
L59  536
L60  548
L61  559
L62  568
L63  578
L64  587
L65  597
L66  606
L67  615
L68  625
L69  634
L70  644
L71  653
L72  662
L73  672
L74  681
L75  691
L76  700
L77  709
L78  719
L79  728
L80  738
L81  747
L82  754
L83  760
L84  767
L85  774
L86  780
L87  787
L88  793
L89  800
L90  807
L91  813
L92  820
L93  826
L94  833
L95  840
L96  846
L97  853
L98  859
L99  866




Yuffie's HP
===========
L 1-78  All

L79  6527-6529, 6533, 6538-6539, 6542-6543, 6545, 6547-6549, 6551-6559,
       6562-6569, 6571-6959
L80  6689, 6698-6699, 6707-6709, 6713, 6718-6719, 6722-6723, 6725, 6727-6729,
       6731-6739, 6742-6749, 6751-7079
L81  6869, 6878-6879, 6887-6889, 6898-6899, 6907-6909, 6916-6919, 6926-6929,
       6935-6939, 6945-6949, 6955-6959, 6964-6968, 6974-6978, 6983-6988,
       6993-6997, 7003-7007, 7012-7017, 7022-7026, 7031-7036, 7041-7046,
       7051-7055, 7060-7065, 7070-7074, 7079-7084, 7089-7094, 7098-7103,
       7108-7113, 7117-7122, 7127-7132, 7136-7142, 7146-7151, 7155-7161,
       7164-7170, 7174-7180, 7183-7190, 7193-7199
L82  7013, 7022-7023, 7031-7033, 7042-7043, 7051-7053, 7060-7063, 7070-7073,
       7079-7083, 7089-7092, 7099-7102, 7108-7112, 7118-7121, 7127-7131,
       7137-7141, 7147-7150, 7156-7160, 7166-7170, 7175-7179, 7185-7189,
       7194-7198, 7204-7208, 7213-7218, 7223-7227, 7232-7237, 7242-7246,
       7251-7256, 7261-7266, 7270-7275, 7279-7285, 7289-7295, 7298-7304
L83  7157, 7166-7167, 7175-7177, 7186-7187, 7195-7197, 7204-7207, 7214-7216,
       7223-7226, 7233-7236, 7243-7245, 7252-7255, 7262-7265, 7271-7274,
       7281-7284, 7290-7294, 7300-7303, 7309-7313, 7319-7322, 7328-7332,
       7338-7342, 7347-7351, 7357-7361, 7366-7371, 7376-7380, 7385-7390,
       7394-7400, 7403-7409
L84  7301, 7310-7311, 7319-7321, 7330-7331, 7339-7340, 7348-7350, 7358-7360,
       7367-7369, 7377-7379, 7386-7389, 7396-7398, 7405-7408, 7415-7418,
       7424-7427, 7434-7437, 7443-7447, 7453-7456, 7462-7466, 7472-7476,
       7481-7485, 7490-7495, 7499-7505, 7508-7514
L85  7445, 7454-7455, 7463-7464, 7473-7474, 7482-7484, 7492-7493, 7501-7503,
       7511-7513, 7520-7523, 7530-7532, 7539-7542, 7549-7552, 7558-7561,
       7568-7571, 7577-7581, 7586-7590, 7595-7600, 7604-7610, 7613-7619
L86  7569, 7578-7579, 7588, 7597-7598, 7607-7608, 7616-7618, 7626-7628,
       7635-7637, 7645-7647, 7654-7657, 7664-7666, 7673-7676, 7682-7686,
       7691-7695, 7700-7705, 7709-7715, 7718-7724
L87  7693, 7703, 7712-7713, 7722-7723, 7731-7733, 7741-7742, 7750-7752,
       7760-7762, 7769-7771, 7778-7781, 7787-7791, 7796-7800, 7805-7810,
       7814-7820, 7823-7829
L88  7808, 7818, 7827-7828, 7837-7838, 7846-7847, 7856-7857, 7865-7867,
       7874-7876, 7883-7886, 7892-7896, 7901-7905, 7910-7915, 7919-7925,
       7928-7934
L89  7923, 7933, 7942-7943, 7952, 7961-7962, 7970-7972, 7979-7981, 7988-7991,
       7997-8001, 8006-8010, 8015-8020, 8024-8030, 8033
L90  8038, 8048, 8057, 8066-8067, 8075-8077, 8084-8086, 8093-8096, 8102-8106,
       8111-8115, 8120-8125, 8129
L91  8153, 8162, 8171-8172, 8180-8182, 8189-8191, 8198-8201, 8207-8211,
       8216-8220, 8225
L92  8258, 8267, 8276-8277, 8285-8287, 8294-8296, 8303-8306, 8312-8316, 8321
L93  8363, 8372, 8381-8382, 8390-8392, 8399-8401, 8408-8411, 8417
L94  8468, 8477, 8486-8487, 8495-8497, 8504-8506, 8513
L95  8573, 8582, 8591-8592, 8600-8602, 8609
L96  8678, 8687, 8696-8697, 8705
L97  8783, 8792, 8801
L98  8888, 8897
L99  8993


Yuffie's MP
===========
L 1-51  All

L52  419-443
L53  436-454
L54  453-465
L55  468-476
L56  481-487
L57  494-498
L58  506-509
L59  518-520
L60  530-531
L61  542
L62  551
L63  559
L64  568
L65  576
L66  585
L67  593
L68  602
L69  610
L70  619
L71  627
L72  636
L73  644
L74  653
L75  661
L76  670
L77  678
L78  687
L79  695
L80  704
L81  712
L82  719
L83  726
L84  733
L85  741
L86  748
L87  755
L88  762
L89  769
L90  777
L91  784
L92  791
L93  798
L94  805
L95  813
L96  820
L97  827
L98  834
L99  841




Cait Sith's HP
==============
L 1-72  All

L73  6590, 6592-6597, 6599-7019
L74  6681, 6684, 6691, 6694, 6698, 6701, 6703-6705, 6708, 6710-6715, 6718,
       6720-6725, 6728, 6730-6735, 6738, 6740-6745, 6747-7118
L75  6802, 6809, 6812, 6819, 6822, 6829, 6832, 6839, 6842, 6846, 6849,
       6851-6853, 6856, 6858-6863, 6866, 6868-6873, 6876, 6878-6883, 6886,
       6888-6893, 6895-7217
L76  6950, 6957, 6960, 6967, 6970, 6977, 6980, 6987, 6990, 6994, 6997,
       6999-7001, 7004, 7006-7011, 7014, 7016-7021, 7024, 7026-7031, 7034,
       7036-7041, 7043-7316
L77  7098, 7105, 7108, 7115, 7118, 7125, 7128, 7135, 7138, 7142, 7145,
       7147-7149, 7152, 7154-7159, 7162, 7164-7169, 7172, 7174-7179, 7182,
       7184-7189, 7191-7415
L78  7246, 7253, 7256, 7263, 7266, 7273, 7276, 7283, 7286, 7290, 7293,
       7295-7297, 7300, 7302-7307, 7310, 7312-7317, 7319-7514
L79  7394, 7401, 7404, 7411, 7414, 7418, 7421, 7423-7425, 7428, 7430-7435,
       7438, 7440-7443, 7445, 7447-7450, 7452-7457, 7459-7464, 7466-7613
L80  7522, 7529, 7532, 7539, 7542, 7546, 7549, 7551, 7553, 7556, 7558,
       7560-7561, 7563, 7565, 7567-7568, 7570-7572, 7574-7575, 7577-7582,
       7584-7712
L81  7650, 7657, 7664, 7671, 7678-7679, 7685-7686, 7692-7693, 7699-7700,
       7706-7708, 7713-7715, 7720-7722, 7727-7730, 7734-7737, 7741-7744,
       7748-7752, 7755-7759, 7762-7766, 7769-7774, 7776-7781, 7783-7788,
       7790-7811
L82  7743, 7750, 7757, 7764, 7771-7772, 7778-7779, 7785-7786, 7792-7794,
       7799-7801, 7806-7808, 7813-7816, 7820-7823, 7827-7830, 7834-7838,
       7841-7845, 7848-7852, 7855-7860, 7862-7867, 7869-7874, 7876-7890
L83  7836, 7843, 7850, 7857-7858, 7864-7865, 7871-7872, 7878-7880, 7885-7887,
       7892-7894, 7899-7902, 7906-7909, 7913-7916, 7920-7924, 7927-7931,
       7934-7938, 7941-7946, 7948-7953, 7955-7969
L84  7922, 7929, 7936, 7943-7944, 7950-7951, 7957-7958, 7964-7966, 7971-7973,
       7978-7980, 7985-7988, 7992-7995, 7999-8002, 8006-8010, 8013-8017,
       8020-8025, 8027-8032, 8034-8048
L85  8008, 8015, 8022, 8029-8030, 8036-8037, 8043-8044, 8050-8052, 8057-8059,
       8064-8066, 8071-8074, 8078-8081, 8085-8089, 8092-8096, 8099-8104,
       8106-8111, 8113-8127
L86  8094, 8101, 8108, 8115-8116, 8122-8123, 8129-8130, 8136-8138, 8143-8145,
       8150-8153, 8157-8160, 8164-8168, 8171-8175, 8178-8183, 8185-8190,
       8192-8199
L87  8180, 8187, 8194, 8201-8202, 8208-8209, 8215-8217, 8222-8224, 8229-8232,
       8236-8239, 8243-8247, 8250-8254, 8257-8262, 8264-8269, 8271
L88  8266, 8273, 8280-8281, 8287-8288, 8294-8296, 8301-8303, 8308-8311,
       8315-8318, 8322-8326, 8329-8333, 8336-8341, 8343
L89  8345, 8352, 8359-8360, 8366-8367, 8373-8375, 8380-8382, 8387-8390,
       8394-8397, 8401-8405, 8408-8412, 8415
L90  8424, 8431, 8438-8439, 8445-8446, 8452-8454, 8459-8461, 8466-8469,
       8473-8476, 8480-8484, 8487
L91  8503, 8510, 8517-8518, 8524-8525, 8531-8533, 8538-8540, 8545-8548,
       8552-8555, 8559
L92  8582, 8589, 8596-8597, 8603-8604, 8610-8612, 8617-8619, 8624-8627, 8631
L93  8661, 8668, 8675-8676, 8682-8683, 8689-8691, 8696-8698, 8703
L94  8740, 8747, 8754-8755, 8761-8762, 8768-8770, 8775
L95  8819, 8826, 8833-8834, 8840-8841, 8847
L96  8898, 8905, 8912-8913, 8919
L97  8977, 8984, 8991
L98  9056, 9063
L99  9135


Cait Sith's MP
==============
L 1-51  All

L52  434-458
L53  451-469
L54  468-480
L55  483-491
L56  495-501
L57  508-512
L58  520-523
L59  532-534
L60  544-545
L61  555
L62  564
L63  574
L64  583
L65  593
L66  602
L67  611
L68  621
L69  630
L70  640
L71  649
L72  658
L73  668
L74  677
L75  687
L76  696
L77  705
L78  715
L79  724
L80  734
L81  743
L82  750
L83  757
L84  764
L85  771
L86  778
L87  785
L88  792
L89  799
L90  806
L91  813
L92  820
L93  827
L94  834
L95  841
L96  848
L97  855
L98  862
L99  869




Vincent's HP
============
L 1-39  All

L40  2147, 2150-2151, 2153-2154, 2156, 2158, 2161-2162, 2164-2165, 2167,
       2169, 2172-2173, 2175-2176, 2178, 2180, 2182-2184, 2186-2187, 2189,
       2191, 2193-2195, 2197-2198, 2200-2202, 2204-2206, 2208-2209,
       2211-2213, 2215-2217, 2219, 2221-2224, 2226-2228, 2230, 2232-2235,
       2237, 2239-2241, 2243-2246, 2248, 2250-2252, 2254-2257, 2259,
       2261-2263, 2265-2267, 2270, 2272-2274, 2276-2278, 2281-2285, 2287
L41  2228, 2239, 2250, 2261, 2272, 2283, 2294, 2305, 2316, 2327, 2338, 2349,
       2360, 2371
L42  2349, 2360, 2371, 2382, 2393, 2404, 2415, 2426, 2437, 2448, 2459, 2470,
       2481, 2492
L43  2459, 2470, 2481, 2492, 2503, 2514, 2525, 2536, 2547, 2558, 2569, 2580,
       2591, 2602, 2613
L44  2569, 2580, 2591, 2602, 2613, 2624, 2635, 2646, 2657, 2668, 2679, 2690,
       2701, 2712, 2723
L45  2668, 2679, 2690, 2701, 2712, 2723, 2734, 2745, 2756, 2767, 2778, 2789,
       2800, 2811, 2822, 2833
L46  2789, 2811, 2822, 2833, 2844, 2855, 2866, 2877, 2888, 2899, 2910, 2921,
       2932, 2943
L47  2954, 2976, 2987, 2998, 3009, 3020, 3031, 3042, 3053
L48  3119, 3130, 3141, 3152, 3163
L49  3251, 3262, 3273
L50  3372, 3383
L51  3493
L52  3616
L53  3739
L54  3862
L55  3985
L56  4108
L57  4231
L58  4354
L59  4477
L60  4600
L61  4723
L62  4843
L63  4963
L64  5083
L65  5203
L66  5323
L67  5443
L68  5563
L69  5683
L70  5803
L71  5923
L72  6043
L73  6163
L74  6283
L75  6403
L76  6523
L77  6643
L78  6763
L79  6883
L80  7003
L81  7123
L82  7215
L83  7307
L84  7399
L85  7491
L86  7583
L87  7675
L88  7767
L89  7859
L90  7951
L91  8043
L92  8135
L93  8227
L94  8319
L95  8411
L96  8503
L97  8595
L98  8687
L99  8779


Vincent's MP
============
L 1-69  All

L70  660, 662-696
L71  672, 674, 676-710
L72  688, 690, 692-724
L73  704, 706, 708-736
L74  718, 720, 722-746
L75  734, 736, 738-758
L76  750, 752, 754-769
L77  764, 766-778
L78  778, 780-789
L79  792-800
L80  804-811
L81  814-820
L82  815-821
L83  817-822
L84  819-824
L85  823-826
L86  827-830
L87  832-834
L88  838-840
L89  844-845
L90  851-852
L91  857-858
L92  863-864
L93  871
L94  878
L95  886
L96  893
L97  900
L98  908
L99  915




Cid's HP
========
L 1-45  All

L46  3193-3202, 3204-3227, 3229-3252, 3254-3277, 3279-3302, 3304-3327,
       3329-3352, 3354-3377, 3379-3402
L47  3311-3314, 3316-3326, 3329-3339, 3341-3351, 3354-3364, 3366-3377,
       3379-3389, 3391-3402, 3404-3414, 3416-3427, 3429-3439, 3441-3452,
       3454-3464, 3466-3477, 3479-3489, 3492-3502, 3505-3514, 3517-3527
L48  3429-3438, 3441-3450, 3454-3463, 3466-3475, 3479-3488, 3491-3501,
       3504-3513, 3516-3526, 3529-3538, 3541-3551, 3554-3564, 3567-3576,
       3580-3589, 3592-3601, 3605-3614, 3617-3626, 3630-3639, 3642-3651
L49  3546-3548, 3553-3561, 3566-3574, 3579-3587, 3591-3599, 3604-3612,
       3616-3625, 3629-3637, 3642-3650, 3655-3662, 3667-3675, 3680-3688,
       3692-3700, 3705-3713, 3717-3726, 3730-3738, 3743-3751, 3756-3763,
       3768-3776
L50  3666-3671, 3678-3684, 3691-3697, 3704-3710, 3716-3723, 3729-3735,
       3742-3748, 3755-3761, 3767-3774, 3780-3786, 3792-3799, 3805-3812,
       3818-3824, 3831-3837, 3844-3850, 3856-3863, 3869-3875, 3881-3888,
       3893-3900
L51  3791-3793, 3803-3806, 3816-3819, 3829-3832, 3842-3845, 3855-3858,
       3867-3871, 3880-3884, 3893-3897, 3906-3910, 3919-3922, 3931-3935,
       3944-3948, 3957-3961, 3969-3974, 3982-3987, 3994-4000, 4006-4012,
       4018-4025
L52  3908, 3920-3921, 3932-3934, 3945-3947, 3958-3960, 3971-3973, 3984-3986,
       3996-3999, 4009-4012, 4022-4025, 4035-4038, 4048-4051, 4060-4063,
       4073-4076, 4086-4089, 4098-4102, 4111-4115, 4123-4128, 4135-4141,
       4147-4153, 4159-4160
L53  4036, 4049, 4062, 4074-4075, 4087-4088, 4100-4101, 4113-4114, 4125-4127,
       4138-4140, 4151-4153, 4164-4166, 4177-4179, 4189-4192, 4202-4204,
       4215-4217, 4227-4230, 4240-4243, 4252-4256, 4264-4269, 4276-4282,
       4288-4289
L54  4203, 4229, 4242, 4255, 4267-4268, 4280-4281, 4293-4294, 4306-4307,
       4318-4320, 4331-4333, 4344-4345, 4356-4358, 4369-4371, 4381-4384,
       4393-4397, 4405-4410, 4417-4418
L55  4396, 4422, 4435, 4448, 4460-4461, 4473-4474, 4485-4486, 4498-4499,
       4510-4512, 4522-4525, 4534-4538, 4546-4547
L56  4589, 4602, 4614-4615, 4627, 4639-4640, 4651-4653, 4663-4666, 4675-4676
L57  4743, 4756, 4768, 4780-4781, 4792-4794, 4804-4805
L58  4897, 4909, 4921-4922, 4933-4934
L59  5038, 5050, 5062-5063
L60  5179, 5191
L61  5320
L62  5435
L63  5550
L64  5665
L65  5780
L66  5895
L67  6010
L68  6125
L69  6240
L70  6355
L71  6470
L72  6585
L73  6700
L74  6815
L75  6930
L76  7045
L77  7160
L78  7275
L79  7390
L80  7505
L81  7620
L82  7703
L83  7796
L84  7889
L85  7982
L86  8075
L87  8168
L88  8261
L89  8354
L90  8447
L91  8540
L92  8633
L93  8726
L94  8819
L95  8912
L96  9005
L97  9098
L98  9191
L99  9284


Cid's MP
========
L 1-51  All

L52  401-425
L53  414, 416, 418-436
L54  430, 432, 434-446
L55  447, 449-457
L56  461-467
L57  473-477
L58  485-488
L59  496-498
L60  508-509
L61  519
L62  528
L63  537
L64  546
L65  555
L66  564
L67  573
L68  582
L69  591
L70  600
L71  608
L72  617
L73  626
L74  635
L75  644
L76  653
L77  662
L78  671
L79  680
L80  689
L81  697
L82  704
L83  711
L84  718
L85  725
L86  732
L87  739
L88  746
L89  753
L90  760
L91  766
L92  773
L93  780
L94  787
L95  794
L96  801
L97  808
L98  815
L99  822


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The FF7 Party Mechanics, copyright 2001-2009 Terence Fergusson