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    Party Mechanics Guide by TFergusson

    Version: 1.10 | Updated: 06/29/09 | Printable Version | Search Guide | Bookmark Guide

    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
    
    
    -----------------------------------------------------------------------------
    
    The FF7 Party Mechanics, copyright 2001-2009 Terence Fergusson