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    Game Mechanics Guide by ximaus

    Version: 1.02 | Updated: 08/26/11 | Printable Version | Search Guide | Bookmark Guide

                       -----------------------------------
                       Final Fantasy XIII Battle Mechanics                    
                       -----------------------------------
    
                                *****************       
                                |   written by  |
                                |     ximaus    |
                                *****************
    
    Introduction and acknowledgements
    =============================================================================
    
    The following guide is primarily meant to be a translation of the facts and
    formulae present in the Final Fantasy XIII Ultimania Battle Guide. So far
    I have chosen to exclude information such as the material and weapon 
    crafting data due to the likelihood of redundancy with another FAQ although 
    I might choose to include it in the future. 
    
    This guide does not cover the events of the story so there should be minimal 
    storyline spoilers but I will not label any potential spoilers so be warned 
    that locations, names, and minor story details may very well be present in 
    this FAQ.
    
    First and foremost, I'd like to acknowledge that although the wording is 
    my own translation, most of the information was obtained from the Final 
    Fantasy Ultimania Battle Guide by Studio BentStuff. I'd also like to make the 
    acknowledgement that the layout and formatting of this FAQ took inspiration 
    from the Final Fantasy Tactics Battle Mechanics Guide by Aerostar.
    
    IruuL          -  03/12/2010  -  Thanks for mentioning the ATB gauge reset
                                     I would have probably just skipped over it
                                     otherwise.
    
    Porcupine      -  04/15/2010  -  Providing help on evasion and an
                                     inconsistency in the guide.
    
    destrian522    -  06/09/2011  -  Making me realize that the information on
                                     Status Effects was incomplete.
    
    
    Please email comments and questions to ximaus@hotmail.com
    
    
    Version History
    =============================================================================
    Ver 0.50 - March 7th 2010        First submitted FAQ. Still need to fill in
                                     a decent amount of the information as well 
                                     as change all of the Japanese version terms 
                                     to the English version terms.
    
    Ver 0.70 - April 3rd 2010        Changed most of the terms to the US version
                                     equivalent. Updated a lot of information.
                                     The Chain & Stagger section is now up as
                                     well.
    
    Ver 0.80 - April 17th 2010       Minor fixes. Sentinel and item skills are
                                     now updated. Added a new section on enemies.
                                     Added information on evasion.
    
    Ver 0.90 - February 24th 2011    Finished up most of the sections. Plan to add
                                     information on the ability to knock enemies up
                                     into the air (Rise) at a later date. Also
                                     plan to add more enemies to the enemy list.
    
    Ver 1.00 - May 21st 2011         For the most part, everything I wanted to list
                                     in this guide is done. The enemy list now 
                                     contains boss enemies from act 3 through 13.
    
    Ver 1.01 - June 3rd 2011         I was having some problems resolving the 
                                     battle result calculation on high level 
                                     enemies until I realized I read the Ultimania
                                     incorrectly. Enemies over level 50 have 50
                                     subtracted from their level in the calculation.
                                     This section has been amended.
    
    Ver 1.02 - August 26th 2011      Other parts of the guide have been better
                                     detailed and the status effect section has
                                     been corrected and updated.
    
    
    Table of Contents
    =============================================================================
    
    1.     ATB
            -ATB level
            -ATB gauge speed
            -Conditions which affect ATB
            -Abilities which affect ATB
            -Paradigm Shift and ATB
    
    2.     BATTLE RANK
            -Reference table for rank by score
            -Calculation
    
    3.     TP
            -TP Bar
            -TP Recovery
    
    4.     ROLES
            -Role Bonuses
            -AI by Role
    
    5.     Chain & Stagger
            -Calculating chain bonus
            -Stagger
            -Abilities which affect stagger
            -Ally chain bonus guage
    
    6.     STATUS EFFECTS
            -Effect chance calculation
            -Duration calculation
            -List of effects
    
    7.     SUMMONS
            -Rank
            -SP gauge
            -Gestalt mode
            -Battling against Eidolons
            -Eidolons
              -Odin
              -Shiva
              -Brynhildr
              -Bahamut
              -Alexander
              -Hecatonceir
    
    8.     ATTACK
            -Reference Charts: Damage Calculation
            -Damage Calculation
            -Cut and Keep
            -Evasion and Counter
            -Rise
    
    9.     SKILLS
            -Skill Families
            -Character specific skills
            -Skill List
            -Item Skills
            -Misc & Special Case
            -Sentinel Skills
            -Auto-abilities
            -Recovery Calculation
    
    10.    ENEMY DATA
            -Enemy ATB
            -Libra
            -Enemy List
    
    11.    COPYRIGHT
    
    
    
    1. ________________________________________________________________________
    [ATB GAUGE]================================================================
    
    
    _____________________ATB Level
     ___________________________________________________________________
    | Condition                                               ATB Level |
    |===================================================================|
    | Starting Condition ............................................ 2 |
    | Become a l'Cie ............................................... +1 |
    | Gain a Summon ................................................ +1 |
    | Obtained on the Crystallium Board ............................ +1 |
    | Equip Bonus of Final Weapon .................................. +1 |
    *===================================================================*
    
    Because each character becomes a l'Cie and each of them will eventually gain a 
    summon, 4 is the minimum final size of the ATB bar. Vanille and Fang join your 
    party after they have already become l'Cie so they start off with a level 3 ATB
    instead of level 2.
    
    
    
    _____________________ATB Gauge Speed By Level
    
    Each ATB slot has a size of 100 so an ATB Speed of 100 will fill one ATB slot 
    in 1 second. An ATB bar at level 5 has a total size of 500, therefore, despite 
    the apparently smaller size slots, each slot on a level 5 ATB bar is the same 
    size as each slot on a level 2 ATB bar. The real difference comes from the 
    fact that the ATB bar itself speeds up with each successive level.
    
     ________________________________________________________________________
    | Level || ATB Speed || Time to Fill Each Slot || Time to Fill Whole Bar |
    |=======||===========||========================||========================|
    |   2   ||        62 ||               ~1.6 sec ||               ~3.2 sec |
    |   3   ||        72 ||               ~1.4 sec ||               ~4.2 sec |
    |   4   ||        92 ||               ~1.1 sec ||               ~4.3 sec |
    |   5   ||       110 ||               ~0.9 sec ||               ~4.5 sec |
    |   6   ||       128 ||               ~0.8 sec ||               ~4.7 sec |
    *========================================================================*
    
    This is the base rate if the ATB configuration settings are set to "Normal." 
    If the configuration settings are set to "Slow" the Fill Speed becomes half 
    and the resultant times double. Although not specifically stated, it can be 
    assumed that this change applies to the enemies' ATB gauges as well.
    
    
    
    _____________________Conditions which affect ATB speed
    
    The following is a chart which shows the effect of different conditions on 
    the ATB speed. The base ATB speed is determined only by the ATB level; these 
    effects modify the base ATB speed.
     ____________________________________________________________________
    | Ability                                                     Effect |
    |====================================================================|
    | Haste ....................................................... +50% |
    | ATB Rate +X% ......................................... +10 to +30% |
    | Slow ........................................................ -50% |
    | Leadenstrike ................................................ -70% |
    | Ironstrike .................................................. -40% |
    *====================================================================*
    
    The lower limit to the gauge speed is -90%. The status effects of Slow and 
    Haste will cancel each other out such that casting Haste on a character 
    affected by Slow will cancel both status effects and return that character to 
    normal status. The ability ATB Rate +X% is a synthesized ability which 
    increases from 10 to 30% depending on whether you have 2 or up to 5 pieces of 
    equipment with the ability. The two abilities of the series: "Leadenstrike," 
    and "Ironstrike" are weapon abilities which appear on some of the stronger 
    weapons as a balance factor for using them.
    
    
    
    _____________________Abilities which affect the ATB gauge
    
     _________________________________________________________________________
    | Ability                                                          Effect |
    |=========================================================================|
    | Lifesiphon *(3) ............................................... +1 Slot |
    | Faultsiphon *(3) ....................................... +20% of 1 Slot |
    | Fearsiphon *(3) ........................................ +10% of 1 Slot |
    | ATB Advantage ............................*(1) Start Battle with 1 Slot |
    | Kill: ATB Charge *(3) ..............................*(1) +50% of 1 Slot |
    | Attack: ATB Charge .................................*(2) +10% of 1 Slot |
    | Attack: ATB Charge II ..............................*(2) +20% of 1 Slot |
    *=========================================================================*
    
    *(1)
    Having more than 1 copy of these abilities will not increase the effect.
    *(2)
    If the damage is dealt by a Saboteur's ability and the status effect takes 
    hold of the enemy, the ATB recovery is doubled.
    *(3)
    These abilities are of the siphon-type abilities and are affected by Hope's 
    weapon ability: Siphon Boost. The first version of this ability gives 1.5 
    times the effect while the upgraded version of this ability gives 2 
    times the effect.
    
    Lifesiphon and Faultsiphon are auto abilities in the Commando role, while 
    Fearsiphon is an auto ability in the Ravager role. ATB Advantage and Kill: 
    ATB Charge are abilities given by equipping certain accessories. The last 2 
    abilities are from Lightning's Axis Blade and its upgraded forms.
    
    
    
    _____________________Paradigm Shift and ATB
    
    The ATB gauge will continue to increase during a paradigm shift. Assuming
    the player shifts in the middle of an action, any unused amount of the ATB 
    gauge will be saved in the same way it would have been saved if the player
    had simply cancelled the action.
    
    Paradigm shifting will refill everyone's ATB gauge. There is a 12 second 
    cooldown time for this effect after each time it activates. This means if you
    shift less than 12 seconds after this effect last activated, the ATB gauge 
    will not be refilled at the end of the shift. The computer AI controlled 
    characters will have their commands automatically selected immediately 
    following the shift.
    
    During the paradigm shift animation, commands cannot be input, nor will input
    commands be carried out. During this animation the ATB gauges of both the 
    party and the enemies will continue to increase. The 2 non-leader characters 
    can act again sooner than the leader as the leader must wait until all 3
    character's animations are finished before acting.
    
    The first paradigm shift in each battle will have a longer animation. There
    are ways to reduce the effects of this animation time however; you need 
    only shift during an animation which cannot be canceled by the paradigm
    shift. Those include:
    
         1.   During an [Attack] command special animation.
         2.   While being launched by an enemy.
         3.   While using a character's unique command skill (eg [Army of One]).
    
    Circumventing the long animation will make the next shift animation a long
    animation as well. Until you experience the longer shift animation without 
    using one of the above methods to circumvent it, the shift animation will 
    continue to try to use the longer animation.
    
    
    2. ________________________________________________________________________
    [Battle Rank]==============================================================
    
    
    Battle Rank is calculated between 0 and 5 stars based on the score you receive 
    at the end of the battle. The score itself is calculated in the following
    manner:
    
    Score = {[(Target Time) - (Battle Duration)] x (Points per second)} + 10,000
    
     __________________________________________________________________________
    | Rank    | Score           | TP Recovery | Rare Drop % | Shroud Drop Rate |
    |==========================================================================|
    | 5 Stars | 13,000 and up   | 8x          | 5x          | Normal           |
    | 4 Stars | 12,000 - 12,999 | 3x          | 3x          | Normal           |
    | 3 Stars | 9,000 - 11,999  | Normal      | Normal      | Normal           |
    | 2 Stars | 8,000 - 8,999   | Half        | None        | 2x               |
    | 1 Star  | 7,000 - 7,999   | 1/4th       | None        | 4x               |
    | 0 Stars | 0 - 6,999       | 1/8th       | None        | 8x               |
    *==========================================================================*
    
       Target Time
       ===========
       Target Time is the amount of time necessary to achieve a score of 10,000. 
       Defeating the enemy faster will result in a higher score while taking 
       more time will result in a lower score.
    
       Target Time = [(Enemy Strength) / (Party Member Strength)] + 8
    
       Target Time has a max limit of 10 hours and a minimum of 12 seconds for 
       the first enemy and 4 seconds for each additional enemy. The Gold Watch 
       accessory, if equipped on a character who did not die in battle, will 
       multiply the Target Time by 1.1
    
    
           Enemy Strength
           ==============
           Enemy Strength is calculated as the following:
    
           [(HP at the start of Battle) x (enemy level)] / 16
       
           This value is calculated for each enemy and then all of the values 
           are taken as a sum to obtain "Enemy Strength". In the case that the 
           enemy's level is above 50, it is calculated as (Enemy Level - 50).
    
           Party Member Strength
           =====================
           Party Member Strength is calculated as the following:  
    
           [(Attack power x ATB Level) / (3.5 + ATB Level)]
       
           Where "attack power" is the highest value between either magic attack 
           or physical attack. This value is calculated for each party member and 
           then all of the values are taken as a sum to obtain "Party Member 
           Strength".
    
    
       Battle Duration
       ===============
       Battle duration is simply the amount of time spent in battle. Any extra time
       spent during a preemptive strike animation or a summon animation is not 
       included.
    
    
       Points per second
       =================
       Points per second = [(10,000) / (Target Time)]
    
       The US version renamed Battle Rate to "Points per second." 
    
    
    Preempt Bonus
    =============
    In the case of a preemptive strike, the final score will be multiplied by 1.2
    
    
    
    ____________________Calculation
    
    The time itself is calculated in seconds and always rounded down. In 
    other words, there is no difference between 56 seconds and 56.9 seconds.
    
    Let's assume you have Fang, Hope, and Lightning in your party with the
    following stats:
    
    Lightning - PA: 1500
                MA: 1400
                ATB: 5
    
    Fang      - PA: 2500
                MA: 1000
                ATB: 6
    
    Hope      - PA: 1200
                MA: 2500
                ATB: 6
    
    Party Member Strength = [(Attack power x ATB Level) / (3.5 + ATB Level)]
    
    Lightning - [(1500 x 5) / (3.5 + 5)] = 882
    Fang      - [(2500 x 6) / (3.5 + 6)] = 1578
    Hope      - [(2500 x 6) / (3.5 + 6)] = 1578
    
    Party Member Strength = 882 + 1578 + 1578 = 4038
    
    
    Now take this party against a party of 3 enemies with the following stats:
    
    Enemy 1   - HP: 500,000
                Level: 15
    
    Enemy 2   - HP: 10,000
                Level: 10
    
    Enemy 3   - HP: 20,000
                Level: 10
    
    Enemy Strength = [(HP at the start of Battle) x (enemy level)] / 16
    
    Enemy 1 - [(500000) x (15)] / 16 = 468750
    Enemy 2 - [(10000) x (10)] / 16 = 6250
    Enemy 3 - [(20000) x (20)] / 16 = 25000
    
    Enemy Strength = 468750 + 6250 + 25000 = 500,000
    
    
    Target Time will therefore become:
    
    Target Time = [(Enemy Strength) / (Party Member Strength)] + 8
    Target Time = [(500000) / (4038)] + 8 = 131 seconds
    
    
    Pointers for increasing your Battle Rank
    ========================================
    
    1) You can equip the Gold Watch accessory to increase the Target Time,
       but equipping more than 1 will not help. 
    
    2) Not equipping the ultimate weapons will not only decrease your attack 
       power, it will also decrease your ATB gauge giving you even more allotted 
       time. 
    
    3) Items with Auto-brave / faith can increase damage without increasing 
       attack power, while items with auto-haste will decrease the amount of time 
       taken to defeat the enemy party. 
    
    4) In any given party, you will probably have 1 physical attacker, 1
       magical attacker, and 1 support character. Your support character does 
       not need high attack power; this should increase the allotted time.
    
    
    
    3. ________________________________________________________________________
    [TP]=======================================================================
    
    
    ____________________TP Bar
    
     _________________________________________________________________________
    | Lv1|   Lv2|                 Lv3|                  Lv4|               Lv5|
    |====|======|====================|=====================|==================|
    |    |      |                    |                     |                  |
    |    |      |                    |                     |                  |
    |    |      |                    |                     |                  |
    |    |      |                    |                     |                  |
    | 100|   200|                 600|                  600|               600|
    |    |      |                    |                     |                  |
    |    |      |                    |                     |                  |
    |<---------------------------- 2100 ------------------------------------->|
    
    The TP bar is a total of 2100 points long with the first 2 bars being 100 and 
    200 points respectively and the last 3 bars being 600 points each. 
    
    TP abilities use the TP of only the full bars beginning at level 5 and 
    working its way down to the level 1 bar. In other words, TP abilities cost 
    more TP if your bar is full. For instance, a summon ability used at TP level 
    5 will cost 1800 TP or rather, bars 3 through 5. The same ability used at TP 
    level 3 will cost 1000 TP, or bars 1 through 3. 
    
    If you happen to have Bar 5 half full when you use a summon, the summon 
    ability will completely use bars 2 through 4 and the remaining half will fill 
    bar 2. In this case, even though Bar 5 had 300 TP, when it is converted to 
    fill Bar 2, it will only fill it by the same percentage. This means that you 
    will essentially lose 200 TP since Bar 2 will only fill by 100.
    
    
    
    ____________________TP Recovery
    
    
    The amount of TP recovered after each battle is based on the enemy level and 
    the Battle rank at the end of battle.
    
    Rank                      Recovery
    0 stars               Sum of enemies' levels / 8
    1 star                Sum of enemies' levels / 4
    2 stars               Sum of enemies' levels / 2
    3 stars               Sum of enemies' levels
    4 stars               Sum of enemies' levels * 3
    5 stars               Sum of enemies' levels * 8                    
    
    Enemy levels are not intuitive in this game as even early bosses have levels 
    above 50 while one of the strongest enemies in the game is only level 7. 
    Levels are more of a battle calculation factor than an indicator of ability 
    so keep in mind that you may very well gain more TP from a group of weak 
    enemies than from a strong enemy.
    
    
    Other methods of recovering TP
    ==============================
    
    Method                                             Recovery Amount
    ------                                             ---------------
    Party member defeats an enemy                          2(*1)
    Party member with Energy Sash defeats an enemy         12(*2)
    Party member fully stacks their ATB gauge and          4(*1)
    damages, recovers, or inflicts a status effect
    Fang staggers an enemy with Punisher equipped          10
    Fang Staggers an enemy with the upgraded versions        20
    of the Punisher
    Use an Elixir in battle                                Full
    Use an Ethersol in the field                           Full
    
    *1
    During a summon, recovery amount = 0
    *2
    During a summon, recovery amount = 10
    
    If a party member has the Synthesized Ability: Gestalt/TP Boost and is not 
    dead, all listed values become double; this doubling affect the actions of 
    all party members, not just the person with the ability. If the recovery 
    due to the increase from Gestalt/TP Boost becomes more than 10, then 
    recovery equals [(2 * normal) - 1].
    
    
    
    4. ________________________________________________________________________
    [ROLES]====================================================================
    
    
    _____________________Role Bonuses
    
    
    Commando
    ****************************************************************************
    * The Commando's role bonus adds a percentage to the damage dealt to the   * 
    * enemies. This bonus applies to both physical and magical damage. If      *
    * there is more than one Commando in the party, the bonus is the sum of    *
    * all applicable Commando bonuses.                                         *
    ****************************************************************************
    
    Ravager
    ****************************************************************************
    * The Ravager's role bonus adds a fixed value to the base amount each and  *
    * every skill increases the Chain Gauge. This bonus applies to all skills  *
    * which can increase the Chain Gauge and is cumulative with the bonus from * 
    * other Ravagers.                                                          *
    ****************************************************************************
    
    Sentinel
    ****************************************************************************
    * The Sentinel's role bonus reduces the damage dealt by both physical and  *
    * magical attacks. This bonus applies even if the attack ignores type      *
    * based Defense. If there is more than one Sentinel in the party, the      *
    * bonus is the product of all applicable Sentinel bonuses. If Lightning is *
    * a level 5 Sentinel (self bonus of 0.50) and has two role level 3         *
    * Sentinels on her team (party bonus of 0.89 each)then her total bonus     *
    * would be equal to 0.50 x 0.89 x 0.89 = 0.396 = 0.40                      *
    ****************************************************************************
    
    Saboteur
    ****************************************************************************
    * The Saboteur's role bonus increases the success rate for all status      *
    * afflictions which target the enemies. This bonus applies to the base     *
    * rate by multiplying the bonus factor by the base rate. If there is more  * 
    * than one Saboteur in the party, the bonus factor is the sum of all       *
    * applicable Saboteur role bonuses. For example, a base success rate of    *
    * 30% in the hands of a Level 5 Saboteur will become 30% + (30% x 0.4) =   *
    * 42%; it does NOT become 30% + 40% = 70%.                                 * 
    ****************************************************************************
    
    Synergist
    ****************************************************************************
    * The Synergist's role bonus increases the duration of offensive and       *
    * defensive buffing status effects. This bonus applies in the exact same   * 
    * mechanism as the Saboteur's bonus.                                       *
    ****************************************************************************
    
    Medic
    ****************************************************************************
    * The Medic's role bonus increases HP recovery by a percentage. This bonus *
    * is directly applied to the recovery amount. If there is more than one    *
    * Medic in the party, the bonus is equal to the sum of all applicable      *
    * Medic role bonuses. For instance, if recovery was going to be 350 HP, a  * 
    * Level 5 Medic bonus would make it 350 + (350 x 0.32) = 462.              *
    ****************************************************************************
    
    
    Self Bonus:
     ___________________________________________________________________________
    | Lvl || Commando || Ravager || Sentinel || Saboteur || Synergist ||  Medic |
    |=====||==========||=========||==========||==========||===========||========|
    |   1 ||    +100% ||    +1.0 ||     0.65 ||     +20% ||      +20% ||   +20% |
    |   2 ||    +110% ||    +1.5 ||     0.63 ||     +24% ||      +35% ||   +23% |
    |   3 ||    +120% ||    +2.0 ||     0.60 ||     +28% ||      +50% ||   +26% |
    |   4 ||    +130% ||    +2.5 ||     0.56 ||     +33% ||      +65% ||   +29% |
    |   5 ||    +150% ||    +3.0 ||     0.50 ||     +40% ||      +80% ||   +32% |
    *===========================================================================*
    
    Party Bonus:
     ___________________________________________________________________________
    | Lvl || Commando || Ravager || Sentinel || Saboteur || Synergist ||  Medic |
    |=====||==========||=========||==========||==========||===========||========|
    |   1 ||      +5% ||    +0.1 ||     0.92 ||      +4% ||       +5% ||    +3% |
    |   2 ||      +5% ||    +0.1 ||     0.92 ||      +4% ||       +5% ||    +3% |
    |   3 ||     +10% ||    +0.2 ||     0.89 ||      +8% ||      +10% ||    +6% |
    |   4 ||     +10% ||    +0.2 ||     0.89 ||      +8% ||      +10% ||    +6% |
    |   5 ||     +15% ||    +0.3 ||     0.86 ||     +12% ||      +15% ||   +10% |
    *===========================================================================*
    
    The Self Bonus only applies to the individual in that particular job while 
    the Party Bonus only applies to their teamates. In a party consisting of one 
    Role Level 5 Commando and one Role Level 3 Commando, the Level 5 Commando 
    will have a bonus of: (150% + 10%) while the Level 3 Commando will have a 
    bonus of: (120% + 15%). 
    
    Any incapacitated party members do not contribute their bonus. Likewise, when 
    summoning, only the lead character's bonus applies until the summon is 
    dismissed and the other 2 party members return.
    
    
    
    ____________________AI by Role
    
    
    Each of the roles has a hidden gambit-like AI system such that the computer 
    will predictably use specific skills in specific situations. If the player 
    uses the auto-input method for the leader; it will input in accordance to the 
    role AI.
    
    
    Commando
    ========
    Commandos will use their attacks based on their own stats and the physical
    and magical defense of the enemy. For example, Hope will usually have more 
    magic power than attack power so he will typically choose to use the skill 
    [Ruin] over the skill [Attack]. 
    
    If there is more than one Commando, the AI will aim for an enemy that is not 
    being targeted by the other Commando.
    
    
    Ravager
    =======
    Aims for the same opponent as the Commando. If there is no Commando in the 
    party, it will aim for the same enemy as the leader. If the leader is not 
    targeting an enemy, it will aim for the same target as another ravager or 
    simply auto-target if there is no other Ravager.
    
    When attacking, the AI chooses attacks more suited to raising the chain 
    bonus rather than choosing attacks based on damage. 
    
    The AI will use attacks that the enemy is weak to and, in turn, will 
    never use an attack that the enemy will absorb. The AI can only know this if 
    the information is displayed in the Libra menu.
    
    
    Sentinel
    ========
    Always uses [Provoke] first unless all opponents are immune. Attempts to 
    force all opponenets to target itself. After the opponenets are successfully 
    provoked, it proceeds to use Counter, Evade, and Guard type abilities.
    
    When not critical the AI will use [Vendetta] and [Entrench]. When critical, 
    the AI will more often use [Steelguard], [Mediguard], and [Elude].
    
    
    Saboteur
    ========
    Uses debuffing and debilitation spells on the enemies.
    If the Libra screen lists any recommended status effects under the "Notes" 
    heading, the Saboteur AI will carry out these effects first if possible.
    
    Otherwise, if the enemies are great in number, the AI will use debilitation 
    type spells, but if the enemies are few in number, the AI will use debuffing 
    spells.
    
    The AI will not use any status effects which the Libra screen reveals to be 
    ineffective against that enemy.
    
    
    Synergist
    =========
    Pattern Flow
    
    1. Buffs in accordance with the Libra "Notes" screen as indicated by the    
       chart below.
    2. Uses En-{Element) if the Libra screen says the targeted enemy is weak 
       to that element.
    3. Uses Haste on itself.
    4. Uses other buffs; defense when the enemies are great in number and augment
       when the enemies are few in number.
    
    
    Synergist AI response Chart:
     ____________________________________________________________
    | "Notes" Description                               Response |
    |============================================================|
    | Carries out strong physical attacks....Protect / Protectra |
    | Carries out strong magic attacks...........Shell / Shellra |
    | Carries out (insert) elemental attacks.......Half (insert) |
    | Uses (insert) status effect attack....................Veil |
    *============================================================*
    
    
    Medic
    =====
    
    1. Heal anyone with HP less than 30% starting with the leader.
    2. Heal anyone with HP less than 70% starting with the leader.
    3. Recover the dead.
    4. Recover negative status effects.
    5. Fill each character's life to full using only 1 cure stock at a time.
    
    The medic will heal until all living allies are at 70% or more health before 
    trying to revive or remove status effects. After everyone is alive and above 
    70% health, it will continue to restore the life of allies by using only 1
    cure stock at a time.
    
    If you wish to restore a negative status effect or revive someone before
    everyone is at 70% health, you will need to manually control the Medic.
    
    
    
    5. ________________________________________________________________________
    [Chain & Stagger]==========================================================
    
    
    
    ____________________Chain Bonus Calculation
    
    Chain Bonus increase is equal to the following:
    
    
    [(Skill base + Base mod) * Chain resist mod + Conditional mod] * Resist mod
    
    
    Skill base        - Chain value of the skill used. See section 9 for a list.
    
    Base mod          - Abilities and bonuses which directly modifiy the skill's
                        base chain value.
    
    Chain resist mod  - Equal to [(100 - Enemy Chain Res)/100]
                        This is the enemy's resistance to having their chain 
                        gauge increased. If the enemy's chain res is 90 then the
                        chain resist mod would be 0.10.
    
    Conditional mod   - This is a bonus amount of chain that can be added in
                        certain circumstances. See list [A] for details. Even if
                        the enemy has 100 chain res the conditional mod will
                        still allow the player to raise the chain gauge.
    
    Resist mod        - See the resist mod tables listed below for details.
                        This is the modifier in relation to any applicable 
                        elemental resistance that the target has. Only Table B:
                        Chain Resistance will apply to the chain bonus 
                        calculation, the other table is used in the damage
                        calculation in section 8.
    
    
    Base modifiers
    ==============
    
    Auto Abilities   -  {Jeopardize} (COM)      - +1.0 against a staggered 
                                                  target
                     -  {Overwhelm} (RAV)       - +1.0 for each other ally 
                                                  targeting the same enemy
                     -  {Vigor} (RAV)           - +1.0 is HP is above 70%
    Weapon Abilities -  Chain Bonus Boost       - +1.0 (Sazh)
                     -  Chain Bonus Boost II    - +2.0 (Sazh)
    Other            -  Ravager Role Bonus      - +0.1 - 3.6 [see section 4]
    
    
    Conditional Modifiers
    =====================
    
         The following table is a list of the conditional modifiers for the
         chain bonus calculation. These modifiers vary by role and often have
         2 conditions; both of which must be met in order for the bonus to the 
         chain gauge to be applied. All of the modifiers in this table can
         be stacked with each other provided the character meets all requirements
         including the role requirement.
    
         SUM is the list of conditional modifiers for the Eidolons.
    
     ____________________________________________________________________________
    | Role |            Condition 1            |       Condition 2       | Bonus |
    |============================================================================|
    | ALL  | The current attack is a different |          (none)         | +0.2  |
    |      | command than the previous one used|                         |       |
    |----------------------------------------------------------------------------|
    | ALL  | The current attack is a different | The command used is the | +0.7  |
    |      | command than the previous one used| target's weakness       |       |
    |----------------------------------------------------------------------------|
    | ALL  | Attack with a the target's        |          (none)         | +0.1  |
    |      | weakness                          |                         |       |
    |----------------------------------------------------------------------------|
    | COM  | The current attack is a different | Current HP is 30-70%    | +0.2  |
    |      | command than the previous one used|                         |       |
    |----------------------------------------------------------------------------|
    | COM  | Attack a staggered target         | Current HP is 30-70%    | +0.3  |
    |      |                                   |                         |       |
    |----------------------------------------------------------------------------|
    | COM  | Attack an enemy                   | Current HP is less than | +0.3  |
    |      |                                   | 30%                     |       |
    |----------------------------------------------------------------------------|
    | COM  | Attack a staggered target         | Current HP is less than | +0.9  |
    |      |                                   | 30%                     |       |
    |----------------------------------------------------------------------------|
    | COM  | First stocked command against a   | The command used is a   | +0.3  |
    |      | staggered opponent                | physical attack         |       |
    |----------------------------------------------------------------------------|
    | COM  | Attack a launched enemy           |           (none)        | +0.1  |
    |      |                                   |                         |       |
    |----------------------------------------------------------------------------|
    | COM  | The current attack is a different | Targeted enemy has been | +0.3  |
    |      | command than the previous one used| launched into the air   |       |
    |----------------------------------------------------------------------------|
    | COM  | First stocked command             | Target enemy has any    | +0.1  |
    |      |                                   | positive status effects |       |
    |----------------------------------------------------------------------------|
    | COM  | The current attack is a different | No other allies are     | +0.5  |
    |      | command than the previous one used| targeting this target   |       |
    |----------------------------------------------------------------------------|
    | RAV  | First stocked command             | Character's HP is full  | +0.3  |
    |      |                                   |                         |       |
    |----------------------------------------------------------------------------|
    | RAV  | The current attack is a different | Character does not have | +0.1  |
    |      | command than the previous one used| negative status effects |       |
    |----------------------------------------------------------------------------|
    | RAV  | The current attack is a different | Character has 1         | +0.2  |
    |      | command than the previous one used| positive status effect  |       |
    |----------------------------------------------------------------------------|
    | RAV  | The current attack is a different | Character has 2         | +0.3  |
    |      | command than the previous one used| positive status effects |       |
    |----------------------------------------------------------------------------|
    | RAV  | The current attack is a different | Character has 3         | +0.4  |
    |      | command than the previous one used| positive status effects |       |
    |----------------------------------------------------------------------------|
    | RAV  | The current attack is a different | Character has 4         | +0.5  |
    |      | command than the previous one used| positive status effects |       |
    |----------------------------------------------------------------------------|
    | RAV  | The current attack is a different | Character has 5         | +0.7  |
    |      | command than the previous one used| positive status effects |       |
    |----------------------------------------------------------------------------|
    | RAV  | The current attack is a different | Character has 6         | +0.8  |
    |      | command than the previous one used| positive status effects |       |
    |----------------------------------------------------------------------------|
    | RAV  | The current attack is a different | Character has 7         | +0.9  |
    |      | command than the previous one used| positive status effects |       |
    |----------------------------------------------------------------------------|
    | RAV  | The current attack is a different | Character has 8         | +1.0  |
    |      | command than the previous one used| positive status effects |       |
    |----------------------------------------------------------------------------|
    | RAV  | The current attack is a different | Targeted enemy has 1    | +0.3  |
    |      | command than the previous one used| negative status effect  |       |
    |----------------------------------------------------------------------------|
    | RAV  | The current attack is a different | Targeted enemy has 2    | +0.4  |
    |      | command than the previous one used| negative status effects |       |
    |----------------------------------------------------------------------------|
    | RAV  | The current attack is a different | Targeted enemy has 3    | +0.5  |
    |      | command than the previous one used| negative status effects |       |
    |----------------------------------------------------------------------------|
    | RAV  | The current attack is a different | Targeted enemy has 4    | +0.6  |
    |      | command than the previous one used| negative status effects |       |
    |----------------------------------------------------------------------------|
    | RAV  | The current attack is a different | Targeted enemy has 5    | +0.7  |
    |      | command than the previous one used| negative status effects |       |
    |----------------------------------------------------------------------------|
    | RAV  | The current attack is a different | Targeted enemy has 6    | +0.8  |
    |      | command than the previous one used| negative status effects |       |
    |----------------------------------------------------------------------------|
    | RAV  | The current attack is a different | Targeted enemy has 7    | +0.9  |
    |      | command than the previous one used| negative status effects |       |
    |----------------------------------------------------------------------------|
    | RAV  | The current attack is a different | Targeted enemy has 8    | +1.0  |
    |      | command than the previous one used| negative status effects |       |
    |----------------------------------------------------------------------------|
    | RAV  | First stocked command against a   | The command used is the | +1.0  |
    |      | target in near stagger status     | target's weakness       |       |
    |----------------------------------------------------------------------------|
    | RAV  | First stocked command             | Targeted enemy has no   | +0.1  |
    |      |                                   | negative status effects |       |
    |----------------------------------------------------------------------------|
    | SEN  | Attack with a physical attack     | Current HP is 100%      | +0.5  |
    |      |                                   |                         |       |
    |----------------------------------------------------------------------------|
    | SEN  | Attack with a physical attack     | Current HP is 30-70%    | +1.0  |
    |      |                                   |                         |       |
    |----------------------------------------------------------------------------|
    | SEN  | Attack with a physical attack     | Current HP is less than | +1.5  |
    |      |                                   | 30%                     |       |
    |----------------------------------------------------------------------------|
    | SEN  | Attack with a physical attack     | Character has any       | +0.5  |
    |      |                                   | positive status effects |       |
    |----------------------------------------------------------------------------|
    | SAB  | First stocked command             | Targeted enemy has no   | +0.2  |
    |      |                                   | negative status effects |       |
    |----------------------------------------------------------------------------|
    | SAB  | First stocked command             | Targeted enemy has 1    | +0.3  |
    |      |                                   | negative status effects |       |
    |----------------------------------------------------------------------------|
    | SAB  | First stocked command             | Targeted enemy has 2    | +0.4  |
    |      |                                   | negative status effects |       |
    |----------------------------------------------------------------------------|
    | SAB  | First stocked command             | Targeted enemy has 3    | +0.5  |
    |      |                                   | negative status effects |       |
    |----------------------------------------------------------------------------|
    | SAB  | First stocked command             | Targeted enemy has 4    | +0.8  |
    |      |                                   | negative status effects |       |
    |----------------------------------------------------------------------------|
    | SAB  | First stocked command             | Targeted enemy has 5    | +1.0  |
    |      |                                   | negative status effects |       |
    |----------------------------------------------------------------------------|
    | SAB  | First stocked command             | Targeted enemy has 6    | +1.5  |
    |      |                                   | negative status effects |       |
    |----------------------------------------------------------------------------|
    | SAB  | First stocked command             | Targeted enemy has 7    | +2.0  |
    |      |                                   | negative status effects |       |
    |----------------------------------------------------------------------------|
    | SAB  | First stocked command             | Targeted enemy has 8    | +2.5  |
    |      |                                   | negative status effects |       |
    |----------------------------------------------------------------------------|
    | SUM  | Attack an enemy                   | Targeted enemy can be   | +0.5  |
    |      |                                   | launched                |       |
    |----------------------------------------------------------------------------|
    | SUM  | Attack an enemy                   | Targeted enemy is in    | +0.5  |
    |      |                                   | near stagger status     |       |
    |----------------------------------------------------------------------------|
    | SUM  | Attack an enemy                   | Targeted enemy is in    | +0.1  |
    |      |                                   | staggered status        |       |
    *============================================================================*
    
    
    Resist Mod Tables
    =================
    
    Table A: Damage modifiers
     _________________________________________________________
    |_______________|_________ Elemental Resistance __________|
    |Type Resistance|  Abs | Null |Resist| Half | Norm | Weak |
    |===============|======|======|======|======|======|======|
    | Null          |    0 |    0 |    0 |    0 |    0 |    0 |
    | Resist        |  Abs |    0 | 0.01 | 0.05 |  0.1 |  0.2 |
    | Half          |  Abs |    0 | 0.05 | 0.25 |  0.5 |    1 |
    | Norm          |  Abs |    0 |  0.1 |  0.5 |    1 |    2 |
    | Weak          |  --- |    0 |  0.2 |    1 |    2 |    4 |
    *=========================================================*
    
         Abs  - Enemy absorbs 100% of the damage dealt. The damage dealt will
                vary with resistances.
         ---  - There are no enemies that both absorb elemental damage and are 
                weak to type based damage.
    
    
    Table B: Chain Bonus modifiers
     _________________________________________________________
    |_______________|_________ Elemental Resistance __________|
    |Type Resistance|  Abs | Null |Resist| Half | Norm | Weak |
    |===============|======|======|======|======|======|======|
    | Null          | 0.25 | 0.25 |  0.5 |  0.5 |    1 |   1* |
    | Resist        | 0.25 | 0.25 |  0.5 |  0.5 |    1 |   1* |
    | Half          | 0.25 | 0.25 |  0.5 |  0.5 |    1 |   1* |
    | Norm          | 0.25 | 0.25 |  0.5 |  0.5 |    1 |   1* |
    | Weak          |  --- | 0.25 |  0.5 |  0.5 |    1*|   1* |
    *=========================================================*
    
         1*   - The actual modifier is still 1 but the increase to the chain 
                gauge will be more due to the conditional modifiers for weakness.
         ---  - There are no enemies that both absorb elemental damage and are 
                weak to type based damage.
    
    
    Chain Bonus
    ===========
    The chain bonus gauge raises before damage is dealt. An attack which raises
    the chain gauge by 10 against an enemy with a chain bonus already at 190 
    will deal damage as though the chain bonus were 200 (190 + 10).
    
    It is impossible to raise the chain bonus gauge above the stagger limit 
    percentage unless the enemy has been staggered.
    
    
    
    ____________________Stagger
    
    Effect on All Enemies
    =====================
    When staggered, the chain bonus percentage increases by 100.
    Any chain resistance becomes zero
    All actions with a keep of 89 or less have their keep reduced to zero.
    
    
    Effect on Some Enemies
    ======================
    Type and/or elemental resistances lower
    Status resistance lowers
    They become easier to launch
    Attack pattern changes
    
    
    Near Stagger
    ============
    At about 90-92% of a full stagger gauge, the enemy will turn red and the chain
    bonus will flash. This indicates the enemy has reached the "near stagger"
    status. 
    
    This is most applicable to Lightning's weapon ability: Quick Stagger. With 
    this ability, Lightning will instantly stagger enemies who are in near stagger 
    status. This means an enemy with a stagger gauge of 700 can be staggered as
    early as 630 with Lightning's ability.
    
    
    Stagger Time Limit
    ==================
    Minimum of 8 seconds, maximum of 45 seconds. The stagger time limit is equal 
    to double the remaining gauge time when the enemy was staggered.
    
    
    Effect of Gestalt Mode on Stagger
    =================================
    The chain gauge will reset after Gestalt mode ends regardless of whether or 
    not the Eidolon's finisher was used.
    
    
    Effect of Preempt on Stagger
    ============================
    Preempting the enemy raises all enemy chain gauges to 95-96% full. The 
    chain gauge duration for this effect is 10 seconds.
    
    
    
    ____________________Abilities which affect stagger
    
    Stagger Lock
    ============
    A character with this ability can not stagger an enemy. They can still raise
    the chain bonus up to the stagger limit but they can neither stagger the 
    enemy nor raise the chain bonus above the stagger limit. Other party members
    (assuming they do not also have stagger lock) can stagger the enemy. Against 
    a staggered enemy, the character with this ability can continue to raise the 
    chain bonus gauge as normal.
    
    
    Quick Stagger
    =============
    The attack of the character with this skill will stagger an opponent in "near
    stagger" status. This makes it possible to stagger opponents who only have
    90-92% of their full stagger limit.
    
    
    Stagger Maintenance
    ===================
    Stagger time limit increases by 10% if Sazh was the one who broke the target. 
    This ability will not increase the stagger duration past the maximum limit of
    45 seconds. The upgraded version of this ability increases the stagger time
    limit by 30%.
    
    
    Random: Instant Chain
    =====================
    This gives the character a 0.5% chance of instantly raising the chain bonus
    up to the stagger limit with each hit. The actual ability will not stagger
    the target but the next attack will send the opponent into stagger status.
    
    The only requirement for Random: Instant Chain to activate is for the Chain
    Bonus gauge to increase by some value greater than zero as a result of the
    attack. Each time the bonus gauge raises by any amount greater than zero there
    will be a 0.5% chance of the gauge instantly raising to the stagger limit.
    
    This ability will not work on enemies over level 49. This means it will not
    work on any bosses (as all bosses are above level 49) and will not work
    against some of the more elite marks such as the mark from Mission 51 and
    the mark from Mission 64.
    
    
    The random chance of instantly raising the gauge is based solely on the number 
    of times the chain bonus value is calculated. Since Sazh's [Attack] command 
    does not have more than one chain bonus calculation this gives him only one 
    chance per use of [Attack] regardless of the fact that he hits the enemy 
    2 times with each [Attack] command. 
    
    On the other hand, Sazh's unique skill [Cold Blood] calculates the chain 
    bonus 17 times. This gives 17 chances for Random: Instant Chain to activate. 
    Even though [Cold Blood] has a base chain bonus rate of zero on all 17 hits
    if the enemy is not staggered, it can still activate the skill Random: Instant 
    Chain as long as the enemy chain gauge is increasing by some amount.
    
    
    
    ____________________Ally Chain Bonus
    
    Your allies each have a chain bonus gauge as well but these gauges do not 
    actually increase the damage they receive. Ally chain bonus gauges are used 
    in the Medic healing and Synergist status effect calculations.
    
    
    
    6. ________________________________________________________________________
    [Status Effects]===========================================================
    
    
    
    ____________________Effect Chance Calculation
    
    The chance for a status effect to inflict upon the target is as follows:
    
     (Base skill %) * (alteration due to target's resistance) * Chain Bonus
    
    The base skill percentage can be found in the table of skills. The alteration 
    due to resistance is basically equal to [(100 - Enemy Res) / 100]; such that 
    if the enemy has 10 resistance against the effect you are trying to inflict 
    the "alteration due to target's resistance" will equal 0.90. The chain bonus 
    is taken as a percent value so 100% will give a multiplier of 1 while 255% 
    will give a multiplier of 2.55.
    
    In the case of the skill Death, the chain bonus factor of the equation is 
    ignored. 
    
    
    Effects which affect Chance %
    =============================
      ___________________________________________________________________
     |        Effect        |            Affects            | Alteration |
     |===================================================================|
     | Improved             | Saboteur abilities classified | 1.2 times  |
     | Debuffing I          | as Debuffs                    | Chance     |
     |-------------------------------------------------------------------|
     | Improved             | Saboteur abilities classified | 1.4 times  |
     | Debuffing II         | as Debuffs                    | Chance     |
     |-------------------------------------------------------------------|
     | Improved             | Saboteur abilities classified | 1.2 times  |
     | Debilitation I       | as Debilitations              | Chance     |
     |-------------------------------------------------------------------|
     | Improved             | Saboteur abilities classified | 1.4 times  |
     | Debilitation II      | as Debilitations              | Chance     |
     |-------------------------------------------------------------------|
     | Saboteur Role Bonus  | All Saboteur abilities        | Varies*    |
     |-------------------------------------------------------------------|
     | Status Effect:       | All negative status effects   | 0.5 times  |
     | Veil                 | except Death Sentence         | Chance     |
     *===================================================================*
    
    *As indicated in section [4] with a minimum bonus of 1.04 times chance
     and a maximum bonus of 1.64 times chance
    
    The effects in the table above will alter the calculated % chance. After
    calculating the chance via the above equation, that value is then altered
    in accordance with any effects listed above.
    
    
    Status Resistance
    =================
    Status resistances, both enemy and player, are not entirely static. They
    can be altered during battle through various un-intuitive means. All
    effects in the following chart can affect players as well as enemies.
    
        ______________________________________________________________
       |          Condition          |             Change             |
       |==============================================================|
       | Using an ability which tries| Each failed attempt will lower |
       | but fails to add a status   | the target's status resistance |
       | effect to the target.       | to that effect by 2 points.    |
       |==============================================================|
       | While being affected by a   | Every 2 seconds, resistance to |
       | status effect.              | that effect goes up by 1 point.|
       |==============================================================|
       | Just after a status effect  | Every 2 seconds, resistance to |
       | has worn off of the target  | that effect goes down by 1     |
       | effect to the target.       | point.                         |
       *==============================================================*
    
    First Condition
    ---------------
    Each time you unsuccessfully cast Slow on a target, for instance, that
    target's resistance to Slow will go down by 2 points. If that target had
    70 resistance to Slow, after 5 unsuccessful castings, it will only have
    60 resistance to Slow. This only affects the resistance of the status
    effect being cast and cannot lower resistance below 0.
    
    This condition also requires that the target is not already affected
    by the status effect. Once you have slowed the target, using Slow on
    it unsuccessfully will no longer lower the target's resistance to
    slow.
    
    This will also have no affect on immunities. No matter how many times
    you use a status effect, if the target is immune to it, they will remain
    immune.
    
    
    Second Condition
    ----------------
    If, for instance, that target was successfully slowed after its
    resistance to slow had dropped to 50, it would gain 1 point of 
    resistance every 2 seconds. After 10 seconds had passed, it would have
    55 resistance to slow.
    
    This will never cause resistance to go above 99.
    
    
    Third Condition
    ---------------
    Using that same example, just after slow has worn off of that target,
    its resistance will go down by 1 point every 2 seconds. This is meant
    to offset the increase in resistance experienced while affected by
    slow.
    
    This will never cause resistance to go below its starting value. In
    the case of the enemy in the example, this condition will never cause 
    its resistance to slow to drop below 70.
    
    
    
    ____________________Effect Duration Calculation
    
    
    The length of a status effect can be calculated by the following formula:
    
             Base Length * Chain Bonus + (MA of the caster / 100)
    
    This formula is used for both positive and negative status effects. In either 
    case, the chain bonus of the target is used in the calculation (this affects 
    allies as well).
    
    
    
    
    ____________________List of Effects
    
    
    Note: Dispelga and Death will remove all status effects except death
          sentence and provoke.
    
     _________________________________________________________________________
    |     Status     |     Effect     | Restoration | Overwrites |   Cancels  |
    |=========================================================================|
    | Bravery        | x 1.4 physical | Esuna - N   |            |            |
    |                |   attack       | Dispel - Y  | Bravera    | Debrave    |
    |                |                | Arise - N   |            |            |
    |=========================================================================|
    | Bravera        | x 1.8 physical | Esuna - N   |            |            |
    |                |   attack       | Dispel - Y  | Bravery    | Debrave    |
    |                |                | Arise - N   |            |            |
    |=========================================================================|
    | Faith          | x 1.4 magical  | Esuna - N   |            |            |
    |                |   attack       | Dispel - Y  | Faithra    | Defaith    |
    |                |                | Arise - N   |            |            |
    |=========================================================================|
    | Faithra        | x 1.8 magical  | Esuna - N   |            |            |
    |                |   attack       | Dispel - Y  | Faith      | Defaith    |
    |                |                | Arise - N   |            |            |
    |=========================================================================|
    | Haste          | x 1.5 ATB      | Esuna - N   |            |            |
    |                |   gauge speed  | Dispel - Y  |  (None)    | Slow       |
    |                |                | Arise - N   |            |            |
    |=========================================================================|
    | Vigilance      | +10 Cut & Keep | Esuna - N   |            |            |
    |                |  (*1)          | Dispel - Y  |  (None)    | Curse      |
    |                |                | Arise - N   |            |            |
    |=========================================================================|
    | Enfire (*2)    | Non-elemental  | Esuna - N   |            |            |
    |                | attacks become | Dispel - Y  |  Any En-   | (None)     |
    |                | fire elemental | Arise - N   |            |            |
    |=========================================================================|
    | Enfrost (*2)   | Non-elemental  | Esuna - N   |            |            |
    |                | attacks become | Dispel - Y  |  Any En-   | (None)     |
    |                | ice elemental  | Arise - N   |            |            |
    |=========================================================================|
    | Enthunder (*2) | Non-elemental  | Esuna - N   |            |            |
    |                | attacks become | Dispel - Y  |  Any En-   | (None)     |
    |                | thunder element| Arise - N   |            |            |
    |=========================================================================|
    | Enwater (*2)   | Non-elemental  | Esuna - N   |            |            |
    |                | attacks become | Dispel - Y  |  Any En-   | (None)     |
    |                | water elemental| Arise - N   |            |            |
    |=========================================================================|
    | Protect        | Receive 67%    | Esuna - N   |            |            |
    |                | damage from    | Dispel - Y  |  Protectra | Deprotect  |
    |                | phys attacks   | Arise - N   |            |            |
    |=========================================================================|
    | Protectra      | Receive 50%    | Esuna - N   |            |            |
    |                | damage from    | Dispel - Y  |  Protect   | Deprotect  |
    |                | phys attacks   | Arise - N   |            |            |
    |=========================================================================|
    | Shell          | Receive 67%    | Esuna - N   |            |            |
    |                | damage from    | Dispel - Y  |  Shellra   | Deshell    |
    |                | mag attacks    | Arise - N   |            |            |
    |=========================================================================|
    | Shellra        | Receive 50%    | Esuna - N   |            |            |
    |                | damage from    | Dispel - Y  |  Shell     | Deshell    |
    |                | mag attacks    | Arise - N   |            |            |
    |=========================================================================|
    | Barfire        | Receive half   | Esuna - N   |            |            |
    |                | damage from the| Dispel - Y  |  Any Bar-  | (None)     |
    |                | fire element   | Arise - N   |            |            |
    |=========================================================================|
    | Barfrost       | Receive half   | Esuna - N   |            |            |
    |                | damage from the| Dispel - Y  |  Any Bar-  | (None)     |
    |                | ice element    | Arise - N   |            |            |
    |=========================================================================|
    | Barthunder     | Receive half   | Esuna - N   |            |            |
    |                | damage from the| Dispel - Y  |  Any Bar-  | (None)     |
    |                | thunder element| Arise - N   |            |            |
    |=========================================================================|
    | Barwater       | Receive half   | Esuna - N   |            |            |
    |                | damage from the| Dispel - Y  |  Any Bar-  | (None)     |
    |                | water element  | Arise - N   |            |            |
    |=========================================================================|
    | Veil           | x0.5 chance of | Esuna - N   |            |            |
    |                |  receiving a   | Dispel - Y  |  (None)    | (None)     |
    |                |  neg status    | Arise - N   |            |            |
    |=========================================================================|
    | Debrave        | x0.1 physical  | Esuna - Y   |            |            |
    |                |  attack        | Dispel - N  |  (None)    | Bravery/ra |
    |                |    (*3)        | Arise - Y   |            |            |
    |=========================================================================|
    | Defaith        | x0.1 magical   | Esuna - Y   |            |            |
    |                |  attack        | Dispel - N  |  (None)    | Faith/ra   |
    |                |    (*3)        | Arise - Y   |            |            |
    |=========================================================================|
    | Deprotect      | physical damage| Esuna - Y   |            |            |
    |                | taken increases| Dispel - N  |  (None)    | Protect/ra |
    |                | by 89%         | Arise - Y   |            |            |
    |=========================================================================|
    | Deshell        | magical damage | Esuna - Y   |            |            |
    |                | taken increases| Dispel - N  |  (None)    | Shell/ra   |
    |                | by 89%         | Arise - Y   |            |            |
    |=========================================================================|
    | Poison         | Lose 1% max HP | Esuna - Y   |            |            |
    |                | every 3 secs   | Dispel - N  |  (None)    | (None)     |
    |                |                | Arise - Y   |            |            |
    |=========================================================================|
    | Imperil        | Resistances    | Esuna - Y   |            |            |
    |                | decrease by 1  | Dispel - N  |  (None)    | (None)     |
    |                | rank (*4)      | Arise - Y   |            |            |
    |=========================================================================|
    | Slow           | ATB gauge fills| Esuna - Y   |            |            |
    |                | up at half the | Dispel - N  |  (None)    | Haste      |
    |                | normal speed   | Arise - Y   |            |            |
    |=========================================================================|
    | Fog            | Can no longer  | Esuna - Y   |            |            |
    |                | execute magical| Dispel - N  |  (None)    | (None)     |
    |                | attacks        | Arise - Y   |            |            |
    |=========================================================================|
    | Pain           | Can no longer  | Esuna - Y   |            |            |
    |                | execute phys   | Dispel - N  |  (None)    | (None)     |
    |                | attacks        | Arise - Y   |            |            |
    |=========================================================================|
    | Curse          | Reduces Cut and| Esuna - Y   |            |            |
    |                | Keep by 20 on  | Dispel - N  |  (None)    | Vigilance  |
    |                | all actions(*5)| Arise - Y   |            |            |
    |=========================================================================|
    | Daze           | Damage taken   | Esuna - Y   |            |            |
    |                | doubles. Can't | Dispel - N  |  (None)    | (None)     |
    |                | perform actions| Arise - Y   |            |            |
    |=========================================================================|
    | Provoke        | Only targets   | Esuna - N   |            |            |
    |                | the one who    | Dispel - N  |  (None)    | (None)     |
    |                | provoked       | Arise - N   |            |            |
    |=========================================================================|
    | Death          | Dies once the  | Esuna - N   |            |            |
    | Sentence       | count reaches  | Dispel - N  |  (None)    | (None)     |
    |                | zero           | Arise - (*6)|            |            |
    |=========================================================================|
    | Death          | Incapacitated  | Esuna - N   |            |            |
    |                | until revived  | Dispel - N  |  (None)    | (None)     |
    |                |                | Arise -  Y  |            |            |
    *=========================================================================*
    
    
    *1 Will not raise Keep above 89. Will not boost the keep of a move that
       is alread above 89.
    *2 Any attack which originally held this elemental property will deal 
       1.3 times normal damage as long as this status effect remains.
       As well, when using {Smite}, some of the Eidolon attacks, or any of
       the Limit Breaks except for Death, the elemental property will not 
       change.
       Most of the Eidolon abilities will still not gain the x1.3 bonus even
       if the original elemental property matches the status effect.
       When hitting an enemy that resists, halves, absorbs, or nullifies this
       element, the En-ability is canceled automatically.
    *3 Only the enemies have access to Debrave amd Defaith.
    *4 Resistance "ranks" are only for enemies. When the player is affected
       by Imperil, they simply take double damage.
    *5 Will not reduce the values below 0. Any Keep values that are above 89
       will not be affected by the reduction.
    *6 Although it's not explained, the counter for Death Sentence will not
       decrease during an Eidolon Summon.
    
    
    7. ________________________________________________________________________
    [Eidolons]=================================================================
    
    
    ____________________Rank
    
    The rank of an Eidolon determines its stats.
    
    Eidolon Rank is equal to:
    
                        Crystarium level + (# of level 5 roles)
    
    Only the level 5 roles of the owner of the summon count towards the rank of 
    that summon. The max rank of any Eidolon is 16 (Crystarium level 10 + 6 roles 
    at level 5).
    
    
    
    ____________________SP
    
    
    All Eidolons are given a base of 50 seconds to battle from the point of 
    summoning them until the SP gauge runs out. 100% of the SP gauge is equal to 
    50 seconds of time no matter how big or small the max SP gauge happens to be.
    
    SP itself is only there as a damage buffer. If a summon with 10,000 SP takes 
    1000 damage, it has lost 1/10th of its max SP or rather 5 seconds of time. If 
    that same summon has 50,000 SP instead, it has only lost 1/50th of its max SP 
    or just 1 second.
    
    
    
    ___________________Gestalt Gauge
    
    
    The Gestalt gauge starts half full upon summoning. Th method to raise the 
    Gestalt gauge is the exact same as the method to raise it during Summon 
    Battles [see Summon Battles section] except the summon multipliers are 
    ignored.
    
    When the SP gauge completely depletes, the Gestalt gauge will begin to deplete 
    at a rate of 20% each second.
    
                                         50%    60%    70%    80%    90%    100%
        ______________________________________________________________________
       |                                  |      |      |      |      |       |   
       |==================================|======|======|======|======|=======|
                                          |      |      |      |      |       |
    Gestalt Count                         |      |      |      |      |       |
                                       16 |   19 |   22 |   25 |   28 |    30 |
                                          |      |      |      |      |       |
                                          |      |      |      |      |       |
                                          |      |      |      |      |       |
    Finishing Move Level
                                          1      1      1      2      2       3
    
    
    The amount of Gestalt gauge remaining when Gestalt mode is activated determines 
    both the Gestalt count and the level of the Gestalt mode finishing move as 
    illustrated above.
    
    
    
    ____________________Summon Battles
    
    During Summon Battles the goal is to raise the Gestalt Gauge, which appears 
    above the summon monster's head, to full and then press Square. The summon 
    will use Death sentence against your leader from the start giving a counter 
    of 1800 which equals 3 minutes of time. Note that if you have set the ATB 
    gauge to slow from the config menu, the counter will be 1.8 times longer for 
    a count of 3214 which equals 5 minutes and 21 seconds.
    
    The Gestalt gauge during a summon battle goes from 0% - 100% and raises by a 
    various percentage based on the actions taken by both the leader and the 
    other party members. Note that you can raise the gauge without even attacking 
    the summon.
    
    Method to raise the gauge
    =========================
    
    Summon Multiplier Table:
     ____________________________
    | Summon          Multiplier |
    |============================|
    | Shiva.................1.00 |
    | Odin..................1.45 |
    | Brynhildr.............0.60 |
    | Bahamut...............1.40 |
    | Alexander.............0.84 |
    | Hecatonceir...........0.90 |
    *============================*
    
    
    Leader's Case
    -------------
     _______________________________________________________________________
    | Role      | Action                       | %Increase in Gestalt Gauge |
    |=======================================================================|
    | Commando  |Raise the enemy's chain bonus | Chain Bonus increase * 0.6 |
    |           |with a command ability        | * 7.5 * Summon Multi       |
    |-----------------------------------------------------------------------|
    | Ravager   |Raise the enemy's chain bonus | Chain Bonus increase * 0.6 |
    |           |with a command ability        | * 1.5 * Summon Multi       |
    |-----------------------------------------------------------------------|
    | Sentinel  |Raise the enemy's chain bonus | Chain Bonus increase * 0.6 |
    |           |with a command ability        | * Summon Multi             |
    |           |-----------------------------------------------------------|
    |           |Receive damage from an enemy  | ATB cost of ability * 10 * |
    |           |attack.                       | [(enemy level / 100) / 10] |
    |           |     [see reference chart]    | * Summon Multi             |
    |-----------------------------------------------------------------------|
    | Saboteur  |Raise the enemy's chain bonus | Chain Bonus increase * 0.6 |
    |           |with a command ability        | * 1.5 * Summon Multi       |
    |-----------------------------------------------------------------------|
    | Synergist |Use a command ability         | 2 * Summon Multi           |
    |-----------------------------------------------------------------------|
    | Medic     |Use a command ability         | ATB Cost * 0.75            |
    |           |                              | * Summon Multi             |
    *=======================================================================*
    
    Party Member's Case
    -------------------
     ________________________________________________________________________
    | Role      | Action                        | %Increase in Gestalt Gauge |
    |========================================================================|
    | All Roles | Raise the enemy's chain bonus | Chain Bonus increase * 0.6 |
    |           | with a command ability        | * Summon Multi             |
    *========================================================================*
    
    Reference Chart for Sentinel
    ----------------------------
     ____________________________________________________
    | Summon       | Skill                Gauge Increase |
    |====================================================|
    | Shiva        | Wheel Grind................. 18.31% |
    |              | Pirouette................... 18.31% |
    |              | Curaga....................... 0.00% |
    |              | Other........................ 0.49% |
    |----------------------------------------------------|
    | Bahamut      | Ignis........................ 4.15% |
    |              | Other........................ 1.38% |
    |----------------------------------------------------|
    | Alexander    | Explosive Fist .............. 2.49% |
    |              | Other ....................... 0.83% |
    |----------------------------------------------------|
    | Hecatoncheir | Quake ....................... 3.56% |
    |              | Other ....................... 0.89% |
    *====================================================*
    
    These values only apply if the player controlled character is the one who
    received the attack as a Sentinel. The player controlled character in the
    Odin and Brynhildr battles can never become a Sentinel so they are not
    listed in the chart above.
    
    
    
    ________________Summoning
    
    
    All attacks made during Gestalt mode ignore type-based defense; this means 
    physical and magical defense. None of the eidolons have attacks in normal 
    mode which ignore type-based defense.
    
    All Gestalt mode finishing moves have 3 levels but the move itself does not 
    deal more damage based on the level. Each Gestalt mode finishing move raises
    the chain gauge prior to dealing damage. The level of the finishing move
    determines how much the chain gauge rises prior to dealing damage. Since 
    this gauge percentage increase will also increase the amount of damage dealt
    the level of the Gestalt mode finishing moves indirectly increases damage.
    
    All elementally aligned attacks in both normal and Gestalt mode will ignore 
    any positive elemental resistance. These attacks will not ignore negative 
    resistances so an enemy weak to that element will take more damage, while 
    an enemy strong to that element will still take normal damage.
    
    All summons except for Hecatoncheir have the skill Curaga. This cure spell
    does not rely on any formulae; it always fully recovers HP. In addition, 
    although summons might have skills with the same name (such as [Thundaga])
    the values for the skill are not always the same as the player versions.
    
    Note that if you have a US system, the first 3 Gestalt moves will require an X 
    while the fourth move will require a O. If you have a Japanese system, the 
    first 3 moves in Gestalt mode will require a O while the fourth move will 
    require an X. I have written the charts with a US system in mind.
    
    
    ATB              - This lists the size of the ATB gauge of that summon.
    Starting amount  - This is the amount of the ATB gauge that summon begins
                       with. Odin has a starting amount of 5 so when he is 
                       summoned, he has 5 full bars of ATB.
    Rank             - This is the summon's current rank.
    SP               - This is the SP gauge
    PA               - This is physical attack power.
    MA               - This is magical attack power.
    Normal actions   - These are the standard actions the AI will take if none 
                       of the specific action conditions are met.
    Specific actions - These are the set of specific conditions under which a
                       specifc action will be taken by the summon AI.
    Abilities        - Each summon has their own set of action abilities.
    Auto-Abilities   - Each summon has their own set of auto-abilities. The auto 
                       abilities are not all active at all times. In the case 
                       that the summon needs to activate the ability, the 
                       activation requirements will be listed. Even once 
                       activated, the auto ability's effect will wear off 
                       following the end of the next turn.
    Gestalt Mode     - Cost   - The amount of the Gestalt meter which is consumed
                                by this skill. In the case more than one number
                                is listed, the subsequent numbers are the amount 
                                the skill will consume on consecutive uses.
                     - Target - details listed in the skills section.
                     - Ele    - Element of the skill. Details listed in the skills
                                section.
                     - Multi  - Damage multiplier of the skill.
                     - Var    - Variance % value of the skill.
                     - C      - Cut value of the skill.
                     - K      - Keep value of the skill.
    
    
    
    ***************************************************************************
    ********************************** ODIN ***********************************
    ***************************************************************************
    
    ATB: 5                    Starting amount: 5
    
    
    Stats by Rank
    -------------
     ___________________________________
    | Rank |    SP    |   PA   |   MA   |
    |===================================|
    |   1  | -------- | ------ | ------ |
    |   2  | -------- | ------ | ------ |
    |   3  |     3645 |    141 |     93 |
    |   4  |     4899 |    183 |    121 |
    |   5  |     6156 |    225 |    149 |
    |   6  |     7848 |    301 |    199 |
    |   7  |    10728 |    407 |    316 |
    |   8  |    27405 |    649 |    430 |
    |   9  |    46224 |   2283 |   1515 |
    |  10  |    56088 |   2675 |   1775 |
    |  11  |    61696 |   2942 |   1952 |
    |  12  |    67867 |   3237 |   2148 |
    |  13  |    74653 |   3560 |   2362 |
    |  14  |    82117 |   3917 |   2599 |
    |  15  |    94435 |   4504 |   2989 |
    |  16  |    99999 |   5405 |   3586 |
    *===================================*
    
    
    Normal Actions
    --------------
    1. Attacks the enemy which Lightning is targeting with [Flourish of Steel], 
       [Skyward Swing], and [Seismic Strike]. It will stock 4 attacks from the 
       previous 3 skills on its ATB bar and then have [Thundaga] as the 5th 
       attack.
    
    2. It often begins its attacks with [Flourish of Steel].
    
    3. While Odin's ATB gauge is filling up it will activate Ullr's Shield.
    
    
    Specific Condition Actions
    --------------------------
     ______________________________________________________________
    | Condition                       |          Action            |
    |==============================================================|
    | Gestalt Gauge depletes          | Casts [Arise] on           |
    | or Lightning dies               | Lightning and departs      |
    |---------------------------------|----------------------------|
    | Lightning's HP goes below 70%   | Casts [Curaga] on Lighting |
    |---------------------------------|----------------------------|
    | Targeted enemy has a high hitbox| Uses [Thundaga]            |
    |---------------------------------|----------------------------|
    | Targeted enemy is far away      | Uses [Crushing Blow]       |
    *==============================================================*
    
    
    Abilities
    =========
     ___________________________________________________________________________
    | Name      | ATB | Typ | Hits | Multi| Var | Bonus | Time | Rise |  C |  K |
    |===========================================================================|
    | F.o.Steel |   1 |   P |    4 | 0.25 |  9% |  2.50 | 1.03 |    - |  35| 100|
    | Sky Swing |   1 |   P |    3 | 0.33 |  9% |  3.33 | 1.38 |    4 |  35| 100|
    | S. Strike |   1 |   P |    1 | 1.00 |  9% | 10.00 | 4.16 |    3 |  35| 100|
    | C. Blow   |   1 |   P |    1 | 1.00 |  9% | 10.00 | 4.16 |    - |  35| 100|
    | Thundara  |   1 |   M |    1 | 1.50 |  9% | 10.00 | 4.16 |    - |  25| 100|
    | Thundaga  |   1 |   M |    1 | 2.20 |  9% | 14.66 | 6.10 |    5 |  25| 100|
    | Curaga    |   1 |   - |    - |   -  |  -  | 10.00 | 1.17 |    - |  - | 100|
    *===========================================================================*
    
    [Flourish of Steel], [Skyward Swing], [Seismic Strike], and [Crushing Blow] 
    were all shortened in the table above.
    
    Auto-Abilities
    --------------
    Arise             - Target fully recovers from death and negative status 
                        effects.
    Ullr's Shield     - While in effect, all damage Odin receives is reduced by 
                        10%.
                        Activation: If Odin has come within range of his
                        target and his ATB gauge is still filling up, he will
                        activate Uru's Shield.
    Valhalla's Call   - All of Odin's attacks carry the Provoke status effect.
                        Effect chance: 100%, Length: 50
    Penetration       - The enemy's elemental resistances will not decrease
                        the amount of damage dealt by Odin nor will they
                        decrease the amount of the chain gauge which rises
                        as a result of Odin's attack.
    
    
    Gestalt Mode
    ============
     __________________________________________________________________________
    | Name      | Cost | Target | Typ | Ele| Hits | Multi | Var | Bonus | Time |
    |==========================================================================|
    | Up + X    |    2 | Area-F |   P |  T |    1 |  2.33 |  4% |  6.66 | 1.87 |
    | Down + X  |    3 | Area-F |   P |  - |    2 |  0.25 |  4% |  3.75 | 1.03 |
    |           |      | Shuffle|   P |  T |    5 |  0.25 |  4% |  3.75 | 0.13 |
    | L/R + X   |    3 | Area-F |   P |  - |  2-4 |  0.75 |  4% |  5.00 | 0.83 |
    |           |      | Line   |   P |  - |  1-3 |  1.50 |  4% | 10.00 | 2.67 |
    | O         |    4 | All    |   P |  T |  2-3 |  0.66 |  4% |  8.88 | 1.33 |
    | Finish    |  All | All    |   P |  - |    1 |  3.00 |  2% | 24.00 | 0.00 |
    *==========================================================================*
    
    
    Up + X - Stormblade
    -------------------
    
    Down + X - Lightning Strike
    ---------------------------
    The upper portion values are for the sword itself while the lower values are 
    for the lightning.
    
    Left or Right + X - Razor Gale
    ------------------------------
    The upper portion values are for the sword itself while the lower values are 
    for the collision damage.
    
    O - Thunderfall
    ---------------
    The Rise value for this move is 4 for the first 2 hits and 2 for the 3rd hit.
    Against a broken opponent, the Rise value for this move is 7 for the first 2
    hits.
    
    Finish - Zantetsuken
    --------------------
    The Rise value for this move is normally 0 but against a broken opponent, it
    becomes 1.5. This move will raise the Chain Bonus gauge by a various amount 
    based on level prior to dealing damage as follows:
    
    Level 1: 17.00 * 3 =  51.00
    Level 2: 17.00 * 5 =  85.00
    Level 3: 17.00 * 8 = 136.00
    
    Zantetsuken has a hidden instant kill property. Zantetsuken will instant kill 
    the enemy regardless of whether or not the enemy is immune to the Death status 
    effect. The instant kill will take effect if the target's HP is less than the 
    following prior to dealing damage:
    
    [3 * Odin's PA * (Chain Bonus)^2]
    
    That is three multiplied by Odin's physical attack stat multiplied by the 
    chain bonus percentage squared. If the chain bonus is 300% and Odin's PA is 
    4504 then it would be:
    
    [3 * 4504 * (3)^2] = [13512 * 9] = 121,608
    
    The enemy would need to have less than 121,608 HP prior to the activation
    of Zantetsuken for the finishing move to instant kill the enemy.
    
    
    
    ***************************************************************************
    ********************************** SHIVA **********************************
    ***************************************************************************
    
    Shiva is a 2-part summon. Stiria is the one who's stats will be revealed on 
    the status screen but Nix has her own set of stats. The only stat they share 
    is the SP gauge. If either one of them are attacked in battle, the SP gauge 
    is reduced.
    
    While in Driving mode, only Stiria's stats are used in the damage 
    calculations.
    
    Stiria - ATB: 3                    Starting amount: 0
    Nix    - ATB: 4                    Starting amount: 3.5
    
    
    Stats by Rank
    -------------           Stiria              Nix
     _____________________________________________________
    | Rank |    SP    |   PA   |   MA   |   PA   |   MA   |
    |=====================================================|
    |   1  | -------- | ------ | ------ | ------ | ------ |
    |   2  | -------- | ------ | ------ | ------ | ------ |
    |   3  | -------- | ------ | ------ | ------ | ------ |
    |   4  | -------- | ------ | ------ | ------ | ------ |
    |   5  |     2480 |    177 |    193 |    188 |    150 |
    |   6  |     3488 |    205 |    224 |    219 |    175 |
    |   7  |     4768 |    323 |    355 |    347 |    277 |
    |   8  |    12180 |    442 |    483 |    472 |    377 |
    |   9  |    20544 |   1557 |   1702 |   1660 |   1328 |
    |  10  |    24928 |   1824 |   1994 |   1995 |   1556 |
    |  11  |    27420 |   2006 |   2193 |   2140 |   1712 |
    |  12  |    30163 |   2207 |   2412 |   2354 |   1883 |
    |  13  |    33179 |   2427 |   2653 |   2589 |   2071 |
    |  14  |    36496 |   2670 |   2919 |   2848 |   2278 |
    |  15  |    41971 |   3071 |   3357 |   3276 |   2620 |
    |  16  |    50365 |   3685 |   4028 |   3931 |   3144 |
    *=====================================================*
    
    
    Normal Actions
    --------------
    Stiria:
    
    1. Attacks the enemy which Snow is targeting with Blizzard 3 times.
    
    2. Does nothing while waiting for its ATB gauge to fill.
    
    
    Nix:
    
    1. Attacks the enemy which Snow is targeting with [Power Wheel] 3 times
       followed by [Dancing Wheel].
    
    2. While waiting for its ATB gauge to fill, it will close in on the 
       enemy it is targeting and / or use [ATB Charge].
    
    
    Specific Condition Actions
    --------------------------
    Stiria:
     ______________________________________________________________
    | Condition                       |          Action            |
    |==============================================================|
    | Gestalt Gauge depletes          | Casts [Arise] on           |
    | or Snow dies                    | Snow and departs           |
    |---------------------------------|----------------------------|
    | Ally infliced by negative       | Casts [Esuna] on ally      |
    | status effect                   |                            |
    |---------------------------------|----------------------------|
    | Snow's HP goes below 70%        | Casts [Curaga] on Snow     |
    |---------------------------------|----------------------------|
    | Targeted enemy has a high hitbox| Uses [Blizzara]            |
    |---------------------------------|----------------------------|
    | Targeted enemy is far away      | Uses [Blizzaga]            |
    *==============================================================*
    
    Nix:
     ______________________________________________________________
    | Condition                       |          Action            |
    |==============================================================|
    | Targeted enemy has a high hitbox| Uses [Wheel Toss]          |
    |---------------------------------|----------------------------|
    | Targeted enemy is far away      | Uses [Blizzara]            |
    |---------------------------------|----------------------------|
    | Targeted enemy is staggered and | Uses [Flip Kick]           |
    | can be launched                 |                            |
    |---------------------------------|----------------------------|
    | There are many enemies around   | Uses [Pirouette] on Target |
    | the targeted enemy              |                            |
    *==============================================================*
    
    
    Abilities
    =========
    Stiria:
     ___________________________________________________________________________
    | Name      | ATB | Typ | Hits | Multi| Var | Bonus | Time | Rise |  C |  K |
    |===========================================================================|
    | Blizzara  |   2 |   M |    1 | 1.50 |  9% | 11.25 | 4.17 |    - |  25| 100|
    | Blizzard  |   1 |   M |    1 | 1.00 |  9% |  7.50 | 2.08 |    - |  25| 100|
    | Blizzaga  |   3 |   M |    1 | 2.20 |  9% | 16.50 | 6.25 |  4.5 |  25| 100|
    | Esuna     |   1 |   - |    - |   -  |  -  |  2.00 | 1.17 |    - |  - | 100|
    | Curaga    |   1 |   - |    - |   -  |  -  | 10.00 | 1.17 |    - |  - | 100|
    *===========================================================================*
    
    Nix:
     ___________________________________________________________________________
    | Name      | ATB | Typ | Hits |  Pwr | Var | Bonus | Time | Rise |  C |  K |
    |===========================================================================|
    | Blizzara  |    2|   M |    1 | 1.50 |  9% | 11.25 | 4.17 |    - |  25| 100|
    | Wheel Rap |    1|   P |    1 | 1.00 |  9% |  7.50 | 2.08 |    - |  35| 100|
    | Flip Kick |    1|   P |    1 | 1.00 |  9% |  7.50 | 2.08 |    - |  35| 100|
    | Wh. Grind |    1|   P |    4 | 0.25 |  9% |  1.87 | 0.52 |    - |  35| 100|
    | Wheel Toss|    1|   P |  3-5 | 0.25 |  9% |  1.87 | 0.52 |    - |  35| 100|
    | Pirouette |    2|   P |    3 | 0.43 |  9% |  3.28 | 1.03 |    - |  35| 100|
    *===========================================================================*
    
    [Wheel Grind] was shortened in the table above.
    
    Auto-Abilities
    --------------
    Stiria:
    Arise             - Target fully recovers from death and negative status 
                        effects.
    Penetration       - The enemy's elemental resistances will not decrease
                        the amount of damage dealt by Stelia nor will they
                        decrease the amount of the chain gauge which rises
                        as a result of Stelia's attack.
    
    Nix:
    ATB Charge        - While in effect, the ATB gauge fills at 1.5 times
                        the normal rate.
                        Activation: If Nyx has come within range of her
                        target and her ATB gauge is less than 60% full,
                        she will activate ATB charge.
    Penetration       - The enemy's elemental resistances will not decrease
                        the amount of damage dealt by Nyx nor will they
                        decrease the amount of the chain gauge which rises
                        as a result of Nyx's attack.
    
    
    Gestalt Mode
    ============
     __________________________________________________________________________
    | Name      | Cost | Target | Typ | Ele| Hits | Multi | Var | Bonus | Time |
    |==========================================================================|
    | Up + X    |    3 | Area-F |   P |  - |  2-3 |  1.25 |  4% | 20.00 | 1.03 |
    | Down + X  |    3 | Area-S |   P |  I |    5 |  0.50 |  4% |  4.00 | 0.67 |
    | L/R + X   |    3 | Area-F |   P |  - |    1 |  0.62 |  4% |  5.00 | 1.33 |
    |           |      | Area-F |   P |  - |    3 |  0.62 |  4% |  5.00 | 0.87 |
    | O         |    3 | Area-F |   P |  - |    2 |  0.25 |  4% |  2.00 | 0.33 |
    |           |      | Area-B |   P |  I |    1 |  1.25 |  4% | 20.00 | 3.00 |
    |           |      | Area-S |   P |  - |    1 |  1.25 |  4% | 10.00 | 2.50 |
    | Finish    |  All | All    |   P |  - |    1 | 14.00 |  2% | 17.00 | 0.00 |
    *==========================================================================*
    
    
    Up + X - Wheelie
    ----------------
    
    Down + X - Spinfreeze
    ---------------------
    The rise value for this move is normally 0 but against a broken opponent, 
    the rise value becomes 4.2.
    
    Left or Right + X - Icicle Drift
    --------------------------------
    The upper portion values are for the initial thrust while the lower values 
    are for the collision damage. The rise value for this move is normally 0 
    but against a broken opponent, the collision damage has a rise value of 3.
    
    O - Ice Ramp
    ------------
    The first set of values are for the initial thrust. The second set of values 
    are for the Ice damage. The third set of values are for the damage dealt on
    your return from mid-air.
    
    Finish - Diamond Dust
    ---------------------
    The Rise value for this move is not listed above but it is 7. This move will 
    raise the Chain Bonus gauge by a various amount based on level prior to 
    dealing damage as follows:
    
    Level 1: 6.0 * 3 + 17.00 * 5 =  103.00
    Level 2: 6.0 * 7 + 17.00 * 6 =  144.00
    Level 3: 6.0 * 9 + 17.00 * 8 =  200.00
    
    
    
    ***************************************************************************
    ******************************* BRYNHILDR *********************************
    ***************************************************************************
    
    
    ATB: 4                    Starting amount: 2
    
    
    Stats by Rank
    -------------
     ___________________________________
    | Rank |    SP    |   PA   |   MA   |
    |===================================|
    |   1  | -------- | ------ | ------ |
    |   2  | -------- | ------ | ------ |
    |   3  | -------- | ------ | ------ |
    |   4  | -------- | ------ | ------ |
    |   5  | -------- | ------ | ------ |
    |   6  |     4360 |    274 |    274 |
    |   7  |     5960 |    434 |    434 |
    |   8  |    15225 |    590 |    590 |
    |   9  |    25650 |   2076 |   2076 |
    |  10  |    31160 |   2432 |   2432 |
    |  11  |    34276 |   2675 |   2675 |
    |  12  |    37704 |   2943 |   2943 |
    |  13  |    41474 |   3237 |   3237 |
    |  14  |    45621 |   3561 |   3561 |
    |  15  |    52464 |   4095 |   4095 |
    |  16  |    62957 |   4914 |   4914 |
    *===================================*
    
    
    Normal Actions
    --------------
    1. Uses [Slasher] x 2 followed up with [Valkyrie Scythe] and finishes with
       [Heat Burst] against the same enemy that Sazh is targeting.
    
    2. If [ATB Boost] had activated the previous turn, Brynhildr will follow
       up [Pyroburst] with another [Valkyrian Scythe] followed by another
       [Pyroburst].
    
    3. While Brynhildr's ATB gauge is filling up, it moves towards the enemy
       it is currently targeting. Brynhildr can activate [ATB Boost] at this
       time as well.
    
    
    Specific Condition Actions
    --------------------------
     ______________________________________________________________
    | Condition                       |          Action            |
    |==============================================================|
    | Gestalt Gauge depletes          | Casts [Arise] on           |
    | or Sazh dies                    | Sazh and departs           |
    |---------------------------------|----------------------------|
    | Sazh's HP goes below 70%        | Casts [Curaga] on Sazh     |
    |---------------------------------|----------------------------|
    | Target enemy has a              | Uses [Gunshot] instead of  |
    | high or low hitbox              | [Slash] and [Valkyrian     |
    |                                 | Scythe] instead of         |
    |                                 | [Pyroburst]                |
    |---------------------------------|----------------------------|
    | En(Element) is used on Brynhildr|     *See Table Below*      |
    *==============================================================*
    
    
     _____________________________________________________
    | Element         |   Pyroshot     |    Pyroburst     |
    |=====================================================|
    | Enthunder       |   Electroshot  |    Electroburst  |
    | Enwater         |   Hydroshot    |    Hydroburst    |
    | Enfrost         |   Cryoshot     |    Cryoburst     |
    *=====================================================*
    
    
    Abilities
    =========
     ___________________________________________________________________________
    | Name      | ATB | Typ | Hits | Multi| Var | Bonus | Time | Rise |  C |  K |
    |===========================================================================|
    | Slash     |   1 |   P |    1 | 1.00 |  9% | 10.00 | 3.08 |    - |  35| 100|
    | Valk Scyth|   1 |   P |    3 | 0.33 |  9% |  3.33 | 1.02 |    - |  35| 100|
    |           |     |   P |   1-3| 0.33 |  9% |  3.33 | 1.02 |    - |  35| 100|
    | Gunshot   |   1 |   P |    3 | 0.33 |  9% |  3.33 | 1.02 |    - |  35| 100|
    | Pyroshot  |   1 |   M |    1 | 0.85 |  9% | 10.00 | 3.08 |    - |  35| 100|
    | Cryoshot  |   1 |   M |    1 | 0.85 |  9% | 10.00 | 3.08 |    - |  25| 100|
    | Electshot |   1 |   M |    1 | 0.85 |  9% | 10.00 | 3.08 |    - |  25| 100|
    | Hydroshot |   1 |   M |    1 | 0.85 |  9% | 10.00 | 3.08 |    - |  35| 100|
    | Pyroburst |   1 |   P |    1 | 0.25 |  9% |  2.50 | 0.77 |    - |  35| 100|
    |           |     |   M |    1 | 1.50 |  9% | 15.00 | 4.62 |    5 |  25| 100|
    | Cryoburst |   1 |   M |    1 | 1.50 |  9% | 15.00 | 4.62 |  4.5 |  25| 100|
    | Electburst|   1 |   M |    1 | 1.50 |  9% | 15.00 | 4.62 |    5 |  35| 100|
    | Hydroburst|   1 |   M |    1 | 1.50 |  9% | 15.00 | 4.62 |    5 |  35| 100|
    | Curaga    |   1 |   - |    - |   -  |  -  | 10.00 | 1.17 |    - |  - | 100|
    *===========================================================================*
    
    [Valkyrian Scythe], [Electroshot], and [Electroburst] were shortened in the 
    table above.
    
    Pyroburst
    ---------
    The upper values are for the weapon attack itself while the lower values are
    for the subsequent explosion. [Cryoburst], [Electroburst], and [Hydroburst]
    all have the same weapon values as [Pyroburst].
    
    Cryoburst, Electroburst, Hydroburst
    -----------------------------------
    The displayed values for these moves are for the explosion only.
    The weapon attack is the same as the upper value set for [Pyroburst].
    
    
    Auto-Abilities
    --------------
    Arise             - Target fully recovers from death and negative status 
                        effects.
    ATB Boost         - For the next turn; the ATB gauge level becomes 6.
                        Activation: If Brynhildr's ATB gauge is less than 90%
                        full and her target is either, staggered, has less than
                        0.2 secs left of Chain Gauge, or more than 6 secs left
                        of Chain Gauge, [ATB Boost] will activate.
    Penetration       - The enemy's elemental resistances will not decrease
                        the amount of damage dealt by Brynhildr nor will they
                        decrease the amount of the chain gauge which rises
                        as a result of Brynhildr's attack.
    
    
    Gestalt Mode
    ============
     __________________________________________________________________________
    | Name      | Cost | Target | Typ | Ele| Hits | Multi | Var | Bonus | Time |
    |==========================================================================|
    | Up + X    |    2 | Area-S |   P |  - |  1-2 |  0.83 |  4% |  0.66 | 0.83 |
    | Down + X  |    3 | Area-B |   P |  F |    1 |  2.50 |  4% |  2.00 | 0.50 |
    | L/R + X   |  3/1 | Line   |   P |  - |  2-3 |  0.59 |  4% |  0.47 | 0.17 |
    | O         |  3/1 | Area-F |   P |  F |    3 |  0.46 |  4% |  0.37 | 0.40 |
    | Finish    |  All | All    |   P |  F |    1 | 10.05 |  2% | 26.00 | 0.00 |
    *==========================================================================*
    
    Jet Attack Damage
    -----------------
     __________________________________________________________________________
    | Name      | Cost | Target | Typ | Ele| Hits | Multi | Var | Bonus | Time |
    |==========================================================================|
    | Bullet    |    - | Single |   - |  - |    1 |  0.00 |  0% |  0.10 | 0.80 |
    | Collision |    - | Area-B |   P |  F |    1 |  0.25 |  9% | 20.00 | 0.07 |
    *==========================================================================*
    
    The Rise value for the Collision damage is normally 0 but against a staggered
    opponent, this value becomes 0.5.
    
    
    Up + X - Chopper Spin
    ---------------------
    This move will cause 1 Jet to appear.
    
    Down + X - Caltrop Bomb
    -----------------------
    The Rise value for this move is normally 0 but against a staggered opponent, 
    this value becomes 3.
    
    
    Left or Right + X - Centrifugal Sweep
    -------------------------------------
    This move can be chained up to three times by selecting it consecutively. The
    subsequent cost of the move will be 1 for the consecutive executions. The 
    initial use of this move will cause 1 Jet to appear. Consecutive uses will
    cause 1 Jet to appear for each consecutive use.
    
    O - Spark Shower
    ----------------
    This move can be chained up to three times by selecting it consecutively. The
    subsequent cost of the move will be 1 for the consecutive executions. The
    initial use of this move will cause 3 Jets to appear. Consecutive use will
    not cause any more Jets to appear.
    
    Finish - Muspell Flame
    ----------------------
    The Rise value for this move is not listed, but it is 7. This move will raise 
    the Chain Bonus gauge by a various amount based on level prior to dealing 
    damage as follows:
    
    Level 1: 18.00 * 3 + 24.00 * 1 =  78.00
    Level 2: 18.00 * 5 + 24.00 * 1 = 114.00
    Level 3: 18.00 * 7 + 24.00 * 2 = 174.00
    
    
    ***************************************************************************
    ******************************** BAHAMUT **********************************
    ***************************************************************************
    
    
    ATB: 5                    Starting amount: 5
    
    
    Stats by Rank
    -------------
     ___________________________________
    | Rank |    SP    |   PA   |   MA   |
    |===================================|
    |   1  | -------- | ------ | ------ |
    |   2  | -------- | ------ | ------ |
    |   3  | -------- | ------ | ------ |
    |   4  | -------- | ------ | ------ |
    |   5  | -------- | ------ | ------ |
    |   6  | -------- | ------ | ------ |
    |   7  | -------- | ------ | ------ |
    |   8  |    13702 |    708 |    601 |
    |   9  |    23112 |   2491 |   2117 |
    |  10  |    28044 |   2918 |   2480 |
    |  11  |    30848 |   3210 |   2728 |
    |  12  |    33933 |   3531 |   3001 |
    |  13  |    37326 |   3884 |   3301 |
    |  14  |    41058 |   4273 |   3632 |
    |  15  |    47217 |   4917 |   4176 |
    |  16  |    56661 |   5896 |   5011 |
    *===================================*
    
    
    Normal Actions
    --------------
    1. Targets the same enemy as Fang and uses [Dragon Claws] x 3 followed by 
       [Whirlwind] and finishes with [Inferno].
    
    2. Retreats from the enemy while waiting for its ATB gauge to fill. If the
       enemy is already far away, Bahamut will do nothing while waiting for
       its ATB gauge to fill.
    
    
    Specific Condition Actions
    --------------------------
     ______________________________________________________________
    | Condition                       |          Action            |
    |==============================================================|
    | Gestalt Gauge depletes          | Casts [Arise] on           |
    | or Fang dies                    | Fang and departs           |
    |---------------------------------|----------------------------|
    | Fang's HP goes below 70%        | Casts [Curaga] on Fang     |
    |---------------------------------|----------------------------|
    | Targeted enemy has a high hitbox| Uses [Umbral Vise]         |
    |---------------------------------|----------------------------|
    | Targeted enemy is staggered and | Uses [Whirlwind]           |
    | can be launched                 |                            |
    |---------------------------------|----------------------------|
    | There are many enemies around   | Uses [Ignis]               |
    | the targeted enemy              |                            |
    *==============================================================*
    
    
    Abilities
    =========
     ___________________________________________________________________________
    | Name      | ATB | Typ | Hits | Multi| Var | Bonus | Time | Rise |  C |  K |
    |===========================================================================|
    | D.Claws   |   1 |   P |    1 | 1.00 |  9% |  2.00 | 3.33 |    - |  35| 100|
    | Whirlwind |   1 |   P |    2 | 0.25 |  9% |  5.00 | 0.83 |    1 |  35| 100|
    |           |   1 |   P |    1 | 0.50 |  9% | 10.00 | 1.67 |    4 |  35| 100|
    | Umbral V. |   1 |   P |    1 | 1.50 |  9% | 30.00 | 3.33 |    - |  35| 100|
    | Inferno   |   1 |   M |    1 | 2.00 |  9% | 40.00 | 6.67 |    4 |  35| 100|
    | Ignis     |   3 |   M |    1 | 1.50 |  9% | 60.00 |10.00 |    5 |  25| 100|
    | Curaga    |   1 |   - |    - |   -  |  -  | 10.00 | 1.17 |    - |  - | 100|
    *===========================================================================*
    
    [Dragon Claws] and [Umbral Vise] were both shortened in the table above.
    
    Whirlwind
    ---------
    The upper values are the damage values for the spin itself while the lower 
    values are the damage values for the swing up.
    
    
    Auto-Abilities
    --------------
    Arise             - Target fully recovers from death and negative status 
                        effects.
    
    
    Gestalt Mode
    ============
     __________________________________________________________________________
    | Name      | Cost | Target | Typ | Ele| Hits | Multi | Var | Bonus | Time |
    |==========================================================================|
    | Up + X    |    2 | Area-F |   P |  - |  1-2 |  0.53 |  4% |  6.66 | 0.33 |
    |           |      | Area-F |   P |  - |    1 |  1.06 |  4% | 13.33 | 2.67 |
    | Down + X  |    2 | Area-F |   P |  - |    2 |  1.06 |  4% |  6.66 | 4.00 |
    | L/R + X   |    3 | Line   |   P |  - |  1-5 |  0.53 |  4% | 13.33 | 0.57 |
    | O         |    3 | Area-B |   P |  - |  ~11 |  0.13 |  4% |  1.66 | 0.43 |
    | Finish    |  All | All    |   P |  - |    1 |  3.00 |  2% | 25.00 | 0.00 |
    *==========================================================================*
    
    
    Up + X - Hunting Dive
    ---------------------
    
    
    Down + X - Aerial Loop
    ----------------------
    
    
    Left or Right + X - Obliterating Breath
    ---------------------------------------
    
    
    O - Pulsar Blast
    ----------------
    
    
    Finish - Megaflare
    ------------------
    The Rise value for this move is not displayed but it is 10. This move will 
    raise the Chain Bonus gauge by a various amount based on level prior to 
    dealing damage as follows:
    
    Level 1: 33.00 * 1 + 29.00 * 2 =  91.00
    Level 1: 33.00 * 2 + 29.00 * 3 = 153.00
    Level 1: 33.00 * 3 + 29.00 * 4 = 215.00
    
    
    
    
    ***************************************************************************
    ******************************* ALEXANDER *********************************
    ***************************************************************************
    
    
    ATB: 4                    Starting amount: 1
    
    
    Stats by Rank
    -------------
     ___________________________________
    | Rank |    SP    |   PA   |   MA   |
    |===================================|
    |   1  | -------- | ------ | ------ |
    |   2  | -------- | ------ | ------ |
    |   3  | -------- | ------ | ------ |
    |   4  | -------- | ------ | ------ |
    |   5  | -------- | ------ | ------ |
    |   6  | -------- | ------ | ------ |
    |   7  | -------- | ------ | ------ |
    |   8  |    38062 |   1056 |   1056 |
    |   9  |    64200 |   3114 |   3114 |
    |  10  |    77900 |   3648 |   3648 |
    |  11  |    85690 |   4012 |   4014 |
    |  12  |    94260 |   4414 |   4414 |
    |  13  |    99999 |   4855 |   4855 |
    |  14  |    99999 |   5341 |   5341 |
    |  15  |    99999 |   6142 |   6142 |
    |  16  |    99999 |   7371 |   7371 |
    *===================================*
    
    
    Normal Actions
    --------------
    1. After summoning, if there is at least 1 enemy who is not under the 
       provoke status effect and can be provoked, Alexander uses 
       [Lofty Challenge].
    
    2. Targets the same enemy as Hope and uses [Steelcrusher] x 2 followed up with
       [Soaring Uppercut] and finishes off with [Blast Punch].
    
    
    Specific Condition Actions
    --------------------------
     ______________________________________________________________
    | Condition                       |          Action            |
    |==============================================================|
    | Gestalt Gauge depletes          | Casts [Arise] on           |
    | or Hope dies                    | Hope and departs           |
    |---------------------------------|----------------------------|
    | Hope's HP goes below 70%        | Casts [Curaga] on Hope     |
    |---------------------------------|----------------------------|
    | Targeted enemy has a high hitbox| Uses [Obliterator]         |
    |---------------------------------|----------------------------|
    | Any enemy's provoke status      | Uses [Lofty Challenge]     |
    | wears off (except when Hope is  |                            |
    | a Sentinel)                     |                            |
    |---------------------------------|----------------------------|
    | Targeted enemy is far away      | Uses [Blast Punch]         |
    |---------------------------------|----------------------------|
    | Targeted enemy is staggered and | Uses [Soaring Uppercut]    |
    | can be launched                 |                            |
    |---------------------------------|----------------------------|
    | There are many enemies around   | Uses [Explosive Fist]      |
    | the targeted enemy              |                            |
    *==============================================================*
    
    
    Abilities
    =========
     ___________________________________________________________________________
    | Name      | ATB | Typ | Hits | Multi| Var | Bonus | Time | Rise |  C |  K |
    |===========================================================================|
    | Steelcrush|   1 |   P |    1 | 1.00 |  9% | 30.00 | 3.33 |    - |  40| 100|
    | Obliteratr|   1 |   P |    1 | 0.10 |  9% |  3.00 | 0.38 |    - |  35| 100|
    |           |     |   P |    1 | 2.00 |  9% | 60.00 | 3.33 |    - |  40| 100|
    | S.Uppercut|   1 |   P |    1 | 1.00 |  9% | 30.00 | 3.33 | 3.5* |  40| 100|
    | Blast P.  |   1 |   P |    1 | 1.00 |  9% | 30.00 | 3.33 |    - |  35| 100|
    | Exp.Fist  |   3 |   P |    1 | 0.25 |  9% |  7.50 | 0.83 |   3* |  35| 100|
    |           |     |   P |    1 | 1.25 |  9% | 90.00 |10.00 |    - |  35| 100|
    | Lofty Ch. |   1 |   - |    1 | 0.00 |  0% |  2.00 | 0.50 |    - |  10| 100|
    | Curaga    |   1 |   - |    - |   -  |  -  | 10.00 | 1.17 |    - |  - | 100|
    *===========================================================================*
    
    All of Alexander's moves needed to be shortened to fit in the chart.
    In order they are:
    [Steelcrusher], [Obliterator], [Soaring Uppercut], [Blast Punch],
    [Explosive Fist], and [Lofty Challenge]
    
    Obliterator
    -----------
    The upper values listed are for the initial swing and the lower values are
    for the backhand attack.
    
    Soaring Uppercut
    ----------------
    The Rise value for this move is normally 3.5 but against a staggered 
    target, the Rise value for this move becomes 6.
    
    Explosive Fist
    --------------
    The upper values listed are for the left arm attack while the lower values
    are for the resulting explosion. The Rise value for this move is normally
    3 but against a staggered target, the Rise value for this move becomes 6.
    
    
    Auto-Abilities
    --------------
    Arise             - Target fully recovers from death and negative status 
                        effects.
    
    
    Gestalt Mode
    ============
    Unlike the other Eidolons, Alexander is the only one who has Gestalt moves 
    that do not ignore type based defense. This means both positive and negative
    defense will not be ignored by the 2 moves which do not ignore defense.
     __________________________________________________________________________
    | Name      | Cost | Target | Typ | Ele| Hits | Multi | Var | Bonus | Time |
    |==========================================================================|
    | Up + X    |    4 | Area-F |   P |  - | ~110 |  0.06 |  4% |  1.21 | 0.27 |
    | Down + X  | 4/2/2| All    |   P |  - |  2-3 |  0.10 |  4% |  0.10 | 0.17 |
    |           |      | All    |   P |  - |  2-3 |  0.40 |  4% |  8.00 | 1.20 |
    | L/R + X   | 4/2/2| Single |   M |  - | 3-18 |  0.05 |  4% |  1.48 | 0.57 |
    | O         |    5 | Area-B |   P |  - |    1 |  0.41 |  4% |  0.10 | 0.50 |
    |           |      | All    |   P |  - |    2 |  0.83 |  4% | 25.00 | 2.13 |
    | Finish    |  All | All    |   P |  - |    1 |  3.00 |  2% | 20.00 | 0.00 |
    *==========================================================================*
    
    
    Up + X - Purification
    ---------------------
    This moves does not ignore defense. Each of the hits in this move has a chance 
    of applying the status effect deshell (Effect: 100%  Length: 4s).
    
    
    Down + X - Earthquake
    ---------------------
    The upper values are for enemies close to Alexander while the lower values
    are for enemies far from Alexander when using this move.
    
    
    Left or Right + X - Brutal Sanction
    -----------------------------------
    This move does not ignore defense. This move has a chance of applying the 
    status effect deprotect (Effect: 100%  Length: 4.33s).
    
    
    O - Retributive Blast
    ---------------------
    The upper values are for the initial attack while the lower values are for
    the explosion afterwards.
    
    
    Finish - Divine Judgement
    -------------------------
    This move will raise the Chain Bonus gauge by a various amount based on level 
    prior to dealing damage as follows:
    
    Level 1: 8.00 * 1 + 18.00 * 2 + 19.00 * 3 =  101.00
    Level 2: 8.00 * 1 + 18.00 * 3 + 19.00 * 4 =  138.00
    Level 3: 8.00 * 2 + 18.00 * 5 + 19.00 * 6 =  220.00
    
    
    Divine Judgement will deal more damage based on the weaknesses of the target:
    
    1.         If the target is weak to either physical or magical attacks
               -----Final damage becomes Normal damage * 2.00
    
    2.         If the target is weak to at least one element
               -----Final damage becomes Normal damage * 2.00
    
    3.         If the target has either deprotect or deshell
               -----Final damage becomes Normal damage * 1.89
    
    These effects are cumulative and are taken as a product such that if the target
    is weak to at least one element, weak to either physical or magical attacks, 
    and has either deprotect or deshell the final damage will actually equal:
    
    Normal damage * (2.00 * 2.00 * 1.89) = Normal damage * 7.56
    
    Where "Normal damage" simply refers to the amount of damage that would have
    been dealt without the modification. Suppose Alexander uses Divine
    Judgement under the following conditions:
    
    Alexander's PA is 7371
    The target has a chain bonus of 999%
    The target has deshell
    The target is weak to fire
    The target is weak to physical attacks
    
    Divine Judgement has a base multiplier of 3.0 so the base damage will be
    7371 * 3.0 = 22,113. This is further increased by the chain bonus percentage
    to give 22,113 * 9.99 = 220,908. Since none of the other calculations apply
    to Divine Judgement (see section 9 for details on attack damage) this will
    be the Normal damage value. The conditional multiplier will be 7.56 so the
    actual damage dealt will equal 220,908 * 7.56 = 1,670,0064.
    
    
    
    
    ***************************************************************************
    ***************************** HECATONCHEIR ********************************
    ***************************************************************************
    
    
    
    ATB: 6                    Starting amount: 6
    
    
    Stats by Rank
    -------------
     ___________________________________
    | Rank |    SP    |   PA   |   MA   |
    |===================================|
    |   1  | -------- | ------ | ------ |
    |   2  | -------- | ------ | ------ |
    |   3  | -------- | ------ | ------ |
    |   4  | -------- | ------ | ------ |
    |   5  | -------- | ------ | ------ |
    |   6  | -------- | ------ | ------ |
    |   7  | -------- | ------ | ------ |
    |   8  |    21315 |   1170 |    603 |
    |   9  |    35952 |   2698 |   1390 |
    |  10  |    43624 |   3161 |   1629 |
    |  11  |    47986 |   3477 |   1791 |
    |  12  |    52785 |   3825 |   1971 |
    |  13  |    58063 |   4208 |   2168 |
    |  14  |    63869 |   4629 |   2385 |
    |  15  |    73449 |   5323 |   2743 |
    |  16  |    88139 |   6388 |   3292 |
    *===================================*
    
    
    Normal Actions
    --------------
    1. Targets any enemy attacking Vanille and uses 6 attacks consisting of
       [Pummel], [Aerial Tackle], [Hurricane Kick], and [Force Projection].
       If Vanille is a COM or SAB, it will often target a different enemy
       from Vanille.
    
    2. While waiting for his ATB gauge to fill up, it will activate
       [Looming Wrath] and slowly walk towards the enemy it's targeting.
    
    
    Specific Condition Actions
    --------------------------
     ______________________________________________________________
    | Condition                       |          Action            |
    |==============================================================|
    | Gestalt Gauge depletes          | Casts [Arise] on           |
    | or Vanille dies                 | Vanille and departs        |
    |---------------------------------|----------------------------|
    | Targeted enemy has a high hitbox| Uses [Force Projector]     |
    |---------------------------------|----------------------------|
    | Targeted enemy has a low hitbox | Uses [Quake]               |
    *==============================================================*
    
    
    Abilities
    =========
     ___________________________________________________________________________
    | Name      | ATB | Typ | Hits | Multi| Var | Bonus | Time | Rise |  C |  K |
    |===========================================================================|
    | Pummel    |   1 |   P |    7 | 0.14 |  9% |  0.57 | 0.95 |    - |  40| 100|
    |---------------------------------------------------------------------------|
    | Aerial    |   1 |   P |    1 | 0.50 |  9% |  2.00 | 3.33 |    - |  35| 100|
    |  Tackle   |     |   P |    1 | 1.00 |  9% |  4.00 | 6.67 |    - |  40| 100|
    |---------------------------------------------------------------------------|
    | Hurricane |   1 |   P |    1 | 1.00 |  9% |  4.00 | 6.67 |    - |  50| 100|
    |  Kick     |     |     |      |      |     |       |      |      |    |    |
    |---------------------------------------------------------------------------|
    | Force     |   1 |   P |  3-5 | 0.25 |  9% |  1.00 | 1.67 |    5 |  35| 100|
    |  Proj.    |     |     |      |      |     |       |      |      |    |    |
    |---------------------------------------------------------------------------|
    | Quake     |   4 |   M |    1 | 2.20 |  9% | 16.00 |26.67 |    - |  40| 100|
    *===========================================================================*
    
    
    Aerial Tackle
    ----------------
    The upper values listed are for the initial thrust while the lower values
    are for the arm damage.
    
    
    Auto-Abilities
    --------------
    Arise             - Target fully recovers from death and negative status 
                        effects.
    Counter           - When receiving an evadable attack and when not in the
                        middle of an action, gives a 10% chance to counter. Note
                        this ability can counter attacks that the SEN role 
                        ability {Counter} cannot.
    Looming Wrath     - Once activated, gives a 100% chance to use the ability
                        [Counter].
                        Activation: If Hecatoncheir's ATB gauge is less than 70%
                        full and its target is close, [Looming Wrath] will 
                        activate.
    
     ___________________________________________________________________________
    | Name      | ATB | Typ | Hits | Multi| Var | Bonus | Time | Rise |  C |  K |
    |===========================================================================|
    | Counter   |   - |   P |    1 | 1.50 |  9% |  6.00 | 6.67 |    - |  35| 100|
    *===========================================================================*
    
    
    
    Gestalt Mode
    ============
    Unlike the other Eidolons, Alexander is the only one who has Gestalt moves 
    that do not ignore type based defense. This means both positive and negative
    defense will not be ignored by the 2 moves which do not ignore defense.
     __________________________________________________________________________
    | Name      | Cost | Target | Typ | Ele| Hits | Multi | Var | Bonus | Time |
    |==========================================================================|
    | Up + X    | 1/1/1| Single |   P |  - |  ~32 |  0.03 |  4% |  0.20 | 0.05 |
    | Down + X  | 2/1/1| All    |   P |  - |    4 |  0.17 |  4% |  3.33 | 0.32 |
    | L/R + X   |  3/1 | Area-F |   P |  - |    4 |  0.40 |  4% |  1.66 | 0.63 |
    | O         |    4 | Area-B |   P |  - |    1 |  3.73 |  4% | 26.66 | 3.07 |
    | Finish    |  All | All    |   P |  - |    1 | 15.00 |  2% | 38.00 | 0.00 |
    *==========================================================================*
    
    
    Up + X - Chain Cannons
    ----------------------
    
    
    Down + X - Missile Tetrad
    -------------------------
    
    
    Left or Right + X - Piercing Ray
    --------------------------------
    
    
    O - Force Blasters
    ------------------
    There is a standard Rise value of 4 on this move. On a staggered opponent,
    this value increases to 7.
    
    
    Finish - Gaian Salvo
    --------------------
    This move will raise the Chain Bonus gauge by a various amount based on level 
    prior to dealing damage as follows:
    
    Level 1: 22.00 * 1 + 32.00 * 1 =  54.00
    Level 2: 22.00 * 2 + 32.00 * 2 = 108.00
    Level 3: 22.00 * 3 + 32.00 * 3 = 162.00
    
    
    
    8. ________________________________________________________________________
    [Attack Calculation]=======================================================
    
    
    _____________________Reference Tables: Damage Calculation
    
    
    Weakness Relationship Chart:
    
    
    [See Section 6 Resist Mod: Damage Modifier Table A]
    
    
    Table A:
     ________________________________________________________
    | Type | Ability                                   Effect|
    |========================================================|
    | Both |  Adrenaline .............................. +20% |
    | Both |  Critical: Power Surge ................... +20% |
    | Both |  Critical: Power Surge II ................ +40% |
    | Both |  Ally KO: Power Surge ............ +110% - 220% |
    | Both |  Ally KO: Power Surge II ......... +130% - 260% |
    | Both |  High HP: Power Surge .................... +20% |
    | Both |  Low HP: Power Surge..... ................ +50% |
    *========================================================*
    
    All applicable effects from this table are taken as a sum before increasing 
    the amount damage dealt.
    
    
    Table B:
     _____________________________________________
    | Type | Status Effect                 Effect |
    |=============================================|
    | Phys | Bravery ...................... x 1.4 |
    | Phys | Bravera ...................... x 1.8 |
    | Phys | Debrave ...................... x 0.1 |
    | Mag  | Faith ........................ x 1.4 |
    | Mag  | Faithra ...................... x 1.8 |
    | Mag  | Defaith ...................... x 0.1 |
    *=============================================*
    
    Most of the effects from this table counter-act each other. You can only have 
    1 of either faith, Faithra, or defaith. Likewise, you can only have 1 of 
    either Bravery, Bravera, or debrave at any given time. Given the fact that no 
    abilities use both magical and physical attack in the calculation, the 
    effects in this table will never compound.
    
    
    Table C:
     ________________________________________________________
    | Type | Ability                                  Effect |
    |========================================================|
    | Both | Commando Role Bonus ................ +5% - 180% |
    | Both | X Elemental Damage% Up ............  +20% - 50% |
    | Phys | Enfeeblement ............................. -50% |
    | Phys | Hindrance ................................ -30% |
    | Mag  | Stiffed Magic ............................ -50% |
    | Mag  | Fettered Magic ........................... -30% |
    | Phys | Vendetta .......................... +10% - 300% |
    | Phys | Entrench .......................... +30% - 150% |
    *========================================================*
    
    The Elemental Damage% Up abilities are synthesis abilities which effect one 
    element. This bonus only applies in the case that the attack in question is 
    of that element. The damage dealt by Vendetta and Charge is the damage it 
    deals at the end of a turn in which the Sentinel used those abilities. 
    
    Including the Commando Role Bonus, the upper limit for [Vendetta] and
    [Entrench] is +300%. 
    
    
    Table D:
     _____________________________________________
    | Type | Status Effect                 Effect |
    |=============================================|
    | Phys | Deprotect ..................... -89% |
    | Mag  | Deshell ....................... -89% |
    | Phys | Protect ..................... x 0.67 |
    | Phys | Protectra ................... x 0.50 |
    | Mag  | Shell ....................... x 0.67 |
    | Mag  | Shellra ..................... x 0.50 |
    | Both | Bar-(Element) ............... x 0.50 |
    | Both | Deathward ................... x 0.75 |
    | Both | Critical: Shield ............ x 0.85 |
    | Both | Critical: Shield II ......... x 0.70 |
    *=============================================*
    
    Deprotect and deshell are subtracted directly from physical and magical 
    resistance while the other affects are taken as a product and multiplied 
    against the damage. It is impossible to have both the protect(da) and 
    deprotect status effects at the same time; likewise it is also impossible to 
    have both shell(da) and deshell status effects at the same time.
    
    If Lightning has 38% physical resistance granted to her by accessories, the 
    deprotect status effect would bring her physical resistance down to -51% 
    causing her to take 51% more damage from physical attacks. This would 
    increase her physical resistance multiplier from 0.62 (with the 38% 
    resistance she started out with) up to 1.51. If she also happened to have the 
    {Deathward} auto ability activated then 1.51 would be multiplied by 0.75 
    to give a damage multiplier of 1.13.
    
    The Bar-(Element) abilities only work on physical or magical attacks which 
    are aligned towards that particular element. This acts as 50% resistance 
    against that element as elemental and physical resistances are taken and will 
    be taken as a product with any accessory based resistance of that same 
    element. The total will be taken as a product with any applicable multipliers 
    from the above table.
    
    For instance, if Vanille has 30% Fire resistance from accessories and has the 
    status effect Half Fire cast on her, her Fire resistance multiplier becomes 
    0.5 * 0.7 = 0.35 or 65% fire resistance. If she is hit with a fire elemental 
    magic attack and has the status effect shell at the time, the damage deal to 
    her is multiplied by a factor of: 0.35 * 0.5 = 0.15.
    
    
    Table E:
     _____________________________________________
    | Type | Status Effect                 Effect |
    |=============================================|
    | Both | Sentinel Role Bonus ...... -8% - 63% |
    | Both | Steelguard ............. -20% - 100% |
    | Both | Mediguard ..................... -20% |
    | Both | Vendetta ...................... -10% |
    | Both | Entrench ...................... -10% |
    | Both | Elude ......................... -20% |
    *=============================================*
    
    Even if the attack ignores "type" defense, it does not ignore the defense 
    from this table. All applicable effects from this table are taken as a sum 
    before being applied to the damage factor. Once all applicable effects have 
    been added together, the resulting percentage is converted to a multiplier.
    
    The Sentinel Role Bonus is the product of all applicable Sentinel Role 
    Bonuses. A Sentinel Role Bonus of 0.40 becomes a -60% damage effect. If 
    Lightning has this bonus and decides to use [Elude], her total 
    bonus becomes -60% + -20% = -80%. This is then converted to a damage 
    multiplier of 0.20
    
    
    
    _____________________Damage Resolution
    
    
    Base Damage is calculated as:
    
    
                    base damage = parameter x damage multiplier
    
    
    Where the parameter is the respective attack parameter (attack for physical-
    type abilities, magic for magic-type abilities) and the damage multiplier is 
    the base multiplier of the ability.
    
    A normal Fight command from Lightning will have the base damage multiplier of 
    1.2, if she also has 1700 attack power, her base damage will be 1700 x 1.2 = 
    2040. 
    
    After obtaining the Base Damage, the damage will be further modified by the 
    following cycle:
    
    1. Parameter Changing Abilities:
    ***********************************************************
    * Take the sum of any applicable effects from Table A and *
    * increase the base damage by this amount to obtain D1.   * 
    ***********************************************************
    
    2. Parameter Changing Status Effects:
    ***********************************************************
    * Take the sum of any applicable effects from Table B and *
    * increase D1 by this amount to obtain D2                 *
    ***********************************************************
    
    3. Random Damage Factor:
    ***********************************************************
    * Take 100% minus the Variance modifier of the skill and  *
    * multiply the resultant percentage by D2 to obtain the   *
    * lower limit of the damage D2L.                          *
    ***********************************************************
    
    4. Chain:
    ***********************************************************
    * Take D2 and multiply it by the Chain % to obtain        *
    * D3.                                                     *
    ***********************************************************
    
    5. Bonuses granted by Table C:
    ***********************************************************
    * Take the sum of any applicable effects from Table C and *
    * increase D3 by this amount to obtain D4.                *
    ***********************************************************
    
    6. Enhance Element abilities:
    ***********************************************************
    * If the user has the Enhance Element status effect which * 
    * corresponds to the affinity of the skill used then D5   *
    * is D4 x 1.3; else D5 is D4 x 1.0.                       *
    ***********************************************************
    
    7. Deathblow:
    ***********************************************************
    * If the condition for the Deathblow auto ability exists  *
    * then D6 is D5 x 1.5; else D6 is D5 x 1.0.               *
    ***********************************************************
    
    8. Resistances:
    ***********************************************************
    * Modify D6 in accordance to enemy resistances as         *
    * explained in Chart 1 below to obtain D7. This step only *
    * occurs for enemies and does not apply to the player.    *
    ***********************************************************
    
    9. Damage changed by Table D:
    ***********************************************************
    * Take the product of the applicable effects from Table D *
    * and multiply D7 by this result to obtain D8.            *
    ***********************************************************
    
    10. Bonus defense from Table E:
    ***********************************************************
    * Take D8 and subsequently change its value by any        *
    * applicable effects from Table E to obtain D9. The       *
    * effects from Table E are taken as a sum.                *
    ***********************************************************
    
    11. Auto-Ability Effect: Fringeward
    ***********************************************************
    * If the auto ability Fringeward applies, take D9 and     *
    * multiply it by 0.65 to obtain D10, otherwise D10 equals *
    * D9. If the Barrier Up ability is equipped and this      *
    * effect applies, D9 is multiplied by 0.57; if the        *
    * upgraded version is equipped, D9 is multiplied by 0.49. *
    ***********************************************************
    
    12. Damage Limit:
    ***********************************************************
    * If D10 is more than 99,999 and the Damage Limit is not  *
    * lifted for this attack, then D11 equals 99,999. Else    *
    * D11 equals D10.                                         *
    ***********************************************************
    
    13. Status Effect: Daze
    ***********************************************************
    * If the Daze status effect is present on the target, D12 *
    * equals D11 x 2. The Daze status effect is checked after *
    * the Damage Limit condition but I am not certain if this *
    * definitely means it can allow an attack to exceed the   *
    * damage limit even if it has not met the criteria.       *
    ***********************************************************
    
    14. Regular Equip ability: Damage rarely becomes 0:
    ***********************************************************
    * If the effect succeeds, D13 becomes 0; else D13 equals  *
    * D12.                                                    *
    ***********************************************************
    
    15. Damage Reduction:
    ***********************************************************
    * D13 is reduced by the absolute damage reducing Chain    *
    * Equip abilities. Magical reduction only affects magic   * 
    * attacks while physical reduction only affects physical  *
    * attacks. The result is D14.                             *
    ***********************************************************
    
    16. Lower Limit:
    ***********************************************************
    * Take D2L and modify it in the same manner using steps 4 *
    * through 15 to obtain the lower limit of damage that     *
    * will be dealt to the target: D14L.                      *
    ***********************************************************
    
    Damage dealt to the target will be a random value between D14L and D14.
    
    It seems as though the game actually chooses a random amount inside of the 
    range calculated at step 4 and continues on with that value rather than 
    calculating the range and then choosing at random at the end. The easiest way 
    to manually calculate the range is to simply apply the random factor at the 
    end of the calculation. The more accurate way to calculate the range, 
    however, is to apply the random factor at step 4 and calculate the two values 
    seperately.
    
    
    
    ____________________Sample Calculation
    
    
    Lightning has a base damage of 2040 with the Fight command and has the status 
    effect Bravery with a total Commando Role Bonus of 150%. She is attacking an 
    enemy with deprotect and a Chain of 200%.
    
    01. There are no applicable effects from Table A; 
        D1 = 2,040
    
    02. Lightning has Bravery; 
        D2 = 2,040 x 1.4 = 2,856
    
    03. The random damage modifier for Fight is 4%; 
        D2L = (1.00 - 0.04) * 2,856 = 2,742
    
    04. The Chain of the enemy is 200%; 
        D3 = 2,856 * 2 = 5,712
        D3L = 2,742 * 2 = 5,484
    
    05. Lightning has an Commando Role Bonus of +150%; 
        D4 = 5,712 * 2.5 = 14,280
        D4L = 5,484 * 2.5 = 13,710
    
    06. Lightning does not have any Enhance Element status effects;
        D5 = 14,280
        D5L = 13,710
    
    07. Lightning does not have the auto-ability Deathblow;
        D6 = 14,280
        D6L = 13,710
    
    08. The target has normal base resistance;
        D7 = 14,280
        D7L = 13,710
    
    09. The target has the status effect deprotect;
        D8 = 14,280 * 1.89 = 26,989
        D8L = 13,710 * 1.89 = 25,912
    
    10. There are no applicable effects from Table E;
        D9 = 26,989
        D9L = 25,912
    
    11. Fringeward does not apply;
        D10 = 26,989
        D10L = 25,912
    
    12. D10 has not exceeded the damage limit;
        D11 = 26,989
        D11L = 25,912
    
    13. The target does not have the status effect Daze;
        D12 = 26,989
        D12L = 25,912
    
    14. The target does not have the ability: Damage rarely become 0;
        D13 = 26,989
        D13L = 25,912
    
    15. The target does not have damage reduction;
        D14 = 26,989
        D14L = 25,912
    
    Total damage dealt equals a random amount between 26,989 and 25,912.
    
    
    
    ____________________Cut and Keep
    
    
    Cut and Keep are the ability stats which determine whether or not an attack 
    is interrupted. If the Cut value of the attacker's ability is greater than 
    the Keep value of the ability of the one receiving the attack then the 
    ability is interrupted, otherwise the ability is kept.
    
    Vigilance    - Adds 10 to both the cut and keep of all abilities used by the 
                   one inflicted with Vigilance. This will not increase a skill's 
                   keep above 89 and skills with a base keep of 90 or greater will 
                   have their keep stat remain unaffected.
    
    Curse        - Reduces both the cut and keep of all abilities used by the one 
                   inflicted with curse by 20. The lower limit is 0 and skills 
                   with a base keep of 90 or greater will have their keep stat 
                   remain unaffected.
    
    On a broken opponent, all keep stats which are 89 or less are calculated 
    as 0 for the duration of the Stagger.
    
    The keep of any given character not taking an action (eg a character waiting
    for their ATB gauge to fill) is 5. This is the base Keep value for all party
    members. The base Keep for enemies varies between 5 and 95.
    
    
    
    ____________________Evasion and Counter
    
    Evade
    =====
    Upon gaining the auto-ability {Evade} the character will have a chance to 
    evade an enemy attack. Evading will be automatically performed when the
    character is taking no actions and not being attacked by more than one enemy.
    Another way to perform an evasion is to use the command skill [Elude]. These
    are the only two ways to evade an attack. Any other time, the Sentinel will
    not evade. The item ability {{Improved Evasion}} further improves the skill 
    {Evade}. 
    
    The auto ability {Evade} gives a 20% chance to evade attacks. {Evade} will 
    only take effect in response to an enemy attack if:
    
    1.  The character is not currently being attacked by a different enemy.
    2.  The character is not currently taking an action.
    3.  The attack is evadable.
    
    The command skill [Elude] increases the evasion chance percentage by 50 for
    as long as the character is using the skill.
    
    {{Improved Evasion}} improves the percentage chance of evasion with the auto-
    ability {Evade} by another 10. This will not improve the evasion of [Elude].
    
    Note that only certain attacks can be evaded. If the attack cannot be evaded
    then any attempt to evade will always fail.
    
    
    Counter
    =======
    After a successful evasion, any character with the auto-ability {Counter} 
    will have a 90% chance to retaliate with the command skill [Counter]. Note
    that the conditions for {Counter} to activate are the exact same as the
    conditions required for {Evade} to activate. As a result, {Counter} will never
    activate after an evasion successfully performed by [Elude] because using 
    [Elude] counts as "taking an action."
    
    Some abilities cannot be countered even though they can be evaded. In this
    case, even if the character successfully evades, {Counter} will never
    activate.
    
    
    Apparent Discrepancies
    ======================
    The auto-ability {Evade} may seem to activate far more often or far less often 
    than 20% of the time. The reason {Evade} may seem to activate less often than
    20% of the time, as well as the reason it may seem to only be capable of 
    dodging the first hit is likely due to the concept of Cut and Keep.
    
    {Evade} can only activate while you are doing nothing. Unfortunately, when you
    are doing nothing, your Keep value is 5. Most enemy attacks have a Cut value
    greater than 5 so if they hit you with the first hit in a multiple hit attack,
    it is very possible they will interrupt any subsequent chances of evasion.
    
    On that same note, {Evade} seems to grant frames of invincibility rather than
    just making the attack miss. This could cause any attacks dealt within those
    frames of invincibility to miss you regardless of whether or not {Evade} 
    actually activated. This seems to be the best explanation for why some 
    subsequent hits always seem to miss if you evade the first hit with {Evade}.
    
    None of this is reconciled in the Ultimania so it is mostly due to the
    conclusions of myself and Porcupine from extensive testing.
    
    None of these discrepancies are seen in the skill [Elude].
    [Elude] has been tested and it works at the percentage stated.
    
    
    
    ____________________Animation Speed
    
    Each character has a given animation speed for attacks. There is the start
    up animation which always begins the attack turn, followed by the 
    casting / attacking animation that repeats once for each stock in your 
    attack turn.
    
    The speeds for casting RAV, SAB, and COM spells are the same, while the
    speed for casting SYN spells is faster and the speed for casting MED spells 
    is slower.
    
    Based on multiple tests per character, these are estimates of the relative 
    casting speeds for each character. Everyone's speed is displayed relative 
    to Vanille. For the sake of estimation, everything was rounded to the nearest 
    5%. 
    
              ________________________________________________
             |           |               ROLES                |
             |           |____________________________________|
             | Character |  MED  |  RAV  / SAB / COM  |  SYN  |
             |===========|=======|====================|=======|
             | Vanille   | 100%  |        100%        | 100%  |
             | Lightning | 110%  |        150%        |  90%  |
             | Fang      | 105%  |        150%        | 100%  |
             | Hope      | 125%  |        115%        | 110%  |
             | Sazh      | 100%  |        110%        |  95%  |
             | Snow      | 145%  |        175%        | 110%  |
             *================================================*
    
    
    The higher the %, the faster the character can cast the spells of that
    Role. So, for instance, Snow can cast MED spells 45% faster than Vanille,
    while Hope can cast them 25% faster than Vanille. Lightning, on the other
    hand, casts SYN spells at 90% of the speed Vanille casts them, or rather,
    10% slower than Vanille. Remember, these percentages are only in comparison
    to Vanille, so while Snow is 75% faster at casting RAV spells than Vanille,
    he is NOT 25% faster at casting RAV spells than Fang.
    
    If you want to compare Snow to Fang, you would take Snow's percentage and
    divide it by Fang's percentage to tell you how much faster Snow can
    cast than Fang. In this case: (175% / 150%) = 116% so Snow is ~16% faster
    than Fang.
    
    
    
    
    
    ____________________Rise
    
    Certain attacks can cause the target to be launched up into the air. This
    can affect party members as well as enemies. An enemy that is launched up
    into the air will not be able to take any action until it lands. However,
    the enemy's ATB bar will still continue to fill even while in the air; it
    just won't be able to act. There are also many enemies that are immune to
    being launched up or are only vulnerable while Staggered.
    
    Effects
    =======
    -The higher the "Rise" value, the higher the target is launched.
    -Enemies can only be launched if your Cut value is higher than their Keep.
    -The higher an enemy is launched, the longer it will take to come down.
    -Attacking a launched enemy will stop their decent back to the ground.
    -Any stocked commands become canceled once launched.
    -Upon falling to the ground, the target incurs 10 damage.
    ---This damage can be increased by the COM role bonus.
    ---This damage can be negated by the SEN role bonus or damage reduction
       accessories.
    
    
    
    9. ________________________________________________________________________
    [Skills]===================================================================
    
    
    
    _____________________Skill Families
    
    Some of the skills belong to a line of skill types. The line to which a 
    skill belongs is used primarily for determining which equipment skills 
    will affect which action skills. 
    
    For instance, Vanille's weapon skill which increases the chance of success 
    for all action skills of the debuffing skill line will not affect the 
    success of a skill like Death which is not classified as a debuffing skill.
    
    Siphon       -  The Siphon type skills are the skills with a "draining" 
                    property. There is no action skill with this classification.
                    Auto Ability: Lifesiphon, Faultsiphon, Fearsiphon
                    Equip Ability: Defeat Enemy, recover ATB
    
    Barrier      -  The Barrier type skills are skills which decrease damage.
                    Like the Siphon classification, there are no actions skiils
                    with the classification: Barrier.
                    Auto Ability: Barrier when Critical, Area Barrier
    
    Evade        -  Self explanatory. There are only action skills with the Evade
                    classification. They are all listed below.
    
    Provoke      -  These abilities add the provoke property to the enemy which 
                    causes the enemy to target that character. Only the Sentinel
                    action skills carry this classification.
    
    Counter      -  These are the abilities which have counter properties. In 
                    addition to 2 Sentinel action skills the auto ability counter 
                    is a counter classification attack.
    
    Guard        -  Self explanatory. There are only action skills with the Guard 
                    classification. They are listed below.
    
    Debuffing    -  These are primarily the skills which lower defenses. There 
                    are only action skills with the debuffing classification. 
                    They are listed below.
    
    Debilitation -  These are primarily the skills which prevent or hinder the 
                    actions of the target. There are only action skills with the 
                    debilitation classification. They are listed below.
    
    Offense      -  These are primarily the offensive buffs. There are only 
                    action skills with the offense classification. They are 
                    listed below.
    
    Defense      -  These are primarily the defensive buffs. There are only 
                    action skills with the defense classification. They are 
                    listed below.
    
    Cure         -  Self explanatory. Note that the skill: raise, does not
                    classify as a cure type ability. Although the TP ability 
                    Full Cure is classified as a cure type ability, it restores 
                    a set amount of life and is unaffected by skills which 
                    increase recovery for cure type abilities.
                    TP Ability: Full Cure
    
    
    
    _____________________Character Specific Skills
    
    
    Each character has a unique skill which they obtain half way into the 9th 
    level of the Crystallium. None of them can be evaded and they all have a cut 
    of 50 and a keep of 90. These skills can be used limitlessly but they have 
    the following conditions and properties:
    
       1. They consume the entire ATB Bar.
       2. They ignore type-based defense
       3. They must be input by manual means
       4. Other than Death, each skill has a special effect against a broken 
          target
       5. The Stagger status will not end during the middle of the skill
    
    No matter what size the ATB bar happens to be, the unique skills will take up 
    the entire thing. Because they ignore type-based defense, an enemy that is 
    immune to physical and magical attacks will still take damage from a unique 
    skill. However, this also means that status effects like debrave and deshell 
    will have no effect on the damage dealt by a unique skill. 
    
    All unique skills need to be manually input so the AI will never use them. 
    Even if the enemy's Stagger gauge duration depletes to 0 during the execution 
    of a unique skill, their Stagger status will not end until after the skill has 
    been completed. During this time, other characters will also be able to 
    continue dealing damage to the enemy.
    
    It should be noted that character specific skills will be completely sealed 
    by either the pain or fog status effect. This means that even with a physical 
    skill like Lightning's Army of One, it will be completely sealed by a status 
    effect like fog which normally only seals magic attacks.
    
    
    Lightning:
     ____________________________________________________
    | Army of One                         Class: Ravager |
    |====================================================|
    | Type:                    Phys | Target:     Single |
    | Damage:              0.3 x 11 | Var:            4% |
    | Chain:               0.0 x 11 | Duration: 0.0 x 11 |
    |====================================================|
    | Stagger Bonus                     Chain: 12.0 x 11 |
    *====================================================*
    
    Lightning hits one target 11 times with each hit being calculated seperately.
    Note that this means if the skill is used on a broken opponenet, each hit 
    will have a successively higher chain bonus to factor into the damage 
    calculation.
    
    The chain bonus of this skill is affected by all factors which normally 
    affect how much of the chain bonus gauge a skill raises; this includes 
    the Ravager role bonus and is calculated on a hit by hit basis.
    
    A broken enemy has their chain gauge resistance reduced to zero so the 
    enemy's chain gauge resistance should never factor into the chain gauge 
    increase calculation.
    
    
    Sazh:
     ____________________________________________________
    | Cold Blood                          Class: Ravager |
    |====================================================|
    | Type:                    Phys | Target:     Single |
    | Damage:              0.1 x 17 | Var:            9% |
    | Chain:               0.0 x 17 | Duration: 0.0 x 17 |
    |====================================================|
    | Stagger Bonus                     Chain: 10.0 x 17 |
    *====================================================*
    
    Sazh hits one target 17 times with each hit being calculated seperately. 
    Note that this means if the skill is used on a broken opponenet, each hit 
    will have a successively higher chain bonus to factor into the damage 
    calculation.
    
    The chain bonus of this skill is affected by all factors which normally 
    affect how much of the chain bonus gauge a skill raises; this includes 
    the Ravager role bonus and is calculated on a hit by hit basis.
    
    A broken enemy has their chain gauge resistance reduced to zero so the 
    enemy's chain gauge resistance should never factor into the chain gauge 
    increase calculation.
    
    
    Snow:
     ____________________________________________________
    | Sovereign Fist                     Class: Commando |
    |====================================================|
    | Type:                    Phys | Target:     Area-S |
    | Damage:             2.0 + 0.5 | Var:            4% |
    | Chain:                    0.0 | Duration:      0.0 |
    |====================================================|
    | Stagger Bonus                   Damage: 10.0 + 2.0 |
    *====================================================*
    
    Ruler Fist will automatically reset the Chain gauge to 100.00% upon its 
    completion. The damage dealt will be calculated first and then after damage 
    is dealt, the bar will be reset to 100.00%. This means it will also end a 
    Stagger status upon completion.
    
    
    Hope:
     ____________________________________________________
    | Last Resort                         Class: Ravager |
    |====================================================|
    | Type:                     Mag | Target:    Shuffle |
    | Damage:               0.5 x 8 | Var:            9% |
    | Chain:                0.0 x 8 | Duration:  0.0 x 8 |
    |====================================================|
    | Stagger Bonus                      Chain: 20.0 x 8 |
    *====================================================*
    
    Hope's unique skill will shuffle through the list of enemies dealing 1 hit to 
    each until all hits have been distributed. If there are 4 enemies, each enemy 
    will receive 2 hits, but if there are 3 enemies, 2 of them will recieve 3 
    hits and the last one will receive only 2 hits.
    
    
    Fang:
     ____________________________________________________
    | Highwind                           Class: Commando |
    |====================================================|
    | Type:                    Phys | Target:     Area-S |
    | Damage: 0.5 + 0.5 + 1.0 + 0.5 | Var:            4% |
    | Chain:                    0.0 | Duration:      0.0 |
    |====================================================|
    | Stagger Bonus        Damage: 3.0 + 6.0 + 6.0 + 2.0 |
    *====================================================*
    
    Highwind will automatically reset the Chain gauge to 100.00% upon its 
    completion. The damage dealt will be calculated first and then after damage 
    is dealt, the bar will be reset to 100.00%. This means it will also end a 
    Stagger status upon completion.
    
    The first two hits of Highwind will often miss targets with a low hitbox 
    while the last two hits of Highwind will often miss targets with a high 
    hitbox. The large Adamantai-type enemies of Pulse, for instance, will take
    more hits when they have collapsed from the loss of both legs than they will
    when they are standing up.
    
    
    Vanille:
     ____________________________________________________
    | Death                              Class: Saboteur |
    |====================================================|
    | Type:                     Mag | Target:     Single |
    | Damage:                   4.0 | Var:            9% |
    | Chain:                    4.0 | Duration:      0.9 |
    |====================================================|
    | Added Status Effect:    Death | Chance to add:  1% |
    *====================================================*
    
    The base % the death status effect triggering is 1%. That percentage 
    increases by 1 for each negative status effect on the target. If Vanille 
    targets an enemy with slow, Daze, and Imperil status effects, the base 
    percentage of death triggering will increase from 1% to 4%. The 
    percentage chance increases in the following manner:
    
    [(Base skill %) * (alteration due to target's resistance)] * (role bonus)
    
    Where the Base skill % is:
    [1 + (1 for each negative status effect on the target)]%
    
    Death is affected by any positive resistance to the status effect: Death,
    as well as the SAB role bonus. It is not affected by Chain Bonus, nor is
    it affected by Improved Debuffing or Improved Debilitation.
    
    Death is the only character specific ability that can gain an elemental
    property via the En- status effects. If an enemy is weak to an element
    by either the status effect Imperil or just naturally weak to it and 
    Death carries the corresponding elemental property, it will deal more
    damage.
    
    Death Trick:
    ------------
    It should be noted that I did not come up with this trick and claim
    no credit for it.
    
    Death, like all character specific skills, ignores type resistance
    (that is physical and magical resistance). It is possible to cast
    Death while in the Saboteur role and then switch to the Commando
    role before any damage is dealt. By doing this, the damage that Death
    deals will actually be based on the Commando role and not the
    Saboteur role. This means you can gain the Commando role bonus and
    potentially deal a large amount of damage with Death. Because it
    also does not reset the chain gauge, it is possible to continue to
    deal a high amount of damage over and over. If you have also given
    Death an elemental property that the enemy is weak against, it will
    deal even more damage.
    
    
    
    ____________________Skill list
    
     __________________________________________________________________________
    | (1)      Element: (19)     ATB Cost: (2)   Type: (20)   Class: (3)       |
    |==========================================================================|
    | Type:   (4) | Target:        (7) | Cut: (10)| Pain:  (13)| Effect:   (16)|
    | Damage: (5) | Var:           (8) | Keep:(11)| Fog:   (14)| Chance:   (17)|
    | Chain:  (6) | Duration:      (9) | EV?: (12)| Rise:  (15)| Length:   (18)|
    *==========================================================================*
    
     1. Skill's Name       -  The name of the skill.
     2. ATB Cost           -  How many ATB slots the skill requires for use.
     3. Class              -  The role which holds this skill.
     4. Type               -  Phys - Physical attacks.
                              Mag  - Magical attacks.
     5. Damage             -  The base skill multiplier used in the damage 
                              calculation formula.
     6. Chain              -  The base amount by which the skill increases 
                              the chain gauge of the target.
     7. Target             -  Single  - Affects a single target.
                              Area-S  - Targets a single enemy and deal splash
                                        damage to all enemies around the user
                                        of the skill.
                              Area-B  - Targets a single enemy but deals damage
                                        to all enemies in the range of the
                                        explosion of the spell.
                              Area-F  - Targets all enemies within a given
                                        range in front of the user of the skill.
                                        There are no character skills with this
                                        range of effect.
                              Area-T  - Targets a single enemy but deals damage 
                                        to all surrounding enemies.
                              Line    - Deals damage to all enemies within a
                                        line. There is only one character skill
                                        with this range of effect (not listed
                                        below).
                              Shuffle - Targets each and every enemy on the list 
                                        starting with the first name and moving 
                                        down the list until all hits have been 
                                        allocated. If there are 3 enemies and the 
                                        skill hits 8 times, the first 2 enemies 
                                        would receive 3 hits and the last one 
                                        would receive 2 hits.
                              All     - Targets all enemies.
     8. Variance           - The base variance percentage of the skill. Used in
                             the damage calculation.
     9. Duration           - The base amount of time the skill adds to the 
                             duration of the chain gauge (in seconds).
    10. Cut                - The base cut property of the skill.
    11. Keep               - The base keep property of the skill.
    12. Evade              - Y - The skill can be evaded.
                             N - The skill cannot be evaded.
    13. Pain               - Y - The skill is sealed by the status effect: Pain.
                             N - The skill is not sealed by Pain.
    14. Fog                - Y - The skill is sealed by the status effect: Fog.
                             N - The skill is not sealed by Fog.
    15. Rise               - The base rise property of the skill.
    16. Effect             - The status effect inflicted by the skill (if 
                             applicable).
    17. Chance             - The base percentage chance for the status effect to
                             be inflicted.
    18. Length             - The base amount of time for the status effect to
                             remain on the inflicted target (in seconds)
    19. Element            - Only listed on applicable skills.
                             F - Fire elemental property
                             I - Ice elemental property
                             T - Thunder elemental property
                             W - Water elemental property
                             A - Wind elemental property
    20. Type               - Only listed on applicable skills.
                             All types are listed at the top of the skills 
                             section.
    
    
    
     __________________________________________________________________________
    | Attack                     ATB Cost: 1                  Class: Commando  |
    |==========================================================================|
    | Type:  Phys | Target:     Single | Cut:  35 | Pain:    Y | Effect:    -  |
    | Damage: 1.2 | Var:            4% | Keep: 35 | Fog:     N | Chance:    -  |
    | Chain:  0.5 | Duration:     3.33 | EV?:   Y | Rise:    - | Length:    -  |
    *==========================================================================*
     __________________________________________________________________________
    | Blitz                        ATB Cost: 2                Class: Commando  |
    |==========================================================================|
    | Type:  Phys | Target:     Area-S | Cut:  35 | Pain:    Y | Effect:    -  |
    | Damage: 1.8 | Var:            4% | Keep: 35 | Fog:     N | Chance:    -  |
    | Chain:  0.5 | Duration:     5.33 | EV?:   Y | Rise:    - | Length:    -  |
    *==========================================================================*
     __________________________________________________________________________
    | Ruin                          ATB Cost: 1               Class: Commando  |
    |==========================================================================|
    | Type:   Mag | Target:     Single | Cut:  25 | Pain:    N | Effect:    -  |
    | Damage: 1.0 | Var:            9% | Keep: 25 | Fog:     Y | Chance:    -  |
    | Chain:  0.5 | Duration:     3.33 | EV?:   N | Rise:    - | Length:    -  |
    *==========================================================================*
     __________________________________________________________________________
    | Ruinga                        ATB Cost: 3               Class: Commando  |
    |==========================================================================|
    | Type:   Mag | Target:     Area-B | Cut:  25 | Pain:    N | Effect:    -  |
    | Damage: 2.2 | Var:            9% | Keep: 25 | Fog:     Y | Chance:    -  |
    | Chain:  0.5 | Duration:     6.33 | EV?:   N | Rise:    5 | Length:    -  |
    *==========================================================================*
     __________________________________________________________________________
    | Sovereign Fist [see above]    ATB Cost: ALL             Class: Commando  |
    |==========================================================================|
    | Type:  Phys | Target:     Area-S | Cut:  50 | Pain:    Y | Effect:    -  |
    | Damage: 2.5 | Var:            4% | Keep: 90 | Fog:     Y | Chance:    -  |
    | Chain:  0.0 | Duration:        0 | EV?:   N | Rise:    - | Length:    -  |
    *==========================================================================*
     __________________________________________________________________________
    | Highwind [see above]          ATB Cost: ALL             Class: Commando  |
    |==========================================================================|
    | Type:  Phys | Target:     Area-S | Cut:  50 | Pain:    Y | Effect:    -  |
    | Damage: 2.5 | Var:            4% | Keep: 90 | Fog:     Y | Chance:    -  |
    | Chain:  0.0 | Duration:        0 | EV?:   N | Rise:    - | Length:    -  |
    *==========================================================================*
     __________________________________________________________________________
    | Fire        Element: F        ATB Cost: 1               Class: Ravager   |
    |==========================================================================|
    | Type:   Mag | Target:     Single | Cut:  25 | Pain:    N | Effect:    -  |
    | Damage: 1.0 | Var:            9% | Keep: 25 | Fog:     Y | Chance:    -  |
    | Chain: 10.0 | Duration:     0.90 | EV?:   N | Rise:    - | Length:    -  |
    *==========================================================================*
     __________________________________________________________________________
    | Fira*(1)    Element: F        ATB Cost: 2               Class: Ravager   |
    |==========================================================================|
    | Type:   Mag | Target:     Area-B | Cut:  25 | Pain:    N | Effect:    -  |
    | Damage: 1.5 | Var:            9% | Keep: 25 | Fog:     Y | Chance:    -  |
    | Chain: 18.0 | Duration:     0.90 | EV?:   N | Rise:    - | Length:    -  |
    *==========================================================================*
     __________________________________________________________________________
    | Firaga      Element: F        ATB Cost: 3               Class: Ravager   |
    |==========================================================================|
    | Type:   Mag | Target:     Area-B | Cut:  25 | Pain:    N | Effect:    -  |
    | Damage: 2.2 | Var:            9% | Keep: 25 | Fog:     Y | Chance:    -  |
    | Chain: 26.0 | Duration:     0.90 | EV?:   N | Rise:    5 | Length:    -  |
    *==========================================================================*
     __________________________________________________________________________
    | Blizzard    Element: I        ATB Cost: 1               Class: Ravager   |
    |==========================================================================|
    | Type:   Mag | Target:     Single | Cut:  25 | Pain:    N | Effect:    -  |
    | Damage: 1.0 | Var:            9% | Keep: 25 | Fog:     Y | Chance:    -  |
    | Chain: 10.0 | Duration:     0.90 | EV?:   N | Rise:    - | Length:    -  |
    *==========================================================================*
     __________________________________________________________________________
    | Blizzara*(1)Element: I        ATB Cost: 2               Class: Ravager   |
    |==========================================================================|
    | Type:   Mag | Target:     Area-T | Cut:  25 | Pain:    N | Effect:    -  |
    | Damage: 1.5 | Var:            9% | Keep: 25 | Fog:     Y | Chance:    -  |
    | Chain: 18.0 | Duration:     0.90 | EV?:   N | Rise:    - | Length:    -  |
    *==========================================================================*
     __________________________________________________________________________
    | Blizzaga    Element: I        ATB Cost: 3               Class: Ravager   |
    |==========================================================================|
    | Type:   Mag | Target:     Area-T | Cut:  25 | Pain:    N | Effect:    -  |
    | Damage: 2.2 | Var:            9% | Keep: 25 | Fog:     Y | Chance:    -  |
    | Chain: 26.0 | Duration:     0.90 | EV?:   N | Rise:  4.5 | Length:    -  |
    *==========================================================================*
     __________________________________________________________________________
    | Thunder     Element: T        ATB Cost: 1               Class: Ravager   |
    |==========================================================================|
    | Type:   Mag | Target:     Single | Cut:  25 | Pain:    N | Effect:    -  |
    | Damage: 1.0 | Var:            9% | Keep: 25 | Fog:     Y | Chance:    -  |
    | Chain: 10.0 | Duration:     0.90 | EV?:   N | Rise:    - | Length:    -  |
    *==========================================================================*
     __________________________________________________________________________
    | Thundara*(1)Element: T        ATB Cost: 2               Class: Ravager   |
    |==========================================================================|
    | Type:   Mag | Target:     Area-T | Cut:  25 | Pain:    N | Effect:    -  |
    | Damage: 1.5 | Var:            9% | Keep: 25 | Fog:     Y | Chance:    -  |
    | Chain: 18.0 | Duration:     0.90 | EV?:   N | Rise:    - | Length:    -  |
    *==========================================================================*
     __________________________________________________________________________
    | Thundaga    Element: T        ATB Cost: 3               Class: Ravager   |
    |==========================================================================|
    | Type:   Mag | Target:     Area-T | Cut:  25 | Pain:    N | Effect:    -  |
    | Damage: 2.2 | Var:            9% | Keep: 25 | Fog:     Y | Chance:    -  |
    | Chain: 26.0 | Duration:     0.90 | EV?:   N | Rise:    5 | Length:    -  |
    *==========================================================================*
     __________________________________________________________________________
    | Water       Element: W        ATB Cost: 1               Class: Ravager   |
    |==========================================================================|
    | Type:   Mag | Target:     Single | Cut:  25 | Pain:    N | Effect:    -  |
    | Damage: 1.0 | Var:            9% | Keep: 25 | Fog:     Y | Chance:    -  |
    | Chain: 10.0 | Duration:     0.90 | EV?:   N | Rise:    - | Length:    -  |
    *==========================================================================*
     __________________________________________________________________________
    | Watera*(1)  Element: W        ATB Cost: 2               Class: Ravager   |
    |==========================================================================|
    | Type:   Mag | Target:     Area-B | Cut:  25 | Pain:    N | Effect:    -  |
    | Damage: 1.5 | Var:            9% | Keep: 25 | Fog:     Y | Chance:    -  |
    | Chain: 18.0 | Duration:     0.90 | EV?:   N | Rise:    - | Length:    -  |
    *==========================================================================*
     __________________________________________________________________________
    | Waterga     Element: W        ATB Cost: 3               Class: Ravager   |
    |==========================================================================|
    | Type:   Mag | Target:     Area-B | Cut:  25 | Pain:    N | Effect:    -  |
    | Damage: 2.2 | Var:            9% | Keep: 25 | Fog:     Y | Chance:    -  |
    | Chain: 26.0 | Duration:     0.90 | EV?:   N | Rise:    5 | Length:    -  |
    *==========================================================================*
     __________________________________________________________________________
    | Aero        Element: A        ATB Cost: 1               Class: Ravager   |
    |==========================================================================|
    | Type:   Mag | Target:     Single | Cut:  10 | Pain:    N | Effect:    -  |
    | Damage: 1.0 | Var:            9% | Keep: 25 | Fog:     Y | Chance:    -  |
    | Chain:  9.0 | Duration:     0.90 | EV?:   N | Rise:    - | Length:    -  |
    *==========================================================================*
     __________________________________________________________________________
    | Aerora*(1)  Element: A        ATB Cost: 3               Class: Ravager   |
    |==========================================================================|
    | Type:   Mag | Target:     Area-B | Cut:  10 | Pain:    N | Effect:    -  |
    | Damage: 2.2 | Var:            9% | Keep: 25 | Fog:     Y | Chance:    -  |
    | Chain: 24.0 | Duration:     0.90 | EV?:   N | Rise:    3 | Length:    -  |
    *==========================================================================*
     __________________________________________________________________________
    | Aeroga*(2)  Element: A        ATB Cost: 5               Class: Ravager   |
    |==========================================================================|
    | Type:   Mag | Target:     Area-B | Cut:  25 | Pain:    N | Effect:    -  |
    | Damage: 3.6 | Var:            9% | Keep: 25 | Fog:     Y | Chance:    -  |
    | Chain: 41.0 | Duration:      2.0 | EV?:   N | Rise:    5 | Length:    -  |
    *==========================================================================*
     __________________________________________________________________________
    | Flame Strike Element: F        ATB Cost: 1              Class: Ravager   |
    |==========================================================================|
    | Type:  Phys | Target:     Single | Cut:  35 | Pain:    Y | Effect:    -  |
    | Damage: 1.2 | Var:            4% | Keep: 35 | Fog:     N | Chance:    -  |
    | Chain: 10.0 | Duration:     0.90 | EV?:   N | Rise:    - | Length:    -  |
    *==========================================================================*
     __________________________________________________________________________
    | Frost Strike Element: I        ATB Cost: 1              Class: Ravager   |
    |==========================================================================|
    | Type:  Phys | Target:     Single | Cut:  35 | Pain:    Y | Effect:    -  |
    | Damage: 1.2 | Var:            4% | Keep: 35 | Fog:     N | Chance:    -  |
    | Chain: 10.0 | Duration:     0.90 | EV?:   N | Rise:    - | Length:    -  |
    *==========================================================================*
     __________________________________________________________________________
    | Spark Strike Element: T        ATB Cost: 1              Class: Ravager   |
    |==========================================================================|
    | Type:  Phys | Target:     Single | Cut:  35 | Pain:    Y | Effect:    -  |
    | Damage: 1.2 | Var:            4% | Keep: 35 | Fog:     N | Chance:    -  |
    | Chain: 10.0 | Duration:     0.90 | EV?:   N | Rise:    - | Length:    -  |
    *==========================================================================*
     __________________________________________________________________________
    | Aqua Strike  Element: W        ATB Cost: 1              Class: Ravager   |
    |==========================================================================|
    | Type:  Phys | Target:     Single | Cut:  35 | Pain:    Y | Effect:    -  |
    | Damage: 1.2 | Var:            4% | Keep: 35 | Fog:     N | Chance:    -  |
    | Chain: 10.0 | Duration:     0.90 | EV?:   N | Rise:    - | Length:    -  |
    *==========================================================================*
     __________________________________________________________________________
    | Army of One [see above]       ATB Cost: ALL             Class: Ravager   |
    |==========================================================================|
    | Type:  Phys | Target:     Single | Cut:  50 | Pain:    Y | Effect:    -  |
    | Damage: 3.3 | Var:            4% | Keep: 90 | Fog:     Y | Chance:    -  |
    | Chain:  0.0 | Duration:        0 | EV?:   N | Rise:    - | Length:    -  |
    *==========================================================================*
     __________________________________________________________________________
    | Cold Blood [see above]        ATB Cost: ALL             Class: Ravager   |
    |==========================================================================|
    | Type:  Phys | Target:     Single | Cut:  50 | Pain:    Y | Effect:    -  |
    | Damage: 1.7 | Var:            9% | Keep: 90 | Fog:     Y | Chance:    -  |
    | Chain:  0.0 | Duration:        0 | EV?:   N | Rise:    - | Length:    -  |
    *==========================================================================*
     __________________________________________________________________________
    | Last Resort [see above]       ATB Cost: ALL             Class: Ravager   |
    |==========================================================================|
    | Type:   Mag | Target:    Shuffle | Cut:  50 | Pain:    Y | Effect:    -  |
    | Damage: 4.0 | Var:            9% | Keep: 90 | Fog:     Y | Chance:    -  |
    | Chain:  0.0 | Duration:        0 | EV?:   N | Rise:    - | Length:    -  |
    *==========================================================================*
     __________________________________________________________________________
    | Provoke*(3)             ATB Cost: 1   Type: Provoke     Class: Sentinel  |
    |==========================================================================|
    | Type:    -  | Target:     Area-T | Cut:  10 | Pain:    Y | Effect:  Prov |
    | Damage:  -  | Var:            -  | Keep: 40 | Fog:     N | Chance:   45% |
    | Chain:  2.0 | Duration:      5.0 | EV?:   N | Rise:    - | Length:    50 |
    *==========================================================================*
     __________________________________________________________________________
    | Provoked State*(3)      ATB Cost: 1   Type: Provoke     Class: Sentinel  |
    |==========================================================================|
    | Type:    -  | Target:     Single | Cut:  10 | Pain:    Y | Effect:  Prov |
    | Damage:  -  | Var:            -  | Keep: 40 | Fog:     N | Chance:   99% |
    | Chain:  2.0 | Duration:      5.0 | EV?:   N | Rise:    - | Length:   150 |
    *==========================================================================*
     __________________________________________________________________________
    | Vendetta*(4)            ATB Cost: 1   Type: Counter     Class: Sentinel  |
    |==========================================================================|
    | Type:  Phys | Target:     Single | Cut:  35 | Pain:    Y | Effect:    -  |
    | Damage: 1.8 | Var:            4% | Keep: 99 | Fog:     N | Chance:    -  |
    | Chain:  0.5 | Duration:     3.33 | EV?:   Y | Rise:    - | Length:    -  |
    *==========================================================================*
     __________________________________________________________________________
    | Entrench*(4)            ATB Cost: 1   Type: Counter     Class: Sentinel  |
    |==========================================================================|
    | Type:  Phys | Target:     Single | Cut:  35 | Pain:    Y | Effect:    -  |
    | Damage: 1.8 | Var:            4% | Keep: 99 | Fog:     N | Chance:    -  |
    | Chain:  0.5 | Duration:     3.33 | EV?:   Y | Rise:    - | Length:    -  |
    *==========================================================================*
     __________________________________________________________________________
    | Rise Guard              ATB Cost: 1   Type: Guard       Class: Sentinel  |
    |==========================================================================|
    | Type:    -  | Target:       Self | Cut:   - | Pain:    Y | Effect:    -  |
    | Damage:  -  | Var:            -  | Keep: 99 | Fog:     N | Chance:    -  |
    | Chain:   -  | Duration:       -  | EV?:   - | Rise:    - | Length:    -  |
    *==========================================================================*
     __________________________________________________________________________
    | Regen Guard             ATB Cost: 1   Type: Guard       Class: Sentinel  |
    |==========================================================================|
    | Type:    -  | Target:       Self | Cut:   - | Pain:    Y | Effect:    -  |
    | Damage:  -  | Var:            -  | Keep: 99 | Fog:     N | Chance:    -  |
    | Chain:   -  | Duration:       -  | EV?:   - | Rise:    - | Length:    -  |
    *==========================================================================*
     __________________________________________________________________________
    | Elude                   ATB Cost: 1   Type: Evade       Class: Sentinel  |
    |==========================================================================|
    | Type:    -  | Target:       Self | Cut:   - | Pain:    Y | Effect:    -  |
    | Damage:  -  | Var:            -  | Keep: 99 | Fog:     N | Chance:    -  |
    | Chain:   -  | Duration:       -  | EV?:   - | Rise:    - | Length:    -  |
    *==========================================================================*
     __________________________________________________________________________
    | Counter (Auto-Ability)  ATB Cost: -   Type: Revenge     Class: Sentinel  |
    |==========================================================================|
    | Type:  Phys | Target:     Single | Cut:  40 | Pain:    N | Effect:    -  |
    | Damage: 1.2 | Var:            9% | Keep: 99 | Fog:     N | Chance:    -  |
    | Chain:  0.5 | Duration:     3.33 | EV?:   - | Rise:    - | Length:    -  |
    *==========================================================================*
     __________________________________________________________________________
    | Deprotect*(5)           ATB Cost: 1   Type: Debuffing   Class: Saboteur  |
    |==========================================================================|
    | Type:   Mag | Target:     Single | Cut:  10 | Pain:    N | Effect: Depro |
    | Damage: 0.3 | Var:            9% | Keep: 25 | Fog:     Y | Chance:   40% |
    | Chain:  4.0 | Duration:      2.2 | EV?:   N | Rise:    - | Length:    60 |
    *==========================================================================*
     __________________________________________________________________________
    | Deprotega*(5)           ATB Cost: 3   Type: Debuffing   Class: Saboteur  |
    |==========================================================================|
    | Type:   Mag | Target:     Area-T | Cut:  10 | Pain:    N | Effect: Depro |
    | Damage: 0.3 | Var:            9% | Keep: 25 | Fog:     Y | Chance:   30% |
    | Chain:  4.0 | Duration:      2.2 | EV?:   N | Rise:    - | Length:    60 |
    *==========================================================================*
     __________________________________________________________________________
    | Deshell*(5)             ATB Cost: 1   Type: Debuffing   Class: Saboteur  |
    |==========================================================================|
    | Type:   Mag | Target:     Single | Cut:  10 | Pain:    N | Effect: Deshl |
    | Damage: 0.3 | Var:            9% | Keep: 25 | Fog:     Y | Chance:   40% |
    | Chain:  4.0 | Duration:      2.2 | EV?:   N | Rise:    - | Length:    60 |
    *==========================================================================*
     __________________________________________________________________________
    | Deshellga*(5)           ATB Cost: 3   Type: Debuffing   Class: Saboteur  |
    |==========================================================================|
    | Type:   Mag | Target:     Area-T | Cut:  10 | Pain:    N | Effect: Deshl |
    | Damage: 0.3 | Var:            9% | Keep: 25 | Fog:     Y | Chance:   30% |
    | Chain:  4.0 | Duration:      2.2 | EV?:   N | Rise:    - | Length:    60 |
    *==========================================================================*
     __________________________________________________________________________
    | Imperil*(5)             ATB Cost: 1   Type: Debuffing   Class: Saboteur  |
    |==========================================================================|
    | Type:   Mag | Target:     Single | Cut:  10 | Pain:    N | Effect:  Weak |
    | Damage: 0.3 | Var:            9% | Keep: 25 | Fog:     Y | Chance:   30% |
    | Chain:  4.0 | Duration:      2.2 | EV?:   N | Rise:    - | Length:    60 |
    *==========================================================================*
     __________________________________________________________________________
    | Imperilga*(5)           ATB Cost: 3   Type: Debuffing   Class: Saboteur  |
    |==========================================================================|
    | Type:   Mag | Target:     Area-T | Cut:  10 | Pain:    N | Effect:  Weak |
    | Damage: 0.3 | Var:            9% | Keep: 25 | Fog:     Y | Chance:   24% |
    | Chain:  4.0 | Duration:      2.2 | EV?:   N | Rise:    - | Length:    60 |
    *==========================================================================*
     __________________________________________________________________________
    | Poison*(5)              ATB Cost: 1   Type: Debuffing   Class: Saboteur  |
    |==========================================================================|
    | Type:   Mag | Target:     Single | Cut:  10 | Pain:    N | Effect:Poison |
    | Damage: 0.3 | Var:            9% | Keep: 25 | Fog:     Y | Chance:   30% |
    | Chain:  4.0 | Duration:      2.2 | EV?:   N | Rise:    - | Length:    60 |
    *==========================================================================*
     __________________________________________________________________________
    | Poisonga*(5)            ATB Cost: 3   Type: Debuffing   Class: Saboteur  |
    |==========================================================================|
    | Type:   Mag | Target:     Area-T | Cut:  10 | Pain:    N | Effect:Poison |
    | Damage: 0.3 | Var:            9% | Keep: 25 | Fog:     Y | Chance:   24% |
    | Chain:  4.0 | Duration:      2.2 | EV?:   N | Rise:    - | Length:    60 |
    *==========================================================================*
     __________________________________________________________________________
    | Slow*(5)               ATB Cost: 1  Type: Debilitation  Class: Saboteur  |
    |==========================================================================|
    | Type:   Mag | Target:     Single | Cut:  10 | Pain:    N | Effect:  Slow |
    | Damage: 0.3 | Var:            9% | Keep: 25 | Fog:     Y | Chance:   30% |
    | Chain:  4.0 | Duration:      2.2 | EV?:   N | Rise:    - | Length:    60 |
    *==========================================================================*
     __________________________________________________________________________
    | Slowga*(5)             ATB Cost: 3  Type: Debilitation  Class: Saboteur  |
    |==========================================================================|
    | Type:   Mag | Target:     Area-T | Cut:  10 | Pain:    N | Effect:  Slow |
    | Damage: 0.3 | Var:            9% | Keep: 25 | Fog:     Y | Chance:   24% |
    | Chain:  4.0 | Duration:      2.2 | EV?:   N | Rise:    - | Length:    60 |
    *==========================================================================*
     __________________________________________________________________________
    | Fog*(5)                ATB Cost: 1  Type: Debilitation  Class: Saboteur  |
    |==========================================================================|
    | Type:   Mag | Target:     Single | Cut:  10 | Pain:    N | Effect:   Fog |
    | Damage: 0.3 | Var:            9% | Keep: 25 | Fog:     Y | Chance:   20% |
    | Chain:  4.0 | Duration:      2.2 | EV?:   N | Rise:    - | Length:    60 |
    *==========================================================================*
     __________________________________________________________________________
    | Fogga*(5)              ATB Cost: 3  Type: Debilitation  Class: Saboteur  |
    |==========================================================================|
    | Type:   Mag | Target:     Area-T | Cut:  10 | Pain:    N | Effect:   Fog |
    | Damage: 0.3 | Var:            9% | Keep: 25 | Fog:     Y | Chance:   15% |
    | Chain:  4.0 | Duration:      2.2 | EV?:   N | Rise:    - | Length:    60 |
    *==========================================================================*
     __________________________________________________________________________
    | Pain*(5)               ATB Cost: 1  Type: Debilitation  Class: Saboteur  |
    |==========================================================================|
    | Type:   Mag | Target:     Single | Cut:  10 | Pain:    N | Effect:  Pain |
    | Damage: 0.3 | Var:            9% | Keep: 25 | Fog:     Y | Chance:   20% |
    | Chain:  4.0 | Duration:      2.2 | EV?:   N | Rise:    - | Length:    60 |
    *==========================================================================*
     __________________________________________________________________________
    | Painga*(5)             ATB Cost: 3  Type: Debilitation  Class: Saboteur  |
    |==========================================================================|
    | Type:   Mag | Target:     Area-T | Cut:  10 | Pain:    N | Effect:  Pain |
    | Damage: 0.3 | Var:            9% | Keep: 25 | Fog:     Y | Chance:   15% |
    | Chain:  4.0 | Duration:      2.2 | EV?:   N | Rise:    - | Length:    60 |
    *==========================================================================*
     __________________________________________________________________________
    | Curse*(5)              ATB Cost: 1  Type: Debilitation  Class: Saboteur  |
    |==========================================================================|
    | Type:   Mag | Target:     Single | Cut:  10 | Pain:    N | Effect: Curse |
    | Damage: 0.3 | Var:            9% | Keep: 25 | Fog:     Y | Chance:   20% |
    | Chain:  4.0 | Duration:      2.2 | EV?:   N | Rise:    - | Length:    60 |
    *==========================================================================*
     __________________________________________________________________________
    | Cursega*(5)            ATB Cost: 3  Type: Debilitation  Class: Saboteur  |
    |==========================================================================|
    | Type:   Mag | Target:     Area-T | Cut:  10 | Pain:    N | Effect: Curse |
    | Damage: 0.3 | Var:            9% | Keep: 25 | Fog:     Y | Chance:   15% |
    | Chain:  4.0 | Duration:      2.2 | EV?:   N | Rise:    - | Length:    60 |
    *==========================================================================*
     __________________________________________________________________________
    | Daze*(5)               ATB Cost: 1  Type: Debilitation  Class: Saboteur  |
    |==========================================================================|
    | Type:   Mag | Target:     Single | Cut:  10 | Pain:    N | Effect:  Daze |
    | Damage: 0.3 | Var:            9% | Keep: 25 | Fog:     Y | Chance:   30% |
    | Chain:  4.0 | Duration:      2.2 | EV?:   N | Rise:    - | Length:    60 |
    *==========================================================================*
     __________________________________________________________________________
    | Dazega*(5)             ATB Cost: 3  Type: Debilitation  Class: Saboteur  |
    |==========================================================================|
    | Type:   Mag | Target:     Area-T | Cut:  10 | Pain:    N | Effect:  Daze |
    | Damage: 0.3 | Var:            9% | Keep: 25 | Fog:     Y | Chance:   24% |
    | Chain:  4.0 | Duration:      2.2 | EV?:   N | Rise:    - | Length:    60 |
    *==========================================================================*
     __________________________________________________________________________
    | Dispel*(5)              ATB Cost: 1   Type: Debuffing   Class: Saboteur  |
    |==========================================================================|
    | Type:   Mag | Target:     Single | Cut:  10 | Pain:    N | Effect: Dspel |
    | Damage: 0.3 | Var:            9% | Keep: 25 | Fog:     Y | Chance:  100% |
    | Chain:  4.0 | Duration:      2.2 | EV?:   N | Rise:    - | Length:    -  |
    *==========================================================================*
     __________________________________________________________________________
    | Death [see above]       ATB Cost: ALL                   Class: Saboteur  |
    |==========================================================================|
    | Type:   Mag | Target:     Single | Cut:  10 | Pain:    Y | Effect: Death |
    | Damage: 4.0 | Var:            9% | Keep: 90 | Fog:     Y | Chance:    1% |
    | Chain:  4.0 | Duration:      0.9 | EV?:   N | Rise:    - | Length:    -  |
    *==========================================================================*
     __________________________________________________________________________
    | Bravery                 ATB Cost: 2   Type: Augment     Class: Synergist |
    |==========================================================================|
    | Type:   Mag | Target:     Single | Cut:   - | Pain:    N | Effect: Brave |
    | Damage:  -  | Var:            -  | Keep: 25 | Fog:     Y | Chance:  100% |
    | Chain:  5.0 | Duration:      3.0 | EV?:   N | Rise:    - | Length:   150 |
    *==========================================================================*
     __________________________________________________________________________
    | Bravera                 ATB Cost: 2   Type: Augment     Class: Synergist |
    |==========================================================================|
    | Type:   Mag | Target:     Single | Cut:   - | Pain:    N | Effect: Brvra |
    | Damage:  -  | Var:            -  | Keep: 25 | Fog:     Y | Chance:  100% |
    | Chain:  5.0 | Duration:      3.0 | EV?:   N | Rise:    - | Length:    30 |
    *==========================================================================*
     __________________________________________________________________________
    | Faith                   ATB Cost: 2   Type: Augment     Class: Synergist |
    |==========================================================================|
    | Type:   Mag | Target:     Single | Cut:   - | Pain:    N | Effect: Faith |
    | Damage:  -  | Var:            -  | Keep: 25 | Fog:     Y | Chance:  100% |
    | Chain:  5.0 | Duration:      3.0 | EV?:   N | Rise:    - | Length:   150 |
    *==========================================================================*
     __________________________________________________________________________
    | Faithra                 ATB Cost: 2   Type: Augment     Class: Synergist |
    |==========================================================================|
    | Type:   Mag | Target:     Single | Cut:   - | Pain:    N | Effect: Faida |
    | Damage:  -  | Var:            -  | Keep: 25 | Fog:     Y | Chance:  100% |
    | Chain:  5.0 | Duration:      3.0 | EV?:   N | Rise:    - | Length:    30 |
    *==========================================================================*
     __________________________________________________________________________
    | Haste                   ATB Cost: 2   Type: Augment     Class: Synergist |
    |==========================================================================|
    | Type:   Mag | Target:     Single | Cut:   - | Pain:    N | Effect: Haste |
    | Damage:  -  | Var:            -  | Keep: 25 | Fog:     Y | Chance:  100% |
    | Chain:  5.0 | Duration:      3.0 | EV?:   N | Rise:    - | Length:    90 |
    *==========================================================================*
     __________________________________________________________________________
    | Vigilance               ATB Cost: 2   Type: Augment     Class: Synergist |
    |==========================================================================|
    | Type:   Mag | Target:     Single | Cut:   - | Pain:    N | Effect: Vigil |
    | Damage:  -  | Var:            -  | Keep: 25 | Fog:     Y | Chance:  100% |
    | Chain:  5.0 | Duration:      3.0 | EV?:   N | Rise:    - | Length:    90 |
    *==========================================================================*
     __________________________________________________________________________
    | En-flame                ATB Cost: 2   Type: Augment     Class: Synergist |
    |==========================================================================|
    | Type:   Mag | Target:     Single | Cut:   - | Pain:    N | Effect: EnFir |
    | Damage:  -  | Var:            -  | Keep: 25 | Fog:     Y | Chance:  100% |
    | Chain:  5.0 | Duration:      3.0 | EV?:   N | Rise:    - | Length:   180 |
    *==========================================================================*
     __________________________________________________________________________
    | En-frost                ATB Cost: 2   Type: Augment     Class: Synergist |
    |==========================================================================|
    | Type:   Mag | Target:     Single | Cut:   - | Pain:    N | Effect: EnBlz |
    | Damage:  -  | Var:            -  | Keep: 25 | Fog:     Y | Chance:  100% |
    | Chain:  5.0 | Duration:      3.0 | EV?:   N | Rise:    - | Length:   180 |
    *==========================================================================*
     __________________________________________________________________________
    | En-thunder              ATB Cost: 2   Type: Augment     Class: Synergist |
    |==========================================================================|
    | Type:   Mag | Target:     Single | Cut:   - | Pain:    N | Effect: EnThn |
    | Damage:  -  | Var:            -  | Keep: 25 | Fog:     Y | Chance:  100% |
    | Chain:  5.0 | Duration:      3.0 | EV?:   N | Rise:    - | Length:   180 |
    *==========================================================================*
     __________________________________________________________________________
    | En-water                ATB Cost: 2   Type: Augment     Class: Synergist |
    |==========================================================================|
    | Type:   Mag | Target:     Single | Cut:   - | Pain:    N | Effect: EnWtr |
    | Damage:  -  | Var:            -  | Keep: 25 | Fog:     Y | Chance:  100% |
    | Chain:  5.0 | Duration:      3.0 | EV?:   N | Rise:    - | Length:   180 |
    *==========================================================================*
     __________________________________________________________________________
    | Protect                 ATB Cost: 2   Type: Defense     Class: Synergist |
    |==========================================================================|
    | Type:   Mag | Target:     Single | Cut:   - | Pain:    N | Effect:  Prot |
    | Damage:  -  | Var:            -  | Keep: 25 | Fog:     Y | Chance:  100% |
    | Chain:  5.0 | Duration:      3.0 | EV?:   N | Rise:    - | Length:   150 |
    *==========================================================================*
     __________________________________________________________________________
    | Protectra               ATB Cost: 2   Type: Defense     Class: Synergist |
    |==========================================================================|
    | Type:   Mag | Target:     Single | Cut:   - | Pain:    N | Effect: Prtra |
    | Damage:  -  | Var:            -  | Keep: 25 | Fog:     Y | Chance:  100% |
    | Chain:  5.0 | Duration:      3.0 | EV?:   N | Rise:    - | Length:    30 |
    *==========================================================================*
     __________________________________________________________________________
    | Shell                   ATB Cost: 2   Type: Defense     Class: Synergist |
    |==========================================================================|
    | Type:   Mag | Target:     Single | Cut:   - | Pain:    N | Effect: Shell |
    | Damage:  -  | Var:            -  | Keep: 25 | Fog:     Y | Chance:  100% |
    | Chain:  5.0 | Duration:      3.0 | EV?:   N | Rise:    - | Length:   150 |
    *==========================================================================*
     __________________________________________________________________________
    | Shellra                 ATB Cost: 2   Type: Defense     Class: Synergist |
    |==========================================================================|
    | Type:   Mag | Target:     Single | Cut:   - | Pain:    N | Effect: Shlda |
    | Damage:  -  | Var:            -  | Keep: 25 | Fog:     Y | Chance:  100% |
    | Chain:  5.0 | Duration:      3.0 | EV?:   N | Rise:    - | Length:    30 |
    *==========================================================================*
     __________________________________________________________________________
    | Bar-fire                ATB Cost: 2   Type: Defense     Class: Synergist |
    |==========================================================================|
    | Type:   Mag | Target:     Single | Cut:   - | Pain:    N | Effect: HlfFr |
    | Damage:  -  | Var:            -  | Keep: 25 | Fog:     Y | Chance:  100% |
    | Chain:  5.0 | Duration:      3.0 | EV?:   N | Rise:    - | Length:    90 |
    *==========================================================================*
     __________________________________________________________________________
    | Bar-frost               ATB Cost: 2   Type: Defense     Class: Synergist |
    |==========================================================================|
    | Type:   Mag | Target:     Single | Cut:   - | Pain:    N | Effect: HlfBz |
    | Damage:  -  | Var:            -  | Keep: 25 | Fog:     Y | Chance:  100% |
    | Chain:  5.0 | Duration:      3.0 | EV?:   N | Rise:    - | Length:    90 |
    *==========================================================================*
     __________________________________________________________________________
    | Bar-thunder             ATB Cost: 2   Type: Defense     Class: Synergist |
    |==========================================================================|
    | Type:   Mag | Target:     Single | Cut:   - | Pain:    N | Effect: HlfTh |
    | Damage:  -  | Var:            -  | Keep: 25 | Fog:     Y | Chance:  100% |
    | Chain:  5.0 | Duration:      3.0 | EV?:   N | Rise:    - | Length:    90 |
    *==========================================================================*
     __________________________________________________________________________
    | Bar-water               ATB Cost: 2   Type: Defense     Class: Synergist |
    |==========================================================================|
    | Type:   Mag | Target:     Single | Cut:   - | Pain:    N | Effect: HlfWt |
    | Damage:  -  | Var:            -  | Keep: 25 | Fog:     Y | Chance:  100% |
    | Chain:  5.0 | Duration:      3.0 | EV?:   N | Rise:    - | Length:    90 |
    *==========================================================================*
     __________________________________________________________________________
    | Veil                    ATB Cost: 2   Type: Defense     Class: Synergist |
    |==========================================================================|
    | Type:   Mag | Target:     Single | Cut:   - | Pain:    N | Effect:  Veil |
    | Damage:  -  | Var:            -  | Keep: 25 | Fog:     Y | Chance:  100% |
    | Chain:  5.0 | Duration:      3.0 | EV?:   N | Rise:    - | Length:    90 |
    *==========================================================================*
     __________________________________________________________________________
    | Cure                    ATB Cost: 1   Type: Cure        Class: Medic     |
    |==========================================================================|
    | Type:   Mag | Target:     Single | Cut:   - | Pain:    N | Effect:    -  |
    | Damage: 0.2 | Var:            9% | Keep: 25 | Fog:     Y | Chance:    -  |
    | Chain: 10.0 | Duration:     1.16 | EV?:   N | Rise:    - | Length:    -  |
    *==========================================================================*
     __________________________________________________________________________
    | Cura                    ATB Cost: 2   Type: Cure        Class: Medic     |
    |==========================================================================|
    | Type:   Mag | Target:     Area-T | Cut:   - | Pain:    N | Effect:    -  |
    | Damage:0.18 | Var:            9% | Keep: 25 | Fog:     Y | Chance:    -  |
    | Chain: 10.0 | Duration:     1.16 | EV?:   N | Rise:    - | Length:    -  |
    *==========================================================================*
     __________________________________________________________________________
    | Curasa                  ATB Cost: 1   Type: Cure        Class: Medic     |
    |==========================================================================|
    | Type:   Mag | Target:     Single | Cut:   - | Pain:    N | Effect:    -  |
    | Damage:0.15 | Var:            0% | Keep: 25 | Fog:     Y | Chance:    -  |
    | Chain:  1.0 | Duration:     1.16 | EV?:   N | Rise:    - | Length:    -  |
    *==========================================================================*
     __________________________________________________________________________
    | Curaja                  ATB Cost: 2   Type: Cure        Class: Medic     |
    |==========================================================================|
    | Type:   Mag | Target:     Area-T | Cut:   - | Pain:    N | Effect:    -  |
    | Damage:0.12 | Var:            0% | Keep: 25 | Fog:     Y | Chance:    -  |
    | Chain:  1.0 | Duration:     1.16 | EV?:   N | Rise:    - | Length:    -  |
    *==========================================================================*
     __________________________________________________________________________
    | Raise                   ATB Cost: 3   Type: Cure        Class: Medic     |
    |==========================================================================|
    | Type:   Mag | Target:     Single | Cut:   - | Pain:    N | Effect:    -  |
    | Damage:0.18 | Var:            0% | Keep: 25 | Fog:     Y | Chance:    -  |
    | Chain:   -  | Duration:       -  | EV?:   N | Rise:    - | Length:    -  |
    *==========================================================================*
     __________________________________________________________________________
    | Esuna                   ATB Cost: 2   Type: Cure        Class: Medic     |
    |==========================================================================|
    | Type:   Mag | Target:     Single | Cut:   - | Pain:    N | Effect:    -  |
    | Damage:  -  | Var:            -  | Keep: 25 | Fog:     Y | Chance:    -  |
    | Chain:  2.0 | Duration:     1.16 | EV?:   N | Rise:    - | Length:    -  |
    *==========================================================================*
    
    *(1) -Ra Spells
    During Stagger, all -ra spells except for Aerora will increase the chain 
    gauge by 25.0 instead of the normal value. Aerora will increase the chain 
    gauge by 33.0 during Stagger instead of the normal value.
    
    *(2) Aeroga
    Aeroga is actually a 2 hit spell, the initial projectile and the tornado. The 
    real damage value is 0.1 + 3.5 while the real chain value is 1.0 + 40.0. The 
    rise value is 0 for the projectile and 5 for the tornado.
    
    *(3) Provoke skills
    These skills only have a chain value if the status effects take hold on the 
    target. In other words, if the target is immune to the status effect or the 
    status effect isn't inflicted, the chain value is 0. Likewise, the subsequent 
    chain gauge duration is also 0.
    
    *(4) Counter skills
    In Fang's case, assuming she is countering a grounded opponent, the damage 
    value is 0.45 x 4 and the chain value is 0 + 0 + 0.25 + 0.25.
    
    *(5) Saboteur role skills
    Each of these skills adds an additional 5.0 to the chain gauge each time the 
    status effect is inflicted. At the same time, it will also add another 8.0 to 
    the chain duration. The normal cut property for these skills becomes 25 each 
    time the status effect is inflicted.
    
    
    
    ____________________Item Skills
    
    L - Lightning
    Sa - Sazh
    Sn - Snow
    V - Vanille
    H - Hop
    F - Fang
    
    ATB
    ===
     ___________________________________________________________________________
    | Skill Name             |  Effect                            |  Obtained   |
    |===========================================================================|
    | Attack: ATB Charge     | Each successful hit recovers 10%   | Weapon:     |
    |                        | of 1 ATB slot                      | L           |
    |                        |                                    |             |
    |---------------------------------------------------------------------------|
    | Attack: ATB Charge II  | Each successful hit recovers 20%   | Weapon:     |
    |                        | of 1 ATB slot                      | L           |
    |                        |                                    |             |
    |---------------------------------------------------------------------------|
    | Kill: ATB Charge       | Each successful kill recovers 50%  | Accessory:  |
    |                        | of 1 ATB slot                      | L  Sa  V    |
    |                        |                                    | H  Sn  F    |
    |---------------------------------------------------------------------------|
    | Leadenstrike           | The ATB gauge moves 70% slower     | Weapon:     |
    |                        |                                    | L  Sa  V    |
    |                        |                                    |             |
    |---------------------------------------------------------------------------|
    | Ironstrike             | The ATB gauge moves 40% slower     | Weapon:     |
    |                        |                                    | L  Sa  V    |
    |                        |                                    |             |
    *===========================================================================*
    
    Stagger
    =======
     ___________________________________________________________________________
    | Skill Name             |  Effect                            |  Obtained   |
    |===========================================================================|
    | Chain Bonus Boost      | Increases the base skill chain     | Weapon:     |
    |                        | bonus value by 1.0                 |    Sa       |
    |                        |                                    |             |
    |---------------------------------------------------------------------------|
    | Chain Bonus Boost II   | Increases the base skill chain     | Weapon:     |
    |                        | bonus value by 2.0                 |    Sa       |
    |                        |                                    |             |
    |---------------------------------------------------------------------------|
    | Stagger Maintenance    | When Sazh sends an enemy into      | Weapon:     |
    |                        | stagger, that enemy's stagger time |    Sa       |
    |                        | limit is increased by 10%.         |             |
    |---------------------------------------------------------------------------|
    | Stagger Maintenance II | When Sazh sends an enemy into      | Weapon:     |
    |                        | stagger, that enemy's stagger time |    Sa       |
    |                        | limit is increased by 30%.         |             |
    |---------------------------------------------------------------------------|
    | Quick Stagger          | Instantly stagger enemies in near  | Weapon:     |
    |                        | stagger status.                    | L           |
    |                        |                                    |             |
    |---------------------------------------------------------------------------|
    | Stagger Lock           | This character cannot send an      | Weapon:     |
    |                        | enemy into stagger status          | L  Sa  V    |
    |                        |                                    | H  Sn  F    |
    *===========================================================================*
    
    
    TP
    ==
     ___________________________________________________________________________
    | Skill Name             |  Effect                            |  Obtained   |
    |===========================================================================|
    | Stagger: TP Charge     | Recover 10 TP after staggering an  | Weapon:     |
    |                        | enemy.                             |             |
    |                        |                                    |        F    |
    |---------------------------------------------------------------------------|
    | Stagger: TP Charge II  | Recover 20 TP after staggering an  | Weapon:     |
    |                        | enemy.                             |             |
    |                        |                                    |        F    |
    |---------------------------------------------------------------------------|
    | Kill: TP Charge        | Recover 10 TP after defeating an   | Accessory:  |
    |                        | enemy.                             | L  Sa  V    |
    |                        |                                    | H  Sn  F    |
    |---------------------------------------------------------------------------|
    | Victory: TP Charge     | Recover 5 additional TP after      | Accessory:  |
    |                        | battle.                            | L  Sa  V    |
    |                        |                                    | H  Sn  F    |
    *===========================================================================*
    
    
    Ability
    =======
     ___________________________________________________________________________
    | Skill Name             |  Effect                            |  Obtained   |
    |===========================================================================|
    | Siphon Boost           | Recover 1.5 times as much ATB from | Weapon:     |
    |                        | Siphon type abilities              |             |
    |                        |                                    | H           |
    |---------------------------------------------------------------------------|
    | Siphon Boost II        | Recover 2 times as much ATB from   | Weapon:     |
    |                        | Siphon type abilities              |             |
    |                        |                                    | H           |
    |---------------------------------------------------------------------------|
    | Improved Ward          | Barrier type defense % increases   | Weapon:     |
    |                        | by 8.                              |             |
    |                        |                                    |    Sn       |
    |---------------------------------------------------------------------------|
    | Improved Ward II       | Barrier type defense % increases   | Weapon:     |
    |                        | by 16.                             |             |
    |                        |                                    |    Sn       |
    |---------------------------------------------------------------------------|
    | Improved Evasion       | Evasion chance % granted by        | Accessory:  |
    |                        | Evade type abilities increases by  | L  Sa  V    |
    |                        | 10.                                | H  Sn  F    |
    |---------------------------------------------------------------------------|
    | Improved Counter       | This character deals 1.4 times     | Weapon:     |
    |                        | more damage with Counter type      |             |
    |                        | abilities.                         |        F    |
    |---------------------------------------------------------------------------|
    | Improved Counter II    | This character deals 1.8 times     | Weapon:     |
    |                        | more damage with Counter type      |             |
    |                        | abilities.                         |        F    |
    |---------------------------------------------------------------------------|
    | Improved Guard         | This character's damage reduction  | Weapon:     |
    |                        | % increases by 8 when using Guard  |             |
    |                        | type abilities.                    |    Sn       |
    |---------------------------------------------------------------------------|
    | Improved Guard II      | This character's damage reduction  | Weapon:     |
    |                        | % increases by 16 when using Guard |             |
    |                        | type abilities.                    |    Sn       |
    |---------------------------------------------------------------------------|
    | Improved Debilitation  | The success rate of Debilitation   | Weapon:     |
    |                        | type abilities used by this        |             |
    |                        | character becomes 1.2 times normal.|        F    |
    |---------------------------------------------------------------------------|
    | Improved Debilitation  | The success rate of Debilitation   | Weapon:     |
    | II                     | type abilities used by this        |             |
    |                        | character becomes 1.4 times normal.|        F    |
    |---------------------------------------------------------------------------|
    | Improved Debuffing     | The success rate of Debuffing type | Weapon:     |
    |                        | abilities used by this character   |        V    |
    |                        | becomes 1.2 times normal.          |             |
    |---------------------------------------------------------------------------|
    | Improved Debuffing II  | The success rate of Debuffing type | Weapon:     |
    |                        | abilities used by this character   |        V    |
    |                        | becomes 1.4 times normal.          |             |
    |---------------------------------------------------------------------------|
    | Augment Maintenance    | The duration of Offense type buff  | Weapon:     |
    |                        | abilities used by this character   |    Sa       |
    |                        | becomes 1.2 times normal.          |             |
    |---------------------------------------------------------------------------|
    | Augment Maintenance II | The duration of Offense type buff  | Weapon:     |
    |                        | abilities used by this character   |    Sa       |
    |                        | becomes 1.4 times normal.          |             |
    |---------------------------------------------------------------------------|
    | Defence Maintenance    | The duration of Defense type buff  | Weapon:     |
    |                        | abilities used by this character   |             |
    |                        | becomes 1.2 times normal.          | H           |
    |---------------------------------------------------------------------------|
    | Defense Maintenance II | The duration of Defense type buff  | Weapon:     |
    |                        | abilities used by this character   |             |
    |                        | becomes 1.4 times normal.          | H           |
    |---------------------------------------------------------------------------|
    | Improved Cure          | The recovery amount of Cure type   | Weapon:     |
    |                        | abilities used by this character   |        V    |
    |                        | increases by 10%.                  |             |
    |---------------------------------------------------------------------------|
    | Improved Cure II       | The recovery amount of Cure type   | Weapon:     |
    |                        | abilities used by this character   |        V    |
    |                        | increases by 20%.                  |             |
    |---------------------------------------------------------------------------|
    | Improved Raise         | The recovery amount of Raise type  | Weapon:     |
    |                        | abilities used by this character   | L           |
    |                        | increases by 50%.                  |             |
    |---------------------------------------------------------------------------|
    | Improved Raise II      | The recovery amount of Raise type  | Weapon:     |
    |                        | abilities used by this character   | L           |
    |                        | increases by 100%.                 |             |
    *===========================================================================*
    
    
    HP
    ==
     ___________________________________________________________________________
    | Skill Name             |  Effect                            |  Obtained   |
    |===========================================================================|
    | Paper Tiger            | Max HP lowers by 60%.              | Weapon:     |
    |                        |                                    |    Sa       |
    |                        |                                    | H  Sn       |
    |---------------------------------------------------------------------------|
    | Silk Tiger             | Max HP lowers by 40%.              | Weapon:     |
    |                        |                                    |    Sa       |
    |                        |                                    | H  Sn       |
    *===========================================================================*
    
    
    Attack
    ======
     ___________________________________________________________________________
    | Skill Name             |  Effect                            |  Obtained   |
    |===========================================================================|
    | Critical: Power Surge  | When HP is less than 30%, PA and   | Weapon:     |
    |                        | MA values increase by 20%.         |             |
    |                        |                                    |    Sn       |
    |---------------------------------------------------------------------------|
    | Critical: Power Surge  | When HP is less than 30%, PA and   | Weapon:     |
    | II                     | MA values increase by 40%.         |             |
    |                        |                                    |    Sn       |
    |---------------------------------------------------------------------------|
    | Enfeeblement           | Physical attacks deal 50% less     | Weapon:     |
    |                        | damage.                            |             |
    |                        |                                    |    Sn  F    |
    |---------------------------------------------------------------------------|
    | Hindrance              | Physical attacks deal 30% less     | Weapon:     |
    |                        | damage.                            |             |
    |                        |                                    |    Sn  F    |
    |---------------------------------------------------------------------------|
    | Stiffed Magic          | Magical attacks deal 50% less      | Weapon:     |
    |                        | damage.                            |             |
    |                        |                                    | H      F    |
    |---------------------------------------------------------------------------|
    | Fettered Magic         | Magical attacks deal 30% less      | Weapon:     |
    |                        | damage.                            |             |
    |                        |                                    | H      F    |
    |---------------------------------------------------------------------------|
    | Ally KO: Power Surge   | Each fallen ally increases damage  | Weapon:     |
    |                        | dealt to enemies by 110%.          |        V    |
    |                        |                                    |             |
    |---------------------------------------------------------------------------|
    | Ally KO: Power Surge II| Each fallen ally increases damage  | Weapon:     |
    |                        | dealt to enemies by 130%.          |        V    |
    |                        |                                    |             |
    *===========================================================================*
    
    
    Defense
    =======
     ___________________________________________________________________________
    | Skill Name             |  Effect                            |  Obtained   |
    |===========================================================================|
    | Critical: Shield       | When HP is less than 30%, the      | Weapon:     |
    |                        | damage received by this character  |             |
    |                        | becomes 0.85 times normal.         | H           |
    |---------------------------------------------------------------------------|
    | Critical: Shield II    | When HP is less than 30%, the      | Weapon:     |
    |                        | damage received by this character  |             |
    |                        | becomes 0.70 times normal.         | H           |
    |---------------------------------------------------------------------------|
    | Random: Nullify Damage | 5% of the time, damage received    | Accessory:  |
    |                        | will become 0.                     | L  Sa  V    |
    |                        |                                    | H  Sn  F    |
    *===========================================================================*
    
    
    Other
    =====
     ___________________________________________________________________________
    | Skill Name             |  Effect                            |  Obtained   |
    |===========================================================================|
    | Shroud Scavenger       | The enemy party item drop %        | Accessory:  |
    |                        | increases by 5.                    | L  Sa  V    |
    |                        |                                    | H  Sn  F    |
    |---------------------------------------------------------------------------|
    | Item Scavenger         | The enemy's normal item drop %     | Accessory:  |
    |                        | becomes 1.5 times the normal rate. | L  Sa  V    |
    |                        |                                    | H  Sn  F    |
    |---------------------------------------------------------------------------|
    | Item Collector         | The enemy's rare item drop %       | Accessory:  |
    |                        | becomes 1.1 times the normal rate. | L  Sa  V    |
    |                        |                                    | H  Sn  F    |
    |---------------------------------------------------------------------------|
    | Time Extension         | The target time becomes 1.1 times  | Accessory:  |
    |                        | normal.                            | L  Sa  V    |
    |                        |                                    | H  Sn  F    |
    *===========================================================================*
    
    
    Non-compoundable effects
    ------------------------
    Equipping more than 1 of any of the following items will not compound the
    effect.
    
    Survivalist Catalog
    Collector Catalog
    Connoisseur Catalog
    Doctor's Code
    Energy Sash
    Champion's Badge
    Nimbletoe Boots
    
    
    
    ____________________Misc & Special Case
    
    Commando Role Auto Ability Multiplier Changes
    =============================================
    The Commando role auto abilities alter the damage multipliers, among other
    properties, of the command skills of the role. The following table illustrates
    those changes:
     __________________________________________________________
    | Auto Ability | Affected Skill | Multi | Chain Bonus Time |
    |==========================================================|
    | Powersiphon  | [Attack]       |  1.5* |            10.00 |
    |              | [Ruin]         |  1.25 |            10.00 |
    | Blindside    | [Attack]       |   2.0 |           (same) |
    |              | [Ruin]         |  1.75 |           (same) |
    | Ravage       | [Burst]        |   2.0 |             7.33 |
    |              | [Ruinga]       |  2.45 |             8.33 |
    | Launch*      | [Attack]       | (same)|           (same) |
    | Smite*       | [Attack]       |   5.0 |             0.00 |
    | Scourge*     | [Attack]       |   5.0 |             0.00 |
    *==========================================================*
    
    1) Sazh's multiplier for Powersiphon is 0.75 x 2
    2) Launch only increases the "Rise" value of the [Attack] command from 0 to 8.
    3) Smite also makes the following changes to the [Attack] command:
                  Chain Bonus = 0
                  Cut = 50
                  Keep = 90
    4) When attacking a grounded opponent, the values for Smite are:
                  Multi = 2.0
                  Var = 9%
    5) Snow also gains a knockdown effect with the auto ability Scourge.
    6) Vanille gains the following while using the auto ability Scourge:
                  Chain Bonus = 0.5
                  Chain Bonus Time = 3.33
    7) Fang's damage values for Scourge are: 2.5 x 2.
    
    
    
    ____________________Sentinel Role Skills
    
    [Vendetta]        - While in this mode the damage reduction percentage
                        increases by 10. Each attack received from an enemy
                        increases the final damage by 10% to a max bonus of 300%.
    
    [Entrench]        - While in this mode the damage reduction percentage
                        increases by 10. Each stocked [Entrench] command beyond
                        the first increase the final damage by 30%.
    
    [Steelguard]      - While in thie mode the damage reduction percentage
                        increases by 20. Each attack received from an enemy
                        increases the damange reduction percentage by 1-3%.
    
    [Mediguard]       - While in this mode the damage reduction percentage
                        increases by 20. Each stocked [Mediguard] command recovers
                        ~4% of max HP.
    
    [Elude]           - While in this mode the damage reduction percentage
                        increases by 20. While using this command, the evasion
                        percentage chance will increase by 50. Any character that
                        evades due to [Elude] will not activate the auto ability
                        {Counter}.
    
    
    
    ____________________Auto Abilities
    
    {Lifesiphon}      - Recover 1 ATB slot after defeating an enemy
    
    {Faultsiphon}     - Recover 20% of 1 ATB slot for each attack against a target
                        afflicted with any negative status effects.
    
    {Powersiphon}     - Against an enemy with 0 chain gauge the following changes
                        occur:
                        [Attack]  - Damage = 1.50   Duration = 10.00
                        [Ruin]    - Damage = 1.25   Duration = 10.00
    
    {Blindside}       - Against an enemy that;
                        1. Is not targeting this character
                        2. Has more than 0 chain gauge
                        3. Is not staggered
                        The following changes occur:
                        [Attack]  - Damage = 2.00
                        [Ruin]    - Damage = 1.70
    
    {Ravage}          - If a living ally is currently a Ravager the following
                        changes occur:
                        [Blitz]   - Damage = 2.00   Duration =  7.33
                        [Ruinga]  - Damage = 2.45   Duration =  8.33
    
    {Launch}          - Against a staggered enemy the following changes occur:
                        [Attack]  - Rise = 8.0
    
    {Smite}           - Using [Attack] against an enemy that;
                        1. Has been staggered
                        2. Is being attacked mid-air
                        3. Has less than 2.4 seconds remaining of stagger status
                        The following changes occur:
                        [Attack]   - Damage = 5.00  Duration =  0.00
                                     Cut = 50       Keep = 90
    
    {Deathblow}       - If target's remaining HP is less than 1.2 times the damage
                        that would have been dealt, damage will become 1.5 times
                        normal. 
                        For instance, Lightning's attack is going to deal 1000
                        damage against an enemy with 1120 life remaining.
                        Lightning's attack will deal 1500 damage instead.
    
    {Jeopardize)      - When attacking an enemy in stagger status the following
                        change occurs:
                        Chain Bonus Base Modifier increases by 1.0
    
    {Adrenaline}      - When HP is more than 70% the following changes occur:
                        PA = PA * 1.2
                        MA = MA * 1.2
    
    {Overwhelm}       - For each ally targeting the same enemy the Chain Bonus
                        Base Modifier increases by 1.0
    
    {Fearsiphon}      - Attacking an enemy in staggered status recovers 10% of 1
                        ATB slot.
    
    {Vigor}           - When HP is more than 70% the following change occurs:
                        Chain Bonus Base Modifier increases by 1.0
    
    {Evade}           - Against an attack which can be evaded if the character;
                        1. Is not taking an attack action
                        2. Not being attacked by something else
                        There is a 20% chance to evade the attack
    
    {Counter}         - After successfully evading an attack, the character has 
                        a 90% chance to counter assuming the attack can be
                        countered.
    
    {Deathward}       - When HP is less than 30% the following changes occur:
                        Damage received from physical attacks is reduced by 25%
                        Damage received from magical attacks is reduced by 25%
    
    {Fringeward}      - Any damage allies receive from an attack which primarily
                        targets this character will be reduced to 0.65 times
                        normal damage. This character will still take normal
                        damage. Note that even attacks which hit everyone still
                        target one character. If that character has {Fringeward}
                        the damage received by the other 2 will be reduced.
    
    {Reprieve}        - When HP is more than 30%, if this character receives an 
                        attack which would reduce their life below 0, this 
                        character will survive with 1 HP.
    
    {Jinx}            - When a negative status effect is sucessfully applied to
                        the enemy by this character, any negative status effects
                        already on that enemy will have their remaining length
                        of duration increased by 5 seconds.
    
    {Boon}            - When a positive status effect is sucessfully applied to
                        an ally by this character, any positive status effects
                        already on that ally will have their remaining length
                        of duration increased by 5 seconds.
    
    
    
    ____________________Recovery Calculation
    
    All recovery spells ignore magic defense and the minimum amount of recovery
    is always 1.
    
    Cure:
    [Cure] and [Cura] are calculated like a normal damage calculation with 100
    added on to the base amount. [Cure] for example would have its base recovery
    amount calculated by the following formula:
    
                        [(MA * 0.2) + 100] = recovery amount
    
    Where 0.2 is the base damage multiplier of [Cure]. [Cura] would have a damage
    multiplier of 0.18 instead.
    
    [Curasa] and [Curaja] have slightly different calculations. They are 
    calculated based on the amount of HP the targeted ally has lost. Lost HP 
    would be equal to the difference between max HP and current HP. The formula 
    is as follows:
    
         (lost HP * Multi) + [(lost HP * MA) / 100,000] = recovery amount
    
    Where "Multi" is equal to the base damage multiplier of the skill used and
    "lost HP" is equal to the difference between the max HP and current HP
    values of the targeted ally.
    
    
    Raise:
    The standard amount restored by [Raise] is 18% of max HP, however, the Medic
    role bonus can boost that amount even further:
    
     ______________________________
    |  Bonus  | Restoration Amount |
    |==============================|
    |     20% |      21% of max HP |
    |  23-26% |      22% of max HP |
    |  29-33% |      23% of max HP |
    |  35-38% |      24% of max HP |
    |  39-44% |      25% of max HP |
    |  45-49% |      26% of max HP |
    |     52% |      27% of max HP |
    *==============================*
    
    If Lightning has the weapon skill {{Raise recovery Up}} the restoration 
    percentage of the skill [Raise] is increased by 9. If Lightning has the
    upgraded version of this weapon skill {{Raise recovery up II}} the 
    recovery amount becomes 36% of max HP regardless of role bonus.
    
    
    Item recovery:
    
    Potions have a base recovery of 150 HP. If the targeted ally has 3,000 or 
    more max HP then the recovery amount becomes 5% of max HP. This amount is
    doubled by the accessory {{Medical License}}
    
    Phoenix Downs always restore 70% of max HP upon recovering the ally from
    death status. If the ally was not resotored from death status then the 
    Phoenix Down does not recover any life.
    
    
    10. _______________________________________________________________________
    [Enemy Data]===============================================================
    
    
    _____________________Enemy ATB
    
    Enemies have an ATB gauge as well. Unlike the player, enemies can only stock
    1 command per turn. Enemy abilities still consume a various number of ATB 
    slots however, so this means the enemy will need to spend various amounts of 
    time between turns depending on how much of their ATB gauge they need to 
    charge.
    
    
    
    ____________________Libra
    
    There is a hidden Libra statistic for each and every type of enemy in the 
    game. Certain conditions or abilities will cause this stat to increase. As the
    Libra stat increases, more information will become available on the Libra 
    screen. Note that each and every enemy entry in the datalog has their own 
    Libra stat.
    
    Libra is broken into 2 different stats:
    1. Libra Bonus
    2. Libra Consumption
    
    Libra Bonus is the amount of Libra granted by defeating that enemy, using the
    TP ability Libra, or using a Librascope. Libra Consumption on the other hand
    is the required amount of Libra to unlock the next piece of information on
    the Libra screen. Unlocking everything will take, at most, 503 Libra points.
    
    The following chart lists the conditions for obtaining Libra:
    
     _________________________________________________________
    | Condition                                 | Libra Bonus |
    |=========================================================|
    | Party member defeats that type of enemy   |  (varies)   |
    |---------------------------------------------------------|
    | A party member attacks or adds a status   |             |
    | effect to that type of enemy with a fully |      5      |
    | stocked ATB gauge.                        |             |
    |---------------------------------------------------------|
    | Use the TP ability Libra                  |     200     |
    |---------------------------------------------------------|
    | Use the item Librascope                   |    1000     |
    *=========================================================*
    
    
    The following chart details Libra consumption:
    
     ____________________________________________________________________________
    | # |  Information | Libra Consumed |      Other methods to obtain           |
    |============================================================================|
    | 01| Name         |             0  |              (None)                    |
    |----------------------------------------------------------------------------|
    | 02| HP           |            10  | Defeat this type of enemy              |
    |----------------------------------------------------------------------------|
    | 03| Level        |            10  | Defeat this type of enemy              |
    |----------------------------------------------------------------------------|
    | **| Note 1       |            10  |              (None)                    |
    |   | (Eidolons)   |                |                                        |
    |----------------------------------------------------------------------------|
    | 05| Stagger Limit|            10  | Stagger this type of enemy             |
    |----------------------------------------------------------------------------|
    | **| Stagger Limit|            20  |              (None)                    |
    |   | (Eidolons)   |                |                                        |
    |----------------------------------------------------------------------------|
    | 04| Chain Res    |            10  | Stagger this type of enemy             |
    |----------------------------------------------------------------------------|
    | 05| Fire Res     |            20  | Hit this type of enemy with a Fire     |
    |   |              |                | aligned attack (works only if the enemy|
    |   |              |                | is immune, resistant, or absorbs it)   |
    |----------------------------------------------------------------------------|
    | 06| Ice Res      |            20  | Hit this type of enemy with a Ice      |
    |   |              |                | aligned attack (works only if the enemy|
    |   |              |                | is immune, resistant, or absorbs it)   |
    |----------------------------------------------------------------------------|
    | 07| Thunder Res  |            20  | Hit this type of enemy with a Thunder  |
    |   |              |                | aligned attack (works only if the enemy|
    |   |              |                | is immune, resistant, or absorbs it)   |
    |----------------------------------------------------------------------------|
    | 08| Water Res    |            20  | Hit this type of enemy with a Water    |
    |   |              |                | aligned attack (works only if the enemy|
    |   |              |                | is immune, resistant, or absorbs it)   |
    |----------------------------------------------------------------------------|
    | 09| Wind Res     |            20  | Hit this type of enemy with a Wind     |
    |   |              |                | aligned attack (works only if the enemy|
    |   |              |                | is immune, resistant, or absorbs it)   |
    |----------------------------------------------------------------------------|
    | 10| Earth Res    |            20  | Hit this type of enemy with a Earth    |
    |   |              |                | aligned attack (works only if the enemy|
    |   |              |                | is immune, resistant, or absorbs it)   |
    |----------------------------------------------------------------------------|
    | 11| Physical Res |            10  | Hit this type of enemy with a Physical |
    |   |              |                | aligned attack (works only if the enemy|
    |   |              |                | is immune or resistant to it)          |
    |----------------------------------------------------------------------------|
    | 12| Magical Res  |            10  | Hit this type of enemy with a Magical  |
    |   |              |                | aligned attack (works only if the enemy|
    |   |              |                | is immune or resistant to it)          |
    |----------------------------------------------------------------------------|
    | 13| (Nothing)    |             5  |              (None)                    |
    |----------------------------------------------------------------------------|
    | 14| Fog Res      |             2  |  Use [Fog] or [Fogga] against this type|
    |   |              |                |  of enemy                              |
    |----------------------------------------------------------------------------|
    | 15| Slow Res     |             2  |  Use [Slow] or [Slowga] against this   |
    |   |              |                |  type of enemy                         |
    |----------------------------------------------------------------------------|
    | 16| Imperil Res  |             2  |  Use [Imperil] or [Imperilga] against  |
    |   |              |                |  this type of enemy                    |
    |----------------------------------------------------------------------------|
    | 17| Pain Res     |             2  |  Use [Pain] or [Painga] against this   |
    |   |              |                |  type of enemy                         |
    |----------------------------------------------------------------------------|
    | 18| Curse Res    |             2  |  Use [Curse] or [Cursega] against this |
    |   |              |                |  type of enemy                         |
    |----------------------------------------------------------------------------|
    | 19| Daze Res     |             2  |  Use [Daze] or [Dazega] against this   |
    |   |              |                |  type of enemy                         |
    |----------------------------------------------------------------------------|
    | 20| Poison Res   |             2  |  Use [Poison] or [Poisonga] against    |
    |   |              |                |  this type of enemy                    |
    |----------------------------------------------------------------------------|
    | 21| Deprotect Res|             2  |  Use [Deprotect] or [Deprotega] against|
    |   |              |                |  this type of enemy                    |
    |----------------------------------------------------------------------------|
    | 22| Deshell Res  |             2  |  Use [Deshell] or [Deshellga] against  |
    |   |              |                |  this type of enemy                    |
    |----------------------------------------------------------------------------|
    | 23| (Nothing)    |             5  |              (None)                    |
    |----------------------------------------------------------------------------|
    | 24| Death Res    |             2  |  Use [Death] against this type of      |
    |   |              |                |  enemy                                 |
    |----------------------------------------------------------------------------|
    | 25| Dispel Res   |             2  |  Use [Dispel] or [Dispelga] against    |
    |   |              |                |  this type of enemy                    |
    |----------------------------------------------------------------------------|
    | 26| Note 1       |             40 |  (Varies by Enemy)                     |
    |----------------------------------------------------------------------------|
    | 27| Note 2       |             40 |  (Varies by Enemy)                     |
    |----------------------------------------------------------------------------|
    | 28| Note 3       |             40 |  (Varies by Enemy)                     |
    |----------------------------------------------------------------------------|
    | 29| Note 4       |             40 |  (Varies by Enemy)                     |
    |----------------------------------------------------------------------------|
    | 30| Item Drop    |             60 |  Obtain a dropped item from this type  |
    |   |              |                |  of enemy                              |
    |----------------------------------------------------------------------------|
    | 31| Rare Item    |             60 |  Obtain a rare item from this type of  |
    |   | Drop         |                |  enemy                                 |
    *============================================================================*
    
    Each item in the table above is obtained in chronological order. Each step
    consumes the listed amount of Libra. Therefore, it actually costs 170 Libra 
    to go from number 1 to number 12. The two steps tagged with **  are only 
    applicable in Eidolon battles so they were not included in the step numbering. 
    Against Eidolons however, these two steps fall in the order listed above
    instead of their normal positioning.
    
    If you fulfill the "other methods" condition before this step is revealed
    via Libra then this step will be taken out and no longer consume Libra. For
    instance, if you obtain an item drop from an enemy before you unlock Note
    4 then Rare Item Drop will become the next step after Note 4.
    
    The steps which list (Nothing) cannot be circumvented. They will simply
    consume 5 Libra for nothing.
    
    
    
    ____________________Enemy List
    
    This is meant as a reference list for enemy skills, resistances, and stats. I
    will not list every enemy in the game as that is a job for an Enemy FAQ. At
    present, I only plan to list the Marks, Chapter Bosses, and a few others.
    
    Certain enemies have 2 disinct sets of stats or resistances. This is beacause
    enemy conditions can change their stats and even the set of skills which they
    can use. The final boss, for instance, has 2 different states, which it 
    switches between every 2.5 minutes or so, and has different skills in each
    state. Tortoise enemies have their resistances changed when they collapse. 
    Just to name a few instances.
    
    Enemy skills can often bear the same name as a player skill and not actually
    have the same damage properties. For instance, the Long Gui's Quake spell has
    a damage multiplier of 1.0 instead of the normal 2.2
    
    The source of the information is in Japanese so with some of the skills which
    are either not mentioned in the English guide or are not labeled in-game, I 
    will simply translate or transliterate the Japanese instead.
    
    
     ____________________________________________________________________________
    | (1)                     A stats = (2)     B stats = (3)                    |
    |                   Chain Gauge: (19)  ______________________________________|
    |=====================================| Status Resistance                    |
    | HP: (8)           Level:     (9)    |======================================|
    | PA: (11)          Chain Res: (10)   | Deprotect: (5)       Deshell: (5)    |
    | MA: (12)          Base Keep: (13)   | Slow:      (5)       Poison:  (5)    |
    | Launch: (14)      Libra:     (15)   | Imperil:   (5)       Curse:   (5)    |
    |=====================================| Pain:      (5)       Fog:     (5)    |
    | F: (6)   I: (6)   Th: (6)   Wa: (6) | Daze:      (5)       Death:   (5)    |
    | A: (6)   E: (6)   Ph: (6)   Ma: (6) | Dispel:    (5)       Provoke: (5)    |
    |============================================================================|
    |     Skill                       |Target|Type|Ele| Multi | Var | C | K | EV?|
    |---------------------------------|------|----|---|-------|-----|---|---|----|
    |(4)| (16)                    (7) |                                          |
    |(4)| (16)                    (7) |                                          |
    |(4)| (16)                    (7) |                  (17)                    |
    |(4)| (16)                    (7) |                                          |
    |(4)| (16)                    (7) |                                          |
    |============================================================================|
    |                                                                            |
    |                                                                            |
    |                                 (18)                                       |
    |                                                                            |
    |                                                                            |
    *============================================================================*
    
    1.   Enemy Name                -  The name of the enemy.
    
    2.   A condition               -  If the enemy's stats can be changed by a
                                      condition change (eg staggered) then the
                                      "A condition" wll always represent the 
                                      normal values.
    
    3.   B condition               -  If the enemy's stats can be changed by a
                                      condition change (eg staggered) then the
                                      condition which needs to be met for the 
                                      change will be listed here.
    
    4.   Skill Number              -  Used only as a reference for the skill
                                      explanations in (18).
    
    5.   Status Resistances        -  The status resistances of the enemy. If
                                      this enemy has a B condition which changes
                                      status resistances then the resistances
                                      will appear as A/B where A is the resistance
                                      in the normal state and B is the resistance
                                      in the changed state.
    
                                      IM = Immune
    
    6.   Elemental Resistances     -  The elemental resistances of the enemy. If
                                      this enemy has a B condition which changes
                                      elemental resistances then the resistances
                                      will appear as A/B where A is the resistance
                                      in the normal state and B is the resistance
                                      in the changed state.
    
                                      F: = Fire    I: = Ice    Th: = Thunder
                                      Wa: = Water  A: = Wind   E: = Earth
                                      Ph: = Physical        Ma: Magical
    
                                      w = weak    - The enemy is weak to this 
                                                    element.
                                      n = normal  - The enemy takes normal damage
                                                    from this element.
                                      h = half    - The enemy takes half damage
                                                    from this element.
                                      r = resist  - The enemy takes 1/10th damage
                                                    from this element.
                                      i = immune  - The enemy takes no damage
                                                    from this element.
                                      a = absorb  - The enemy absorbs 100% of any
                                                    damage dealt by this element.
    
    7.   Condition specific skill  -  If this enemy has a B condition then this
                                      indicates which moves will be used in which
                                      condition. A for A and B for B.
    
    8.   Hit Points                -  The hit points of the enemy.
    
    9.   Level                     -  The level of the enemy.
    
    10.  Chain Resistance          -  The chain resistance of the enemy.
    
    11.  Physical Attack           -  The physical attack stat of the enemy.
    
    12.  Magical Attack            -  The magical attack stat of the enemy.
    
    13.  Base Keep                 -  The amount of Keep this enemy has when
                                      not taking any actions.
    
    14.  Launchable                -  States whether or not the enemy can be 
                                      launched into the air. The % amount given
                                      is the chance of succeeding in launching
                                      the enemy.
    
                                      Y = This enemy can be launched
                                      N = This enemy cannot be launched
                                      S = This enemy can only be launched when
                                          staggered
    
    15.  Libra Stat                -  The amount of Libra obtained for defeating
                                      this enemy.
    
    16.  Name of Skill             -  Name of the skill
    
    17.  Skill Damage Data         -  The enemy skill data.
                                      Refer to Section 9 for details.
    
    18.  Skill details             -  Using the skill numbers as a reference any
                                      enemy skills which need further explanation
                                      will be detailed here.
    
    19.  Chain Gauge               -  The chain gauge of the enemy. When their 
                                      chain % raises to this point, they will
                                      become staggered.
    
    
    Bosses
    ------
    
     ____________________________________________________________________________
    | Manasvin (Ch 3)   Chain Gauge: 160   ______________________________________|
    |=====================================| Status Resistance                    |
    | HP: 32,400        Level:      60    |======================================|
    | PA:     44        Chain Res:  50    | Deprotect: 30        Deshell: 30     |
    | MA:      0        Base Keep:  85    | Slow:      30        Poison:  Immune |
    | Launch: N         Libra:    1000    | Imperil:   30        Curse:   30     |
    |=====================================| Pain:      30        Fog:     30     |
    | F: n     I: n     Th: w     Wa: w   | Daze:      Immune    Death:   Immune |
    | A: n     E: n     Ph: n     Ma: n   | Dispel:    0         Provoke: 0      |
    |============================================================================|
    |     Skill                       |Target|Type|Ele| Multi | Var | C | K | EV?|
    |---------------------------------|------|----|---|-------|-----|---|---|----|
    | 1 | Plasma Burst                |Single|  P | T |1.0 x 3|  19%| 10| 95|  Y |
    | 2 | Wave Cannon                 |Area-L|  P | - |0.8 x 7|  19%| 50| 95|  N |
    | 3 | Crystal Rain                |  All |  P | - |  ***  |  19%| 40| 95|  N |
    |============================================================================|
    | 3 | This attack targets one character and deal subsequent damage to the    |
    |   | other party members.                                                   |
    |   | Multi: 5.0 x 2 against the target                                      |
    |   |        2.0 x 2 against the other party members                         |
    *============================================================================*
    
    
     ____________________________________________________________________________
    | Garuda (Ch 3)     Chain Gauge: 170   ______________________________________|
    |=====================================| Status Resistance                    |
    | HP:  8,000        Level:      58    |======================================|
    | PA:     58        Chain Res:  50    | Deprotect: 30        Deshell: 30     |
    | MA:      0        Base Keep:  35    | Slow:      30        Poison:  30     |
    | Launch: N         Libra:       0    | Imperil:   30        Curse:   90     |
    |=====================================| Pain:      30        Fog:     30     |
    | F: n     I: n     Th: n     Wa: n   | Daze:      30        Death:   30     |
    | A: w     E: i     Ph: n     Ma: n   | Dispel:    0         Provoke:  0     |
    |============================================================================|
    |     Skill                       |Target|Type|Ele| Multi | Var | C | K | EV?|
    |---------------------------------|------|----|---|-------|-----|---|---|----|
    | 1 | Attack                      |Area-F|  P | - |   1.0 |  29%| 30| 40|  Y |
    | 2 | Shockbreath                 |Single|  P | T |0.33x3 |   4%| 30| 85|  N |
    |============================================================================|
    | 1 | Knockdown property                                                     |
    *============================================================================*
    
    
     ____________________________________________________________________________
    | Garuda 2 (Ch 3)   A: Normal   B: Barrier                                   |
    | Chain Gauge: A: 300  B: 200          ______________________________________|
    |=====================================| Status Resistance                    |
    | HP: 16,200        Level:      62    |======================================|
    | PA:  25/58        Chain Res:  50/80 | Deprotect: 30        Deshell: 30     |
    | MA:      0        Base Keep:  35/95 | Slow:      30        Poison:  30     |
    | Launch: N         Libra:    1000    | Imperil:   30        Curse:   30     |
    |=====================================| Pain:      30        Fog:     30     |
    | F: n     I: n     Th: n     Wa: n   | Daze:      30        Death:   30     |
    | A: w     E: i     Ph: n/r   Ma: n/r | Dispel:    0         Provoke: 0      |
    |============================================================================|
    |     Skill                       |Target|Type|Ele| Multi | Var | C | K | EV?|
    |---------------------------------|------|----|---|-------|-----|---|---|----|
    | 1 | Attack                  A   |Area-F|  P | - |   1.0 |  29%| 30| 40|  Y |
    | 2 | Shockbreath               B |Single|  P | T |0.33x3 |   4%| 30| 85|  N |
    | 3 | Hell Blast                B |Area-B|  P | T |   4.0 |   4%| 40| 85|  N |
    | 4 | Barrier                 A   |   -  |  - | - |   -   |  -  | - |100|  - |
    |============================================================================|
    | 1 | Knockdown property                                                     |
    |----------------------------------------------------------------------------|
    | 3 | Launches the target                                                    |
    |----------------------------------------------------------------------------|
    | 4 | Changes status from A to B                                             |
    |----------------------------------------------------------------------------|
    | - | Starts the battle in Barrier status. Staggering will revert it to      |
    |   | normal status. It will use Barrier again once Stagger ends.            |
    *============================================================================*
    
    
     ____________________________________________________________________________
    | Dreadnought (Ch 4) Chain Gauge: 200  ______________________________________|
    |=====================================| Status Resistance                    |
    | HP: 17,940        Level:      62    |======================================|
    | PA:    120        Chain Res:  80    | Deprotect: 0         Deshell: 0      |
    | MA:     73        Base Keep:  35    | Slow:      30        Poison:  Immune |
    | Launch: N         Libra:       0    | Imperil:   30        Curse:   30     |
    |=====================================| Pain:      30        Fog:     30     |
    | F: n     I: n     Th: n     Wa: n   | Daze:      30        Death:   30     |
    | A: n     E: n     Ph: h     Ma: h   | Dispel:    0         Provoke: 0      |
    |============================================================================|
    |     Skill                       |Target|Type|Ele| Multi | Var | C | K | EV?|
    |---------------------------------|------|----|---|-------|-----|---|---|----|
    | 1 | Attack                      |Area-F|  P | - |   1.0 |   4%| 30| 95|  Y |
    | 2 | Wrecking Arm                |Area-F|  P | - |   2.1 |  14%| 40| 95|  Y |
    | 3 | Wrecking Ball               |Area-F|  P | F |  2.75 |   9%| 50| 95|  N |
    | 4 | Cleansing                   | Self |  - | - |    -  |   - | - | 95|  - |
    |============================================================================|
    | 4 | Casts Esuna                                                            |
    *============================================================================*
    
    
     ____________________________________________________________________________
    | Dreadnought 2 (Ch 4) Chain Gauge: 200______________________________________|
    |=====================================| Status Resistance                    |
    | HP: 44,850        Level:      62    |======================================|
    | PA:    120        Chain Res:  80    | Deprotect: 0         Deshell: 0      |
    | MA:     73        Base Keep:  35    | Slow:      30        Poison:  Immune |
    | Launch: N         Libra:    1000    | Imperil:   30        Curse:   30     |
    |=====================================| Pain:      30        Fog:     30     |
    | F: n     I: n     Th: n     Wa: n   | Daze:      30        Death:   30     |
    | A: n     E: n     Ph: h     Ma: h   | Dispel:    0         Provoke: 0      |
    |============================================================================|
    |     Skill                       |Target|Type|Ele| Multi | Var | C | K | EV?|
    |---------------------------------|------|----|---|-------|-----|---|---|----|
    | 1 | Wrecking Ball               |Area-F|  P | F |  2.75 |   9%| 50| 95|  N |
    | 2 | Cleansing                   | Self |  - | - |    -  |   - | - | 95|  - |
    | 3 | Incineration                |Area-F|  M | F |0.85x2 |   4%| 10| 95|  N |
    |============================================================================|
    | 2 | Casts Esuna                                                            |
    *============================================================================*
    
    
    
     ____________________________________________________________________________
    | Protoflorian (Ch 5) Chain Gauge: 200 ______________________________________|
    |=====================================| Status Resistance                    |
    | HP: 129,600       Level:      59    |======================================|
    | PA:    253        Chain Res:  80    | Deprotect: 30        Deshell: 30     |
    | MA:    253        Base Keep:  35    | Slow:      30        Poison:  30     |
    | Launch: S         Libra:    1000    | Imperil:   30        Curse:   30     |
    |=====================================| Pain:      30        Fog:     30     |
    | F: h     I: h     Th: h     Wa: h   | Daze:      30        Death:   Immune |
    | A: h     E: h     Ph: n     Ma: n   | Dispel:    Immune    Provoke: 0      |
    |============================================================================|
    |     Skill                       |Target|Type|Ele| Multi | Var | C | K | EV?|
    |---------------------------------|------|----|---|-------|-----|---|---|----|
    | 1 | Attack                      |Single|  P | - |0.4+0.6|   9%| 40| 85|  Y |
    | 2 | Magic Bullet                |Area-B|  M | - |   1.0 |   9%| 30| 85|  Y |
    | 3 | Flower Screw                |Area-S|  P | - |0.4 x 4|   9%| 40| 85|  N |
    | 4 | Head Upper                  |Single|  P | - |   0.6 |   9%| 40| 85|  Y |
    | 5 | Dunk Smash                  |Single|  P | - |   *** |   9%| 40| 95|  N |
    | 6 | Resist Fire Mode            | Self |  - | - |    -  |  -  | - | 95|  - |
    | 7 | Resist Ice Mode             | Self |  - | - |    -  |  -  | - | 95|  - |
    | 8 | Resist Thunder Mode         | Self |  - | - |    -  |  -  | - | 95|  - |
    | 9 | Resist Water Mode           | Self |  - | - |    -  |  -  | - | 95|  - |
    |============================================================================|
    | 4 | Launches the target                                                    |
    |----------------------------------------------------------------------------|
    | 5 | Fist - Multi: 1.2, knockdown property                                  |
    |   | Shockwave - Multi: 0.2, hits party members near the target             |
    |----------------------------------------------------------------------------|
    | 6 | Adds: Enfire (300s)                                                    |
    |   | Changes Resistances: Fire -> absorb, Ice -> weak                       |
    |----------------------------------------------------------------------------|
    | 7 | Adds: Enfrost (300s)                                                   |
    |   | Changes Resistances: Ice -> absorb, Fire -> weak                       |
    |----------------------------------------------------------------------------|
    | 8 | Adds: Enthunder (300s)                                                 |
    |   | Changes Resistances: Thunder -> absorb, Water -> weak                  |
    |----------------------------------------------------------------------------|
    | 9 | Adds: Enwater (300s)                                                   |
    |   | Changes Resistances: Water -> absorb, Thunder -> weak                  |
    *============================================================================*
    
    
     ____________________________________________________________________________
    | Enki (Ch 6)       Chain Gauge: 150                                         |
    | A: Normal         B: After Warcry    ______________________________________|
    |=====================================| Status Resistance                    |
    | HP: 75,600        Level:      56    |======================================|
    | PA:    133        Chain Res:  65    | Deprotect: 0/50      Deshell: 0/50   |
    | MA:    171        Base Keep:  35    | Slow:      30        Poison:  0/50   |
    | Launch: S         Libra:    1000    | Imperil:   30        Curse:   30     |
    |=====================================| Pain:      30        Fog:     30     |
    | F: n     I: n     Th: w     Wa: i   | Daze:      30        Death:   0      |
    | A: n     E: n     Ph: n     Ma: n   | Dispel:    0         Provoke: 30     |
    |============================================================================|
    |     Skill                       |Target|Type|Ele| Multi | Var | C | K | EV?|
    |---------------------------------|------|----|---|-------|-----|---|---|----|
    | 1 | Attack                  A B |Single|  P | - |   1.0 |   9%| 30| 40|  Y |
    | 2 | Trample                 A B |Area-F|  P | - |   1.3 |   4%| 40| 40|  Y |
    | 3 | Water Shot              A   |Single| (M)| W |   1.0 |   9%| 30| 40|  Y |
    | 4 | Warcry                  A   | Self |  - | - |    -  |   - | - |100|  - |
    | 5 | Anger                     B | Self |  - | - |    -  |   - | - | 85|  - |
    | 6 | Rage Wave                 B |Area-S| (M)| W |   *** |   9%| 40| 85|  N |
    |============================================================================|
    | 3 | Adds: Deprotect (95% / 120s)                                           |
    |----------------------------------------------------------------------------|
    | 4 | Adds: Esuna x 3, Brave, Faith, Enwater, Haste (each for 500 s)         |
    |   | After using this attack, changes to B status.                          |
    |----------------------------------------------------------------------------|
    | 5 | After this move ends, it will use Rage Wave.                           |
    |----------------------------------------------------------------------------|
    | 6 | Can affect both allies and enemies. Will not hit the user.             |
    |   | Multi - Enemy: 1.05, Ally: 20.0                                        |
    |   | Var for ally = 4%                                                      |
    |----------------------------------------------------------------------------|
    | - | Uses Warcry when below 70% health.                                     |
    *============================================================================*
    
    
     ____________________________________________________________________________
    | Enlil (Ch 6)      Chain Gauge: 150                                         |
    | A: Normal         B: After Warcry    ______________________________________|
    |=====================================| Status Resistance                    |
    | HP: 70,200        Level:      56    |======================================|
    | PA:    120        Chain Res:  65    | Deprotect: 0/50      Deshell: 0/50   |
    | MA:    185        Base Keep:  35    | Slow:      30        Poison:  0/50   |
    | Launch: S         Libra:    1000    | Imperil:   30        Curse:   30     |
    |=====================================| Pain:      30        Fog:     30     |
    | F: n     I: n     Th: i     Wa: w   | Daze:      30        Death:   0      |
    | A: n     E: n     Ph: n     Ma: n   | Dispel:    0         Provoke: 30     |
    |============================================================================|
    |     Skill                       |Target|Type|Ele| Multi | Var | C | K | EV?|
    |---------------------------------|------|----|---|-------|-----|---|---|----|
    | 1 | Attack                  A B |Single|  P | - |   1.0 |   9%| 30| 40|  Y |
    | 2 | Trample                 A B |Area-F|  P | - |   1.3 |   4%| 40| 40|  Y |
    | 3 | Thunder Ball            A   |Single| (M)| T |   1.0 |   9%| 30| 40|  Y |
    | 4 | Warcry                  A   | Self |  - | - |    -  |   - | - |100|  - |
    | 5 | Anger                     B | Self |  - | - |    -  |   - | - | 85|  - |
    | 6 | Rage Storm                B |Area-S| (M)| T |   *** |   9%| 40| 85|  N |
    |============================================================================|
    | 3 | Adds: Deprotect (95% / 120s)                                           |
    |----------------------------------------------------------------------------|
    | 4 | Adds: Esuna x 3, Brave, Faith, Enwater, Haste (each for 500s)          |
    |   | After using this attack, changes to B status.                          |
    |----------------------------------------------------------------------------|
    | 5 | After this move ends, it will use Rage Storm.                          |
    |----------------------------------------------------------------------------|
    | 6 | Can affect both allies and enemies. Will not hit the user.             |
    |   | Multi - Enemy: 1.05, Ally: 20.0                                        |
    |   | Var for ally = 4%                                                      |
    |----------------------------------------------------------------------------|
    | - | Uses Warcry when below 70% health.                                     |
    *============================================================================*
    
    
     ____________________________________________________________________________
    | Ushumgal (Ch 7)   Chain Gauge: 150                                         |
    | A: Normal         B: Overdrive       ______________________________________|
    |=====================================| Status Resistance                    |
    | HP: 126,000       Level:      57    |======================================|
    | PA:    171        Chain Res:  95/70 | Deprotect: 30        Deshell: 30     |
    | MA:      0        Base Keep:  35/30 | Slow:      30        Poison:  30     |
    | Launch: N         Libra:    1000    | Imperil:   30        Curse:   30     |
    |=====================================| Pain:      30        Fog:     30     |
    | F: n     I: n     Th: w     Wa: n   | Daze:      30        Death:   Immune |
    | A: n     E: n     Ph: n     Ma: n   | Dispel:    Immune    Provoke: 0      |
    |============================================================================|
    |     Skill                       |Target|Type|Ele| Multi | Var | C | K | EV?|
    |---------------------------------|------|----|---|-------|-----|---|---|----|
    | 1 | Flame Napalm            A B |Single|  P | F |0.15x5 |   9%| 20| 85|  N |
    | 2 | Tail Crush              A B |Area-F|  P | - |1.0 x 2|   9%| 40| 85|  Y |
    | 3 | Overdrive               A   | Self |  - | - |    -  |   - | - |100|  - |
    |============================================================================|
    | 2 | Launches the target.                                                   |
    |----------------------------------------------------------------------------|
    | 3 | Adds: Brave, Deprotect, Deshell (each for 60s)                         |
    |   | Changes to B status.                                                   |
    |   | Status resistances change: Becomes immune to all except Provoke        |
    |   | This status resistance change does not inhibit the initial deprotect   |
    |   | and deshell from taking effect.                                        |
    |----------------------------------------------------------------------------|
    | - | When remaining HP is below 90% AND when not already affected by        |
    |   | Deprotect and Deshell, it uses Overdrive.                              |
    *============================================================================*
    
    
     ____________________________________________________________________________
    | Ushumgal 2 (Ch 7)   Chain Gauge: 250                                       |
    | A: Initial fight    B: 2nd fight     ______________________________________|
    |=====================================| Status Resistance                    |
    | HP: 378,000       Level:       5    |======================================|
    | PA:    171        Chain Res:  70    | Deprotect: 30        Deshell: 30     |
    | MA:      0        Base Keep:   5/35 | Slow:      0         Poison:  30     |
    | Launch: S (70%)   Libra:    1000    | Imperil:   30        Curse:   90     |
    |=====================================| Pain:      Immune    Fog:     30     |
    | F: n     I: n     Th: w     Wa: n   | Daze:      30        Death:   Immune |
    | A: n     E: n     Ph: n     Ma: n   | Dispel:    Immune    Provoke: 0      |
    |============================================================================|
    |     Skill                       |Target|Type|Ele| Multi | Var | C | K | EV?|
    |---------------------------------|------|----|---|-------|-----|---|---|----|
    | 1 | Beam Rain               A B |Area-B|  P | - |0.5 x 2|   9%| 20| 85|  N |
    | 2 | Pinpoint Ray            A B |Single|  P | - |0.4 x 6|   9%| 30| 85|  N |
    | 3 | Lock-On                 A B |Single|  - | - |    -  |   - | - |100|  - |
    | 4 | Photon Blaster            B |Area-L|  P | - |0.3x10 |   9%| 50|100|  N |
    |============================================================================|
    | 1 | When HP is less than 40%: Multi = 0.33 x 4 hits                        |
    |----------------------------------------------------------------------------|
    | 2 | When HP is less than 40%: Multi = 0.30 x 12 hits                       |
    |----------------------------------------------------------------------------|
    | 3 | Sets target for attack.                                                |
    |----------------------------------------------------------------------------|
    | - | Initial fight ends when either: 1) Ushumgal drops below 99% HP         |
    |   |                           or    2) Hope drops below 2% HP              |
    |   | The 2nd fight begins with Ushumgal having the same amount of life that |
    |   | it had at the end of the initial fight.                                |
    *============================================================================*
    
    
     ____________________________________________________________________________
    | Skytank (Ch 7)     A: Starting     B: Main Canon Revealed                  |
    | Chain Gauge:  A: 999  B: 200         ______________________________________|
    |=====================================| Status Resistance                    |
    | HP: 441,000       Level:      56    |======================================|
    | PA:    218        Chain Res:  95/0  | Deprotect: Immune    Deshell: Immune |
    | MA:      0        Base Keep:  85/100| Slow:      Immune    Poison:  Immune |
    | Launch: N         Libra:    1000    | Imperil:   Immune    Curse:   Immune |
    |=====================================| Pain:      Immune    Fog:     Immune |
    | F: n     I: n     Th: n     Wa: n   | Daze:      Immune    Death:   Immune |
    | A: i     E: n     Ph: n     Ma: n   | Dispel:    Immune    Provoke: 0      |
    |============================================================================|
    |     Skill                       |Target|Type|Ele| Multi | Var | C | K | EV?|
    |---------------------------------|------|----|---|-------|-----|---|---|----|
    | 1 | Wire Gun                A   |Single|  P | - |0.6 x 2|   9%| 20| 95|  N |
    | 2 | Main Canon              A B |  All |  P | - |   *** |   9%| 50|100|  N |
    |============================================================================|
    | 1 | Launches the target.                                                   |
    |----------------------------------------------------------------------------|
    | 2 | Launches the target.                                                   |
    |   | Multi: During A = 1.5                                                  |
    |   |        During B = 1.0                                                  |
    |----------------------------------------------------------------------------|
    | - | After HP drops below 73,500, it changes to B status.                   |
    |============================================================================|
    |____________________________________________________________________________|
    | (Upper Left & Upper Right Parts)                                           |
    |                   Chain Gauge: 999   ______________________________________|
    |=====================================| Status Resistance                    |
    | HP:  12,600       Level:      51    |======================================|
    | PA:    218        Chain Res:  90    | Deprotect: Immune    Deshell: Immune |
    | MA:      0        Base Keep:  100   | Slow:      Immune    Poison:  Immune |
    | Launch: N         Libra:    1000    | Imperil:   Immune    Curse:   Immune |
    |=====================================| Pain:      Immune    Fog:     Immune |
    | F: n     I: n     Th: n     Wa: n   | Daze:      Immune    Death:   Immune |
    | A: i     E: n     Ph: n     Ma: n   | Dispel:    Immune    Provoke: 0      |
    |============================================================================|
    |     Skill                       |Target|Type|Ele| Multi | Var | C | K | EV?|
    |---------------------------------|------|----|---|-------|-----|---|---|----|
    | 1 | Missile                     |  *** |  P | - |0.35x6 |   9%| 20| 95|  N |
    | 2 | Engine Canon                |Single|  P | - |0.09x10|   9%| 20| 95|  N |
    |============================================================================|
    | 1 | Much like Hope's Limit Break, this ability shuffles through the targets|
    |----------------------------------------------------------------------------|
    | 2 | Will sometimes be used without targeting anything. At those times, the |
    |   | Multi = 0.09 x 3 hits. The name of the ability will not appear when    |
    |   | this occurs.                                                           |
    |============================================================================|
    |____________________________________________________________________________|
    | (Upper Left & Upper Right Parts)                                           |
    |                   Chain Gauge: 999   ______________________________________|
    |=====================================| Status Resistance                    |
    | HP:  10,710       Level:      51    |======================================|
    | PA:    218        Chain Res:  90    | Deprotect: Immune    Deshell: Immune |
    | MA:      0        Base Keep:  100   | Slow:      Immune    Poison:  Immune |
    | Launch: N         Libra:    1000    | Imperil:   Immune    Curse:   Immune |
    |=====================================| Pain:      Immune    Fog:     Immune |
    | F: n     I: n     Th: n     Wa: n   | Daze:      Immune    Death:   Immune |
    | A: i     E: n     Ph: n     Ma: n   | Dispel:    Immune    Provoke: 0      |
    |============================================================================|
    |     Skill                       |Target|Type|Ele| Multi | Var | C | K | EV?|
    |---------------------------------|------|----|---|-------|-----|---|---|----|
    | 1 | Missile                     |  *** |  P | - |0.35x6 |   9%| 20| 95|  N |
    | 2 | Engine Canon                |Single|  P | - |0.09x10|   9%| 20| 95|  N |
    |============================================================================|
    | 1 | Much like Hope's Limit Break, this ability shuffles through the targets|
    |----------------------------------------------------------------------------|
    | 2 | Will sometimes be used without targeting anything. At those times, the |
    |   | Multi = 0.09 x 3 hits. The name of the ability will not appear when    |
    |   | this occurs.                                                           |
    *============================================================================*
    
    
     ____________________________________________________________________________
    | Reaper (Ch 8)     Chain Gauge: 160                                         |
    | A: Normal    B: Restrictions Removed ______________________________________|
    |=====================================| Status Resistance                    |
    | HP: 100,800       Level:      56    |======================================|
    | PA:    200        Chain Res:  50    | Deprotect: 90        Deshell: 90     |
    | MA:    119        Base Keep:  40    | Slow:      90        Poison:  99     |
    | Launch: S         Libra:    1000    | Imperil:   30        Curse:   90     |
    |=====================================| Pain:      Immune    Fog:     Immune |
    | F: w     I: w     Th: i     Wa: n   | Daze:      90        Death:   0      |
    | A: n     E: n     Ph: h     Ma: h   | Dispel:    0         Provoke: 90     |
    |============================================================================|
    |     Skill                       |Target|Type|Ele| Multi | Var | C | K | EV?|
    |---------------------------------|------|----|---|-------|-----|---|---|----|
    | 1 | Suppression Gas         A   |Area-F|  P | - |   1.0 |   2%| 40| 40|  N |
    | 2 | Force Beam              A   |Single|  P | T |0.25x4 |   9%| 20| 40|  N |
    | 3 | Restrictions Removed    A   | Self |  - | - |    -  |   - | - | 95|  - |
    | 4 | Main Canon Charging       B | Self |  - | - |    -  |   - | - | 95|  - |
    | 5 | Main Canon Charged        B | Self |  - | - |    -  |   - | - | 95|  - |
    | 6 | Rail Canon                B |Single|  P | - |   3.4 |   4%| 40| 40|  N |
    | 7 | Tri-laser                 B |Area-T|  P | F |   1.2 |   9%| 40| 40|  N |
    |============================================================================|
    | 1 | Adds: Poison (95% / 180s)                                              |
    |----------------------------------------------------------------------------|
    | 3 | Changes to B status.                                                   |
    |----------------------------------------------------------------------------|
    | 4 | After using this move, it will use [Main Canon Charged].               |
    |----------------------------------------------------------------------------|
    | 5 | After using this move, it will use [Rail Canon].                       |
    |----------------------------------------------------------------------------|
    | 6 | Knocks down.                                                           |
    *============================================================================*
    
    
     ____________________________________________________________________________
    | Kalavinka (Ch 9)   Chain Gauge: 300  ______________________________________|
    |=====================================| Status Resistance                    |
    | HP: 100,800       Level:      56    |======================================|
    | PA:    185        Chain Res:  25    | Deprotect: 95        Deshell: 95     |
    | MA:      0        Base Keep:  35    | Slow:      0         Poison:  95     |
    | Launch: N         Libra:     200    | Imperil:   95        Curse:   0      |
    |=====================================| Pain:      95        Fog:     95     |
    | F: n     I: n     Th: a     Wa: n   | Daze:      95        Death:   0      |
    | A: h     E: n     Ph: h     Ma: n   | Dispel:    0         Provoke: 0      |
    |============================================================================|
    |     Skill                       |Target|Type|Ele| Multi | Var | C | K | EV?|
    |---------------------------------|------|----|---|-------|-----|---|---|----|
    | 1 | Attack                      |Area-F|  P | - |   1.0 |   9%| 30| 40|  Y |
    | 2 | Shockbreath                 |Area-T|  P | T |0.6 x 3|   9%| 40| 85|  Y |
    *============================================================================*
    
    
     ____________________________________________________________________________
    | Kalavinka 2 (Ch 9) Chain Gauge: 300  ______________________________________|
    |=====================================| Status Resistance                    |
    | HP: 122,400       Level:      58    |======================================|
    | PA:    185        Chain Res:  70    | Deprotect: 95        Deshell: 95     |
    | MA:      0        Base Keep:  35    | Slow:      30        Poison:  95     |
    | Launch: N         Libra:     300    | Imperil:   95        Curse:   30     |
    |=====================================| Pain:      95        Fog:     95     |
    | F: n     I: n     Th: a     Wa: n   | Daze:      95        Death:   0      |
    | A: h     E: n     Ph: h     Ma: n   | Dispel:    0         Provoke: 0      |
    |============================================================================|
    |     Skill                       |Target|Type|Ele| Multi | Var | C | K | EV?|
    |---------------------------------|------|----|---|-------|-----|---|---|----|
    | 1 | Attack                      |Area-F|  P | - |   1.0 |   9%| 30| 40|  Y |
    | 2 | Shockbreath                 |Area-T|  P | T |0.6 x 3|   9%| 40| 85|  Y |
    | 3 | Hell Blast                  |Area-B|  P | T |   4.6 |   9%| 50| 85|  Y |
    |============================================================================|
    | 3 | Launches the target.                                                   |
    *============================================================================*
    
    
     ____________________________________________________________________________
    | Barthandelus (Ch 9) A: Starting     B: After Parts are Destroyed           |
    | Chain Gauge:  A: 999  B: 250         ______________________________________|
    |=====================================| Status Resistance                    |
    | HP: 462,000       Level:      57    |======================================|
    | PA:     73        Chain Res: 100/75 | Deprotect: IM/90     Deshell: IM/90  |
    | MA:    100        Base Keep:  85    | Slow:      IM/90     Poison:  Immune |
    | Launch: N         Libra:    1000    | Imperil:   IM/90     Curse:   IM/90  |
    |=====================================| Pain:      Immune    Fog:     Immune |
    | F: r/n   I: r/n   Th: r/n   Wa: r/n | Daze:      IM/90     Death:   Immune |
    | A: r/n   E: r/n   Ph: r/n   Ma: r/n | Dispel:    IM/0      Provoke: IM/90  |
    |============================================================================|
    |     Skill                       |Target|Type|Ele| Multi | Var | C | K | EV?|
    |---------------------------------|------|----|---|-------|-----|---|---|----|
    | 1 | Enchant                 A   |Single|  - | - |    -  |   - | - | 95|  - |
    | 2 | Enhance                 A   |Single|  - | - |    -  |   - | - | 95|  - |
    | 3 | Magic Power Upgrade     A   |  All |  - | - |    -  |   - | - |100|  - |
    | 4 | Baptism of Destruction    B |Single|  M | - |1.0 x 3|   9%| 25| 95|  N |
    | 5 | Ruinga                    B |Area-B|  M | - |   2.2 |   9%| 25| 95|  N |
    | 6 | Thanatos Laugh            B |Area-L|  P | - |1.0 x 7|   9%| 50| 95|  N |
    | 7 | Destrudo                  B |Area-B| (M)| - |1.7 x20|   9%| 50|100|  N |
    | 8 | Death Sentence          A B |Single|  - | - |    -  |   - |  0|100|  N |
    |============================================================================|
    | 1 | Adds: Protect + Shell (each for 150s)                                  |
    |----------------------------------------------------------------------------|
    | 2 | Adds: Faith + Haste (each for 150s)                                    |
    |----------------------------------------------------------------------------|
    | 3 | Upgrades the level of magic used by his "Parts".                       |
    |----------------------------------------------------------------------------|
    | 5 | Launches the target.                                                   |
    |----------------------------------------------------------------------------|
    | 7 | Assumes an attack position (3rd stage). Initiates attack after 30 secs.|
    |   | If he receives 12,000 damage before those 30 secs are up, he will      |
    |   | lower his position (2nd stage) and will the  initiate his attack after |
    |   | 15 secs. If he receives 20,000 damage before those 15 secs pass, he    |
    |   | will lower his position (1st stage) and immediately attack.            |
    |----------------------------------------------------------------------------|
    | 7 | The multi values for this attack vary based on the stage of the attack.|
    |   | 3rd stage = Multi: 1.7 x 20 hits                                       |
    |   | 2nd stage = Multi: 1.7 x 12 hits                                       |
    |   | 1st stage = Multi: 1.7 x 6 hits                                        |
    |----------------------------------------------------------------------------|
    | 8 | Casts Death Sentence on your leader (180s).                            |
    |----------------------------------------------------------------------------|
    | - | Once all Parts are destroyed or once Bart's HP drops below 60%, his    |
    |   | chain bonus resets to 100% and he changes to B status.                 |
    |----------------------------------------------------------------------------|
    | - | Casts Death Sentence on your leader after 20 mins have passed from the |
    |   | start of the battle.                                                   |
    |============================================================================|
    | Note: Parts are labeled in relation to Bart himself so Outer Right means   |
    |       the outside part on Bart's right, NOT the player's right.            |
    |____________________________________________________________________________|
    | (Outer Right Part)                                                         |
    |                   Chain Gauge: 150   ______________________________________|
    |=====================================| Status Resistance                    |
    | HP:  50,400       Level:      51    |======================================|
    | PA:      0        Chain Res:  80    | Deprotect: 70        Deshell: 70     |
    | MA:    100        Base Keep:  100   | Slow:      70        Poison:  70     |
    | Launch: N         Libra:    1000    | Imperil:   70        Curse:   70     |
    |=====================================| Pain:      Immune    Fog:     Immune |
    | F: a     I: w     Th: h     Wa: h   | Daze:      70        Death:   Immune |
    | A: h     E: h     Ph: n     Ma: n   | Dispel:    0         Provoke: 70     |
    |============================================================================|
    |     Skill                       |Target|Type|Ele| Multi | Var | C | K | EV?|
    |---------------------------------|------|----|---|-------|-----|---|---|----|
    | 1 | Fire                        |   S  |  M | F |   1.0 |   9%| 25|100|  N |
    | 2 | Fira                        |Area-T|  M | F |   1.5 |   9%| 25|100|  N |
    | 2 | Firaga                      |Area-T|  M | F |   2.2 |   9%| 25|100|  N |
    |============================================================================|
    | 3 | Launches the target.                                                   |
    |----------------------------------------------------------------------------|
    | - | Attacks upgrade each time Bart uses [Magic Power Upgrade].             |
    |----------------------------------------------------------------------------|
    | - | Automatically destroyed if Bart's HP drops below 60%.                  |
    |============================================================================|
    |____________________________________________________________________________|
    | (Inner Right Part)                                                         |
    |                   Chain Gauge: 150   ______________________________________|
    |=====================================| Status Resistance                    |
    | HP:  50,400       Level:      51    |======================================|
    | PA:      0        Chain Res:  80    | Deprotect: 70        Deshell: 70     |
    | MA:    100        Base Keep:  100   | Slow:      70        Poison:  70     |
    | Launch: N         Libra:    1000    | Imperil:   70        Curse:   70     |
    |=====================================| Pain:      Immune    Fog:     Immune |
    | F: h     I: h     Th: a     Wa: w   | Daze:      70        Death:   Immune |
    | A: h     E: h     Ph: n     Ma: n   | Dispel:    0         Provoke: 70     |
    |============================================================================|
    |     Skill                       |Target|Type|Ele| Multi | Var | C | K | EV?|
    |---------------------------------|------|----|---|-------|-----|---|---|----|
    | 1 | Thunder                     |   S  |  M | T |   1.0 |   9%| 25|100|  N |
    | 2 | Thundara                    |Area-T|  M | T |   1.5 |   9%| 25|100|  N |
    | 2 | Thundaga                    |Area-T|  M | T |   2.2 |   9%| 25|100|  N |
    |============================================================================|
    | 3 | Launches the target.                                                   |
    |----------------------------------------------------------------------------|
    | - | Attacks upgrade each time Bart uses [Magic Power Upgrade].             |
    |----------------------------------------------------------------------------|
    | - | Automatically destroyed if Bart's HP drops below 60%.                  |
    |============================================================================|
    |____________________________________________________________________________|
    | (Outer Left Part)                                                          |
    |                   Chain Gauge: 150   ______________________________________|
    |=====================================| Status Resistance                    |
    | HP:  50,400       Level:      51    |======================================|
    | PA:      0        Chain Res:  80    | Deprotect: 70        Deshell: 70     |
    | MA:    100        Base Keep:  100   | Slow:      70        Poison:  70     |
    | Launch: N         Libra:    1000    | Imperil:   70        Curse:   70     |
    |=====================================| Pain:      Immune    Fog:     Immune |
    | F: h     I: h     Th: w     Wa: a   | Daze:      70        Death:   Immune |
    | A: h     E: h     Ph: n     Ma: n   | Dispel:    0         Provoke: 70     |
    |============================================================================|
    |     Skill                       |Target|Type|Ele| Multi | Var | C | K | EV?|
    |---------------------------------|------|----|---|-------|-----|---|---|----|
    | 1 | Water                       |   S  |  M | W |   1.0 |   9%| 25|100|  N |
    | 2 | Watera                      |Area-T|  M | W |   1.5 |   9%| 25|100|  N |
    | 2 | Waterga                     |Area-T|  M | W |   2.2 |   9%| 25|100|  N |
    |============================================================================|
    | 3 | Launches the target.                                                   |
    |----------------------------------------------------------------------------|
    | - | Attacks upgrade each time Bart uses [Magic Power Upgrade].             |
    |----------------------------------------------------------------------------|
    | - | Automatically destroyed if Bart's HP drops below 60%.                  |
    |============================================================================|
    |____________________________________________________________________________|
    | (Inner Left Part)                                                          |
    |                   Chain Gauge: 150   ______________________________________|
    |=====================================| Status Resistance                    |
    | HP:  50,400       Level:      51    |======================================|
    | PA:      0        Chain Res:  80    | Deprotect: 70        Deshell: 70     |
    | MA:    100        Base Keep:  100   | Slow:      70        Poison:  70     |
    | Launch: N         Libra:    1000    | Imperil:   70        Curse:   70     |
    |=====================================| Pain:      Immune    Fog:     Immune |
    | F: w     I: a     Th: h     Wa: h   | Daze:      70        Death:   Immune |
    | A: h     E: h     Ph: n     Ma: n   | Dispel:    0         Provoke: 70     |
    |============================================================================|
    |     Skill                       |Target|Type|Ele| Multi | Var | C | K | EV?|
    |---------------------------------|------|----|---|-------|-----|---|---|----|
    | 1 | Blizzard                    |   S  |  M | I |   1.0 |   9%| 25|100|  N |
    | 2 | Blizzara                    |Area-T|  M | I |   1.5 |   9%| 25|100|  N |
    | 2 | Blizzaga                    |Area-T|  M | I |   2.2 |   9%| 25|100|  N |
    |============================================================================|
    | 3 | Launches the target.                                                   |
    |----------------------------------------------------------------------------|
    | - | Attacks upgrade each time Bart uses [Magic Power Upgrade].             |
    |----------------------------------------------------------------------------|
    | - | Automatically destroyed if Bart's HP drops below 60%.                  |
    *============================================================================*
    
    
     ____________________________________________________________________________
    | Cid Raines   A: ATK Form  B: DEF Form  C: MED Form  D: META Form           |
    |                   Chain Gauge: 300   ______________________________________|
    |=====================================| Status Resistance                    |
    | HP: 226,800       Level:      68    |======================================|
    | PA:    135        Chain Res:  90    | Deprotect: 70        Deshell: 70     |
    | MA:    172*       Base Keep:  25    | Slow:      70        Poison:  70     |
    | Launch: S         Libra:    1000    | Imperil:   70        Curse:   30     |
    |=====================================| Pain:      90        Fog:     90     |
    | F: n     I: n     Th: n     Wa: n   | Daze:      Immune    Death:   Immune |
    | A: n     E: n     Ph: n**   Ma: n** | Dispel:    0         Provoke: 0      |
    |============================================================================|
    |     Skill                       |Target|Type|Ele| Multi | Var | C | K | EV?|
    |---------------------------------|------|----|---|-------|-----|---|---|----|
    | 1 | Attack (Type 1)     A     D |Single|  P | - |  ***  |   9%| 40| 95|  Y |
    | 2 | Ruin                A     D |Single|  M | - |   1.0 |   9%| 25| 85|  N |
    | 3 | Ruinga              A     D |Area-B|  M | - |   2.2 |   9%| 25| 85|  N |
    | 4 | Guard                 B   D | Self |  - | - |    -  |   - | - | 95|  - |
    | 5 | Cure                    C   |Single| (M)| - |   0.2 |   9%| - | 85|  - |
    | 6 | Esuna                   C D |Single|  M | - |    -  |   - | - | 85|  - |
    | 7 | Attack Shift          B C   | Self |  - | - |    -  |   - | - | 95|  - |
    | 8 | Heal Shift          A B     | Self |  - | - |    -  |   - | - | 95|  - |
    | 9 | Defense Shift       A   C   | Self |  - | - |    -  |   - | - | 95|  - |
    |10 | Metamorphose        A B C   | Self |  - | - |    -  |   - | - |100|  - |
    |11 | Attack (Type 2)           D |Single|  P | - |  ***  |   9%| 40| 95|  Y |
    |12 | Protect                   D |Single|  M | - |    -  |   - | - | 85|  - |
    |13 | Shell                     D |Single|  M | - |    -  |   - | - | 85|  - |
    |14 | Vigilance                 D |Single|  M | - |    -  |   - | - | 85|  - |
    |15 | Haste                     D |Single|  M | - |    -  |   - | - | 85|  - |
    |16 | Poisonga                  D |  All |  M | - |   0.3 |   9%| 25| 85|  N |
    |17 | Deprotectga               D |  All |  M | - |   0.3 |   9%| 25| 85|  N |
    |18 | Deshellga                 D |  All |  M | - |   0.3 |   9%| 25| 85|  N |
    |19 | Dazega                    D |  All |  M | - |   0.3 |   9%| 25| 85|  N |
    |20 | Curasa                    D |Single|  - | - |  ***  |   0%| - | 85|  - |
    |21 | Seraphic Ray              D |  All | (M)| - |   5.0 |  19%| 40| 95|  N |
    |22 | Death Sentence      A B C D |Single|  - | - |    -  |   - | 25|100|  N |
    |============================================================================|
    | 1 | Launches the target. Multi: 1.0 x 2 + 0.5 x 2 + 2.0                    |
    |----------------------------------------------------------------------------|
    | 3 | Launches the target.                                                   |
    |----------------------------------------------------------------------------|
    | 4 | Receives 90% damage.                                                   |
    |----------------------------------------------------------------------------|
    | 7 | Changes to A status.                                                   |
    |----------------------------------------------------------------------------|
    | 8 | Changes to B status.                                                   |
    |----------------------------------------------------------------------------|
    | 9 | Changes to C status.                                                   |
    |----------------------------------------------------------------------------|
    |10 | Changes to D status.                                                   |
    |----------------------------------------------------------------------------|
    |11 | Knocks down. Multi: 1.5 + 1.0 x 2 + 3.0                                |
    |   | The Var on the last hit is 14%.                                        |
    |----------------------------------------------------------------------------|
    |20 | Restores: [Max HP - Remaining HP] x 5%                                 |
    |----------------------------------------------------------------------------|
    |21 | Adds: Dispel x 8 to all enemies                                        |
    |   |       Esuna x 8 to self                                                |
    |----------------------------------------------------------------------------|
    |22 | Casts Death Sentence on your leader (180s).                            |
    |----------------------------------------------------------------------------|
    | - | The abilities: [2], [3], [5], [6], [12 - 19] all behave like the       |
    |   | party's version of those skills.                                       |
    |----------------------------------------------------------------------------|
    | - | After Cid's HP drops below 60%, he uses [Metamorphose].                |
    |----------------------------------------------------------------------------|
    | - | During his MED form, his MA increases to 1,290.                        |
    |----------------------------------------------------------------------------|
    | - | During his DEF and META form, his resistances change:                  |
    |   | Ph changes from normal to half                                         |
    |   | Ma changes from normal to half                                         |
    |----------------------------------------------------------------------------|
    | - | Casts Death Sentence on your leader after 20 mins have passed from the |
    |   | start of the battle.                                                   |
    *============================================================================*
    
    
     ____________________________________________________________________________
    | fal'Cie=Dahaka     A: Normal     B: Firestorm    C: Bone-Chilling          |
    |                    D: Plague            E: Collapsed                       |
    |                   Chain Gauge: 320   ______________________________________|
    |=====================================| Status Resistance                    |
    | HP: 2,314,800     Level:      53    |======================================|
    | PA:    743        Chain Res:  70**  | Deprotect: 99**      Deshell: Immune |
    | MA:    761        Base Keep:  85    | Slow:      99**      Poison:  Immune |
    | Launch: N         Libra:    1000    | Imperil:   50**      Curse:   Immune |
    |=====================================| Pain:      Immune    Fog:     Immune |
    | F: n**   I: n**   Th: n**   Wa: n** | Daze:      Immune    Death:   Immune |
    | A: n**   E: n**   Ph: h     Ma: n   | Dispel:    0         Provoke: 70     |
    |============================================================================|
    |     Skill                       |Target|Type|Ele| Multi | Var | C | K | EV?|
    |---------------------------------|------|----|---|-------|-----|---|---|----|
    | 1 | Attack            A B C D   |Area-F|  P | - |   1.0 |   9%| 40| 95|  Y |
    | 2 | Soul of Impurity  A B C D   |Single| (M)| - |   2.5 |   9%| 40| 95|  Y |
    | 3 | Firestorm         A   C D   |  All |  M | * |   3.2 |   9%| 30| 95|  N |
    | 4 | Bone-Chilling     A B   D   |  All |  M | * |   3.2 |   9%| 30| 95|  N |
    | 5 | Diluvial Plague   A B C     |  All |  M | - |   0.8 |  19%| 30| 95|  N |
    | 6 | Fire              A B       |Single|  M | F |   1.0 |   9%| 25| 95|  N |
    | 7 | Fira              A B       |Area-B|  M | F |   1.5 |   9%| 25| 95|  N |
    | 8 | Firaga            A B       |Area-B|  M | F |   2.2 |   9%| 25| 95|  N |
    | 9 | Blizzard          A   C     |Single|  M | I |   1.0 |   9%| 25| 95|  N |
    |10 | Blizzara          A   C     |Area-T|  M | I |   1.5 |   9%| 25| 95|  N |
    |11 | Blizzaga          A   C     |Area-T|  M | I |   2.2 |   9%| 25| 95|  N |
    |12 | Thunder           A B       |Single|  M | T |   1.0 |   9%| 25| 95|  N |
    |13 | Thundara          A B       |Area-T|  M | T |   1.5 |   9%| 25| 95|  N |
    |14 | Thundaga          A B       |Area-T|  M | T |   2.2 |   9%| 25| 95|  N |
    |15 | Water             A   C     |Single|  M | W |   1.0 |   9%| 25| 95|  N |
    |16 | Watera            A   C     |Area-B|  M | W |   1.5 |   9%| 25| 95|  N |
    |17 | Waterga           A   C     |Area-B|  M | W |   2.2 |   9%| 25| 95|  N |
    |18 | Aero                    D   |Single|  M | A |   1.0 |   9%| 10| 95|  N |
    |19 | Aerora                  D   |Area-B|  M | A |   2.2 |   9%| 10| 95|  N |
    |20 | Aeroga                  D   |Area-B|  M | A |O.1+3.5|   9%| 25| 95|  N |
    |21 | Faith             A B C D   |Single|  M | - |    -  |   - | 40| 95|  - |
    |22 | Haste               B C D   |Single|  M | - |    -  |   - | 40| 95|  - |
    |23 | Collapse          A B C D   |Area-F|  P | - |   *** |   4%| 40|100|  Y |
    |24 | Death Sentence    A B C D E |Single|  - | - |    -  |   - | 40|100|  N |
    |============================================================================|
    | 1 | This left leg has a Var of 24% instead of 14%.                         |
    |   | Mid-air targets will not be hit by this attack.                        |
    |----------------------------------------------------------------------------|
    | 1 | Knocks down.                                                           |
    |----------------------------------------------------------------------------|
    | 2 | Adds: Dispel (60%) x 3                                                 |
    |----------------------------------------------------------------------------|
    | 3 | Adds: Imperil (25% / 20s)                                              |
    |   | Counts as both a Fire and a Thunder element attack.                    |
    |   | Resistances Change: Fire, Thunder -> absorbs                           |
    |   | Switches to B status                                                   |
    |----------------------------------------------------------------------------|
    | 4 | Adds: Imperil (25% / 20s)                                              |
    |   | Counts as both a Water and an Ice element attack.                      |
    |   | Resistances Change: Ice, Water -> absorbs                              |
    |   | Switches to C status                                                   |
    |----------------------------------------------------------------------------|
    | 5 | Adds: Dispel (25%) x 8, Debrave (90% / 70s), Defaith (90% / 70s),      |
    |   |       Deprotect (90% / 70s), Poison (90% / 70s), Slow (90% / 30s),     |
    |   |       Curse (90% / 70s), Deshell (90% / 70s)                           |
    |   | Adds to self: Esuna (95%) x 8                                          |
    |   | Resistances Change: Fire, Water, Thunder, Ice, Air, Earth -> half      |
    |   |                     Physical -> half                                   |
    |   |                     Deprotect, Slow, Imperil -> Immune                 |
    |   | Switches to D status                                                   |
    |----------------------------------------------------------------------------|
    | 8 | Launches the target.                                                   |
    |----------------------------------------------------------------------------|
    |11 | Launches the target.                                                   |
    |----------------------------------------------------------------------------|
    |14 | Launches the target.                                                   |
    |----------------------------------------------------------------------------|
    |17 | Launches the target.                                                   |
    |----------------------------------------------------------------------------|
    |19 | Launches the target.                                                   |
    |----------------------------------------------------------------------------|
    |20 | Launches the target.                                                   |
    |----------------------------------------------------------------------------|
    |23 | Dahaka falls down. In the act of falling, he can inflict damage on your|
    |   | party. Multi: 0.1 for those directly hit by the fall                   |
    |   |               0.05 for those around him when he falls                  |
    |   | Switches to E status                                                   |
    |   | Chain Res becomes 100                                                  |
    |----------------------------------------------------------------------------|
    |24 | Casts Death Sentence on your leader (180s).                            |
    |----------------------------------------------------------------------------|
    | - | Once staggered, Dahaka will collapse for 30 secs before returning to   |
    |   | normal.                                                                |
    |----------------------------------------------------------------------------|
    | - | Casts Death Sentence on your leader after 20 mins have passed from the |
    |   | start of the battle.                                                   |
    *============================================================================*
    
    
     ____________________________________________________________________________
    | Barthandelus (Ch 11)    A: Normal        B: With Face Revealed             |
    | Chain Gauge: 200                     ______________________________________|
    |=====================================| Status Resistance                    |
    | HP: 3,307,500     Level:      55    |======================================|
    | PA:   413         Chain Res:  60    | Deprotect: 70        Deshell: 70     |
    | MA:   660         Base Keep:  95    | Slow:      70        Poison:  Immune |
    | Launch: N         Libra:    1000    | Imperil:   70        Curse:   Immune |
    |=====================================| Pain:      Immune    Fog:     Immune |
    | F: h     I: h     Th: h     Wa: h   | Daze:      Immune    Death:   Immune |
    | A: h     E: h     Ph: n     Ma: n   | Dispel:    0         Provoke: 30     |
    |============================================================================|
    |     Skill                       |Target|Type|Ele| Multi | Var | C | K | EV?|
    |---------------------------------|------|----|---|-------|-----|---|---|----|
    | 1 | Laser (A)               A   |Single|  M | - |   0.75|   9%| 20| 95|  Y |
    | 2 | Laser (B)               A B |Single|  P | - |   1.0 |   9%| 20| - |  Y |
    | 3 | Laser (C)               A B |Single|  M | - |   1.0 |   9%| 20| - |  Y |
    | 4 | Apoptosis                 B |  All |  - | - |   *** |   0%| 50| 95|  Y |
    | 5 | Thanatos Laugh            B |Area-L| (M)| - |0.15x16|   4%| 50| 95|  Y |
    | 6 | Poisonga                  B |  All |  M | - |   0.3 |   9%| 25| 95|  N |
    | 7 | Dazega                    B |  All |  M | - |   0.3 |   9%| 25| 95|  N |
    | 8 | Cursega                   B |  All |  M | - |   0.3 |   9%| 25| 95|  N |
    | 9 | Death Sentence            B |Single|  - | - |    -  |   - | 25|100|  N |
    |============================================================================|
    | 1 | Used by Bart himself. Adds: Fog (1% / 45s)                             |
    |----------------------------------------------------------------------------|
    | 2 | Used by his Parts. Adds: Pain (1% / 45s)                               |
    |----------------------------------------------------------------------------|
    | 3 | Used by his Parts. Adds: Fog (1% / 45s)                                |
    |----------------------------------------------------------------------------|
    | 4 | Adds: Dispel (100%) x 8                                                |
    |   | Adds to self: Esuna x 8                                                |
    |   | Damage dealt = 10% of remaining HP                                     |
    |----------------------------------------------------------------------------|
    | 6 | Adds: Poison (80% / 60s)                                               |
    |----------------------------------------------------------------------------|
    | 7 | Adds: Daze (80% / 22.5s)                                               |
    |----------------------------------------------------------------------------|
    | 8 | Adds: Curse (80% / 60s)                                                |
    |----------------------------------------------------------------------------|
    | 9 | Casts Death Sentence on your leader (180s).                            |
    |----------------------------------------------------------------------------|
    | - | During this battle, Bart will acquire up to 4 different "Parts". These |
    |   | "Parts" behave much like in the first battle with Bart except this time|
    |   | it is impossible to target his Parts.                                  |
    |   | Nevertheless, they will take turns and will use attacks against your   |
    |   | party. Each of the Parts is level 51 and has 275 PA and MA. The only   |
    |   | attacks they use are the Laser abilities as labeled.                   |
    |----------------------------------------------------------------------------|
    | - | As time progresses and as Bart takes damage, he will gain 2 Parts, then|
    |   | he will gain 2 more to make 4 total Parts, then he will reveal his     |
    |   | face. At this time, he will enter B Status.                            |
    |----------------------------------------------------------------------------|
    | - | Casts Death Sentence on your leader after 20 mins have passed from the |
    |   | start of the battle.                                                   |
    *============================================================================*
    
    
     ____________________________________________________________________________
    | Proudclad (Ch 12)   Chain Gauge: 150                                       |
    | A: Normal     B: Limiter Removed     ______________________________________|
    |=====================================| Status Resistance                    |
    | HP: 1,530,000     Level:      54    |======================================|
    | PA:   420         Chain Res:  90    | Deprotect: Immune    Deshell: Immune |
    | MA:     0         Base Keep:  85    | Slow:      Immune    Poison:  Immune |
    | Launch: N         Libra:    1000    | Imperil:   Immune    Curse:   Immune |
    |=====================================| Pain:      Immune    Fog:     Immune |
    | F: h     I: h     Th: h     Wa: h   | Daze:      Immune    Death:   Immune |
    | A: h     E: h     Ph: n     Ma: n   | Dispel:    Immune    Provoke: 30     |
    |============================================================================|
    |     Skill                       |Target|Type|Ele| Multi | Var | C | K | EV?|
    |---------------------------------|------|----|---|-------|-----|---|---|----|
    | 1 | Attack                  A B |Single|  P | - |0.1 x12|   9%| 20| 95|  N |
    | 2 | Revenge Attack          A B |Single|  P | - |0.2 x12|   9%| 20| 95|  N |
    | 3 | Laser                   A B |Area-B|  P | - |   *** |   0%| 20| - |  Y |
    | 4 | Remove Limiter          A   |   -  |  - | - |   *** |   - | - |100|  - |
    |============================================================================|
    | 3 | Used by the Bit. Multi: During A Status = 1.0                          |
    |   |                         During B Status = 1.4                          |
    |   |                         During Revenge Attack = 2.8                    |
    |----------------------------------------------------------------------------|
    | 4 | Restores 299,997 HP.                                                   |
    |   | Adds: Brave + Haste + Vigilance (all for an unlimited duration)        |
    |   | Also adds: Esuna                                                       |
    |   | Changes to B Status.                                                   |
    |----------------------------------------------------------------------------|
    | - | Like Bart (Ch 11), Proudclad has an untargetable component called "Bit"|
    |   | which will carry out attacks on the party separate from the main body. |
    |   | Bit will use [Laser]. Bit is level 51 and has 263 PA and MA.           |
    |----------------------------------------------------------------------------|
    | - | Will use [4] after being Staggered for the first time.                 |
    *============================================================================*
    
    
     ____________________________________________________________________________
    | Proudclad 2 (Ch 12)    A: Ground    B: Air    C: Ground-No Limiter         |
    | D: Air-No Limiter   Chain Gauge: 150 ______________________________________|
    |=====================================| Status Resistance                    |
    | HP: 3,570,000     Level:      51*   |======================================|
    | PA: 1,105*        Chain Res:  70*   | Deprotect: Immune*   Deshell: Immune*|
    | MA:     0         Base Keep:  85    | Slow:      Immune    Poison:  Immune |
    | Launch: S(50%)*   Libra:    1000    | Imperil:   Immune    Curse:   Immune |
    |=====================================| Pain:      Immune    Fog:     Immune |
    | F: h     I: h     Th: h     Wa: h   | Daze:      Immune    Death:   Immune |
    | A: h     E: h     Ph: n     Ma: n   | Dispel:    Immune    Provoke: 30     |
    |============================================================================|
    |     Skill                       |Target|Type|Ele| Multi | Var | C | K | EV?|
    |---------------------------------|------|----|---|-------|-----|---|---|----|
    | 1 | Attack (Type 1)     A   C   |Area-B|  P | - |   1.0 |   9%| 30| 95|  Y |
    | 2 | Muon Buster         A   C   |Area-L|  P | - |0.2 x 5|   9%| 20| 95|  N |
    | 3 | Nightmare Storm         C   |Area-B|  P | - |   *** |  98%| 50| 95|  N |
    | 4 | Flight Mode         A   C   |Area-S|  P | - |   1.0 |   9%| 40|100|  N |
    | 5 | Attack (Type 2)       B   D |Single|  P | - |0.1 x12|   9%| 20| 95|  N |
    | 6 | Revenge Attack        B   D |Single|  P | - |0.2 x12|   9%| 20| 95|  N |
    | 7 | Charge X%             B   D | Self |  - | - |    -  |   - | - | 35|  - |
    | 8 | Destroy Mode          B   D |Area-S|  P | - |   1.0 |   9%| 40|100|  N |
    | 9 | Laser                 B   D |Area-B|  P | - |   *** |   0%| 20| - |  Y |
    |10 | Limiter Removal     A B     | Self |  - | - |   *** |   - | - |100|  - |
    |============================================================================|
    | 3 | Launches the target.                                                   |
    |   | Multi: 0.2 x 19 hits + 1.5                                             |
    |   | The Var for the 20th hit = 9%                                          |
    |----------------------------------------------------------------------------|
    | 4 | Launches the target.                                                   |
    |   | Switches to Air Mode.                                                  |
    |   | Changes from A Status to B Status or from C Status to D Status         |
    |----------------------------------------------------------------------------|
    | 7 | The amount charged progresses as follows: 25% -> 50% -> 90%            |
    |   | After 90%, it will use [8] and switch to ground mode.                  |
    |----------------------------------------------------------------------------|
    | 8 | Switches to Ground Mode.                                               |
    |   | Changes from B Status to A Status or from D Status to C Status         |
    |----------------------------------------------------------------------------|
    | 9 | Used by the Bit. Multi: During B Status = 1.0                          |
    |   |                         During D Status = 1.4                          |
    |   | During Revenge Attack, Multi: During B Status = 2.0                    |
    |   |                               During D Status = 2.8                    |
    |----------------------------------------------------------------------------|
    |10 | Restores ALL HP.                                                       |
    |   | Changes Status Resistance: Deshell and Deprotect -> 90                 |
    |   | Adds: Deprotect + Deshell + Brave + Haste + Vigilance                  |
    |   |       (all for an unlimited duration)                                  |
    |   | Removes Limiter: Changes to C/D Status from A/B Status.                |
    |----------------------------------------------------------------------------|
    | - | Status on the ground differs from status in the air:                   |
    |   |                 Ground                Air                              |
    |   |                 ------               -----                             |
    |   | Level             51                  52                               |
    |   | Chain Res         70                  80                               |
    |   | PA               1105                 477                              |
    |   | Launch           S(50%)                N                               |
    |----------------------------------------------------------------------------|
    | - | Like Bart (Ch 11), Proudclad has an untargetable component called "Bit"|
    |   | which will carry out attacks on the party separate from the main body. |
    |   | Bit will use [Laser]. Bit is level 51 and has 288 PA and MA.           |
    |----------------------------------------------------------------------------|
    | - | Uses 7 attacks in ground mode then switches to air mode.               |
    |   | After the Charge X% reaches 90%, it will switch back to ground mode.   |
    |----------------------------------------------------------------------------|
    | - | Once HP drops below 60% it will use [10] to remove its limiter.        |
    *============================================================================*
    
    
     ____________________________________________________________________________
    | Wladislaus (Ch 13) Chain Gauge: 999  ______________________________________|
    |=====================================| Status Resistance                    |
    | HP: 734,500       Level:      15    |======================================|
    | PA: 2,735         Chain Res:  95    | Deprotect: 50        Deshell: 90     |
    | MA: 2.735         Base Keep:  35    | Slow:      90        Poison:  Immune |
    | Launch: S         Libra:      30    | Imperil:   Immune    Curse:   0      |
    |=====================================| Pain:      Immune    Fog:     90     |
    | F: w     I: w     Th: w     Wa: w   | Daze:      90        Death:   Immune |
    | A: w     E: w     Ph: n     Ma: h   | Dispel:    0         Provoke: 30     |
    |============================================================================|
    |     Skill                       |Target|Type|Ele| Multi | Var | C | K | EV?|
    |---------------------------------|------|----|---|-------|-----|---|---|----|
    | 1 | Nameless Sword              |Single|  P | - |   1.0 |   9%| 30| 85|  Y |
    | 2 | All Living Things Die       |Single| P&M| - |   2.0 |  19%| 40|100|  Y |
    |============================================================================|
    | 2 | Counts as both a physical and magical attack.                          |
    |   | Damage is determined by Wladislaus' PA only.                           |
    |   | This attack powers up in accordance with how many times it's been used.|
    |   | Staggering Wladislaus will reset the counter.                          |
    |   |                                                                        |
    |   | Adds: Dispel (50%)                                                     |
    |   |                                                                        |
    |   | The attack changes as follows:                                         |
    |   | 1st use = Charges for 7 seconds before using the attack                |
    |   | 2nd and 3rd use = Charges for 5 seconds before using the attack        |
    |   |                   While charging, the wind attack occurs               |
    |   |                   The wind attack hits once                            |
    |   | 4th use and up = Charges for 3 seconds before using the attack         |
    |   |                  While charging, the wind attack occurs                |
    |   |                  The wind attack now hits twice                        |
    |   |                                                                        |
    |   | Stats for the additional wind attack:                                  |
    |   | Type: M, Ele: A, Multi: 0.1 x 1~2 hits, Var: 9%, EV?: N                |
    |   | Adds: Deprotect (70% / 3.3s), Deshell (70% / 3.3s), Dispel (25%) x 2,  |
    |   |       Dispel (10%) x 4                                                 |
    |   | Adds to self: Esuna (20%) x 8                                          |
    |   |                                                                        |
    |   | The wind attack occurs before the rest of the attack commences.        |
    |----------------------------------------------------------------------------|
    | - | Note that unlike normal bosses, Wladislaus is only level 15.           |
    |   | This means things like Random: Instant Chain will work on him.         |
    *============================================================================*
    
    
     ____________________________________________________________________________
    | Tiamat (Ch 13)     Chain Gauge: 200                                        |
    | A: Flying          B: Grounded       ______________________________________|
    |=====================================| Status Resistance                    |
    | HP: 3,825,000     Level:      52    |======================================|
    | PA:   700         Chain Res:  75*   | Deprotect: Immune*   Deshell: Immune*|
    | MA:     0         Base Keep:  35    | Slow:      Immune*   Poison:  Immune*|
    | Launch: N*        Libra:    1000    | Imperil:   Immune*   Curse:   Immune |
    |=====================================| Pain:      Immune    Fog:     Immune |
    | F: h     I: h     Th: h     Wa: h   | Daze:      Immune*   Death:   Immune |
    | A: h     E: h     Ph: n     Ma: n   | Dispel:    Immune    Provoke: 30     |
    |============================================================================|
    |     Skill                       |Target|Type|Ele| Multi | Var | C | K | EV?|
    |---------------------------------|------|----|---|-------|-----|---|---|----|
    | 1 | Ice Grenade             A   |Single|  P | I |0.15x 5|   9%| 20| 35|  N |
    | 2 | Tail Crush              A   |Area-F|  P | - |   0.8 |   9%| 40| 85|  Y |
    | 3 | Overdrive               A   | Self |  - | - |   *** |   - | - |100|  - |
    | 4 | Assault Drop            A   |Area-S|  P | - |   1.0 |   9%| 50|100|  Y |
    | 5 | Pinpoint Ray              B |Single|  P | - |0.5 x 6|   9%| 30| 85|  N |
    | 6 | Beam Rain                 B |Area-B|  P | - |0.4 x 2|   9%| 20| 85|  N |
    | 7 | Photon Blaster            B |Area-L|  P | - |0.4 x10|   9%| 50| 85|  N |
    | 8 | Offensive Maneuver        B |Area-F|  P | - |   1.0 |   9%| 50|100|  Y |
    |============================================================================|
    | 1 | Adds: Slow(5%) x 5                                                     |
    |   | There is no duration listed for this status effect. The primary purpose|
    |   | of it seems to be canceling out any Haste buffs.                       |
    |----------------------------------------------------------------------------|
    | 2 | Launches the target.                                                   |
    |   | Adds: Imperil (30% / 60s)                                              |
    |----------------------------------------------------------------------------|
    | 3 | Restores 99,999 HP.                                                    |
    |   | Adds: Haste (30s) x 2, Brave (60s) x 2, Protect (30s) x 2,             |
    |   |       Shell (30s) x 2                                                  |
    |----------------------------------------------------------------------------|
    | 4 | Switches to ground mode.                                               |
    |----------------------------------------------------------------------------|
    | 5 | Adds: Dispel (100%) x 6                                                |
    |----------------------------------------------------------------------------|
    | 6 | Adds: Dispel (100%) x 2                                                |
    |   | Under certain conditions, this ability will be slightly different:     |
    |   | Multi = 0.3 x 4 hits, Adds: Dispel (100%) x 4                          |
    |   |                                                                        |
    |   | ***The "certain conditions" are not explained***                       |
    |----------------------------------------------------------------------------|
    | 8 | Launches the target.                                                   |
    |   | Adds to self: Esuna x 8                                                |
    |   | Switches to flying mode.                                               |
    |----------------------------------------------------------------------------|
    | - | Status on the ground differs from status in the air:                   |
    |   |                 Ground                Air                              |
    |   |                 ------               -----                             |
    |   | Chain Res         80                  75                               |
    |   | Launch           S(70%)                N                               |
    |   | Deprotect         70                Immune                             |
    |   | Deshell           70                Immune                             |
    |   | Slow              70                Immune                             |
    |   | Poison            70                Immune                             |
    |   | Imperil           70                Immune                             |
    |   | Daze              70                Immune                             |
    |----------------------------------------------------------------------------|
    | - | Will not use Overdrive or Photon Blaster during Stagger.               |
    *============================================================================*
    
    
     ____________________________________________________________________________
    | Barthandelus (Ch 13) Chain Gauge: 250______________________________________|
    |=====================================| Status Resistance                    |
    | HP: 5,227,500     Level:      54    |======================================|
    | PA:   840         Chain Res:  70    | Deprotect: 70        Deshell: 70     |
    | MA:   840         Base Keep:  95    | Slow:      70        Poison:  Immune |
    | Launch: N         Libra:    1000    | Imperil:   70        Curse:   Immune |
    |=====================================| Pain:      Immune    Fog:     Immune |
    | F: w     I: a     Th: a     Wa: a   | Daze:      Immune    Death:   Immune |
    | A: w     E: i     Ph: n     Ma: n   | Dispel:    0         Provoke: 30     |
    |============================================================================|
    |     Skill                       |Target|Type|Ele| Multi | Var | C | K | EV?|
    |---------------------------------|------|----|---|-------|-----|---|---|----|
    | 1 | Ultima                      |  All | (M)| - |0.1+5.0|  98%| 35| 95|  N |
    | 2 | Thanatos Laugh              |Area-L| (M)| - |   1.0 |   0%| 50| 95|  N |
    | 3 | Laser (A)                   |Single|  P | - |1.5 x 3|  29%| 20| - |  N |
    | 4 | Laser (B)                   |Single|  M | - |1.5 x 3|  29%| 20| - |  N |
    | 5 | Death Sentence              |Single|  - | - |   1.0 |   - | 25|100|  N |
    |============================================================================|
    | 1 | Multi: (0.12 * (remaining HP)) x 16 hits                               |
    |----------------------------------------------------------------------------|
    | 3 | Used by his Parts.                                                     |
    |----------------------------------------------------------------------------|
    | 4 | Used by his Parts.                                                     |
    |----------------------------------------------------------------------------|
    | 5 | Casts Death Sentence on your leader (180s).                            |
    |----------------------------------------------------------------------------|
    | - | Like Bart (Ch 11), Bart (Ch 13) has untargetable "Parts" which will    |
    |   | carry out attacks on the party separate from the main body.            |
    |   | Parts will use the two "Laser" abilities on the party.                 |
    |   | Parts are each level 51 and have 525 PA and MA.                        |
    |----------------------------------------------------------------------------|
    | - | Casts Death Sentence on your leader after 20 mins have passed from the |
    |   | start of the battle.                                                   |
    *============================================================================*
    
    
     ____________________________________________________________________________
    | Orphan      A: Yang Mode     B: Yin Mode     C: Yin-Yang Mode              |
    |                   Chain Gauge: 400   ______________________________________|
    |=====================================| Status Resistance                    |
    | HP: 6,780,000     Level:      54    |======================================|
    | PA: 1,367         Chain Res:  70    | Deprotect: 95        Deshell: 95     |
    | MA: 1,367*        Base Keep:  95    | Slow:      95        Poison:  99     |
    | Launch: N         Libra:      30    | Imperil:   95        Curse:   95     |
    |=====================================| Pain:      Immune    Fog:     Immune |
    | F: n     I: n     Th: n     Wa: n   | Daze:      Immune    Death:   Immune |
    | A: n     E: n     Ph: h     Ma: h   | Dispel:    0         Provoke: 30     |
    |============================================================================|
    |     Skill                       |Target|Type|Ele| Multi | Var | C | K | EV?|
    |---------------------------------|------|----|---|-------|-----|---|---|----|
    | 1 | Iron Hammer           A     |Area-F|  P | - |   1.0 |  14%| 40| 95|  N |
    | 2 | Requiem               A     |Single| (P)| - |   2.7 |  49%| 40| 95|  N |
    | 3 | Oedipus Massacre      A   C |Single|  M | - |   0.5 |   0%| 40| 95|  N |
    | 4 | Contamination           B   |Single|  - | - |    -  |   - | 20| 95|  N |
    | 5 | Chain of Suffering      B   |  All |  - | - |    -  |   - | 20| 95|  N |
    | 6 | Exploitation            B C |  All |  M | - |   1.0 |  14%| 30| 95|  N |
    | 7 | Merciless Judgement   A B   |  All | (P)| - |   *** |   0%| 50|100|  N |
    | 8 | Dies Irae                 C |  All | P&M| - |   3.5 |  14%| 50| 95|  N |
    | 9 | Yin Mode              A     | Self |  - | - |    -  |   - | - |100|  - |
    |10 | Yang Mode               B   | Self |  - | - |    -  |   - | - |100|  - |
    |11 | Yin-Yang Mode         A B   | Self |  - | - |    -  |   - | - |100|  - |
    |12 | Regen                 A   C |Single|  M | - |   1.0 |   9%| - | - |  - |
    |13 | Black Rain              B C |Single|  M | - |   1.0 |   9%| - | - |  - |
    |14 | Death Sentence        A B C |Single|  - | - |    -  |   - | 25|100|  N |
    |============================================================================|
    | 3 | Counts as a magical attack, however, damage is determined by Orphan's  |
    |   | PA, not his MA.                                                        |
    |   | Adds: Death (50%)                                                      |
    |----------------------------------------------------------------------------|
    | 4 | Adds 4 random debuffs (70% / 60s).                                     |
    |   | It will never try to add Imperil.                                      |
    |----------------------------------------------------------------------------|
    | 5 | Adds: Poison (100% / 60s)                                              |
    |   | Also adds any debuffs the target has given to Orphan (100% / 60s)      |
    |----------------------------------------------------------------------------|
    | 6 | Recovers HP by the amount of damage dealt.                             |
    |----------------------------------------------------------------------------|
    | 7 | Deals damage equal to 99% of the target's remaining HP.                |
    |----------------------------------------------------------------------------|
    | 8 | Adds: Deprotect (99% / 60s), Deshell (99% / 60s)                       |
    |----------------------------------------------------------------------------|
    | 9 | Switches to Yin Mode (A Status)                                        |
    |----------------------------------------------------------------------------|
    |10 | Switches to Yang Mode. (B Status)                                      |
    |----------------------------------------------------------------------------|
    |11 | Switches to Yin-Yang Mode. (C Status)                                  |
    |----------------------------------------------------------------------------|
    |14 | Casts Death Sentence on your leader (180s).                            |
    |----------------------------------------------------------------------------|
    | - | Status in Yin Mode differs from status in Yang Mode:                   |
    |   |                   Yin                Yang                              |
    |   |                  -----              ------                             |
    |   | Level              51                 51                               |
    |   | MA                1163               5470                              |
    |   |                                                                        |
    |   | The status values listed at the top are Orphan's base stats. They are  |
    |   | also the values he has during Yin-Yang Mode.                           |
    |----------------------------------------------------------------------------|
    | - | Orphan begins the battle by switching to Yang Mode.                    |
    |   |                                                                        |
    |   | Orphan switches between Yin and Yang every 2 mins 30 secs of battle.   |
    |   | If he is Staggered, then he will switch after 2 mins or he will switch |
    |   | once the stagger ends.                                                 |
    |   |                                                                        |
    |   | After each switch, he will use [Merciless Judgement].                  |
    |   |                                                                        |
    |   | He will begin using [Oedipus] and [Contamination] only after his HP has|
    |   | dropped below 80%.                                                     |
    |   |                                                                        |
    |   | After his HP drops below 40%, the next time he switches, he will switch|
    |   | to Yin-Yang Mode.                                                      |
    |----------------------------------------------------------------------------|
    | - | Casts Death Sentence on your leader after 30 mins have passed from the |
    |   | start of the battle.                                                   |
    *============================================================================*
    
    
     ____________________________________________________________________________
    | Orphan 2          Chain Gauge: 500                                         |
    | A: Normal      B: During Stagger     ______________________________________|
    |=====================================| Status Resistance                    |
    | HP: 3,390,000     Level:      51*   |======================================|
    | PA: 1,215         Chain Res:  50/100| Deprotect: 90        Deshell: 90     |
    | MA: 1,215         Base Keep:  95/20 | Slow:      90        Poison:  Immune |
    | Launch: N/Y       Libra:      30    | Imperil:   90        Curse:   90     |
    |=====================================| Pain:      Immune    Fog:     Immune |
    | F: n     I: n     Th: n     Wa: n   | Daze:      Immune    Death:   IM/0   |
    | A: n     E: n     Ph: i/n   Ma: i/n | Dispel:    0         Provoke: 30     |
    |============================================================================|
    |     Skill                       |Target|Type|Ele| Multi | Var | C | K | EV?|
    |---------------------------------|------|----|---|-------|-----|---|---|----|
    | 1 | Time Wasted             A B |  All |  - | - |    -  |   - |  0| 95|  N |
    | 2 | Punishment              A B |Area-F|  P | - |   1.0 |  14%| 50| 95|  N |
    | 3 | Cry of Lament           A B |Area-F|  M | - |   0.5 |   9%| 50| 95|  N |
    | 4 | Necrosis                A B |Single|  - | - |    -  |   - | 20| 95|  N |
    | 5 | Light of Creation       A B |Single| P&M| - |   4.0 |  69%| 40| 95|  N |
    | 6 | Ressurection              B |  All | P&M| - |   1.25|  14%| 50|100|  N |
    | 7 | Black Rain                B |Single|  M | - |   1.0 |   9%|  0| - |  N |
    | 8 | Death Sentence          A B |Single|  - | - |    -  |   - | 50|100|  N |
    |============================================================================|
    | 1 | Resets the Chain Bonus.                                                |
    |   | Adds: Dispel x 8 to all party members.                                 |
    |   | Adds: Esuna x 8 to Orphan.                                             |
    |----------------------------------------------------------------------------|
    | 2 | Launches the target.                                                   |
    |----------------------------------------------------------------------------|
    | 3 | Adds: Slow (90% / 30s)                                                 |
    |----------------------------------------------------------------------------|
    | 4 | Adds: Pain (90% / 60s), Fog (90% / 60s)                                |
    |----------------------------------------------------------------------------|
    | 5 | Damage determined by MA.                                               |
    |----------------------------------------------------------------------------|
    | 6 | Damage determined by MA.                                               |
    |   | Returns to Normal (A Status).                                          |
    |   | Adds: Brave, Faith, Haste, Veil (each for 120s)                        |
    |----------------------------------------------------------------------------|
    | 7 | The MA value used to calculate damage for this attack is 683.          |
    |----------------------------------------------------------------------------|
    | 8 | Casts Death Sentence on your leader (420s).                            |
    |----------------------------------------------------------------------------|
    | - | Except during Stagger, Orphan will use [Time Wasted] every 70 secs to  |
    |   | reset any progress you make in raising the Chain Gauge.                |
    |----------------------------------------------------------------------------|
    | - | Casts Death Sentence on your leader after 30 mins have passed from the |
    |   | start of the battle.                                                   |
    |----------------------------------------------------------------------------|
    | - | Even though Orphan is level 51, the enemy level value used to calculate|
    |   | the battle result is 102. This is to give you a higher chance at       |
    |   | achieving a 5 star result.                                             |
    |   |                                                                        |
    |   | At least this is what the Ultimania says; however, by my calculations, |
    |   | the game actually does treat his level as 51 in the battle result.     |
    |   | Otherwise the Target Time would typically be over 40 mins. I've found  |
    |   | no other way to reconcile this than to assume that the game is not     |
    |   | treating his level as 102 when it calculates Target Time.              |
    *============================================================================*
    
    
    
    Marks
    -----
    
    
    Missions 46, 52, 53, 59
     ____________________________________________________________________________
    | Zirnitra          Chain Gauge: 180   ______________________________________|
    |=====================================| Status Resistance                    |
    | HP: 2,475,000     Level:       5    |======================================|
    | PA: 3,600         Chain Res:  97    | Deprotect: 70        Deshell: 70     |
    | MA: 3,600         Base Keep:  95    | Slow:      Immune    Poison:  Immune |
    | Launch: N         Libra:      30    | Imperil:   70        Curse:   90     |
    |=====================================| Pain:      Immune    Fog:     Immune |
    | F: w     I: a     Th: a     Wa: a   | Daze:      99        Death:   0      |
    | A: w     E: i     Ph: n     Ma: n   | Dispel:    0         Provoke: 30     |
    |============================================================================|
    |     Skill                       |Target|Type|Ele| Multi | Var | C | K | EV?|
    |---------------------------------|------|----|---|-------|-----|---|---|----|
    | 1 | Normal Attack               |Area-F|  P | - |   1.0 |   9%| 40| 85|  Y |
    | 2 | Dragon's Breath             |Single|  M | - |   1.0 |  19%| 30| 85|  Y |
    | 3 | Feeding Stoop               |Single|  P | - |1.5 x 3|   9%| 50| 85|  Y |
    |============================================================================|
    | 1 | Knocks down the target.                                                |
    |----------------------------------------------------------------------------|
    | 5 | Casts Death Sentence on your leader (420s).                            |
    |----------------------------------------------------------------------------|
    | - | Like Bart (Ch 11), Bart (Ch 13) has untargetable "Parts" which will    |
    |   | carry out attacks on the party separate from the main body.            |
    |   | Parts will use the two "Laser" abilities on the party.                 |
    |   | Parts are each level 51 and have 525 PA and MA.                        |
    |----------------------------------------------------------------------------|
    | - | Adds: Dispel (99%) x 2, Dispel (10%) x 6, Poison (70% / 546s),         |
    |   |       Deprotect (70% / 546s), Slow (70% / 546s), Daze (25% / 1.25s)    |
    |----------------------------------------------------------------------------|
    | - | Casts Death Sentence on your leader at the start of battle.            |
    *============================================================================*
    
    
    
    Missions 47, 52
     ____________________________________________________________________________
    | Raktavija               A stats = Normal     B stats = Barrier             |
    |                   Chain Gauge: 130   ______________________________________|
    |=====================================| Status Resistance                    |
    | HP: 2,062,500     Level:     12     |======================================|
    | PA: 54            Chain Res: 100    | Deprotect: 70/IM     Deshell: Immune |
    | MA: 1,800         Base Keep:  85    | Slow:      30/70     Poison:  Immune |
    | Launch: N         Libra:      30    | Imperil:   30/70     Curse:   Immune |
    |=====================================| Pain:       0/30     Fog:     Immune |
    | F: h/r   I: h/r   Th: h/r   Wa: h/r | Daze:      Immune    Death:   Immune |
    | A: h/r   E: h/r   Ph: n/i   Ma: h/r | Dispel:     0        Provoke: 30     |
    |============================================================================|
    |     Skill                       |Target|Type|Ele| Multi | Rnd | C | K | EV?|
    |---------------------------------|------|----|---|-------|-----|---|---|----|
    | 1 | Physical Barrier        A   | Self |  - | - |    -  |   - | - |100|  - |
    | 2 | Renzokuma               A B | Self |  - | - |    -  |   - | - | 95|  - |
    | 3 | Fire                    A   |Single|  M | F |   1.0 |   9%| 25| 95|  N |
    | 4 | Blizzard                A   |Single|  M | I |   1.0 |   9%| 25| 95|  N |
    | 5 | Thunder                 A   |Single|  M | T |   1.0 |   9%| 25| 95|  N |
    | 6 | Dispelga                A   |Allies|  - | - |    -  |   - |  0| 95|  N |
    | 7 | Slow                    A   |Single|  M | - |   0.3 |   9%| 25| 95|  N |
    | 8 | Poison                  A   |Single|  M | - |   0.3 |   9%| 25| 95|  N |
    | 9 | Imperil                 A   |Single|  M | - |   0.3 |   9%| 25| 95|  N |
    |10 | Deshell                 A   |Single|  M | - |   0.3 |   9%| 25| 95|  N |
    |11 | Firaga                    B |Area-B|  M | F |   2.2 |   9%| 25| 95|  N |
    |12 | Blizzaga                  B |Area-T|  M | I |   2.2 |   9%| 25| 95|  N |
    |13 | Thundaga                  B |Area-T|  M | T |   2.2 |   9%| 25| 95|  N |
    |14 | Waterga                   B |Area-B|  M | W |   2.2 |   9%| 25| 95|  N |
    |15 | Aero                      B |Single|  M | A |   1.0 |   9%| 10| 95|  N |
    |16 | Aerora                    B |Area-B|  M | A |   2.2 |   9%| 10| 95|  N |
    |17 | Aeroga                    B |Area-B|  M | A |0.1+3.5|   9%| 25| 95|  N |
    |18 | Ruin                      B |Single|  M | - |   1.0 |   9%| 25| 95|  N |
    |19 | Ruinga                    B |Area-B|  M | - |   2.2 |   9%| 25| 85|  N |
    |============================================================================|
    | 1 | Changes to "Barrier" status.                                           | 
    |----------------------------------------------------------------------------|
    | 2 | On even turns uses 2 different -ga spells back to back.                |
    |   | On odd turns uses any combination of 4 attacks chosen from [18], [19], |
    |   | [15], and [16].                                                        |
    |   | When staggered:                                                        |
    |   | 1) If there are allies with buffs it will first use [6] and [7]. After |
    |   |    that, it will use [4] and [8].                                      |
    |   | 2) If there are no allies with buffs, it will either use [3] and [9],  |
    |   |    or it will use [5] and [10].                                        |
    |----------------------------------------------------------------------------|
    | 6 | Adds Dispel x 8, Esuna x 8.                                            |
    |----------------------------------------------------------------------------|
    | 7 | The status effect skills [7] through [10] act the same as the player   |
    |-10| equivalents.                                                           |
    *============================================================================*
    
    
    Mission 51
     ____________________________________________________________________________
    | Attacus           Chain Gauge: 999   ______________________________________|
    |=====================================| Status Resistance                    |
    | HP: 9,135,000     Level:      57    |======================================|
    | PA: 3,125         Chain Res: 100    | Deprotect: 90        Deshell: 90     |
    | MA: 3,125         Base Keep:  85    | Slow:      90        Poison:  Immune |
    | Launch: S (100%)  Libra:      30    | Imperil:   Immune    Curse:   90     |
    |=====================================| Pain:      Immune    Fog:     Immune |
    | F: n     I: n     Th: n     Wa: n   | Daze:      Immune    Death:   Immune |
    | A: n     E: n     Ph: h     Ma: r   | Dispel:    0         Provoke: 70     |
    |============================================================================|
    |     Skill                       |Target|Type|Ele| Multi | Var | C | K | EV?|
    |---------------------------------|------|----|---|-------|-----|---|---|----|
    | 1 | Nameless Sword              |Single|  P | - |   1.0 |   9%| 40| 95|  Y |
    | 2 | Concentrate                 |Single|  P | - |   1.8 |   9%| 50|100|  Y |
    | 3 | Meditate                    |Single| (P)| - |1.2 x 5|  19%| 50|100|  Y |
    | 4 | Kazakirijin                 |Single|  M | - |   *** |   9%| 40| - |  N |
    | 5 | Death Sentence              |Single|  - | - |    -  |   - |  0|100|  N |
    |============================================================================|
    | 1 | Adds Dispel (10%).  After Unrelenting Blade this attack changes:       |
    |   | Multi = 1.25  C = 50  Adds Dispel (50%).  After Peerless Blade, this   |
    |   | attack changes:  Multi = 1.5  C = 50  Adds Dispel (50%).               |
    |----------------------------------------------------------------------------|
    | 2 | Adds Deprotect (70% / 3.3s), Deshell (70% / 3.3s), Dispel (25%) x 2,   |
    |   | Dispel (10%) x 4 to target and Esuna (20%) x 8 to self.                |
    |----------------------------------------------------------------------------|
    | 3 | Adds Dispel (70%) x 5, Slow (10% / 5s) x 5.                            |
    |----------------------------------------------------------------------------|
    | 4 | This damage is automatically dealt upon use of [2] or [3].             |
    |   | Ranges from 0 to 3 hits at Multi: 0.1                                  |
    |----------------------------------------------------------------------------|
    | 5 | After 20 minutes of battle, Death Sentence will be cast on the leader. |
    *============================================================================*
    
    
    Mission 54
     ____________________________________________________________________________
    | Gigantaur         Chain Gauge: 777   ______________________________________|
    |=====================================| Status Resistance                    |
    | HP: 1,111,111     Level:       6    |======================================|
    | PA: 10,000        Chain Res: 100    | Deprotect: Immune    Deshell: Immune |
    | MA: 0             Base Keep:  85    | Slow:      Immune    Poison:  Immune |
    | Launch: N         Libra:      30    | Imperil:   Immune    Curse:   Immune |
    |=====================================| Pain:      Immune    Fog:     Immune |
    | F: w     I: n     Th: n     Wa: a   | Daze:      90        Death:   Immune |
    | A: n     E: w     Ph: n     Ma: n   | Dispel:    0         Provoke: 99     |
    |============================================================================|
    |     Skill                       |Target|Type|Ele| Multi | Var | C | K | EV?|
    |---------------------------------|------|----|---|-------|-----|---|---|----|
    | 1 | 10,000 Needles              |Single| (P)| - |   *** |   0%| 50| 95|  N |
    |============================================================================|
    | 1 | This attack deals 10,000 damage. Adds Pain (90% / 13s), Fog (70% / 13s)|
    |   | Dispel (70%), Dispel (50%), Dispel (30%).                              |
    *============================================================================*
    
    
    Mission 64
     ____________________________________________________________________________
    | Vercingetorix           A stats = Normal     B stats = While using Aura    |
    |                   Chain Gauge: 300   ______________________________________|
    |=====================================| Status Resistance                    |
    | HP: 15,840,000    Level:      54    |======================================|
    | PA: 4,154         Chain Res: 70/100 | Deprotect: 70/IM     Deshell: 70/IM  |
    | MA: 4,154         Base Keep:  95    | Slow:      70/IM     Poison:  70/IM  |
    | Launch: N         Libra:    1000    | Imperil:   Immune    Curse:   Immune |
    |=====================================| Pain:      Immune    Fog:     Immune |
    | F: h/i   I: h/i   Th: h/i   Wa: h/i | Daze:      Immune    Death:   Immune |
    | A: h/i   E: h/i   Ph: n/i   Ma: n/i | Dispel:    0/IM      Provoke: 30/IM  |
    |============================================================================|
    |     Skill                       |Target|Type|Ele| Multi | Var | C | K | EV?|
    |---------------------------------|------|----|---|-------|-----|---|---|----|
    | 1 | Normal Attack 1             |Area-F|  P | - |   1.0 |   9%| 30| 95|  Y |
    | 2 | Normal Attack 2             |Area-F|  P | - |   1.3 |   9%| 30| 95|  Y |
    | 3 | Wind Sheer                  |  All |  M | - |   *** |   9%| 20| 95|  N |
    | 4 | Putrescence                 |Area-F|  M | - |   0.8 |   9%| 40| 95|  N |
    | 5 | Wicked Whirl                |Area-F| (P)| - |   *** |   9%| 50|100|  N |
    | 6 | Impenetrable Aura           | Self |  - | - |    -  |   - | - |100|  N |
    | 7 | Death Sentence              |Single|  - | - |    -  |   - | 25|100|  N |
    |============================================================================|
    | 1 | Actual Multi = 0.17 x 3 + 0.49                                         | 
    |----------------------------------------------------------------------------|
    | 2 | Actual Multi = 0.17 x 3 + 0.3 + 0.49                                   | 
    |----------------------------------------------------------------------------|
    | 3 | Multi = 0.18 with 9 to 27 hits. With 2 wings it hits 9 times, with 4   |
    |   | wings it hits 15 times, 6 gives 21 hits, and 8 gives 27 hits.          |
    |----------------------------------------------------------------------------|
    | 4 | With 8 wings, the Multi = 0.6 x 2.                                     |
    |----------------------------------------------------------------------------|
    | 5 | Launches target.     Multi = 0.16 x 10 + 0.08 x 3 + 2.16               |
    |----------------------------------------------------------------------------|
    | 6 | Recovers: [(Max HP - Remaining HP) * 0.01] x 8. Adds Esuna x 8, Brave  |
    |   | (180s). With 4 wings, this skill also adds Faith (180s). With 6 wings  |
    |   | this skill also adds Protect (180s). With 8 wings, Shell (180s).       |
    |----------------------------------------------------------------------------|
    | 7 | After 30 minutes of battle, Death Sentence will be cast on the leader. |
    *============================================================================*
    
    
    
    Other Enemies
    -------------
    
    
    
     ____________________________________________________________________________
    | Shaolong Gui      Chain Gauge: 500   ______________________________________|
    |=====================================| Status Resistance                    |
    | HP: 10,135,000    Level:       5    |======================================|
    | PA: 11,628        Chain Res:  40    | Deprotect: 90        Deshell: 90     |
    | MA:  7,273        Base Keep:  40    | Slow:      90        Poison:  Immune |
    | Launch: N         Libra:      30    | Imperil:   90        Curse:   90     |
    |=====================================| Pain:      Immune    Fog:     Immune |
    | F: n     I: n     Th: n     Wa: n   | Daze:      90        Death:   Immune |
    | A: n     E: n     Ph: h     Ma: r   | Dispel:    0         Provoke: 90     |
    |============================================================================|
    |     Skill                       |Target|Type|Ele| Multi | Var | C | K | EV?|
    |---------------------------------|------|----|---|-------|-----|---|---|----|
    | 1 | Stomping                    |  All |  P | E |   1.0 |  14%| 40| 95|  N |
    | 2 | Roar                        |  All | (P)| - |   1.1 |   4%| 50| 95|  N |
    | 3 | Quake                       |  All |  M | E |   1.0 |   9%| 50| 95|  N |
    | 4 | Ultima                      |  All | (M)| - |0.1+5.0|  98%| 35| 95|  N |
    |============================================================================|
    | 1 | This left leg has a Var of 24% instead of 14%.                         |
    |   | Mid-air targets will not be hit by this attack.                        |
    |----------------------------------------------------------------------------|
    | 1 | The character who is targeted will activate {Fringeward} if they can.  |
    |----------------------------------------------------------------------------|
    | 2 | Adds: Dispel (50%) x 2, Dispel (25%) x 2, Dispel (10%) x 3,            |
    |   |       Daze (70% / 10s) to the target.                                  |
    *============================================================================*
    
    
     ____________________________________________________________________________
    | Long Gui                A stats = Normal     B stats = While collapsed     |
    |                   Chain Gauge: 700   ______________________________________|
    |=====================================| Status Resistance                    |
    | HP: 16,200,000    Level:       7    |======================================|
    | PA: 13,043        Chain Res: 100/10 | Deprotect: IM/30     Deshell: IM/30  |
    | MA: 12,724        Base Keep:  95/85 | Slow:      70/30     Poison:  IM/90  |
    | Launch: N         Libra:      31    | Imperil:   Immune    Curse:   IM/70  |
    |=====================================| Pain:      Immune    Fog:     Immune |
    | F: n     I: n     Th: n     Wa: n   | Daze:      Immune    Death:   Immune |
    | A: n     E: n     Ph: r     Ma: r   | Dispel:    0         Provoke: 90     |
    |============================================================================|
    |     Skill                       |Target|Type|Ele| Multi | Var | C | K | EV?|
    |---------------------------------|------|----|---|-------|-----|---|---|----|
    | 1 | Earth Shaker            A   |  All |  P | E |   1.0 |   4%| 40| 95|  N |
    | 2 | Roar                    A   |  All | (P)| - |   1.1 |   4%| 50| 95|  N |
    | 3 | Quake                   A   |  All |  M | E |   1.0 |   9%| 50| 95|  N |
    | 4 | Ultima                  A   |  All | (M)| - |0.1+5.0|  98%| 35| 95|  N |
    | 5 | Collapse                A   |Area-S|  P | E |   0.2 |   4%| 50|100|  N |
    | 6 | Death Sentence          A B |Single|  - | - |    -  |   - | 25|100|  N |
    |============================================================================|
    | 1 | This is only the damage dealt by the shockwave. The leg also deals     |
    |   | damage: Trg = Area-F  Multi = 1.2  Var = 9%.  The left leg varies      |
    |   | slightly: C = 50  Var = ~18%.  Mid-air targets will not be hit by the  |
    |   | the shockwave.                                                         |
    |----------------------------------------------------------------------------|
    | 1 | Anyone who is close enough to the leg will take additional damage as   |
    |   | detailed above. The shockwave from this attack targets 1 character and |
    |   | hits the rest as "splash" damage. The character who is targeted will   |
    |   | feel a "knockback" effect and will activate {Fringeward} if they can.  |
    |----------------------------------------------------------------------------|
    | 2 | Adds: Dispel (50%) x 2, Dispel (25%) x 2, Dispel (10%) x 3,            |
    |   | and Daze (70% / 10s) to the target.                                    | 
    |----------------------------------------------------------------------------|
    | 5 | Damage dealt automatically to any within range upon collapsing.        |
    |----------------------------------------------------------------------------|
    | 6 | After 20 minutes of battle, Death Sentence will be cast on the leader. |
    |============================================================================|
    |____________________________________________________________________________|
    | (Long Gui Left / Right Leg)                                                |
    |                   Chain Gauge: 450   ______________________________________|
    |=====================================| Status Resistance                    |
    | HP: 1,080,000     Level:       6    |======================================|
    | PA: 13,043        Chain Res:  20    | Deprotect: 30        Deshell: 30     |
    | MA: 12,724        Base Keep:  95    | Slow:      Immune    Poison:  90     |
    | Launch: N         Libra:       0    | Imperil:   30        Curse:   30     |
    |=====================================| Pain:      Immune    Fog:     Immune |
    | F: n     I: n     Th: n     Wa: n   | Daze:      Immune    Death:   Immune |
    | A: n     E: n     Ph: r     Ma: r   | Dispel:    0         Provoke: Immune |
    |============================================================================|
    |     Skill                       |Target|Type|Ele| Multi | Var | C | K | EV?|
    |---------------------------------|------|----|---|-------|-----|---|---|----|
    |     -----                       |  --  | -- | - |  ---  | --- | - | - | -- |
    |============================================================================|
    | - | The legs do not take actions.                                          |
    |----------------------------------------------------------------------------|
    | - | Summoning an Eidolon will automatically deal 1,999,998 damage to the   |
    |   | legs.                                                                  |
    |----------------------------------------------------------------------------|
    | - | When both legs are reduced to 0 HP, the Long Gui enters the collapsed  |
    |   | state.                                                                 |
    |----------------------------------------------------------------------------|
    | - | 90 seconds after the Long Gui has collapsed, both legs will fully      |
    |   | recover. Time spent with an Eidolon out in battle will not be deducted |
    |   | from this time limit.                                                  |
    *============================================================================*
    
    
    ___________________________________________________________________________
    [Copyright]================================================================
    
    
    Copyright 2011 ximaus <ximaus@hotmail.com>
    
    This file is for personal use only and may not be hosted by any site except
    for GameFAQs.com and its affiliates and it may not be distributed or 
    reproduced. Final Fantasy XIII is a trademark of Square-Enix and the facts
    and information presented here is the work of Studio BentStuff.
    
    
    ===========================================================================
                                        END
    ===========================================================================