------------------------------------------------------------------------------- Game: Final Fantasy IX Guide Type: Battle Mechanics Platform: Playstation Version: 0.36, 19th August 2007 Author: Richard Bishop (rebirth flame 2002) Copyrighted to: (c) Richard Bishop - All rights reserved ------------------------------------------------------------------------------- LEGAL DISCLAIMER: This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. =============================================================================== INTRODUCTION =============================================================================== Welcome to my Damage and Ability Formulas guide. Most of the formulas here were gotten either through hours of in-game testing or from people who can actually hack the information straight from the game. Since a lot of this information was got from in-game testing it might not be exactly how the game works out the information but it will give the same results. =============================================================================== TABLE OF CONTENTS =============================================================================== Attack Command [1.0] Black Magic [8.0] Damage Alterations [2.0] Status Effects [9.0] Trance [3.0] White Magic [10.0] Steal [4.0] Summon Magic [11.0] Skills [5.0] Blue Magic [12.0] Sword Arts [6.0] Dragon [13.0] Sword Magic [7.0] Flair [14.0] =============================================================================== [1.0] ATTACK COMMAND =============================================================================== The formula for damage when using the Attack command differs depending on what weapon a character is equipped with. ----------------- STANDARD WEAPONS ================= Base = Atk Pwr - Target's Defence Bonus = Str ... [(Lv + Str) / 8] + Str Damage = Base * Bonus Used by Dagger, Sword, Staff, Rod, Spear, Claw, Flute. --------------- SAVE THE QUEEN =============== Base = (Atk Pwr + Level) - Target's Defence Bonus = Str ... [(Lv + Str) / 8] + Str Damage = Base * Bonus ----------------------------- THIEF SWORDS + KNIGHT SWORDS ============================= Base = Atk Pwr - Target's Defence Bonus = [(Str + Spr) / 2] ... [(Lv + Str) / 8] + [(Lv + Spr) / 2] Damage = Base * Bonus --------------- HAMMER + FORKS =============== Base = Atk Pwr - Target's Defence Bonus = 1 ... [(Lv + Str) / 8] + Str - 1 Damage = Base * Bonus -------- RACKETS ======== Base = Atk Pwr - Target's Defence Bonus = [(Str + Spd) / 2] ... [(Lv + Str) / 8] + [(Str + Spd) / 2] Damage = Base * Bonus =============================================================================== [2.0] DAMAGE ALTERATIONS =============================================================================== When using the Attack command or Elemental Spells and Abilities, damage can vary greatly depending on enemy weaknesses and whether you are using support abilities like MP Attack, Reflect *2, or Killer abilities etc. --------------------- ELEMENTAL WEAKNESSES ===================== When using an Attack or Spell which has an element, your Bonus can get an increase or decrease depending on the resistances of the target. Normal : Takes standard damage Weak : Bonus is increased by 50% Half : Bonus is reduced by 50% Neutralise: Takes 0 damage Absorb : Absorbs all damage (Magic Defence is ignored) --------------- ATTACK COMMAND =============== When using the Attack command, your Bonus can get an increase or decrease depending on certain conditions. These increases or decreases are added or taken away in a certain order: [Bonus + 50%] if using a Killer ability. [Bonus + 50%] if using MP Attack. [Bonus + 50%] if you are in Trance. [Bonus + 50%] if you are under Berserk. [Bonus + 50%] if enemy is Back Attacked. [Bonus + 50%] if enemy is under Mini. [Bonus / 2] if you are in the Back Row. [Bonus / 2] if the enemy is under Protect. [Bonus + 50%] if enemy is weak to the element of your weapon. [Bonus + 50%] if you are wearing an Elem-Atk raising item. [Bonus / 2] if enemy halves the element of your weapon. [Bonus = 1] if you are under Mini. --------------- IPSEN'S CASTLE =============== When in Ipsen's Castle, you'll notice that your stronger weapons do lower damage than your weaker weapons. This is because when in Ipsen's Castle the Base part of the damage formula when using Attack is altered to: Base = (60 - Atk Pwr) - Target's Defence ------------- MAGIC SPELLS ============= When using Magic Spells, your Bonus can get an increase or decrease depending on certain conditions. These increases or decreases are added or taken away in a certain order: [Bonus / 2] if you multi target the Spell. [Bonus / 2] If you are under Mini. [Bonus / 2] if enemy is under Shell. [Bonus + 50%] if enemy is weak to the element of your Spell. [Bonus + 50%] if you are wearing an Elem-Atk raising item. [Bonus / 2] if enemy halves the element of your Spell. --------------------- REFLECT + REFLECT x2 ===================== If your entire party has Reflect and you bounce a Spell of all party members, damage done is four times stronger. Reflect x2 makes it so any Spell bounced off a target with Reflect will cause twice as much damage. This means a Spell bounced off your entire party would do eight times as much damage with Reflect x2. If there is only one target in battle then they will take the full *4 or *8 damage and your Bonus is not halved. But if there are multiple targets the Bonus is halved and the damage is randomly split between them. E.g, you face a group of three Mandragora's. Damage could end up like this: 1st Mandragora: Damage * 4 1st Mandragora: Damage * 6 2nd Mandragora: Damage * 4 2nd Mandragora: Damage * 2 3rd Mandragora: 0 Damage 3rd Mandragora: Damage * 0 1st Mandragora: Damage * 8 1st Mandragora: Damage * 4 2nd Mandragora: 0 Damage 2nd Mandragora: Damage * 2 3rd Mandragora: 0 Damage 3rd Mandragora: Damage * 2 =============================================================================== [3.0] TRANCE =============================================================================== Your Trance gauge ranges from 0 (empty) to 255 (full). When you take damage your Trance gauge fills up and when it becomes full your character enters Trance. This results in new abilities as well as increasing the Bonus when using Physical attacks by 50%. Gain Rate = Random MOD Spirit or Gain Rate = Spirit (if High Tide is equipped) Every turn you take in Trance reduces the gauge and when it becomes empty you revert back to normal. Deduction Rate = ([(300 - Level) / Spirit] * 10) MOD 256 ------- ZIDANE ======= Zidane's Skill command becomes Dyne. Each of Zidane's Skills now change to a specific Dyne. All Dynes are Physical attacks that target either one or all enemies in battle. Damage Formula: --------------- Base = Dyne Power - Target's Defence Bonus = Str ... [(Lv + Str) / 8] + Str Damage = Base * [Bonus + 50%] Notes: Bonus is halved by Protect Bonus is reduced to 1 whilst under Mini. Skill/Dyne/Power: ----------------- Flee = Free Energy = [(Atk Pwr * 15) / 10] Detect = Tidal Flame = [(Atk Pwr * 15) / 10] What's That!? = Scoop Art = Atk Pwr * 2 Soul Blade = Shift Break = Atk Pwr * 2 Annoy = Stella Circle 5 = [(Atk Pwr * 25) / 10] Sacrifice = Meo Twister = [(Atk Pwr * 25) / 10] Lucky Seven = Solution 9 = Atk Pwr * 3 Thievery = Grand Lethal = Atk Pwr * 4 -------- STEINER ======== Steiner's Attack command becomes Trance Attack. When using the Attack command instead of the standard 50% increase to his Bonus, Steiner gains a three times increase. Exception to this is when using the Blood Sword, Steiner only gets the normal 50% increase when using it. ----- VIVI ===== Vivi's Black command becomes Dbl Blk. Vivi can now cast two Black Magic spells in a row. ------- DAGGER ======= Dagger's Summon command becomes Eidolon. A summon used in Trance will now randomly cast itself for no MP cost. These summons however are much weaker than when normally cast and though these summons only show the half animation, their damage is not reduced by a third. Power: ------ Ramuh : 31 Atk Pwr Atomos : Damage = [(16 * Target's Max HP) / 100] Leviathan: 63 Atk Pwr Odin : 49 Atk Pwr Ifrit : 37 Atk Pwr Bahamut: 77 Atk Pwr Shiva : 34 Atk Pwr Ark : 87 Atk Pwr -------- AMARANT ======== Amarant's Flair command becomes Elan. Amarant can now cast Flair commands on all enemies and party members. ------ FREYA ====== Freya's Jump command becomes Trance Jump. Freya will now stay in the air until her Trance gauge runs out and attack all enemies in battle instead of just one. Damage Formula: --------------- Base = Atk Pwr - Target's Defence Bonus = 3 ... [(Lv + Str) / 8] + Str - 1 Damage = Base * [Bonus + 50%] Notes: Final Damage is divided by the number of targets in battle. Bonus is halved by Protect Bonus is reduced to 1 whilst under Mini. ------ QUINA ====== Quina's Eat command becomes Cook. Quina can now learn a Blue Magic when the enemy has 1/2 or less of it's HP remaining instead of 1/4. ----- EIKO ===== Eiko's White command becomes Dbl Wht. Eiko can now cast two White Magic spells in a row. =============================================================================== [4.0] STEAL =============================================================================== Steal allows you to steal up to four items from an enemy. As you probably know from all those "Couldn't Steal Anything" messages, you are not guaranteed to get an item when you steal. ------- Step 1 ======= Steal has to successfully hit the target. Atk = Random MOD (Level + Spirit) Def = Random MOD (Enemy Level) If Atk is equal or greater than Def, Steal is a success and moves to Step 2. This step can be ignored if Bandit is equipped: Bandit causes any Steal to have a 100% success rate. ------- Step 2 ======= Checks to see if you get an item, they're 4 possible slots to choose from. Rare : 1/256 Semi-Rare: 16/256 Uncommon : 64/256 Common : 256/256 Slots are checked from Rare to Common. If you fail to get the item in the Rare slot it moves down to Semi-Rare, fail to get the item in the Semi-Rare slot it moves down to Uncommon, fail to get the item in Uncommon slot and you'll get what ever item is in the Common slot. If you get a slot that has no item or you already stole it, Steal will fail. If you equip Master Thief the Rare and Semi-Rare slots are changed from 1/256 and 16/256 to 32/256. Steal will also now ignore empty slots. If you succeed in getting an item, Steal moves to Step 3. ------- Step 3 ======= This Step deals with Mug and Steal Gil. Mug does a random amount of damage from: 0 ... [Zidane's Level * Target's Level / 2] - 1 Steal Gil steals a random amount of Gil from: 0 ... [Zidane's Level * Target's Level / 4] =============================================================================== [5.0] SKILLS =============================================================================== Skills range from dealing damage, casting status effects to listing enemy Steal items as well as helping to escape from battle quicker. ----- FLEE ===== Allows you to escape from a non boss battle with a 100% success rate. Notes: You lose Gil equal to 10% of the Gil held by the opponents. ------- DETECT ======= Shows the enemy Steal items. Items are listed from Rare to Common. -------------- WHAT'S THAT!? ============== Turns the enemy around allowing for a back attack. ----------- SOUL BLADE =========== Inflicts the Added Status of your Thief Sword with a 100% success rate. Notes: Does not work with Daggers. ------ ANNOY ====== Inflicts Trouble on one enemy. Notes: 50% Accuracy. ---------- SACRIFICE ========== KO's Zidane to fully restore the other party members HP and MP. ------------ LUCKY SEVEN ============ Does 7, 77, 777, or 7777 damage if Zidane' HP ends in 7. Otherwise it does 1. --------- THIEVERY ========= A Non-Element attack to one enemy. Damage = [# of successful Steals * Zidane's Speed / 2] Notes: Steals done by Blank, Marcus, or Cinna count. Steals done before you get Thievery count. =============================================================================== [6.0] SWORD ARTS =============================================================================== Sword Arts range from simply doing damage to lowering the stats of the enemy and even killing them instantly. --------- DARKSIDE ========= A Shadow element attack to one enemy. Each use costs 1/8 of Steiner's Max HP. Base = [(Atk Pwr * 14) / 10] - Target's Defence Bonus = Str ... [(Lv + Str) / 8] + Str Damage = Base * Bonus Notes: Ignores Protect. Unaffected by Mini. ------------- MINUS STRIKE ============= An attack that does damage equal to Max HP - Current HP. ----------- IAI STRIKE =========== Causes Death to one enemy. Notes: 30% Accuracy. ------------ POWER BREAK ============ Reduces the Strength of one enemy. [(Strength * 75) / 100] Notes: 50% Accuracy. Can be used repeatedly to lower the stat even more. ------------- ARMOUR BREAK ============= Reduces the Defence of one enemy. [Defence / 2] Notes: 50% Accuracy. Can be used repeatedly to lower the stat even more. ------------- MENTAL BREAK ============= Reduces the Magic Defence of one enemy. [Magic Defence / 2] Notes: 50% Accuracy. Can be used repeatedly to lower the stat even more. ------------ MAGIC BREAK ============ Reduces the Magic of one enemy. [(Magic * 75) / 100] Notes: 50% Accuracy. Can be used repeatedly to lower the stat even more. -------- CHARGE! ======== Causes all critical HP party members to use a standard Physical attack. -------------- THUNDER SLASH ============== A Thunder element attack to one enemy reducing their HP by a percentage. Damage = [19 * Target's Max HP / 100] Notes: 0% Accuracy. Does not work on bosses. ------------ STOCK BREAK ============ A Physical attack to all enemies. Base = [(Atk Pwr * 15) / 10] - Target's Defence Bonus = Str ... [(Lv + Str) / 8] + Str Damage = Base * Bonus Notes: Takes on the element of your equipped weapon. Bonus is not increased when wearing Elem-Atk raising items. Bonus is halved by Protect. Bonus is reduced to 1 whilst under Mini. ------------ CLIMHAZZARD ============ A Magical attack to all enemies. Base = Atk Pwr * 2 - Target's Magic Defence Bonus = Str ... [(Lv + Str) / 8] + Str Damage = Base * Bonus Notes: Bonus is halved by Shell. Bonus is halved whilst under Mini. ------ SHOCK ====== A Physical attack to one enemy. Base = Atk Pwr * 3 - Target's Defence Bonus = Str ... [(Lv + Str) / 8] + Str Damage = Base * Bonus Notes: Takes on the element of your equipped weapon. Bonus is not increased when wearing Elem-Atk raising items. Bonus is halved by Protect. Bonus is reduced to 1 whilst under Mini. =============================================================================== [7.0] SWORD MAGIC =============================================================================== Sword Magic are Physical attacks that Steiner can only use if Vivi is the same party. Sword Magic raises Steiner's equipped weapons attack power and gives it the element (if it has one) of the Spell used by Vivi. --------------- DAMAGE FORMULA =============== Base = Sword Magic Power - Target's Defence Bonus = Str ... [(Lv + Str) / 8] + Str Damage = Base * Bonus Notes: Ignores Protect. Cannot be used if either Steiner or Vivi are under Mini. ------ POWER ====== Fire Sword : Atk Pwr +5 Bio Sword : Atk Pwr +20 Fira Sword : Atk Pwr +10 Water Sword : Atk Pwr +25 Firaga Sword : Atk Pwr +30 Flare Sword : Atk Pwr +60 Blizzard Sword: Atk Pwr +5 Doomsday Sword: Atk Pwr +40 Blizzara Sword: Atk Pwr +10 Blizzaga Sword: Atk Pwr +30 Thunder Sword : Atk Pwr +5 Thundara Sword: Atk Pwr +10 Thundaga Sword: Atk Pwr +30 =============================================================================== [8.0] BLACK MAGIC =============================================================================== Each of Vivi's spells has an attack power like all weapons do. Black Magic ranges from doing damage to inflicting status effects. ------------ SPELL POWER ============ Fire : 14 (St/Mt) Osmose* : 15 (St) Fira : 29 (St/Mt) Drain : 32 (St) Firaga : 72 (St/Mt) Bio : 42 (St/Mt) Blizzard: 14 (St/Mt) Demi* : 30 (St/Mt) Blizzara: 29 (St/Mt) Water : 64 (St/Mt) Blizzaga: 72 (St/Mt) Comet* : 56 (St) Thunder : 14 (St/Mt) Meteor* : 88 (Mt) Thundara: 29 (St/Mt) Flare : 119 (St) Thundaga: 72 (St/Mt) Doomsday: 112 (Mt) --------------- DAMAGE FORMULA =============== Most of the Spells above will follow the below formula. Exceptions to those are marked with a * besides their name. Base = Spell Power - Target's Magic Defence Bonus = Mag ... [(Lv + Mag) / 8] + Mag Damage = Base * Bonus Notes: Bonus is halved by Shell. Bonus is halved whilst under Mini. Bonus is halved if you multi target the Spell. If the Spell naturally multi target's, Bonus is not halved. ------ FOCUS ====== Increases Vivi's Magic stat. [(Magic * 125) / 100] Notes: Lasts for entire duration of battle, even if KO'd and revived. Can be used repeatedly (has no effect once Magic reaches 99). ------- OSMOSE ======= Osmose restores MP to Vivi by draining it from the target. Base = Spell Power - Target's Magic Defence Bonus = Mag ... [(Lv + Mag) / 8] + Mag MP Restored = [(Base * Bonus) / 4] ----- DEMI ===== Reduces a target's HP by a percentage. Unlike most Magic, damage is not affected if you multi target the Spell. Damage = [(30 * Target's Max HP) / 100] Notes: 40% Accuracy. Does not work on bosses. -------------- COMET + METEOR ============== Comet and Meteor ignore Magic Defence and do random damage. Both Spells can also miss the target. Base = Spell Power Bonus = 1 ... (Lv + Mag) - 1 Damage = Base * Bonus Notes: Comet Accuracy = 67% Meteor Accuracy = [(Level / 2) + Spirit] =============================================================================== [9.0] STATUS EFFECTS =============================================================================== All characters can inflict some sort of status effect whether it is positive or negative. However, whilst positive status effects always succeed, negative can fail to hit the target. -------------- CHANCE TO HIT ============== Base = Spell Accuracy Bonus = Lv + [Mag / 4] - Target's Level Chance = Base + Bonus After that two Random numbers are used to determine if the spell will hit. If (1st RN mod 100) >= Chance, attack misses If (2nd RN mod 100) < Target's Magic Evade, attack misses ----------------- SPELL ACCURACY'S ================= Annoy : 50% Iai Strike : 30% Bad Breath: 40% Mini : 50% Berserk : 75% Mustard Bomb: 30% Bio* : 20% Night : 100% Blind : 75% Odin : [Ore / 2]% Break : 40% Poison : 60% Confuse : 50% Silence : 50% Countdown : 50% Sleep : 50% Death : 35% Slow : 60% Doom : 25% Stop : 40% Frost : 30% =============================================================================== [10.0] WHITE MAGIC =============================================================================== White Magic mostly concentrates on healing spells and positive status effects. It also contains a few negative status effects as well as an attack magic. ------------ SPELL POWER ============ Cure : 16 (St/Mt) Cura : 38 (St/Mt) Curaga: 107 (St/Mt) Holy : 113 (St) --------------- DAMAGE FORMULA =============== Holy follows the same damage formula as Vivi's normal Black Magic. Base = Spell Power - Targets Magic Defence Bonus = Mag ... [(Lv + Mag) / 8] + Mag Damage = Base * Bonus Notes: Bonus is halved by Shell. Bonus is halved whilst under Mini. Cure, Cura, and Curaga are slightly different as they ignore Magic Defence. Base = Spell Power Bonus = Mag ... [(Lv + Mag) / 8] + Mag HP Restored = Base * Bonus Notes: HP Restored = Base * [Bonus + 50%] if Concentrate is equipped. Bonus is halved by Shell. Bonus is halved whilst under Mini. Bonus is halved if you multi target the Spell. ----- LIFE ===== Revives a character from KO and restores HP equal to: [((Target's Spirit + 5) * Target's Max HP) / 100] Notes: HP restored is doubled if Concentrate is equipped. ---------- FULL-LIFE ========== Revives a character from KO and restores HP equal to: [((Target's Spirit + 100) * Target's Max HP) / 100] Notes: HP restored is doubled if Concentrate is equipped. ------ MIGHT ====== Increases the target's Strength stat. [(Strength * 125) / 100] Notes: Lasts for entire duration of battle, even if KO'd and revived. Can be used repeatedly (has no effect once Strength reaches 99). ------ JEWEL ====== Extracts 1 Ore from the target. Notes: 50% Accuracy Can be used repeatedly. =============================================================================== [11.0] SUMMON MAGIC =============================================================================== Eidolon attack power depends on the amount of Jewels in your inventory that correspond to that Summon. Eidolons mostly do damage but one casts positive status effects on the party whilst another can revive characters from KO. ------------- SUMMON POWER ============= Ramuh : 32 + Peridots Bahamut: 88 + Garnet Leviathan: 59 + Aquamarine Ark : 106 + Lapis Lazuli Ifrit : 42 + Topaz Fenrir : 42 + Sapphire Shiva : 36 + Opal Fenrir : 44 + Sapphire Atomos : 30 + Amethyst Phoenix: 40 Odin : 145 - Ore Madeen : 71 + Eiko's Level --------------- DAMAGE FORMULA =============== The animation length you get when you cast a summon also affects the damage they do. The full animation does maximum damage whilst the half animation reduces the damage by a third. Base = Summon Power - Target's Magic Defence Bonus = Mag ... [(Lv + Mag) / 8] + Mag Damage = Base * Bonus Notes: Damage = [((Base * Bonus) * 2) / 3] if the half animation is shown. Bonus is halved by Shell. Bonus is halved whilst under Mini. ------- ATOMOS ======= Atomos causes damage equal to a percentage based on it's Attack power. Since it's a Demi based summon, Atomos will not work on bosses. Full Animation: Damage = [((30 + Amethyst) * Target's Max HP) / 100] Half Animation: Damage = [[(((30 + Amethyst) * Target's Max HP) / 100] * 2) / 3] ----- ODIN ===== When summoned Odin either causes Death to the enemy or it misses. The chance of Odin causing Death is equal to: Base = [Ore / 2] Bonus = Lv + [Mag / 4] - Target's Level Chance = Base + Bonus If the support ability Odin's Sword is equipped, Odin will now do Non-Elemental damage if he fails to cause Death. The strength of this ability is 145 - Ore. ---------- CARBUNCLE ========== This Summon does no damage but instead inflicts a positive status effect on your entire party. Normally the status effect Carbuncle inflicts is Reflect, however this can be changed by equipping Eiko with certain Add-On's: -- : Ruby Light = Reflect (+ Protect if full animation) Emerald : Emerald Light = Haste (+ Protect if full animation) Diamond : Diamond Light = Vanish (+ Protect if full animation) Moonstone: Pearl Light = Shell (+ Protect if full animation) -------- PHOENIX ======== When summoned Phoenix causes Fire element damage to all enemies. On top of that Phoenix also revives all KO'd party members and restores their HP equal to: [((Target's Spirit + 30) * Target's Max HP) / 100] Notes: HP restored is doubled if Concentrate is equipped. If Eiko is in your party, there is a chance Phoenix will automatically revive your party if they are all KO'd. The chance of this happening is equal to: [(# of Phoenix Pinions / 256) * 100] This automatic Rebirth Flame has a different animation than normal. It also deals no damage to the enemy and uses no MP. =============================================================================== [12.0] BLUE MAGIC =============================================================================== Blue Magic contains a bit of everything from healing HP, inflicting positive and negative status effect to dealing HP and MP damage to the enemy. ------------ SPELL POWER ============ Earth Shake : 75 Twister : 55 Goblin Punch: 20 LV4 Holy : 34 --------------- DAMAGE FORMULA =============== All of the above Spells but Twister use this formula. Base = Spell Power - Targets Magic Defence Bonus = Mag ... [(Lv + Mag) / 8] + Mag Damage = Base * Bonus Notes: Bonus is halved by Shell. Bonus is halved whilst under Mini. ---- EAT ==== To learn Blue Magic Quina must successful Eat the enemy. You can only do that if the enemy has 1/4 or less of their maximum HP remaining. ------------- GOBLIN PUNCH ============= A Magical attack to one enemy. If Quina's level is the same as the target's it uses this formula, if not use the standard Magic formula. Base = 20 Bonus = (Mag + Lv) ... [(Lv + Mag) / 8] + (Mag + Lv) Damage = Base * Bonus Notes: Bonus is halved by Shell. Bonus is halved whilst under Mini. ------------- LV3 Def-Less ============= Randomly reduces the Defence and Magic Defence of all enemies from: 0 ... Target's Maximum Defence/Magic Defence ------------ AQUA BREATH ============ Does Water element damage to all enemies reducing their HP by a percentage. Damage = [(25 * Targets Max HP) / 100] Notes: 50% Accuracy. Does not work on bosses. ------------ MATRA MAGIC ============ Reduces the target's HP to 1. Notes: 20% Accuracy. Does not work on bosses. ------------- PUMPKIN HEAD ============= Does damage equal to Max HP - Current HP to one enemy. -------- TWISTER ======== Twister is a Wind elemental attack that ignores Magic Defence and does random damage to all enemies. Base = Spell Power Bonus = 1 ... (Lv + Mag) - 1 Damage = Base * Bonus ---------- FROG DROP ========== A Non-Element attack to one enemy. Damage = (Quina's Level * # of Frog's caught) ----------- WHITE WIND =========== Restores HP to all party members. HP Restored = [Quina's Max HP / 3] ------------- MAGIC HAMMER ============= Reduces the target's MP by a random amount ranging from: 0 ... Target's Current MP. =============================================================================== [13.0] DRAGON =============================================================================== Dragon ranges from doing damage to restoring or lowering the HP and MP of your party members. ----- JUMP ===== A Physical attack to one enemy. Base = Atk Pwr - Target's Defence Bonus = Str ... [(Lv + Str) / 8 + Str Damage = Base * [Bonus + 50%] Notes: Damage = Base * (Bonus * 2) if High Jump is equipped. Bonus is halved by Protect. Bonus is reduced to 1 whilst under Mini. ------- LANCER ======= A Physical attack to one enemy. Also drains enemy MP equal to 1/16 of the damage done. Base = [(Atk Pwr * 12) / 10] - Targets Defence Bonus = Str ... [(Lv + Str) / 8] + Str Damage = Base * Bonus Notes: Bonus is halved by Protect. Bonus is reduced to 1 whilst under Mini. ------------ REIS'S WIND ============ Casts Regen on all party members. ---------------- DRAGON'S BREATH ================ Does damage equal to target's Max HP - Current HP to all enemies. ----------- WHITE DRAW =========== Restores a random amount of MP to all party members from: 0 ... Enemy Lv * 2 - 1 ----- LUNA ===== Casts Berserk on all enemies and party members. ------------- SIX DRAGON'S ============= Does one of the following 6 things to each character: 1. Fully heals HP (20%) 2. Fully heals MP (20%) 3. Fully heals HP and MP (10%) 4. Reduces HP to 1 (15%) 5. Reduces MP to 1 (15%) 6. Reduces HP and MP to 1 (20%) --------------- CHERRY BLOSSOM =============== A Magical attack to all enemies. Base = [(Atk Pwr * 15) / 10] - Targets Magic Defence Bonus = Str ... [(Lv + Str) / 8] + Str Damage = Base * Bonus Notes: Bonus is halved by Shell. Bonus is halved whilst under Mini. --------------- DRAGON'S CREST =============== A Non-Element attack to one enemy. Damage = (# of Dragon's Killed * # of Dragon's Killed) Notes: Freya doesn't need to be the one that kills the Dragon's. Dragon's killed before getting Dragon's Crest count. =============================================================================== [14.0] FLAIR =============================================================================== Flair ranges from doing damage, restoring HP and MP to inflicting status effects and additional elemental weaknesses to the enemy. ------ THROW ====== A Physical attack to one enemy. Base = Thrown Weapon's Atk Pwr * 2 - Target's Defence Bonus = Str ... [(Lv + Str) / 8 + Str Damage = Base * Bonus Notes: Bonus is increased by 50% if the target is of the Aerial class. Bonus is increased by 50% if Power Throw is equipped. Bonus is halved by Protect. Bonus is reduced to 1 whilst under Mini. ------- CHAKRA ======= Restores the HP and MP of one party member. HP Restored = [(20 * Target's Max HP) / 100] MP Restored = [(20 * Target's Max HP) / 100] Notes: HP and MP restored is doubled if Power Up is equipped. ------------- SPARE CHANGE ============= Does Non-Element damage to one enemy. Gil Used = Amarant's Lv * 101 Damage = [(Gil Used * Gil Used * Spirit) / (Gil Owned * 10)] --------- NO MERCY ========= A Physical attack to one enemy. Base = [(Atk Pwr * 17) / 10] - Target's Defence Bonus = Str ... [(Lv + Str) / 8] + Str Damage = Base * Bonus Notes: Takes on the element of your equipped weapon. Bonus is not increased when wearing Elem-Atk raising items. Bonus is halved by Protect. Bonus is reduced to 1 whilst under Mini. ----- AURA ===== Casts Regen and Auto-Life on one party member. ------ CURSE ====== Gives one enemy an extra elemental weakness. Notes: Can be used repeatedly to give an enemy multiple weaknesses. ------- REVIVE ======= Revives a party member from KO and restores HP equal to: [((Target's Spirit + 20) * Target's Max HP) / 100] ----------- DEMI SHOCK =========== Reduces a target's HP by a percentage. Damage = [(20 * Target's Max HP) / 100] Notes: 50% Accuracy. Does not work on bosses. ---------- COUNTDOWN ========== Inflicts Doom on one enemy. Notes: 50% Accuracy. =============================================================================== CREDITS =============================================================================== I would like to thank all of the following people: Terence, SoftReset, Theoden, Ultima13, the phoenix, KADFC, Endless_Dusk, Drops, Ryan86, Supernova 163, TranceKujaFF9 and the rest of the FFIX board.