ABILITIES


Here is a list of most of the abilities in the game. If you have any further questions, Ask Me and I'll get back to you when I find the time. NOTE: Even though spells are labeled for enemies or allies, does not mean you can't target characters/monsters on the other side (IE: you can cast fire on a friend, and berserk on a monster).




MAGIC


Fire: Casts weak fire elemental damage to one/all monster(s)

Fire 2/Fira: Casts strong fire elemental damage to one/all monster(s)

Fire 3/Firaga: Casts fierce fire elemental damage to one/all monster(s)


Ice/blizzard: Casts weak ice elemental damage to one/all monster(s)

Ice 2/blizzara: Casts strong ice elemental damage to one/all monster(s)

Ice 3/blizzaga: Casts fierce ice elemental damage to one/all monster(s)


Bolt/Lightning/Thunder: Casts weak lightning elemental damage to one/all monster(s)

Bolt 2/Lightning 2/Thundara: Casts strong lightning elemental damage to one/all monster(s)

Bolt 3/Lightning 3/Thundaga: Casts fierce lightning elemental damage to one/all monster(s)


Water: Casts strong water elemental damage to one monster

Pearl: Casts fierce water elemental damage to one monster


Poison: Casts weak poison elemental damage to one monster. 90% "Poison" Status effect

Bio: Casts weak poison poison elemental damage to one monster. 25% "Poison" Status Effect

Bio 2: Casts strong poison poison elemental damage to one monster. 50% "Poison" Status Effect

Bio 3: Casts fierce poison poison elemental damage to one monster. 75% "Poison" Status Effect


Quake: Casts weak earth elemental damage to all monsters

Quake 2: Casts strong earth elemental damage to all monsters

Quake 3: Casts fierce earth elemental damage to all monsters


Demi: FFVII: Takes 25% of one monster's current HP away. Other: takes 50% of one monster's current HP away

Demi 2: Takes 50% of one monster's current HP away

Demi 3: Takes 75% of one montser's current HP away

Quater: Takes 75% of all monsters' current HP away

W Wind: Takes 90% of all monsters' current HP away


Aero: Casts weak wind elemental damage to one monster

Tornado: Casts fierce wind elemental damage to all monsters

Drain: Absorbs HP from one monster

Osmose: Absorbs MP from one monster


Rasp: Drains MP from one monster

Death/Doom: Instantly kills one monster (Doesn't always work)

X-Zone: Instantly kills all monsters (Doesn't always work)

Flare: Casts fierce forbidden fire magic on one monster

Comet: Casts strong forbidden magic on one monster

Comet 2: Casts strong forbidden magic on all monsters

Meteor: Casts fierce forbidden magic on all monsters

Merton: Casts extremely fierce forbidden magic on all monsters and allies

Meltdown: Casts strong forbidden fire magic on one monster. 100% chance of "Vit 0" status

Doomsday: Casts extremely fierce forbidden magic on all (allies and monsters)

Ultima: Ultimate forbidden magic on all monsters


Holy: Casts fierce holy elemental damage on one monster

Cure: Restores small amount of HP to one/all allies

Cure 2/Cura: Restores more amount of HP to one/all allies

Cure 3/Curaga: Restores lots of HP to one/all allies

Regen: Casts "Regen" to one ally

Full Restore: Restores max HP and removes status effects to one ally

Poisana/Antdot: Removes "poison" status effect from one ally

Panacea: Removes "poison/venom" status effects

Stona: Removes "break" staus from one ally

Dispel: Removes negative magic status effects (Slow, Stop, Berserk, Vit 0)

Remedy/Esuna: Removes all status effects from one ally except "zombie"

Life: Brings "wounded" character back with 20% of their health

Life 2/Full-Life: Brings "wounded" character back with 100% of their health

Life 3/Auto-Life: Automatically be brought back with 20% of your health when wounded


Haste: Casts "haste" on one ally

Haste 2: Casts "haste" on the party

Slow: Casts "slow" on one monster

Slow 2: Casts "slow" on all monsters

Stop: Casts "stop" on one monster

Double: Allows 2 spells to be cast per round

Triple: Allows 3 spells to be cast per round

Quick: Allows 2 attacks in one round, lasts 2 rounds

Sleep/Sleepel: Casts "sleep" on one enemy

Blind: Casts "blind" on one enemy

Muddle/Confuse: Casts "confuse" on one enemy

Reflect: Casts "reflect" on one ally

Zombie: Casts "zombie" on one monster

Mini: Casts/Removes "mini" status on one enemy/ally

Imp/Toad: Casts/Removes "imp/toad" status on one enemy/ally

Mute: Casts "mute" on one enemy

Berserk: Puts enemy in "berserk"

Freeze: Casts "freeze" on one enemy

Break: Casts "break" on one enemy

Safe/Protect/Barrier: Casts "Protect" on one ally

Shell/M-Barrier: Casts "shell" on one ally

De-Barrier: Removes "Safe/Protect/Barrier/Shell/M-Barrier" on one monster

Wall: Casts "Protect/Shell" on one ally

Shield: Doubles one ally's Vit and Spr (Can only be cast TWICE/battle, lasts entire battle)

Might: Doubles one ally's Str

Vanish: Makes party member "invisible"

Pain: Casts "bio, blind, and silence" one one enemy

Warp: Auto-run from battle, abandon current quest/boss

Escape: Auto-run from battle

Remove: Removes one monster from battle (You don't get anything for defeating it, but it works on all monsters, and weaker bosses)

Float: Casts "float" on one ally

Scan: Use it on the enemy, and I'll give you its Current/Max HP/MP, str, vit, mag, spr, spd, stam, hit, eva, and weaknesses at the level you want it at. You don't actually have to fight the monster/boss, but you do have to find them. Then you can decide whether you want to fight them or not


FFVI ABILITIES


Morph: Can only be used ONCE/battle. x2: Doubles all stats, lasts 5 rounds, can be used once every 5 battles. x3: Triples all stats, lasts 4 rounds, can be used once every 4 battles. x4: Quadruples all stats, lasts 3 rounds, can be used once every 3 battles. x5, all stats x5, lasts 2 rounds, can be used once every other battle.

Steal: Steal: Steals item from one monster; Steal All: Steals items from all monsters; Mug: Steal & Attack one monster; Mug All: Steal & Attack all monsters

Tools: BioBlaster: Poison damage to all monsters; NoiseBlaster: Confuse all monsters; Flash: Blind/Damage all monsters; AutoCrossbow: Stronger damage to all monsters; Debilator: Change a monster's weakness; Drill: Strong physical damage to one monster; Chain Saw: Fierce physical damage to one monster; Air Anchor: Attacks all monsters, If successful, puts monster in "heat"

Blitz: Aurabolt: Weak damage to one monster; Pummel: Weak damage to one monster; Suplex: Weak damage to one monster, ignores defense; Fire Dance: Strong Fire damage to all monsters; Mantra: Heals party's HP; Air Blade: Fierce Wind damage to all monsters; Spiraler: Heals all other party members with his current HP; Bum Rush: Extreme damage to one monster, ignores defense

Throw: Item: Throw weapon, or skeans, etc.; Gil: Throw as much money as you want, 1 gil=1 HP of damage to all monsters (divided)

Runic: Absorbs all magic, except for party members spells, lasts for one round

SwordTech: Dispatch: Weak damage to one monster; Retort: Powerful couterattack; Slash: Reduce one monsters HP by 50% from max health; Quadra Slam: 4 strong attacks against 4 targets; Empowerer: Absorbs HP/MP from one monster; Stunner: Casts "stop" and deals strong damage to all enemies; Quadra Slice: 4 Fierce attacks against 4 targets; Cleave: Instantly kills all enemies

Rage: Use any monster's attack learned on the Veldt (No way am I putting each attack up!!!)

Slots: Flash: Weak damage to all enemies; Chocobop: Weak damage to all monsters; H-Bomb: Strong damage to all monsters; Mega Flare: Summons Bahamut; Magicite: Summons a random Esper/Summon Materia/GF/Eidolon; Flash: Instantly kills all monsters; Gil Rain: Throws Gil (1 gil=2 HP of damage)

Dance: Wind Song: Wind Slash: Strong Wind attack to all enemies, Sun Bath: Heals Party, Plasma: Strong Water damage to one enemy, Cockatrice: Strong physical attack/Ignores defense; Forest Suite: Rage: Strong Wind attack to all enemies, Harvester: Removes abnormal status from party, Elf Fire: Fierce fire damage to one enemy, Wombat: Strong physical attack/Ignores defense; Desert Aria: Sand Storm: Fierce Wind attack to all enemies, Wind Slash: Strong Wind attack to all monsters, Antlion: Instant Death to one enemy, Kitty: Casts "Haste" on party; Love Sonata: Elf Fire: Fierce Fire Damage to one monster, Snare: Instant Death to one monster, Specter: "Confuses" one monster, Tapir: Removes abnormal status from party; Earth Blues: Land Slide: Strong Earth damage to one enemy/Slowly drains HP, Sun Bath: Heals Party, Sonic Boom: Fierce Physical damage to one monster, Whump: Fierce Earth Damage to all monsters; Water Rondo: El Nino: Fierce Water damage to all monsters, Specter: "Confuses" one monster, Plasma: Strong Water damage to one enemy, Harvester: Removes abnormal status effects from party; Dusk Requiem: Cave In: Fierce Earth damage to one monster/Slowly drains HP, Elf Fire: Fierce Fire Damage to one monster, Snare: Instant Death on one monster, Poison Frog: Fierce Poison Damage to one enemy; Snowman Jazz: Snowball: Halves all monsters' HP based on Max, Snare: Instant Death to one monster, Surge: Fierce Ice damage to all monsters, Ice Rabbit: Completely restores a party's HP/MP

Lores: Learned through being hit by a lore attack. Best if you go to the Veldt. Ask me if you want to know what a lore does (I overdid it with the Dances, no way I'm listing all 24 lores!!)

Sketch: Pick from 2 different attacks on any monster if successful; Control: Monster will do any attack you want, once controlled, monster will remain that way until you release it

Slam: Extreme Physical damage to one monster/Ignores Defense; Blizzard: Extreme Ice damage to all monsters

Mime: Repeat last attack; Gogo can also equip up to three other commands, if s/he is using the FFVI/FFIX system

Animal: Scare: Make monster run away (Half Exp acquired, but more items/gil dropped); Tame: Calm monster, cut all stats by 1/4; Control: Monster will do any attack you want, once controlled, monster will remain that way until you release it; Call: Call any monster you've previously encountered, it will do a random attack


FFVII ABILITIES
NOTE: Not All Limits Are Posted Here, As They Don't Need Much Explanation


Slots: Mog Dance: Restores party's HP/MP, and status; Toy Soldiers: Deals Strong Physical damage to all monsters; Luck Girl: Party's Hit reaches 255; Summon: Randomly Summon an Esper/Summon Materia/GF/Eidolon; Transform: Cait Sith becomes nearly invincible, all stats x5; Instant Victory: Hmm, what could this possibly do? (I think it's quite obvious)

Healing Wind: Restores HP to party; Seal Evil: Casts "stop" and "silence" to all monsters; Breath of Earth: Removes abnormal status from party; Fury Brand: Puts partie's Trance up all the way, except Aeris's; Planet Protecter: Makes party invincible; Pulse of Life: Restores Party's HP/MP and Status; Great Gospel: Restores Party's HP/MP Status, and Makes party invincible

Command Materia


Steal: Steal: Steal item from one monster; Mug: Steal item and Attack one monster

Sense: Same as Scan

Throw: Throw: Throw a weapon, or skean, etc.; Coin: Throw Gil (1 gil=1 HP)

Manipulate: Control one monster

Morph: Turn one monster into item when it dies (The morph command deals 1/8 of your Str, and it must finish the monster)

X-Summon/Item/Magic: Allows 2 Summons/Items/Magic in same round

Enemy Skill: Same as Lore, but different skills


FVIII ABILITIES


Mad Rush: Casts "Berserk/Protect/Haste" on one/all allies

Treatment: Cures all abnormal status on one ally

Darkside: Triples inflicted damage, at expense of 1/10 of character's current HP

Lv Down: Cut target's level by 1/2 (Can't be used on player

Lv Up: Doubles target's level (Can't be used on player)

Kamikaze (Shatters 9999 barrier): Inflicts major damage, but char automatically sent to X-Zone

MiniMog: Restores HP to GF

Mug: Changes Attack-Mug; steal an item, and attack one monster

Med Data: Changes Item-X-Item

Expendx2-1: Only one magic quantity is decreased when used with double (If it's the same spell)

Expendx3-1: Only one magic quantity is decreased when ised with triple (If they're all the same spell)

Initiative: Start battle with first attack

Alert: Prevents being snuck up on by another player

Rare Item: Doubles chances of receiving rare items

Boost: Boosts GF Damage

Haggle: Buy items minus 1/4 their original price (Yes, Edgar can use this at his castle)

Sell-High: Sell items at their normal value

Familiar: More items can be purchased at shops

Call Shop: Call any shop you've visited from anywhere (Very useful if you've shopped at Maranda)

Call Cid: Cid will upgrade your weapons from anywhere


FFIX ABILITIES


Add Status: Add any status Cid augmented on your weapon

Alert: Prevents other characters from sneaking up on you

Antibody: Prevents "Poison/Venom"

Body Temp: Prevents "Heat/Freeze"

Bright Eyes: Prevents "Blind"

Clear Headed: Prevents "Confuse"

Insomniac: Prevents "Sleep"

Jelly: Prevents "Petrify"

Loudmouth: Prevents "Silence"

Locomotion: Prevents "Stop"

Bandit: Raises success rate of steal

Boost: Raises Summoning power

Chemist: Changes Item-X-Item

Concentrate: Changes White Magic to X-Magic

Distract: Inflict a little more damage to an enemy occasionally

Eye 4 eye: Raises counterattack rate

Gamble Defense: Raises defense occaisionally

Guardian Mog: Moogles take some damage on occaision

High Jump: Increases power of Jump

High Tide: Puts character in Auto-Aura

Initiative: Able to sneak up on a player better

Master Thief: Steal better items

Mug: Changes Steal to mug

Odin's Sword: Raises Odin's Success Rate

Protect Girls (Male Only): Take damage for a girl

Power Throw: Raises the strength of throw

Reflectx2: When a spell is reflected, it deals twice the damage

Reflect-Null: Nullifies monster's reflect status

Return Magic: Counter with magic cast on you

Restore HP: Restores HP automatically when near-death

Steal Gil: Steal Gil along with items

Power Up: Raises power of Chakra/Blitz

Level Up: Doubles Exp obtained after battle

Ability Up: Doubles AP gained after battle


FFX ABILITIES


Cheer: Raises parties "Strength" and "Vitality" a bit.

Aim: Raises party's "Hit" a bit.

Focus: Raises party's "Magic" and "Spirit" a little bit.

Reflex: Raises party's "Evasion" a little bit.

Luck: Raises party's "Luck" a little bit.

Jinx: Lowers enemy party's "Luck" a little bit.

Provoke: Makes enemies target you.

Pray: Heals all party members by a little bit.

Lancet: Drains HP and MP from one enemy, allows Kimahri to learn Blue Magic: Ronso Rage.

Guard: Guards other party members from physical attacks.

Sentinal: Guard other members while defending.

Threaten: Paralyze target with fear ("Stops" target for 2 rounds).

Entrust: Transfers character's Trance Guage and adds to ally's guage.

Copycat: Mimes last attack made. Trances and Aeon summoning cannot be mimed. Mime based on stat of user.

Doublecast: Cast two black magic spells in a row.

Bribe: Pay off target with gil/items to run away. Can work on most bosses, and characters (if they are willing to accept the bribe).

Delay Attack: Attacks and when successful, knocks away 1 turn of target for round. If target has only one turn left in round, target gets moved by one place in next round (eg. Order of Rounds: Tidus, Yuna. Tidus uses Delay Attack on Yuna, order of Round for next Round: Tidus, Yuna, Yuna)

Delay Buster: Attacks and when successful, knocks all of target's turns from round away (that haven't been used already).

Quick Hit: Weakens power of blow, but allows Tidus to gain an extra attack in round.

Dark Attack: Attacks and "blinds" target for 4 rounds.

Silence Attack: Attacks and "mutes" target for 4 rounds.

Sleep Attack: Attacks and puts target to "sleep" for 4 rounds.

Dark Buster: Attacks and almost always "blinds" target for 2 rounds.

Silence Buster: Attacks and almost always "mutes" target for 2 rounds.

Sleep Buster: Attacks and almost always puts target to "sleep" for 2 rounds.

Triple Foul: Attacks and puts target in "blind", "silence", and "sleep" for 3 rounds.

Zombie Attack: Attacks and inflicts "zombie" status to target.

Power Break: Attacks and cuts target's "Strength" to 1/4 its base.

Magic Break: Attacks and cuts target's "Magic" to 1/4 its base.

Armor Break: Attacks and cuts target's "Vitality" to 1/4 its base.

Mental Break: Attacks and cuts targets "Spirit" to 1/4 its base.

Dragon Fang: When successful, attacks all enemies and "delay attacks" them.

Shooting Star: When successful, attacks one enemy and causes "Blow Away" to them (removes them from battle completely).

Banishing Blade: When successful, attacks one enemy and causes "Power Break", "Magic Break", "Armor Break", and "Mental Break" to them.

Tornado: When successful, deals massive damage to all enemies and causes "Heat" to be inflicted for 5 rounds.

Elemental Reels: Causes [Fire, Ice, Lightning, Water, Wind, Earth, Wind, Poison, Holy, Shadow] elemental damage to one/all enemies.

Attack Reels: Wakka throws 10 balls at one/all enemies. Each ball hits [1, 3, 5, or 10] times.

Status Reels: Causes [Poison, Confuse, Berserk, Venom, Trouble, Blind, Fury, Sadness, Zombie, Mini, Imp, Mute, Heat, Petrify] status ailments to one/all enemies.

Aurochs Reels: A little bit of each reel (Fire, Ice, Lightning, Water, 3 Hit, 5 Hit, Poison, Confuse, Berserk, Venom, Trouble, Blind, Fury, Sadness) plus the Aurochs Shot (massive damage to all enemies, capable of shattering 9999 barrier).

Mix: Allows 2 items to be mixed together to cause a variety of things to happen. You won't know what it does until you mix them. Descriptions of each combination will be on Rikku's character.

STATUS


Haste: Doubles Spd

Regen: Gradually recovers HP

Auto-life: Come back to life with 10% HP

Safe/Barrier/Protect: Cuts Physical Damage in Half

Shell/M-Barrier: Cuts Magical Damage in Half

Reflect: Bounces all magic back to caster, except forbidden

Aura: Doubles Trance guage increase rate

Float: Protects against Earth damage

Invisible: Immune to Physical damage, until hit with magic

Invincible: Immune to any/all damage, for 10 rounds

Berserk: Str doubles, but can only attack

Poison: Gradually reduces HP

Venom: Gradually reduces HP/MP

Trouble: Damage inflicted is also dealt to all allies

Fury: Doubles Trance Guage build up, but halves defense

Sadness: Doubles Defense, but halves Trance guage build up

Blind: Reduces Hit to 0

Confuse: Character attacks allies

Zombie: Character attacks anyone, and is dead

Mini: All Physical damage deals 1 HP of damage

Imp/Toad: Can only use physical defense, items, and Imp/Toad spell

Mute: Can't use magic/Summons

Freeze: Can't attack, only lasts through battle, will go away eventually

Heat: Move, and you're dead

Petrify: Character becomes stone (Dead, but not sent to X-Zone. Will return in one week if no "soft" is used)

Vit 0: Target has 0 Vit

Lucky 7 Fever: Only occurs when Current HP only read 7's (IE: Current HP=7, 77, 777, or 7777). When this rare phenomon occurs, the player will constantly attack even when it is not their turn, and will still be able to do other forms of attacks when it is their turn. The target they attack is random, but it will never be anyone in their party.


TRANCE MODES


This is what determines how your trance guage charges up. You will attain a new mode as your character has been through the right situation enough times. You may only have one Mode equipped at a time on your character. With the exception of Slayer, situations will only be counted during Battle Chats.

Stoic: Charges when character takes damage. Percent: Related to amount of damage you take. Achieved: Automaticly gained

Warrior: Charges when character deals physical damage. Percentage: Related to amount of damage you deal. Achieved: Deal a massive amount of damage to one enemy (5000 or more in one, single, normal attack), OR only attack during one battle (must have attacked a total of 20 times in the battle)

Magician: Charges when character deals magical damage. Percentage: Related to amound of damage you deal. Achieved: Deal a massive amount of damage to one or more enemies (7000 or more in one, single, magical attack), OR only use magic in one battle (must use at least 15 spells in the battle)

Summoner: Charges when character summons. Percentage: 8% per summon. Achieved: Deal max damage to an enemy through a summon spell (9999). OR only summon during a battle (must summon at least 5 times)

Slayer: Charges when character kills an enemy. Percentage: 10% per enemy killed. Achieved: Kill 1000 enemies.

Watcher: Charges when allies hurt enemies. Percentage: Related to amount of damage done to enemies, cut in half. Achieved: Be in a battle where allies do at least twice the work you do, or be a healer for a whole battle.

Healer: Charges when character heals an ally. Percentage: Related to amount of damage you heal. Achieved: Have, in Esper or Add-On System, Cure 1, Cure 2/Cura, Cure 3/Curaga, Regen, Life, Life 2/Full-Life, and Remedy (if applicable).

Stealth: Charges when character steals an item successfully. Percentage: 5% for a normal item, 10% for a good item, 25% for a great item. Achieved: Steal 2 great items in the same battle (Great being Materia/Esper/Add-On)

Absorber: Charges when character draws spells (GF users only). Percentage: 2% per spell drawn (Total stock), 50% per GF drawn. Achieved: Draw at least a 500 stocks of spells in one battle, or have all spells maxed at end of battle.

Victor: Charges when character wins a battle. Percentage: 7% per battle won. Achieved: Win 25 Battle Chats total.

Tactician: Charges when character casts status ailment to enemy. Percentage: 10% per status dealt. Achieved: Have, in Esper of Add-On System, all status ailment spells achievable.

Chemist: Charges when character uses an item in battle. Percentage: Varies heavily. Achieved: Go through an entire battle chat by only using items (must use items 5 times, one item must heal in some way, 1 item must damage the enemy in some way)

Coward: Charges when character runs from a battle. Percentage: 5% per successful escape.

Dancer: Charges when character evades an attack. Percentage: 10% per attack evaded. Achieved: Evade 5 attacks in one battle.

Comrade: Charges when ally takes damage. Percentage: x2 that of a Stoic, but only when others in your party are damaged. Achieved: Be in a battle where an ally takes twice as much damage as you, provided you went down by at least 1/8 of your HP.

Avenger: Charges when ally is knocked out (wounded). Percentage: 50% per ally wounded. Achieved: Be in a battle where your Allies get wounded for a total of at least 5 times.

Daredevil: Charges when character fights with low HP. Percentage: 20% per round of HP being in red (1/4 or lower). Achieved: Enter a battle, and stay in that battle with your HP in the red zone until you win.

Desperado: Charges when character does something drastic. Percentage: 100% per drastic attack. Achieved: Be in a situation where it takes something drastic (like a limit) to get out of. (IE: You have 1 HP left and your friends are dead. You use your limit to kill your opponents).

Rage: Charges when anyone on your side takes damage. Percentage: Related to each Mode type needed. Achieved: Have Stoic, Comrade, Avenger, Daredevil, and Desperado Modes.

Offensive: Charges as enemies get hurt. Percentage: Related to each Mode type needed. Achieved: Have Warrior, Magician, Summoner, Slayer, Watcher, Tactician, Chemist, and Victor Modes.

Defensive: Charges as allies get helped. Percentage: Related to each Mode type needed. Achieved: Have Coward, and Dancer Modes.

Preparater: Charges as allies take something from enemy. Percentage: Related to each Mode Type needed. Achieved: Have Stealth and Absorber type Modes.