------------------------------------------------------------------------------ FFV ALGORITHMS AND STATS FAQ Version 2.6 by J.L. Tseng, 2004 ------------------------------------------------------------------------------ TABLE OF CONTENTS 1) INTRODUCTION 2) CREDITS AND ACKNOWLEDGEMENTS 3) VERSION HISTORY 4) BRIEF OVERVIEW OF FAQ CONTENTS 5) NOTES 6) DAMAGE FORMULAS 6.1) GENERAL DAMAGE FORMULA STEPS 6.2) HIT DETERMINATION FOR VARIOUS TYPES OF ATTACKS 6.2.1) HIT DETERMINATION FOR PHYSICAL ATTACKS 6.2.2) HIT DETERMINATION FOR MAGICAL ATTACKS 6.2.3) HIT DETERMINATION FOR PHYSICAL MAGIC ATTACKS 6.3) MODIFIERS TO HIT% AND EVADE% 6.3.1) MODIFIER TO STEAL SUCCESS 6.3.2) AEGIS SHIELD CHECK 6.3.3) MULTITARGETTING MODIFIER TO HIT% 6.3.4) EVADE, WEAPON BLOCK OR ELF CAPE CHECK 6.3.5) MODIFIER TO FLIRT SUCCESS 6.3.6) TARGET STATUS EFFECT MODIFIERS TO MAGICAL HIT% 6.3.7) TARGET STATUS EFFECT MODIFIERS TO PHYSICAL HIT% 6.3.8) ATTACKER STATUS EFFECT MODIFIERS TO PHYSICAL HIT% 6.4) DAMAGE PARAMETERS 6.4.1) MAGIC DAMAGE PARAMETERS 6.4.2) FLARE DAMAGE PARAMETERS 6.4.3) RANDOM MAGIC DAMAGE PARAMETERS 6.4.4) PHYSICAL MAGIC DAMAGE PARAMETERS 6.4.5) SWORDS DAMAGE PARAMETERS 6.4.6) FISTS DAMAGE PARAMETERS 6.4.7) KNIVES DAMAGE PARAMETERS 6.4.8) AXES DAMAGE PARAMETERS 6.4.9) BELLS DAMAGE PARAMETERS 6.4.10) RODS DAMAGE PARAMETERS 6.4.11) LEVEL BASED MAGIC DAMAGE PARAMETERS 6.4.12) MONSTER DAMAGE PARAMETERS 6.4.13) POTION DAMAGE PARAMETERS 6.4.14) THROW DAMAGE PARAMETERS 6.4.15) GILTOSS DAMAGE PARAMETERS 6.4.16) BRAVE BLADE DAMAGE PARAMETERS 6.4.17) GOBLIN PUNCH DAMAGE PARAMETERS 6.4.18) STRONG FIGHT DAMAGE PARAMETERS 6.4.19) CHICKEN KNIFE DAMAGE PARAMETERS 6.5) MODIFIERS TO ATTACK, DEFENSE, and M 6.5.1) MULTITARGETTING MODIFIERS TO ATTACK 6.5.2) ROW MODIFIERS TO M 6.5.3) COMMAND MODIFIERS TO ATTACK, DEFENSE AND M 6.5.4) DOUBLE GRIP MODIFIER TO M 6.5.5) JUMPING MODIFIER TO M 6.5.6) RUNE MODIFIERS TO ATTACK AND M 6.5.7) SPECIALTY MODIFIER TO ATTACK AND DEFENSE 6.5.8) MEDICINE MODIFIER TO M 6.5.9) CREATURE TYPE MODIFIER TO ATTACK 6.5.10) TARGET STATUS EFFECT MODIFIERS TO DEFENSE AND M (MAGIC) 6.5.11) TARGET STATUS EFFECT MODIFIERS TO DEFENSE AND M (PHYSICAL) 6.5.12) ATTACKER STATUS EFFECT MODIFIERS TO ATTACK (PHYSICAL) 6.5.13) LEVEL EFFECT MODIFIER TO ATTACK AND DEFENSE 6.5.14) MAGIC ELEMENT UP MODIFIER TO ATTACK 6.5.15) MAGIC SWORD MODIFIERS TO ATTACK, DEFENSE AND M 6.5.16) ATTACK ELEMENT MODIFIERS TO ATTACK AND DEFENSE 6.5.17) CRITICAL HIT MODIFIERS TO ATTACK AND DEFENSE 6.5.18) CREATURE TYPE CRITICAL MODIFIERS TO ATTACK AND DEFENSE 6.6) STATUS DURATION DETERMINATION 6.7) DAMAGE FORMULAS FOR VARIOUS ATTACK TYPES 6.7.1) DAMAGE FORMULAS FOR WEAPON ATTACKS 6.7.2) DAMAGE FORMULAS FOR MONSTER PHYSICAL ATTACKS 6.7.3) DAMAGE FORMULAS FOR MAGICAL ATTACKS 6.7.4) DAMAGE FORMULAS FOR COMMAND ATTACKS 6.8) SPELL REFERENCE 6.8.1) WHITE MAGIC 6.8.2) BLACK MAGIC 6.8.4) SUMMON MAGIC 6.8.5) SONG MAGIC 6.8.6) MAGIC SWORD 6.8.7) BLUE MAGIC 6.9) OTHER COMMANDS 6.10) STATUS EFFECTS 6.11) ATB CALCULATION 7) CHARACTER STATS 7.1) BASE STATS 7.2) ABILITIES THAT MODIFY STATS 7.3) EXPERIENCE, HP AND MP TABLE 8) WEAPON DATA 8.1) GLOSSARY 8.2) FISTS 8.3) KNIVES 8.4) SWORDS 8.5) SPEARS 8.6) AXES & HAMMERS 8.7) KATANAS 8.8) RODS 8.9) STAVES 8.10) BOWS 8.11) HARPS 8.12) WHIPS 8.13) BELLS 8.14) LONG REACH 8.15) THROWN WEAPONS 9) ARMOUR DATA 9.1) GLOSSARY 9.2) SHIELDS 9.3) HEADGEAR 9.4) BODYWEAR 9.5) ACCESORIES 10) MAGIC DATA 10.1) ABBREVIATIONS 10.2) MAGIC SWORD 10.3) WHITE MAGIC 10.4) BLACK MAGIC 10.5) DIMEN MAGIC 10.6) SUMMON MAGIC 10.7) SONG MAGIC 10.8) DANCE MAGIC 10.9) BLUE MAGIC 10.10) ENEMY MAGIC 10.11) ANIMAL MAGIC 10.12) TERRAIN MAGIC 10.13) CHEMIST MAGIC 10.14) MONK COMMAND 10.15) DRAGOON COMMAND 10.16) SAMURAI COMMAND 10.17) MYSTIC KNIGHT COMMAND 10.18) MEDIATOR COMMAND 10.19) CHEMIST COMMAND 10.20) HARP MAGIC 10.21) WHIP MAGIC 10.22) ITEMS 10.23) MAGIC LAMP 11) MONSTER DATA 11.1) GLOSSARY 11.2) AI SCRIPT 11.3) MONSTERS 11.4) BOSSES 11.5) MONSTER FORMATIONS 11.6) MONSTER ENCONTER TABLE 12) BUGS ------------------------------------------------------------------------------ 1) INTRODUCTION ------------------------------------------------------------------------------ This is my attempt at creating a FFV damage formula that can predict how much damage will be done from various attacks within the game. Note that I'm NOT an employee at Square nor have access to their source code or algorithms. All formulas in this FAQ were derived from experimental observations done by me as well as from analyzing the ROM. I've also decompiled the ROM and analyzed certain sections of the assembly code. Although this means that everything in this FAQ should be very accurate, I by no means guarantee that everything is absolutely 100% correct, nor do I disclude the possibility that I have may have missed some things or misinterpreted some ROM data. If you do notice any discrepancies, errors, omissions, etc. or have any suggestions or comments, please send your feedback to instructrtrepe@hotmail.com, or post at the SNES FFV message board at http://www.gamefaqs.com Everything in this FAQ was derived from the SNES version of Final Fantasy Five. Although I see no reason why anything would be in different in Final Fantasy Anthology for PSX, I make no guarantees. ------------------------------------------------------------------------------ 2) CREDITS AND ACKNOWLEDGEMENTS ------------------------------------------------------------------------------ I'd like to thank those who posted in the SNES FFV forum at www.gamefaqs.com, particularly Silktail, for his excellent feedback, error spotting and contributions. All the data in this FAQ was extracted directly from the ROM by me, but FAQ's and guides that I used as references to verify my own data: lordskylark's FFV monster list at http://www.geocities.com/lord_skylark Macc Maverick's FF5 shrine at http://www.rpgclassics.com/shrines/snes/ff5/ Terii senshi's FFVI web page at http://www.rpglegion.com/ff6/index.htm Although FFV and FFVI are not very similar in terms of damage formulas and the hex value codes are not the same for the AI scripts, there are some general similarities in the basic format and conditions of the AI scripts and Terri senshi's web page provided an excellent tutorial for me to be able to go on and decipher the FFV AI scripts. Shingo Endo has deciphered a massive amount of info in the FFV ROM and has a website at http://www.yk.rim.or.jp/~s-endo with a ton of tables and documents. They are in Japanese, though, limiting my ability to understand them, but people at the FFV SNES Message Boards at GameFAQs (notably Zach Keene) have been kind enough to translate and point out information at Shingo's site that could be used in this FAQ (notably the HP and MP formula and the hex location of the Exp, HP and MP table). Djibriel has graciously accepted to host two .IPS patches I made for FFV, at http://www.tenchinohoukai.greatnow.com in the patches section. He's been independently deciphering the FFV ROM as well, in particular the AI scripts and has started a Monster AI script document. His AI scripts are expressed more in plain english, so anyone who doesn't like my shorthand AI scripts should check out his document, as it may be more straightforward to read. My emulator of choice for this game is ZSNES by zsKnight, _Demo_, and Pharos at http://www.zsnes.com The translation .ips file I used was created by RPGe (downloaded at http://www.zophar.net) Copyright: Final Fantasy 5 (Japan) is Copyright 1992, Square This FAQ is Copyright 2004, InstructorTrepe This FAQ is not to be sold for profit. Changes to this FAQ are not permitted. Do not post this FAQ without asking permission (e-mail: instructrtrepe@hotmail.com). Do not steal any information in this FAQ for your own FAQs or documents. You may reference or quote from this document as long as you explicitly state and credit this FAQ and myself as the author of your source. ------------------------------------------------------------------------------ 3) VERSION HISTORY ------------------------------------------------------------------------------ Version 2.6: Modified: Re-organized the parameters in the Weapon Reference Section to make it easier to read (thanks to assasin17 for pointing this out and Silktail for suggesting the fix) Added: Magic Lamp info, section 10.23 (thanks to Not Dave for confirming the number of uses to get Egg Chop) Jump for 2x info to Man Eater (thanks to mech gouki for suggesting this) More specific info on what commands provoke React: Physical and React: Magic and that you need to successfully hit the target in order to provoke the React: scripts. Earth Hammer and Rune Bell to Weapon Oddities section. Clarified that X-Magic provokes React:Magic and React: HP Damage twice. Clarified Monster Attack Multiplier and Monster Magic Attack Multiplier in the Glossary section in the Monster Reference Section. More info in Status Reference Section regarding monster status immunities and how Dragon Armor and Mighty Guard ignore Shell, Armor and Wall status immunities (thanks to mech gouki and Silktail for bringing this up). Corrected: Swdslap does indeed provoke React:Physical AI scripts. Omniscient's React:Physical script does not include the Steal command (thanks to mech gouki for spotting this) Back Row OK info for Earth Hammer and Rune Bell (thanks to mech gouki for spotting this) Version 2.55: Added: More info on Attack type 1D (Scan Monster) Info on Scan in the Magic Reference section Info on Observe and Analyze in the Other Commands Reference section 6.9 Info in Section 11.5 (Monster Formations): Whether or not it is possible to have Back Attack or Pre-emptive also determines whether or not the !Analyze command can be used as well. Observe bug in the Bugs section Releasing Moss Fungus or Gel Fish in the Bugs section Kiss of Blessing in the Bugs section Whip Magic Section Magic Reference section Magic Barrier info in Magic Reference section and in Other Commands Reference section. Cover info in the Other Commands Reference section. Near Death Status in the Status Reference section Corrected: Info on Paralyze, Stop and whips in the Status Effect Reference section (thanks to Silktail for spotting this) Whips cast Tame (whip magic) not Tame (Mediator command) (thanks to Silktail for spotting this) Tame (Mediator command) parameters are wrong (was using Tame (whip magic) parameters) Modified: Re-ordered the Magic Reference section. Version 2.51: Corrected: Status Reference section regarding targetting Dead or Stone targets Distinguishment between spells that share the same name (e.g. X-Zone and X-Zone (enemy magic)) in Sections 6.7 and 6.8 Version 2.5: Corrected: Magic Pot AI script (thanks to Djibriel for spotting this) Misc. spelling, spacing errors. Rods used as items do suffer the Multitargetting modifier to Attack penalty, even though they auto- matically target all targets (thanks to Alex Jackson for this) Wonder Rod info (thanks to Silktail for this) Added: Info on Moss Fungus AI script (thanks to Djibriel for this) Info on MachinHead AI script Section 6.10) Status Effects Command data in the Magic Reference Section (Slash, Mantra, Pray, Revive) and the Other Commands Reference Section Magic Evade values for armour and accessories (Thanks to Alex Jackson for pointing this out) Section 7.3) Experience, HP and MP table. The location of this table in the ROM and the formula for HP and MP are from Shingo Endo's site at http://www.yk.rim.or.jp/~s-endo. Thanks to Zach Keene for translating and bringing this info to my attention. Hex changes to fix Power Drink bug. Throw command info regarding throwing Scrolls Attack Type parameter for Weapons Targetting parameter for Weapons that can be used as items Status Effects Section 6.10 ATB calculation Section 6.11 Monster Formation Section 11.5 Monster Encounter Table Section 11.6 Max Damage = 9999 indicators where appropriate in damage formula section Counter attack rate Whether spells can target Dead or Stone targets in the Magic Data Reference Section (thanks to Alex Jackson for deciphering this) Version 2.13: Corrected: "Change to" Hex value error in 2nd Knive fix Version 2.12: Corrected: Magic Sword Durations Animals and Terrain formulas Added: Magic Sword Mute Duration Version 2.11: Corrected: Throw damage formula missing Command modifiers step. Version 2.10: Corrected: Typo with Reduce HP to Criticals. Typo with Attack parameter for Spell Damage and such. Error with Rare Steal Success Error with Attack type 51 (Power Drink) Error with Attack type 65 (Interceptor Rocket) Error with Catch Error with Aging effect vs Monsters (thanks to Alex Jackson for spotting this) Added: More info with Flirt and Drag Info on Animals and Terrain Bugs section 12 (thanks to Silktail for spotting also all these errors as well as the additional info on Flirt and Drag) Version 2.00: Modified: HUGE overhaul on the damage formula section. Lots more detail, should be far more accurate as well. More detailed TOC. Added: Lots of stuff in the Commands Reference section. Success rates for Steal, Control, True Edge, Fat Chocobo, Terrain, Flirt, Slash, Sword Dance Success rates for Darkness Bow and Killer Bow Corrected: Lots of stuff in the Magic Data Reference section. Mostly status durations, Status Hit% for some spells Version 1.25: Added: Finally figured out Flirt and added it back into the Other Commands reference section (thanks to Silktail for his help on this). Damage formula 49 (Lilith Rod) (thanks to Silktail for this). Version 1.2: Added: More details on Hero Song. Catch, Medicine and 2-handed in Other Commands reference section. More Undead info in the Magic Damage Formula section and Monster Data section. Red and X-Magic in Abilities that Modify Stats section. More info in Magic Sword Spell Reference Section Various minor misc. stuff. Corrected: Bells and Rods Damage formula (39 and 3B) Magic Sword Bio in Magic Data Reference section is Poison elemental, not Poison status effect Modified: Removed Flirt in Other Commands reference section at this time, due to its inaccuracy. Version 1.15: Corrected: Strong fight in "Control" parameter in the Monster Data Section where appropriate Misc corrections in Spell Reference section Modified: Some of the ordering in the Monster Data Section (Omega is in the Boss section now) Version 1.1: Added: Damage formulas 64, 6B and 3E (Chicken Knife, Brave Blade and Failure) Used as Item parameter for Weapons Dragon's Kiss Effect (thanks to Silktail for this) Drag Effect (thanks to Silktail for this) Other Abilities that modify stats in the Character section (thanks to Silktail for this) Status effect abbreviation legend in the Magic Data Section Added more info in Other Commands sections, like which commands prevent weapons from casting spells Glossaries for the Weapon and Armour Data sections Ingredient Mixing for Chemist Magic Corrected: Cabin Sell Price Elfin and Yoichi Bow Critical Hit% Potion "Damage" under Chemist Magic GuardOff,Split Shell in Magic Data Section Modified: Summon Magic Data Section Chemist Magic Data Section Some of the ordering in the Monster Data Section (Omega is in the Boss section now) Version 1.0: Initial release. ------------------------------------------------------------------------------ 4) BRIEF OVERVIEW OF FAQ CONTENTS ------------------------------------------------------------------------------ Section 6 contains damage formulas for all different weapons types and magic types as well as various commands. Sections 7 contains character stat info, the bonuses for each different character (Butz, Lenna, Faris, Galuf, Cara) and the basic stats for each job. Abilities that modify stats are also listed. Sections 8-11 is the data reference section. It contains weapon, armour, magic and monster data. Section 12 explains some bugs that have been found in the game, pertaining to algorithms and damage formulas. ------------------------------------------------------------------------------ 5) NOTES ------------------------------------------------------------------------------ This game uses integer values. Therefore after every division shown in any formula in this FAQ, immediately round down before proceeding with any further calculation. ------------------------------------------------------------------------------ 6) DAMAGE FORMULAS ------------------------------------------------------------------------------ ---------------------------------- 6.1) GENERAL DAMAGE FORMULA STEPS ---------------------------------- The general steps that are taken to calculate damage are: 1) Determine initial Hit% and Evade% values. 2) Apply appropriate modifiers to Hit% and Evade% 3) Determine whether the attack hits or not. If the attack misses, do not follow any more steps 4) If the Attack hits, get initial values for Attack, Defense and M, using the appropriate section in the Damage Parameters section. 5) Apply appropriate modifiers to Attack, Defense and M 6) Calculate Final Damage 6) Apply any appropriate Status Effects. The exact specific steps that are followed depend on the type of weapon or magic that is used. Section 6.7.1 lists all Weapon types and the steps that are taken for each, Section 6.7.2 lists Monster Physical attacks types, Section 6.7.3. lists all Magic types and Section 6.7.3. lists Commands and their steps. --------------------------------------------------- 6.2) HIT DETERMINATION FOR VARIOUS TYPES OF ATTACKS --------------------------------------------------- Use the appropriate section to determine whether an attack hits or not. Appropriate sections will be indicated in the damage formulas. ********************************************* 6.2.1) HIT DETERMINATION FOR PHYSICAL ATTACKS ********************************************* 1) If the Target has Sleep, Paralyze or Charm status, the attack automatically hits. Goto Step 10. 2) If the Attacker is using Aim, Jump, Throw, Sword Dance or X-Fight or if the Attacker is attacking himself, the attack automatically hits. Goto Step 10. 3) If the Target can't evade Physical (check "Can't Evade" parameter), the attack automatically hits. Goto Step 10. 4) Check to see if Evade ability, Weapon Block (due to Hardened or Defender), Weapon Block (due to Guardian) or Elf Cape succeed (6.3.4). If any of their checks succeed, the attack misses; do not follow any more steps. None of these abilities can succeed if the Target has Sleep, Paralyze, Charm or Stop status or is attacking himself. 5) Apply Target status effect modifiers to physical Hit% (6.3.7) 6) Apply Attacker status effect modifiers to physical Hit% (6.3.8) 7) Let N1 = (0..99) If N1 >= Hit%, the attack misses; do not follow any more steps. 8) If the Target has Stop status, it does not get an Evade check and the attack hits. Goto Step 10 9) Let N2 = (0..99) If N2 < Evade%, the attack misses; do not follow any more steps. 10) If the Target has Image status, the attack misses, but the Target loses one Image; do not follow any more steps. 11) The attack hits. Follow the rest of the steps to calculate damage. ******************************************** 6.2.2) HIT DETERMINATION FOR MAGICAL ATTACKS ******************************************** 1) If Spell Hit% = A, the attack automatically hits. Goto Step 10. 2) If the Attacker is targetting his own party members and the spell automatically hits its own party members, the attack automatically hits. Goto Step 10. 3) If the Target's "Can't Evade" parameter matches the attacking magic type (White, Black, Time, Summon, Song or Blue), the attack automatically hits. Goto Step 10. 4) Hit% = Spell Hit% + Attacker Level - Target Level Evade% = Target Magic Evade% 5) Check to see if Aegis Shield magic block succeeds (6.3.2). If so, the attack misses; do not follow any more steps. The Target cannot evade with Aegis Shield if he has Sleep, Paralyze, Charm or Stop status or is attacking himself. 6) Apply multitargetting modifier to Hit% (6.3.3) 7) Apply Target status effect modifiers to magic Hit% (6.3.6) 8) Let N1 = (0..99) If N1 >= Hit%, the attack misses; do not follow any more steps. 9) Let N2 = (0..99) If N2 < Evade%, the attack misses; do not follow any more steps. 10) The attack hits. Follow the rest of the steps to calculate damage. *************************************************** 6.2.3) HIT DETERMINATION FOR PHYSICAL MAGIC ATTACKS *************************************************** 1) If Spell Hit% = A, the attack automatically hits. Goto Step 7. 2) Check to see if Evade ability, Weapon Block (due to Hardened or Defender), Weapon Block (due to Guardian) or Elf Cape succeed (6.3.4). If any of their checks succeed, the attack misses; do not follow any more steps. None of these abilities can succeed if the Target has Sleep, Paralyze, Charm or Stop status or is attacking himself. 3) Apply Target status effect modifiers to physical Hit% (6.3.7) 4) Let N1 = (0..99) If N1 >= Hit%, the attack misses; do not follow any more steps. 5) If the Target has Stop status, it does not get an Evade check and the attack hits. Goto Step 7. 6) Let N2 = (0..99) If N2 < Evade%, the attack misses; do not follow any more steps. 7) If the Target has Image status, the attack misses, but the Target loses one Image; do not follow any more steps. 8) The attack hits. Follow the rest of the steps to calculate damage. --------------------------------- 6.3) MODIFIERS TO HIT% AND EVADE% --------------------------------- These are the various modifiers to Hit% and Evade% Use the appropriate modifiers, indicated in the damage formulas. ******************************** 6.3.1) MODIFIER TO STEAL SUCCESS ******************************** If the Attacker is wearer a Thief Glove, Hit% = Hit% * 2 ************************* 6.3.2) AEGIS SHIELD CHECK ************************* If the Target has the Aegis Shield equipped, let N = (0..99) If N < 33, the attack misses; do not follow any more steps. A Target cannot evade Magic attacks with the Aegis Shield if they have Stop, Paralyze, Charm or Sleep status or is attacking themself. *************************************** 6.3.3) MULTITARGETTING MODIFIER TO HIT% *************************************** If targetting multiple Targets, Hit% = Hit% / 2 Spells that automatically target all targets do not suffer this penalty. ******************************************** 6.3.4) EVADE, WEAPON BLOCK OR ELF CAPE CHECK ******************************************** i) If the Target has the Evade Ability, Let N1 = (0..99) If N1 < 25, the attack misses; do not follow any more steps. ii) If the Target has the Hardened dagger or Defender Sword equipped, Let N2 = (0..99) If N2 < 25, the attack misses; do not follow any more steps. iii) If the Target has the Guardian dagger equipped, Let N3 = (0..99) If N3 < 25, the attack misses; do not follow any more steps. iv) If the Target has the Elf Cape equipped, Let N4 = (0..99) If N4 < 33, the attack misses; do not follow any more steps. A Target cannot evade attacks with any of the above if they have Stop, Paralyze, Charm or Sleep status or is attacking themself. ******************************** 6.3.5) MODIFIER TO FLIRT SUCCESS ******************************** If the Attacker has Sword Dance Up (from either Tiara, Rainbow Suit or Red Shoes), Hit% = Hit% * 2 ***************************************************** 6.3.6) TARGET STATUS EFFECT MODIFIERS TO MAGICAL HIT% ***************************************************** If the Target has Shell status, Hit% = Hit% / 2 If the Target has Toad status, Evade% = 0 ****************************************************** 6.3.7) TARGET STATUS EFFECT MODIFIERS TO PHYSICAL HIT% ****************************************************** If the Target has Toad status, Evade% = 0 If the Target has Mini status, Evade% = Evade% * 2 Maximum Evade% = 99 ******************************************************** 6.3.8) ATTACKER STATUS EFFECT MODIFIERS TO PHYSICAL HIT% ******************************************************** If the Attacker has Blind Status, Hit% = Hit% / 4 ---------------------- 6.4) DAMAGE PARAMETERS ---------------------- Use the appropriate section to get initial values for Attack, M and Defense. Appropriate sections will be indicated in the damage formulas. ****************************** 6.4.1) MAGIC DAMAGE PARAMETERS ****************************** Attack = Spell Attack + (0..(Spell Attack/8)) M = (Level*Magic Power)/256 + 4 Defense = Magic Defense ****************************** 6.4.2) FLARE DAMAGE PARAMETERS ****************************** Attack = Spell Attack + (0..(Spell Power/32)) M = (Level*Magic Power)/256 + 4 Defense = (Magic Defense/32) ************************************* 6.4.3) RANDOM MAGIC DAMAGE PARAMETERS ************************************* Attack = (50..200) M = Spell Attack Defense = Magic Defense *************************************** 6.4.4) PHYSICAL MAGIC DAMAGE PARAMETERS *************************************** Attack = Spell Attack + (0..(Spell Attack/8)) M = (Level*Magic Power)/256 + 4 Defense = Defense ******************************* 6.4.5) SWORDS DAMAGE PARAMETERS ******************************* Attack = Weapon Attack + (0..(Weapon Attack)/8)) M = (Level*Strength)/128 + 2 Defense = Defense ****************************** 6.4.6) FISTS DAMAGE PARAMETERS ****************************** Attack = 3 + (0..(Level/4)) M = 2 Defense = Defense If the Attacker has Brawl: Attack = 3 + Level*2 + (0..(Level*2/8)) M = (Level*Strength)/256 + 2 Defense = Defense If the Attacker Kaiser Knuckles (and Brawl): Attack = Attack + 50 ******************************* 6.4.7) KNIVES DAMAGE PARAMETERS ******************************* Attack = Weapon Attack + (0..3) M = (Level*Strength)/128 + (Level*Agility)/128 + 2 Defense = Defense Note, due to a bug, only the first byte of (Level*Agility) is used (see Section 12) ***************************** 6.4.8) AXES DAMAGE PARAMETERS ***************************** Attack = (Weapon Attack/2) + (0..Weapon Attack) M = (Level*Strength)/128 + 2 Defense = (Defense/4) ****************************** 6.4.9) BELLS DAMAGE PARAMETERS ****************************** Attack = (Weapon Attack/2) + (0..(Weapon Attack/2)) M = (Level*Magic)/128 + (Level*Agility)/128 + 2 Defense = Magic Defense ****************************** 6.4.10) RODS DAMAGE PARAMETERS ****************************** Attack = (0..Weapon Attack) * 2 M = (Level*Magic Power)/256 + 2 Defense = Magic Defense ******************************************* 6.4.11) LEVEL BASED MAGIC DAMAGE PARAMETERS ******************************************* Attack = (10..100) M = (Level/8) + 2 Defense = Magic Defense ********************************* 6.4.12) MONSTER DAMAGE PARAMETERS ********************************* Attack = Monster Attack + (0..(Monster Attack/8)) M = Monster Attack Multiplier Defense = Defense ******************************** 6.4.13) POTION DAMAGE PARAMETERS ******************************** Attack = Spell Attack M = 1 Defense = 0 ******************************* 6.4.14) THROW DAMAGE PARAMETERS ******************************* Attack = Weapon Throw Attack + (0..(Weapon Throw Attack/8)) M = (Level*Strength)/128 + (Level*Agility)/128 + 2 Defense = Defense ********************************* 6.4.15) GILTOSS DAMAGE PARAMETERS ********************************* Attack = Level + 10 M = 150 Defense = Defense ************************************* 6.4.16) BRAVE BLADE DAMAGE PARAMETERS ************************************* Attack = Weapon Attack - # times escaped from battle Minimum Attack = 0 M = (Level*Strength)/128 + 2 Defense = Defense ************************************** 6.4.17) GOBLIN PUNCH DAMAGE PARAMETERS ************************************** Attack = Weapon Throw Damage (Right Hand) + Weapon Throw Damage (Left Hand), or Monster Attack M = (Level*Strength)/128 + 2, or Monster Attack Multiplier Defense = Defense ************************************** 6.4.18) STRONG FIGHT DAMAGE PARAMETERS ************************************** Attack = Monster Attack * 8 + (0..(Monster Attack/8)) M = Monster Attack Multiplier Defense = Defense *************************************** 6.4.19) CHICKEN KNIFE DAMAGE PARAMETERS *************************************** Attack = (# times escaped from battle)/2 Maximum Attack = 127 M = (Level*Strength)/128 + (Level*Agility)/128 + 2 Defense = Defense ---------------------------------------- 6.5) MODIFIERS TO ATTACK, DEFENSE, and M ---------------------------------------- These are the various modifiers Attack, Defense and M. Use the appropriate modifiers, indicated in the damage formulas. ****************************************** 6.5.1) MULTITARGETTING MODIFIERS TO ATTACK ****************************************** If targetting multiple Targets, Attack = Attack / 2 Spells that automatically target all targets do not suffer this penalty; the exception are Rods that are used as Items; they DO suffer this penalty, even the ones that automatically target all targets. ************************* 6.5.2) ROW MODIFIERS TO M ************************* If the Attacker is in the back row, M = M / 2 If the Target is in the back row, M = M / 2 Both effects are cumulative. If the Attacker is Jumping, do not apply either modify ************************************************* 6.5.3) COMMAND MODIFIERS TO ATTACK, DEFENSE AND M ************************************************* If the Attacker is using SwordDance, Attack = Attack * 2 and M = M * 2 If the Attacker is using Throw, Attack = Attack * 2 If the Attacker is using BuildUp, M = M * 2 If the Attacker is using X-Fight, M = M / 2 and Defense = 0 If the Target is Defending, M = M / 2 If the Target is Guarding, Damage = 0 ******************************** 6.5.4) DOUBLE GRIP MODIFIER TO M ******************************** If the Attacker has Double Grip Ability equipped, M = M * 2 The Attacker does not get this bonus if he has a shield equipped, or is wielding weapons in both hands (i.e. the Attacker must actually be double gripping the weapon) **************************** 6.5.5) JUMPING MODIFIER TO M **************************** If the Attacker is Jumping, M = M * 2 This modifier is only used for Weapon types 33h and 73h (Spears) ************************************* 6.5.6) RUNE MODIFIERS TO ATTACK AND M ************************************* Subtract Rune MP cost Attack = Attack + Rune Bonus M = M + (Level * Magic Power)/128 If the Attacker does not have sufficient MP, do not apply any of the above modifiers. *********************************************** 6.5.7) SPECIALTY MODIFIER TO ATTACK AND DEFENSE *********************************************** If the Monster's Specialty Effect is "100% Hit & Defense Pierce", Defense = 0 If the Monster's Specialty Effect is "1.5 * Damage", Attack = Attack + (Attack / 2) ***************************** 6.5.8) MEDICINE MODIFIER TO M ***************************** If the Attacker has the Medicine Ability, M = M * 2 This modifier is only used for Magic types 25h and 26h (Potions and Ethers) *************************************** 6.5.9) CREATURE TYPE MODIFIER TO ATTACK *************************************** If the Target's Creature type matches the Attacker's "STRONG VS." parameter, Attack = Attack * 8 This modifier only used for Magic type 6C (Magic Strong vs. Creature type) *************************************************************** 6.5.10) TARGET STATUS EFFECT MODIFIERS TO DEFENSE AND M (MAGIC) *************************************************************** If the Target has Shell status, M = M / 2 If the Target has Toad status, Defense = 0 ****************************************************************** 6.5.11) TARGET STATUS EFFECT MODIFIERS TO DEFENSE AND M (PHYSICAL) ****************************************************************** If the Target has Armor status, M = M / 2 If the Target has Toad status, Defense = 0 ************************************************************* 6.5.12) ATTACKER STATUS EFFECT MODIFIERS TO ATTACK (PHYSICAL) ************************************************************* If the Attacker has Toad or Mini status, Attack = 3 If the Attacker has Berserk status, Attack = (Attack * 3) / 2 *************************************************** 6.5.13) LEVEL EFFECT MODIFIER TO ATTACK AND DEFENSE *************************************************** If Attacker Level = Target Level, then Attack = Attack * 8 and Defense = 0 When comparing levels, do not take into account modifers to level due to Hero Song. Other modifers to Level (e.g. DarkShock, Samson Power etc) are OK. This modifier is only used for Magic Type 50h (Goblin Punch) ******************************************* 6.5.14) MAGIC ELEMENT UP MODIFIER TO ATTACK ******************************************* If the Attacker has Magic Element Up of the attacking element, Attack = Attack + (Attack/2) ****************************************************** 6.5.15) MAGIC SWORD MODIFIERS TO ATTACK, DEFENSE AND M ****************************************************** If the Attacker is using Magic Sword Flare, Attack = Attack + 100 and Defense = (Defense/4) If the Target has Elemental Absorb of the attacking element, Defense = 0 and Target is healed instead of damaged If the Target has Elemental Immunity of the attacking element, the attack automatically misses; do not follow any more steps. If the Target has Elemental Half of the attacking element, M = M / 2 If the Target has Elemental Weakness of the attacking element: If using Fire3, Ice3, Bolt3, Bio or Holy, if the Target is Heavy, Attack = Attack * 4 and Defense = 0. If the Target is not Heavy, Inflict Dead status on Target. Ignore Dead status immunity. If using Fire2, Ice2 or Bolt2, Attack = Attack * 3 and Defense = 0 If using Fire, Ice, Bolt or Venom, Attack = Attack * 2 and Defense = 0 ****************************************************** 6.5.16) ATTACK ELEMENT MODIFIERS TO ATTACK AND DEFENSE ****************************************************** If the Target has Elemental Absorb of the attacking element, Defense = 0 and Target is healed instead of damaged If the Target has Elemental Immunity of the attacking element, the attack automatically misses; do not follow any more steps. If the Target has Elemental Half of the attacking element, Attack = Attack / 2 If the Target has Elemental Weakness of the attacking element, Attack = Attack * 2 and Defense = 0 **************************************************** 6.5.17) CRITICAL HIT MODIFIERS TO ATTACK AND DEFENSE **************************************************** Let N1 = (0..99) If N1 < Weapon Critical Hit%, Attack = Attack * 2 and Defense = 0 ************************************************************** 6.5.18) CREATURE TYPE CRITICAL MODIFIERS TO ATTACK AND DEFENSE ************************************************************** If the Target's Creature type matches the Attacker's "STRONG VS." parameter, Attack = Attack * 2 and Defense = 0 This modifier is used for Magic types 72h and 73h (Bows and Spears Strong vs. Creature type) ---------------------------------- 6.6) STATUS DURATION DETERMINATION ---------------------------------- 1) Status Duration = Spell Duration + (Attacker Level / 4). Max Status Duration = 255. 2) If Spell ignores Target modifiers to duration, do not follow any more steps. 3) If the Target is Heavy type, Status Duration = 30; do not follow any more steps. 4) Status Duration = Status Duration - (Target Level / 4). Min Status Duration = 1. Only Mute, Paralyze, Stop, Wall and HP Leak use the above steps. All other status effects last until they are cured or dispelled. Wall appears to use a different (slower) timer than the other status effects. --------------------------------------------- 6.7) DAMAGE FORMULAS FOR VARIOUS ATTACK TYPES --------------------------------------------- ********************* 6.7.1) WEAPON ATTACKS ********************* ATTACK TYPE (HEX: 06) (Magic Attacks, Light Staff, Staff of Judgement) 1) Aegis Shield Check (6.3.2) 2) Use Magic Damage Parameters (6.4.1): Attack = Spell Attack + (0..(Spell Attack/8)) M = (Level*Magic Power)/256 + 4 Defense = Magic Defense 3) Apply Multitargetting modifiers to Attack (6.5.1). 4) Apply Target Status Effect modifiers to Defense and M (magical) (6.5.10). 5) Apply Magic Element Up modifier to Attack (6.5.14). 6) Apply Attack Element modifiers to Attack and Defense (6.5.16). 7) Damage = (Attack - Defense) * M. Max Damage = 9999. ATTACK TYPE (HEX: 0D) (Drain, Drain Sword, Dragon Sword, Jitterbug Duet, Drain Kiss) 1) If the Attacker is using the Drain Sword with Aim, Jump, Sword Dance or X-Fight, the attack automatically hits. Goto Step 3 2) Follow Hit Determination for Magical Attacks Steps (6.2.2). 3) Use Magic Damage Parameters (6.4.1): Attack = Spell Attack + (0..(Spell Attack/8)) M = (Level*Magic Power)/256 + 4 Defense = Magic Defense 4) Apply Target Status Effect modifiers to Defense and M (magical) (6.5.10). 5) Damage = (Attack - Defense) * M. Max Damage = 9999. 6) Caster gains HP equal to Damage. If the Target is Undead, then the Target is healed and the caster is damaged. ATTACK TYPE (HEX: 30) (Fists) 1) Hit% = 100, Evade% = Target Evade% 2) Follow Hit Determination for Physical Attacks steps (6.2.1). 3) Use Fists Damage Parameters (6.4.6): Attack = 3 + (0..(Level/4)) M = 2 Defense = Defense If the Attacker has Brawl: Attack = 3 + Level*2 + (0..(Level*2/8)) M = (Level*Strength)/256 + 2 Defense = Defense If the Attacker Kaiser Knuckles (and Brawl): Attack = Attack + 50 4) Apply Row modifiers to M (6.5.2). 5) Apply Command modifiers to Attack, Defense and M (6.5.3). 6) Apply Target Status Effect modifiers to Defense and M (physical) (6.5.11). 7) Apply Attacker Status Effect modifiers to Attack (physical) (6.5.12). 8) Apply Critical Hit modifiers to Attack and Defense (6.5.17). 9) Damage = (Attack - Defense) * M. Max Damage = 9999. ATTACK TYPE (HEX: 31) (Swords) 1) Hit% = 100, Evade% = Target Evade% 2) Follow Hit Determination for Physical Attacks steps (6.2.1). 3) Use Sword Damage Parameters (6.4.5): Attack = Weapon Attack + (0..(Weapon Attack)/8)) M = (Level*Strength)/128 + 2 Defense = Defense 4) Apply Row modifiers to M (6.5.2). 5) Apply Command modifiers to Attack, Defense and M (6.5.3). 6) Apply Double Grip modifier to M (6.5.4). 7) Apply Target Status Effect modifiers to Defense and M (physical) (6.5.11). 8) Apply Attacker Status Effect modifiers to Attack (physical) (6.5.12). 9) Apply Magic Sword modifiers to Attack, Defense and M (6.5.15). 10) Apply Attack Element modifiers to Attack and Defense (6.5.16). Note that Magic Sword elements override weapon attack elements. 11) Damage = (Attack - Defense) * M. Max Damage = 9999. 12) Inflict status effects from Magic Sword. ATTACK TYPE (HEX: 32) (Knives) 1) Hit% = 100, Evade% = (Target Evade% / 2) 2) Follow Hit Determination for Physical Attacks steps (6.2.1). 3) Use Knives Damage Parameters (6.4.7): Attack = Weapon Attack + (0..3) M = (Level*Strength)/128 + (Level*Agility)/128 + 2 Defense = Defense Note, due to a bug, only the first byte of (Level*Agility) is used (see Section 12) 4) Apply Row modifiers to M (6.5.2). 5) Apply Command modifiers to Attack, Defense and M (6.5.3). 6) Apply Target Status Effect modifiers to Defense and M (physical) (6.5.11). 7) Apply Attacker Status Effect modifiers to Attack (physical) (6.5.12). 8) Apply Magic Sword modifiers to Attack, Defense and M (6.5.15). 9) Apply Attack Element modifiers to Attack and Defense (6.5.16). Note that Magic Sword elements override weapon attack elements. 10) Damage = (Attack - Defense) * M. Max Damage = 9999. 11) Inflict status effects from Magic Sword. ATTACK TYPE (HEX: 33) (Spears) 1) Hit% = 100, Evade% = Target Evade% 2) Follow Hit Determination for Physical Attacks steps (6.2.1). 3) Use Sword Damage Parameters (6.4.5): Attack = Weapon Attack + (0..(Weapon Attack)/8)) M = (Level*Strength)/128 + 2 Defense = Defense 4) Apply Command modifiers to Attack, Defense and M (6.5.3). 5) Apply Jumping modifier to M (6.5.5). 6) Apply Row modifiers to M (6.5.2). 7) Apply Target Status Effect modifiers to Defense and M (physical) (6.5.11). 8) Apply Attacker Status Effect modifiers to Attack (physical) (6.5.12). 9) Apply Attack Element modifiers to Attack and Defense (6.5.16). 10) Damage = (Attack - Defense) * M. Max Damage = 9999. ATTACK TYPE (HEX: 34) (Axes) 1) Hit% = Weapon Hit%, Evade% = Target Evade% 2) Follow Hit Determination for Physical Attacks steps (6.2.1). 3) Use Axes Damage Parameters (6.4.8): Attack = (Weapon Attack/2) + (0..Weapon Attack) M = (Level*Strength)/128 + 2 Defense = (Defense/4) 4) Apply Row modifiers to M (6.5.2). 5) Apply Command modifiers to Attack, Defense and M (6.5.3). 6) Apply Double Grip modifier to M (6.5.4). 7) Apply Target Status Effect modifiers to Defense and M (physical) (6.5.11). 8) Apply Attacker Status Effect modifiers to Attack (physical) (6.5.12). 9) Damage = (Attack - Defense) * M. Max Damage = 9999. ATTACK TYPE (HEX: 35) (Bows with Status Effects) 1) Hit% = Weapon Hit%, Evade% = (Target Evade% / 2) 2) Follow Hit Determination for Physical Attacks steps (6.2.1). 3) Use Knives Damage Parameters (6.4.7): Attack = Weapon Attack + (0..3) M = (Level*Strength)/128 + (Level*Agility)/128 + 2 Defense = Defense Note, due to a bug, only the first byte of (Level*Agility) is used (see Section 12) 4) Apply Command modifiers to Attack, Defense and M (6.5.3). 5) Apply Target Status Effect modifiers to Defense and M (physical) (6.5.11). 6) Apply Attacker Status Effect modifiers to Attack (physical) (6.5.12). 7) Damage = (Attack - Defense) * M. Max Damage = 9999. 8) Let N1 = (0..99). If N1 < Status Hit%, inflict Status Effects. ATTACK TYPE (HEX: 36) (Bows with Elemental) 1) Hit% = Weapon Hit%, Evade% = (Target Evade% / 2) 2) Follow Hit Determination for Physical Attacks steps (6.2.1). 3) Use Knives Damage Parameters (6.4.7): Attack = Weapon Attack + (0..3) M = (Level*Strength)/128 + (Level*Agility)/128 + 2 Defense = Defense Note, due to a bug, only the first byte of (Level*Agility) is used (see Section 12) 4) Apply Command modifiers to Attack, Defense and M (6.5.3). 5) Apply Target Status Effect modifiers to Defense and M (physical) (6.5.11). 6) Apply Attacker Status Effect modifiers to Attack (physical) (6.5.12). 7) Apply Attack Element modifiers to Attack and Defense (6.5.16). 8) Apply Critical Hit modifiers to Attack and Defense (6.5.17). 9) Damage = (Attack - Defense) * M. Max Damage = 9999. ATTACK TYPE (HEX: 37) (Katanas) 1) Hit% = 100, Evade% = Target Evade% 2) Follow Hit Determination for Physical Attacks steps (6.2.1). 3) Use Sword Damage Parameters (6.4.5): Attack = Weapon Attack + (0..(Weapon Attack)/8)) M = (Level*Strength)/128 + 2 Defense = Defense 4) Apply Row modifiers to M (6.5.2). 5) Apply Command modifiers to Attack, Defense and M (6.5.3). 6) Apply Double Grip modifier to M (6.5.4). 7) Apply Target Status Effect modifiers to Defense and M (physical) (6.5.11). 8) Apply Attacker Status Effect modifiers to Attack (physical) (6.5.12). 9) Apply Critical Hit modifiers to Attack and Defense (6.5.17). 10) Damage = (Attack - Defense) * M. Max Damage = 9999. ATTACK TYPE (HEX: 38) (Whips) 1) Hit% = Weapon Hit%, Evade% = Target Evade% 2) Follow Hit Determination for Physical Attacks steps (6.2.1). 3) Use Knives Damage Parameters (6.4.7): Attack = Weapon Attack + (0..3) M = (Level*Strength)/128 + (Level*Agility)/128 + 2 Defense = Defense Note, due to a bug, only the first byte of (Level*Agility) is used (see Section 12) 4) Apply Command modifiers to Attack, Defense and M (6.5.3). 5) Apply Target Status Effect modifiers to Defense and M (physical) (6.5.11). 6) Apply Attacker Status Effect modifiers to Attack (physical) (6.5.12). 7) Damage = (Attack - Defense) * M. Max Damage = 9999. ATTACK TYPE (HEX: 39) (Bells) 1) If Void has been cast, then no attack occurs; do not follow any more steps. 2) Use Bells Damage Parameters (6.4.9): Attack = (Weapon Attack/2) + (0..(Weapon Attack/2)) M = (Level*Magic)/128 + (Level*Agility)/128 + 2 Defense = Magic Defense 3) Apply Target Status Effect modifiers to Defense and M (magical) (6.5.10). 4) Damage = (Attack - Defense) * M. Max Damage = 9999. ATTACK TYPE (HEX: 3A) (Long Reach Axes) 1) Hit% = Weapon Hit%, Evade% = Target Evade% 2) Follow Hit Determination for Physical Attacks steps (6.2.1). 3) Use Axes Damage Parameters (6.4.8): Attack = (Weapon Attack/2) + (0..Weapon Attack) M = (Level*Strength)/128 + 2 Defense = (Defense/4) 4) Apply Command modifiers to Attack, Defense and M (6.5.3). 5) Apply Double Grip modifier to M (6.5.4). 6) Apply Target Status Effect modifiers to Defense and M (physical) (6.5.11). 7) Apply Attacker Status Effect modifiers to Attack (physical) (6.5.12). 8) Damage = (Attack - Defense) * M. Max Damage = 9999. ATTACK TYPE (HEX: 3B) (Rods) 1) Hit% = Weapon Hit%, Evade% = Target Magic Evade% 2) Aegis Shield Check (6.3.2) 3) Apply Target Status Effect modifiers to magic Hit% 4) Let N1 = (0..99) If N1 >= Hit%, the attack misses; do not follow any more steps. 5) Let N2 = (0..99) If N2 < Evade%, the attack misses; do not follow any more steps. 6) Use Rods Damage Parameters (6.4.10): Attack = (0..Weapon Attack) * 2 M = (Level*Magic Power)/256 + 2 Defense = Magic Defense 7) Apply Target Status Effect modifiers to Defense and M (magical) (6.5.10). 8) Apply Attack Element modifiers to Attack and Defense (6.5.16). 9) Damage = (Attack - Defense) * M. Max Damage = 9999. ATTACK TYPE (HEX: 3C) (Rune Weapons) 1) Hit% = Weapon Hit%, Evade% = Target Evade% 2) Follow Hit Determination for Physical Attacks steps (6.2.1). 3) Use Axes Damage Parameters (6.4.8): Attack = (Weapon Attack/2) + (0..Weapon Attack) M = (Level*Strength)/128 + 2 Defense = (Defense/4) 4) Apply Rune modifiers to Attack and M (6.5.6). 4) Apply Row modifiers to M (6.5.2). 5) Apply Command modifiers to Attack, Defense and M (6.5.3). 6) Apply Double Grip modifier to M (6.5.4). 7) Apply Target Status Effect modifiers to Defense and M (physical) (6.5.11). 8) Apply Attacker Status Effect modifiers to Attack (physical) (6.5.12). 9) Damage = (Attack - Defense) * M. Max Damage = 9999. ATTACK TYPE (HEX: 49) (Flirt, Lilith Rod) 1) Hit% = Spell Hit% + Attacker Level - Target Level Evade% = Target Magic Evade% 2) Apply modifier to Flirt success steps (6.3.5). 3) Let N1 = (0..99) If N1 >= Hit%, the attack misses; do not follow any more steps. 4) Let N2 = (0..99) If N2 < Evade%, the attack misses; do not follow any more steps. 5) If Target is Heavy, the attack misses; do not follow any more steps. 6) If using Flirt, display "Grr..." 7) Target's next action will be to display "Throbbing" message. The Target's AI will not be affected if it has Berserk, Sleep, Charm or Controlled status. (thanks to Silktail for this) ATTACK TYPE (HEX: 64) (Chicken Knife) 1) Hit% = 100, Evade% = (Target Evade% / 2) 2) Follow Hit Determination for Physical Attacks steps (6.2.1). 3) Use Chicken Knife Damage Parameters (6.4.19): Attack = (# times escaped from battle)/2 Maximum Attack = 127 M = (Level*Strength)/128 + (Level*Agility)/128 + 2 Defense = Defense 4) Apply Row modifiers to M (6.5.2). 5) Apply Command modifiers to Attack, Defense and M (6.5.3). 6) Apply Target Status Effect modifiers to Defense and M (physical) (6.5.11). 7) Apply Attacker Status Effect modifiers to Attack (physical) (6.5.12). 8) Apply Magic Sword modifiers to Attack, Defense and M (6.5.15). 9) Damage = (Attack - Defense) * M. Max Damage = 9999. 10) Inflict status effects from Magic Sword. ATTACK TYPE (HEX: 6C) (Strong vs. Creature Type: Apollo Harp, AquaRake, Sage Staff) 1) Use Magic Damage Parameters (6.4.1): Attack = Spell Attack + (0..(Spell Attack/8)) M = (Level*Magic Power)/256 + 4 Defense = Magic Defense 2) Apply Creature Type modifier to Attack (6.5.9) 3) Apply Target Status Effect modifiers to Defense and M (magical) (6.5.10). 4) Damage = (Attack - Defense) * M. Max Damage = 9999. ATTACK TYPE (HEX: 6E) (Brave Blade) 1) Hit% = 100, Evade% = Target Evade% 2) Follow Hit Determination for Physical Attacks steps (6.2.1). 3) Use Brave Blade Damage Parameters (6.4.16): Attack = Weapon Attack - # times escaped from battle Minimum Attack = 0 M = (Level*Strength)/128 + 2 Defense = Defense 4) Apply Row modifiers to M (6.5.2). 5) Apply Command modifiers to Attack, Defense and M (6.5.3). 6) Apply Double Grip modifier to M (6.5.4). 7) Apply Target Status Effect modifiers to Defense and M (physical) (6.5.11). 8) Apply Attacker Status Effect modifiers to Attack (physical) (6.5.12). 9) Apply Magic Sword modifiers to Attack, Defense and M (6.5.15). 10) Damage = (Attack - Defense) * M. Max Damage = 9999. 11) Inflict status effects from Magic Sword. ATTACK TYPE (HEX: 72) (Bows Strong vs. Creature) 1) Hit% = 100, Evade% = (Target Evade% / 2) 2) Follow Hit Determination for Physical Attacks steps (6.2.1). 3) Use Knives Damage Parameters (6.4.7): Attack = Weapon Attack + (0..3) M = (Level*Strength)/128 + (Level*Agility)/128 + 2 Defense = Defense Note, due to a bug, only the first byte of (Level*Agility) is used (see Section 12) 4) Apply Command modifiers to Attack, Defense and M (6.5.3). 5) Apply Target Status Effect modifiers to Defense and M (physical) (6.5.11). 6) Apply Attacker Status Effect modifiers to Attack (physical) (6.5.12). 7) Apply Creature Type Critical modifiers to Attack and Defense (6.5.18). 8) Damage = (Attack - Defense) * M. Max Damage = 9999. ATTACK TYPE (HEX: 73) (Spears Strong vs. Creature) 1) Hit% = 100, Evade% = Target Evade% 2) Follow Hit Determination for Physical Attacks steps (6.2.1). 3) Use Sword Damage Parameters (6.4.5): Attack = Weapon Attack + (0..(Weapon Attack)/8)) M = (Level*Strength)/128 + 2 Defense = Defense 4) Apply Command modifiers to Attack, Defense and M (6.5.3). 5) Apply Jumping modifier to M (6.5.5). 6) Apply Row modifiers to M (6.5.2). 7) Apply Target Status Effect modifiers to Defense and M (physical) (6.5.11). 8) Apply Attacker Status Effect modifiers to Attack (physical) (6.5.12). 9) Apply Creature Type Critical modifiers to Attack and Defense (6.5.18). 10) Damage = (Attack - Defense) * M. Max Damage = 9999. ATTACK TYPE (HEX: 7F) (No Action: Harps, Power Staff, Healing Staff, Wonder Rod, Mysidian Rabbit) No action *************************************************** 6.7.2) DAMAGE FORMULAS FOR MONSTER PHYSICAL ATTACKS *************************************************** ATTACK TYPE (HEX: 01) (Monster Fight) 1) Hit% = 100, Evade% = Target Evade% 2) Follow Hit Determination for Physical Attacks steps (6.2.1). 3) Use Monster Damage Parameters (6.4.12): Attack = Monster Attack + (0..(Monster Attack/8)) M = Monster Attack Multiplier Defense = Defense 4) Apply Row modifiers to M (6.5.2). 5) Apply Command modifiers to Attack, Defense and M (6.5.3). 6) Apply Target Status Effect modifiers to Defense and M (physical) (6.5.11). 7) Apply Attacker Status Effect modifiers to Attack (physical) (6.5.12). 8) Apply Attack Element modifiers to Attack and Defense (6.5.16). 9) Damage = (Attack - Defense) * M. Max Damage = 9999. ATTACK TYPE (HEX: 02) (Monster Specialty) 1) If Specialty Effect is "100% Hit" goto Step 4. 2) Hit% = 100, Evade% = Target Evade% 3) Follow Hit Determination for Physical Attacks steps (6.2.1). 4) Use Monster Damage Parameters (6.4.12): Attack = Monster Attack + (0..(Monster Attack/8)) M = Monster Attack Multiplier Defense = Defense 5) Apply Row modifiers to M (6.5.2). 6) Apply Command modifiers to Attack, Defense and M (6.5.3). 7) Apply Target Status Effect modifiers to Defense and M (physical) (6.5.11). 8) Apply Attacker Status Effect modifiers to Attack (physical) (6.5.12). 9) Apply Specialty Effect modifiers to Attack and Defense (6.5.7). 10) Apply Attack Element modifiers to Attack and Defense (6.5.16). 11) Damage = (Attack - Defense) * M. Max Damage = 9999. 12) Inflict other indicated Specialy Effect statuses: HP Leak, Charm, Paralyze, Blind, Poison or Aging status. Do not inflict any statuses if the Target has Earth Wall. ATTACK TYPE (HEX: 6F) (Strong Fight) 1) Use Strong Fight Damage Parameters (6.4.18): Attack = Monster Attack * 8 + (0..(Monster Attack/8)) M = Monster Attack Multiplier Defense = Defense 2) Apply Target Status Effect modifiers to Defense and M (physical) (6.5.11). 3) Damage = (Attack - Defense) * M. Max Damage = 9999. ****************************************** 6.7.2) DAMAGE FORMULAS FOR MAGICAL ATTACKS ****************************************** ATTACK TYPE (HEX: 06) (Magic Attacks, Light Staff, Staff of Judgement) 1) Aegis Shield Check (6.3.2) 2) Use Magic Damage Parameters (6.4.1): Attack = Spell Attack + (0..(Spell Attack/8)) M = (Level*Magic Power)/256 + 4 Defense = Magic Defense 3) Apply Multitargetting modifiers to Attack (6.5.1). 4) Apply Target Status Effect modifiers to Defense and M (magical) (6.5.10). 5) Apply Magic Element Up modifier to Attack (6.5.14). 6) Apply Attack Element modifiers to Attack and Defense (6.5.16). 7) Damage = (Attack - Defense) * M. Max Damage = 9999. ATTACK TYPE (HEX: 07) (Gravity type attacks + Harp Magic) 1) Follow Hit Determination for Magical Attacks Steps (6.2.2). 2) If the Target is Heavy type, the attack misses; do not follow any more steps. 3) Damage = Spell Attack Fraction * (Target's Current HP). Max Damage = 9999. 4) Spell Duration = 120 5) Follow Status Duration Determination Steps (6.6). 6) Inflict Status Effects. ATTACK TYPE (HEX: 08) (Pierce Magic Defense: Flare, Giga Flare) 1) Use Flare Damage Parameters (6.4.2): Attack = Spell Attack + (0..(Spell Power/32)) M = (Level*Magic Power)/256 + 4 Defense = (Magic Defense/32) 2) Apply Target Status Effect modifiers to Defense and M (magical) (6.5.10). 3) Damage = (Attack - Defense) * M. Max Damage = 9999. ATTACK TYPE (HEX: 09) (Random Damage: Comet, Meteo, True Edge (enemy magic), Cave-In) 1) Use Random Magic Damage Parameters (6.4.3): Attack = (50..200) M = Spell Attack Defense = Magic Defense 2) Apply Target Status Effect modifiers to Defense and M (magical) (6.5.10). 3) Damage = (Attack - Defense) * M. Max Damage = 9999. Meteo and Cave-In = 4 attacks per casting ATTACK TYPE (HEX: 0A) (Physical Attack: Jump (enemy magic), Gungnir, Chocobo Kick, Fat Chocobo, Branch Arrow, Branch Spear) 1) Follow Hit Determination for Physical Magic Attacks Steps (6.2.3). 2) Use Physical Magic Damage Parameters (6.4.4): Attack = Spell Attack + (0..(Spell Attack/8)) M = (Level*Magic Power)/256 + 4 Defense = Defense 3) Apply Target Status Effect modifiers to Defense and M (physical) (6.5.11). 4) Damage = (Attack - Defense) * M. Max Damage = 9999. ATTACK TYPE (HEX: 0B) (Damage Based on Level: Delta Attack, Poison Breath, Bee Swarm, Leaf Dance, Dust Storm, Will-o-Wisp, Poison Mist) 1) Aegis Shield Check (6.3.2) 2) Use Level Based Magic Damage Parameters (6.4.11): Attack = (10..100) M = (Level/8) + 2 Defense = Magic Defense 3) Apply Target Status Effect modifiers to Defense and M (magical) (6.5.10). 4) Apply Magic Element Up modifier to Attack (6.5.14). 5) Apply Attack Element modifiers to Attack and Defense (6.5.16). 6) Damage = (Attack - Defense) * M. Max Damage = 9999. 7) Let N1 = (0..99). If N1 < Status Hit%, inflict Status Effects. ATTACK TYPE (HEX: 0C) (HP Leak: Bio, Stomach Acid, Mustard Bomb, Almagest, Quicksand, Blaze, Shadow Flare) 1) Aegis Shield Check (6.3.2) 2) Use Flare Damage Parameters (6.4.2): Attack = Spell Attack + (0..(Spell Power/32)) M = (Level*Magic Power)/256 + 4 Defense = (Magic Defense/32) 3) Apply Multitargetting modifiers to Attack (6.5.1). 4) Apply Target Status Effect modifiers to Defense and M (magical) (6.5.10). 5) Apply Magic Element Up modifier to Attack (6.5.14). 6) Apply Attack Element modifiers to Attack and Defense (6.5.16). 7) Damage = (Attack - Defense) * M. Max Damage = 9999. 8) Follow Status Duration Determination Steps (6.6). 9) Inflict HP Leak Status to Target. Target will slowly lose HP for status duration. ATTACK TYPE (HEX: 0D) (Drain, Drain Sword, Dragon Sword, Jitterbug Duet, Drain Kiss) 1) If the Attacker is using the Drain Sword with Aim, Jump, Sword Dance or X-Fight, the attack automatically hits. Goto Step 3 2) Follow Hit Determination for Magical Attacks Steps (6.2.2). 3) Use Magic Damage Parameters (6.4.1): Attack = Spell Attack + (0..(Spell Attack/8)) M = (Level*Magic Power)/256 + 4 Defense = Magic Defense 4) Apply Target Status Effect modifiers to Defense and M (magical) (6.5.10). 5) Damage = (Attack - Defense) * M. Max Damage = 9999. 6) Caster gains HP equal to Damage. If the Target is Undead, then the Target is healed and the caster is damaged. ATTACK TYPE (HEX: 0E) (Psyche, Dragon Sword, Mystery Waltz, Lilith Kiss) 1) Follow Hit Determination for Magical Attacks Steps (6.2.2). 2) Use Flare Damage Parameters (6.4.2): Attack = Spell Attack + (0..(Spell Power/32)) M = (Level*Magic Power)/256 + 4 Defense = (Magic Defense/32) 3) Apply Target Status Effect modifiers to Defense and M (magical) (6.5.10). 4) Damage = (Attack - Defense) * M. Max Damage = 9999. 5) Damage is applied to Target's MP. Caster gains MP equal to Damage. If the Target is Undead, then the Target's MP is healed and the caster's MP is damaged. ATTACK TYPE (HEX: 0F) (Reduce HP to Critical: Maelstrom, Bone, Tailscrew, Hurricane, Dark Elixir, Tornado, Whirlpool) 1) Follow Hit Determination for Magical Attacks Steps (6.2.2). 2) If the Target is Heavy, attack misses; do not follow any more steps. 3) Let N1 = (1..9). If Target's Current HP > N1, Target's Current HP = N1. ATTACK TYPE (HEX: 10) (Heal: Cure, Cure2) 1) Use Magic Damage Parameters (6.4.1): Attack = Spell Attack + (0..(Spell Attack/8)) M = (Level*Magic Power)/256 + 4 Defense = Magic Defense 2) Defense = 0 3) Apply Multitargetting modifiers to Attack (6.5.1). 4) Damage = (Attack - Defense) * M. Max Damage = 9999. 5) Target gains HP = Damage. If the Target is Undead, then the Target is damaged instead of healed. ATTACK TYPE (HEX: 11) (Full Heal: Cure3, Remedy) 1) Use Magic Damage Parameters (6.4.1): Attack = Spell Attack + (0..(Spell Attack/8)) M = (Level*Magic Power)/256 + 4 Defense = Magic Defense 2) Defense = 0 3) If cast on a single Target, then Target's Current HP = Target's Max HP. If the single Target is Undead and not Heavy, let N1 = (1..9). If Target's Current HP > N1, Target's Current HP = N1. If the single Target is Undead and Heavy, the attack misses. 4) If cast on multiple targets, apply Multitargetting modifiers to Attack (6.5.1). Damage = (Attack - Defense) * M. Max Damage = 9999. Target gains HP = Damage. If the Target is Undead, then the Target is damaged instead of healed. ATTACK TYPE (HEX: 12) (Status Effect 1) 1) Follow Hit Determination for Magical Attacks Steps (6.2.2). 2) Inflict Status Effects. ATTACK TYPE (HEX: 13) (Status Effect 2) 1) Follow Hit Determination for Magical Attacks Steps (6.2.2). 2) Follow Status Duration Determination Steps (6.6). 3) Inflict Status Effects. ATTACK TYPE (HEX: 14) (Status Effect 3) 1) Follow Hit Determination for Magical Attacks Steps (6.2.2). 2) Follow Status Duration Determination Steps (6.6). 3) Inflict Status Effects. ATTACK TYPE (HEX: 15) (Toggle Status: Size, Toad, Kurururu!) 1) Follow Hit Determination for Magical Attacks Steps (6.2.2). 2) Inflict Status Effects. If the Target already has that status, then the status will be cured. ATTACK TYPE (HEX: 16) (Status Effect 3, Mutually exclusive statuses: Slow, Haste, Slow2, Haste2, Thread, Haste Drink, Vine Hell) 1) Follow Hit Determination for Magical Attacks Steps (6.2.2). 2) Inflict Status Effects. If applying Slow status, remove Haste status effect. If applying Haste status, remove Slow status effect. ATTACK TYPE (HEX: 17) (Status Effect 1, Full Heal to Undead: Doom, Death Potion, Faen Fantom, Roulette) 1) If the Target is Undead, then Target's Current HP = Target's Max HP; do not follow any more steps. 2) Follow Hit Determination for Magical Attacks Steps (6.2.2). 3) Inflict Status Effects. ATTACK TYPE (HEX: 18) (Destroy: X-Zone, True Edge, Quicksand, Bottomless Swamp, Slash) 1) If Target is Heavy, attack misses; do not follow any more steps. 2) Follow Hit Determination for Magical Attacks Steps (6.2.2). 3) Inflict Dead Status on Target. Ignore Status Immunities. ATTACK TYPE (HEX: 19) (Antdt, Dispel, Gravity 100, Medicine, Pancea, Antidote, Restorative, Eyedrop, Heal) 1) If the attacker has Charm status, attack misses; do not follow any more steps. 2) Remove Status Effects. ATTACK TYPE (HEX: 1A) (Revive with a fraction of HP: Life, Life2, Fire of Resurrection, Resurrection, Reincarnation, Phoenix Down, Kiss of Life, Revive) 1) If the Target is Undead, use Attack Type HEX:18 instead. 2) If the Target is not Dead, the attack misses; do not follow any more steps. 3) Revive the Target. Target HP = Spell Attack Fraction * (Target Max HP). 4) If using Fire of Resurection, Resurrection, Reincarnation, Kiss of Life or Revive: Target MP = Target Max MP. ATTACK TYPE (HEX: 1B) (Drain to All: Whispering Wind) 1) Use Magic Damage Parameters (6.4.1): Attack = Spell Attack + (0..(Spell Attack/8)) M = (Level*Magic Power)/256 + 4 Defense = Magic Defense 2) Apply Target Status Effect modifiers to Defense and M (magical) (6.5.10). 3) Damage = (Attack - Defense) * M. Max Damage = 9999. 4) Each party member that does not have Dead or Stone status gains HP = (Damage / 4). ATTACK TYPE (HEX: 1C) (Element: Resist Fire, Dragon Shield, Resist Ice, Resist Thunder) 1) If using Resist Fire, Resist Ice, Resist Thunder, Target will absorb indicated element. 2) If using Dragon Shield, Target will be immune to indicated elements. ATTACK TYPE (HEX: 1D) (Scan Monster: Scan, Observe, Analyze) 1) If using Analyze, check whether it is a boss battle (see Monster Formations section 11.5). If so, the attack misses. Do not follow any more steps. 2) If using Scan or Analyze, display target Level 3) Display target HP. If Target is immune to HP scan, display ?????/????? instead of HP. 4) Display target Elemental Weaknesses. Note: Due to a bug, Observe will not display target weaknesses. 5) If using Scan or Analyze, display current target Status Effects. Note that only the following Status Effects will be displayed: Darkness, Zombie, Poison, Float, Mini, Toad, Stone, Dead, Image, Mute, Berserk, Charm, Paralyze, Sleep and Aging. Also note that since Scan, Observe and Analyze cannot target Stone or Dead targets, you basically will never see those Status Effects displayed either. ATTACK TYPE (HEX: 1E) (Speed up Caster: Drag) "It gives your party a few seconds 'Wait', after their Active-Time-Bar fills. Almost like time stopping around you, as you select a command. " "I had found out that the battle-speed setting (in the Config-menu) does something similar to Drag. I think to begin with, the Battle-speed is set to 3 and that gives roughly a second pause (when your command-menu pops up). Whilst if you set it to 1, it doesn't seem to pause at all and if set to 6, roughly a 3 second pause. What "Drag" does is gives us a pause of just over 2 seconds, (for that battle,) which is equivalent to Battle-Speed 5. Thus at Battle-Speed 5, Drag seems to do nothing and at Battle-Speed 6, it actually shortens the pause." (posted by Silktail in the GameFAQ FFV SNES Message board) Multiple castings are not cumulative. ATTACK TYPE (HEX: 1F) (No Magic: Void) Inflicts Mute status on everybody. Bypasses Mute immunity. Does not work in certain boss battles (see Section 11.5 for more details). ATTACK TYPE (HEX: 20) (Exit Battle: Exit) Escapes from battle. Some battles cannot be escaped from. Exits dungeon when cast from the menu. ATTACK TYPE (HEX: 21) (Reset Battle: Reset) Resets battle. ATTACK TYPE (HEX: 22) (Double Commands: Quick) Allows two subsequent commands to be executed immediately. Casting Quick again as either one of the two subsequent actions will not grant extra commands. ATTACK TYPE (HEX: 23) (Damage Wall: Golem Wall) If there currently is already a Golem Wall summoned, attack misses. Wall HP = (20 + Level) * 50 Protects from Physical Damage. ATTACK TYPE (HEX: 24) (Heals HP: Potion, HiPotion) 1) Use Potion Damage Parameters (6.4.13): Attack = Spell Attack M = 1 Defense = 0 2) Apply Medicine Modifier to M (6.5.8). 3) Damage = (Attack - Defense) * M. Max Damage = 9999. 4) Target gains HP = Damage. If the Target is Undead, then the Target is damaged instead of healed. ATTACK TYPE (HEX: 25) (Heals MP: Ether, Ether Dry) 1) Use Potion Damage Parameters (6.4.13): Attack = Spell Attack M = 1 Defense = 0 2) Apply Medicine Modifier to M (6.5.8). 3) Damage = (Attack - Defense) * M. Max Damage = 9999. 4) Target gains MP = Damage. ATTACK TYPE (HEX: 26) (Heals HP and MP: Unicorn, X-Potion, Elixir, Half Elixir) 1) If using Unicorn, X-Potion and Elixir, Target's Current HP = Target's Max HP. If the Target is Undead and not Heavy, let N1 = (1..9). If Target's Current HP > N1, Target's Current HP = N1. If the Target is Undead and Heavy, the attack misses. 2) If using Elixir or Half Elixir, Target's Current MP = Target's Max MP. ATTACK TYPE (HEX: 27) (Inflict statuses: Mighty Guard, No Clue, Punishment, X- Zone (enemy magic), Dragon Armor, Kiss of Blessing) 1) Inflict status effects. Ignore status immunities. ATTACK TYPE (HEX: 28) (Ignore Defense: Blowfish, Dark Potion) 1) Follow Hit Determination for Magical Attacks Steps (6.2.2). 2) Damage = Spell Attack ATTACK TYPE (HEX: 29) (Countdown/Erase: Condemn, Circle, Possess, Failure (Elixir+Eyedrop)) 1) If Target is Heavy, attack misses; do not follow any more steps. 2) Follow Hit Determination for Magical Attacks Steps (6.2.2). 3) Inflict status effects: Condemn = Coundown status Circle, Posses = Removed from battle status Failure = HP leak status (status duration = 255) ATTACK TYPE (HEX: 2A) (Damage Based on Max HP: Breath Wing, Flame, Thunder, Surge Beam) 1) Apply Attack Element modifiers to Attack and Defense (6.5.16). 2) Damage = Spell Attack Fraction * (Target's Max HP). Max Damage = 9999. 3) If using Surge Beam, inflict HP leak status (status duration = 255) ATTACK TYPE (HEX: 2B) (Damage Based on Caster's Current HP: Exploder, Holy Breath, Explosive, Poison Breath, Dragon Breath) 1) Apply Attack Element modifiers to Attack and Defense (6.5.16). 2) Damage = Spell Attack Fraction * (Caster's Current HP) 3) If using Exploder or Explosive, inflict Dead status to caster. Ignore Dead status immunity. ATTACK TYPE (HEX: 2C) (50/50 chance of Status 1 or Status 2: Blaster, Needle) 1) Let N1 = (0..99). 2) If N1 < 50, inflict Status 1 3) If N1 >= 50, follow Status Duration Determination Steps. Inflict Status 2. ATTACK TYPE (HEX: 2D) (Ground Attack: Rage of the Earth, Earth Shaker, Quake, Squirrel, Wild Boar, Earthquake) 1) If Target has Float status, attack misses; do not follow any more steps. 2) Use Magic Damage Parameters (6.4.1): Attack = Spell Attack + (0..(Spell Attack/8)) M = (Level*Magic Power)/256 + 4 Defense = Magic Defense 3) Apply Target Status Effect modifiers to Defense and M (magical) (6.5.10). 4) Apply Magic Element Up modifier to Attack (6.5.14). 5) Apply Attack Element modifiers to Attack and Defense (6.5.16). 6) Damage = (Attack - Defense) * M. Max Damage = 9999. ATTACK TYPE (HEX: 2E) (Physical magic + Status 1: Reaper's Sword) 1) Follow Hit Determination for Physical Magic Attacks Steps (6.2.3). 2) Use Physical Magic Damage Parameters (6.4.4): Attack = Spell Attack + (0..(Spell Attack/8)) M = (Level*Magic Power)/256 + 4 Defense = Defense 3) Apply Target Status Effect modifiers to Defense and M (physical) (6.5.11). 4) Damage = (Attack - Defense) * M. Max Damage = 9999. 5) Inflict status effects. ATTACK TYPE (HEX: 3D) (Reduce HP to critical + Status: DeathClaw) 1) Follow Hit Determination for Magical Attacks Steps (6.2.2). 2) If the Target is Heavy, attack misses; do not follow any more steps. 3) Let N1 = (1..9). If Target's Current HP > N1, Target's Current HP = N1. 4) Follow Status Duration Determination steps (6.6). 5) Inflict Status Effects. ATTACK TYPE (HEX: 3E) (Reduce HP to critical or HP Leak: Failure (Elixir+ Turtle Shell)) 1) Let N1 = (0..99) 2) If N1 >= 25, follow Status Duration Determination Steps (6.6). Inflict HP Leak status. 3) If N1 < 25, if the Target is Heavy, attack misses; do not follow any more steps. Let N2 = (1..9) If Target's Current HP > N2, Target's Current HP = N2. ATTACK TYPE (HEX: 3F) (Zombie Breath) 1) Aegis Shield Check (6.3.2) 2) Use Random Magic Damage Parameters (6.4.3): Attack = (50..200) M = Spell Attack Defense = Magic Defense 3) Apply Target Status Effect modifiers to Defense and M (magical) (6.5.10). 6) Damage = (Attack - Defense) * M. Max Damage = 9999. 7) If Damage >= Target's Current HP, inflict Zombie status. ATTACK TYPE (HEX: 40) (Change Row: Dynamo, Magnet) 1) Follow Hit Determination for Magical Attacks Steps (6.2.2). 2) Change Target row. If using Magnet, only move Target from the back row to the front row. ATTACK TYPE (HEX: 42) (Heal HP and Status: Nightingale, Maiden's Kiss, Neutralize, Cure Blind, Holy Water, Mantra) 1) Use Magic Damage Parameters (6.4.1): Attack = Spell Attack + (0..(Spell Attack/8)) M = (Level*Magic Power)/256 + 4 Defense = Magic Defense 2) Damage = (Attack - Defense) * M. Max Damage = 9999. 3) Target gains HP = Damage. If the Target is Undead, then the Target is damaged instead of healed. 4) Remove Status Effects. ATTACK TYPE (HEX: 44) (Escape (enemy magic)) 1) Inflict Dead status on attacker. Ignore status immunities. 2) Party receives no Exp or Gil for this monster. ATTACK TYPE (HEX: 4B) (L5 Doom) 1) If Target's level is not a multiple of 5, the attack misses; do not follow any more steps. Do not add Hero song bonus to level when checking the Target's level. 2) If Target is Undead, then Target's Current HP = Target's Max HP; do not follow any more steps. 3) Inflict Dead status. Ignore Dead status immunity. ATTACK TYPE (HEX: 4C) (L2 Old) 1) If Target's level is not a multiple of 2, the attack misses; do not follow any more steps. Do not add Hero song bonus to level when checking the Target's level. 2) Inflict Aging status. Ignore Aging status immunity. ATTACK TYPE (HEX: 4D) (L4 Qrter) 1) If Target's level is not a multiple of 4, the attack misses; do not follow any more steps. Do not add Hero song bonus to level when checking the Target's level. 2) Damage = Spell Attack Fraction * (Target's Current HP). Max Damage = 9999. 3) If Target is Heavy, Damage = 0 ATTACK TYPE (HEX: 4E) (L3 Flare) 1) If Target's level is not a multiple of 3, the attack misses; do not follow any more steps. Do not add Hero song bonus to level when checking the Target's level. 2) Use Flare Damage Parameters (6.4.2): Attack = Spell Attack + (0..(Spell Power/32)) M = (Level*Magic Power)/256 + 4 Defense = (Magic Defense/32) 3) Apply Target Status Effect modifiers to Defense and M (magical) (6.5.10). 4) Damage = (Attack - Defense) * M. Max Damage = 9999. ATTACK TYPE (HEX: 4F) (Revive + Status: Spirit) 1) If the Target is not Dead, the attack misses; do not follow any more steps. 2) Revive the Target. Target HP = Spell Attack Fraction * (Target Max HP). 3) Let N1 = (0..99). If N1 < Status Hit%, inflict Zombie status. ATTACK TYPE (HEX: 50) (Goblin Punch) 1) Use Goblin Punch Damage Parameters (6.4.17): Attack = Weapon Throw Damage (Right Hand) + Weapon Throw Damage (Left Hand), or Monster Attack M = (Level*Strength)/128 + 2, or Monster Attack Multiplier Defense = Defense 2) Apply Level Effect modifier to Attack and Defense (6.5.13). 3) Apply Target Status Effect modifiers to Defense and M (physical) (6.5.11). 4) Damage = (Attack - Defense) * M. Max Damage = 9999. ATTACK TYPE (HEX: 51) (Modify Level or Defense: Darkshock, Guard Off, Sonic Wave, Dragon Power, Sampson Power, Split Shell, Power Drink, Hero Drink) 1) Follow Hit Determination for Magical Attacks Steps (6.2.2). 2) If using Darkshock or Sonic Wave, Level = Level/2 3) If using Guard Off or Split Shell, Defense = Defense/2 and Magic Defense = Magic Defense/2 4) If using Dragon Power, Level = Level + 20 5) If using Sampson Power or Hero Drink, Level = Level + 10 6) If using Power Drink, Weapon Throw Damage (Right Hand) = Weapon Throw Damage (Right Hand) + 20 Weapon Throw Damage (Left Hand) = Weapon Throw Damage (Left Hand) + 20 Maximum value for Weapon Throw Damage = 255 Due to a bug, this bonus will only be applied when using Goblin Punch and NOT be applied when using Throw or any other Fighting command. ATTACK TYPE (HEX: 52) (HP Leak + Status: Mucus) 1) Follow Hit Determination for Magical Attacks Steps (6.2.2). 2) Remove Haste status effect. Inflict Slow status. 3) Inflict HP Leak status (status duration = 255) ATTACK TYPE (HEX: 53) (Damage based on current MP: Hammer, Dark Ether) 1) Follow Hit Determination for Magical Attacks Steps (6.2.2). 2) Damage = Spell Attack Fraction * (Target's Current MP). Max Damage = 9999. 3) Damage is applied to Target's MP. ATTACK TYPE (HEX: 54) (Damage = MAX HP - Current HP: ????, Dark Breath) 1) Follow Hit Determination for Magical Attacks Steps (6.2.2). 2) Damage = (Caster's MAX HP - Caster's Current HP) ATTACK TYPE (HEX: 55) (Kill Caster, Heal Target: Fusion) 1) Target's Current HP = Target's Max HP. If the Target is Undead and not Heavy, let N1 = (1..9). If Target's Current HP > N1, Target's Current HP = N1. If the Target is Undead and Heavy, the attack misses; do not follow any more steps. 2) Target's Current MP = Target's Max MP. 3) Inflict Dead status on caster. Ignore Dead status immunity. ATTACK TYPE (HEX: 57) (HP Leak + Status: Rainbow Wind, Dark Sigh) 1) Inflict Status Effects. 2) Inflict HP Leak status (status duration = 255) ATTACK TYPE (HEX: 58) (Flare Damage + HP Leak + Status: Mind Blast) 1) Use Flare Damage Parameters (6.4.2): Attack = Spell Attack + (0..(Spell Power/32)) M = (Level*Magic Power)/256 + 4 Defense = (Magic Defense/32) 2) Apply Target Status Effect modifiers to Defense and M (magical) (6.5.10). 3) Damage = (Attack - Defense) * M. Max Damage = 9999. 4) Follow Status Duration Determination Steps (6.6). 5) Inflict Paralyze status. 6) Inflict HP Leak status (status duration = 255) ATTACK TYPE (HEX: 59) (Double HP: Giant Drink) 1) If Target has already used Giant Drink, the attack misses; do not follow any more steps. 2) Target's Max HP = 2 * (Target's Max HP). Max value = 9999 3) Target's Current HP = 2 * (Target's Current HP). Max value = 9999 ATTACK TYPE (HEX: 5A) (Heal Current HP: White Wind) 1) Damage = Caster's Current HP 2) Target gains HP = Damage. Note that Undead are still healed. ATTACK TYPE (HEX: 5C) (Full Heal + Status: Hug) 1) Follow Hit Determination for Magical Attacks Steps (6.2.2). 2) Target's Current HP = Target's Max HP. If the Target is Undead and not Heavy, let N1 = (1..9). If Target's Current HP > N1, Target's Current HP = N1. If the Target is Undead and Heavy, the attack misses; do not follow any more steps. 3) Apply Stone status. ATTACK TYPE (HEX: 5D) (Zombie: Dance of the Dead, Zombie Powder) 1) Target HP = 0 2) Inflict Zombie status. ATTACK TYPE (HEX: 5E) (Increase stat: Power, Speed, Magic, Heroic Song) 1) If Void has been cast, the attack misses; do not follow any more steps. 2) Party members' appropriate stats gradually increase to 99 Caster cannot do any other actions. Damaging the caster stops the Song. ATTACK TYPE (HEX: 5F) (Damage creature type only: Requiem Song) 1) If Target is not Undead, the attack misses; do not follow any more steps. 2) Use Flare Damage Parameters (6.4.2): Attack = Spell Attack + (0..(Spell Power/32)) M = (Level*Magic Power)/256 + 4 Defense = (Magic Defense/32) 3) Damage = (Attack - Defense) * M. Max Damage = 9999. 4) Inflict HP Leak status (status duration = 255) ATTACK TYPE (HEX: 63) (Grand Cross) 1) If Target has Dead or Zombie status, the attack misses; do not follow any more steps. 2) Let N1 = (0..17) 3) If N1 = 0, inflict Dead status. 4) If N1 = 1, inflict Stone status. 5) If N1 = 2, inflict Toad status. 6) If N1 = 3, inflict Mini status. 7) If N1 = 4, inflict Poison status. 8) If N1 = 5, inflict Zombie status. 9) If N1 = 6, inflict Darkness status. 10) If N1 = 7, inflict Aging status. 11) If N1 = 8, inflict Sleep status. 12) If N1 = 9, inflict Paralyze status. 13) If N1 = 10, inflict Charm status. 14) If N1 = 11, inflict Berserk status. 15) If N1 = 12, inflict Mute status. 16) If N1 = 13 or N1 = 14, inflict Stop status. 17) If N1 = 15, inflict Countdown status. 18) If N1 = 16, inflict HP Leak status. 19) If N1 = 17, If the Target is Heavy, attack misses; do not follow any more steps. Let N2 = (1..9). If Target's Current HP > N2, Target's Current HP = N2. ATTACK TYPE (HEX: 65) (Interceptor Rocket) 1) If the target is not Jumping, the attack misses; do not follow any more steps. 2) Causes target to abort their Jumping attack. (thanks to Silktail for this) ATTACK TYPE (HEX: 67) (Pull) Moves Target's position to the left. ATTACK TYPE (HEX: 6B) (Status Immunity, Magic Element UP, Creature Type: Resist Poison, Life Shield, Dragon's Kiss, Elemental Power) 1) If using Resist Poison or Life Shield, grant status immunity to specified statuses to Target. 2) If using Dragon's Kiss, grant Dragon and Heavy creature type to Target (thanks to Silktail for this). Target will still retain original creature types as well (i.e. Target will still be Undead, Humanoid, etc.) 3) If using Elemental Power, grant Magic Element Up for specified elements to Target. ATTACK TYPE (HEX: 6C) (Strong vs. Creature Type: Apollo Harp, AquaRake, Sage Staff) 1) Use Magic Damage Parameters (6.4.1): Attack = Spell Attack + (0..(Spell Attack/8)) M = (Level*Magic Power)/256 + 4 Defense = Magic Defense 2) Apply Creature Type modifier to Attack (6.5.9) 3) Apply Target Status Effect modifiers to Defense and M (magical) (6.5.10). 4) Damage = (Attack - Defense) * M. Max Damage = 9999. ATTACK TYPE (HEX: 6D) (Drain base on Current HP: Vampire) 1) Follow Hit Determination for Magical Attacks Steps (6.2.2). 2) Damage = (Caster Max HP - Caster Current HP)/2 3) Caster gains HP equal to Damage. If the Target is Undead, then the Target is healed and the caster is damaged. ATTACK TYPE (HEX: 70) (Wormhole) Removes Target from battle ****************************************** 6.7.3) DAMAGE FORMULAS FOR COMMAND ATTACKS ****************************************** ATTACK TYPE (HEX: 43) (Steal) 1) Hit% = 40 2) Apply modifier to Steal success. 3) Let N1 = (0..99) 4) If N1 >= Hit%, the attack misses; do not follow any more steps. 5) If an item has already been stolen from the target, the attack misses; do not follow any more steps. 6) Let N2 = (0..255) 7) If N2 < 10, Steal a Rare Item 8) If N2 >= 10, Steal a Common Item ATTACK TYPE (HEX: 45) (Throw) 1) If Item being thrown is a Flame, Water or Thunder Scroll, use Attack Type HEX:06 instead. 2) Use Throw Damage Parameters (6.4.14): Attack = Weapon Throw Attack + (0..(Weapon Throw Attack/8)) M = (Level*Strength)/128 + (Level*Agility)/128 + 2 Defense = Defense 3) Apply Command modifiers to Attack, Defense and M (6.5.3). 4) Apply Target Status Effect modifiers to Defense and M (physical) (6.5.11). 5) Apply Attacker Status Effect modifiers to Attack (physical) (6.5.12). 6) Damage = (Attack - Defense) * M. Max Damage = 9999. ATTACK TYPE (HEX: 46) (GilToss) 1) Use GilToss Damage Parameters: Attack = Level + 10 M = 150 Defense = Defense 2) Damage = (Attack - Defense) * M. Max Damage = 9999. 3) Gil cost = 50 * Level * (# of targets attacked) ATTACK TYPE (HEX: 47) (Tame (Mediator command)) 1) If Target is not a Creature, the attack misses; do not follow any more steps. 2) Follow Status Duration Determination Steps (6.6). 3) Inflict Stop status. ATTACK TYPE (HEX: 48) (Catch) 1) If Target is immune to Catch, the attack misses; do not follow any more steps. 2) If attacker is wearing Corna Jar and Target's Current HP > (Target's Max HP / 2), the attack misses; do not follow any more steps. 3) If attack is not wearing Corna Jar and Target's Current HP > (Target's Max HP / 8), the attack misses; do not follow any more steps. 4) Catch Target. ATTACK TYPE (HEX: 49) (Flirt, Lilith Rod) 1) Hit% = Spell Hit% + Attacker Level - Target Level Evade% = Target Magic Evade% 2) Apply modifier to Flirt success steps (6.3.5). 3) Let N1 = (0..99) If N1 >= Hit%, the attack misses; do not follow any more steps. 4) Let N2 = (0..99) If N2 < Evade%, the attack misses; do not follow any more steps. 5) If Target is Heavy, the attack misses; do not follow any more steps. 6) If using Flirt, display "Grr..." 7) Target's next action will be to display "Throbbing" message. The Target's AI will not be affected if it has Berserk, Sleep, Charm or Controlled status. (thanks to Silktail for this) ATTACK TYPE (HEX: 4A) (Dance) 1) If attacker has Sword Dance Up, Let N1 = (0..99); if N1 < 50, use Sword Dance; if N1 > 50, let N2 = (0..99); if N2 < 50, use Jitterbug Duet; if N2 >= 50, use Mystery Waltz 2) If attacker does not have Sword Dance Up, Let N1 = (0..3); if N1 = 0, use Jitterbug Duet; if N1 = 1, use Mystery Waltz; if N1 = 2, use Sword Dance; if N1 = 3, use Tempting Tango ATTACK TYPE (HEX: 69) (Control) 1) If Target has Berserk or Charm status, the attack misses; do not follow any more steps. 2) If the Target is already being Controlled, the attack misses; do not follow any more steps. 3) If the Target is immune to Control, the attack misses; do not follow any more steps. 4) Let N1 = (0..99) 5) If attacker is wearing the Coronet and N1 < 75, Target is Controlled. 6) If attacker is not wearing the Coronet and N1 < 40, the Target is Controlled. -------------------- 6.8) SPELL REFERENCE -------------------- For easy reference, here is a list of spells that have extra effects or follow different damage formulas than the regular Magic Damage (type 06) or Status Inflicting spells (types 11, 12, 13) ****************** 6.8.1) WHITE MAGIC ****************** SCAN Scans a monster's Level, HP, Weakness and currently inflicted Status Effects. If the monster is immune to HP Scan, ?????/????? is displayed instead of its HP. Note that only the following Status Effects will be displayed: Darkness, Zombie, Poison, Float, Mini, Toad, Stone, Dead, Image, Mute, Berserk, Charm, Paralyze, Sleep and Aging. Also note that since Scan cannot target Stone or Dead targets, you basically will never see those Status Effects displayed either. MUTE White, Black, Dimen, Summon, MgcSword and Song Magic cannot be used. Blue still OK, Spells cast by Weapons OK. SIZE Mini Status: Defense = 0, Evade% = Evade% * 2 Damage = (3 - Target Defense) * M M = (Strength*Level)/128 + 2 or Monster Attack Multiplier ****************** 6.8.2) BLACK MAGIC ****************** VENOM Poison Rate = (MAX HP)/16 TOAD Toad Status: Defense = 0, Evade% = 0, Magic Defense = 0 Damage = (3 - Target Defense) * M M = (Strength*Level)/128 + 2 or Monster Attack Multiplier FLARE Damage = (Spell Attack + (0..(Spell Attack/32)) - (Magic Defense/32)) * M ***************** 6.8.3) TIME MAGIC ***************** DRAG "It gives your party a few seconds 'Wait', after their Active-Time-Bar fills. Almost like time stopping around you, as you select a command. " "I had found out that the battle-speed setting (in the Config-menu) does something similar to Drag. I think to begin with, the Battle-speed is set to 3 and that gives roughly a second pause (when your command-menu pops up). Whilst if you set it to 1, it doesn't seem to pause at all and if set to 6, roughly a 3 second pause. What "Drag" does is gives us a pause of just over 2 seconds, (for that battle,) which is equivalent to Battle-Speed 5. Thus at Battle-Speed 5, Drag seems to do nothing and at Battle-Speed 6, it actually shortens the pause." (posted by Silktail in the GameFAQ FFV SNES Message board) VOID Mute to All. Bypasses Mute immunity. Doesn't work in most Boss battles (see Monster Formations Section 11.5) REGEN Regen Rate = (Vitality*Level)/16 COMET Damage = ((50..200) - Magic Defense) * M, M = 8 OLD Aging vs Characters: All stats decrease to 1 (not Level) Aging vs Monsters: Level and Speed decreases to 1. This subsequently affects their Magic Attack Multiplier. METEO Damage = ((50..200) - Magic Defense) * M, M = 14. Four attacks per casting QUICK Allows two subsequent commands to be executed immediately. ******************* 6.8.4) SUMMON MAGIC ******************* CHOCOBO Let N1 = (0..99) If N1 < 8, use Fat Chocobo; otherwise use Chocobo Kick GOLEM WALL Protects from Physical Damage. Wall HP = (20 + Level) * 50 ODIN If all targets are Heavy type creatures, Gungnir is used instead of True Edge Let N1 = (0..99) If N1 < 80 + Attacker Level - Target Level, use True Edge; otherwise use Gungnir. ***************** 6.8.5) SONG MAGIC ***************** Power, Magic, Speed, Hero Songs gradually increase Strength, Magic Power, Agility and Level. Max = 99. Caster cannot do any other actions. Damaging the caster stops the Song. Hero song increases Level with respect to when a party member makes an attack. When they are a target of an attack, they are still considered the original level (i.e. Scan shows the original Level, L2 Old, L3 Flare, L4 Qrter, L5 Doom work according to original Level). Love Song = Casts Stop on All Charm Song = Casts Charm on All ****************** 6.8.6) MAGIC SWORD ****************** Magic Sword effects stack with other attacking commands like BuildUp, Counter, Aim, Jump, X-Fight, Capture and Sword Dance. Magic Sword Element overrides current Attack Element Status effect Magic swords have no Attack Element and will also override current Attack Element (e.g. Casting Mute Magic Sword with the Air Lancet will make it lose its Air Attack Element). Status effect Magic swords (Venom, Mute, Sleep and Break) will successfully inflict their statuses as long as you successfully hit the target, even if you only do zero damage (use Aim, X-Fight, Jump or Sword Dance to guarantee a hit). For Elemental Magic swords, if the target is not weak vs. specified element then Magic Sword has no effect on the damage you do to the target. If the target is Weak vs. Magic Sword Element: FIRE, ICE, BOLT, VENOM Defense = 0 Attack = Attack * 2 FIRE2, ICE2, BOLT2 Defense = 0 Attack = Attack * 3 FIRE3, ICE3, BOLT3, BIO, HOLY Target is killed instantly. Ignores Dead immunity. Does not work against Heavy type creatures. For Heavy types: Defense = 0 Attack = Attack * 4 If the target is immune to Magic Sword element, attacks will always miss, even with Aim, X-Fight, Jump or Sword Dance. If the target absorbs the Magic Sword element, target will be healed instead of damaged. Healing amount = normal damage formula, but Defense = 0. Other Magic Swords: DRAIN Use normal formula, caster is healed by the amount of damage inflicted. If the target is Undead, target is healed and caster is damaged. PSYCHE Use normal formula, if Damage > 0, then drain 1/4 of target's current MP. If the target is Undead, then target gains MP and caster loses MP. FLARE Damage = (Attack + (0..(Attack/8)) + 100) Damage = Damage - (Defense/4) Danage = Damage * M ***************** 6.8.7) BLUE MAGIC ***************** CONDEMN Adds Countdown to One enemy. Ignores Dead Immunity. Doesn't work against Heavy type monsters. ROULETTE Random target is chosen. Doesn't work against Undead type monsters. AQUARAKE vs Desert Creatures: Damage = ((Spell Attack + (0..(Spell Attack/8)) * 8) - Magic Defense) * M L5 Doom Casts Doom on Enemies with Level = Multiple of 5. Ignores Dead immunity. L4 Qrter Casts Qrter on Enemies with Level = Multiple of 4. Does 0 damage vs Heavy Type creatures. L3 Flare Casts Flare on Enemies with Level = Multiple of 3. L2 Old Casts Old on Enemies with Level = Multiple of 2. Ignores Aging immunity. GOBLIN PUNCH Damage = Weapon Goblin Punch Damage (if 2-Handed, add GP Damage from each hand. Dbl Grip has no effect) Damage = Damage - Defense If Target Level = Attacker Level, Defense = 0 Damage = Damage * M M = (Strength*Level)/128 + 2 If Target Level = Attacker Level, M = M * 8 No Back Row Modifications Hit% = 100% Attack Element becomes None FUSION Fully heals target HP and MP. Reduces HP to Critical on Undead (doesn't work on Undead and Heavy) Inflicts Dead status on caster, ignoring Dead Immunity. VAMPIRE If Hit is successful then Damage drained = (MAX HP - HP)/2 On Undead, target is healed and caster is damaged. HAMMER Damage = Spell Attack Fraction * (Target's Current MP) Damage is done to Target's MP. EXPLODER Damage dealt = Caster Current HP Inflicts Dead status on caster, ignoring Dead Immunity. ???? Damage = MAX HP - Current HP BLOWFISH Damage = 1000 Defense = 0 Hit% = 100 No Back Row Modifications WHITE WIND Healing = Current HP OK on Undead ------------------- 6.9) OTHER COMMANDS ------------------- GUARD Physical Damage taken = 0. DBL GRP M = M * 2 COVER If an another party member is Near Death and is physically attacked by someone not from their own party, a character with the Cover ability will intercede and be the target of the attack instead. The Covering character's stats (i.e. Defense, Evade, Back Row etc.) are used to determine hit success and damage received. A character cannot Cover another party member if they are Stone, Zombie, Dead, Sleep, Paralyze, Charm, Berserk, Stop, Hidden, Erased or Jumping, or if the physical attack was made by another party member. KICK Attacks all Enemies Use Damage formula (HEX: 30) to determine whether each hit connects and the damage done. Hit% = 100, Evade% = Target Evade% Damage = (2*Level + (0..((2*Level)/8)) - Defense) * M M = 2 + (Strength*Level/256) with Kaiser Knuckles: Damage = (50 + 2*Level + (0..((2*Level)/8)) - Defense) * M BUILDUP M = M * 2 Weapons will not cast spells. MANTRA Use Damage formula (HEX: 42) Heals HP and remove Darkness and Poison statuses. COUNTER Counters physical attacks. Chance to counterattack = 50% STEAL Chance to Steal = 40% w/ Thief Glove, Chance to Steal = 80% Enemy cannot evade Steal attempts Chance to Steal rare = 10/256 CAPTURE Attempt to Steal after attacking Weapons will not cast spells. CAUTION Chance for back attack decreased from 16/256 to 0 JUMP M = M * 2 only for Weapon types 33 and 73 (Spears) Hit% = 100% (not for Weapon types 39 and 49 (Rods and Lilith Rod)) No Back Row Modifications No Criticals Weapons will not cast spells. IMAGE Gives Image (2) status effect THROW Damage = (Weapon Throw Damage + (0..(Weapon Throw Damage/8)))*2 Damage = Damage - Defense Damage = Damage * M M = (Strength*Level)/128 + (Agility*Level)/128 + 2 No Back Row Modifications Hit% = 100 If throwing a Flame, Water or Thunder Scroll, use Attack Type HEX:06 instead. 2-HANDED Each hand makes an independent attack. Use appropriate Damage Formulas for each hand. Apply right hand results first, then the left hand results. Same principle applies to other attacking commands like Capture, Aim, X-Fight, BuildUp, Jump amd Sword Dance. For X-Fight, right hand and left hand results are applied one after another for each of the 4 attacks (i.e. right hand, left hand, right hand, left hand, right hand, left hand, right hand, left hand). Weapons that can cast spells after attacking do so immediately after that hand makes its attack. Weapons that execute commands instead of attacking are checked for each hand first. The right hand weapon is checked before the left hand weapon. If both hands fail to execute a command, each hand attacks normally. If either hand successfully executes its command, it is done so immediately and neither hands make their regular attacks. SWDSLAP Issues a regular Fight command, but it will not dispel Sleep, Charm or Controlled status on their targets (thanks to Silktail for this). It does not seem to have any other effect (perhaps due to a bug?) GILTOSS Damage = (10 + Level - Defense) * 150 to each enemy Gil Cost = Level * 50 per enemy per throw No Back Row Modifications Hit% = 100% SLASH Use Damage formula HEX: 18 Spell Hit% = 85 Follow Hit Determination for Magical Attacks steps to determine if each hit succeeds. Instantly Kills all Enemies. Bypasses Dead status immunity. Does not work against Heavy type creatures. PRE-EMPTIVE Chance for pre-emptive increases from 32/256 to 64/256 BERSERK Attack = (Attack * 3) / 2 ANIMALS 1) Let N1 = (0..Level) 2) If N1 = 0, cast Mysidian Rabbit 3) If 0 < N1 < 5, cast Squirrel 4) If 5 <= N1 < 10, cast Bee Swarm 5) If 10 <= N1 < 20, cast Nightingale 6) If 20 <= N1 < 30, cast Momonga 7) If 30 <= N1 < 40, cast Falcon 8) If 40 <= N1 < 50, cast Skunk 9) If 50 <= N1 < 60, cast Wild Boar 10) If N1 >= 60, cast Unicorn AIM Hit% = 100% (not for Weapon types 39 and 49 (Rods and Lilith Rod)) X-FIGHT 4 Attacks, M = M / 2 and Defense = 0 Hit% = 100% (not for Weapon types 39 and 49 (Rods and Lilith Rod)) Weapons will not cast spells. Subsequent hits after the first two seem to follow different rules in that they do not dispel Sleep, Charm or Controlled status on their targets (thanks to Silktail for this), nor do they seem to provoke counterattacks from "React:Physical" in the Monster AI scripts. BARRIER If the character is Near Death, they will automatically cast Magic Barrier on themselves (inflicts Shell status, M = M / 2 vs. Magic attacks). OBSERVE Scans a monster's HP and Weakness. If the monster is immune to HP Scan, ?????/????? is displayed instead of its HP. Note: Due to a bug, Observe will only scan a monster's HP (see Section 12.5) ANALYZE Scans a monster's Level, HP, Weakness and currently inflicted Status Effects. If the monster is immune to HP Scan, ?????/????? is displayed instead of its HP. Note that only the following Status Effects will be displayed: Darkness, Zombie, Poison, Float, Mini, Toad, Stone, Dead, Image, Mute, Berserk, Charm, Paralyze, Sleep and Aging. Also note that since Analyze cannot target Stone or Dead targets, you basically will never see those Status Effects displayed either. Doesn't work in most Boss battles (see Monster Formations Section 11.5) TAME Inflicts Stop status on Creature type monsters CONTROL Chance to Control = 40% w/ Coronet, Chance to Control = 75% Enemy cannot evade Control attempts Does not work against enemies immune to Control CATCH Catches monsters if their HP <= (MAX HP)/8. When wearing Corna Jar, will Catch when HP <= (MAX HP)/2 Does not work against enemies immune to Catch RELEASE Attacks a random target using the spell or attack specified under "Catch" parameter in the Monster Data Reference section. The released monster is considered the attacker, so use its parameters (Level, Attack Power, Attack Multiplier, Magic Attack Multiplier etc.) where appropriate when determining damage. MEDICINE Healing amount is doubled for Potions and Ethers (Magic Types 25 and 26) Applies only in battle. PRAY Targets all allies. Removes Darkness, Poison, Mini, Toad, Stone, Mute, Charm, Paralyze, Sleep, and Aging statuses REVIVE Targets all allies. Revives and sets Current HP = 1/16 MAX HP to dead allies. TERRAIN 1) Let N1 = (0..Level) 2) If N1 < 11, cast Spell 1 3) If 11 <= N1 < 21, cast Spell 2 4) If 21 <= N1 < 51, cast Spell 3 5) If N1 >= 51, cast Spell 4 The following is a table of possible spells that will be cast, depending on the terrain type the party is currently on. I have not, at this time, identified which entry corresponds to which terrain type. Spell 1 Spell 2 Spell 3 Spell 4 Terrain 1 Gust Earthquake Gale Cut Tornado Terrain 2 Branch Arrow Leaf Dance Branch Spear Vine Hell Terrain 3 Dust Storm Quicksand Desert Storm Heat Sand Terrain 4 Will-o-Wisp Bottmlss Swmp Poison Mist Bottmlss Swamp Terrain 5 Tsunami Faen Fantom Whirlpool Big Tsunami Terrain 6 Will-o-Wisp Will-o-Wisp Will-o-Wisp Sonic Boom Terrain 7 Will-o-Wisp Stalactite Gale Cut Cave-in Terrain 8 Will-o-Wisp Stalactite Whirlpool Cave-in Terrain 9 Gale Cut Gale Cut Sonic Boom Tornado Terrain 10 Gust Gale Cut Sonic Boom Tornado Terrain 11 Gust Gale Cut Sonic Boom Tornado Terrain 12 Gust Gale Cut Sonic Boom Tornado Terrain 13 Gust Gale Cut Tornado Tornado Terrain 14 Will-o-Wisp Will-o-Wisp Will-o-Wisp Sonic Boom Terrain 15 Gust Sonic Boom Tornado Tornado Terrain 16 Branch Arrow Leaf Dance Branch Spear Vine Hell Terrain 17 Gust Earthquake Cave-in Tornado Terrain 18 Will-o-Wisp Poison Mist Sonic Boom Cave-in Terrain 19 Gale Cut Gale Cut Sonic Boom Tornado Terrain 20 Branch Arrow Leaf Dance Branch Spear Vine Hell Terrain 21 Gust Gale Cut Sonic Boom Sonic Boom Terrain 22 Tsunami Whirlpool Big Tsunami Waterfall Terrain 23 Gust Earthquake Tornado Tornado Terrain 24 Gale Cut Sonic Boom Tornado Tornado Terrain 25 Gale Cut Gale Cut Sonic Boom Tornado Terrain 26 Tsunami Whirlpool Big Tsunami Waterfall Terrain 27 Gust Gale Cut Sonic Boom Sonic Boom Terrain 28 Gale Cut Tornado Sonic Boom Tornado Terrain 29 Gale Cut Gale Cut Gale Cut Gale Cut Terrain 30 Tsunami Faen Fantom Whirlpool Big Tsunami Terrain 31 Dust Storm Quicksand Desert Storm Heat Sand Terrain 32 Gale Cut Gale Cut Gale Cut Gale Cut Terrain 33 Tornado Gale Cut Sonic Boom Tornado Terrain 34 Tornado Earthquake Gale Cut Tornado FLIRT Use Damage formula HEX: 49 Spell Hit% = 50 If successful, "....grrr" message will appear and target's next action is replaced with a "Throbbing" message (thanks to Silktail for this). Does not work against Heavy type creatures. DANCE 1) If attacker has Sword Dance Up, Let N1 = (0..99); if N1 < 50, use Sword Dance; if N1 > 50, let N2 = (0..99); if N2 < 50, use Jitterbug Duet; if N2 >= 50, use Mystery Waltz 2) If attacker does not have Sword Dance Up, Let N1 = (0..3); if N1 = 0, use Jitterbug Duet; if N1 = 1, use Mystery Waltz; if N1 = 2, use Sword Dance; if N1 = 3, use Tempting Tango SWORD DANCE Attack = Attack * 2 and M = M * 2 For Bells, Rods, No effect. Stacks with Critical Hit and Magic Sword Hit% = 100% (not for Weapon types 39 and 49 (Rods and Lilith Rod)) Weapons will not cast spells. -------------------- 6.10) STATUS EFFECTS -------------------- Here is a overview of the various status effects that can be inflicted in Final Fantasy V: Resting at an inn or using a Tent or Cabin will remove status effects that aren't cured after battle, except for Zombie. Note that the "Immunity granted by" parameter is for characters. Monsters inherently have their own status immunities (check the Monster Reference Section). Note that Monsters cannot be immune to HP Leak or False Image. Also, the statuses Near Death, Hidden, Singing and Erased do not apply to monsters. Unlike characters, monsters can be immune to Image, Shell, Armour or Wall. ********** NEAR DEATH ********** Character that are Near Death will crouch. If the character has the Barrier Ability, they will cast Magic Barrier on themselves. If the character is physically attacked by someone not from their own party and another party member has the Cover Ability, that party member will intercept the attack and become the target instead. Inflicted by: (Current HP) < (MAX HP) / 8 Cured by: (Current HP) >= (MAX HP) / 8 Immunity granted by: None ******** DARKNESS ******** For physical attacks, Hit% = Hit%/4 Inflicted by: Flash, Rainbow Wind, Needle, Skunk, Leaf Dance, Dust Storm, Dark Sigh, Dark Gas, Darkness Bow, Grand Cross Cured by: Heal, Medicine, Nightingale, Cure Blind, Pancea, Eyedrop, Mantra, Pray Immunity granted by: Ribbon, Glasses, Bone Mail, Zombie Status ****** ZOMBIE ****** Target has 0 HP and is uncontrollable in battle. Damage inflicted on the target has no effect. HP remains zero. Will always attack a random party member with Fight. Immune to Darkness, Zombie, Float, Mini, Toad, Stone and Dead. Cannot protect other party members with Cover. Inflicted by: Spirit, Dance of the Dead, Zombie Powder, Zombie Breath, Grand Cross Cured by: Revivify, Holy Water Immunity granted by: Angel Ring, Zombie Status ****** POISON ****** Poison Rate = (MAX HP)/16 Inflicted by: Venom, Venom (Magic Sword), Spore, Poison Breath, Skunk, Poison Mist, Failure (Revivify+Dark Matter), Poison, Venom Axe, Grand Cross Cured by: Heal, Medicine, Nightingale, Neutralize, Pancea, Antidote, Pray, Dead Status Immunity granted by: Ribbon, Angel Suit, Bone Mail, Resist Poison, Zombie Status ***** FLOAT ***** Attack Type HEX: 2D (ground attacks) will always miss targets with Float status. Inflicted by: Float, Mighty Guard, Levitate Note: Mighty Guard ignores Float status immunity. Cured by: Dispel, Gravity 100, Dead Status Immunity granted by: Zombie Status **** MINI **** Defense = 0, Evade% = Evade% * 2 Damage = (3 - Target Defense) * M M = (Strength*Level)/128 + 2 or Monster Attack Multiplier Inflicted by: Size, TinySong, Grand Cross Cured by: Size, Heal, Medicine, Pancea, Luck Mallet, Pray Immunity granted by: Genji Shield, Genji Helmet, Giant's Glove, Zombie Status **** TOAD **** Defense = 0, Evade% = 0, Magic Defense = 0 Damage = (3 - Target Defense) * M M = (Strength*Level)/128 + 2 or Monster Attack Multiplier Cannot cast spells, other than Toad Inflicted by: Toad, FrogSong, Kurururu!, Toad's Kiss, Grand Cross Cured by: Toad, Heal, Kurururu!, Medicine, Maiden's Kiss, Pancea, Toad's Kiss, Pray Immunity granted by: Ribbon, Genji Armor, Genji Glove, Zombie Status ***** STONE ***** Kills enemies if successfully inflicted. On party members, they cannot perform any actions, do not receive EXP or AP after battle and can only be targetted by attacks that can target Stone or Dead targets. Immune to Dead Status. Cannot protect other party members with Cover. Inflicted by: Break, Break (Magic Sword), Delta Attack, Beak, Hug, White Hole, Demon's Eye, Grand Cross Cured by: Heal, Medicine, Pancea, Soft, Pray Immunity granted by: Aegis Shield, Ribbon, Zombie Status **** DEAD **** Dead party members cannot perform any actions, do not receive EXP or AP after battle and can only be targetted by attacks that can target Stone or Dead targets. If you die, all status effects are removed except for Darkness, Mini and Toad. Inflicted by: Reducing HP to 0, Blaster, White Hole, Grand Cross, Killer Bow, Doom, Roulette, L5 Doom, Faen Fantom, Death Potion, Assassin Dagger, Doom Axe, Fusion, Exploder, Explosive, L5 Doom, No Clue, Darkness, Punishment, X-Zone (enemy magic), Countdown reaching zero, Slash, X-Zone, True Edge, Quicksand, Bottomless Swamp, Life, Life2, Resurrection, Fire of Resurrection, Reincarnation, Fenix Down, Kiss of Life and Revive Notes: i) Fusion, Exploder and Explosive inflict Dead status on the caster and ignores Dead status immunity ii) Doom, Roulette, L5 Doom, Faen Fantom, Death Potion, Assassin Dagger and Doom Axe will fully heal the target instead of killing it if it is Undead. iii) L5 Doom, No Clue, Darkness, Punishment, X-Zone (enemy magic) and Countdown reaching zero ignore Dead status immunity. iv) Slash, X-Zone, True Edge, Quicksand and Bottomless Swamp ignore Dead status immunity but do not work against Heavy type creatures. v) Life, Life2, Resurrection, Fire of Resurrection, Reincarnation, Fenix Down, Kiss of Life and Revive inflict Dead status on Undead targets, ignores Dead status immunity but do not work against Undead and Heavy type creatures. Cured by: Life, Life2, Fire of Resurrection, Resurrection, Reincarnation, Fenix Down, Kiss of Life, Revive Immunity granted by: Ribbon, Bone Mail, Life Shield, Zombie Status, Stone Status Note: Dragon's Kiss will grant immunity to Slash, X-Zone, True Edge, Quicksand and Bottomless Swamp. Dragon's Kiss on an Undead target will grant immunity to Life, Life2, Resurrection, Fire of Resurrection, Reincarnation, Fenix Down, Kiss of Life and Revive. ***** IMAGE ***** The next physical attack that would otherwise succeed against the target will convert to a miss, but the target will lose one Image. Can either have one Image or two Images (notation: Image(1) and Image(2)) Inflicted by: Image, Image (enemy magic), Image (Command), Kiss of Blessing, Mirage Vest Note: Mirage Vest grants one Image. All others grant two. Kiss of Blessing ignores Image status immunity. Cured by: Dispel, otherwise successfully physically hitting the target for each Image, Dead Status, end of battle. Immunity granted by: None **** MUTE **** White, Black, Dimen, Summon, MgcSword and Song Magic cannot be used. Blue Magic is still OK and spells cast by Weapons is still OK. Note that Enemy Magic is considered Blue and will still be OK. Inflicted by: Mute, Mute (Magic Sword), Rainbow Wind, Needle, Grand Cross, Mage Masher, Anti-Magic Bow, Void Cured by: Heal, Medicine, Pancea, Restorative, Pray, status duration elapsed, Dead Status, end of battle Immunity granted by: Ribbon, Bard's Clothes Note: Void affects all targets, ignores Mute status immunity and cannot be cured other than by end of battle. Void cannot be used during certain battles (most boss battles) ******* BERSERK ******* Attack = Attack * 3 / 2 The target is uncontrollable in battle and will always issue a Fight command against a random enemy target. On monsters, it overrides their AI script. They will not follow any React scripts or Condition scripts and overrides being Flirted as well. This, in conjuction with Kiss of Blessing ignoring Berserk status immunity can cause numerous glitches with bosses that are supposed to execute certain scripts (Exdeath (tree) -> NeoExdeath for example). Cannot protect other party members with Cover. Inflicted by: Berserk, Berserk (Ability), being a Berserker, Moon Flute, Kiss of Blessing, Bacchus' Wine, Grand Cross, Power Staff Note: Kiss of Blessing, Berserk (Ability) and being a Berserker ignore Berserk status immunity. Cured by: Dispel, Medicine, Pancea, Restorative, Dead Status, end of battle Note: Berserk (Ability) and being a Berserker cannot be dispelled. Immunity granted by: Ribbon, Bone Mail, Berserk Status, Charm Status, Controlled Status ***** CHARM ***** On characters, the target is uncontrollable in battle and will always issue a Fight command against a random party member. If the character has either the White, Red, or Black command equipped, he may also cast a random spell against a random party member (healing spells will be cast on a random enemy target). Physical attacks against the target will automatically hit. Cannot evade attacks with Aegis Shield, Evade Ability, Hardened, Defender, Guardian or Elf Cape. Cannot protect other party members with Cover. On monsters, it overrides their AI script. They will not follow any React scripts or Condition scripts and overrides being Flirted as well. They will randomly do one of the attacks that are listed under "Control" in the Monster Data section. They will target a random enemy (healing spells will be cast on a random party member). Inflicted by: Charm, Charm Song, Lamia Harp, Tempting Tango, Allure, Rocket Punch, Will-o-Wisp, Lamia's Kiss, Failure (Turtle Shell+Dragon Fang), Dark Sigh, Grand Cross, Dancing Dagger Cured by: Heal, Medicine, Pancea, Restorative, Pray, successful physical attack (damage can be zero), Dead status, end of battle Immunity granted by: Lamia's Tiara, Genji Helmet, Rainbow Suit, Genji Armor, Bone Mail, Red Shoes, Berserk Status, Charm Status, Controlled Status ******** PARALYZE ******** Cannot perform any actions. Physical attacks against the target will automatically hit. Cannot evade attacks with Aegis Shield, Evade Ability, Hardened, Defender, Guardian or Elf Cape. Cannot protect other party members with Cover. Inflicted by: Latch On, Death Claw, Mind Blast, Blaster, Entangle, Momonga, Tame (whip magic), Whip, Chain Whip, Beastkiller, Dragon Whip, Grand Cross Cured by: Heal, Medicine, Pancea, Restorative, Pray, status duration elapsed, Dead Status, end of battle Immunity granted by: Genji Shield, Running Shoes, Genji Glove ***** SLEEP ***** Cannot perform any actions. Physical attacks against the target will automatically hit and remove Sleep status. Cannot evade attacks with Aegis Shield, Evade Ability, Hardened, Defender, Guardian or Elf Cape. Cannot protect other party members with Cover. Inflicted by: Sleep, Sleep (Magic Sword), Dream Harp, Time Slip, Strange Dance, Slumber Sword, Grand Cross Cured by: Heal, Medicine, Pancea, Restorative, Pray, successful physical attack (damage can be zero), Dead Status, end of battle Immunity granted by: Thornlet, Running Shoes ***** AGING ***** Aging vs Characters: All stats decrease to 1 (not Level) Aging vs Monsters: Level and Speed decreases to 1. This subsequently affects their Magic Attack Multiplier. Inflicted by: Old, L2 Old, Time Slip, Ancient Sword, Valiant Attack, Grand Cross Note: L2 Old ignores Aging status immunity Cured by: Heal, Medicine, Pancea, Restorative, Pray, Dead Status, end of battle Immunity granted by: Ribbon, Bone Mail, Angel Ring ***** REGEN ***** Regen Rate = (Vitality*Level)/16 Inflicted by: Regen, Vitality Song, Water of Life, Dragon Armor, Guard Ring Note: Dragon Armor and Guard Ring ignore Regen status immunity. Cured by: Dispel, Dead Status, end of battle Immunity granted by: Bone Mail ***** INVUL ***** Immune to all attacks. This status is only used by Necrofobia at the beginning of battle. The status is dispelled after killing the four Barriers. **** SLOW **** ATB takes twice as long to fill. Inflicted by: Slow, Slow2, Thread, Mucus, Vine Hell Cured by: Dispel, Haste, Haste2, Kiss of Blessing, Haste Drink, Speed Drink, Pancea, Dead Status, end of battle Immunity granted by: Running Shoes ***** HASTE ***** ATB takes half as long to fill. Inflicted by: Haste, Haste2, Kiss of Blessing, Haste Drink, Speed Drink, Running Shoes, use Masamune as Item Cured by: Dispel, Slow, Slow2, Thread, Mucus, Vine Hell, Dead Status, end of battle Note: Running Shoes cannot be dispelled. Immunity granted by: None **** STOP **** Cannot perform any actions. Does not get an evade check against physical attacks. Cannot evade attacks with Aegis Shield, Evade Ability, Hardened, Defender, Guardian or Elf Cape. Cannot protect other party members with Cover. Timers associated with the target will not increase: ATB, Countdown timer, status duration timers, Regen rates, Poison damage rates. Note that the target will still lose HP due to HP Leak status. Inflicted by: Stop, Love Song, Tame (Mediator command) Electromagnetic Field, Grand Cross Note: Tame (Mediator command) will only work on Creature type monsters. Cured by: Dispel, Pancea, status duration elapsed, Dead Status, end of battle Immunity granted by: Running Shoes. ***** SHELL ***** For magical attacks against the target, M = M / 2 and Hit% = Hit% / 2 Inflicted by: Shell, Magic Barrier, Mighty Guard, Dragon Armor, Protect Drink (mix Protect Drink+Protect Drink only) Note: Dragon Armor and Mighty Guard ignore Shell status immunity. Cured by: Dispel, Dead Status, end of battle Immunity granted by: None ***** ARMOR ***** For physical attacks against the target, M = M / 2 Inflicted by: Armor, Mighty Guard, Dragon Armor, Protect Drink, use Defender as Item Note: Dragon Armor and Mighty Guard ignore Armor status immunity. Cured by: Dispel, Dead Status, end of battle Immunity granted by: None **** WALL **** Reflectable spells cast against the target will be redirected back towards the caster's party and target a random party member. Inflicted by: Wall, Ruby Light, Dragon Armor, Wall Ring Note: Dragon Armor ignores Wall status immunity. Cured by: Dispel, status duration elasped, Dead Status, end of battle Note: Wall Ring cannot be dispelled. Immunity granted by: None ****** HIDDEN ****** Target is hidden from the screen and cannot take any actions other than Show. Cannot be targetted by any attacks. If all party members Hide, they will escape from battle, unless the battle does not allow Running. Inflicted by: Hide Cured by: Show, end of battle Immunity granted by: None ******* SINGING ******* Party's appropriate stat will continue to increase as long as the caster sings. Cannot perform any actions. Inflicted by: Singing Power Song, Magic Song, Speed Song or Hero Song Cured by: Successful physical attack (damage can be zero), Dead Status, end of battle Immunity granted by: None ******* HP LEAK ******* Target's HP gradually decreases Inflicted by: Bio, Requiem, Mind Blast, Grand Cross, Rainbow Wind, Stomach Acid, Mustard Bomb, Almagest, Quicksand, Blaze, Mucus, Surge Beam, Failure (Elixir+Eyedrop), Failure (Elixir+Turtle Shell), Dark Sigh, Shadow Flare, Thornlet Cured by: Status duration elapsed, Dead Status, end of battle Note: Thornlet cannot be cured. Immunity granted by: None ********* COUNTDOWN ********* Timer appears above the target's head and begins at 30. When timer reaches zero, Dead status will be inflicted. Ignores Dead status immunity. Inflicted by: Condemn, Grand Cross, Cursed Ring Note: Condemn does not work against Heavy type creatures. Cured by: Dead Status, end of battle Immunity granted by: Dragon's Kiss ********** CONTROLLED ********** Monster's AI script is overridden. They will not follow any React scripts or Condition scripts and overrides being Flirted as well. When the controller's ATB fills up, they can make the monster issue one of the attacks that are listed under "Control" in the Monster Data section. The controller can choose who to target with the attack as well. Inflicted by: Control Note: Certain monsters cannot be controlled Cured by: Successful physical attack (damage can be zero), Dead Status, end of battle Immunity granted by: None *********** FALSE IMAGE *********** The target cannot be damaged by physical attacks. This status is used only by the false images of Stalker and Pantera. ****** ERASED ****** Target is removed from the screen and the battle entirely. Does not receive EXP or AP after battle. Inflicted by: Circle, Wormhole, Possess Cured by: End of battle Immunity granted by: Dragon's Kiss --------------------- 6.11) ATB CALCULATION --------------------- 1) Everyone's ATB is a measure between 0 and 255. 2) Initial values at the start of battle = ?? 3) Eveyone's ATB increases at a constant rate (unlike FF6-9). 4) Once someone's ATB reaches 255, they can perform an action. 5) After performing an action, their ATB gets "reset" and is calculated as follows: i) Let N1 = 120 - Agility + (Equipment Weight/8). Minimum value = 1. For Monsters, use Speed instead of Agility, Equipment Weight = 0. ii) If they have Haste status, N1 = N1 / 2. Minimum value = 1. iii) If they have Slow status, N1 = N1 * 2. Maximum value = 255. Note that Haste and Slow are mutually exclusive statuses. You can only have one or the other, but never both at the same time. iv) ATB = 255 - N1 ------------------------------------------------------------------------------ 7) CHARACTER STATS ------------------------------------------------------------------------------ *************** 7.1) BASE STATS *************** These are the base stats of each job. Each character receives specific bonuses to various stats as well. Str Agl Vit Mag Butz +4 +1 +3 +1 Lenna +1 +2 +1 +4 Galuf +3 0 +4 0 Faris +3 +3 +2 +2 Cara +1 +4 0 +3 Str Agl Vit Mag Normal/Mimic 24 24 24 24 Knight 47 25 44 10 Monk 50 25 50 1 Thief 25 40 26 18 Dragoon 42 29 39 12 Ninja 39 38 27 14 Samurai 43 26 43 12 Berserker 45 15 49 1 Hunter 40 36 25 19 Mystic Knight 38 38 38 25 White Mage 17 25 24 49 Black Mage 15 24 22 55 Time Mage 19 26 21 48 Summoner 14 23 23 57 Blue Mage 16 25 27 47 Red Mage 32 29 18 32 Mediator 37 25 32 21 Chemist 26 27 30 20 Geomancer 28 26 28 48 Bard 16 32 15 35 Dancer 29 29 14 19 ******************************** 7.2) ABILITIES THAT MODIFY STATS ******************************** Note that none of these modifiers are applied if it ends up lowering a character's stat (i.e. Knight with Equip Whip will retain his own Strength value and not the Mediator's Strength). WHITE Magic Power = White Mage Magic Power - 2 * (6 - White Mage Job Level) BLACK Magic Power = Black Mage Magic Power - 3 * (6 - Black Mage Job Level) SUMMON Magic Power = Summoner Magic Power - 4 * (5 - Summoner Job Level) DIMEN Magic Power = Time Mage Magic Power - 2 * (6 - Time Mage Job Level) BLUE Magic Power = Blue Mage Magic Power RED Magic Power = Red Mage Magic Power - (3 - Red Mage Job Level) If Red Mage Job Level = 4, Magic Power = Red Mage Magic Power X-MAGIC Magic Power = Red Mage Magic Power MAGIC SWORD Magic Power = Mystic Knight Magic Power - 2 * (7 - Mystic Knight Job Level) Strength = Mystic Knight Strength - 2 * (7 - Mystic Knight Job Level) EQUIP SWORD Strength = Knight Strength EQUIP SPEAR Strength = Dragoon Strength EQUIP KATANA Strength = Samurai Strength EQUIP AXE Strength = Berserker Strength EQUIP BOW Strength = Hunter Strength Agility = Hunter Agility EQUIP WHIP Strength = Mediator Strength Agility = Mediator Agility EQUIP HARP Magic Power = Bard Magic Power Agility = Bard Agility BRAWL Strength = Monk Strength DBL GRIP Strength = 37 (applied before Character bonuses) AGILITY Agility = Thief Agility ******************************** 7.3) EXPERIENCE, HP AND MP TABLE ******************************** This table lists the experience required to reach each level and also gives a base value for HP and MP for each level. To calculate your actual HP and MP: HP = (Base HP * (Vitality+32)) / 32 MP = (Base MP * (Magic Power+32)) / 32 Bonuses to Vitality or Magic Power due to equipment are not added. The location of this table in the ROM and the formula for HP and MP are from Shingo Endo's site at http://www.yk.rim.or.jp/~s-endo (the website is in Japanese). Thanks to Zach Keene for translating and bringing this info to my attention. LEVEL EXP BASE HP BASE MP 1 0 20 2 2 10 25 5 3 33 30 8 4 74 40 11 5 140 50 14 6 241 60 17 7 389 70 20 8 599 80 23 9 888 90 26 10 1276 100 29 11 1786 120 32 12 2441 140 35 13 3269 160 38 14 4299 180 41 15 5564 200 44 16 7097 220 47 17 8936 240 50 18 11120 260 53 19 13691 280 56 20 16693 300 59 21 20173 320 62 22 24180 340 65 23 28765 360 68 24 33983 380 71 25 39890 400 74 26 46546 420 77 27 54012 440 80 28 62352 460 83 29 71632 480 86 30 81921 500 89 31 93291 530 92 32 105815 560 95 33 119569 590 98 34 134633 620 101 35 151087 650 104 36 169015 690 107 37 188503 730 110 38 209640 770 113 39 232517 810 116 40 257227 850 119 41 283867 900 122 42 312534 950 125 43 343330 1000 128 44 376357 1050 131 45 411722 1100 134 46 449533 1160 137 47 489900 1220 140 48 532937 1280 143 49 578759 1340 146 50 627485 1400 149 51 679235 1460 152 52 734131 1520 155 53 792300 1580 158 54 853869 1640 161 55 918969 1700 164 56 987732 1760 167 57 1060294 1820 170 58 1136793 1880 173 59 1217368 1940 176 60 1302163 2000 179 61