FF3us Attack Guide v1.32
By Master ZED (cytekzed@aol.com *OR* http://masterzed.cavesofnarshe.com/)

0. Version History
1. Intro
2. Command Attacks
3. Magic
4. Espers
5. Items
6. SwdTech
7. Blitz
8. Dance
9. Tools
10. Slot
11. MagiTek
12. Lore
13. Enemy Spells
14. Near Fatal
15. Interceptor
16. Miscellaneous
17. Dummy Spells
18. Status
19. Status Explanations
20. Greetz and Thanx
no section or title: Legalities

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0. Version History
-------------------------------------------------------------------------------------

------------
v1.32
"both sides" added to all attacks that can target both sides of a Pincer/Side
attack.
Intro edited to clarify this.

Warp's aiming corrected (was Hits caster, it actually strikes a random ally).

Warp Stone's function corrected, as a recent bug discovery revealed the targets
made
no difference, the party will run no matter what, even if there aren't any
targets.

Mute moved to Enemy Spells from Dummy Spells, as Naughty appears to make use of
it.

First version submitted to GameFAQs in a loooonnng time. :)
------------

------------
v1.3
Intro edited to accomodate a small explanation behind the (?) tags and the
Invert
damage if Undead's listing in attacks.

Added Invert Damage if Undead property back to attacks it doesn't affect.

New status section.  Status included are Poison, Regen, Seizure, and HP Leak
(Phantasm).  Other sections renumbered in accordance (Status explanations and
Greetz and Thanx).

Sketch added to Command Attacks section.

Items section overhauled; all but the Super Ball info is new.

Suplex note added, special effect description changed in accordance.

Tapir's special effect added.

Bahamut added to Slot section.

Joker Doom stats added from Slot guide.

Lagomorph aiming description edited.

Miscellaneous section edited to add Magical attack to skean properties.

Tapir (called during Sleep status) added to Miscellaneous.

Inviz Edge and Shadow Edge added to Miscellaneous.

(added 7:03 PM 8/24/2004)
Note added to and stats changed for Mind Blast in Enemy Spells section.
------------

------------
v1.2
New miscellaneous attacks section.  Skean spells (ex.: Ninja) and Umaro attacks
are
included in this section, along with Doom (Condemned status).

Strength changed to Bat.Pwr, since that's actually what it is.  Dunno why I
seperated
the two.

Enemy Roulette added to commands, listed only as Roulette for you sane
Ctrl+F'ers.

Doom special effect description changed to include enemy Roulette and Doom as
used by
Condemned status in list of users.

Empowerer modified to fit HP/MP strength in accordance w/ special effect.

Lagomorph's stats corrected (Blind was listed instead of Dark).

Roulette Lore note changed due to Roulette command addition.

Absolute 0 error corrected, now has Ice-elemental proerty listed.

Wind Song error corrected in Dance section; Wind Slash correctly listed.

The status section now has data on which status prevent Near Fatal attack use
and
learning Lores, as to prevent any confusion between this doc and Terii's
Algorithms
doc.

Speaking of the status section, Haste/Slow had their approximate effects on
Speed
taken out since they were just guesses on my part.  See Terii's docs if you want
to know the real effect, since I'm not going to list their equations in the doc.
------------

------------
v1.101
Very small tidbit added to Retort status description; causes physical attacks to
have a perfect hit rate against the affected.

Version not submitted to GameFAQs (it's only one changed line!).
------------

------------
v1.1
Order switched around to fit the game's spell list a tad more accurately.  Not
every
attack is on the spell list, but I used it as a guide to get to an order such as
this.

SwdTech and Tools alphabetized finally.  How did those slip by...?

Runic info added to command attacks and status explanations.

Enemy Runic info added to status explanations.

Retort info added to status explanations.

Minor SwdTech notes added to the beginning of the section and to Retort.

First version submitted to GameFAQs.
------------

------------
v1.01
Version history added beginning with v1.0.

Missing Health info added.

Took out (Invert damage on Undead) tags on Acid Rain and Virite.  I totally
forgot
to mention that property didn't work, so I just took it out instead of leaving a
note.
------------

------------
v1.0
First completed version of the attack doc.
------------

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1. Intro
-------------------------------------------------------------------------------------

These, my friends, are the exact stats on each and every attack in the game
(excluding
enemy Special moves since those are in my Monster Stats doc).  In this you can
find
out the true powers of Goner and Air Anchor, what Blitz is really the strongest,
the powers that are Crusader and Quadra Slice, etc.  I have also given you the
special
effect hex numbers of the attacks in case you want to use them in hacking the
game
(ex. 57h is what gives Air Anchor its "Move, and you're dust!" and instant death
protection properties).  Some moves, like Capture and Fight, aren't given here
because their stats can vary heavily depending on equipment (of course, if I get
enough demand for Capture I will list it since it seems very restricting on
weapons).
Not Reflectable is put in by a bit in the Magic Stats, but since so many attacks
are unreflectable I'll simply list "Reflectable" if it can be reflected.  Some
sections,
such as Magic and Espers, may not list Magical or Physical damage.  For those,
always
assume all attacks listed are based on Mag.Pwr unless specified otherwise.

All moves are sorted in alphabetical order, numbers first (if any), according
to their
respective sections.  If you still can't find an attack, use Ctrl+F or whatever
opens
the Find or Search or whatever it's called function to find it.

I have also listed if a given attack can strike both sides of a Pincer/Side
attack.  If
this is true, the words "both sides" will appear in the aiming description.

Also, damage equations are not listed since there is a document on them
already.  Give
Terii Senshi's Algorithms FAQ a look through for that.  However, all statuses
are
explained in their own section if you need to know about them.

One last note; the (?) tags are for properties I don't think have an effect, and
Invert damage if Undead will be listed with an asterisk (*) in spells where a
bug in
the property keeps it from having an effect (see the Glitches and Bugs guide).

::FF7 Shinra music begins::

Now, on with the freak show. >:)

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2. Command Attacks
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Control
Magical attack
<-----NOTE----->
It will not take control of Clear monsters,
but it will eliminate the status.
<-----NOTE----->
Hits one enemy
Takes control of enemy.
Unblockable
Retargets if target is dead.
Special Effect:
53h = Takes control of enemy (Control)

Health
Restorative (Inverts damage if target is undead)
Hits one or all allies
Bat.Pwr: 28
Unblockable
Ignores defense, reflectable, vulnerable to Runic.

Leap
Magical attack
Hits one enemy
User leaps onto opponent and ends battle, Gau disappears from party roster.
Unblockable
Retargets if target is dead.
Special Effect:
54h = Caster leaps onto target, battle ends, Gau leaves party to learn target's
Rage.

Morph
Physical attack (ignores Clear ala Item)
Targets self
Casts Morph status onto target.
Unblockable

Possess
Physical attack
Hits one enemy
Kills enemy and removes caster from active party.
Unblockable
Retargets if target is dead.
Special Effect:
50 = Kill enemy and caster, remove caster from current party (Possess)

Revert
Physical attack (ignores Clear ala Item)
Targets self
Removes Morph status from target.
Unblockable

Roulette
<-----NOTE----->
This is the enemy version of the spell,
as cast by a special command (1Eh in
the menu if it were accessible from
there).  The reason for two seperate
listings is due to different properties
(this Roulette is a modified Doom).
Please note that this can only be cast
by an enemy if it comes from their
command script or counterattack script,
any other way will make use of the Lore
version instead (although coming from
an enemy, the aim will not be random).

Also, please note that the MP cost and
Learn if cast property are assumed and
not in this spell's stats, they come
from the Lore Roulette because its
stats are loaded for the initial cast
(just before the random cursor is
launched), probably just for those two
reasons.  Finally, Learn if cast is
listed since this spell isn't in the
Lore section, where the property is
just assumed to exist in all listed
spells.
<-----NOTE----->
Magical attack (ignores Clear ala Item)
Hits a random target
MP cost: 10
Causes instant death
Unblockable (Will miss targets invulnerable to instant death)
Learn if cast (Strago).
Special effect:
35 = Restores undead target's HP to full (Doom, enemy Roulette, Doom (Condemned
status))

Runic
<-----NOTE----->
While Runic the command cannot be used
without a sword, this only goes so far
as to gray out the command when you
have no sword.  If you are muddled, etc.,
you can still use Runic automatically.
<-----NOTE----->
Physical attack (ignores Clear ala Item)
Targets self
Casts Runic status onto target.
Unblockable
Retargets if target is dead.

Shock
Magical attack
Hits all enemies, both sides
Bat.Pwr: 128
Unblockable

Sketch
Physical attack
Hits one enemy
Randomly uses one of two attacks given in a monster's stats
Unblockable
Retargets if target is dead.
Special effect:
55 = Randomly uses one of two attacks given in a monster's stats (Sketch)

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3. Magic
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50: Antdot
Hits one ally
MP cost: 3
Lifts Poison and Seizure
Unblockable
Can be used outside of battle, vulnerable to Runic.

8: Bio
Hits one or all enemies (Inverts damage if target is undead*)
MP cost: 26
Bat.Pwr: 53
Poison-elemental, causes Poison
Hit Rate: 120
Vulnerable to Runic, reflectable, retargets if target is dead.

2: Bolt
Hits one or all enemies
MP cost: 6
Bat.Pwr: 20
Lightning-elemental
Hit Rate: 150
Vulnerable to Runic, reflectable, retargets if target is dead.

7: Bolt 2
Hits one or all enemies
MP cost: 22
Bat.Pwr: 61
Lightning-elemental
Hit Rate: 150
Vulnerable to Runic, reflectable, retargets if target is dead.

11: Bolt 3
Hits one or all enemies
MP cost: 53
Bat.Pwr: 120
Lightning-elemental
Hit Rate: 150
Vulnerable to Runic, reflectable, retargets if target is dead.

12: Break
Hits one enemy
MP cost: 25
Causes Petrify
Hit Rate: 120 (will miss targets invulnerable to instant death)
Reflectable, vulnerable to Runic, retargets if target is dead, Stamina involved
in
defense equation.

33: Bserk
Hits one ally
MP cost: 16
Causes Berserk
Hit Rate: 150
Reflectable, vulnerable to Runic.

45: Cure
Restorative (Inverts damage if target is undead)
Hits one or all allies
MP cost: 5
Bat.Pwr: 10
Unblockable
Ignores defense, can be used outside of battle, reflectable, vulnerable to
Runic.

46: Cure 2
Restorative (Inverts damage if target is undead)
Hits one or all allies
MP cost: 25
Bat.Pwr: 28
Unblockable
Ignores defense, can be used outside of battle, reflectable, vulnerable to
Runic.

47: Cure 3
Restorative (Inverts damage if target is undead)
Hits one or all allies
MP cost: 40
Bat.Pwr: 66
Unblockable
Ignores defense, can be used outside of battle, reflectable, vulnerable to
Runic.

16: Demi
Hits one enemy
MP cost: 33
Lowers target's HP by 1/2 of current total
Hit Rate: 120 (will miss targets invulnerable to instant death)
Vulnerable to Runic, retargets if target is dead, Stamina involved in defense
equation.

44: Dispel
Hits one enemy
MP cost: 25
Lifts Clear, Image, Berserk, Regen, Slow, Haste, Stop, Shell, Safe, Reflect,
Life 3,
Float
Unblockable
Can be used outside of battle, vulnerable to Runic.

13: Doom
Hits one enemy
MP cost: 35
Causes instant death
Hit Rate: 95 (Will miss targets invulnerable to instant death)
Reflectable, vulnerable to Runic, retargets if target is dead, Stamina involved
in
defense equation.
Special effect:
35 = Restores undead target's HP to full (Doom, enemy Roulette, Doom (Condemned
status))

4: Drain
Hits one enemy (Inverts damage if target is undead)
Drains HP
MP cost: 15
Bat.Pwr: 38
Hit Rate: 120
Vulnerable to Runic, retargets if target is dead.

0: Fire
Hits one or all enemies
MP cost: 4
Bat.Pwr: 21
Fire-elemental
Hit Rate: 150
Reflectable, vulnerable to Runic, retargets if target is dead.

5: Fire 2
Hits one or all enemies
MP cost: 20
Bat.Pwr: 60
Fire-elemental
Hit Rate: 150
Reflectable, vulnerable to Runic, retargets if target is dead.

9: Fire 3
Hits one or all enemies
MP cost: 51
Bat.Pwr: 121
Fire-elemental
Hit Rate: 150
Reflectable, vulnerable to Runic, retargets if target is dead.

15: Flare
Hits one enemy
MP cost: 45
Bat.Pwr: 60
Hit Rate: 150
Ignores defense, reflectable, vulnerable to Runic, retargets if target is dead.

34: Float
Hits one or all allies
MP cost: 17
Causes Float
Unblockable
Can be used outside of battle, vulnerable to Runic.

31: Haste
Hits one ally
MP cost: 10
Causes Haste
Unblockable
Reflectable, vulnerable to Runic.

39: Haste2
Hits one or all allies
MP cost: 38
Causes Haste
Unblockable
Reflectable, vulnerable to Runic.

1: Ice
Hits one or all enemies
MP cost: 5
Bat.Pwr: 22
Ice-elemental
Hit Rate: 150
Reflectable, vulnerable to Runic, retargets if target is dead.

6: Ice 2
Hits one or all enemies
MP cost: 21
Bat.Pwr: 62
Ice-elemental
Hit Rate: 150
Reflectable, vulnerable to Runic, retargets if target is dead.

10: Ice 3
Hits one or all enemies
MP cost: 52
Bat.Pwr: 122
Ice-elemental
Hit Rate: 150
Reflectable, vulnerable to Runic, retargets if target is dead.

35: Imp
Hits one enemy
MP cost: 10
Toggles Imp (it can cause or lift the status)
Hit Rate: 100
Can be used outside of battle, reflectable, vulnerable to Runic.

48: Life
Restorative (Inverts damage if target is undead)
Hits one dead ally
MP cost: 30
Restores target's HP by 1/8 of total
Lifts Wound, "Hide"
Unblockable
Ignores defense, can be used outside of battle, vulnerable to Runic.

49: Life 2
Restorative (Inverts damage if target is undead)
Hits one dead ally
MP cost: 60
Restores target's HP to full
Lifts Wound, "Hide"
Unblockable
Ignores defense, can be used outside of battle, vulnerable to Runic.

53: Life 3
Hits one ally
MP cost: 50
Causes Life 3
Unblockable
Vulnerable to Runic.

23: Merton
Hits all targets, both sides
MP cost: 85
Bat.Pwr: 138
Fire/Wind-elemental
Unblockable
Randomizes target, ignores defense.

19: Meteor
Hits all enemies, both sides
MP cost: 62
Bat.Pwr: 36
Unblockable
Ignores defense, no split damage, retargets if target is dead.

30: Muddle
Hits one enemy
MP cost: 8
Causes Muddled
Hit Rate: 94
Reflectable, vulnerable to Runic.

27: Mute
Hits one enemy
MP cost: 8
Causes Mute
Hit Rate: 100
Reflectable, vulnerable to Runic.

41: Osmose
Hits one enemy (Inverts damage if target is undead)
Drains MP
MP cost: 1
Bat.Pwr: 26
Hit Rate: 150
Vulnerable to Runic, retargets if target is dead.

14: Pearl
Hits one enemy
MP cost: 40
Bat.Pwr: 108
Pearl-elemental
Hit Rate: 150
Reflectable, vulnerable to Runic, retargets if target is dead.

3: Poison
Hits one enemy (Inverts damage if target is undead*)
MP cost: 3
Bat.Pwr: 25
Poison-elemental, causes Poison
Hit Rate: 100
Reflectable, vulnerable to Runic, retargets if target is dead.

21: Quake
Hits all targets, both sides
MP cost: 50
Bat.Pwr: 111
Earth-elemental
Unblockable
Randomizes target, ignores defense.
Special effect:
25 = Spell can't hit anything with float status (Interceptor, Chocobop, and any
earth-elemental spell)

17: Quartr
Hits all enemies, both sides
MP cost: 48
Lowers target's HP to 1/4 of current total
Hit Rate: 100 (Will miss targets invulnerable to instant death)
No split damage, vulnerable to Runic, retargets if target is dead, Stamina
involved in
defense equation.

43: Quick
Hits caster
MP cost: 99
Gives caster 2 extra turns, stops all others from moving until finished
Unblockable
Special effect:
43 = Gives caster 2 extra turns without interruption, stops all others from
moving
until finished, only works on player-controlled characters (Quick)

26: Rasp
Hits one enemy
Damages MP
MP cost: 12
Bat.Pwr: 10
Hit Rate: 150
Reflectable, vulnerable to Runic, retargets if target is dead.

52: Regen
Hits one ally
MP cost: 10
Causes Regen
Unblockable
Reflectable, vulnerable to Runic.

51: Remedy
Hits one ally
MP cost: 15
Lifts Dark, Poison, Petrify, Mute, Muddled, Seizure, Sleep, Slow, Stop
Unblockable
Can be used outside of battle, vulnerable to Runic.

36: Rflect
Hits one ally
MP cost: 22
Causes Reflect
Unblockable
Reflectable, vulnerable to Runic.

28: Safe
Hits one ally
MP cost: 12
Causes Safe
Unblockable
Reflectable, vulnerable to Runic.

24: Scan
Hits one enemy
MP cost: 3
Gives target's level, current/max HP/MP, elemental weaknesses
Hit Rate: 222
Reflectable, vulnerable to Runic.
Special effect:
10 = Gives target's level, current/max HP/MP, elemental weaknesses (Scan)

37: Shell
Hits one ally
MP cost: 15
Causes Shell
Unblockable
Reflectable, vulnerable to Runic.

29: Sleep
Hits one enemy
MP cost: 5
Causes Sleep
Hit Rate: 111
Reflectable, vulnerable to Runic.

25: Slow
Hits one enemy
MP cost: 5
Causes Slow
Hit Rate: 120
Reflectable, vulnerable to Runic.

40: Slow 2
Hits one or all enemies
MP cost: 26
Causes Slow
Hit Rate: 150
Reflectable, vulnerable to Runic.

32: Stop
Hits one enemy
MP cost: 10
Causes Stop
Hit Rate: 100
Reflectable, vulnerable to Runic.

20: Ultima
Hits all enemies, both sides
MP cost: 80
Bat.Pwr: 150
Unblockable
Ignores defense, vulnerable to Runic, retargets if target is dead.

38: Vanish
Hits one ally
MP cost: 18
Toggles Clear (it can cause or lift the status)
Unblockable
Vulnerable to Runic.

22: W Wind
Hits all targets, both sides
MP cost: 75
Lowers target's HP to 1/16 of current total
Hit Rate: 100 (Will miss targets invulnerable to instant death)
Randomizes target, no split damage, Stamina involved in defense equation.

42: Warp
Hits random ally
MP cost: 20
Lets party escape from battle or dungeon, can get out of Pincer attacks
Unblockable
Can be used outside of battle.
Special effect:
18 = Lets party escape from battle or dungeon, can get out of Pincer attacks
(Warp)

18: X-Zone
Hits all enemies
MP cost: 53
Causes instant death
Hit Rate: 85 (Will miss targets invulnerable to instant death)
Vulnerable to Runic, retargets if target is dead, Stamina involved in
defense equation.
Special effect:
23 = Stall enemy final attacks 1 turn (X-Zone, Odin, Raiden, Cleave, Snare,
X-Fer)

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4. Espers
-------------------------------------------------------------------------------------

68: Alexandr (Justice)
Hits all enemies, both sides
MP cost: 90
Bat.Pwr: 114
Pearl-elemental
Unblockable
Only hits monsters, aborts on characters.

67: Bahamut (Sun Flare)
Hits all enemies, both sides
MP cost: 86
Bat.Pwr: 92
Unblockable
Ignores defense, only hits monsters, aborts on characters.

61: Bismark (Sea Song)
Hits all enemies, both sides
MP cost: 50
Bat.Pwr: 58
Water-elemental
Unblockable
Only hits monsters, aborts on characters.

73: Carbunkl (Ruby Power)
Hits all allies, both sides
MP cost: 36
Causes Reflect status
Unblockable

69: Crusader (Purifier)
Hits everyone, both sides
MP cost: 96
Bat.Pwr: 190
Unblockable
No split damage.
Special effect:
24 = No effect (Crusader)

78: Fenrir (Moon Song)
Hits all allies, both sides
MP cost: 70
Causes Image status
Unblockable

76: Golem (Earth Wall)
Hits all allies, both sides
MP cost: 33
Defends party against all physical attacks using caster's HP when cast.
IOW: if caster has 5000 HP when it uses Golem, Golem will withstand 5000 damage.
Unblockable
Special effect:
11 = Defends party against all physical attacks using caster's HP when cast.
(Golem)

55: Ifrit (Inferno)
Hits all enemies, both sides
MP cost: 26
Bat.Pwr: 51
Fire-elemental
Unblockable
Only hits monsters, aborts on characters.

71: Kirin (Life Guard)
Hits all allies, both sides (Inverts damage if target is undead (?))
MP cost: 18
Causes Regen status
Unblockable

60: Maduin (Chaos Wing)
Hits all enemies, both sides
MP cost: 44
Bat.Pwr: 55
Unblockable
Only hits monsters, aborts on characters.

65: Odin (Atom Edge)
Hits all enemies, both sides
MP cost: 70
Causes instant death
Hit Rate: 110 (will miss targets invulnerable to instant death)
Only hits monsters, aborts on characters, Stamina involved in defense equation.
Special effect:
23 = Stall enemy final attacks 1 turn (X-Zone, Odin, Raiden, Cleave, Snare,
X-Fer)

63: Palidor (Sonic Dive)
Hits all allies, both sides
MP cost: 61
Makes target(s) Jump; causes "Hide" status
Unblockable
Retargets if target is dead, randomizes target(?), ignores defense(?),
no split damage(?)
Special effect:
13 = Makes target jump (Palidor)

74: Phantom (Fader)
Hits all allies, both sides
MP cost: 38
Causes Clear status
Unblockable

80: Phoenix (Rebirth)
Restorative (Inverts damage if target is undead)
Hits all dead allies, both sides
MP cost: 110
Restores 1/4 of HP
Lifts Wound
Unblockable

70: Ragnarok (Metamorph)
Hits one enemy
MP cost: 6
Morphs enemy into random Item
Hit Rate is dependent on target
Only hits monsters, aborts on characters.
Special effect:
12 = Morph enemy (Ragnarok)

66: Raiden (True Edge)
Hits all enemies, both sides
MP cost: 80
Causes instant death
Hit Rate: 140 (will miss targets invulnerable to instant death)
Only hits monsters, aborts on characters, Stamina involved in defense equation.
Special effect:
23 = Stall enemy final attacks 1 turn (X-Zone, Odin, Raiden, Cleave, Snare,
X-Fer)

54: Ramuh (Bolt Fist)
Hits all enemies, both sides
MP cost: 25
Bat.Pwr: 50
Lightning-elemental
Unblockable
Only hits monsters, aborts on characters.

56: Shiva (Gem Dust)
Hits all enemies, both sides
MP cost: 27
Bat.Pwr: 52
Ice-elemental
Unblockable
Only hits monsters, aborts on characters.

59: Shoat (Demon Eye)
Hits all enemies, both sides
MP cost: 45
Causes Petrify status
Hit Rate: 96 (will miss targets invulnerable to instant death)
Only hits monsters, aborts on characters, Stamina involved in defense equation.

57: Siren (Hope Song)
Hits all enemies, both sides
MP cost: 16
Causes Mute
Hit Rate: 136
Only hits monsters, aborts on characters.

75: Sraphim (Reviver)
Restorative (Inverts damage if target is undead)
Hits all allies, both sides
MP cost: 40
Bat.Pwr: 18
Unblockable
Ignores defense.

79: Starlet (Group Hug)
Restorative (Inverts damage if target is undead)
Hits all allies, both sides
MP cost: 74
Bat.Pwr: 34
Unblockable
Ignores defense.

62: Stray (Cat Rain)
Hits all enemies, both sides
MP cost: 28
Causes Muddled
Hit Rate: 128
Only hits monsters, aborts on characters.

58: Terrato (Earth Aura)
Hits all enemies, both sides
MP cost: 40
Bat.Pwr: 93
Earth-elemental
Unblockable (Will not hit Floating targets)
Only hits monsters, aborts on characters.
Special effect:
25 = Spell can't hit anything with float status (Interceptor, Chocobop, and any
earth-elemental spell)

64: Tritoch (Tri-Dazer)
Hits all enemies, both sides
MP cost: 68
Bat.Pwr: 110
Tri-elemental (Fire, Ice, Lightning)
Unblockable
Only hits monsters, aborts on characters.

77: Unicorn (Heal Horn)
Hits all allies, both sides
MP cost: 30
Lifts Dark, Poison, Petrify, Mute, Muddle, Seizure, Psyche, (Sleep), Slow, and
Stop
status
Unblockable

72: ZoneSeek (Wall)
Hits all allies, both sides
MP cost: 30
Causes Shell status
Unblockable

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5. Items
-------------------------------------------------------------------------------------

<-----NOTE----->
Spell-casting items such as Fire Rod, etc. are not included.  See the spells
stats in the Magic section, but remember that they do not remove Clear, are
unblockable, ignore defense, and only deal maximum damage possible if used
by breaking an item (they're known as Item magics by some).

About items in general; they ignore the Clear status and usually don't miss
on their own unless something else interferes, like Fenix Down hitting a
living target for example.
<-----NOTE----->

Antidote
Hits one ally
Lifts Poison
Unblockable
Ignore defense (?), retargets if target is dead.

Dried Meat
Restorative
Hits one ally
Heals 150 HP
Unblockable
Ignore defense, retargets if target is dead.
Special effect:
4E = ??? (Dried Meat)

Elixir
Restorative (Inverts damage if target is undead)
Hits one ally
Heals full HP/MP
Unblockable
Ignore defense, retargets if target is dead.
Special effect:
4C = affect HP and MP (Elixir, Megalixir)

Echo Screen
Hits one ally
Lifts Mute
Unblockable
Ignore defense (?), retargets if target is dead.

Ether
Restorative
Hits one ally
Heals 150 MP
Unblockable
Ignore defense, retargets if target is dead.

Eyedrop
Hits one ally
Lifts Dark
Unblockable
Ignore defense (?), retargets if target is dead.

Fenix Down
Restorative (Inverts damage if target is undead)
Hits one dead ally
Restores 1/8 of HP
Lifts Wound
Unblockable
Ignore defense, retargets if target is dead.

Green Cherry
Hits one ally
Lifts Imp
Unblockable
Ignore defense (?), retargets if target is dead.

Megalixir
Restorative (Inverts damage if target is undead)
Hits all allies, both sides
Heals full HP/MP
Unblockable
Ignore defense, retargets if target is dead.
Special effect:
4C = affect HP and MP (Elixir, Megalixir)

Potion
Restorative (Inverts damage if target is undead)
Hits one ally
Heals 250 HP
Unblockable
Ignore defense, retargets if target is dead.

Remedy
Hits one ally
Lifts Dark, Poison, Imp, Petrify, Mute, Seizure
Unblockable
Ignore defense (?), retargets if target is dead.

Revivify
Restorative (Inverts damage if target is undead)
Hits one dead ally
Restores 1/8 of HP
Lifts Zombie
<-----NOTE----->
Although there are no indications of
it, Revivify will kill an Undead.
I don't know why yet, though.
<-----NOTE----->
Unblockable
Ignore defense, retargets if target is dead.

Smoke Bomb
Hits all allies, both sides
Forces targets to run away if possible
Unblockable
Ignore defense, retargets if target is dead.
Special effect:
4B = ??? (Smoke Bomb)

Soft
Hits one ally
Lifts Petrify
Unblockable
Ignore defense (?), retargets if target is dead.

Super Ball
Magical attack
Hits random enemy target(s) multiple times, both sides
Always does multiples of 256 as damage
Unblockable
Ignores defense, retargets if target is dead.
Special Effect:
4A = makes Super Ball attack out of spell (Super Ball)

Tincture
Restorative
Hits one ally
Heals 50 MP
Unblockable
Ignore defense, retargets if target is dead.

Tonic
Restorative (Inverts damage if target is undead)
Hits one ally
Heals 50 HP
Unblockable
Ignore defense, retargets if target is dead.

Warp Stone
Hits all allies, both sides
Forces party to run away if possible
Unblockable
Ignore defense, retargets if target is dead.
Special effect:
4D = ??? (Warp Stone)

X-Ether
Restorative
Hits one ally
Heals full MP
Unblockable
Ignore defense, retargets if target is dead.

X-Potion
Restorative (Inverts damage if target is undead)
Hits one ally
Heals full HP
Unblockable
Ignore defense, retargets if target is dead.

-------------------------------------------------------------------------------------
6. SwdTech
-------------------------------------------------------------------------------------

<-----NOTE----->
SwdTech the command can't be used without a sword, however, you can still use it
through Mimic.  Without a sword, the command is grayed out and can't be used
from
the menu or automatically.
<-----NOTE----->

92: Cleave
Magical attack
Hits all enemies
Causes instant death
Hit rate: 182 (will miss targets invulnerable to instant death)
Ignores defense, retargets if target is dead.
Special effect:
23 = Stall enemy final attacks 1 turn (X-Zone, Odin, Raiden, Cleave, Snare,
X-Fer)

85: Dispatch
Physical attack
Hits one random enemy
Bat.Pwr: 120
Unblockable
Ignores defense, retargets if target is dead.

89: Empowerer
Magical attack
Hits one random enemy (Inverts damage if target is undead)
Drains HP/MP
Bat.Pwr (HP draining): 49
Bat.Pwr (MP draining): 12
Unblockable
Ignores defense, retargets if target is dead.
Special effect:
36 = Allows one to drain both HP and MP if Byte 4, Bit 7 and Byte 5, Bit 1 are
set,
drains MP with 1/4 Bat.Pwr (Empowerer)

88: Quadra Slam
Physical attack
Hits 4 random enemies, both sides
Bat.Pwr: 72
Unblockable
Retargets if target is dead.
Special effect:
32 = Spell hits 4 seperate times (Quadra Slam, Quadra Slice)

91: Quadra Slice
Physical attack
Hits 4 random enemies, both sides
Bat.Pwr: 70
Unblockable
Ignores defense, retargets if target is dead.
Special effect:
32 = Spell hits 4 seperate times (Quadra Slam, Quadra Slice)

86: Retort
Magical attack
Counters opponent's physical attack
Bat.Pwr: 56
Unblockable
Ignores defense, retargets if target is dead.
<-----NOTE----->
When Retort is used in SwdTech, it
invokes a special status that, when
Cyan is struck, will perform the
actual attack.  This is in the game's
programming, not the spell itself.
<-----NOTE----->
Special effect:
3C = No effect (Retort)

87: Slash
Physical attack
Hits one random enemy
Lowers target's HP to half of current HP
Causes Seizure
Unblockable (will miss targets invulnerable to instant death)
Ignores defense, retargets if target is dead.

90: Stunner
Magical attack
Hits all enemies
Bat.Pwr: 97
Causes Stop
Unblockable damage
Ailment Hit Rate: 140
No split damage, retargets if target is dead.
Special effect:
3F = Ailment uses spell hit rate to determine a hit or miss (Stunner)

-------------------------------------------------------------------------------------
7. Blitz
-------------------------------------------------------------------------------------

98: Air Blade
Magical attack
Hits all enemies
Bat.Pwr: 78
Wind-elemental
Unblockable
Randomizes target, no split damage, retargets if target is dead.

94: AuraBolt
Magical attack
Hits one enemy
Bat.Pwr: 68
Pearl-elemental
Unblockable
Retargets if target is dead.

100: Bum Rush
Magical attack
Hits one enemy
Bat.Pwr: 128
Unblockable
Ignores defense, retargets if target is dead.

96: Fire Dance
Magical attack
Hits all enemies
Bat.Pwr: 42
Fire-elemental
Unblockable
Randomizes target, no split damage, retargets if target is dead.

97: Mantra
Restorative (Inverts damage if target is undead)
Magical attack
Hits all allies except caster, both sides
Heals with: Caster's HP / # of targets
Lifts Dark, Poison, Mute, Seizure
Unblockable
Randomizes target, ignores defense, retargets if target is dead.
Special effect:
15 = Does not hit caster (Mantra)

93: Pummel
Physical attack
Hits one enemy
Bat.Pwr: 110
Unblockable
Ignores defense, retargets if target is dead.

99: Spiraler
Restorative (Inverts damage if target is undead, drains all HP/MP from, kills,
and
eliminates caster from battlefield)
Magical attack
Hits all allies, both sides
Bat.Pwr: 200
Lifts Dark, Zombie, Poison, Imp, Petrify, Condemned, Mute, Berserk, Muddled,
Seizure,
Sleep, Slow, Stop, and Freeze
Unblockable
Randomizes target, ignores defense, retargets if target is dead.
Special effect:
16 = Drains all HP/MP from, kills, and eliminates caster from battlefield
(Spiraler)

95: Suplex
Physical attack
Hits one enemy
<-----NOTE----->
The aiming byte says that it hits
all enemies at once, and while that
doesn't look like more than a
simple bug corrected by Suplex's
graphic, it does have an effect;
if multiple enemies are present,
Suplex's damage will be halved.
It can only do full damage when
there's only one enemy on the
field.
<-----NOTE----->
Bat.Pwr: 180
Unblockable (will not hit all enemies)
Ignores defense, retargets if target is dead.
Special effect:
30 = Cannot hit certain enemies. (Suplex)

-------------------------------------------------------------------------------------
8. Dance
-------------------------------------------------------------------------------------

The Dances use the following spells:

Wind Song    : Wind Slash, Sun Bath, Plasma, Cokatrice
Forest Suite : Rage, Harvester, Elf Fire, Wombat
Desert Aria  : Sand Storm, Antlion, Wind Slash, Kitty
Love Sonata  : Elf Fire, Specter, Snare, Tapir
Earth Blues  : Land Slide, Sonic Boom, Sun Bath, Whump
Water Rondo  : El Nino, Plasma, Specter, Wild Bear
Dusk Requiem : Cave In, Snare, Elf Fire, Pois. Frog
Snowman Jazz : Snowball, Surge, Snare, Ice Rabbit

106: Antlion
Hits one enemy
Causes instant death
Hit Rate: 100 (Will miss targets invulnerable to instant death)
Retargets if target is dead, Stamina involved in defense equation.

114: Cave In
Hits one enemy
Lowers target's HP to 1/4 of current total
Causes Seizure
Unblockable (Will miss targets invulnerable to instant death)
Retargets if target is dead.

117: Cokatrice
Hits one enemy
Bat.Pwr: 50
Causes Petrify
Hit Rate: 96 (Will miss targets invulnerable to instant death)
Ignores defense, retargets if target is dead.

111: El Nino
Hits all enemies, both sides
Bat.Pwr: 61
Water-elemental
Unblockable
Randomizes target, no split damage.

107: Elf Fire
Hits one enemy
Bat.Pwr: 72
Fire-elemental
Unblockable
Retargets if target is dead.

104: Harvester
Hits all allies, both sides
Lifts Dark, Poison, Petrify, Mute, Muddle, Seizure, Sleep, Slow, and Stop.
Unblockable
Randomizes target.

124: Ice Rabbit
Restorative (Inverts damage if target is undead)
Hits all allies, both sides
Bat.Pwr: 60
Unblockable
Randomizes target, ignores defense.

119: Kitty
Hits all allies, both sides
Causes Haste
Unblockable
Randomizes target.

109: Land Slide
Hits one enemy
Bat.Pwr: 65
Unblockable
Ignores defense, retargets if target is dead.

112: Plasma
Hits one enemy
Bat.Pwr: 70
Lightning-elemental
Unblockable
Rtargets if target is dead.

123: Pois. Frog
Hits one enemy
Bat.Pwr: 56
Poison-elemental, causes Poison
Unblockable
Retargets if target is dead.

103: Rage
Hits all enemies, both sides
Bat.Pwr: 50
Unblockable
Randomizes target, no split damage.

105: Sand Storm
Hits all enemies, both sides
Bat.Pwr: 45
Wind-elemental
Hit Rate: 100
Randomizes target, no split damage.

113: Snare
Hits one enemy
Causes instant death
Hit Rate: 100 (Will miss targets invulnerable to instant death)
Retargets if target is dead, Stamina involved in defense equation.
Special effect:
23 = Stall enemy final attacks 1 turn (X-Zone, Odin, Raiden, Cleave, Snare,
X-Fer)

115: Snowball
Hits one enemy
Lowers target's HP to half of current total
Causes Seizure
Unblockable (Will miss targets invulnerable to instant death)
Retargets if target is dead.

110: Sonic Boom
Hits one enemy
Lowers target's HP to 3/8 of current total
Causes Seizure
Unblockable (Will miss targets invulnerable to instant death)
Retargets if target is dead.

108: Specter
Hits one enemy
Causes Muddle
Hit Rate: 120
Retargets if target is dead.

102: Sun Bath
Restorative (Inverts damage if target is undead)
Hits all allies, both sides
Bat.Pwr: 50
Unblockable
Randomizes target, ignores defense.

116: Surge
Hits all enemies, both sides
Bat.Pwr: 55
Ice-elemental
Unblockable
Randomizes target, no split damage.

120: Tapir
Hits all allies, both sides
Lifts Dark, Zombie, Poison, Imp, Petrify, Condemned, Mute, Berserk, Muddled,
Seizure,
Sleep, Slow, and Stop
Unblockable
Randomizes target.
Special effect:
17 = Restore HP and MP to full if target has Sleep status (Tapir)

121: Whump
Hits one enemy
Bat.Pwr: 53
Unblockable (Will not hit Floating targets)
Ignores defense, retargets if target is dead.
Special effect:
25 = Spell can't hit anything with float status (Interceptor, Chocobop, and any
earth-elemental spell)

122: Wild Bear
Restorative (Inverts damage if target is undead)
Hits all allies, both sides
Bat.Pwr: 100
Lifts Dark, Zombie, Poison, Petrify, Condemned, Mute, Berserk, Muddled, Seizure,
Sleep, Slow, Stop, and Freeze.
Randomizes target, ignores defense.

101: Wind Slash
Hits all enemies, both sides
Bat.Pwr: 48
Wind-elemental
Unblockable
Randomizes target, no split damage.

118: Wombat
Hits one enemy
Bat.Pwr: 88
Unblockable (Will not hit Floating targets)
Ignores defense, retargets if target is dead.
Special effect:
25 = Spell can't hit anything with float status (Interceptor, Chocobop, and any
earth-elemental spell)

-------------------------------------------------------------------------------------
9. Tools
-------------------------------------------------------------------------------------

Air Anchor
Physical attack
Hits one enemy
Bat.Pwr: 128
If target takes another turn after being hit, target dies
Perfect hit rate (Will miss targets invulnerable to instant death)
Retargets if target is dead.
Special effect:
57 = Makes opponent die when they take their next turn.  Automatically misses
those
invulnerable to instant death no matter what. (Air Anchor)

AutoCrossbow
Physical attack
Hits all enemies
Bat.Pwr: 125
Perfect hit rate
No split damage, retargets if target is dead.

125: Bio Blaster
Magical attack
Hits all enemies
Bat.Pwr: 20
Poison-elemental, causes Poison
Unblockable
No split damage, aborts on allies, retargets if target is dead.

Chain Saw (damage)
Physical attack
Hits one enemy
Bat.Pwr: 252
Perfect hit rate
Ignores Defense, retargets if target is dead.

Chain Saw (instant death)
Physical attack
Hits one enemy
Causes instant death (deals no damage)
Perfect hit rate (Will miss targets invulnerable to instant death)
Ignores Defense, retargets if target is dead, Stamina involved in defense
equation.

Debilitator
Physical attack
Hits one enemy
Makes opponent weak against 1 element.
Perfect hit rate
Retargets if target is dead.
Special effect:
56 = Makes opponent weak against 1 element (Debilitator)

Drill
Physical attack
Hits one enemy
Bat.Pwr: 191
Perfect hit rate
Ignores defense, retargets if target is dead.

126: Flash
*The Unblockable ability is not generated by the spell however but from the
Tool*
Magical attack
Hits all enemies
Bat.Pwr: 42
Causes Dark
Unblockable (128 hit rate in spell stats).
No split damage, abort on allies, retarget if target is dead.

NoiseBlaster
Physical attack
Hits all enemies
Muddles all opponents
Perfect hit rate
Retargets if target is dead.

-------------------------------------------------------------------------------------
10. Slot
-------------------------------------------------------------------------------------

67: Bahamut (Sun Flare) [3 dragons]
Hits all enemies, both sides
Bat.Pwr: 92
Unblockable
Ignores defense, only hits monsters, aborts on characters.

127: Chocobop [3 Chocobos]
Hits all enemies, both sides
Bat.Pwr: 36
Unblockable
Randomize target, ignores defense, no split damage.
Special effect:
25 = Spell can't hit anything with float status (Interceptor, Chocobop, and any
earth-elemental spell)

128: H-Bomb [3 airships]
Hits all enemies, both sides
Bat.Pwr: 130
Unblockable
Randomize target

Joker Doom [7-7-BAR]
Hits all allies, both sides
Causes instant death
Unblockable
Learn if cast
<-----NOTE----->
Teaches L.5 Doom to Strago, as
Joker Doom is merely a modified
version of the Lore.
<-----NOTE----->
Special effect:
Forces caster to hit all allies if cast under Slot (Joker Doom [7-7-BAR])

Joker Doom [7-7-7]
Hits all enemies, both sides
Causes instant death
Unblockable
Learn if cast
<-----NOTE----->
Teaches L.5 Doom to Strago, as
Joker Doom is merely a modified
version of the Lore.
<-----NOTE----->
Special effect:
Forces caster to hit all enemies if cast under Slot (Joker Doom [7-7-7])

254: Lagomorph [any wrong combination]
Restorative
Hits all allies, both sides
Bat.Pwr: 10
Lifts Dark, Poison, Sleep
Unblockable

129: 7-Flush [3 diamonds]
Hits all enemies, both sides
Bat.Pwr: 84
Unblockable
Randomize target

-------------------------------------------------------------------------------------
11. MagiTek
-------------------------------------------------------------------------------------

134: Bio Blast
Hits all enemies
Bat.Pwr: 60
Poison-elemental, causes Poison and Seizure
Unblockable
No split damage, retargets if target is dead.

132: Bolt Beam
Hits one enemy
Bat.Pwr: 62
Lightning-elemental
Unblockable
Retargets if target is dead.

136: Confuser
Hits all enemies
Causes Muddled
Hit Rate: 128
Retargets if target is dead.

131: Fire Beam
Hits one enemy
Bat.Pwr: 60
Fire-elemental
Unblockable
Retargets if target is dead.

135: Heal Force
Restorative (Inverts damage if target is undead)
Hits one ally
Bat.Pwr: 50
Unblockable
Ignores defense.

133: Ice Beam
Hits one enemy
Bat.Pwr: 61
Ice-elemental
Unblockable
Retargets if target is dead.

138: TekMissile
Hits one enemy
Bat.Pwr: 58
Causes Seizure
Unblockable
Ignores defense, retargets if target is dead.

137: X-Fer
Hits one enemy
Causes instant death
Hit Rate: 120 (Will miss targets invulnerable to instant death)
Stamina involved in defense equation.
Special effect:
23 = Stall enemy final attacks 1 turn (X-Zone, Odin, Raiden, Cleave, Snare,
X-Fer)

-------------------------------------------------------------------------------------
12. Lore
-------------------------------------------------------------------------------------

NOTE: all spells are also assumed to have the Learn if cast property in
addition to
being Magical attacks.  Learn if cast only works for these spells alone,
and is
      used to teach Strago the spells.

143: Aero
Hits all enemies
MP cost: 41
Bat.Pwr: 125
Wind-elemental
Hit Rate: 150
Retarget if target dead.

142: Aqua Rake
Hits all enemies
MP cost: 22
Bat.Pwr: 71
Wind/Water-elemental
Hit Rate: 150
Retarget if target dead.

145: Big Guard
Hits all allies, both sides
MP cost: 80
Causes Shell, Safe
Unblockable

144: Blow Fish
Hits one enemy
MP cost: 50
Does 1000 damage
Unblockable
Ignores defense, no split damage, retargets if target dead.
Special effect:
1A: Does 1000 damage (Blow Fish)

141: CleanSweep
Hits all enemies, both sides
MP cost: 30
Bat.Pwr: 50
Water-elemental
Hit Rate: 150
No split damage, retarget if target dead.

139: Condemned
Hits one enemy
MP cost: 20
Causes Condemned
Unblockable (Will miss targets invulnerable to instant death)

155: Dischord
Hits one enemy
MP cost: 68
Halves level
Hit Rate: 100 (Will miss targets invulnerable to instant death)
Retarget if target dead.
Special effect:
1F: Halves level (Dischord)

162: Exploder
Hits one enemy and caster
MP cost: 1
Do current HP of caster as damage
Unblockable
Ignores defense, retargets if target dead, kills caster.
Special effect:
19: Hit caster and target(s), do current HP of caster as damage (Exploder)

154: ForceField
Hits everyone, both sides
MP cost: 24
Nulls damage done by a random element
Unblockable
Special effect:
31: Nulls damage done by a random element (ForceField)

161: GrandTrain
Hits all enemies, both sides
MP cost: 64
Bat.Pwr: 84
Unblockable
Ignores defense

148: L.5 Doom
Hits all enemies, both sides
MP cost: 22
Causes instant death
Hits those with a level that is a multiple of 5 (Will miss targets invulnerable
to
instant death)

149: L.4 Flare
Hits all enemies, both sides
MP cost: 42
Bat.Pwr: 66
Hits those with a level that is a multiple of 4
Ignores defense, no split damage.

150: L.3 Muddle
Hits all enemies, both sides
MP cost: 28
Causes Muddled
Hits those with a level that is a multiple of 3

152: L? Pearl
Hits all enemies, both sides
MP cost: 50
Bat.Pwr: 120
Pearl-elemental
Hits those with a level that is a multiple of the last digit of your GP/Gil
total
Special effect:
1D: Hits those with a level that is a multiple of the last digit of your GP/Gil
total
(L? Pearl)

147: Pearl Wind
Restorative (Inverts damage if target is undead)
Hits all allies, both sides
MP cost: 45
Uses current HP of caster to heal HP
Unblockable
Ignores defense, no split damage.
Special effect:
1B: Uses current HP of caster to affect target's HP (Pearl Wind)

157: Pep Up
Restorative
Hits one ally
MP cost: 1
Restores HP/MP, zeroes out HP/MP of and removes caster from battle
Lifts Dark, Zombie, Poison, Petrify, Condemned, Near Fatal, Mute, Berserk,
Muddled,
Seizure, Sleep, Slow, Stop
Unblockable
Retarget if target dead, kills caster.
Special effect:
20: Affects HP/MP, zeroes out HP/MP of and removes caster from battle
(Pep Up)

160: Quasar
Hits all enemies, both sides
MP cost: 50
Bat.Pwr: 57
Unblockable
Ignores defense

151: Reflect???
Hits all enemies, both sides
Causes Dark, Mute, Slow
Hits those with Reflect status
Special effect:
1C: Causes spell to only target those with Reflect status (Reflect???)

146: Revenge
Hits one enemy
MP cost: 31
Does Maximum HP of caster minus Current HP of caster as damage
Unblockable
Ignores defense, no split damage, retarget if target dead.
Special effect:
3D: Do Maximum HP of caster minus Current HP of caster as damage (Revenge)

158: Rippler
Hits one enemy
MP cost: 66
Switches statuses of caster and target
<-----NOTE----->
Due to a bug, Rippler switches all statuses
in bytes 1-4 (Dark to Float) instead of just
those listed in its stats.  If you're
curious, here are the statuses that Rippler
has listed:

Dark, Zombie, Poison, Clear, Imp, Condemned,
Image, Mute, Berserk, Muddled, Seizure,
Sleep, Regen, Slow, Haste, Stop, Shell,
Safe, Reflect, Life 3, Float.

Others (Rage, Morph, Dance, etc.) can be
traded but only because of the bug.  This
isn't all bad, if you want more than one
morphed character or want Strago to
Dance....
<-----NOTE----->
Hit Rate: 111
Retarget if target dead.

140: Roulette
Hits a random target (cursor starts on enemy)
<-----NOTE----->
The random target bit doesn't work
outside of a menu command. Try the
Veteran Rage for example, it will hit
an enemy automatically, completely
ignoring the bit.  Enemies use a special
command to cast the spell (1E) whenever
they come to the spell in their scripts,
different from this version.  See its
stats in the Command Attacks section.
<-----NOTE----->
MP cost: 10
Causes instant death
Unblockable (Will miss targets invulnerable to instant death)
Retarget if target dead.

156: Sour Mouth
Hits one enemy
MP cost: 32
Causes Dark, Poison, Imp, Mute, Muddle, Sleep
Hit Rate: 100
Retarget if target dead.

153: Step Mine
Hits one enemy
MP cost: Minutes played / 30 for characters, 1 for monsters
Does Steps / 32 as damage
Unblockable
Ignores defense.
Special effect:
1E: Does Steps / Bat.Pwr as damage, minutes played / 30 for MP cost to
characters
(Step Mine)

159: Stone
Hits one or all enemies
MP cost: 22
Bat.Pwr: 40
Causes Muddled
Hit Rate: 75
Retargets if target dead.
Special effect:
22: Do much more damage if target is same level as caster (Stone)

-------------------------------------------------------------------------------------
13. Enemy Spells
-------------------------------------------------------------------------------------

195: 50 Gs
Magical attack
Hits all enemies, both sides
MP cost: 20
Lifts Float
Unblockable
Vulnerable to Runic

187: Absolute 0
Magical attack
Hits all enemies
MP cost: 20
Bat.Pwr: 110
Ice-elemental
Hit Rate: 140
Retargets if target is dead.

169: Acid Rain
Magical attack
Hits all enemies (Inverts damage if target is undead*)
MP cost: 20
Bat.Pwr: 25
Poison/Water-elemental, causes Seizure
Hit Rate: 100
No split damage, retargets if target is dead.

180: Atomic Ray
Magical attack
Hits all enemies
MP cost: 20
Bat.Pwr: 80
Fire-elemental
Hit Rate: 150
Vulnerable to Runic, retargets if target is dead.

234: BabaBreath
Magical attack
Hits one enemy
Eliminates target from battlefield; if target is character, remove from
party (member returns to airship)
Causes "Hide"
Unblockable
Retargets if target is dead.
Special effect:
33 = Removes character from current party if target is a character (BabaBreath)

177: Blaster
Magical attack
Hits one or all enemies
MP cost: 20
Causes instant death
Hit Rate: 70 (Will miss targets invulnerable to instant death)
Vulnerable to Runic, retargets if target is dead.

228: Blaze
Magical attack
Hits one or all enemies
MP cost: 20
Bat.Pwr: 68
Fire-elemental
Hit Rate: 120
Retargets if target is dead.

186: Blizzard
Magical attack
Hits all enemies
MP cost: 20
Bat.Pwr: 25
Ice-elemental
Hit Rate: 140
Retargets if target is dead.

216: Bomblet
<-----NOTE----->
FlameEater summons minions with the F5 commmand.
Bomblet itself actually doesn't do anything.
Therefore, knowing the few stats it has is pointless.
<-----NOTE----->

206: Charm
Magical attack
Hits one enemy
Causes Charm
Hit Rate: 80
Retargets if target is dead.

166: ChokeSmoke
Magical attack
Hits one dead enemy
MP cost: 20
Causes Zombie
Unblockable

207: Cold Dust
Magical attack
Hits one enemy
MP cost: 20
Causes Freeze
Unblockable
Retargets if target is dead.

178: Cyclonic
Magical attack
Hits all enemies
MP cost: 20</pre><pre id="faqspan-2">
Lowers target's HP to 1/16 of current total, causes Near Fatal
Hit Rate: 75 (Will miss targets invulnerable to instant death)
No split damage, retargets if target is dead.

175: Delta Hit
Magical attack
Hits one enemy
MP cost: 20
Causes Petrify
Unblockable
Retargets if target is dead.

182: Diffuser
Magical attack
Hits all enemies
MP cost: 20
Bat.Pwr: 62
Lightning-elemental
Hit Rate: 150
Vulnerable to Runic, retargets if target is dead.

214: Disaster
Magical attack
Hits one or all enemies
MP cost: 20
Causes Dark, Imp, Condemned, Mute, Muddled, Float
Hit Rate: 62
Vulnerable to Runic, retargets if target is dead.

219: Discard
<-----NOTE----->
All this does is lift the Seize status from the
caster's seized victim.  The rest of the stats
are irrelevant since you don't even have to
aim the spell to get it to work.
<-----NOTE----->
Special effect:
44 = Lifts Seize from caster's victim. (Discard)

226: Dread
Magical attack
Hits one enemy
MP cost: 20
Causes Petrify
Hit Rate: 75
Retargets if target is dead.

213: Engulf
Magical attack
Hits one enemy
Takes character/enemy out of battle
Unblockable
Randomizes target, retargets if target is dead.
Special effect:
39 = Takes character/enemy out of battle, if all characters are hit, transport
to
Triangle Island cave. (Engulf)

176: Entwine
Magical attack
Hits all enemies
MP cost: 20
Causes Slow
Unblockable
Retargets if target is dead.

194: Escape
Magical attack
Hits caster
Causes caster to run away, causes "Hide"
Unblockable
Special effect:
27 = Causes caster to run away (Escape)

211: Evil Toot
Magical attack
Hits all enemies, both sides
MP cost: 20
Causes one of the following in each target: Dark, Poison, Imp, Condemned,
Berserk, Muddled, Seizure, Slow
Hit Rate: 120
Special effect:
3B = Randomize one of the checked status (Evil Toot)

192: Fallen One
Magical attack
Hits all enemies, both sides
MP cost: 20
Drops all target's HP to 1
Unblockable
Retargets if target is dead.
Special effect:
40 = Sets target's HP to 1 (Fallen One)

179: Fire Ball
Magical attack
Hits all enemies
MP cost: 20
Bat.Pwr: 50
Fire-elemental
Hit Rate: 150
Retargets if target is dead.

236: Fire Wall
Magical attack
Hits one enemy
MP cost: 20
Bat.Pwr: 50
Fire-elemental
Unblockable
Vulneable to Runic, retargets if target is dead.

198: Flare Star
Magical attack
Hits all enemies
MP cost: 20
Bat.Pwr: 80
Fire-elemental
Unblockable
Ignores defense, no split damage, retargets if target is dead.
Special effect:
2A = Lowest target's level * spell Bat.Pwr determines total damage (Flare Star)

190: Flash Rain
Magical attack
Hits all enemies
MP cost: 20
Bat.Pwr: 60
Ice/Water-elemental
Hit Rate: 140
Retargets if target is dead.

230: Gale Cut
Magical attack
Hits all enemies, both sides
Bat.Pwr: 15
Wind-elemental
Unblockable
Retargets if target is dead.

185: Giga Volt
Magical attack
Hits one or all enemies
MP cost: 20
Bat.Pwr: 110
Lightning-elemental
Hit Rate: 130
Vulnerable to Runic, retargets if target is dead.

222: Goner
Magical attack
Hits all enemies, both sides
MP cost: 20
Bat.Pwr: 220
Unblockable
Retargets if target is dead.

212: Grav Bomb
Magical attack
Hits one enemy
MP cost: 20
Lowers target's HP to half of current total
Hit Rate: 100 (Will miss targets invulnerable to instant death)
Randomizes target, retargets if target is dead, Stamina involved in defense
equation.

209: HyperDrive
Magical attack
Hits one enemy
Bat.Pwr: 118
Causes Seizure
Unblockable
Ignores defense, vulnerable to Runic, retargets if target is dead.

163: Imp Song
Magical attack
Hits all enemies
MP cost: 20
Toggles Imp (it can cause or lift the status)
Hit Rate: 100
Retargets if target is dead.

205: Launcher
Magical attack
Hits 8 times against random enemies, both sides
MP cost: 20
Lowers target's HP to half of current total every hit; damage is finally dealt
at
spell's end.
Hit Rate: 100 (Will miss if target is invulnerable to instant death)
Randomizes target, ignores defense, no split damage, retargets if target is
dead.
Special effect:
2C = Spell hits 8 times, total damage dealt at spell's end (Launcher)

235: Lifeshaver
Magical attack (Inverts damage if target is undead)
Hits one enemy
Drains HP
MP cost: 20
Bat.Pwr: 84
Earth-elemental
Unblockable
Retargets if target is dead.

232: Lode Stone
Magical attack
Hits one enemy
MP cost: 20
Lowers target's HP to 1/4 of current total
Unblockable (Will miss if target is invulnerable to instant death)
Retargets if target is dead.

199: Love Token
Magical attack
Hits one enemy
MP cost: 20
Makes target take physical blows for caster
Unblockable
Retargets if target is dead.

168: Lullaby
Magical attack
Hits all enemies
MP cost: 20
Causes Sleep
Hit Rate: 90
Retargets if target is dead.

188: Magnitude8
Magical attack
Hits all enemies
MP cost: 20
Bat.Pwr: 100
Earth-elemental
Hit Rate: 130 (Will not hit Floating targets)
Retargets if target is dead.
Special effect:
25 = Spell can't hit anything with float status (Interceptor, Chocobop, and any
earth-elemental spell)

184: Mega Volt
Magical attack
Hits one or all enemies
MP cost: 20
Bat.Pwr: 20
Lightning-elemental
Hit Rate: 150
Vulnerable to Runic, retargets if target is dead.

171: Megazerk
Magical attack
Hits all enemies, both sides
MP cost: 20
Causes Berserk
Unblockable
Vulnerable to Runic, retargets if target is dead.

223: Meteo
Magical attack
Hits all enemies
MP cost: 20
Bat.Pwr: 60
Hit Rate: 80
Ignores defense, no split damage, retargets if target is dead.

196: Mind Blast
Magical attack
<-----NOTE----->
This won't usually remove
Clear because the special
effect resets status to
set/clear before determining
what to inflict.
<-----NOTE----->
Hits all enemies, both sides
MP cost: 20
Causes some of the following in each target: Dark, Zombie, Poison, Imp, Petrify,
Condemned, Mute, Berserk, Muddled, Seizure, Sleep, Slow, Stop
Hit Rate: 110
Special effect:
28 = Hits with random checked status (Mind Blast)

221: Missile
Magical attack
Hits one enemy
MP cost: 20
Lowers target's HP to 3/4 of current total
Causes Seizure
Hit Rate: 126 (Will miss if target is invulnerable to instant death)
Retargets if target is dead.

172: Mute
Hits all enemies
MP cost: 20
Causes Mute
Hit Rate: 90
Retargets if target is dead.

197: N. Cross
Magical attack
Hits all enemies, both sides
MP cost: 20
Causes Freeze
Hit Rate: 90 (Randomly misses completely, even against Clear targets)
Vulnerable to Runic, retargets if target is dead.
Special effect:
29 = Randomly misses target completely, even against Clear targets (N. Cross)

173: Net
Magical attack
Hits one enemy
MP cost: 20
Causes Stop
Hit Rate: 100
Retargets if target is dead.

220: Overcast
Magical attack
Hits all enemies, both sides
MP cost: 20
Makes target gain Zombie instead of Wound at death
Causes Condemned
Unblockable (Will miss targets invulnerable to instant death)
Retargets if target is dead.
Special effect:
37 = Makes target gain Zombie instead of Wound at death (Overcast)

225: Phantasm
Magical attack
Hits all enemies
MP cost: 20
Causes HP Leak
Unblockable
Retargets if target is dead.
Special effect:
3E = Causes uncurable HP drain (Phantasm)

201: R.Polarity
Magical attack
Hits all enemies, both sides
MP cost: 20
Toggles Row position of all targets
Unblockable
Retargets if target is dead.
Special effect:
2B = Toggles Row position of target(s) (R.Polarity)

189: Raid
Magical attack (Inverts damage if target is undead)
Hits one enemy
Drains HP
MP cost: 20
Bat.Pwr: 40
Hit Rate: 100
Retargets if target is dead.

224: Revenger
Magical attack
Hits all enemies
Lifts Clear, Image, Regen, Haste, Safe, Shell, Reflect, Life 3, Float
Unblockable
Retargets if target is dead.

204: S. Cross
Magical attack
Hits all enemies
MP cost: 20
Bat.Pwr: 120
Fire-elemental
Hit Rate: 120
No split damage, retargets if target is dead.

233: Scar Beam
Magical attack
Hits all enemies, both sides
MP cost: 20
Bat.Pwr: 28
Pearl-elemental
Unblockable
No split damage, vulnerable to Runic, retargets if target is dead.

167: Schiller
Magical attack
Hits all enemies
MP cost: 20
Causes Dark
Hit Rate: 80
Retargets if target is dead.

200: Seize
Magical attack
Hits one enemy
Causes Seize, lifts Slow
Unblockable
Special effect:
2E = Paralyze and drain HP from target [Cause Seize] (Seize)

231: Shimsham
Magical attack
Hits one enemy
MP cost: 20
Lowers target's HP to half of current total
Unblockable (Will miss targets invulnerable to instant death)
Vulnerable to Runic, retargets if target is dead.

227: Shock Wave
Magical attack
Hits one enemy
MP cost: 20
Bat.Pwr: 25
Hit Rate: 120
Retargets if target is dead.

215: Shrapnel
Magical attack
Hits one or all enemies
MP cost: 20
Bat.Pwr: 120
Hit Rate: 120
Retargets if target is dead.

237: Slide
Magical attack
Hits all enemies, both sides
MP cost: 20
Bat.Pwr: 75
Earth-elemental
Unblockable (Will miss floating targets)
Retargets if target is dead.
Special effect:
25 = Spell can't hit anything with float status (Interceptor, Chocobop, and any
earth-elemental spell)

174: Slimer
Magical attack
Hits one enemy
MP cost: 20
Causes Slow
Hit Rate: 100
Retargets if target is dead.

203: Sneeze
Magical attack
Hits one or all enemies
Banishes target(s) from battlefield; no exp. gained from monsters, party members
treated as if they ran away
Causes "Hide"
Unblockable
Retargets if target is dead.
Special effect:
38 = Banish target from battle (Sneeze)

229: Soul Out
Magical attack
Hits one enemy
MP cost: 20
Causes Zombie
Unblockable
Retargets if target is dead.

202: Targetting
Magical attack
Hits one enemy
Unblockable
Retargets if target is dead.
Special effect:
2F = Target can now be hit by attacks using aiming method 4D (Targetting)

181: Tek Laser
Magical attack
Hits one enemy
MP cost: 20
Bat.Pwr: 20
Lightning-elemental
Hit Rate: 150
Vulnerable to Runic, retargets if target is dead.

191: TekBarrier
Magical attack
Hits one ally
MP cost: 20
Causes Safe and Reflect
Unblockable
Reflectable, retargets if target is dead.

208: Tentacle
Physical attack
Hits one or all enemies
Bat.Pwr: 146
Unblockable
Retargets if target is dead.

210: Train
Magical attack
Hits all enemies, both sides
Causes Dark and Mute
Unblockable
Retargets if target is dead.

165: Virite
Magical attack
Hits all enemies (Inverts damage if target is undead*)
MP cost: 20
Bat.Pwr: 20
Poison-elemental, causes Poison
Hit Rate: 80
Retargets if target is dead.

193: WallChange
Magical attack
Hits caster
Changes elemental properties of caster at random to:
One element absorb, six null, one weakness.
Unblockable
Special effect:
26 = Changes elemental properties of caster to include one absorb, six null, one
weakness (WallChange)

183: WaveCannon
Magical attack
Hits all enemies
MP cost: 20
Bat.Pwr: 110
Lightning-elemental
Hit Rate: 150
Retargets if target is dead.

218: Zinger
Magical attack
Hits one enemy
Possesses the target; caster becomes inoperable, and if caster is an enemy,
disappears until target is killed
Unblockable
Retargets if target is dead.
Special effect:
3A = Possession of an enemy/ally until he/she/it dies (Zinger)

-------------------------------------------------------------------------------------
14. Near Fatal
-------------------------------------------------------------------------------------

242: Back Blade
Hits one enemy
Bat.Pwr: 140
Unblockable
Ignores defense, only hits monsters, aborts on characters, retargets if target
is
dead.

241: Mirager
Hits one enemy
Bat.Pwr: 139
Unblockable
Ignores defense, only hits monsters, aborts on characters, retargets if target
is
dead.

250: MoogleRush
Hits one enemy
Bat.Pwr: 150
Unblockable
Ignores defense, only hits monsters, aborts on characters, retargets if target
is
dead.

249: Red Card
Hits one enemy
Bat.Pwr: 147
Unblockable
Ignores defense, only hits monsters, aborts on characters, retargets if target
is
dead.

240: Riot Blade
Hits one enemy
Bat.Pwr: 142
Unblockable
Ignores defense, only hits monsters, aborts on characters, retargets if target
is
dead.

244: RoyalShock
Hits one enemy
Bat.Pwr: 143
Unblockable
Ignores defense, only hits monsters, aborts on characters, retargets if target
is
dead.

247: SabreSoul
Hits one enemy
Causes instant death
Unblockable (Will miss targets invulnerable to instant death)
Only hits monsters, aborts on characters, retargets if target is dead.

243: ShadowFang
Hits one enemy
Bat.Pwr: 140
Causes Seizure
Unblockable
Ignores defense, only hits monsters, aborts on characters, retargets if target
is
dead.

246: Spin Edge
Hits one enemy
Bat.Pwr: 143
Unblockable
Ignores defense, only hits monsters, aborts on characters, retargets if target
is
dead.

248: Star Prism
Hits one enemy
Causes instant death
Unblockable (Will miss targets invulnerable to instant death)
Only hits monsters, aborts on characters, retargets if target is dead.

245: TigerBreak
Hits one enemy
Bat.Pwr: 140
Unblockable
Ignores defense, only hits monsters, aborts on characters, retargets if target
is
dead.

251: X-Meteo
Hits one enemy
Bat.Pwr: 146
Unblockable
Ignores defense, only hits monsters, aborts on characters, retargets if target
is
dead.

-------------------------------------------------------------------------------------
15. Interceptor
-------------------------------------------------------------------------------------

252: Takedown
Hits one enemy
Bat.Pwr: 55
Unblockable (Will not hit Floating targets)
Ignores defense, only hits monsters, aborts on characters, retargets if target
is
dead.
Special effect:
25 = Spell can't hit anything with float status (Interceptor, Chocobop, and any
earth-elemental spell)

253: Wild Fang
Hits one enemy
Bat.Pwr: 66
Unblockable (Will not hit Floating targets)
Ignores defense, only hits monsters, aborts on characters, retargets if target
is
dead.
Special effect:
25 = Spell can't hit anything with float status (Interceptor, Chocobop, and any
earth-elemental spell)

-------------------------------------------------------------------------------------
16. Miscellaneous
-------------------------------------------------------------------------------------

83: Bolt Edge
Magical attack
Hits all enemies, both sides
Bat.Pwr: 100
Lightning-elemental
Unblockable

Doom (Condemned status)
<-----NOTE----->
This is exactly the same as
enemy Roulette, but instead of
simply referencing that spell,
I decided to list this on its
own to get rid of implied
properties.
<-----NOTE----->
Magical attack (ignores Clear ala Item)
Hits Condemned target when timer reaches 0
Causes instant death
Unblockable (Will miss targets invulnerable to instant death)
Special effect:
35 = Restores undead target's HP to full (Doom, enemy Roulette, Doom (Condemned
status))

81: Fire Skean
Magical attack
Hits all enemies, both sides
Bat.Pwr: 100
Fire-elemental
Unblockable

Inviz Edge
Physical attack
Hits caster
Causes Clear
Unblockable
Retargets if target dead (?).

Shadow Edge
Physical attack
Hits caster
Causes Image
Unblockable
Retargets if target dead (?).

84: Storm
Magical attack
Hits all enemies, both sides
Bat.Pwr: 100
Ice-elemental
Unblockable
Randomizes target, retargets if target is dead.

Tapir (called during Sleep status)
Physical attack (ignores Clear)
Hits a person whose time in Sleep status has run out
Lifts Sleep
Unblockable

Umaro's tackle
Physical attack
Hits one enemy
Bat.Pwr: 198
<-----NOTE----->
This is actually dependent on Umaro's
Bat.Pwr stat. However, since Umaro cannot
equip another weapon, I went ahead and
listed Umaro's Bat.Pwr with the Bone Club
so you wouldn't have to go look it up.
<-----NOTE----->
Unblockable
Ignores defense, retargets if target is dead.

Umaro's throw
Physical attack
Hits one enemy
Bat.Pwr: Variable (198 + throwee's Bat.Pwr (both hands))*
Unblockable
Ignores defense, retargets if target is dead.
Special effect:
If Mog is thrown, increase damage**
<-----NOTE----->
The reason for the stars?  In typical NOTE format, it became hard on the eyes
to read Umaro's throw stats, so I opted for just a long, note-format-breaking
NOTE instead.

* - The Bat.Pwr equation is as follows:

(projectile left hand) + (projectile right hand) + (umaro battle power)

When it overflows, the Bat.Pwr is set at 255, which is really easy to do since
Umaro has 198 Bat.Pwr. Only 57 Bat.Pwr would be needed to reach max Bat.Pwr.
If the character is really strong in this stat, it will only add 254, but it
still
overflows and hits 255 Bat.Pwr anyway.

** - At least that's what the code seemed to indicate, but no test has provided
convincing evidence that this is indeed true.  Take this effect with a grain of
salt, as it could very well be wrong info.
<-----NOTE----->

82: Water Edge
Magical attack
Hits all enemies, both sides
Bat.Pwr: 100
Water-elemental
Unblockable

-------------------------------------------------------------------------------------
17. Dummy Spells
-------------------------------------------------------------------------------------

164: Clear
Hits caster
MP cost: 20
Causes Dark, Poison, Imp, Condemned, Mute, Muddled, Seizure, Sleep, and Stop
Unblockable
Special effect:
45 = No effect (Clear)

170: Confusion
Hits all enemies
MP cost: 20
Causes Muddled
Hit Rate: 68
Retargets if target is dead.

217: Heart Burn
Magical attack
Hits one or all enemies
MP cost: 20
Bat.Pwr: 30
Hit Rate: 120
Retargets if target is dead.

-------------------------------------------------------------------------------------
18. Status
-------------------------------------------------------------------------------------

NOTE - This just details the attack properties.  For the actual algorithms, see
Terii's
Algorithms doc (either at GameFAQs or at his site: http://www.rpglegion.com/).

HP Leak (Phantasm)
Inverts damage if target is undead*
Causes damage occasionally to afflicted
Unblockable
Ignores defense, no split damage, retargets if target is dead.

Poison
Inverts damage if target is undead*
Causes damage occasionally to afflicted, multiplies damage on subsequent
occasions by
1, up to 8X damage.
Poison-elemental
Unblockable
Ignores defense, no split damage, retargets if target is dead.

Regen
Restorative (Inverts damage if target is undead)
Restores HP occasionally to afflicted
Unblockable
Ignores defense, no split damage, retargets if target is dead.

Seizure
Inverts damage if target is undead*
Causes damage occasionally to afflicted
Unblockable
Ignores defense, no split damage, retargets if target is dead.

-------------------------------------------------------------------------------------
19. Status Explanations
-------------------------------------------------------------------------------------

All status (except the last 7) can potentially be healed through spells or some
other method (most methods, excluding all items, are listed either here or in
some other part of the spell list).  Please note the last 7 are special and
cannot be healed through items or spells.  The status are listed in the order
the game has them in, except the last 7 which are listed alphabetically.
Finally, any status that would allow the game to consider someone dead prevents
Near Fatal attack use and Strago from learning Lores.  Please note however that
once a Lore has been cast while Strago is capable of learning Lores, the only
way you can't learn it from there is to lose the battle or run away.  So long as
you win, it doesn't matter what Strago's condition is at the end of battle, just
what it was when the Lore was cast.

Dark - No effect.  Originally intended for cutting inflicted enemy/character's
Hit
Rate in half.  The only effect it has is that it prevents Strago from
learning
       any Lores cast while he has the status.
Zombie - Drops HP to 0, attacks a random target, considered dead.
Poison - Takes off HP at increasing intervals using the poison elemental.  It
can
         be nulled or absorbed for HP through elemental defenses.
MagiTek - Most special abilities are unusable, Fight replaced with MagiTek.  If
inflicted to at least 1 character before a battle begins, all
characters
          will be piloting MagiTek armor regardless of everyone else's status.
          MagiTek cannot be healed w/out usage of Rippler unless the game itself
removes the status (only while hacking the game will you be able to
heal
          MagiTek with Rippler).  Even gaining Wound status cannot heal MagiTek.
Clear - Inflicted is invisible.  Invulnerable to physical attacks, but will
always
        be hit by Magical attacks.  Some status spells and Ragnarok may still
register a Miss message and take away Clear, while other spells may
miss w/
no message.  Also, inflicted temporarily loses instant death spell
protection
and Reflect status' protection should they have it while inflicted w/
Clear.
        Finally, you can't use Near Fatal attacks with this status.
Imp - Loss of most special abilities and spells w/ exception to the spell Imp,
able
      to make full use of the 4 pieces of Imp equipment (Titanium, etc.)  Some
enemies (Number 024, etc.) also gain the ability to always perform
critical
      hits while inflicted with Imp.  However, it should be noted this ability
      cannot be given to characters by inflicting Rage before Imp.
Petrify - Inflicted is inoperable and considered dead, but becomes invincible to
all HP/MP change, healing or damage.  Characters can still be killed
by
          instant death spells even w/ Petrify (X-Zone, etc.).
Wound - Dead.  Inoperable, in normal cases has 0 HP.  This is set automatically
when
        HP reaches 0 or below through means of attack.
Condemned - Counter over target's head.  At the end, an unblockable Doom is cast
            on the inflicted, which kills the target unless it is undead or
            protected from instant death (Condemned is its own status, blocking
            death will not block Condemned status but will block the Doom spell
            that comes when the counter hits 0).
Near Fatal - Allows a character to use a Near Fatal attack.  No known effect on
             enemies, though some are immune to it.  Always set at 1/8 HP,
             immune or not.  Can usually be cured by getting higher than 1/8 HP,
but not if it is set in an immune target (Rage can provide this w/
an
immune monster, allowing someone like Gogo to use Near Fatal
attacks
             at full HP).
Image - Protects inflicted from physical attacks that are not unblockable and
don't have perfect hit rates (255).  Each time such an attack is
blocked by
Image, however, there is a 1 out of 4 chance the status will be taken
off.
        So long as Image is intact, the user cannot use a Near Fatal attack.
Mute - Blocks the use of Magic and Lore.
Berserk - Forces inflicted to Fight/Battle every turn, while providing an
increase
          to physical damage done.  Those inflicted w/ Rage as well ignore the
Always Fight/Battle rule however and just get the physical damage
increase.
Muddled - Inflicted automatically selects commands and targets random teammates
          including itself.  However, if a command was already chosen before the
          target was struck, the target will still use the command it selected,
          but the aiming will be randomized again.  It can be cured by physical
attack as well as spells.  Near Fatal attacks can't be used in this
state,
          and Lores can't be learned either.
Seizure - Does small amounts of magic-based damage to inflicted at random
intervals.
Sleep - Called Psyche in FF3us (?), this will stop the target and cause attacks
to have a perfect hit rate on the inflicted until it wears out (The
Tapir
spell's animal will pop up to awaken the target).  Can be cured by
physical
        attack.  Lores can't be learned in this state.
Dance - Inflicted randomly uses one of 4 preset spells on the enemy party
through the
use of a particular Dance.  If it is somehow set w/ no selected Dance,
one
will be chosen seemingly at random.  Cannot be cured except through
death
or Rippler, or if another character changes the background with their
own
        Dance, allowing the other character the chance to stumble.
Regen - Gives HP at random intervals to inflicted, however if it is undead Regen
        will cause damage instead.  Ribbon is the only item that blocks Regen
        since Seizure immunity also affects Regen status and vice versa.
Slow - Reduces inflicted's speed.
Haste - Increases inflicted's speed.
Stop - Stops the target and causes attacks to have a perfect hit rate on the
       inflicted until it wears out.  Also prevents Strago from learning Lores.
Shell - Reduces magical damage done to inflicted by 1/3.  However, spells and
attacks
        that ignore defense will also ignore Shell.
Safe - Reduces physical damage done to inflicted by 1/3.  However, attacks that
       ignore defense will also ignore Safe.
Reflect - Bounces off certain attacks and spells on inflicted back at a random
enemy.
          Also creates vulnerability to the Reflect??? Lore.  Clear status voids
          Reflect's protection, however.

The next 8 status cannot be defended against in the normal game, and all after
that
are special status inflicted via special effects in spells and attacks.

Rage - Character uses one of two attacks of an enemy, either a random one or one
chosen from the Rage command's menu.  The inflicted also gains certain
stats
       of the enemy as well, including elemental and status protections, special
       stats (undead, human, dies at 0 MP), etc.  No known effects on monsters.
       Prevents Strago from learning Lore abilities.
Freeze - Even longer than Sleep and Stop, it stops the character and causes
attacks
to have a perfect hit rate until it wears out or the target is hit
with a
Fire-elemental attack.  Like Sleep and Stop, Strago can't learn Lores
in
         this state either.
Life 3 - Casts Life on the inflicted should they gain Wound status, then
disappears.
Obviously will not work on the undead since they will block Life when
dead,
however, it can be used to ensure that an undead monster dies when
struck
         by the Doom spell or a weapon such as the Striker.  This tactic doesn't
         work on undead characters.
Morph - Doubles attack and defense for a limited time.  That time is determined
by
        the number of Magic Points Terra has gained in battles.  Switching this
        status between targets through the use of Rippler sometimes causes the
        green bar not to appear and in turn gives Morph no duration time limit.
Magic chant - An unnamed status, this is what you get when a target successfully
hits a monster with Control.  Has no effects other than the
permanent
              magic chant stance given for the length of its duration.
"Hide" - A status that hides the inflicted's sprite and causes it to no longer
         be vulnerable to manual targeting.  This is given by Jump, Palidor,
Sneeze, etc. and some glitch variations exist (Life 3/X-Zone on
monsters,
         Launcher against an entire group that's stuck in mid-flight for Jump
attacks).  Glitch variations caused by game bugs usually cannot be
healed
unless you use some unorthodox method (using a Jump attack, for
example,
         may rid you of the Jump/Launcher bug).  However, the real "Hide" status
is curable through Life and Life 2, but only in hacks will this
knowledge
come in handy.  Some real ones, like Engulf's variation, are not
intended
to be cured and don't have one.  Strago can't learn Lores if he has
this
         status, but the glitch variants don't have the same effect.
Interceptor guard - Interceptor randomly defends against physical attacks,
sometimes
counterattacking as well (Takedown or Wild Fang).  He can
even
allow the inflicted character to block back attacks while
in a
                    Pincer.
Float - Inflicted floats above the ground and becomes invulnerable to the
following:
        most Earth-elemental attacks (exceptions: Gravity Rod and LifeShaver),
        Interceptor and Chocobop.

Charm - Set by the spell with the same name, it has no visual effect for the
inflicted.
        It is just like Muddled.
Enemy Runic - Referred to as such because it is only used by enemies.  Same as
Runic,
              except it lasts the entire battle.
HP Leak - The name given to the status created by Phantasm.  Drains small
amounts of HP
          from inflicted.
Love Token - The inflicted takes physical hits for the caster.
Retort - When the affected is struck physically, the Retort attack will be used.
It only lasts until the affected makes a move or is struck, which is
very likely
as physical attacks on the inflicted have a perfect hit rate.  There
are two bugs
associated with this status; one, if you die with it active and are
revived
during the same battle, you will counter if any physical attack is
used.  Also,
if you are turned into an Imp while this is active, you will use a
physical
strike instead of the Retort attack itself, which is normal.  Since
the game does
not remove the status apparently until sometime after the attack has
finished,
mixing the bug and Imp causes Cyan to attack the enemy uncontrollably
and without
end until the enemy is dead because of the fact he is countering his
own physical
strike.  These two facts mixed together make up the Psycho Cyan
glitch, and it
         can take down almost any enemy.
Runic - The caster can absorb one vulnerable attack, gaining the MP cost as MP
gain.
However, it only lasts until the caster makes a move, etc., and
elementals can
screw up the MP gain; for example, if a fire-elemental spell is cast,
you absorb
it with Runic, but you are invulnerable to Fire, Runic will give no MP
bonus.
If you absorb the fire-elemental, Runic will take away the MP cost!  In
case
you're wondering, yes, ForceField will screw this up as well if it
happened to
null the elemental of a spell you absorb.  Also, when a spell is cast
that is
vulnerable to Runic, everyone with Runic status will absorb the spell
and divide
the MP gain up by the number of targets that have Runic status
(normally, you
will never have more than two targets with Runic/Enemy Runic status in
any given
        battle).
Seize - Inflicted is drained at approximately 30 HP a turn by the target that
caused
        it and cannot move.  It can only be cured when the caster uses Discard.

-------------------------------------------------------------------------------------
20. Greetz and Thanx
-------------------------------------------------------------------------------------

Lord J - FF3usME was the second of the two tools I used to write this doc.
         Keep up the good work!

Terii Senshi - Had to use your Algorithms doc for Step Mine's MP cost. ^_^
               Also, I added a few things to the status section that were
               already in the Algorithms doc to avoid confusion, such as
               Near Fatal attack prevention and Lore learning interference.
               Finally, the doc was helpful in the creation of the Status
               section.

Mnrogar - Told me about the errors that I corrected for the v1.01 release.

Assassin - The further clarification on Umaro's throw's power in the **
footnote was his work.

Final Fantasy 3 copyright 1994 Squaresoft.
This guide copyright 2002-2003 Master ZED (cytekzed@aol.com)
Not to be reposted anywhere else without my permission.
All rights reserved.


=====================================================================
   THE LEGEND OF ZELDA - ORACLE OF AGES - PIECE OF HEART LOCATIONS
=====================================================================
   Created by ShdwRlm3 (shdwrlm3@yahoo.com)  Version 1.4  21/06/01
=====================================================================

Welcome to my guide to finding all the Pieces of Heart in The Legend
of Zelda: Oracle of Ages.  This guide is a great complement to myself
and Astroblue's Oracle of Ages FAQ, also available at GameFAQs
(shameless self-promotion over).

The Heart Container system is rather complex, depending on whether or
not you're playing a "Password" game.  In a normal, "non-Password"
game, you can get

3 Heart Containers- Link begins the game with these.
8 Heart Containers- 1 Heart Container is present in each dungeon.
     Collect them after you defeat the Boss.
3 Heart Containers (12 Pieces of Heart)- These are present all
     throughout the world of Labrynna.  Search through caves, play
     mini-games, and do other special things to collect all 12 Pieces
     of Heart.
1 Heart Container- Use the Fairy Secret from an Oracle of Seasons
     "linked" game to receive another Heart Container.

Okay, so 3+8+3+1=15, right?  But there are only enough spaces for 14!
Well, once you collect a Heart Container exceeding the 14th, your
Status Bar will change to allow up to 16 Hearts!  BUT, it's currently
unknown if you can get 16 Hearts in a non-Password game.

NOTE!  It IS possible to get 16 Hearts in a non-Password game!
However, this is only possible if you're using a Hero's Secret to
start a new game.  You receive the Hero's Secret after beating a
password "Linked Game."  Using a Hero's Secret allows you to start a
non-Password game with 4 Hearts instead of the usual 3.

In a "Password" game, the system gets even more complicated.

4 Heart Containers- Link begins the game with 4 Heart Containers
     instead of 3.
8 Heart Containers- 1 Heart Container is present in each dungeon.
     Collect them after you defeat the Boss.
3 Heart Containers (12 Pieces of Heart)- These are present all
     throughout the world of Labrynna.  Search through caves, play
     mini-games, and do other special things to collect all 12 Pieces
     of Heart.
1 Heart Container- After using the Graveyard Secret in an Oracle of
     Seasons "non-linked" game, give the Secret given to you by the
     Ghini to Farore inside the Maku Tree.  Open the Chest for
     another Heart Container.

Okay, so 4+8+3+1=16, no?  Yep.  Again, there are only spaces for 14,
but once you get your 15th, the Heart Meter will change to accomodate
for the extra hearts, so you can get up to 16 Hearts!

The basic layout of this guide is as follows:

1. Location of Piece of Heart - Item(s) needed to reach Heart Piece.
   Brief walkthrough to get to the Piece of Heart.

The walkthroughs will often use the dungeons or Mystical Seed Trees
as points of reference.

Without further ado, here's what you've been waiting for!

1. Maple - N/A
   Maple will randomly drop a Piece of Heart when you bump into her.
   Wear the Maple Ring to increase your chances of seeing her.

2. Gasha Tree - N/A
   If you plant a Gasha Seed in soft soil, the Gasha Nut that grows
   from the tree may have a Heart Piece in it.  Wear the Gasha Ring
   to get juicier items.
   (The location of the Heart Piece is totally RANDOM!  Just keep
   planting those Gasha Seeds, especially in hard-to-reach soft
   soil locations).

3. The Black Tower (Past) - Shovel
   One screen below the Dark Tower Entrance is a Piece of Heart.  Use
   the Shovel to break the rocks in front of it.

4. Maku Path/Road (Past) - N/A
   One screen below the Maku Tree Sprout in the Past is the entrance
   to the Maku Path/Road.  To get the Piece of Heart inside one of
   the rooms, push the left-most block up, then push the block that
   was next to it to the left.

5. Yoll Graveyard (Present) - Power Bracelet
   From Level 1 - Spirit's Grave, head left two screens.  Use the
   Power Bracelet to lift the rocks and collect the Piece of Heart.

6. Deku Forest (Past) - Ember Seeds
   From Level 2 - Wing Dungeon, head left two screens and down one.
   Use an Ember Seed on the sapling and go down the stairs.  Inside
   the cave, head right one screen to get the Piece of Heart.

7. Talus Peaks (Past) - Power Bracelet & Roc's Feather
   From the Ember Seed Tree in Lynna Village, head up one screen and
   left five screens.  Head up another two screens and enter the
   cave.  Inside the cave, jump with the Roc's Feather and lift the
   Pots with the Power Bracelet to reach the Heart Piece.

8. Talus Peaks (Present) - Tune of Currents
   From the Center House in Symmetry Village (Past), head left, down,
   left, up, and left.  Stay to the bottom of the screen and use the
   Tune of Currents to return to the Present.  Head right one screen
   to claim the Piece of Heart.

9. Lynna City (Present) - Tune of Currents
   Head up one screen from the Ember Seed Tree in the PAST.  Stand to
   the upper-left of the left-most tree and use the Tune of Currents.
   In the Present, enter the Shop and go down the stairs.  Buy the
   Piece of Heart for 500 Rupees.

10. Rolling Ridge (Present) - Bombs
   From Level 5 - Crown Dungeon, jump off the ledge and head down one
   screen and left two screens.  Enter the cave.  Inside the cave, go
   up the steps and walk over to the Goron.  Bomb the cracked wall a
   few spaces below him and go through to pick up the Piece of Heart.

11. Rolling Ridge (Present) - Tune of Currents
   Start off at Level 6 - Mermaid's Cave in the PAST.  Head left one
   screen, then up one screen and enter the cave.  Go through the
   cave until you reach exit.  After you exit, head right one screen.
   Cut down all the bushes and stand in the upper-right corner.
   You'll end up in the Present, in reach of the Piece of Heart.

12. Crescent Island (Present) - Mermaid Suit
   This is a tough one to find.  Many thanks to Midi-Goya for help.
   Head to the screen above Level 3 - Moonlit Grotto, where you first
   met Dimitri.  Dive into the water.  Swim up one screen, then right
   two screens.  Swim down through the little passage at the bottom
   of the screen.  Now swim down twice, left, down, left, and up
   twice.  Enter the cave and open the Treasure Chest for the Piece
   of Heart.

This guide could not have been completed without the help of
Midi-Goya.  He helped me find the elusive 12th Piece of Heart.

Check out his (Japanese) website at:
     http://www.joy.hi-ho.ne.jp/sthiza/index_.html

For picture and map references for all the Pieces of Heart, check out
demajen's website at:
     http://to4s.cjb.net

=====================================================================

LEGAL JUNK (Not a Chinese boat full of lawyers)
-----------------------------------------------
No material from this FAQ may be changed or re-formatted without my
permission.  It may only be posted on GameFAQ's (www.gamefaqs.com).

DO NOT use information from this guide without permission!

Zelda and related characters are trademarks of Nintendo Pty. Ltd
All other elements are copyrights of Capcom Co. Ltd

(c) Copyright 2001 ShdwRlm3