Ability FAQ - Guide for Final Fantasy Dimensions
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=============================================================================== FINAL FANTASY DIMENSIONS Ability Comparison FAQ by Slartifer (GameFAQs handle: Slartifer) v 1.0.1 October 13, 2012 =============================================================================== This FAQ compares the skills and abilities available via the Job System in as accurate and informative a manner as possible, including comparisons of damage modifiers, and statistics. =============================================================================== TABLE OF CONTENTS =============================================================================== [1] Approximate Damage Formulas [1.1] Physical Attacks [1.2] Magical Attacks [1.3] Special Cases [2] Stats [3] Skills [4] Miscellaneous [4.1] Best Value Skills [4.2] Memorists [4.3] Sidequest List [4.4] Treasure Hunting [5] Help! I Can't Beat This Boss! [6] Acknowledgements & History =============================================================================== [1] APPROXIMATE DAMAGE FORMULAS =============================================================================== The exact damage formulas are not known, and the number of variables with a tiny but real impact on the result makes figuring out the exact formulas difficult. However, the broad strokes steps used in a calculating damage as as follows: ------------------------------------------------------------------------------- [1.1] APPROXIMATE DAMAGE FORMULAS -- PHYSICAL ATTACKS ------------------------------------------------------------------------------- BASE PHYSICAL DAMAGE = (WATK + WBONUS - DEF) * (STR + SBONUS - SDEF) WTK = Attack rating of attacker's weapon WBONUS = Bonus added to attacker's weapon score, quite small, may be LV-based DEF = Total DEF of defender's armor STR = Attacker's STR SBONUS = Bonus added to attacker's strength score, may be [LV/3] SDEF = Defender's stat-based defense, may be [VIT/2] The base damage is further multiplied by some kind of normalizing factor, and finally by any attack-specific multipliers (for elemental weaknesses, critical hits, special attack multipliers, etc.). ------------------------------------------------------------------------------- [1.2] APPROXIMATE DAMAGE FORMULAS -- MAGICAL ATTACKS ------------------------------------------------------------------------------- BASE MAGICAL DAMAGE = (MATK - MDEF) * (STAT + LV) MATK = Attack rating of spell/ability being used MDEF = A tiny fraction of the defender's total RES. Possibly [RES/16]. STAT = Attacker's MND for holy elemental attacks, INT for all others LV = Attacker's experience level The base damage is further multiplied by some kind of normalizing factor, and finally by any attack-specific multipliers (for elemental weaknesses, etc.). The lack of impact of RES is presumably a bug. This is all speculation, but it seems like it might be the result of an overzealous defense-piercing routine meant to apply only to abilities like Flare, but mistakenly affecting them all. Likewise, if INT and MND can reduce magic damage, I haven't seen it happen. It's possible they are in an analogous location as to VIT in the physical damage formula, but are subject to the same bug that makes RES worthless. ------------------------------------------------------------------------------- [1.3] APPROXIMATE DAMAGE FORMULAS -- SPECIAL CASES ------------------------------------------------------------------------------- Shock (F-Ability) produces magic damage, and incorporates both INT and the caster's equipped weapon in the damage formula. I'm not sure of the exact formula used. It's possible it calculates two attacks, one of each type, and combines the damage; or it may run the physical attack formula with INT in place of STR. Phantom Rush (F-Ability) seems to have an additional modifier I haven't been able to figure out, and deals more or less than expected in certain situations. =============================================================================== [2] STATS =============================================================================== HP, MP, and the five basic stats are all determined based on your level and your current job. Base stats are stored for each level. These base stats are the same for all characters and come from an internal table. Then, adjustments are made for your job (these may be positive or negative) and for your job level (+1% to each stat for each job level mastered). Finally, each character receives a unique set of tiny bonuses. Abilities (like HP +20%) and equipment can further boost stats. STR, SPD, VIT, INT and MND are all capped at 255. However, you will not see those stats go above 100 without boosts from equipment or abilities, Recollect in particular. Effects of these five stats are as follows: OFFENSE: Most attacks receive a small bonus from certain stats: Physical attacks ............... STR Most magical attacks ........... INT Holy element magical attacks ... MND Healing abilities .............. MND As this is a percent-style bonus that simply augments attack damage, bonuses and penalties to them have the greatest relative impact when they are low. DEFENSE: Defending against attacks also invokes certain stats: Physical attacks ............... VIT Magical attacks ................ INT, MND, or a combination -- maybe? does this happen? unclear The defensive bonus received for VIT is relatively small, and it's unclear whether or not the defensive bonus for INT and MND even exists. Additionally, the higher your physical DEF, the less damage will get through for VIT to block, so improving VIT is ironically most useful for magic-users. TURN FREQUENCY: SPD is closely related to how often your character gets to act. There is a bit of padding added to your SPD, so 80 SPD will not actually act twice as often as 40 SPD... but the 80 SPD character will get significantly more turns to act. This padding is constant, however; other numbers, like LV, have no direct impact on how fast your gauge fills. (Haste, however, increases your gauge speed by 1/3. Pretty great!) Bonuses and penalties to speed have the greatest impact on characters whose SPD is low. As a result, it is most effective to line up your slower jobs with SPD bonuses from items and characters. SPD may also be related to the success rate of the not-very-useful Steal command. All things being equal, you will get the best return out of investing in SPD to boost the frequency of your actions. But 1 SPD is probably not worth giving up 2 of your primary attack stat; and if your SPD is high but your attack stat is low, 1 SPD may even be worth less to you than 1 STR, INT, or MND. STR, SPD, VIT, INT, MND, have no impact on HP and MP totals. HP and MP totals are determined solely by experience level (base total), job (modifier), and job level (+1% bonus per job level). The following table summarizes stats for each job, when mastered (job level 20), at experience level 99. Stats at earlier job and experience levels are proportional. The second table lists the inherent adjustment each character receives. These adjustments are constant throughout the game and never change. ------------------------------------------------------------------------------- Job HP MP STR SPD VIT INT MND ------------------------------------------------------------------------------- Jobless 4350 425 42 41 40 25 25 Memorist 5220 510 -- -- -- -- -- Monk 8520 258 90 52 94 9 14 Warrior 8280 203 83 42 77 14 9 Paladin 7980 338 80 44 83 20 41 Dark Knight 7680 338 94 49 66 41 20 Dragoon 7500 387 77 62 74 25 22 Ranger 6900 412 76 60 49 30 34 Ninja 6480 461 71 71 54 47 26 Thief 5520 357 52 76 59 34 30 Red Mage 5220 597 47 50 47 60 60 Bard 4620 664 30 59 43 36 44 Dancer 4500 615 43 66 42 44 36 White Mage 4980 874 31 46 45 37 80 Seer 4440 892 26 46 42 35 85 Black Mage 4320 880 28 43 41 80 37 Magus 4080 904 23 43 38 85 35 Summoner 4020 923 26 41 37 68 68 ------------------------------------------------------------------------------- Character HP MP STR SPD VIT INT MND ------------------------------------------------------------------------------- Aigis +10 +10 +3 +0 +3 +1 +1 Glaive +30 +0 +4 +1 +3 +0 +0 Sol +20 +5 +3 +3 +2 +0 +0 Nacht +20 +5 +2 +5 +1 +0 +0 Dusk +6 +12 +0 +0 +0 +3 +5 Diana +4 +13 +0 +2 +0 +2 +4 Sarah +2 +14 +0 +2 +0 +3 +3 Alba +0 +15 +0 +0 +0 +5 +3 =============================================================================== [3] SKILLS =============================================================================== The following tables present information on all skills, spells, and abilities. Damage ratings listed are, in some cases, APPROXIMATE. They were all generated by running a sequence of tests, and they all line up with what I have observed in the course of playing the game. However, some skills may work differently in certain circumstances that I have not encountered; errors are possible. It is my fervent hope that this FAQ will someday be replaced by a Mechanics FAQ that gives more detailed information on how the game processes attacks. For now, however, these tables provide the only broadly comparable estimates of attack power that we have. Feedback and corrections are welcome; reach me at the GameFAQs message board. Job Abbreviations: Magic Abbreviations: Wr = Warrior Dr = Dragoon Rg = Ranger WM = White Magic Bb = Monk Ba = Bard Dk = Dark Knight BM = Black Magic Th = Thief Me = Memorist Dn = Dancer MB = Magic Blade Rm = Red Mage Pa = Paladin Ni = Ninja SM = Summon Magic Wm = White Mage Wz = Seer Bz = Magus Bm = Black Mage Su = Summoner Target abbreviations: ST = Single target MT = Multi-target (automatic; no penalty) VT = Variable target (single by default, can switch to multi at a penalty) RT = Random target for each hit AT = All targets (enemies as well as allies) CT indicates that the ability has a charge time that must be completed after you have selected the command and before it will execute. Longer CTs will decrease the frequency of your turns. SPD and Haste can reduce CTs. For physical attacks, damage is listed as a multiplier, where 1.00 is the damage dealt by the regular Attack command. In some cases a different formula may be used, and the multiplier I have listed may vary slightly depending on offensive or defensive factors. For magical attacks, damage is also listed as a multiplier, but as there is no "base" or "default" magical attack, I have had to triangulate on a set of numbers to use for spell power. These are probably not the internal values used by the game, but they should be pretty accurate when used to compare the damage output of different magical attacks in relative terms. For skills with multiple hits, the damage rating listed sums the average total for the entire skill. To find the damage per individual hit, divide by the (average) number of hits. I've listed spells by spell level rather AP because: - In many cases, more than one job can access the spells - In most cases, the spells can be used wtih zero AP invested - However, spell acquisition is tied to storyline progress =============================================================================== PHYSICAL ATTACKS -- SINGLE TARGET =============================================================================== AP Needed Skill MP CT Dmg Tg Effects ------------------------------------------------------------------------------- ----- Attack 0 1.00 ST 65 Wr Bash 5 0.85 ST Confuse 60 Rg Aim: Mouth 4 0.85 ST Silence 200 Rg Aim: Leg 4 0.85 ST Stun 720 Rg Aim: Heart 6 0.85 ST Confuse 1620 Rg Quick Shot 9 0.85 ST Fast meter refill 3150 Rg Aim: Vitals 16 0.85 ST Death 2660 Th Mug 0 1.00 ST Steal 20 Rg* Precise Shot 3 1.00 ST Can't miss 165 Pa Pommel 15 1.00 ST Paralyze (2) MB Putrid Slash 8 CT 1.00 ST Poison (2) MB Muted Slash 8 CT 1.00 ST Silence (2) MB Drowsy Slash 8 CT 1.00 ST Sleep (4) MB Stoning Slash 20 CT 1.00 ST Petrify 65 Wr + 30 Th Nab Gil 6 1.00 ST Gain gil 15 Bb + 20 Dn Capoeira 18 1.20 ST Or 0.4x4, or ??? 10 Wr / 20 Bm Thunder Slash 9 1.20 ST (Thunder) 10 Wr* Strike 4 1.50 ST (1) MB Burning Slash 8 CT 1.50 ST (Fire) (1) MB Freezing Slash 8 CT 1.50 ST (Ice) (1) MB Arcing Slash 8 CT 1.50 ST (Thunder) 30 Pa* Charge 28 1.50 ST 1/3 damage as MT 3825 Ni + 3640 Bb Sange 6 1.50 ST +0.33 per Image 285 Bb Aurablast 14 CT 1.60 ST (Light) 400 Wr + 2300 Rg Misty Charge 10 1.66 ST Switches row for user 30 Dk* Darkness 1 1.70 ST Consumes 1/4 MHP 0 Rg + 135 Bb Smash 10 1.80 ST 0 Wr + 1620 Rg Id Break 20 CT 1.80 ST (4) Su + 4125 Dk Iai 12 CT 1.85 ST Death 3140 Bb Dropkick 29 CT 1.85 ST Confuse 4790 Wr Double Attack 16 CT 2.00 ST 2 hits 810 Dr* Jump 0 CT+ 2.00 ST (L) Dn Saber Dance 34 2.20 ST 30 Pa + 3150 Wr Valiant Blow 55 CT 2.33+ ST Dmg+ at low HP 5535 Dk Ebony Slash 28 CT 2.33 ST (Dark) 5525 Pa Ivory Slash 28 CT 2.33 ST (Light) 400 Wr + 0 Dr Boost Jump 10 CT+ 2.33 ST 3140 Bb + 5335 Dn Phantom Rush 34 CT 2.37 ST 6 hits 3640 Bb Raging Fist 30 CT 2.50 ST 4-6 hits (8) WM + 4790 Bb Final Heaven 35 2.50 ST (Light) 4350 Ni + 5450 Rg Midareyuki 36 CT 2.60 ST 3 hits (2) Su + 665 Ni Sunder Earth 34 3.00 ST Can miss 5450 Rg Spreadshot 19 3.00 RT 4 hits =============================================================================== PHYSICAL ATTACKS -- MULTI-TARGET =============================================================================== AP Needed Skill MP CT Dmg Tg Effects ------------------------------------------------------------------------------- 15 Bb* Kick 1 1.00 MT Divides damage 395 Dk Onyx Wave 1 1.00 MT Consumes 1/3 MHP 4125 Pa Wide Slash 35 1.20 MT 4790 Bb Earthshatterer 28 CT 1.50 MT (Earth) 4125 Pa + 5335 Ba Shock 99 CT ???? MT Phys + magic damage =============================================================================== PHYSICAL ATTACKS -- UNIQUE =============================================================================== AP Needed Skill MP CT Dmg Tg Effects ------------------------------------------------------------------------------- 2160 Dr Lancet 8 0.20 ST Drain; Osmose (?) (4) MB Draining Slash 10 CT 0.50 ST Drain (5) MB Osmotic Slash 10 CT ???? ST Osmose (1) MB Curative Slash 8 CT 1.20 ST Heals damage 165 Pa + 2660 Th Life Divider 32 0.25 ST Deal 2.50, heal 2.25 2280 Bb Vacuum Wave 18 ST Reduce HP by 1/2 3150 Wr Assault 28 CT ST Dmg/cons CHP-1/8 MHP 4125 Dk Final Thrust 16 ST Dmg = MHP, can miss 5335 Ba Dire Dirge 44 MT Dmg = MHP - CHP =============================================================================== MAGICAL ATTACKS -- SINGLE TARGET =============================================================================== AP Needed Skill MP CT Dmg Tg Effects ------------------------------------------------------------------------------- (1) BM Fire 5 CT 8 VT (Fire) (1) BM Blizzard 5 CT 8 VT (Ice) (1) BM Thunder 5 CT 8 VT (Thunder) (1) Su Sylph 12 CT 8 ST Also MT heal @ 10 (1) WM + (2) BM Magic Missile 8 CT 10 ST 15 Bb / 30 Su Gale Crescent 7 CT 16 MT (Wind) Divides damage (1) Su Chocobo 12 CT 18 ST (1) WM + (1) BM Magic Bomb 10 CT 20 ST 285 Bb + 970 Rm Piercing Blast 18 CT 24 ST (3) BM Fira 10 CT 24 VT (Fire) (3) BM Blizzara 10 CT 24 VT (Ice) (3) BM Thundara 10 CT 24 VT (Thunder) (3) WM + (3) BM Magic Bomb 2 16 CT 25 ST (4) BM Bio 20 CT 28 VT Sap (3) WM + 165 Dk Dark 32 CT 36 VT (Dark) (6) BM Firaga 32 CT 54 VT (Fire) (6) BM Blizzaga 32 CT 54 VT (Ice) (6) BM Thundaga 32 CT 54 VT (Thunder) (4) Su Odin 54 CT 54 ST 1560 Bm / 1020 Su Deep Freeze 38 CT 75 ST (Ice) Stop (7) BM Comet 40 CT 88 ST 3480 Wm / 2400 Bm Magic Bomb 3 48 CT 94 ST (8) WM Holy 42 CT 98 ST (Light) 20 Bz Flare 45 CT 108 ST (8) BM Meteor 58 CT 128 RT 4 hits =============================================================================== MAGICAL ATTACKS -- MULTI-TARGET =============================================================================== AP Needed Skill MP CT Dmg Tg Effects ------------------------------------------------------------------------------- 30 Dr* Fire Breath 10 CT 16 MT (Fire) 80 Dr Blizzard Breath 10 CT 16 MT (Ice) 240 Dr Thunder Breath 10 CT 16 MT (Thunder) 35 Ni* Flame 18 CT 21 MT (Fire) 35 Ni* Flood 18 CT 21 MT (Water) 35 Ni* Blitz 18 CT 21 MT (Thunder) 665 Ni Tremor 18 CT 21 MT (Earth) 840 Ni Gale 18 CT 21 MT (Wind) (3) BM + 80 Dr Aqua Breath 22 CT 22 MT (Water) (4) Su Phoenix 99 CT 27 MT (Fire) (2) Su Ramuh 29 CT 28 MT (Thunder) (3) Su Shiva 34 CT 33 MT (Ice) (3) Su Ifrit 34 CT 33 MT (Fire) (2) Su Titan 39 CT 38 MT (Earth) 2400 Bm / 640 Su Grand Delta 54 CT 44 MT (Thunder) Paralyze 2400 Wm / 1020 Su Meltdown 45 CT 44 MT (Fire) 1/2 to party (7) BM Quake 40 CT 48 MT (Earth) (5) Su Leviathan 56 CT 54 MT (Water) 840 Ni + 2280 Bb Tempest 42 CT 58 MT (Wind) 4310 Dr Holy Breath 48 CT 60 MT (Light) 1835 Ba Runic Requiem 34 120 MT Damages undead only (6) Su Alexander 64 CT 100 MT (Light) (6) Su Diabolos 64 CT 100 MT (Dark) 5780 Bz Ultima 80 CT 120 MT (7) Su Bahamut 78 CT 122 MT (8) BM + 5535 Dk Dark Star 86 CT 124 MT (Dark) 4930 Su / 4260 Bz Gigaflare 99 CT 145 MT =============================================================================== MAGICAL ATTACKS -- UNIQUE =============================================================================== AP Needed Skill MP CT Dmg Tg Effects ------------------------------------------------------------------------------- (6) BM + 85 Bb Self-Destruct 88 ST Damage = CHP (6) Su + 2280 Bb Dark Judgement 44 CT MT Reduce HP by 1/4 (5) BM Tornado 50 CT ST Set HP to critical (4) BM Drain 15 CT ?? ST Drain 20 Dn > Drain Samba 20 ?? ST Drain (5) BM Osmose 1 CT ?? ST Osmose 105 Dn > Osmose Dance 5 ?? ST Osmose 900 Bz* Clarity 0 CT ?? MT Restore MP, can fail (5) WM + 2160 Dr White Draw 12 ?? MT Restore MP =============================================================================== HEALING ABILITIES =============================================================================== AP Needed Skill MP CT Dmg Tg Effects ------------------------------------------------------------------------------- 1570 Bb Chakra 24 CT 56 ST Restore HP, Basuna 90 Ni Healing Pill 15 ST Restore 30% HP 3350 Ni Restorative Pill 26 ST Restore 60% HP (1) WM Cure 4 CT 12 VT Restore HP (1) Su Sylph 12 CT 10 MT Restore HP,ST dmg @ 8 900 Wz* Benediction 0 CT 17 MT Restore HP, can fail (3) WM Cura 14 CT 34 VT Restore HP 480 Dr Healing Breath 18 CT 22 MT Restore HP 480 Dr + 935 Ba Lively Lied 23 CT 27 AT Restore HP (5) WM Curaja 26 CT 74 VT Restore HP 0 Dn > Cure Waltz 34 38 MT Restore HP (5) Su Unicorn 42 CT 46 MT Restore HP, Basuna (7) WM Curaga 36 CT 110 VT Restore HP (7) Su Argy 56 CT 62 MT Restore HP, Buff 1570 Bb + 480 Dr White Wind 45 MT Restore by Caster CHP (7) WM + 5450 Dr Full Cure 150 CT MT Restore all HP, Esuna 5450 Dr Dragon Soul 64+ MT Sac self, Arise all Abilities in this section are sorted by the power they have when multitargeted. =============================================================================== BUFFS AND DEBUFFS =============================================================================== AP Needed Skill MP CT Dmg Tg Effects ------------------------------------------------------------------------------- 20 Wz Dispel 16 CT ---- ST Dispel (8) WM / (6) Su Dispelga 57 CT ---- MT Dispel (7) WM Esuna 15 CT ---- ST Esuna 935 Dn Heal Waltz 19 ---- ST Esuna (7) WM + 3915 Ba Esunaga 82 CT ---- MT Esuna (4) WM Basuna 10 CT ---- ST Basuna (1) WM Poisona 3 CT ---- ST Remove Poison (3) WM Raise 22 CT ---- ST Revive to ??? (7) Su + 5780 Wz Mega Raise 99 CT ---- MT Revive to 50% HP 5780 Wz Arise ?? CT ---- ST Revive to 100% HP 265 Dn + 3960 Su Moogle Dance 40 ---- MT Def-, MDef- 400 Wr Enrage 5 ---- ST Atk+, Def- Self (3) WM + 265 Ba Aura 16 CT ---- ST Atk+, Protect (6) WM Regen 12 CT ---- ST Regen (6) WM Haste 16 CT ---- ST Haste 0 Wz + ??? Pa Alabaster Veil 55 CT ---- ST Haste Regen Prot Shel (3) WM Protect 8 CT ---- VT Protect (5) WM Shell 10 CT ---- VT Shell 2310 Wr War Cry 24 CT ---- MT Atk+ 745 Pa Mighty Guard 48 CT ---- MT Protect, Shell 745 Pa + 2310 Wr Mighty Wall 96 CT ---- MT Atk+, Protect, Shell (6) WM + 2605 Ba Hastega 64 CT ---- MT Haste (6) WM Berserk 14 CT ---- ST Berserk (7) WM Reflect 22 CT ---- ST Reflect 3825 Ni Image 6 CT ---- ST Image x2 (caster) (5) WM Blink 7 CT ---- ST Image x2 (E) Dn Dance of Veils 36 ---- MT Image x1 (2) BM Poison 2 CT ---- ST Poison (2) WM Silence 5 CT ---- ST Silence (2) WM Mini 6 CT ---- ST Toggle Mini (2) BM Toad 8 CT ---- ST Toggle Frog (4) WM Confuse 7 CT ---- ST Confuse (2) WM Slow 7 CT ---- ST Slow 165 Dk Curse 15 ---- ST Curse, Sap (2) BM Sleep 7 CT ---- ST Sleep (5) BM Stop 11 CT ---- ST Stop 2520 Ni Stunner 19 CT ---- ST Paralyze (4) BM Break 18 CT ---- ST Petrify (7) BM Death 39 CT ---- ST Death 4350 Ni Assassinate 36 CT ---- ST Death 135 Bb Lotus Strike 8 ---- ST Sleep/Para/Slow/Death 3465 Dn Wonder Step 44 ---- MT Sleep/Para/Slow/Death 260 Ni Noxious Gas 12 CT ---- MT Poison/Toxin 3330 Dr Roar 19 CT ---- MT Stun 375 Ni Flash 23 CT ---- MT Blind 0 Th + 720 Rg Steal Hearts 23 ---- MT Confuse, Berserk (?) =============================================================================== PASSIVE ABILITIES =============================================================================== AP Needed Skill MP CT Dmg Tg Effects ------------------------------------------------------------------------------- 170 Rm HP +20% 350 Su MP +20% 1630 Wr STR +20% 1930 Th SPD +10% 510 Bb VIT +20% 300 Bm INT +20% 300 Wm MND +20% 5550 Me* Recollect 4350 Bm Magic Font 4350 Wm Mental Discipline 5540 Rm Chain Magic 4200 Rg Alchemy 2865 Pa Doublehand 5550 Ni* Dual Wield 745 Dk Backliner 395 Pa Cover 190 Wr* Counterattack 1795 Dk Absorb HP 1795 Pa "Damage > HP" 420 Rg* Recover 1350 Th* Vigilance 265 Th* Item Finder 4480 Th Treasure Hunter =============================================================================== OTHER LEARNED ABILITIES =============================================================================== AP Needed Skill MP CT Dmg Tg Effects ------------------------------------------------------------------------------- 35 Rm* Rm 1 400 Rm* Rm 2 1800 Rm* Rm 3 2490 Rm* Rm 4 3690 Rm Magic Blade 20 Wm* WM 1 120 Wm* WM 2 560 Wm* WM 3 900 Wm* WM 4 1560 Wm* WM 5 2400 Wm* WM 6 3480 Wm* WM 7 20 Bm* BM 1 120 Bm* BM 2 560 Bm* BM 3 900 Bm* BM 4 1560 Bm* BM 5 2400 Bm* BM 6 3480 Bm* BM 7 30 Su* Su 1 640 Su* Su 2 1020 Su* Su 3 1760 Su* Su 4 2730 Su* Su 5 3520 Su* Su 6 4930 Su* Su 7 535 Ba* Sing 535 Dn* Dance 4260 Wz* WM 8 4260 Bz* BM 8 =============================================================================== UNIQUE COMMANDS =============================================================================== AP Needed Skill MP CT Dmg Tg Effects ------------------------------------------------------------------------------- Note: This section is under construction. The AP and MP costs for each ability are accurate; descriptions of their effects are missing. 3960 Su Call 0 CT ??? ?? Random summon 85 Bb Focus 0 ---- Increase next action pwr by 30%; max 90% 1050 Bb Riposte 0 ---- May parry/riposte attacks at 0.5 pwr 30 Th Pilfer 0 ST Gain gold 120 Th Flee 0 100% success to run 600 Th* Steal 0 ST Steal item 970 Rm Attune Blade 0 Cancel and absorb MP from next "spell" 2300 Rg Backup 0 0.5 ST Free attack when ally uses "Attack" cmd 0 Ba > Lovely Lullaby 16 20 Ba > Aiding Anthem 22 105 Ba > Magic Madrigal 22 265 Ba > Brave Ballad 22 935 Ba Restful Refrain 28 2605 Ba Swift Shanty 22 3915 Ba Angelic Aria 54 (L) Ba Heroic Hymn 55 1215 Dk* Draw Attacks 0 2865 Dk Last Resort 10 1280 Me* Memorandom -- 1215 Pa Guard 10 265 Dn > Frailty Polka 26 2205 Dn Slow Minuet 28 5335 Dn Trance 10+ 1545 Ni* Throw 2165 Ni Smoke Bomb 10 60 Wz Barfire 24 120 Wz Barblizzard 24 200 Wz Barthunder 24 300 Wz Baraero 24 560 Wz Barstone 24 1570 Wz Barwater 24 2200 Wz Barlight 28 3070 Wz Bardark 28 60 Bz Enfire 18 120 Bz Enblizzard 18 200 Bz Enthunder 18 300 Bz Enaero 18 560 Bz Enstone 18 1570 Bz Enwater 18 2200 Bz Enlight 22 3070 Bz Endark 22 (1) WM Libra 1 (4) WM Teleport 15 120 Th + 20 Ba Battle Orders 6 65 Wr + 1215 Dk Taunt 16 0 Dk + 1050 Bb Bone Crusher 1 ---- May parry/riposte attacks at 1.0 pwr 2520 Ni + 3465 Dn Malediction 18 =============================================================================== [4] MISCELLANEOUS =============================================================================== ------------------------------------------------------------------------------- [4.1] MISCELLANEOUS -- BEST VALUE SKILLS ------------------------------------------------------------------------------- Many skills can be useful. The following skills represent the best values, in my opinion, taking into account both the power of the ability, and whether or not you need to detour from strong job choices, or do a whole bunch of grinding, in order to acquire it. HP +20% In the early game, this relatively easily obtainable ability will make your life much easier. Get it for everyone. (170 AP -- Red Mage) STRIKE 4 MP for a strong attack. Get this for everyone when you first get jobs, and use it with auto-battle to make random battles go faster and more smoothly. (10 AP -- Warrior) SMASH Like an upgraded Strike. It costs more MP, but the damage boost is useful in boss fights and eventually affordable for random battles. Also, it's an F-Ability, so it frees up 2 slots from Battle Arts. (Fusion -- 135 AP Monk + 0 AP Ranger) SPREADSHOT Despite all the hype Final Heaven and Phantom Rush have received, Spreadshot is the most damaging physical ability in the game, in most circumstances. The targeting is less reliable in random battles with multiple enemies. However, Spreadshot only costs 19 MP, compared to 28-35 MP for the other top tier physical attacks. It's the clear winner. (5450 AP -- Ranger) FINAL HEAVEN This skill gets a lot of hype. It IS the best melee skill for the light warriors, but it's expensive (35 MP) and not as good as dark warrior options, like Spreadshot. Nonetheless an excellent skill for any light warriors who will be in melee jobs, especially melee Memorist, once the parties have combined. (Fusion -- 4790 AP Monk + White Magic Lv 8) BOOST JUMP Boost Jump is not an amazing skill. However, it's the only reasonable, physical F-Ability the light warriors get early on, which makes it an excellent pickup if you plan to run a melee Memorist. Memorists also receive enough MP that the 10 MP cost isn't prohibitive. A Memorist with Boost Jump can produce the best damage output of any light warrior class during the Paladin and Seer chapters. (Fusion -- 400 AP Warrior + 0 AP Dragoon) DEEP FREEZE This F-Ability, first available in the Memorist chapter, is the strongest magic attack available to the light warriors in the Memorist and Paladin chapters, as well as the first part of the Seer chapter. At 38 MP it's not cheap, but it is powerful for its MP cost, much like Comet. The chance of setting Stop status is an added bonus. It is better than the -aga spells -- and unlike those spells, a Red Mage can use it. (Fusion -- 1560 AP Black Mage or 1020 AP Summoner) COMET Like Deep Freeze, but slightly stronger; non-elemental; and it can be used with Chain Magic. The animation is particularly short and pleasant, and the casting wait time is short, too, making this spell great for auto-battle even once you've learned level 8 magic. (Black Magic Lv 7) HOLY Much like Comet, this spell single-handedly makes using the White Mage (or Seer) in random battles a reasonable proposition. (White Magic Lv 8) METEOR This spell produces the highest total damage output of any spell, save Gigaflare; and it is cheaper and can be used with Chain Magic. Like Spreadshot, it has inconsistent targeting for random battles, but against bosses, there's no better magical attack. (Black Magic Lv 8) CHAIN MAGIC Arguably the strongest ability not named Recollect, Chain Magic nearly doubles a spellcaster's damage output, but even better, it dramatically expands their flexibility. Buff and heal in the same turn, heal and attack, buff twice, attack twice, even spam Phoenix + Argy against the superbosses on auto-fight. Basically required if you want spellcaster damage output to keep up with melee damage output late game. Amazing. But Red Mages are not amazing jobs in the second half of the game, so start on this one early. (5540 AP -- Red Mage) MAGIC FONT Like a Dual Wield or Doublehand for magic-users, this adds 50% to spell damage/healing output. Superb. Not quite as good as Chain Magic, though, and you can only equip both when at level 19 or 20 of a job, so this is worth it only for certain builds. (4350 AP -- Black Mage) DUAL WIELD Increases your total damage output by 50% -- and is an innate ability on Ninjas, who also have the best melee-relevant stats of ANY class (outside of Recollect). Not since the original version of FF3 have Ninjas been so much better than other melee classes. (5550 AP or Innate -- Ninja) BACKLINER Deal front row damage with great weapons like hammers or swords, while sitting in the back row and taking half damage from melee attacks? All for just 1 slot? And at a reasonable AP cost? Yes, please! (745 AP -- Dark Knight) RECOLLECT Takes up three slots, but sets your stats to be a Memorist's. Can potentially multiply your DPS quite a bit. Makes a fair replacement (with some trade-offs) for a Chain Magic Magic Font magic-user, or for a Dual Wield melee fighter. The best melee option the light warriors have. There are a few popular skills that I have left off the list. Here's why: PHANTOM RUSH and MIDAREYUKI : Spreadshot usually outdamages these skills, costs less MP, and takes far less AP to learn. HASTEGA : While Hastega is extremely potent, it has one of the longest casting times in the game; white magic users with Chain Magic are nearly as effective at hasting the party against bosses. The large AP requirement in Bard, arguably the least useful job, is not worth it. I would consider picking up Hastega only for a Memorist build who has learned Recollect; Recollect will make the time spent as a Bard much less painful, and it will also somewhat mitigate the high casting time of Hastega once it is learned. MIGHTY WALL : Likewise, a great ability. Mighty Wall is an obvious pickup if you plan on making a Paladin with Doublehand. Otherwise, though, the time in Warrior -- while not painful -- gets in the way of other skills you might want to pick up: Final Heaven comes to mind. What's more, a white magic user with Chain Magic can duplicate the Protect and Shell effects *faster*, so the main thing you get out of Mighty Wall is the attack boost, which is nice, but less critical. DOUBLEHAND : Doublehand is an awesome ability. Unfortunately, it comes up short against both other high-powered melee boosters: Recollect will produce stronger, faster damage output, while a dark warrior with Dual Wield has the advantage of superior stats, better special attack moves, and potentially more slots (as a Ninja). ------------------------------------------------------------------------------- [4.2] MISCELLANEOUS -- MEMORISTS ------------------------------------------------------------------------------- Memorists are potentially very powerful, but difficult to use. * The class can use all equipment except for Holy and Dark Swords. * The class has NO slots to set other learned abilities in. Instead, it has access to Memorandom and Recollect. Memorists do retain access to Fight, F-Abilities, Item, Defend, and Change. * Recollect is very powerful. It sets your base stats, except for HP and MP, to 10, but allows you to augment them with memories. Augmentation may be reset late in the game. If you collect all the memories, Recollect will allow you to have key stats (SPD and one of STR, INT or MND) dramatically higher than other characters. 120 SPD and 100 MND, say, is not out of the question, allowing you to run laps around other characters and outperform them at the same time. * When you use Memorandom, your regular battle options are replaced (for that turn only) with 4 random action abilities you have learned from other jobs. It is possible to "seed" Memorandom by being very picky about what jobs to train in before Memorist. However, Memorandom has some major drawbacks. One is that it won't work with auto-fight at all -- you just fight instead. Two is that since Memorandom doesn't bring up a new window, it doesn't activate Wait mode -- and since abilities appear in random spots, you are likely to waste some time assessing your options, finding the right one and clicking on it. Since the biggest single benefit of using Memorists is being able to buff your SPD, this is a huge drawback -- as that finger fumble time may be wasted time for your other characters, too, and the faster they are, the more likely this is. Not being able to auto-fight efficiently can be a real pain for random battles, too. * Mastering Memorist allows you to set Recollect with other classes. However, it takes up 3 slots, so you can't use it with Doublehand, Chain Magic, OR Magic Font. Chain Magic + Magic Font makes mages nearly as powerful as Recollect does, and doesn't take much longer to master, considering the delay in Memorist becoming available. Doublehand, on the other hand, isn't even available until late in the game, and only half as good as CM + MF. So Memorist may make a bit more sense for melee characters. * Unfortunately, using Memorist as a class is tough, given Memorandom's drawbacks. F-Abilities can help, but the light warriors have a lack of great melee F-Abilities until late in the game, when they can get Final Heaven. Boost Jump is the best option available; with a high SPD Memorist, it's certainly usable. * For a magic-oriented Memorist, Deep Freeze and Magic Bomb 3 are your most reliable attacks early on. They are much more expensive than Boost Jump. There are 46 memories, providing a total of +235 stat points to play with. You MUST have a Memorist in the active party to find memories. They are found in the following locations: Dragoon Chapter (4) - Highwind Tower - Deist - Dragon Grass Clearing - Dragon Valley Bard Chapter (3) - Rusalka Sewers - Pirate Island - Feymarch Memorist Chapter (8) - Fabrica (3) - Phoenix Forest (2) - Ashmont Forest (2) - Airship Cave Paladin Chapter (7) - Berth (2) - Mt. Wells (2) - Mt. Burtgang - Burtgang Castle - Unicorn Forest Twilight Chapter (6) - Mysidia (3) - Mysidia Cavern - Airship (2) Final Chapter, First Part (10) - Liene Castle - Liene Town - Lux Town (3) - Harmonia (3) - Lufenia - Crystal Temple Final Chapter, Second Part (8) - Lux Castle (2) - Elfheim - Fargabaad - Burtgang - Gate Area - Forest Area - Castle Area Check out Gothann's Memory Location FAQ for exact locations, with screenshots, of all memories. ------------------------------------------------------------------------------- [4.3] MISCELLANEOUS -- SIDEQUEST LIST ------------------------------------------------------------------------------- Dragoon Chapter - Ramuh - Deist Cave / Protect Bangle Ranger Chapter - Titan - Skull Eater / Elven Bangle Bard Chapter - Shiva - Merchant Chests Dark Knight Chapter - Ifrit - Ore Memorist Chapter - Phoenix Dancer Chapter - Odin - Casino - Damascus Ore Paladin Chapter - Memories (ongoing) - Unicorn Ninja Chapter - Dance of Veils - Leviathan Twilight Chapter - Diabolos - Alexander Final Chapter, First Part - Argy - Talos / Reflect Bangle - Earth Eater / Moogle Charm - Elder Dragon / Regen Ring - Coliseum - Fang/Tail Farming/Trading Final Chapter, Second Part - Bahamut - Saber Dance - Heroic Hymn - Soul Eater / Miracle Shoes - Graham's Will - Excalibur Post-Game - Development Office - Superbosses ------------------------------------------------------------------------------- [4.4] MISCELLANEOUS -- TREASURE HUNTING ------------------------------------------------------------------------------- All enemies have two drops: a common drop and a rare drop. We don't know exact drop rates, but they are very low without intervention from abilities, especially the rare drop rate. Available evidence suggests (but does not prove) that abilities and items that increase the drop rate all stack, including multiple copies, multiple abilities on one character, etc. Those abilities and items are: Common Drops: - Item Finder (Thief Innate / 265 AP) - Bauble Band (trade casino coins or fangs for it) Rare Drops: - Treasure Hunter (Thief 4480 AP) - Treasure Band (trade fangs for it) Precise Impact Unclear: - Ruffian Knife (find in chests) Equipping even 1 or 2 of these things will have a visible impact on the drop rate... but rare drops will still be pretty rare. Most rare items aren't really useful enough to justify the massive investment of time spent grinding for them, grinding for fangs for treasure rings, levelling up thieves, etc. But here are the most interesting drops: Giant Gauntlet - Statues in Liene Castle - Ogre in Dragon Valley, Ramuh's Cave, Titan's Cave, near Kurgis - Ogre Chief in Mt. Fargabaad - ??? in Water Rift Giant Helm - Fire Giant in Gurgu Volcano - High Ogre in Phoenix Forest - Giant Soldier in Lufenia Ruins - ??? Giant in Nil Giant Armor - ??? Ogre in Tower of Training - Iron Giant in Nil Giant Shield - ??? in Mysidia Cave, Lufenia Ruins - ??? Giant in Nil Giant Axe - Ogre King in Final Chapter Overworld Aqua Rod - Oceanus in Sea Shrine - Undine in Water Rift Earth Staff - Baba Yaga in ??? - Gnome in Earth Rift Gale Staff - Gale Hound near Berth - ??? under Lux Athena's Mirror - Medusa in Rosetta Tower Giant Fangs - ??? in Rosetta Tower - Gorchimera in Mysidia Cave - Earth Dragon in Final Chapter Overworld - Hydra under Lux - Blue Dragon in Nil - Red Dragon in Nil Large Fangs - Vampire in Lufenia Ruins - Behemoth in Second Mysidia Cave - Jormungand in Nil Valkyrie Coat - Lamia Queen in Lufenia Ruins Stone Blade - Black Lizard in Mysidia Cave, Lufenia Ruins Red Tail (trade for Blood Lance) - Chimera in Cave to Deist, near Deist in Final Chapter Green Tail (trade for Auto Crossbow) - Torosaurus in Mazewood, near Alfheim in Final Chapter Blue Tail (trade for Mermaid's Harp) - Shell enemy in Sea Shrine, near Rusalka/Capo in Final Chapter Gray Tail (trade for Valhalla Dark Sword) - Gorging Rabbit in forest NW of Fargabaad, near Fargabaad/Kurgis in Final Ch. Gold Tail (trade for Ultima Blade Holy Sword) - Gold Dragon in Castle Burtgang, near Burtgang in Final Chapter Silver Tail (trade for Yoto-Muramasa Ninja Sword) - Silver Dragon in Akame Valley, near Hagakure in Final Chapter Yellow Tail (trade for Rocket Punch Claw) - Great Avian near Fabrica in Final Chapter Pink Tail (trade for Axel Dagger) - Flan Princess on island NW of Gardenia in Final Chapter =============================================================================== [5] HELP! I CAN'T BEAT THIS BOSS! =============================================================================== There are few bosses in this game that require unique tactics. The following general tips should help you overcome most regular bosses: * If you don't have a White Mage or Seer, make one. If you have one and you still need more healing, make a second one. This is very reasonable late in the game, especially if you don't have Chain Magic. * Cast buffs, especially Protect, Shell, and Haste, at the start of the battle. If damage comes in quickly enough that you White Mage must always heal and doesn't have time to buff, this is a sign that you may want a second healer. The Dancer's Dance of Veils is also a superb buff. * Make sure you have top-notch weapons and armor equipped. If not, buy some. Weapon attack rating, and armor DEF, make a huge difference in this game. * If the boss abuses status effects (like Confusion), equip gear that prevents those status effects. * Every character who is not on healing duty should have access to a strong attack. Give melee characters Strike (in Battle Arts) at the very least. * Use auto-battle as much as possible -- sometimes I will leave it on for most of my characters, then toggle it off when my healer is about to have a move. This avoids wasted time where you characters are waiting for you to input a command, which can seriously cut into your damage output. * Go to the Config menu and set the battle speed to 6 (the slowest) so you have more time to choose your moves. Also, set battle mode to Wait. Tips for specific battles: * Green Defender #3: Do not cast Slow; Green Defender auto-responds to Slow with Haste and other spells. * Matoya/Asmodeus battle: Have Matoya use Third Eye constantly, unless Asmodeus is visible and you need a Cure Waltz. * Sword Dancer: Focus on your strongest attacks. This battle will be easy if you use strong offensive abilities like Dual Wield + Spreadshot and Chain Magic + Meteor. With those, you can beat the dancer with time to spare on the doom clock. If you don't have many good offensive abilities, you may need to do some grinding or switch around your character roster. =============================================================================== [6] ACKNOWLEDGEMENTS & HISTORY =============================================================================== Acknowledgements: Thanks to the contributers of the wiki.livedoor.jp wiki who provided a helpful starting point for my own testing. Thanks also to the other users on the GameFAQs FFD board who discussed stats and abilities with me, including GoodluckBuck, locutus442, saberchan2, and zyraquis. History: 1.0.1 - October 2012 - Minor additions & clarifications 1.0 - October 2012 - Initial release - Some details ignored in favor of getting most of this information out more quickly