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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

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