Theatrhythm Final Fantasy

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"Translation Guide" Guide for Theatrhythm Final Fantasy

========================== Theatrhythm Final Fantasy ==========================
Ability and Item Translations
Author: SanRaal2
Ver1.0 (22-Mar-2012) - Initial Release

==================
=  INTRODUCTION  =
==================
In celebration of the announcement of the summer 2012 overseas release of the
incredibly fun 3DS game Theatrhythm Final Fantasy, I have translated all
abilities and items into English and summarized them here. I tried to ensure
the descriptions fully and accurately reflect the nuances of each ability and
item by confirming many of their effects in-game.  This guide will no doubt
become obsolete when the English version is released, but until that time, for
those of us who have imported it... enjoy!  At the time of this writing, I have
played for over 21 hours, and my interest and enjoyment of the game have not
waned in the slightest.

=================================
COMMON TERMS USED IN THIS SUMMARY
=================================
FMS = Field Music Stage
EMS = Event Music Stage
BMS = Battle Music Stage
Damage Trigger = Red-colored notes that you simply tap
Hold Trigger = Green-colored notes that you hold and release
Slide Trigger = Yellow-colored notes that you quickly swipe
Trigger = Any of the three types of triggers listed above
Feature Zone = The special event triggered during a stage by successfully
  hitting a sequence of blue colored notes causing either the appearance of a
  chocobo (FMS), a song extension (EMS), or the summoning of a random beast
  (BMS).
Effect Severity: Very Slight < Slight < Moderate < Massive < Extreme

==================
=   ABILITIES    =
==================
Abilities are divided into 6 types:
Magic, Songs, Augments, Specials, Physical, and Chance

MAGIC TYPE ABILITIES
  CURE / ƒPƒAƒ‹
    If the HP gage falls below 75%, recover 10% HP.  This ability only occurs
    once per stage.

  CURA / ƒPƒAƒ‹ƒ‰
    If the HP gage falls below 65%, recover 20% HP.  This ability only occurs
    once per stage.

  CURAGA / ƒPƒAƒ‹ƒK
    If the HP gage falls below 50%, recover 40% HP.  This ability only occurs
    once per stage.

  FIRE / ƒtƒ@ƒCƒA
    During a BMS stage, for every 30 damage triggers of "GOOD" or better,
    apply a weak amount of damage to the current monster in proportion to the
    caster's magic power.

  FIRA / ƒtƒ@ƒCƒ‰
    During a BMS stage, for every 12 hold triggers of "GOOD" or better, apply a
    moderate amount of damage to the current monster in proportion to the
    caster's magic power.

  FIRAGA / ƒtƒ@ƒCƒK
    During a BMS stage, for every 38 damage triggers of "GOOD" or better, apply
    a massive amount of damage to the current monster in proportion to the
    caster's magic power.

  BLIZZARD / ƒuƒŠƒUƒh
    During a BMS stage, for every 12 hold triggers of "GOOD" or better, apply a
    moderate amount of damage to the current monster in proportion to the
    caster's magic power.

  BLIZZARA / ƒuƒŠƒUƒ‰
    During a BMS stage, for every 16 hold triggers of "GOOD" or better, apply a
    massive amount of damage to the current monster in proportion to the
    caster's magic power.

  BLIZZAGA / ƒuƒŠƒUƒK
    During a BMS stage, for every 20 hold triggers of "GOOD" or better, apply
    an extreme amount of damage to the current monster in proportion to the
    caster's magic power.

  THUNDER / ƒTƒ“ƒ_[
    During a BMS stage, for every 20 slide triggers of "GOOD" or better, apply
    a weak amount of damage to the current monster in proportion to the
    caster's magic power.

  THUNDARA / ƒTƒ“ƒ_ƒ‰
    During a BMS stage, for every 24 slide triggers of "GOOD" or better, apply
    a moderate amount of damage to the current monster in proportion to the
    caster's magic power.

  THUNDAGA / ƒTƒ“ƒ_ƒK
    During a BMS stage, for every 28 slide triggers of "GOOD" or better, apply
    a massive amount of damage to the current monster in proportion to the
    caster's magic power.

  PROTECT (LV1) / ƒvƒƒeƒX(LV1)
    When the HP gage falls below 80%, damage received by the party is reduced
    by 15% until the end of the stage.

  PROTECT (LV2) / ƒvƒƒeƒX(LV2)
    When the HP gage falls below 65%, damage received by the party is reduced
    by 25% until the end of the stage.

  PROTECT (LV3) / ƒvƒƒeƒX(LV3)
    When the HP gage falls below 50%, damage received by the party is reduced
    by 40% until the end of the stage.

  REGEN (LV1) / ƒŠƒWƒFƒl(LV1)
    For every trigger of GOOD or better, the HP gage receives a slight
    increase in HP.

  REGEN (LV2) / ƒŠƒWƒFƒl(LV2)
    For every trigger of GOOD or better, the HP gage receives a moderate
    increase in HP.

  REGEN (LV3) / ƒŠƒWƒFƒl(LV3)
    For every trigger of GOOD or better, the HP gage receives a massive
    increase in HP.

  SIGHT (LV1) / ƒTƒCƒgƒ(LV1)
    During an FMS stage, the chance of encountering a moogle increases by 7%.

  SIGHT (LV2) / ƒTƒCƒgƒ(LV2)
    During an FMS stage, the chance of encountering a moogle increases by 15%.

  SIGHT (LV3) / ƒTƒCƒgƒ(LV3)
    During an FMS stage, the chance of encountering a moogle increases by 25%.

  LIBRA (LV1) / ƒ‰ƒCƒuƒ‰(LV1)
  LIBRA (LV2) / ƒ‰ƒCƒuƒ‰(LV2)
  LIBRA (LV3) / ƒ‰ƒCƒuƒ‰(LV3)
    ** Libra is the only ability in this guide that I do not understand.
       It activates upon completion of the BMS stage in the Chaos Temple,
       but I cannot comprehend its effect.

SONG TYPE ABILITIES
  SONG OF HEALING (LV1) / ‚¢‚₵‚Ì‚¤‚½(LV1)
    During a stage, the HP gage gradually restores a slight amount of HP over
    time.

  SONG OF HEALING (LV2) / ‚¢‚₵‚Ì‚¤‚½(LV2)
    During a stage, the HP gage gradually restores a moderate amount of HP
    over time.

  SONG OF HEALING (LV3) / ‚¢‚₵‚Ì‚¤‚½(LV3)
    During a stage, the HP gage gradually restores a massive amount of HP over
    time.

  SONG OF AGILITY (LV1) / ‚·‚΂₳‚Ì‚¤‚½(LV1)
    All party members receive +10 agility for the duration of the stage.

  SONG OF AGILITY (LV2) / ‚·‚΂₳‚Ì‚¤‚½(LV2)
    All party members receive +20 agility for the duration of the stage.

  SONG OF AGILITY (LV3) / ‚·‚΂₳‚Ì‚¤‚½(LV3)
    All party members receive +30 agility for the duration of the stage.

  SONG OF HEROES (LV1) / ‚¦‚¢‚䂤‚Ì‚¤‚½(LV1)
    All party members receive +12 strength, +12 magic, +12 agility, and +12
    luck for the duration of the stage.

  SONG OF HEROES (LV2) / ‚¦‚¢‚䂤‚Ì‚¤‚½(LV2)
    All party members receive +18 strength, +18 magic, +18 agility, and +18
    luck for the duration of the stage.

  SONG OF HEROES (LV3) / ‚¦‚¢‚䂤‚Ì‚¤‚½(LV3)
    All party members receive +24 strength, +24 magic, +24 agility, and +24
    luck for the duration of the stage.

  SONG OF PROTECTION (LV1) / ‚Ü‚à‚è‚Ì‚¤‚½(LV1)
    For the duration of the stage, damage applied to all party members is
    reduced by 10%.

  SONG OF PROTECTION (LV2) / ‚Ü‚à‚è‚Ì‚¤‚½(LV2)
    For the duration of the stage, damage applied to all party members is
    reduced by 15%.

  SONG OF PROTECTION (LV3) / ‚Ü‚à‚è‚Ì‚¤‚½(LV3)
    For the duration of the stage, damage applied to all party members is
    reduced by 20%.

  SONG OF MAGIC (LV1) / ‚Ü‚è‚å‚­‚Ì‚¤‚½(LV1)
    All party members receive +20 magic power for the duration of the stage.

  SONG OF MAGIC (LV2) / ‚Ü‚è‚å‚­‚Ì‚¤‚½(LV2)
    All party members receive +25 magic power for the duration of the stage.

  SONG OF MAGIC (LV3) / ‚Ü‚è‚å‚­‚Ì‚¤‚½(LV3)
    All party members receive +30 magic power for the duration of the stage.

  SONG OF STRENGTH (LV1) / ‚¿‚©‚ç‚Ì‚¤‚½(LV1)
    All party members receive +15 Strength for the duration of the stage.

  SONG OF STRENGTH (LV2) / ‚¿‚©‚ç‚Ì‚¤‚½(LV2)
    All party members receive +20 strength for the duration of the stage.

  SONG OF STRENGTH (LV3) / ‚¿‚©‚ç‚Ì‚¤‚½(LV3)
    All party members receive +25 strength for the duration of the stage.

  SONG OF LUCK (LV1) / ‚¤‚ñ‚Ì‚¤‚½(LV1)
    All party members receive +10 luck for the duration of the stage.

  SONG OF LUCK (LV2) / ‚¤‚ñ‚Ì‚¤‚½(LV2)
    All party members receive +20 luck for the duration of the stage.

  SONG OF LUCK (LV3) / ‚¤‚ñ‚Ì‚¤‚½(LV3)
    All party members receive +30 luck for the duration of the stage.

AUGMENT TYPE ABILITIES
  HP UP (LV1) / HPƒAƒbƒv(LV1)
    Increase base HP by 800.

  HP UP (LV2) / HPƒAƒbƒv(LV2)
    Increase base HP by 1600.

  HP UP (LV3) / HPƒAƒbƒv(LV3)
    Increase base HP by 2400.

  STRENGTH UP (LV1) / ‚¿‚©‚çƒAƒbƒv(LV1)
    Increase base strength by 25.  In addition, during BMS stages, offensive
    ability rises by 10%.

  STRENGTH UP (LV2) / ‚¿‚©‚çƒAƒbƒv(LV2)
    Increase base strength by 40.  Decrease base agility by 60.  In addition,
    during BMS stages, offensive ability rises by 30%.

  STRENGTH UP (LV3) / ‚¿‚©‚çƒAƒbƒv(LV3)
    Increase base strength by 65.  Decrease base agility by 120.  In addition,
    during BMS stages, offensive ability rises by 50%.

  MAGIC UP (LV1) / ‚Ü‚è‚å‚­ƒAƒbƒv(LV1)
    Increase base magic power by 20.

  MAGIC UP (LV2) / ‚Ü‚è‚å‚­ƒAƒbƒv(LV2)
    Increase base magic power by 40.  Decrease base strength by 20.

  MAGIC UP (LV3) / ‚Ü‚è‚å‚­ƒAƒbƒv(LV3)
    Increase base magic power by 60.  Decrease base strength by 30.

  AGILITY UP (LV1) / ‚·‚΂₳ƒAƒbƒv(LV1)
    Increase base agility by 40.

  AGILITY UP (LV2) / ‚·‚΂₳ƒAƒbƒv(LV2)
    Increase base agility by 70.  Decrease base strength by 30.

  AGILITY UP (LV3) / ‚·‚΂₳ƒAƒbƒv(LV3)
    Increase base agility by 100.  Decrease base strength by 40.

  LUCK UP (LV1) / ‚¤‚ñƒAƒbƒv(LV1)
    Increase base luck by 50.  Decrease base HP by 500.

  LUCK UP (LV2) / ‚¤‚ñƒAƒbƒv(LV2)
    Increase base luck by 80.  Decrease base HP by 1000.

  LUCK UP (LV3) / ‚¤‚ñƒAƒbƒv(LV3)
    Increase base luck by 110.  Decrease base HP by 1500.

  WIND RHAPSODY (LV1) / •—‚̃‰ƒvƒ\ƒfƒB(LV1)
    Increase base agility by 20.  During FMS stages, increase agility by an
    additional 40.

  WIND RHAPSODY (LV2) / •—‚̃‰ƒvƒ\ƒfƒB(LV2)
    Increase base agility by 30.  During FMS stages, increase agility by an
    additional 45.

  WIND RHAPSODY (LV3) / •—‚̃‰ƒvƒ\ƒfƒB(LV3)
    Increase base agility by 40.  During FMS stages, increase agility by an
    additional 60.

  BERSERK (LV1) / ‚·‚Ä‚Ý(LV1)
    For the duration of a stage, strength increases by 30 and HP decreases by
    500.

  BERSERK (LV2) / ‚·‚Ä‚Ý(LV2)
    For the duration of a stage, strength increases by 50 and HP decreases by
    750.

  BERSERK (LV3) / ‚·‚Ä‚Ý(LV3)
    For the duration of a stage, strength increases by 95 and HP decreases by
    1200.

  NOCTURNE FOREST (LV1) / X‚̃mƒNƒ^[ƒ“(LV1)
    Base agility increases by 20.  In addition, during EMS stages, luck
    increases by 40.

  NOCTURNE FOREST (LV2) / X‚̃mƒNƒ^[ƒ“(LV2)
    Base agility increases by 30.  In addition, during EMS stages, luck
    increases by 45.

  NOCTURNE FOREST (LV3) / X‚̃mƒNƒ^[ƒ“(LV3)
    Base agility increases by 40.  In addition, during EMS stages, luck
    increases by 60.

  GROUND BLUES (LV1) / ‘å’n‚̃uƒ‹[ƒX(LV1)
    Base agility increases by 20.  In addition, during BMS stages, luck
    increases by 40.

  GROUND BLUES (LV2) / ‘å’n‚̃uƒ‹[ƒX(LV2)
    Base agility increases by 30.  In addition, during BMS stages, luck
    increases by 45.

  GROUND BLUES (LV3) / ‘å’n‚̃uƒ‹[ƒX(LV3)
    Base agility increases by 40.  In addition, during BMS stages, luck
    increases by 60.

SPECIAL TYPE ABILITIES
  CLASS CHANGE / ƒNƒ‰ƒXƒ`ƒFƒ“ƒW
    During a BMS stage, the first chain of 70 results in the party receiving
    50% damage reduction until the end of the stage.

  BLOOD WEAPON / ƒuƒ‰ƒbƒhƒEƒFƒ|ƒ“
    After reaching a chain of 50 in a BMS stage, each trigger of GOOD or better
    in the lane of the character equipped with this item will cause HP to be
    greatly restored.

  NINJUTSU / ‚É‚ñ‚¶‚ã‚Â
    During a BMS stage, when a boss class monster appears, apply damage in
    proportion to one's strength and agility.

  SOUL SHIFT / ƒ_ƒuƒ‹ƒtƒFƒCƒY
    During a BMS stage, when a boss class monster appears, apply damage in
    proportion to one's strength and magic power.

  RAPID FIRE DUAL WIELD SPELLBLADES / –‚–@Œ•“ñ“—¬‚Ý‚¾‚ꂤ‚¿
    During a BMS stage, when a boss class monster appears, apply damage in
    proportion to one's strength, magic power, and luck.

  TRANCE / ƒgƒ‰ƒ“ƒX
    During a BMS stage, the first successful chain of 30 results in the owner's
    next magic ability cast to increase in power by three times.

  OMNISLASH / ’´‹†•_”eŽa
    During a BMS stage, when a boss class monster appears, apply damage in
    proportion to one's strength.

  LION HEART / ƒGƒ“ƒhƒIƒuƒn[ƒg
    During a BMS stage, when a boss class monster appears, apply damage in
    proportion to one's strength, agility, and luck.

  GRAND LETHAL / ƒOƒ‰ƒ“ƒhƒŠ[ƒTƒ‹
    During a BMS stage, when a boss class monster appears, apply damage in
    proportion to one's strength and level.

  BLITZ ACE / ƒG[ƒXƒIƒuƒUƒuƒŠƒbƒc
    During a BMS stage, when a boss class monster appears, apply damage in
    proportion to one's strength and agility.

  ANCIENT MAGIC / ŒÃ‘ã–‚–@
    During a BMS stage, when a boss class monster appears, apply damage in
    proportion to one's magic power and level.

  PYROCLASM / ƒƒ‹ƒgƒNƒŠƒ€ƒ]ƒ“
    During a BMS stage, when a boss class monster appears, apply damage in
    proportion to one's strength, magic power, and level.

  OMEGA WEAPON / ƒIƒƒKƒEƒFƒ|ƒ“
    Base strength increases by 75 and base magic increases by 75.

  DRAGON SWORD (LV1) / ‚è‚イ‚¯‚ñ(LV1)
    During a BMS stage, for each trigger of GOOD or better on this ability
    owner's lane, restore a slight amount of HP.

  DRAGON SWORD (LV2) / ‚è‚イ‚¯‚ñ(LV2)
    During a BMS stage, for each trigger of GOOD or better on this ability
    owner's lane, restore a moderate amount of HP.

  DRAGON SWORD (LV3) / ‚è‚イ‚¯‚ñ(LV3)
    During a BMS stage, for each trigger of GOOD or better on this ability
    owner's lane, restore a massive amount of HP.

  DARKNESS (LV1) / ‚ ‚ñ‚±‚­(LV1)
    For the duration of the stage, strength increases by 25, but all damage
    received by all party members increases by 10%.

  DARKNESS (LV2) / ‚ ‚ñ‚±‚­(LV2)
    For the duration of the stage, strength increases by 45, but all damage
    received by all party members increases by 20%.

  DARKNESS (LV3) / ‚ ‚ñ‚±‚­(LV3)
    For the duration of the stage, strength increases by 75, but all damage
    received by all party members increases by 30%.

  DASH (LV1) / ƒ_ƒbƒVƒ…(LV1)
    During an FMS stage, upon reaching 50 triggers of "GOOD" or better, the
    character will run slightly faster.

  DASH (LV2) / ƒ_ƒbƒVƒ…(LV2)
    During an FMS stage, upon reaching 50 triggers of "GOOD" or better, the
    character will run moderately faster.

  DASH (LV3) / ƒ_ƒbƒVƒ…(LV3)
    During an FMS stage, upon reaching 50 triggers of "GOOD" or better, the
    character will run massively faster.

  CHEER (LV1) / ‚Í‚°‚Ü‚·(LV1)
    If the HP gage falls below 25%, the strength of all party members increases
    by 50 until the end of the stage.

  CHEER (LV2) / ‚Í‚°‚Ü‚·(LV2)
    If the HP gage falls below 20%, the strength of all party members increases
    by 70 until the end of the stage.

  CHEER (LV3) / ‚Í‚°‚Ü‚·(LV3)
    If the HP gage falls below 15%, the strength of all party members increases
    by 90 until the end of the stage.

  BOOST (LV1) / ‚¨‚¤‚¦‚ñ(LV1)
    After successfully summoning in a BMS stage, the offensive ability of the
    summoned creature slightly increases.

  BOOST (LV2) / ‚¨‚¤‚¦‚ñ(LV2)
    After successfully summoning in a BMS stage, the offensive ability of the
    summoned creature moderately increases.

  BOOST (LV3) / ‚¨‚¤‚¦‚ñ(LV3)
    After successfully summoning in a BMS stage, the offensive ability of the
    summoned creature massively increases.

  WEAPON BREAK (LV1) / ƒEƒFƒ|ƒ“ƒuƒŒƒCƒN(LV1)
    During a BMS stage, slightly decrease the offensive ability of the second
    monster that appears.

  WEAPON BREAK (LV2) / ƒEƒFƒ|ƒ“ƒuƒŒƒCƒN(LV2)
    During a BMS stage, moderately decrease the offensive ability of the third
    monster that appears.

  WEAPON BREAK (LV3) / ƒEƒFƒ|ƒ“ƒuƒŒƒCƒN(LV3)
    During a BMS stage, massively decrease the offensive ability of the third
    monster that appears.

  TREASURE HUNTER (LV1) / ƒgƒŒƒWƒƒ[ƒnƒ“ƒ^[(LV1)
    Receive an ever-so-slightly higher chance of obtaining a rare item during a
    stage.

  TREASURE HUNTER (LV2) / ƒgƒŒƒWƒƒ[ƒnƒ“ƒ^[(LV2)
    Receive a slightly higher chance of obtaining a rare item during a stage.

  TREASURE HUNTER (LV3) / ƒgƒŒƒWƒƒ[ƒnƒ“ƒ^[(LV3)
    Receive a moderately higher chance of obtaining a rare item during a stage.

  ITEM KNOWLEDGE / ƒAƒCƒeƒ€‚Ì’mŽ¯
    During a stage, the healing effect of all items that boost HP are doubled.

  RECALL / ‚¨‚à‚¢‚¾‚·
    At the stage's halfway point, the owner will cast a random, moderately-
    powered magic type ability.

  DUAL CAST / ‚ê‚ñ‚¼‚­‚Ü
    For the duration of the stage, the power of all magic-type abilities
    equipped on this character is doubled.

  CALM / ‚È‚¾‚ß‚é
    When riding a chocobo on an FMS stage, the first trigger of BAD or worse
    does not cause a decrease in speed.

  MIMIC / ‚à‚Ì‚Ü‚Ë
    After achieving 125 GOOD or better triggers, the next ability to occur will
    be repeated.  This ability has no effect on another mimic.

  SOUL VOICE / ƒ\ƒEƒ‹ƒ{ƒCƒX
    For the duration of the stage, the power of all song-type abilities
    equipped on this character are doubled.

  BLUFF / ‚‚悪‚é
    For the duration of the stage, the power of all magic-type abililities
    equipped on this character increases by 50%.

  COIN TOSS / ‚º‚É‚È‚°
    During a BMS stage, apply damage in proportion to the current score to the
    second monster that appears.  Score decreases as a result.

  SOOTHE / ‚ ‚â‚·
    When summoning a chocobo during an FMS stage, a superior chocobo will
    appear.

PHYSICAL TYPE ABILITIES
  FOCUS (LV1) / ‚½‚ß‚é(LV1)
    For every 13 hold triggers of GOOD or better, apply a weak amount of damage
    to the current monster in proportion to the owner's strength.

  FOCUS (LV2) / ‚½‚ß‚é(LV2)
    For every 14 hold triggers of GOOD or better, apply a moderate amount of
    damage to the current monster in proportion to the owner's strength.

  FOCUS (LV3) / ‚½‚ß‚é(LV3)
    For every 15 hold triggers of GOOD or better, apply a massive amount of
    damage to the current monster in proportion to the owner's strength.

  COUNTER (LV1) / ƒJƒEƒ“ƒ^[(LV1)
    For every three notes MISSED, apply a moderate amount of damage to the
    current monster in proportion to the owner's strength.  Can be invoked 5
    times per stage.

  COUNTER (LV2) / ƒJƒEƒ“ƒ^[(LV2)
    For every three notes MISSED, apply a massive amount of damage to the
    current monster in proportion to the owner's strength.  Can be invoked 5
    times per stage.

  COUNTER (LV3) / ƒJƒEƒ“ƒ^[(LV3)
    For every three notes MISSED, apply an extreme amount of damage to the
    current monster in proportion to the owner's strength.  Can be invoked 5
    times per stage.

  STEAL (LV1) / ‚Ê‚·‚Þ(LV1)
    During a BMS stage, when a monster is knocked over, receive a 10% chance of
    stealing an item from that monster.  Each monster can only be stolen from
    once.

  STEAL (LV2) / ‚Ê‚·‚Þ(LV2)
    During a BMS stage, when a monster is knocked over, receive a 20% chance of
    stealing an item from that monster.  Each monster can only be stolen from
    once.

  STEAL (LV3) / ‚Ê‚·‚Þ(LV3)
    During a BMS stage, when a monster is knocked over, receive a 30% chance of
    stealing an item from that monster.  Each monster can only be stolen from
    once.

CHANCE TYPE ABILITIES
  ENDURANCE (LV1) / ‚ª‚Ü‚ñ(LV1)
    When damage would reduce the HP gage to zero, this ability provides a 75%
    chance of having the HP gage remain at 1%.  This ability can only be
    invoked one time per stage.

  ENDURANCE (LV2) / ‚ª‚Ü‚ñ(LV2)
    When damage would reduce the HP gage to zero, this ability provides a 85%
    chance of having the HP gage remain at 1%.  This ability can only be
    invoked one time per stage.

  ENDURANCE (LV3) / ‚ª‚Ü‚ñ(LV3)
    When damage would reduce the HP gage to zero, this ability provides a 95%
    chance of having the HP gage remain at 1%.  This ability can only be
    invoked one time per stage.

  IMAGE (LV1) / ‚Ô‚ñ‚µ‚ñ(LV1)
    This ability provides a 20% chance for each trigger of BAD or worse to
    avoid taking damage. This ability can be invoked 3 times per stage.

  IMAGE (LV2) / ‚Ô‚ñ‚µ‚ñ(LV2)
    This ability provides a 50% chance for each trigger of BAD or worse to
    avoid taking damage. This ability can be invoked 3 times per stage.

  IMAGE (LV3) / ‚Ô‚ñ‚µ‚ñ(LV3)
    This ability provides a 80% chance for each trigger of BAD or worse to
    avoid taking damage. This ability can be invoked 3 times per stage.

  TRAP DISCOVERY (LV1) / ã©”­Œ©(LV1)
    During a FMS stage, this ability provides a 25% chance for each trigger of
    BAD or worse to avoid taking damage and maintain one's speed. This ability
    can be invoked 3 times per stage.

  TRAP DISCOVERY (LV2) / ã©”­Œ©(LV2)
    During a FMS stage, this ability provides a 55% chance for each trigger of
    BAD or worse to avoid taking damage and maintain one's speed. This ability
    can be invoked 3 times per stage.

  TRAP DISCOVERY (LV3) / ã©”­Œ©(LV3)
    During a FMS stage, this ability provides an 85% chance for each trigger of
    BAD or worse to avoid taking damage and maintain one's speed. This ability
    can be invoked 3 times per stage.

  GET SERIOUS (LV1) / ‚Ù‚ñ‚«‚¾‚¹(LV1)
    When riding a chocobo on an FMS stage, the first trigger of BAD or worse
    results in a 30% chance of causing the chocobo to run at maximum speed.

  GET SERIOUS (LV2) / ‚Ù‚ñ‚«‚¾‚¹(LV2)
    When riding a chocobo on an FMS stage, the first trigger of BAD or worse
    results in a 60% chance of causing the chocobo to run at maximum speed.

  GET SERIOUS (LV3) / ‚Ù‚ñ‚«‚¾‚¹(LV3)
    When riding a chocobo on an FMS stage, the first trigger of BAD or worse
    results in a 90% chance of causing the chocobo to run at maximum speed.

  PRAYER (LV1) / ‚¢‚Ì‚è(LV1)
    Upon reaching the stage's halfway point, this ability provides a 50% chance
    of recovering 30% HP.

  PRAYER (LV2) / ‚¢‚Ì‚è(LV2)
    Upon reaching the stage's halfway point, this ability provides a 60% chance
    of recovering 50% HP.

  PRAYER (LV3) / ‚¢‚Ì‚è(LV3)
    Upon reaching the stage's halfway point, this ability provides a 70% chance
    of recovering 70% HP.

  VIGILANCE / ‚¯‚¢‚©‚¢
    Once during an FMS stage, when a character falls and would be replaced by
    another character, the original character will stay.

==================
=     ITEMS      =
==================

  POTION / ƒ|[ƒVƒ‡ƒ“
    Restore 30% of the HP gage when it falls below 20%.

  HIGH POTION / ƒnƒCƒ|[ƒVƒ‡ƒ“
    Restore 50% of the HP gage when it falls below 15%.

  X POTION / ƒGƒNƒXƒ|[ƒVƒ‡ƒ“
    Restore 70% of the HP gage when it falls below 10%.

  ELIXIR / ƒGƒŠƒNƒT[
    Restore the entire HP gage when it falls below 10%.

  PHOENIX DOWN / ƒtƒFƒjƒbƒNƒX‚Ì”ö
    Restore 30% of the HP gage when it falls to zero.

  PHOENIX PINION / ƒtƒFƒjƒbƒNƒX‚̉H
    Restore the entire HP gage when it falls to zero.

  LIGHT CURTAIN / ‚Ђ©‚è‚̃J[ƒeƒ“
    Activates at the start of a stage to reduce all damage received by 15%
    until the end of the stage.

  HERO DRINK / ‰p—Y‚Ì–ò
    Activates at the start of a stage to reduce all damage received by 30%
    until the end of the stage.

  MOOGLE CHARM / ƒ‚ƒO‚Ì‚¨Žç‚è
    Activates at the start of a stage to increase the actuation probability of
    all chance-type abilities by 50%.

  RIBBON / ƒŠƒ{ƒ“
    Activates at the start of a stage to provide a very high chance of
    receiving a rare item.

  GIANT TONIC / ‚«‚傶‚ñ‚Ì‚­‚·‚è
    Activates at the start of a stage to increase the HP of all party members
    by 15% until the end of the stage.

  BACCHUS' WINE / ƒoƒbƒJƒX‚Ì‚³‚¯
    Activates at the start of a BMS stage to increase the strength of all party
    members by 15% until the end of the stage.

  SAGE'S WISDOM / ‚¯‚ñ‚¶‚á‚Ì‚¿‚¦
    Activates at the start of a stage to increase the magic power of all party
    members by 15% until the end of the stage.

  HERMES' SHOES / ƒGƒ‹ƒƒX‚ÌŒC
    Activates at the start of a stage to increase the agility of all party
    members by 15% until the end of the stage.

  MIRATETE'S MEMOIRS / ƒ~ƒ‰ƒeƒe—lŒ¾s˜^
    Upon clearing a stage, all party members receive a substantial EXP bonus.

  MORURU'S CHARM / ƒ‚ƒ‹ƒ‹‚Ì‚¨Žç‚è
    Activates at the start of a stage to ensure that all items collected
    throughout the stage are collectible cards.

  SPIRIT OF RAMUH / ƒ‰ƒ€ƒE‚Ì–‚Î
    Upon successfully completing the feature zone in a BMS stage, force Ramuh
    to be summoned.

  SPIRIT OF SHIVA / ƒVƒ”ƒ@‚Ì–‚Î
    Upon successfully completing the feature zone in a BMS stage, force Shiva
    to be summoned.

  SPIRIT OF IFRIT / ƒCƒtƒŠ[ƒg‚Ì–‚Î
    Upon successfully completing the feature zone in a BMS stage, force Ifrit
    to be summoned.

  SPIRIT OF ODIN / ƒI[ƒfƒBƒ“‚Ì–‚Î
    Upon successfully completing the feature zone in a BMS stage, force Odin
    to be summoned.

  SPIRIT OF BAHAMUT / ƒoƒnƒ€[ƒg‚Ì–‚Î
    Upon successfully completing the feature zone in a BMS stage, force Bahamut
    to be summoned.

  MAGIC LAMP / –‚–@‚̃‰ƒ“ƒv
    During a BMS stage, if the player fails to complete the feature zone, this
    item will activate and cause the summoning to occur as though the feature
    zone was successfully completed.

  SHURIKEN / ‚µ‚ã‚肯‚ñ
    During a BMS stage, apply very slight damage to a monster when it falls
    below half strength.

  FUMA SHURIKEN / ‚Ó‚¤‚Ü‚µ‚ã‚肯‚ñ
    During a BMS stage, apply slight damage to a monster when it falls below
    half strength.

  ANTARCTIC WIND / ‚È‚ñ‚«‚å‚­‚Ì‚©‚º
    During a BMS stage, apply moderate damage to a monster when it falls below
    1/3 strength.

  BOMB FRAGMENT / ƒ{ƒ€‚Ì‚©‚¯‚ç
    During a BMS stage, apply massive damage to a monster when it falls below
    half strength.

  RAGE OF ZEUS / ƒ[ƒEƒX‚Ì‚¢‚©‚è
    During a BMS stage, apply extreme damage to a monster when it falls below
    3/4 health.

  THIEF GLOVES / “‘¯‚̏¬Žè
    During a BMS stage, guarantee success of the Steal ability when used.

  TANTAL GREENS / ƒ^ƒ“ƒ^ƒ‹‚Ì–ìØ
    During an FMS stage, the item will be consumed to ensure success of the
    feature zone and summon a pleasant chocobo.

  GYSAHL GREENS / ƒMƒT[ƒ‹‚Ì–ìØ
    During an FMS stage, the item will be consumed to ensure success of the
    feature zone and summon an amazing chocobo.

  SYLKIS GREENS / ƒVƒ‹ƒLƒX‚Ì–ìØ
    During an FMS stage, the item will be consumed to ensure success of the
    feature zone and summon a fast chocobo.

  CHOCOBO FEATHER / ƒ`ƒ‡ƒRƒ{‚̉H
    During an FMS stage, the item will be consumed to ensure success of the
    feature zone and summon a chocobo.

  PENDANT / ƒyƒ“ƒ_ƒ“ƒg
    During an EMS stage, this item will be consumed to ensure success of the
    feature zone.

==================
=    SCROLLS     =
==================
Scrolls are classified as items. Upon reaching the end of a stage, if the party
leader does not already know the ability on the scroll, the scroll is consumed
and the party leader permanently learns the ability on the scroll.  Below is a
list of scrolls that can be found.

  SCROLL OF CURAGA / ƒPƒAƒ‹ƒK‚̏‘

  SCROLL OF PRAYER (LV1) / ‰‹‰‚¢‚Ì‚è‚̏‘

  SCROLL OF PRAYER (LV2) / ’†‹‰‚¢‚Ì‚è‚̏‘

  SCROLL OF PRAYER (LV3) / ã‹‰‚¢‚Ì‚è‚̏‘

  SCROLL OF ENDURANCE (LV1) / ‰‹‰‚ª‚Ü‚ñ‚̏‘

  SCROLL OF ENDURANCE (LV2) / ’†‹‰‚ª‚Ü‚ñ‚̏‘

  SCROLL OF ENDURANCE (LV3) / ã‹‰‚ª‚Ü‚ñ‚̏‘

  SCROLL OF RECALL / ‚¨‚à‚¢‚¾‚·‚̏‘

  SCROLL OF EXP UP (LV1) / ‰‹‰EXPƒAƒbƒv‚̏‘

  SCROLL OF EXP UP (LV2) / ’†‹‰EXPƒAƒbƒv‚̏‘

  SCROLL OF EXP UP (LV3) / ã‹‰EXPƒAƒbƒv‚̏‘

  SCROLL OF EXP FOCUS / EXPW’†‚̏‘

  SCROLL OF TREASURE HUNTER (LV1) / ƒgƒŒƒWƒƒ[ƒnƒ“ƒ^[‚̏‘

  SCROLL OF COIN TOSS / ‚º‚É‚È‚°‚̏‘

  SCROLL OF LEVEL 5 FLARE / ƒŒƒxƒ‹5ƒtƒŒƒA‚̏‘

  SCROLL OF STEAL (LV1) / ‚Ê‚·‚ނ̏‘

  SCROLL OF SIGHT (LV1) / ƒTƒCƒgƒ‚̏‘

  SCROLL OF DASH (LV1) / ƒ_ƒbƒVƒ…‚̏‘

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