Translation Guide - Guide for Theatrhythm Final Fantasy
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========================== 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 / ÆPÆAÆâ¹ If the HP gage falls below 75%, recover 10% HP. This ability only occurs once per stage. CURA / ÆPÆAÆâ¹Æâ° If the HP gage falls below 65%, recover 20% HP. This ability only occurs once per stage. CURAGA / ÆPÆAÆâ¹ÆK If the HP gage falls below 50%, recover 40% HP. This ability only occurs once per stage. FIRE / ÆtÆ@ÆCÆA 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 / ÆtÆ@ÆCÆâ° 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 / ÆtÆ@ÆCÆK 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 / ÆuÆÅ ÆUÆh 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 / ÆuÆÅ ÆUÆâ° 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 / ÆuÆÅ ÆUÆK 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 / ÆTÆâÆ_Â[ 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 / ÆTÆâÆ_Æâ° 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 / ÆTÆâÆ_ÆK 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) / ÆvÆÂÆeÆX(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) / ÆvÆÂÆeÆX(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) / ÆvÆÂÆeÆX(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) / ÆÅ ÆWÆFÆl(LV1) For every trigger of GOOD or better, the HP gage receives a slight increase in HP. REGEN (LV2) / ÆÅ ÆWÆFÆl(LV2) For every trigger of GOOD or better, the HP gage receives a moderate increase in HP. REGEN (LV3) / ÆÅ ÆWÆFÆl(LV3) For every trigger of GOOD or better, the HP gage receives a massive increase in HP. SIGHT (LV1) / ÆTÆCÆgÆÂ(LV1) During an FMS stage, the chance of encountering a moogle increases by 7%. SIGHT (LV2) / ÆTÆCÆgÆÂ(LV2) During an FMS stage, the chance of encountering a moogle increases by 15%. SIGHT (LV3) / ÆTÆCÆgÆÂ(LV3) During an FMS stage, the chance of encountering a moogle increases by 25%. LIBRA (LV1) / Æâ°ÆCÆuÆâ°(LV1) LIBRA (LV2) / Æâ°ÆCÆuÆâ°(LV2) LIBRA (LV3) / Æâ°ÆCÆuÆâ°(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) / â¢âââµâÃâ¤â½(LV1) During a stage, the HP gage gradually restores a slight amount of HP over time. SONG OF HEALING (LV2) / â¢âââµâÃâ¤â½(LV2) During a stage, the HP gage gradually restores a moderate amount of HP over time. SONG OF HEALING (LV3) / â¢âââµâÃâ¤â½(LV3) During a stage, the HP gage gradually restores a massive amount of HP over time. SONG OF AGILITY (LV1) / â·âÃâââ³âÃâ¤â½(LV1) All party members receive +10 agility for the duration of the stage. SONG OF AGILITY (LV2) / â·âÃâââ³âÃâ¤â½(LV2) All party members receive +20 agility for the duration of the stage. SONG OF AGILITY (LV3) / â·âÃâââ³âÃâ¤â½(LV3) All party members receive +30 agility for the duration of the stage. SONG OF HEROES (LV1) / â¦â¢âäâ¤âÃâ¤â½(LV1) All party members receive +12 strength, +12 magic, +12 agility, and +12 luck for the duration of the stage. SONG OF HEROES (LV2) / â¦â¢âäâ¤âÃâ¤â½(LV2) All party members receive +18 strength, +18 magic, +18 agility, and +18 luck for the duration of the stage. SONG OF HEROES (LV3) / â¦â¢âäâ¤âÃâ¤â½(LV3) All party members receive +24 strength, +24 magic, +24 agility, and +24 luck for the duration of the stage. SONG OF PROTECTION (LV1) / âÃâà âèâÃâ¤â½(LV1) For the duration of the stage, damage applied to all party members is reduced by 10%. SONG OF PROTECTION (LV2) / âÃâà âèâÃâ¤â½(LV2) For the duration of the stage, damage applied to all party members is reduced by 15%. SONG OF PROTECTION (LV3) / âÃâà âèâÃâ¤â½(LV3) For the duration of the stage, damage applied to all party members is reduced by 20%. SONG OF MAGIC (LV1) / âÃâèâÃ¥âÂâÃâ¤â½(LV1) All party members receive +20 magic power for the duration of the stage. SONG OF MAGIC (LV2) / âÃâèâÃ¥âÂâÃâ¤â½(LV2) All party members receive +25 magic power for the duration of the stage. SONG OF MAGIC (LV3) / âÃâèâÃ¥âÂâÃâ¤â½(LV3) All party members receive +30 magic power for the duration of the stage. SONG OF STRENGTH (LV1) / â¿â©âçâÃâ¤â½(LV1) All party members receive +15 Strength for the duration of the stage. SONG OF STRENGTH (LV2) / â¿â©âçâÃâ¤â½(LV2) All party members receive +20 strength for the duration of the stage. SONG OF STRENGTH (LV3) / â¿â©âçâÃâ¤â½(LV3) All party members receive +25 strength for the duration of the stage. SONG OF LUCK (LV1) / â¤âñâÃâ¤â½(LV1) All party members receive +10 luck for the duration of the stage. SONG OF LUCK (LV2) / â¤âñâÃâ¤â½(LV2) All party members receive +20 luck for the duration of the stage. SONG OF LUCK (LV3) / â¤âñâÃâ¤â½(LV3) All party members receive +30 luck for the duration of the stage. AUGMENT TYPE ABILITIES HP UP (LV1) / HPÆAÆbÆv(LV1) Increase base HP by 800. HP UP (LV2) / HPÆAÆbÆv(LV2) Increase base HP by 1600. HP UP (LV3) / HPÆAÆbÆv(LV3) Increase base HP by 2400. STRENGTH UP (LV1) / â¿â©âçÆAÆbÆv(LV1) Increase base strength by 25. In addition, during BMS stages, offensive ability rises by 10%. STRENGTH UP (LV2) / â¿â©âçÆAÆbÆv(LV2) Increase base strength by 40. Decrease base agility by 60. In addition, during BMS stages, offensive ability rises by 30%. STRENGTH UP (LV3) / â¿â©âçÆAÆbÆv(LV3) Increase base strength by 65. Decrease base agility by 120. In addition, during BMS stages, offensive ability rises by 50%. MAGIC UP (LV1) / âÃâèâÃ¥âÂÆAÆbÆv(LV1) Increase base magic power by 20. MAGIC UP (LV2) / âÃâèâÃ¥âÂÆAÆbÆv(LV2) Increase base magic power by 40. Decrease base strength by 20. MAGIC UP (LV3) / âÃâèâÃ¥âÂÆAÆbÆv(LV3) Increase base magic power by 60. Decrease base strength by 30. AGILITY UP (LV1) / â·âÃâââ³ÆAÆbÆv(LV1) Increase base agility by 40. AGILITY UP (LV2) / â·âÃâââ³ÆAÆbÆv(LV2) Increase base agility by 70. Decrease base strength by 30. AGILITY UP (LV3) / â·âÃâââ³ÆAÆbÆv(LV3) Increase base agility by 100. Decrease base strength by 40. LUCK UP (LV1) / â¤âñÆAÆbÆv(LV1) Increase base luck by 50. Decrease base HP by 500. LUCK UP (LV2) / â¤âñÆAÆbÆv(LV2) Increase base luck by 80. Decrease base HP by 1000. LUCK UP (LV3) / â¤âñÆAÆbÆv(LV3) Increase base luck by 110. Decrease base HP by 1500. WIND RHAPSODY (LV1) / â¢ââÃÆâ°ÆvÆ\ÆfÆB(LV1) Increase base agility by 20. During FMS stages, increase agility by an additional 40. WIND RHAPSODY (LV2) / â¢ââÃÆâ°ÆvÆ\ÆfÆB(LV2) Increase base agility by 30. During FMS stages, increase agility by an additional 45. WIND RHAPSODY (LV3) / â¢ââÃÆâ°ÆvÆ\ÆfÆB(LV3) Increase base agility by 40. During FMS stages, increase agility by an additional 60. BERSERK (LV1) / â·âÃâÃ(LV1) For the duration of a stage, strength increases by 30 and HP decreases by 500. BERSERK (LV2) / â·âÃâÃ(LV2) For the duration of a stage, strength increases by 50 and HP decreases by 750. BERSERK (LV3) / â·âÃâÃ(LV3) For the duration of a stage, strength increases by 95 and HP decreases by 1200. NOCTURNE FOREST (LV1) / ÂXâÃÆmÆNÆ^Â[Æâ(LV1) Base agility increases by 20. In addition, during EMS stages, luck increases by 40. NOCTURNE FOREST (LV2) / ÂXâÃÆmÆNÆ^Â[Æâ(LV2) Base agility increases by 30. In addition, during EMS stages, luck increases by 45. NOCTURNE FOREST (LV3) / ÂXâÃÆmÆNÆ^Â[Æâ(LV3) Base agility increases by 40. In addition, during EMS stages, luck increases by 60. GROUND BLUES (LV1) / âÃ¥ânâÃÆuÆâ¹Â[ÆX(LV1) Base agility increases by 20. In addition, during BMS stages, luck increases by 40. GROUND BLUES (LV2) / âÃ¥ânâÃÆuÆâ¹Â[ÆX(LV2) Base agility increases by 30. In addition, during BMS stages, luck increases by 45. GROUND BLUES (LV3) / âÃ¥ânâÃÆuÆâ¹Â[ÆX(LV3) Base agility increases by 40. In addition, during BMS stages, luck increases by 60. SPECIAL TYPE ABILITIES CLASS CHANGE / ÆNÆâ°ÆXÆ`ÆFÆâÆW 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 / ÆuÆâ°ÆbÆhÆEÆFÆ|Æâ 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 / âÃâñâ¶âãâà During a BMS stage, when a boss class monster appears, apply damage in proportion to one's strength and agility. SOUL SHIFT / Æ_ÆuÆâ¹ÆtÆFÆCÆY 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 / âââ@Åâ¢âñâÂâ¬âÃâ¾âêâ¤â¿ During a BMS stage, when a boss class monster appears, apply damage in proportion to one's strength, magic power, and luck. TRANCE / ÆgÆâ°ÆâÆX 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 / â´â¹â â¢ÂÂ_âeŽa During a BMS stage, when a boss class monster appears, apply damage in proportion to one's strength. LION HEART / ÆGÆâÆhÆIÆuÆnÂ[Æg During a BMS stage, when a boss class monster appears, apply damage in proportion to one's strength, agility, and luck. GRAND LETHAL / ÆOÆâ°ÆâÆhÆÅ Â[ÆTÆâ¹ During a BMS stage, when a boss class monster appears, apply damage in proportion to one's strength and level. BLITZ ACE / ÆGÂ[ÆXÆIÆuÆUÆuÆÅ ÆbÆc During a BMS stage, when a boss class monster appears, apply damage in proportion to one's strength and agility. ANCIENT MAGIC / ÅÃâãâââ@ During a BMS stage, when a boss class monster appears, apply damage in proportion to one's magic power and level. PYROCLASM / ÆÂÆâ¹ÆgÆNÆÅ Æâ¬Æ]Æâ During a BMS stage, when a boss class monster appears, apply damage in proportion to one's strength, magic power, and level. OMEGA WEAPON / ÆIÆÂÆKÆEÆFÆ|Æâ Base strength increases by 75 and base magic increases by 75. DRAGON SWORD (LV1) / âèâãâ¤â¯âñ(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) / âèâãâ¤â¯âñ(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) / âèâãâ¤â¯âñ(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) / â âñâ±âÂ(LV1) For the duration of the stage, strength increases by 25, but all damage received by all party members increases by 10%. DARKNESS (LV2) / â âñâ±âÂ(LV2) For the duration of the stage, strength increases by 45, but all damage received by all party members increases by 20%. DARKNESS (LV3) / â âñâ±âÂ(LV3) For the duration of the stage, strength increases by 75, but all damage received by all party members increases by 30%. DASH (LV1) / Æ_ÆbÆVÆâ¦(LV1) During an FMS stage, upon reaching 50 triggers of "GOOD" or better, the character will run slightly faster. DASH (LV2) / Æ_ÆbÆVÆâ¦(LV2) During an FMS stage, upon reaching 50 triggers of "GOOD" or better, the character will run moderately faster. DASH (LV3) / Æ_ÆbÆVÆâ¦(LV3) During an FMS stage, upon reaching 50 triggers of "GOOD" or better, the character will run massively faster. CHEER (LV1) / âÃâ°âÃâ·(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) / âÃâ°âÃâ·(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) / âÃâ°âÃâ·(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) / â¨â¤â¦âñ(LV1) After successfully summoning in a BMS stage, the offensive ability of the summoned creature slightly increases. BOOST (LV2) / â¨â¤â¦âñ(LV2) After successfully summoning in a BMS stage, the offensive ability of the summoned creature moderately increases. BOOST (LV3) / â¨â¤â¦âñ(LV3) After successfully summoning in a BMS stage, the offensive ability of the summoned creature massively increases. WEAPON BREAK (LV1) / ÆEÆFÆ|ÆâÆuÆÅÆCÆN(LV1) During a BMS stage, slightly decrease the offensive ability of the second monster that appears. WEAPON BREAK (LV2) / ÆEÆFÆ|ÆâÆuÆÅÆCÆN(LV2) During a BMS stage, moderately decrease the offensive ability of the third monster that appears. WEAPON BREAK (LV3) / ÆEÆFÆ|ÆâÆuÆÅÆCÆN(LV3) During a BMS stage, massively decrease the offensive ability of the third monster that appears. TREASURE HUNTER (LV1) / ÆgÆÅÆWÆÆÂ[ÆnÆâÆ^Â[(LV1) Receive an ever-so-slightly higher chance of obtaining a rare item during a stage. TREASURE HUNTER (LV2) / ÆgÆÅÆWÆÆÂ[ÆnÆâÆ^Â[(LV2) Receive a slightly higher chance of obtaining a rare item during a stage. TREASURE HUNTER (LV3) / ÆgÆÅÆWÆÆÂ[ÆnÆâÆ^Â[(LV3) Receive a moderately higher chance of obtaining a rare item during a stage. ITEM KNOWLEDGE / ÆAÆCÆeÆâ¬âÃâmŽ¯ During a stage, the healing effect of all items that boost HP are doubled. RECALL / â¨âà â¢â¾â· At the stage's halfway point, the owner will cast a random, moderately- powered magic type ability. DUAL CAST / âêâñâ¼âÂâà For the duration of the stage, the power of all magic-type abilities equipped on this character is doubled. CALM / âÃâ¾âÃâé When riding a chocobo on an FMS stage, the first trigger of BAD or worse does not cause a decrease in speed. MIMIC / âà âÃâÃâà 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 / Æ\ÆEÆâ¹Æ{ÆCÆX For the duration of the stage, the power of all song-type abilities equipped on this character are doubled. BLUFF / âÃâæâªâé For the duration of the stage, the power of all magic-type abililities equipped on this character increases by 50%. COIN TOSS / âºâÃâÃâ° 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 âââ· When summoning a chocobo during an FMS stage, a superior chocobo will appear. PHYSICAL TYPE ABILITIES FOCUS (LV1) / â½âÃâé(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) / â½âÃâé(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) / â½âÃâé(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) / ÆJÆEÆâÆ^Â[(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) / ÆJÆEÆâÆ^Â[(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) / ÆJÆEÆâÆ^Â[(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) / âÃâ·âÃ(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) / âÃâ·âÃ(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) / âÃâ·âÃ(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) / âªâÃâñ(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) / âªâÃâñ(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) / âªâÃâñ(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) / âÃâñâµâñ(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) / âÃâñâµâñ(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) / âÃâñâµâñ(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©âÂÅ©(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©âÂÅ©(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©âÂÅ©(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) / âÃâñâ«â¾â¹(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) / âÃâñâ«â¾â¹(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) / âÃâñâ«â¾â¹(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) / â¢âÃâè(LV1) Upon reaching the stage's halfway point, this ability provides a 50% chance of recovering 30% HP. PRAYER (LV2) / â¢âÃâè(LV2) Upon reaching the stage's halfway point, this ability provides a 60% chance of recovering 50% HP. PRAYER (LV3) / â¢âÃâè(LV3) Upon reaching the stage's halfway point, this ability provides a 70% chance of recovering 70% HP. VIGILANCE / â¯â¢â©â¢ Once during an FMS stage, when a character falls and would be replaced by another character, the original character will stay. ================== = ITEMS = ================== POTION / Æ|Â[ÆVÆâ¡Æâ Restore 30% of the HP gage when it falls below 20%. HIGH POTION / ÆnÆCÆ|Â[ÆVÆâ¡Æâ Restore 50% of the HP gage when it falls below 15%. X POTION / ÆGÆNÆXÆ|Â[ÆVÆâ¡Æâ Restore 70% of the HP gage when it falls below 10%. ELIXIR / ÆGÆÅ ÆNÆTÂ[ Restore the entire HP gage when it falls below 10%. PHOENIX DOWN / ÆtÆFÆjÆbÆNÆXâÃâö Restore 30% of the HP gage when it falls to zero. PHOENIX PINION / ÆtÆFÆjÆbÆNÆXâÃâ°H Restore the entire HP gage when it falls to zero. LIGHT CURTAIN / âÃâ©âèâÃÆJÂ[ÆeÆâ Activates at the start of a stage to reduce all damage received by 15% until the end of the stage. HERO DRINK / â°pâYâÃâò Activates at the start of a stage to reduce all damage received by 30% until the end of the stage. MOOGLE CHARM / ÆâÆOâÃ⨎çâè Activates at the start of a stage to increase the actuation probability of all chance-type abilities by 50%. RIBBON / ÆÅ Æ{Æâ Activates at the start of a stage to provide a very high chance of receiving a rare item. GIANT TONIC / â«âÃ¥â¶âñâÃâÂâ·âè 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 / ÆoÆbÆJÆXâÃâ³â¯ 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 / â¯âñâ¶âáâÃâ¿â¦ 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 / ÆGÆâ¹ÆÂÆXâÃÅC 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 / Æ~Æâ°ÆeÆeâlžÂsË^ Upon clearing a stage, all party members receive a substantial EXP bonus. MORURU'S CHARM / ÆâÆâ¹Æâ¹âÃ⨎çâè Activates at the start of a stage to ensure that all items collected throughout the stage are collectible cards. SPIRIT OF RAMUH / Æâ°Æâ¬ÆEâÃââÂà Upon successfully completing the feature zone in a BMS stage, force Ramuh to be summoned. SPIRIT OF SHIVA / ÆVÆâÆ@âÃââÂà Upon successfully completing the feature zone in a BMS stage, force Shiva to be summoned. SPIRIT OF IFRIT / ÆCÆtÆÅ Â[ÆgâÃââÂà Upon successfully completing the feature zone in a BMS stage, force Ifrit to be summoned. SPIRIT OF ODIN / ÆIÂ[ÆfÆBÆââÃââÂà Upon successfully completing the feature zone in a BMS stage, force Odin to be summoned. SPIRIT OF BAHAMUT / ÆoÆnÆâ¬Â[ÆgâÃââÂà Upon successfully completing the feature zone in a BMS stage, force Bahamut to be summoned. MAGIC LAMP / âââ@âÃÆâ°ÆâÆv 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 / âµâãâèâ¯âñ During a BMS stage, apply very slight damage to a monster when it falls below half strength. FUMA SHURIKEN / âÃâ¤âÃâµâãâèâ¯âñ During a BMS stage, apply slight damage to a monster when it falls below half strength. ANTARCTIC WIND / âÃâñâ«âÃ¥âÂâÃâ©âº During a BMS stage, apply moderate damage to a monster when it falls below 1/3 strength. BOMB FRAGMENT / Æ{Æâ¬âÃâ©â¯âç During a BMS stage, apply massive damage to a monster when it falls below half strength. RAGE OF ZEUS / Æ[ÆEÆXâÃâ¢â©âè During a BMS stage, apply extreme damage to a monster when it falls below 3/4 health. THIEF GLOVES / âÂâ¯âìŽè During a BMS stage, guarantee success of the Steal ability when used. TANTAL GREENS / Æ^ÆâÆ^Æâ¹âÃâìÂà During an FMS stage, the item will be consumed to ensure success of the feature zone and summon a pleasant chocobo. GYSAHL GREENS / ÆMÆTÂ[Æâ¹âÃâìÂà During an FMS stage, the item will be consumed to ensure success of the feature zone and summon an amazing chocobo. SYLKIS GREENS / ÆVÆâ¹ÆLÆXâÃâìÂà During an FMS stage, the item will be consumed to ensure success of the feature zone and summon a fast chocobo. CHOCOBO FEATHER / Æ`Æâ¡ÆRÆ{âÃâ°H During an FMS stage, the item will be consumed to ensure success of the feature zone and summon a chocobo. PENDANT / ÆyÆâÆ_ÆâÆg 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 / ÆPÆAÆâ¹ÆKâÃÂâ SCROLL OF PRAYER (LV1) / Ââ°â¹â°â¢âÃâèâÃÂâ SCROLL OF PRAYER (LV2) / ââ â¹â°â¢âÃâèâÃÂâ SCROLL OF PRAYER (LV3) / Âãâ¹â°â¢âÃâèâÃÂâ SCROLL OF ENDURANCE (LV1) / Ââ°â¹â°âªâÃâñâÃÂâ SCROLL OF ENDURANCE (LV2) / ââ â¹â°âªâÃâñâÃÂâ SCROLL OF ENDURANCE (LV3) / Âãâ¹â°âªâÃâñâÃÂâ SCROLL OF RECALL / â¨âà â¢â¾â·âÃÂâ SCROLL OF EXP UP (LV1) / Ââ°â¹â°EXPÆAÆbÆvâÃÂâ SCROLL OF EXP UP (LV2) / ââ â¹â°EXPÆAÆbÆvâÃÂâ SCROLL OF EXP UP (LV3) / Âãâ¹â°EXPÆAÆbÆvâÃÂâ SCROLL OF EXP FOCUS / EXPÂWââ âÃÂâ SCROLL OF TREASURE HUNTER (LV1) / ÆgÆÅÆWÆÆÂ[ÆnÆâÆ^Â[âÃÂâ SCROLL OF COIN TOSS / âºâÃâÃâ°âÃÂâ SCROLL OF LEVEL 5 FLARE / ÆÅÆxÆâ¹5ÆtÆÅÆAâÃÂâ SCROLL OF STEAL (LV1) / âÃâ·âÃâÃÂâ SCROLL OF SIGHT (LV1) / ÆTÆCÆgÆÂâÃÂâ SCROLL OF DASH (LV1) / Æ_ÆbÆVÆâ¦âÃÂâ