January 05, 2009

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Special Abilities
Name
Description
MP
Use Use powerful offensive, defensive, or healing items in stock.
N/A
Flee Aid the party's escape from battle
N/A
Pray Restores some of the party's HP.
N/A
Cheer Raises the party's Strength and Defense. Party members deal greater damage to enemies while sustaining less damage themselves.
N/A
Aim Raises the party's Accuracy.
N/A
Focus Raises the party's Magic and Magic Defense. Party members deal greater magical damage to enemies while sustaining less damage themselves.
N/A
Reflex Raises the party's Evasion.
N/A
Luck Raises the party's Luck, thereby enhancing the party's Accuracy, Evasion, and critical hit rate.
N/A
Jinx Lowers all enemies' Luck, thereby reducing their Accuracy, Evasion, and critical hit rate.
N/A
Lancet Transfers HP and MP from the target to the character. Kimahri can also use this ability to learn enemy skills.
N/A
Guard Intercept physical attacks that are directed at any party member, and take damage in place of the intended target. Cannot intercept magic attacks or attacks that strike the entire party.
N/A
Sentinel While maintaining a defensive stance, intercept physical attacks that are directed at any party member. Cannot intercept magic attacks or attacks that strike the entire party.
N/A
Spare Change Attack by throwing Gil. The damage inflicted is 10% of the amount thrown.
N/A
Steal Steal items from an enemy. Also useful for destroying machina by dismantling their vital parts.
N/A
Threaten Immobilizes the target with fear.
12
Provoke Draws the target's attacks toward the character.
4
Entrust Transfers the character's entire Overdrive charge to an ally's gauge, adding to his total.
8
Copycat Mimic the action of the last ally to take a turn in battle, even if it requires an ability the character has not yet learned. Summoning and Overdrives cannot be copied.
28
Doublecast Cast two black magic spells in a row.
N/A
Bribe Pay off enemies in return for a safe passage. Offer more Gil for a more favorable response.
N/A

Skill Abilities
Name
Description
MP
Dark Attack If successful, inflicts darkness on the target for three turns, greatly reducing the accuracy of physical attacks.
5
Dark Buster Inflicts darkness on a target for one turn. Sucess is virtually guaranteed, unless the target has some sort of resistance.
10
Silence Attack If successful, inflicts silence on the target for three turns, unless the target has some form of resistance.
5
Silence Buster Inflicts silence on a target for one turn. Sucess is virtually guaranteed, unless the target has some sort of resistance.
10
Sleep Attack If successful, puts target to sleep until either three turns pass or it is hit by a physical attack.
5
Sleep Buster Puts a target to sleep for one turn. Sucess is virtually guaranteed, unless the target has some sort of resistance.
10
Delay Attack Slightly delays the target's next turn.
8
Delay Buster Greatly delays the target's next turn.
18
Zombie Attack Inflicts the target with zombie status, causing restorative spells and items to damage the target.
10
Triple Foul If successful, inflicts silence, darkness, and sleep status ailments for three turns.
24
Power Break Lower's the target's Strength, thereby reducing the damage inflicted by its physical attacks.
8
Magic Break Lower's the target's Magic, thereby reducing the damage inflicted by its magic attacks.
8
Armor Break Lower's the target's Defense, leaving it vunerable to greater physical damage. Also negates the target's armor, allowing non-piercing weapons to deal normal damage.
12
Mental Break Lower's the target's Magic Defense, leaving it vunerable to greater magical damage.
12
Mug Steal items from an enemy while simultaneously unleashing a physical attack.
10
Quick Hit Strike a target quickly with reduced recovery time. The damage inflicted is no greater than that of a standard attack, but the character's next tuen comes up much sooner.
12

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