If you know, you can foresee.
Learn and prepare for battles.
>>
Organization
Battle
Tips
Return
1. About Formation
2. Status
3. Equipping Items
4. Job Training
5. Learn an Ability
6. Monster Allies
7. Online Help
[Organization->1. About Formation]
May I begin?
Let me explain what you'll
see and can do on the
'Formation' screen.
To get to the screen, access
the Menu by pressing the
button on the World map.
Select 'Formation' and this
screen will appear.
Let's look at various
information on the screen.
Once in the screen, your
party lineup will appear.
Use the cursor to check the
status of each unit.
On this screen, you can see
each unit, check their status
briefly using the cursor.
You can change the parameter
settings below the units with
the L2-R2 buttons.
This shows the general party
status. So far so good?
Then let's proceed.
Here, press the button
for a detailed status check.
Press the button again
and the Job Status of all
changeable Jobs will appear.
Press the button again
and the Ability Status of
all Jobs will appear.
You can change a unit's
Ability with the Direction
keys.
That's what you can check
on this screen.
In the detailed status screen
you can look at each unit by
pressing the L1-R1 buttons.
Like this...
Now I'll explain the commands
on the formation screen.
On the detailed status
screen, the formation menu
appears by pushing button.
Here is the formation menu.
[>>
Item
Ability
Change Job
Remove Unit
Order Unit]
'Item' lets you equip and
arrange items you have.
'Ability' lets you learn
and set new Abilities for the
next battle.
You'll get various Jobs by
gaining experience.
When changing Jobs, consider
your allies' roles for the
next battle.
Cut off monsters and bad
soldiers with 'Remove unit'.
'Arrange Unit' lets you
arrange the units in parameter
order on the lineup screen.
This is how it works.
[>>
Number
Level
Job
MAX HP
MAX MP
Brave
Faith]
For battle preparations,
'Item' and 'Ability' are best.
You need to fully understand
the various parameters of the
status.
Next, I'll show you what
each parameter means, how to
equip...
how to learn Abilities and
what you need to use the
Abilities.
Face battles fully prepared
and you should be able to win.
Remember the situations,
know yourself and learn the
proper preparation method.
That's all for today.
[Organization->2. Status]
May I begin?
Let me explain what you'll
see in 'Detailed Status'.
Follow carefully to see
what Abilities there are for
each unit.
Let's start with the upper
left corner and go from there.
In this corner, you'll see
the unit's face.
The unit's level appears on
the top right of the face.
Higher levels mean greater
HP, MP, Speed,
Physical-Attack power and
Magical-Attack power.
Levels go up by 1 every
100 Experience (Exp.) Points.
Exp. appears on the right
side of Level.
You'll earn Exp. in battle.
Your Exp. will increase when
you damage enemy units with
weapons or spells.
You won't earn any if you
get beat.
The bar and values below it
are for HP, MP and CT gauge.
HP is stamina. It decreases
as you get damage in battle.
The value on the left is
your current value, on the right *
is the maximum.
Pay attention to them in
battle.
Units collapse and die when
HP reaches 0.
MP is Magic Power.
You need it to cast spells.
Stronger spells take more MP.
When MP reaches 0, you won't
be able to use magic.
CT is Charge Time.
It's charged by Speed value
in one clock.
When CT reaches 100, it's
your AT (Active Turn) and you
can make a command.
You can tell when AT will
come by looking CT value in
battle.
You should check the AT line
next to Level.
Next, let me explain the
panel on the right.
This indicates which
party the unit belongs to.
Allies and enemies have
different colors.
This is the party entry
number. You can have up to 16
people in your party.
Next to the entry number is
the unit's name.
Under the name appears the
current Job.
As you gain experience,
you can change Jobs.
On the bottom left is your
zodiac sign.
Aries is compatible with Leo.
Certain signs are compatible
like this.
This affects the outcome
of attacks and spells used
in battle.
Greater damage is given by
attacking compatible units.
While damage can be lessened
by attacking incompatible *
units.
On the bottom right of the
sign is Brave and Faith.
Brave is courage.
The greater the value, the
more courage you have.
It affects the reaction and
unarmed attacks.
Faith represents your
belief in God.
The greater the value, the
more you believe.
Thus, you'll understand
the mysteries and miracles.
Faith will affect the power
of spells and their success %.
Let's go to the middle panel.
Move is your moving ability.
You can move on a panel, the
face value of the Move.
However, you'll use twice
the energy to move across
one panel in geographically
difficult areas.
Jump is jumping ability.
You can jump vertically
for the face value of a Jump
or horizontally for half.
Speed is the unit's
quickness.
CT will charge depending
on the Speed.
The greater the value, the
faster you will get AT.
In other words, the unit
moves quicker with a greater
Speed value.
Move, Jump, and Speed shows
each unit's unique Ability
value and total value...
strengthened by Items and
Abilities.
Weap. Power is the attacking *
power and evade % of a weapon.
Weapon capacity is R for the
one on the right, L for the
one on the left.
The value on the left of /
is the attacking power;
on the right is the evade %. *
Bigger attacking power means
bigger damage you can give.
The attack evade % is
only available
when 'Guard Equipped *
Weapon' is set as
a Reaction Ability.
Then, the unit will evade
any physical attacks with
the attack evade %.
The sword stands for physical
and the rod for magic.
The values on the upper row
represents physical...
The lower is AT, C-EV,
S-EV, A-EV for magic.
AT shows attacking power.
It's the unit's own attacking
power and any extra Abilities.
The upper value is physical
attacking power (weapons and
unarmed attacks)
and the lower is magic
attack power.
C-EV, S-EV, A-EV all mean
attack evade.
C-EV is the unit's own
attack evade %.
S-EV is the evade % of
the equipped shield. *
A-EV is the evade % of
the equipped accessories.
On each, the upper is the
rate against physical attacks,
and the lower is against
magic attacks.
Now, to the lower panel...
On the left are equipped Items
and on the right are the
set Ability and Job Commands.
From the top of Item -
right hand, left hand, head,
body, and accessory.
For Ability, starting from
the top, are Job's unique Job
Commands,
optionally set Job Command,
Reaction Ability, Support
Ability and Move Ability.
This is all you need to know
of Status Detail.
It's extremely important
to check Abilities,
and their rate of growth
before heading to battle.
Memorize the definitions of
the parameters to correctly
understand each unit's
condition.
That is all.
[Organization->3. Equipping Items]
May I begin?
This is the 'Item' section
in the Formation Menu.
You see items shared by your
party and items individually
equipped.
You select from a shared
stock to equip an item.
Here's how you'd actually
equip an item.
To open the Formation
Menu,
press the button
at the Unit Line-up or
Status Detail screen.
Select 'Item' at the top.
On the new screen, the Menu
appears in the bottom right,
the Items in the bottom left.
Like Status Detail, you can
switch between units with the
L1, R1 buttons.
Here are the Commands in order.
'Equip' equips Items in stock.
Here's how you do it.
Select 'Equip'.
First select the part you
want to equip with the cursor.
Let's change the equipment
for the right hand.
Here's the Item to be
equipped.
You can't equip darkened
Items for this Job.
Select OFF for 'Show
Items by Jobs' in Option 11. *
This way the darkened Items *
won't appear.
In the Item list, items in
stock and equipped items
appear.
Thus, even undarkened Items
can't be equipped if there are
none in stock.
'EQP.' on the right of Item
shows how many are equipped;
'ALL' is the total of what you
have in your possession.
Let's equip 'Long Sword'.
Line the cursor to the Item,
the change in parameter when
you actually equip the Item
will appear.
With Long Sword, Weapon
Attack power increases by 1
and Weapon Evade % by 5.
Equip Dagger, and you see
that the Weapon Attacking
power decreases.
The change in parameter
indicates a difference
from the current condition,
not the weapon's attacking
power or evade %.
Ok, you're equipped.
Return to Item Menu by
pressing the X button.
If it's confusing for you to
check back each time you want
to equip,
select 'Best Fit' and the
unit will automatically equip
the best items.
[>>
Equip
Best
Remove
List]
The best equipment will
appear and you either accept
or deny.
At the same time, refer to
the change in parameter that
appears.
The equipment shown are the
ones generally known to be
the strongest;
you may disagree with one or
two of them. In that case, you
can always change it separately.
Also take a look at the
equipping hands.
'Long Bow' is a weapon
only used with both hands.
Now a word about equipping
for hands.
Usually, a weapon goes in
one hand and a shield in the
other.
If you select a weapon that
requires both hands, such as
the bow and ax,
it will automatically equip
both hands.
If you have '2 Hands' set in
Support Ability and equip a
single-hand weapon
that can be used with both hands,
your attack will be stronger using
both hands.
If you have '2-Swords' set
in Support Ability, you can equip
a weapon in each hand.
Only Ninja can equip 2 weapons
unless you set '2-Swords'.
'Remove' is a command to
disarm Items.
Select the part you wish to
disarm.
Here, you can disarm everything
by pressing the Left Directional
button.
'List' will show a complete
list of the Items in stock and
equipped Items.
You can Rearrange, Dispose,
Cancel, Condition Arrange and
Search Equipped Units.
This is the Item list screen.
The item's quality appears in
the upper and bottom right
portion of the screen.
Using the L/R Directional
buttons, you can change the
Item Category to see.
From the left, they are:
Items for the hand,
Items to wear on the head,
Items to put on the body,
Accessories,
Items being used.
Items for the hand are
weapons and shields. *
Weapons effect attacking power
and evade %, where shields *
effect Shield-Evade % (S-EV).
Items worn on the head
include hats and helmets.
These Items for the head
raise HP and MP.
Items for the body include
clothes, armor and robes.
These Items for the body
raise HP and MP.
Accessories include mantle,
ring, bracelet, gauntlet and
shoes.
Some accessories increase the
parameter and defend against
Abnormal Status.
Items being used the Items
that are consumed during
the battle.
You'll be able to use these
once you learn the Abilities
of Chemist.
Items will recover HP as
well as cancel abnormal
status.
For example, 'Phoenix Down'
will revive the 'Dead'.
[Mysterious feather revives dead units. Disappears
after one use.
Cancel: Dead]
Next is how to operate the
list.
In the Item List, you can
rearrange it any way you like.
Point the cursor to the
Item and press the button.
You can change the order of
two Items by placing the
cursor on the Items
and using the Up, Down
Directional buttons.
Next, I'll explain to you
Search Equipped Units.
By pressing the button
with the cursor pointed at
the equipped Item,
you can check which units
are wearing that Item.
If there's more than one unit
equipping the same Item, switch
using the L1, R1 buttons.
Next, is 'Drop' 'Return'
'Order'.
By pressing the button
twice on the same Item, the
Item List Menu will appear.
[>>
Drop
Return
Order]
'Dispose' throws away the *
selected Item.
[ Set the number to be disposed.
^^ 02
>>
Yes
No]
'Cancel-at-Once' cancel the *
selected Item from all units
equipping that Item.
[ Cancel all equipment. OK?
>>
Yes
No]
'Arrange' reorders the Items *
appearing on the list.
[>>
Power
Total
Price
MagDef
Type
PhyDef]
That's all you need to know
about the 'List'.
That's all for 'Items'.
I'd say equipping is extremely
important.
That is it.
[Organization->4. Job Training]
May I begin?
The topic is 'Jobs'.
Soldiers perform many tasks
throughout the battle; they're
not just playing with swords.
They master special weapons,
spells and attacks.
They also support allies
using spells and items.
To perform these duties,
soldiers take a "Job" to
improve their skills.
For example, 'Chemist' can
use recovery items like
Potion on the battlefield.
'Archer' uses a bow and
attacks enemies long distance.
Let me explain what the
various Jobs are and how
to change them.
First, access the Job
Status screen.
You can get there by pressing
the button on the Status
Detail screen.
This is the Job Status.
In Job Status, you can see
the changeable Jobs for the
unit.
The training level for each
Job also appears.
You can check the training
level with Lv. (Job level).
When you reach the max by
increasing Lv. of changeable
Jobs, you can get a new Job.
For example, if a Squire Lv. *
is 2 or more, it can change
into a Knight.
To increase Lv., you need to
increase the Total Job points.
When the Total passes Next
level, Lv. is raised by 1.
Job points are earned in
battle two different ways.
One way is to fight in
battle and earn the Job
points for that Job.
Another way is to earn
points through your allies.
Some points will be added to
your JP in the same Job
as your ally.
Join in battles and take
action to gain the Job
training level.
The Jp (Job point) on
the right side shows the
remaining Jp.
Remaining Jp is what you got
from learning an Ability minus
what you used.
Each and every Job has a
unique Ability.
You exchange JP to
learn Ability skills
and spells.
Therefore, it's the Jp you
have left over from learning
an Ability.
The difference between
Total and Jp is...
Total is the grand total of
earned Job points and Jp is what
remains from learned Ability.
That's it for Job Status.
Experience as many Jobs
possible and increase your
Ability!
Next, I'll explain how to
change Jobs.
You'll find "Job Change" in
the Formation Menu.
Select 'Change Job'.
Changeable Jobs will
appear, around the unit.
Like Status Detail, you can
switch between units with the
L1, R1 buttons.
Select the Job you wish to
change with the Directional
buttons and press the button.
You can't change to Jobs
that are darkened.
It might be your current
Job or a Job that your ally *
changed to.
That's all for Job Change.
If Option 12 'Strongest
Equipment at Job Change' is
set to OFF, *
all equipment is canceled.
Be sure to equip the unit.
That's all you need to know
about 'Jobs'.
Each unit has a function and
Jobs make these units unique.
Get Job training by joining
in battles which increase Jp.
You can change to a new Job
when the training level maxes.
Get as much training as
possible with several Jobs.
I'm sure you'll become
a mighty soldier.
That is all.
[Organization->5. Learn an Ability]
The topic for this lecture
is 'Ability'.
Ability is a skill you can
learn with Job training.
With every Job, you can
learn unique skills by
fighting.
These are called
'Ability'.
Here are some of the types
of Ability and their usage.
First, access the
Ability Status screen.
The screen appears when you
select Job in the Job Status
screen and press the button.
This is Ability Status.
Here, you can see the various
Abilities of that Job and also
if it's been learned or not.
What you'll see is Ability
you can learn by gaining Jp
with that Job.
Switch around the Ability
using L, R Directional
buttons.
Ability can be divided
into 4 groups depending
on usage.
On the far left is 'Action
Ability'.
Action Ability is the acts
a unit does in battle like
skills and spells.
For example, Ability of a
White Mage includes 'Cure'
and 'Raise'. *
The second left is
'Reaction Ability'.
Reaction Ability is used
when attacked by enemies.
For example, a Chemist's 'Auto
Potion' works when it's
attacked and loses HP.
It will automatically
use Potion.
The third from the left is
'Support Ability'.
Support Ability increases
the unit's basic skill.
It increases the number of Items to
equip and also raises the parameters
of attacking power and evade %.
'Sword wearable', 'Spell-
Defense Power UP' are some
examples. *
The one on the very right
is 'Move Ability'.
Move Ability increases the
skill to move.
It increases the movable distance
and provides additional effects
when move is performed.
'Move+1' and 'HP Recovery
Move' are examples. *
These Abilities can be
learned in exchange for JP
for that Job.
The Jp necessary to learn
the Ability is shown.
The available JP here is
used for learning Ability for
the current Job.
The Jp is consumed when Ability is
learned. When it is all gone, you need
to fight in battle to get it.
This Jp is only used as an
indicator of how much there
is left to learn Ability.
LV. is determined by the
total Jp appearing as Total.
This's how it works.
Select 'Ability' from the
formation command and the
Ability Menu appears.
'Learn' learns Ability.
First, you select which
Job's Ability you wish to
learn.
You can switch between
Abilities using L, R
Directional buttons.
You can learn the Ability
that appears in black.
You can't learn the Ability
that appears in gray since
there is not enough Jp.
[ Is "Antidote", OK?
>> Yes
No]
Learned 'Antidote'.
The learned Ability will
appear as 'Learned' in the
Jp category.
Next is what you
need to do to use
learned Ability.
During the battle, you can
carry out Action Ability as
your move.
Select the Job command that bundles
up Action Ability by the Job in
the unit's sub-command.
Then, select an Action
Ability from that command.
All Action Ability for White
Mage is grouped up in the Job
command called 'White Magic'.
If the Job is White Mage,
White Magic will always
exist as its sub-command.
Or as long as you learn
your current Job's Ability,
you can use it at any time.
Take a look at the lower
left panel on the screen.
The very top row is the Job
command for the current Job.
The Job command is set.
However, if you look at the
next one, you'll see the
same symbol.
Here, you can set the Job
command of a changeable Job.
By setting this, you have
an additional sub-command
to use during the battle.
Select 'Set' from the
Ability Menu.
The cursor will move to the
Set Ability panel on the left.
By pressing the button,
you can set another Job's
Job command.
Choose the Job command you wish to set.
However, since all of the
changeable Job's Job command
appears,
Job commands that haven't
learned any Ability will also
be included. Be careful.
The three items under Job
command are
Reaction Ability
Support Ability and
Move Ability.
The learned Ability will
apply to these items, too.
Ability for reaction is not
automatically set like the Job
command for the current Job.
However, as a special feature
of the Job,
there are a couple that have
effects that come in accordance
with those Ability.
For example, the Ninja
doesn't have to set "2-swords"
to hold weapons in both hands.
You can't set Abilities that
have the same effect as the
Job's own features.
You can't only set the current
Job's Ability, but also set
Abilities learned before.
Strong versatile soldiers
will be the leaders in battle.
That's all you need to
know about Ability.
Learn as many Abilities as
possible and bring out many
strong soldiers.
That is all.
[Organization->6. Monster Allies]
The topic is 'Monsters'.
In battle, you can have
monsters like Chocobo for
allies.
Monsters are handled just
like human units, but have
different features.
First of all, Monsters
can't equip Items.
Since they can't equip Items
they can't increase attacking
power, evade % or HP.
Monsters also don't have
any Abilities.
Monsters can't learn new
skills either.
The number of act commands
depends on the monster.
Normally they have from 1-3
in the beginning.
However, if a unit that has
'Monster Trainer' set as *
Support Ability is nearby...
one command is added.
That's the only way their
commands will increase.
Monsters also can't have
Jobs.
Since monsters can't have
Jobs, there are no Job Changes
for them either.
Monsters aren't trained like
human units to learn skills,
they're born with special
features.
'Counter' as a Reaction is
one example.
Some Monsters can't move in
water, others fly and move
their own special way.
Human units can ride
Chocobos.
When you ride Chocobos,
mobility increases with the
Chocobo's moving skill.
As I said, Monsters have
different features than humans.
Make allies of them and use
them to the fullest extent.
Monsters sometimes lay eggs
and have babies.
Eventually they mature, adding
a new Monster to your party.
Your party may get too full
if they join.
Go ahead and remove them if
that happens.
[ Item
Ability
Change Job
>> Remove Unit
Order Unit
Remove Eidotea?
>> Yes
No
(I protect you. You protect
me. Isn't that right?)
>> Remove
Quit]
You never know which
Monster's joining until
they hatch.
For example, you can get
a Black Chocobo from a
normal Chocobo.
You may come across a
Monster you've never seen
before.
There are a couple
of different kinds.
So, play with them!
That's it for Monsters.
Monsters don't grow like
humans.
But I'm sure they'll
become a great asset to
your party.
That's all.
[Organization->7. Online Help]
The topic is 'On-line help'.
In the Formation menu, you'll
check information and prepare
for battles.
While preparing, you might
want to find out about an
Ability or parameter.
If so, then press the Select
button.
Either the Help message or
Help cursor will appear.
In Status Detail, the Help
cursor will appear.
Point it to whatever you which
to know about and press the
button.
[Attacking ability (AT)
Total revised points for attacking ability,
Jobs and Ability.
Upper number shows physical attacks.
Lower number shows magic attacks.]
A Help message just like
this one will appear.
It's very useful in
learning Abilities.
[Recover from abnormal status effects.
Range:1,Vertical 2 Effect:1
Cancel:Darkness,Silence,Poison]
You can learn by checking
the effects.
The Help message also
applies to commands on the
Menus.
Just remember to press the
Select button when you get
lost.
That is all.
1. Battlefield Control
2. Battle Flow
3. Move and Act
4. Charge Time Battle
5. Magic
6. Abnormal Status
7. Online Help
8. Option Setup
[Battle->1. Battlefield Control]
May I begin?
The topic is 'Battlefield
Control'.
The battlefield can be seen
from several angles since it
a 3-D.
To change the angle,
use the L1, R1, L2
and R2 buttons.
L1, R1 rotates the field,
L2 reduces the field,
R2 change to a high angle.
Let's practice.
End by pressing the Start
button.
You can scroll by pressing
the button and the
Directional buttons.
Let's try it.
End by pressing the Start
button.
You need to fully understand
this operation,
to grasp what's going on in
battle.
Alright, let me move on to
'Battlefield Operation Cursor'.
The cursor on the field
points to units and panels.
In the upper right of the
screen is the height of
the cursor point.
Under that is the status
of the unit at the cursor
point.
Use the Directional buttons
to move the cursor.
Close the Menu with the
X button and try moving
the cursor.
End it with the Start
button.
Cursors are also used to
point to your destination
and targets.
There will be areas you can't
enter due to geographical
problems.
The ground cursors are
normally blue,
but those restricted panels
will appear red.
These are the basic cursor
movements and information
you can get on the battlefield.
Alright, let me elaborate
a bit more on the controls.
On the battlefield, there
are areas where it's a
layered structure.
The bridge area, where
you can move both up and down
is an example.
This is how to move the
cursor up and down in
this situation.
First, point the cursor to
either panel.
Stop for a second,
don't enter anything.
The cursor will start to go
back and forth between the
panels.
Move the cursor when it
points to the layer you want
to move to.
Let's try it.
End by pressing the Start
button.
Change the cursor speed
with Option 3
'Cursor speed on mult. heights'.
If the option is set at Stop,
move the cursor by pressing
the Start button.
Here are 2 more controls
that relate to AT order.
Move the cursor to the AT
unit, press the button
on a panel with no units.
Hold the Start button down,
the cursor will set on
units in AT order.
This'll come in handy when
you need to check the AT
unit.
However, this operation won't
work when using the Start button
to move between the layers.
Line the cursor to the unit
and press the button.
The Unit menu will appear.
[ Move
Act
Wait
Status
Auto-battle]
Line the free cursor on a
unit,
press the X button and *
the unit's movable range
will appear.
That's it for battlefield
cursor movements.
These are the basics.
That's all.
[Battle->2. Battle Flow]
May I begin my lecture?
The topic is 'Battle'. I'll
explain everything from start
to finish.
First, select and place units
that will join the battle.
The number of units allowable
depends on the battle, but 5
is the maximum.
Sometimes you'll need
to form two teams for one
battle.
If you keep on using the same
units, your party won't be
well-balanced.
Select units after checking
their growth and skills.
There are some units you
didn't select, but appear
anyhow.
These units are called
'Guest Units'.
These units have their own
ideas and move and fight by
independently.
After you've selected your
units, you'll appear on the
field.
Before the battle starts,
the 'Winning Cond.'
will appear.
For example.
[ Conditions for Winning
Defeat all enemies!
Conditions for Winning
Save Chocobo!]
These and other Victory
Conditions will appear in the
beginning.
Generally, you win by killing
all your enemies. But, some
are unique.
The battle begins, and one
unit will move and act at a
time.
The order in which the
unit moves and acts is
called AT (Active Turn).
AT occurs when CT (Charge
Time) reaches 100.
The charge speed depends on
the unit's parameter 'Speed'.
The AT unit will carry out
the move and act commands
and attack enemies.
Let's take a look at the AT
Unit Menu.
[>>
Move
Act
Wait
Status
Auto-battle]
'Move' 'Act' 'Wait' are
the commands available for
AT.
During your AT, you may
make one 'Move' and one 'Act'.
Your AT will be completed if
you perform both of them.
'Wait' completes AT
without performing one of
the two.
Let's take a look at the
other commands.
'Status' checks the unit's
present condition.
A detailed status will
appear.
'Auto Battle' puts the
unit on its own.
Once a unit's set on Auto-
Battle, it'll automatically
act each AT until canceled.
[>>
Manual
Fight for life
Protect allies
Save fading life
Run like a rabbit]
Select from the 4 fighting
methods and the unit will
perform accordingly.
'Fight to Death' attacks
target regardless of the danger.
'Support Ally' helps
target ally regardless
of the danger.
'Run for Life' avoids
battles while recovering HP
and moves to safer areas.
Set a target for 'Fight to
Death' and 'Support Ally'.
Once you set Auto Battle,
the rest is automatic.
To cancel Auto Battle,
select 'Manual' in the 'Auto
Battle' command.
But, since the Menu won't
appear during a unit's AT
in Auto Battle,
you'll need to reset during
another unit's AT or when
you intervene.
'Status' and 'Auto Battle'
can be done on non-AT units.
Menus and cursors will not
appear when either an enemy
or Auto Battle unit is in AT.
Intervene and open the unit
Menu by pressing the button.
If the next AT's an enemy or
Auto Battle unit,
it will stop the battle at
the next AT unit.
Now, none of the units can
set. *
To resume, select 'End',
if AT unit isn't an Auto
Battle unit from your party.
The 'End' command is at the
end of the unit's Menu.
That's a brief explanation
on unit commands.
To sum up, select either 'Move',
'Act' or 'Wait' at AT and check
unit's condition with 'Status'.
Depending on the situation,
select 'Auto Battle'.
When you've stopped the battle,
resume by selecting 'End'.
Perform these commands and
advance into the battle.
Alright, now for Game Over.
Units die when HP reaches 0.
[ Specify the point to move with
the cursor. Press the button
to select.]
[ Are you sure you want to move here?
>> Yes
No]
[>> Act
>> Attack
Battle Skill]
[ Specify the target with the cursor.
Press the button to select.]
[ Executing action.
OK?
>> Execute
Quit]
[>> Wait]
[ Specify the direction with
the Directional buttons.
Press the button to select.]
If you don't recover a unit
and leave it there, its body
will disappear.
After that, a treasure box
with an Item or spirit crystal
will replace it.
[>> Wait]
Once a body disappears,
it'll never return to life.
Recover ally units soon
after they die.
If everyone in your party
dies, the game is over.
Watch your remaining HP
and avoid dying.
Have units in the battle
that can restore life.
Kill all your enemies and
you'll meet the Winning
Cond. and end the battle.
That's all you need to know
about the flow of the battle
and unit Menus.
I'll see you destroy the
enemy and win the battle.
That's all.
[Battle->3. Move and Act]
May I begin?
The topic is 'Move and Act'.
The AT unit can perform
one 'Move' and one 'Act'.
Let's try these.
First, move to the panel next
to the enemy to attack.
Select 'Move'.
[ Specify the point to move with
the cursor. Press the button
to select.]
The panels surrounding the
unit will begin flashing blue.
The unit can move within the
flashing area. Select a panel.
Here's how the movable area
is determined.
The area depends on the
unit's 'Move' and *
'Jump'.
On a normal surface area,
a unit is allowed to move
the value of 'Move'.
So if 'Move' is 4, then the
unit can move 4 panels.
For areas with a height
difference, the unit can jump
vertically the value of 'Jump'.
It can also jump horizontally
at half the 'Jump' value.
If 'Jump' is 3, it can jump
3 vertically, and across 1
panel.
Heights are figured by the
edge closest to the panel.
Alright, let's move on...
Select your destination
once the area starts flashing.
If you select allied Chocobo
as your destination, you can
ride it.
[ Ride the Chocobo.
OK?
>> Yes
No]
[ Are you sure you want to move here?
Yes
>> No]
Next, move right next to the
enemy. Select the panel right
in front of them.
[ Are you sure you want to move here?
>> Yes
No]
You can only move once per
AT. Then 'Move' becomes dark
and is no longer an option.
Now attack the enemy
with a weapon.
Select 'Attack' under *
'Act' to attack with a
weapon.
Try it. Select
'Attack' under 'Act'.
[>> Act
>> Attack]
[ Specify the target with the cursor.
Press the button to select.]
The panels surrounding the
unit start flashing in red.
The red flashing area is
the attack area and a target
is selected from here.
Let's explain a bit
about the attack area.
The attack area depends on
the type of weapon and the
Ability.
When using a sword, the 4
panels around the target are
the attack areas.
For a bow, the attack area
includes farther panels.
Generally, for spells, the
attack area is a large area
around you.
Alright, select a target.
Press the button.
Under the target are flashing
yellow-green panels.
Yellow-green panels are the
effect area. Attacks come into
effect area.
The effect area will change
with the weapon equipped and
the Ability.
Generally, the effect area
for weapons is one panel.
Spells effect a larger area.
The status of the two appear
on the bottom of the screen.
On the left is the attacking
unit, on the right the target.
The top part of the attacking
unit's status (where AT order,
Lv., Exp. is usually shown)
is the expected effect.
The HP is the expected
damage and to the right is
the attack success %.
Check the expected
effect before you
attack.
If it's a spell causing
abnormal status, the name
and success % will appear.
Also, if the target has a
Reaction Ability set,
the Reaction name will
appear at the bottom of
its status.
In battle, check the effects
and select the right target.
Alright, here's a few things
that will affect damage value
and the success %.
They are Brave, Faith and
Zodiac sign compatibility.
Brave affects the power of
unarmed attacks and the
reaction performing %.
Faith effects the damage
and success % by spells.
If Faith is high, the power
of Fire2 increases,
and the success rate of
Raise increases.
The compatibility of signs
affect the amount of damage
and the success %.
The more compatible,
the greater the damage.
And the more you get from
recovery spells.
The less compatible you are,
the smaller the damage and the
lower the success rate of spells.
So, Faith, Brave and
compatibility are factors of
expected effect.
Now, back to target setting.
Set target when you've checked
the effect area and expected
effect.
Confirm with the button.
[ Executing action.
OK?
>> Execute]
[>> Wait]
[ Specify the direction with
the Directional buttons.
Press the button to select.]
Weapon attack's been done.
You'll earn Exp. and Jp
if you succeed.
AT automatically ends after
Move and Act.
After AT, select a direction.
Direction effects the evade
% when getting attacked.
Face the enemy often.
That's it for Move and Act.
Repeat this over and over
and destroy the enemy.
Remember these basics...
That's all.
[Battle->4. Charge Time Battle]
May I begin?
The topic is 'Charge Time
Battle' which controls the
flow of the battle.
The battle progresses as
fighters perform their Moves
and Acts.
We call their Moves and Acts
order AT (Active Turn).
AT order is determined
by a rule.
That rule is called 'Charge
Time Battle' (CTB).
Under CTB, AT comes around
after a charge is completed.
See whether the charge's been
completed by looking at the
CT (Charge Time) gauge.
The CT gauge appears under
HP-MP in the status.
The item on the bottom left
side of status is CT.
It's AT when the gauge is
charged and reaches 100.
AT lets you Move and Act.
CT charge is done on every
unit with the same timing.
But the charge amounts
differ one to another.
Since charge amounts
differ, AT order's not
uniform.
Let me explain about CT.
[>> Status]
This is the Status Detail
for the unit.
Refer to the left side of
the panel in the middle.
See 'Speed' in the lower part?
The charge amount is based
on Speed, and CT is charged
by Speed value.
Which means it's faster to
finish charging if your Speed
value is high.
Speed represents the unit's
'quickness'.
Here's an example.
The Speed for this unit is 9.
This one is 6.
Let's see what happens
to their CT.
Ninja Wizard
000 000
009 006
018 012
027 018
036 024
045 030
054 036
063 042
072 048
081 054
090 060
099 066
108 072
As you can see, the unit
with Speed 9 turns into AT
faster than the other.
During battle, you won't see
the counter.
Which means there's no
waiting time for the next
AT unit.
That's all for CT charge.
The charge amount increases
with Speed value. Once it
reaches 100, then it's AT.
Remember higher Speed, means
it's quicker.
And that's CT, a tool that
determines AT order.
However, it's a hassle to
check CT each time you want to
know AT order.
So this's an easier way
to check AT order.
Look at the status at the
bottom of the screen.
The number on the left of
the / is AT order.
The right is the total
number of the units on the
field.
Line the cursor to the unit,
and you can see the expected
AT order at that time.
By 'expected' I mean the CT
charge occurs irregularly at
times.
Like when 'Wait' is selected.
'Wait' is for when you decide
not to either Move or Act, or
both and ends AT.
Normally when AT ends,
charging for the next AT
begins. *
But when you end AT with
'Wait', the charge begins
from 40 or 20.
If you 'Wait' neither
Moving or Acting, charging
begins from 40.
If you 'Wait' after either
Move or Act, charging begins
from 20.
Which means it's shorter
until the next AT.
That's why the AT order is
'expected'.
Controlling the AT order by
'Wait' for a better situation
can be a good strategy.
The Speed value charges the
CT.
Which means that the *
greater the Speed value,
the faster you are.
Remember this and you should
create a good situation.
That's it.
[Battle->5. Magic]
May I begin?
The topic is 'How to Cast
Spells'.
Like units, spells have a
Charge Time from the casting
to their actual execution.
Speed also exists in spells.
It'll work only after the
charge has been completed.
Spell charges begin after the
units casts it.
If the unit reaches AT again
while the spell it cast is
still charging,
the unit can't make a new Act.
If the unit Acts, the
spell will be cancelled.
It will continue to cast
if you Wait. However, you
will be able to Move.
Let's see how it works.
Select 'Act' from the Menu
of the AT unit.
[>>
Attack
Black Magic
Equip Change]
Select 'Black Magic'.
[>>
Ability Ref. Mp Turn
------------------------------------
Fire 06 02
Fire 2 12 02
Bolt 06 02
Ice 06 02]
These are the black
magic available.
The spells with the mark
under 'Ref' can be reflected
with Reflect.
'MP' is the MP amount
necessary to cast it.
'Turn' is the execution
timing.
Spells requires time from
the casting to the execution.
Watch the execution timing
by checking 'Turn'.
For the details, use the
Left-Right Directional buttons.
Line the cursor to the spell
you want to check the timing
on, press the Directional buttons.
[Turn
----------------
01 Radcliff
02 Fire (Willy)
03 Willy
04 Radcliff
...
33 Willy
34 Radcliff]
There's the AT order.
The spell name and the
unit's name is flashing
in order.
This is the same chart
you'll find under 'Active
Turn'
in the Environment Menu
by pressing the button.
Return to spell selection
with the X button.
Cast the spell on the very
top.
[ Specify the target with the cursor.
Press the button to select.]
The panels in red are the
'Firing Range'.
You can select the target
within the Firing Range.
Target means the target of
the Ability.
They're units or panels
that will either be attacked
or recovered.
Right now, it's the target of
a spell. Select a place with a
unit as the target.
The panels in yellow-green
around the target are the
'Effect Area'.
This is the area where the
spell happens.
Units in this area absorb
the effects of Abilities.
So, it's an area where you'll
do damage with spells.
Here, enemies and allies
flash in different colors.
Allies also incur damage if
they're in the effect area
of the spell.
Be sure that your allies
aren't in the area by checking
the flashing colors.
You can set this flashing
option ON or OFF at Option
'10 Target flashing'.
Confirm the effect area by
pressing the button again.
[menu (see below)]
We need to set the target on
either a unit or panel.
If you choose 'Unit' as the
target, the effect area will
move along with the unit
if it moves during the spell
charge.
If you choose 'Panel', the spell
will be executed even if there's
nobody in the effect area.
It'll show the expected effect
like with 'Unit'.
Know the situation before
using it.
Let's choose 'Unit' for
now.
[ Set for Ability after charge-up.
Select either a unit or panel
for the target.
>> Unit
Panel
Quit]
[>> Wait]
[ Fire]
You can only cast one spell
at a time.
If you Act while casting,
the spell will be canceled.
That's all for 'How to Cast
Spells'.
In summary, spells have CT
and Speed, just like units.
It's best to check the
execution timing of the
spell
and its effectiveness
before casting a spell.
Select a target within
the Firing Range
and the spell effect will
extend throughout the
Effect Area.
Select either a unit or
panel as the target.
If you select a unit, the
Effect Area will move along
with the unit.
It'll cast the spell even
if there are no units in the
Effect Area.
But the spell will not show
any effects.
Keep these things in mind
and use the spells effectively.
That's all.
[Battle->6. Abnormal Status]
The topic is 'Abnormal Status'.
You can check a unit's
abnormality by it's color,
balloon and status command.
[Squire >> Status
Float]
You can check all status
effects by looking at the
status screen.
Abnormal Status are the
various conditions a unit
incurs during the battle.
There are 4 types:
preparation, support,
injured and stamina status. *
Let me start out with
preparation status.
The preparation status
shows the condition
where the unit's preparing
for execution of an Ability.
[Below (Tip 23) "support"="help", "injured"="obstacle", "stamina"="injured"]
[Wizard >> Act >> Black Magic >> Fire]
[Wizard >> Status
Charging]
Preparation effects include
'Charging', 'Performing' and
'Defending'.
These effects last until the
next AT or when an ability
triggers.
[ Fire]
This canceled 'Charging'.
Now Support Status.
Support Status are those from
protection or spell effects.
Examples of these include
HP regeneration or speed
increases.
[Priest >> Act >> White Magic >> Protect (target Oracle)]
[ Protect]
[Oracle >> Status
Protect]
With 'Protect', endurance
against physical attacks
increases.
It decreases the damage you
get from weapon attacks.
There are other Support
Status besides this one.
Support Status can be
canceled by the Oracle
spell 'Dispel'.
Alright, the next one is
Injured Status.
Injured Status is when a
unit receives unfavorable
spells and effects.
It will act strangely,
confused, it can't Move or Act
or gradually loses HP.
[Oracle(2) >> Act >> Yin Yang Magic >> Blind (target Oracle)]
[ Blind]
[Oracle >> Status
Darkness Protect]
For example, 'Darkness' status
obscures your vision, decreasing the
success rate of physical attacks.
There are other Injured
Status besides this one.
You should cancel this
status if you think the
handicap is too great.
To cancel, use Item 'Remedy'
or White magic 'Esuna'.
[Priest >> White Magic >> Esuna (target Oracle)]
[ Esuna]
[Oracle >> Status
Protect]
'Esuna' and 'Remedy' don't
cure all the Injured Status.
And they're not the only way
to cancel.
For example, 'Stone' can also
be canceled with 'Soft',
but 'Undead'
can only be cured with
Item 'Holy Water'.
Refer to On-Line Help for
details.
The last is Stamina Status.
Stamina Status includes
'Terminal' which is when you
incur mortal damage,
and 'Dead' when all HP
is gone.
[Knight(F) >> Act >> Attack (target male Knight with HP=1)]
[Male Knight HP=0]
'Terminal' is cured by
restoring HP with White Magic
'Cure' and Item 'Potion'.
'Dead' is cured with White
Magic 'Raise' and Item
'Phoenix Down'. *
[Priest >> Act >> White Magic >> Raise (target male Knight)]
[Salome
Spirits of life, return
us! Raise!]
There are no major
disadvantages for Terminal,
but being dead essentially
removes the unit from the
game.
So remember to include a
unit in your party
who has restorative
Abilities set.
If you have a dead unit
alone, it's body will
disappear.
All that will be left is
either a treasure box with
an Item or a crystal.
Once the body disappears,
that unit can never return.
Pick up treasure boxes and
crystals by moving to those
panels.
The Item in the treasure
boxes become yours.
Like crystals, they
usually recover HP or MP.
Rarely you will be able to
inherit the Abilities the
unit had.
This is called an 'Inherit
Crystal'. Once inherited
the Abilities become yours.
That's it for Abnormal Status.
Keep a Chemist and White Mage
in your party,
and avoid leaving units
unprotected.
That's all.
[Battle->7. Online Help]
May I begin?
This is an overview
on 'On-Line Help'.
During battle, if you
want to know the meaning
of a command,
the effects of Abilities,
or target range, line up
cursor to the item
and press the Select button.
["Act" - Help]
[Abilities such as Attacks and Recovery appear
in the Sub Menu. One "Act" Ability may be
used per AT.]
A Help Message just like
this one will appear.
Help Messages correspond
to various parts.
If you find something you
don't understand, press
the Select button.
There should be some sort
of information to help you.
Let's look at the effects
of spells.
[Act >> White Magic >> Cure 3 - Help]
[White magic cures physical injures and restores HP.
Range:4 Effect:2,Vertical 2 MP:16 SP:15
Calc]
As you can see, by pressing
the Select button when using
an Ability,
you can check its effects
and range.
These are the abbreviations
used in the Help Messages.
Range is target range area,
Effect is effected area, MP is
consumed MP, SP is Speed,
means it reflects
with the Ability Reflect,
Calculate means that it's
a spell that can be cast by
math.
Cancel means stopping of
Abnormal Status, while Add
means it will occur.
You will also see the word
'Vertical' on the range and
effect area.
This value describes the
vertical area the effect *
surrounding the target.
Access Help for spells and
try them. Cancel by pressing
the Start button.
[Let's look at the Help for other available spells.]
[Cure/Cure 2
White magic cures physical injures and restores HP.
Range:4 Effect:2,Vertical 1 MP:6/10 SP:25/20
Calc]
[Cure 4
Range:4 Effect:2,Vertical 3 MP:20 SP:10]
[Raise/Raise 2
White Magic revives dead units from abyss.
Range:4 Effect:1 MP:10/20 SP:25/10 Calc
Cancel:Dead]
[Reraise
Divine protection once cast, will raise units
automatically upon death.
Range:3 Effect:1 MP:16 SP:15 Calc
Add:Reraise]
[Regen
White magic restores a unit by gradually
replenishing its HP.
Range:3 Effect:2,Vertical 0 MP:8 SP:25
Calc Add:Regen]
[Protect
White magic protects units from physical attacks by
covering them with invisible armor.
Range:3 Effect:2,Vertical 0 MP:6 SP:25
Calc Add:Protect]
[Protect 2
Range:3 Effect:2,Vertical 3 MP:24 SP:15
Add:Protect]
[Shell
White magic protects units from magic attacks by
covering them with an invisible magic veil.
Range:3 Effect:2,Vertical 0 MP:6 SP:25
Calc Add:Shell]
[Shell 2
Range:3 Effect:2,Vertical 3 MP:20 SP:15
Add:Shell]
[Wall
White magic protects units from physical and magic
attacks by covering them with an invisible barrier.
Range:3 Effect:1 MP:24 SP:25 Calc
Add:Protect,Shell]
[Esuna
White magic cancels abnormal status with its
purifying light.
Range:3 Effect:2,Vertical 2 MP:18 SP:34
Calc
Cancel:Petrify,Darkness,Confusion,Silence,Berserk
Frog,Poison,Sleep,Don't Move,Don't Act]
[Holy
White magic attacks by enveloping enemy within
a holy light.
Range:5 Effect:1 MP:56 SP:17
Calc Holy elemental]
Help is useful for checking
the effects of Abilities and
Status during battles.
Remember, press the Select
button
whenever you find something
you don't understand.
That's all.
[Battle->8. Option Setup]
May I begin?
The topic is how to set
'Options'.
'Option' is a command used
to set the environment to
your preference.
You can select 'Option' on
both the World Map and the
battlefield.
On the battlefield, select it
from the Menu by pressing the
button in the free-cursor.
First, switch to free-cursor
by closing the unit command
with the X button.
Free-cursor is where you can
move the cursor freely with
the Directional buttons.
Access the Menu with the
button and select 'Option'.
[ AT
Unit List
>> Option]
This is the Option Setting
screen. Let's start from the
top.
You can set cursor movement
with '1 Cursor movement'.
[>>
A type
B type]
Type A lets the cursor move
upward-right by pressing the
Up Directional button.
Type B lets the cursor move
upward-left by pressing the
Up Directional button.
'2 Cursor repeat speed' lets you
set the speed of the cursor's
continuous movement on the field.
[>>
Fast
Regular
Slow]
'3 Cursor speed on mult. heights'
lets you set the cursor's moving
cycle...
at places like the bridge,
where there are layers.
[>>
Fast
Regular
Slow
Stop]
If you select 'Stop', you'll
have to push the Start button,
to get it moving.
'4 Finger cursor repeat speed'
lets you set the speed of the Menu
cursor when it moves continuously.
[>>
Fastest
Faster
Fast
Regular
Slow
Slower
Slowest]
'5 Message display speed' lets you
set the speed of the dialog and
warning messages.
[>>
Fast
Regular
Slow]
'6 Navigation message' lets you set
whether you want operational expla-
nation message displayed or not.
[>>
ON
OFF]
'7 Show Ability name' lets you set
whether you want the spell names
displayed...
at the time of their execution.
[>>
ON
OFF]
'8 Show effect message' lets you
set whether you want the effects of
the move to be displayed or not.
[>>
ON
OFF]
'9 Show Exp and Jp gained' lets
you set whether you want Exp and Jp
to be displayed or not when gained.
[>>
ON
OFF]
'10 Target flashing' lets you set
whether you want enemies and allies
to flash different colors...
when setting a target.
[>>
ON
OFF]
'11 Show unequippable item by Job'
lets you set whether you want to
see all the Items,
including ones the Job can't
equip when changing equipment.
[>>
ON
OFF]
'12 Max equip at Job change' you
set whether you want the strongest
equipment set automatically
when changing Jobs and Abilities.
[>>
ON
OFF]
'13 Sound' lets you set the
music and sound effects in
Monaural, Stereo or Wide.
[>>
Mono
Stereo
Wide]
'14 Return to Default' lets
you return all settings to
the first setting.
[>>
Customize
Initialize]
That's all for Options.
Find the settings you feel most
comfortable with and enjoy playing
in that environment.
That is all.
[Tips->]
1. Compatibility
2. Compatibility List
3. Charge Time
4. Confirm AT Order
5. Magic Turn
6. Firing Range
7. Effect Range
8. Move -> Act
9. Effect Forecast
10. Target Setup
11. Combo Magic
12. Geomancy
13. Main Item Ability
14. Bow/Gun/Item Toss
15. Jump Rules
16. Waterlands
17. Reflection Target
18. Trap
19. Buried Item
20. Wardead's Item
21. Faith
22. Brave
23. Abnormal Status
24. Death Countdown
25. Attribute
26. Outfit
27. Job Change
28. Merit Ability
29. Jp Acquisition
30. Ability Types
31. Setting Ability
32. Cause a Reaction
33. Avoidance %
34. Ability Help
35. Item Help
36. Egg
37. Bar
38. Shop
39. Soldier Enlistment *
40. Fur Shop
41. button Control
[Tips->1. Compatibility]
All living beings have a sign based on their birthdates.
There is compatibility between humans and monsters
according to their given signs. Below is an example.
Arrange the signs in a circle. If the signs are
connected with a line forming a square, the top two
signs of the square aren't compatible.
This is an example of an incompatible relation.
[---> Icons to text --->]
Pisces Aries
Aquarius <---------> Taurus
Capricorn | | Gemini
Sagittarius | | Cancer
Scorpion <---------> Leo
Libra Virgo
When the signs are arranged in a circle, if the signs
can be connected in an equilateral triangle, all three
signs are compatible.
This is an example of a compatible relation.
Pisces Aries
Aquarius<------ Taurus
Capricorn \ /-----> Gemini
Sagittarius \ / Cancer
Scorpion \/ Leo
Libra Virgo
Signs that face each other are very incompatible if
they're the same sex but compatible if they're the
opposite sex. Monsters are different from humans of
either sex, monsters are unisex.
Here's an extreme compatibility.
Pisces Aries
Aquarius <-- Taurus
Capricorn \___ Gemini
Sagittarius \ Cancer
Scorpion --> Leo
Libra Virgo
As you can see, compatibilities are determined by the
arrangement of the signs.
Compatibility affects effect values like the damage
value and effect probabilities like the success % of magic
usage.
For example, when attacking with a weapon, if the
two are compatible, the damage value increases by
1/4, and if very compatible, it increases by 1/2.
On the other hand, if the two are incompatible, the
damage value decreases by 1/4, and 1/2 if very
incompatible.
[Tips->2. Compatibility List]
A T G C L V L S S C A P
Aries x 0 ? 0 x
Taurus x 0 ? 0 x
Gemini x 0 ? 0 x
Cancer x 0 ? 0
Leo x 0 ?
Virgo 0 x x 0 ?
Libra ? 0 x x 0
Scorpion ? 0 x x 0
Sagittarius 0 ? 0 x x
Capricorn x 0 ? 0 x
Aquarius x 0 ? 0 x
Pisces x 0 ? 0 x
A T G C L V L S S C A P
0: Good x: Bad
?: Worst(same), Best(opp.)
( button and Directional buttons up to backscroll)
Monsters are different from humans of either sex,
monsters are unisex.
[Tips->3. Charge Time]
Battles are in the "Charge Time battle" format.
A unit needs 100 CT (Charge Time) counter to get
AT (Active turn) then they can move or act.
CT increases with Speed value, so the higher the
Speed value, the faster AT comes.
One can quickly use weapon attacks by selecting
"Attack", but abilities like magic require some time to
execute. It's because there's a separate CT for magic,
so when a unit's AT ends, the magic CT counter
starts toward 100, the magic is cast.
Magic CT increases with Speed value relative to each
magic.
[Tips->4. Confirm AT Order]
AT (Active turn) order is the order in which each
unit can move or act.
Often, you must verify AT order to proceed with a
strategy in battle.
Here are several ways to verify the AT order.
- When you set the cursor on a unit, you can verify
the number on the top left corner of the status,
shown on the bottom left of the screen.
- When selecting an ability, move the Directional button
right or left to see the details of the execution
timing. Then verify the 'Turn' order including magic
execution timing.
- When selecting "Active turn" in the environment
command (close all menus and press the button to
display), you can verify the 'Turn' order including
magic execution timing. Also, place the cursor and
press the button in order to check the unit and
target locations.
- Select "Unit list" in the environment command (close
all menus and press the button to display) and
arrange according to AT order.
- When there are no menus displayed on the field, the
cursor will be set by AT order by pressing the Start
button each time.
[Tips->5. Magic Turn]
When trying to use magic with CT, the last option
after the 3 options, Ability (Ability name), Ref
(Reflect), MP (Used MP), is 'Turn'. 'Turn' refers to
the AT order and shows the order when the magic is
executed. 'Turn' value changes depending on the timing
of the spell.
If there's only one person to become AT before charge
up of the magic ends, '2' is displayed under 'Turn'.
Similarly, if there are 2 to become AT, '3' is
displayed.
To view detailed Active turn order (which unit will
become AT before execution), press the Directional
button Right/Left when selecting a magic. The AT
order table will appear.
[Tips->6. Firing Range]
'Firing range' is the panel displayed around the unit in
action when setting the target. The firing range is the
range one can target, and it depends on weapons and
abilities.
Standard weapons have a range of 1, but some have 2.
Spears are 2 and crossbows are 4. You may verify the
range by viewing online help for weapons and abilities.
Under 'Firing range' in online help, 'oneself' is one of *
the selections.
This refers to a target that's fixed to the panel of
the active unit.
Also, if there's an added remark after the range, like
'Vertical 2', it means that there's also a vertical limit
on a firing range. So, the panel of the unit in action has
a firing range of up to height 2.
[Tips->7. Effect Range]
Effect range is a panel displayed in light green before
one selects a target and refers to the effective range
of attacks and abilities.
For example, white magic 'Cure' has an effect range
of 2, it's effective on the unit (or panel) specified on
the 4 panels around it.
Weapons only have an effect range of 1. Abilities have
various ranges, which you may verify by seeing online
help. If there's an added remark at the effect range
like 'Vertical 1', it means the effect range includes 1
height above the specified panel.
Some Abilities aren't effective on all panels within the
range, but only on random panels within it.
[Tips->8. Move -> Act]
When AT (Active turn) comes, you can move and act
one time each.
When you move first and then act, you must consider
the firing range before moving. Otherwise, after moving,
your attack may be out of range. Once you select to
move, you can't cancel.
[Tips->9. Effect Forecast]
Expected effect is the expected damage value and the
success % of the effect, displayed on the bottom of the
screen when checking the effect range.
In the expected effect shows values for abilities that
after the parameter like HP damage.
- Expected damage or expected recovery
- Success %
The following values are displayed for abilities that add
or cancel status abnormalities.
- Added or cancelled abnormal status
- Success %
If there's more than one status abnormalities, only one
will be displayed.
Before setting the effect range, study the expected
effect to select the best way.
Either way, the success % is determined by considering
the evade % of the target, C-EV, S-EV, and A-EV.
(When physically attacking, if the target has a 'Weapon
guard', weapon evade % is also considered).
However, abilities to add or cancel status abnormalities,
depends on an individual success %, not only by an evade
parameter. Also, when the target's unit has a reaction
ability setup, the reaction ability name will be shown
below the enemy's status.
[Tips->10. Target Setup]
Abilities with CT like magic, must set on a unit or a
panel.
Unit ... Fix the target on a unit.
If the target moves while charging, the effect
range moves with it.
Panel... Fix the target on a panel.
When executed, the unit may not be within the
effect range.
[Tips->11. Combo Magic]
Calculators use magic by determining the target using
math based on the unit's parameter. Following are their
characteristics.
1. To use math, you must know at least 2 abilities, one
from 'CT, 'Level', 'Exp' or 'Height', and one from
the math skills, '5', '4', '3', or 'Prime numbers'.
2. Find the math target by selecting the parameter and
the math skill (divisor, etc.). *
3. White magic, black magic, time magic and yin yang
magic are available.
4. You can use magic without casting a spell
(i.e. without charging up).
5. Doesn't consume MP.
6. Can't be reflected back.
For example, if you specify 'Level' as the parameter,
'5' for the math skill, and black magic 'Fire', it will
become 'Level 5 Fire'. The unit who's level is multiple
of 5 will be the target and the 'Fire' will be executed.
The four math skills are '3', '4', '5' and
'Prime numbers'. '3', '4', '5' represents the divisors
of the parameter. For example, math skill '3' targets
units with parameter values 3, 6, 9, 12, 15, etc.
'Prime numbers' targets units with parameter values
which are prime numbers. A prime number is greater
than 1 and only divisible by 1 and itself.
Listed below are the prime numbers that are less
than 100.
2 3 5 7 11 13 17 19 23 29 31 37
41 43 47 53 59 61 67 71 73 83 89 97
[Tips->12. Geomancy]
Geomancer has an ability called 'Nature magic' to attack *
utilizing the mysterious geographical power.
Thus, their ability is determined by the ground-type on
which the targeted unit is standing.
Before using the 'Nature magic', you may verify which
ability will be executed by viewing the online help on the
unit's ground-type.
[Tips->13. Main Item Ability]
There are some action abilities that can't be used
without possessing particular items.
Chemist's 'Item', Ninja's 'Throw', and Samurai's
'Draw out'.
Apart from learning these, you must have the
corresponding items.
For example, 'Potion' can't be used without possessing
potions.
And each time you use the abilities 'Item' and
'Throw', those items will decrease.
When you use the ability 'Draw out', the item you
possess may break.
[Tips->14. Bow/Gun/Item Toss]
When attacking with bows, crossbows and guns, if
there's an obstacle on the path before the target, like
a wall or another unit, the arrow or bullet will hit it
and not reach the target.
If the expected effect is 0, it will hit an obstacle
before reaching the target.
This happens also when using 'Item toss' (Chemist's
standard ability) to throw an item.
[Tips->15. Jump Rules]
'Jump' is a parameter that displays jumping power.
The 'Jump' value shows how high (h) you can jump.
Also you can jump over a gap which is half the distance
of the 'Jump' value.
However, when jumping horizontally, the height of the
panel edge to jump off (not the height of the panel)
must be the same height or higher than the panel edge
you're landing on.
So, if the height is 4.5h and the panel you jump off
has a slope of 1h (the panel edge is 4h), you can jump
to the next panel which is 4h. However when the height
is 4.5h, you can't jump over a gap on a panel with an
edge height of 5h. You must jump down to the bottom
of the gap and then jump vertically up to the panel.
The movable range is determined by the 'Jump' rules
like those mentioned above, in addition to other rules.
[Tips->16. Waterlands]
On the field, there are certain terrains, like rivers and
canals, that immerse units in water. Water-lands have
these characteristics.
- The movable distance shortens, since it's hard to walk.
- If you stop when the water depth is 2h, you can't
move. *
- There are certain monsters who can't go in the
water.
[Tips->17. Reflection Target]
When the unit is in abnormal status, 'reflect', the unit
will reflect off casted spells.
The spell is reflected off symmetrically from the unit
with the 'reflect' status.
The following is an example.
The spell casted from 'M'
- - - - E - - - - to the target 'X' with an *
- - - - - - - - - effect range of 2.
- - - - - - E - - 'R' is the unit with the
- - - R X - - - - 'reflect' status and 'E' is
- - - - R - - - - where spell is reflected to,
- - - - - - - - - thus becoming panels which
- - M - - - - - - the magic affects.
[Tips->18. Trap]
In the battlefield, there are some panels with hidden
'Traps'. If you move to a panel with a trap, you will
be damaged by the following effects.
- Stainless needle... HP damage
- Sleeping gas ... 'Sleep'
- Death trap ... 'Death sentence'
- Degenerator ... level down (Lv. -1)
[Tips->19. Buried Item]
In battle, there are panels with hidden 'Traps'.
They're usually set up to protect the items buried
underneath.
If you set the Chemist's move ability 'Move-Find
Item', you can avoid traps and find buried items.
Once an item is found under the panel, only the trap is
left.
[Tips->20. Wardead's Item]
Once a unit dies, a countdown will start before the
body disappears. Unless the dead unit is recovered
before the battle ends, the body will vanish and can
never be brought back. If the dead unit crystalizes, *
the equipped items will be collected.
If the dead unit becomes a treasure chest, the items
aren't collected automatically. Instead, one of the
equipped items is in a treasure chest.
[Tips->21. Faith]
'Faith' is a parameter that shows faith in God.
High 'Faith' value is able to comprehend strange
phenomenon that can't be explained by humans.
Hence, the 'Faith' value affects the success % and
the power of magic.
1. Affects recovery magic power.
2. Affects attack magic power.
3. Affects the success % of magic to cancel abnormal
status.
4. Affects the success % of magic to cause abnormal
status.
Also, if the 'Faith' gets too high and the unit gets too
religious, it will quit the battle and shun the party.
[Tips->22. Brave]
'Brave' is a parameter that shows the courage to
face difficulty without fear. The 'Brave' level affects
the following.
1. Executing reaction abilities.
2. Attack power of bare hands or some of the weapons.
Besides, if the 'Brave' level too low and the
unit lose bravery, the unit will quit the battle and shun
the party.
[Tips->23. Abnormal Status]
There're 4 kinds of abnormal status.
1. Prepare status (depends on action)
2. Help status (works favorably)
3. Obstacle status (works unfavorably)
4. Injured status (Due to HP loss)
5. Others (Can be favorable or unfavorable) *
Here's a brief explanation.
1. PREPARE STATUS
Charging: Prepare to execute an ability. eg. casting a
spell.
Performing: Continue to perform until the next AT.
Defending: Take a defensive stance.
Select 'Defend' under 'Action'.
2. HELP STATUS
Float: Float to move.
Reraise: Auto-recovery when dead.
Transparent: Move without noticed.
Regen: Gradually restore HP.
Protect: Power-up physical defense.
Shell: Power-up magic defense.
Haste: Become quicker.
3. OBSTACLE STATUS
Sleep: Can't move/act.
Poison: Gradually decrease HP.
Darkness: More attack misses.
Oil: Become weak to fire elemental.
Petrify: Can't move/act.
Confusion: Make incoherent actions.
Silence: Can't use magic.
Frog: Action's limited. Weak.
Slow: Become slower.
Stop: Can't move/act.
Don't Move: Can't move.
Don't Act: Can't act.
Death sentence: Dead when counter become zero.
Blood suck: Become a vampire.
Undead: Can't restore HP in the usual manner.
Chicken: Run around.
Charm: Get confused and think the ally as an enemy.
Invitation: Enemy lured to be an ally.
4. INJURED STATUS
Critical: HP is extremely low.
Dead: Counting until body vanishes.
5. OTHERS
Berserk: High attack power, but automatic.
Innocent: Low faith, so magic power weakens in
both using and receiving.
Faith: High faith, so magic power strengthens in
both using and receiving.
Reflect: Reflects magic.
Reflect attack and restore magic.
For details on how to cause and cancel abnormal
status, refer to the online help on abilities, items,
and abnormal status.
[Tips->24. Death Countdown]
When a unit is dead, the counter will start tickling and
when it hits zero, the body vanishes and becomes a
crystal or a treasure chest. Once the body vanishes,
there's no way to revive it. Use the item 'Phoenix
Down' or white magic 'Revive' to revive. Countdown speed *
depends on the unit's 'Speed' value.
[Tips->25. Attribute]
An elemental is a trait determined by the elements that
compose all things in nature and the order and chaos of
holy darkness.
There're 8 elementals combining elements and holy
darkness: fire, lightning, ice, wind, earth, water, holy,
darkness.
Not everything has an elemental, however, there are
certain items and units that have special effects
depending on elementals.
Here's some of the effects.
Half:
Elemental's effect decreased by half. *
Absorb:
Absorbs the elemental effect.
For example, if a unit with 'ice absorb' is attacked by
an ice elemental 'Blizzard', unit's HP is restored.
Cancel:
Nullifies elemental effect.
If a unit with 'lightning cancel' is attacked by the
lightning magic 'Thunder', it won't be harmed.
Weakness:
Elemental's effect increases. If a unit with 'fire
weakness' is attacked by the fire magic 'Fire', the
damage is worse than usual.
Strengthen:
Elemental's effect is strengthened.
When you use elemental magic, the damage gets worse.
[Tips->26. Outfit]
The equipped arms, item types and their effects are *
explained below.
- Right hand/Left hand
Equip a weapon. Weapons increase attack power.
If 'Weapon guard' is set, you can avoid physical
attacks, depending on the weapon's evade %.
Standard: Weapon in one hand
Shield equip: Weapon and shield
2-sword: Two weapons capable of 2-sword
2 hands: Equip weapon capable of being held with
both hands (Exclusive weapons are always
held with both hands) *
Shield equip capability, weapon equip methods, and
equipable weapon types differ by job and support
abilities.
- Head
Equips hats and helmets. Equipment on the head
increases HP or MP.
Types that can be equipped depend on the job and the
support ability.
If 'Equip Armor' is set, every job can equip helmets.
- Body
Equips clothes, armor, robes, etc.
Body equipment increase HP or MP.
Types that can be equipped depend on the job and the
support ability.
If 'Equip Armor' is set, every job can equip armor.
- Accessory
Equips shoes, rings, capes, etc. Some have special
effects like raising parameter values, and avoiding
abnormal status. For example, when equipping 'Battle
boots', the 'Move' parameter increases by 1.
Refer to the online help on item (push the Select
button when choosing items) to verify abilities and
equipable jobs.
[Tips->27. Job Change]
Job levels increase by fighting battles and obtaining
Jp (job points).
If the job level increases enough to satisfy a condition,
you may change to a new job.
For example, for a Chemist to be a Priest, his job
level must be at least 2.
Note that there are no conditions for changing your
job to a Squire or Chemist.
When a Squire's job level reaches 2, you can become a
Knight or Archer. If a Chemist's job level reaches 2, you can *
become a Priest or Wizard.
Find out on your own what the other conditions are for
job changes.
[Tips->28. Merit Ability]
The following jobs have these abilities from the start
without setting the support abilities.
Chemist: Throw item (Extended firing range)
Monk: Martial Arts (Unarmed attack power increases)
Mediator: Monster talk (Can talk to monsters)
Ninja: Two Swords
(Can equip weapons in both hands)
Hence, you can't set the same support abilities (they
already have them). Besides, although monsters can't
set abilities, there are ones that 'Counter' as a reaction
and have special moving abilities like 'Flying'.
[Tips->29. Jp Acquisition]
Job points are necessary in order to increase job levels
and to learn abilities.
If the total of earned Jp exceeds the 'Next' value,
the job level increases by one.
Abilities are learned according to the earned Jp.
Whenever an ability is learned, the corresponding Jp is
subtracted (not affecting the 'Total').
Jp's can be earned in the following situations.
1. Battle and win (earn Jp for that particular job).
2. A party member wins in battle
(earn Jp for the same job as the party member).
3. Take an offer at a bar
(earn Jp for jobs you take when accepting the offer).
[Tips->30. Ability Types]
There are 4 kinds of abilities.
Act: Execute acts
Reaction: React to attacks
Support: Add special abilities
Move: Moving abilities and effects
Each job can acquire its own distinctive abilities.
[Tips->31. Setting Ability]
Except for the current job's action abilities, all
learned abilities must be set to be effective.
Only one job command (entire action ability set for
each job), reaction ability, support ability, and move
ability can be set at a time.
The set procedure:
1. Earn Jp. (of the Job with the desired ability)
2. Learn an ability in exchange for Jp. (Jp decreases)
3. Set the ability.
(action abilities are job commands for each job)
[Tips->32. Cause a Reaction]
Reaction ability is immediately executed when a unit is
targeted by another unit. It allows a unit to counter,
or when in a critical condition, allows a unit to use *
Potion to restore HP. Refer to the online help for
details on the effects and the operating conditions.
[Tips->33. Avoidance %]
The following parameter shows the evade %.
Weap.Power *
Value after 'R/': Evade % of weapon in right hand
Value after 'L/': Evade % of weapon in left hand
C-EV: Evade % of each unit
S-EV: Evade % of equipped shield
A-EV: Evade % of equipped accessory (mantle)
The evade % of weapons is for physical weapon attacks
only valid when reaction ability
'Weapon guard' is set. The other evade % have
parameters for both physical attacks and magic attacks.
When you decide the hit marks for each part using the
evade %, and there's at least one attack miss, you
successed in avoid attack (attack failed: 'Miss',
'Guard').
[Tips->34. Ability Help]
There are several instances when you need to select
abilities, like when learning or using an Ability.
Access online help by pressing the Select button, and
you can verify there as ability effects. *
Some abbreviations in the help message explained below.
They are used in the action ability.
Range: 'Firing Range'. Shows range of panels unit can
target. When centered on you, you're the target.
Vertical: Term added to 'Range' or 'Effect'.
Represents height (h) of the vertical limit of
the firing range or effect range.
Effect: 'Effect range'. Shows range of affected panels
from the target (when specifying a direction
means how far it will affect).
If only targeted panel's affected, range's 1.
If it's marked 'ally', only allies within range
are affected and if marked 'enemy', only the
enemies within range are affected.
MP: Represents the used MP.
SP: 'Speed'. Magic charges by 'Speed' value before
executed, similar to unit charge-ups.
The higher the 'Speed', the faster it's executed.
: Represents any magic reflected off with the
abnormal status 'Reflect'.
Calc: Any magic that can target a unit with math skills.
Add: Added abnormal status.
Cancel: Canceled abnormal status.
[Tips->35. Item Help]
When you need to select items, like equipping or buying
an item.
Press the Select button for online help, and you can
check things like an item's efficiency.
Some abbreviations in the help message below.
Attack power: Represents the attack power of weapons.
High value means strong weapons.
Evade: Means the evade % of weapons. Displays the
probability of avoiding physical attacks with
weapons, when ability 'Weapon guard' is
set.
Physical: Physical attack values.
Magic: Magic attack values.
S-EV: Attack evade % of shields. *
A-EV: Attack evade % of accessories.
AT: Increased attack power when equipped.
Move: Increased moving ability when equipped.
Jump: Increased jump power when equipped.
Speed: Increased speed when equipped.
HP: Increased HP when equipped.
MP: Increased MP when equipped.
Range: Firing range of weapons. Used for weapons with
a range greater than 1, like spears or bows.
2-sword: Weapons that can be equipped in each hand.
Both hands: Weapons that can be held with both hands.
2-hands only: Means a weapon that can only be held
with both hands.
Cancel: An abnormal status which cancels the target.
Add: An abnormal status which adds a target.
Attribute: Represents the elemental of a weapon attack.
Absorb: When equipped, represents an elemental that can
be absorbed. When an elemental is absorbed, the
HP is restored. For example, if it is 'Absorb
fire', HP's restored with 'Fire'.
No effect: When equipped, elemental that becomes
ineffective when attacked.
Half: When equipped, elemental damage is reduced by half
when attacked.
Weakness: When equipped, elemental damage gets worse *
when attacked.
Strengthen: When equipped, elemental power is
strengthened when attacking.
Always: When equipped, abnormal status always present.
No effect: When equipped, abnormal status that
protects completely.
Abnormal status name (by itself): When equipped,
abnormal status is added when battle begins.
Not added when equip-changing during battle.
Operate Magic: When used, means a magic that seldomly
operates. *
Sq: Equip capability of a Squire.
Ch: Equip capability of a Chemist.
Kn: Equip capability of a Knight.
Ar: Equip capability of a Archer. *
Mk: Equip capability of a Monk.
Pr: Equip capability of a White Mage.
Wi: Equip capability of a Black Mage.
TM: Equip capability of a Time Mage.
Su: Equip capability of a Summoner.
Th: Equip capability of a Thief.
Me: Equip capability of a Mediator.
Or: Equip capability of a Oracle.
Ge: Equip capability of a Geomancer.
Ln: Equip capability of a Lancer.
Sm: Equip capability of a Samurai.
Nj: Equip capability of a Ninja.
Cl: Equip capability of a Calculator.
Bd: Equip capability of a Bard.
Dc: Equip capability of a Dancer.
Items can be divided into the following 3 categories.
1. Effective when attacking or being attacked
(weapons, shields, accessories).
2. Effective when equipped
(defense weapons, accessories).
3. Effective when used
(use items, weapons).
[Tips->36. Egg]
Monsters sometimes lay eggs even if there is only one
monster.
After several days pass, the egg hatches and a new
monster is born. The new monster could be the same
monster as the parent or the same species. Until it
hatches, you don't know what it will be.
Monster will keep laying eggs, so you should 'Dismiss'
useless monsters and eggs.
[Tips->37. Bar]
There're bars at a foot of cities and castles, where
you can execute commands like 'Rumor' spread around
the world, and 'Proposition' where you can get a job
contract for units.
'Rumor' helps you gather information on current news
by listening to people's conversations.
'Propositions' helps you to get contracts for a
requested job or investigation, which is mediated by
the bar owner, and then send your unit.
The procedure for accepting an Offer is as follows.
1. Listen to the offer.
2. Get a contract for the job.
Decide which unit to send.
Decide number of days to send unit.
3. Send (Pay money).
4. Unit returns.
5. Listen to the report.
There may be a fee for some offers.
After getting the contract, send your units.
The abilities (Brave and Faith levels) of the sent unit
is important in order for the job to be successful.
Also, the unit's job can be important, depending on
what kind of job is offered.
The unit will return on the day you specified, so go to
the bar and listen to the report.
After hearing the details, the reward and Jp the unit
obtained will be displayed.
There're levels of success.
If a unit's very successful, they may have found a rare
treasure or hidden area. The treasures or hidden areas
can be verified in 'Brave story', and depending on the
number found, you may receive the title of 'Master'.
[Tips->38. Shop]
There're shops at the foot of cities and castles, where
you can execute commands like 'Buy/Sell item'.
1. Buy
Buy items. The same shops gradually accumulate a
number of products.
2. Sell
Sell items for gil. Can sell for half the retail value.
3. Fitting room
Can try on products by equipping them before buying.
Can also sell equipped items and items in stock.
4. Leave store
Exit the shop and go to the World Map.
Abbreviations used inside the shop are explained below.
WarFunds: Total war funds.
Price: Buying price when buying item.
Selling price when selling item.
ALL: Total item number, including equipped items and
items in stock.
EQP.: Number of equipped items.
Account: Total amount of items you tried-on. The war
funds and their balance also displayed.
[Tips->39. Soldier Enlistment]
Warrior agencies at the foot of cities and castles.
Hire Lv.1 Squires to add to your party.
It's free to look, so you should go often until you find
the right Squire for you.
You can change a monster's name if there're monsters
in your party.
[Tips->40. Fur Shop]
Sometimes, you'll find fur shops in trade cities.
Fur shop's are guilds that manufacture and trade items
created with monster materials.
Learn and set the support ability 'Secret hunt' to
enter the shop.
If you set 'Secret hunt' and defeat a monster, the
fur shop'll collect the body, make items with it and sell
it in the shop.
The price for those items will be half retail, so you
can buy them for a much cheaper.
Also, supposedly there're items you can only buy at the
fur shop.
Since they use materials from poached monsters to
manufacture their items, there is a limited in quantity.
The 'Stock' value represents the number of items the
fur shop carries, so if a monster's poached, the stock
number for the corresponding items will increase.
However, which items are made by which monsters is
a secret.
[Tips->41. button Control]
The button has the following useful functions.
1. Reread messages by flipping back.
When waiting for a page turn or before closing a
message, press the Directional button up while holding
down the button to display the disappeared portion.
2. Turn pages for item list. When
there's a large number of items in the list, instead
of scrolling up/down one line at a time, you can
scroll up/down one page at a time by pressing the
Directional button Up/Down while holding down the
button.
3. Battlefield scroll and recognizing allies and enemies.
If you hold down the button when there's no
menu displayed in the battlefield, the allies and
enemies will flash in different colors. You can scroll
the field with the Directional buttons.
[Tutorial->Return]
Know the path to win the battle.
Solve your questions here.