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-Basic JobsKnight - Armored warriors who excel in sword combat Compatible Equipment - Sword, Knightsword, any Armor, Helm,

Shield (unless equipped with a Knightsword), Gloves, Gauntlets, Boots, Armor Boots Command - Sword Tech Most Compatible with - Hume, Gria Least Compatible with - Viera, Nu Mou Misc - Damage increases when using basic attacks Monk - Skilled fighters who like to let their fists do the talking Compatible Equipment - Clothes, Gloves, Boots Command - Martial Arts Most Compatible - Miqote, Bangaa Least Compatible - Moogle, Nu Mou Misc - Equipping gloves increases Attack as well as Defense Archer - Fighters who excel at long-range fighting Compatible Equipment - Bow and Arrow, Clothes, Hat, Gloves, Boots Command - Aim Most Compatible - Viera, Hume Least Compatible - Nu Mou, Bangaa Misc - Stats increase when fighting in woods or forest areas Thief - Swift fighters who excel in the fine art of pilfery Compatible Equipment - Knife, Clothes, Light Armor, Hat, Gloves, Boots Command - Theft Most Compatible - Miqote, Hume Least Compatible - Bangaa, Guado Misc - Higher success rate with stealing Gunner - Long Range fighters who prefer a more modern means of fighting Compatible Equipment - Gun, Rifle, Hat, Clothes, Light Armor, Gloves Boots Command - Gunplay Most Compatible - Moogle, Burmecian Least Compatible - Bangaa, Feol Misc - Deals more damage to enemies who are far away, and vice versa Black Mage - Wizards who use the power of the elements to fight Compatible Equipment - Rod, Hat, Robe, Gloves, Boots Command - Black Magic Most Compatible - Nu Mou, Hume Least Compatible - Burmecian, Bangaa

Misc - Black Magic spells cost 10% less MP White Mage - Priests who use their powers to heal and fight the undead Compatible Equipment - Staff, Hat, Robe, Gloves, Boots Command - White Magic Most Compatible - Nu Mou, Viera Least Compatible - Burmecian, Bangaa Misc - White Magic spells cost 10% less MP Caller - a novice Summoner who can only summon up to Level 2 Espers, but are still a force to be reckoned with Compatible Equipment - Rod, Hat, Staff, Robe, Gloves, Boots Command - Guardian Call Most Compatible - Feol, Guado Least Compatible - Bangaa, Burmecian Misc - Damage dealt by Espers is increased Green Mage - fighters who specialize in magic that weakens their enemies Compatible Equipment - Rapier, Hat, Clothes, Robe, Gloves, Boots Command - Green Magic Most Compatible - Nu Mou, Viera Least Compatible - Miqote, Bangaa Misc - Chances of inflicting Status Ailments increases. Time Mage - Spell casters that, through their magic, have control over time and space Compatible Equipment - Rods, Hat, Robe, Clothes, Boots Command - Time Magic Most Compatible - Nu Mou, Moogle Least Compatible - Viera, Burmecian Misc - The effects of Haste and Slow are increased by 1. -Advanced JobsBlue Mage Skilled magicians who can copy and use spells from monsters. "Anything you can do, I can do better." Prerequisite - Green Mage - 3 Compatible Equipment - Saber, Hat, Robe, Clothes, Gloves, Boots Command - Blue Magic Most Compatible - Hume, Viera Least Compatible - Bangaa, Miqote Misc - Can learn Blue Magic without having to equip the Learning R-Ability

Red Mage - Fighters that can use both Black and White magic, but are more adept at melee combat than either mage. Prerequisite - Black Mage - 3/ White - 3 Compatible Equipment - Rapier, Robe, Hat, Clothes, Gloves Boots Command - Red Magic Most Compatible - Viera, Hume Least Compatible - Miqote, Bangaa Misc - Red Magic spells cost 10% less MP Psychic - Warriors who, rather than fight with weapons, fight with their minds Prerequisite - Time Mage - 3 Compatible Equipment - Clothes, Hat, Gloves Boots Command - Psionics Most Compatible - Viera, Nu Mou Least Compatible - Gria, Bangaa Misc - Able to teleport from place to place without having to equip the Teleport SAbility Mediator - "Hey, can't we just talk about this?" Prerequisite - White Mage - 5 Compatible Equipment - Knife, Gun, Hat, Clothes, Robe, Gloves Boots Command - Converse Most Compatible - Moogle, Viera Least Compatible - Bangaa, Miqote Misc - Can talk to monsters without having to equip the Monster Talk S-Ability Summoner - An advanced Caller capable of summoning more powerful Epsers Prerequisite - Caller - 5 Compatible Equipment - Rod, Hat, Robe, Gloves Boots Command - Summon Most Compatible - Feol, Guado Least Compatible - Bangaa, Burmecian Misc - Damage dealt by Espers is increased Gun Mage - A gunner that fights using guns loaded with magically enhanced bullets Prerequisite - Blue Mage - 2/ Gunner - 2 Compatible Equipment - Gun, Hat, Robe, Clothes, Gloves, Boots Command - Magic Bullet Most Compatible - Moogle, Hume Least Compatible - Bangaa, Nu Mou Misc - Deals more damage to enemies who are far away, and vice versa

Geomancer - A warrior that draws energy from the earth and unleashes it on their foes Prerequisite - Monk - 2/ Black Mage - 3 Compatible Equipment - Axe, Robe, Light Armor, Hat, Gloves, Boots Command - Terrain Magic Most Compatible - Gria, Feol Least Compatible - Bangaa, Burmecian Misc - Can move around on any surface without having to equip the Any Ground SAbility Paladin - A holy knight that can harness the powers of light into their blade, and are dedicated to protecting others Prerequisite - Knight - 4/ White Mage - 3 Compatible Equipment - Holy Blade, Staff, Sword, Armor, Helm, Shield (unless equipped with Holy Blade), Gauntlets, Armor boots Command - Chivalry Most Compatible - Hume, Bangaa Least Compatible - Viera, Nu Mou Misc - Automatically Covers party members with low HP Dark Knight - A fallen knight that can harness the powers of darkness into their blade, but at the cost of their own heath Prerequisite - Knight - 4/ Black Mage - 3 Compatible Equipment Scythe, Dark Blade, Sword, Armor, Helm, Shield (unless equipped with Dark Blade or Scythe), Gauntlets, Armor boots Command Arcane Blade Most Compatible - Hume, Bangaa Least Compatible - Viera, Nu Mou Misc - Lowers the amount of HP lost when using Dark Wave, Darkness, or Darkside Mage Knight - A magical knight who can harness elemental energy into their blade Prerequisite - Knight - 4/ Red Mage - 1 Compatible Equipment - Knightsword, Sword, Light Armor, Armor, Helm, Shield (unless equipped with Knightsword), Gloves, Gauntlets, Boots, Armor boots Command - Spellblade Most Compatible - Hume, Viera Least Compatible - Bangaa, Nu Mou Misc - Decreases damage taken by element-based attacks Sniper - A highly trained archer capable of shooting targets from an extreme distance. Prerequisite - Archer - 3/ Thief - 2

Compatible Equipment - Crossbow, Bow, Rifle, Light Armor, Hat, Gloves, Boots Command - Sharpshoot Most Compatible - Viera, Hume Least Compatible - Bangaa, Nu Mou Misc - Accuracy is greatly increased Gunblader - A warrior capable of wielding a rather unique weapon Prerequisite - Knight - 4/ Gunner - 3 Compatible Equipment - Gunblade, Shield, Clothes, Light Armor, Gloves, Boots Command Trigger Tech Most Compatible - Hume, Burmecian Least Compatible - Guado, Nu Mou Misc - The cost of items is reduced by 25% Dragoon - Armored warriors who specialize in use of spears, as well as dealing with dragons Prerequisite - Knight - 5 Compatible Equipment - Spear, Armor, Helm, Gauntlets, Armored Boots Command - Dragon Tech Most Compatible - Bangaa, Burmecian Least Compatible - Moogle, Viera Misc - Damage dealt to Dragons is increased White Monk - A skilled pugilist able to channel holy energies into their fists. Very similar to Paladins, only not as dependent on equipment. Prerequisite - Monk - 4/ White Mage - 3 Compatible Equipment - Clothes, Gauntlet, Boots Command - Holy Arts Most Compatible - Hume, Guado Least Compatible - Feol, Nu Mou Misc - Equipping Gauntlets increases Attack as well as Defense Ninja - A master of stealth who moves in the shadows Prerequisite - Monk - 4/ Thief - 3 Compatible Equipment - Ninja Tool, Katana, Hat, Clothes, Gloves, Shoes Command - Ninjutsu Most Compatible - Hume, Miqote Least Compatible - Bangaa, Nu Mou Misc - Damage dealt when using Throw is increased Samurai - Warriors who use their skills with the sword to protect those they love Prerequisite - Monk - 4/ Knight - 3

Compatible Equipment - Katana, Heavy Katana, Helm, Clothes, Heavy Armor, Gloves, Gauntlets, Shoes, Armored Boots Command - Bushido Most Compatible - Gria, Bangaa Least Compatible - Feol, Nu Mou Misc - Attack and Defense greatly increase when afflicted with a status ailment Dancer - Warriors who...attack withdamn, thats hot Prerequisite - Monk - 4/ Green Mage - 3 Compatible Equipment - Scarf, Ribbon, Dress, Gloves, Shoes Command - Step Compatible - Female Humes, Viera, and Feols only Misc - Agility and Evasiveness are greatly increased Bard - A warrior who fights usingsong? Ehwhatever floats your boat, I guess Prerequisite - Monk - 4/ Time Mage - 3 Compatible Equipment - Instruments, Hat, Robe, Gloves, Boots Command - Song Compatible - Male Humes, Moogles, and Nu Mou only Misc - Gains gil when performing in a pub or inn Commando A soldier of the highest caliber, proficient in an odd combat style. Prerequisite Gunblader - 2/Mage Knight - 2 Compatible Equipment - Gunblade, Shield, Clothes, Light Armor, Gloves, Boots Command Paradigm Shift Most Compatible - Hume, Gria Least Compatible - Burmecian, Nu Mou Misc Self and Allies able to switch Job during battle. Class change has CT 2. Swashbuckler A master of the high seas who deals in Tempest magic. Prerequisite - Thief - 4/Water spell known. Compatible Equipment Saber, Rapier, Hat, Clothes, Gloves, Boots Command Piracy Compatible - Hume, Burmecian Least Compatible - Viera, Guado Misc Water and Thunder elemental attack increased. Grey Knight A warrior of light and darkness, representing the balance between life and death. Prerequisite Knight - 3/White Mage - 2/Black Mage - 2 Compatible Equipment Scythe, Armor, Helm, Gauntlets, Armored Boots Command Balance Arts Compatible Hume, Feol

Least Compatible - Guado, Miqote Misc Granted Red Magic tertiary Action. Gambler - Luck be a lady tonight. Prerequisite - Thief - 4/Gunner - 3 Compatible Equipment - Gun, Rifle, Hat, Clothes, Light Armor Gloves, Boots Command - Bet Compatible - Moogle, Burmecian Least Compatible - Bangaa, Nu Mou Misc - Luck greatly increased. Riskbreaker - Highly skilled mercenaries often sought out for especially dangerous missions. Very versatile due to being able to equip many types of weapons Prerequisite - Knight - 3/Archer - 2/Monk - 2 Compatible Equipment - Sword, Knightsword, Spear, Bow and Arrow, Crossbow, Axe, Rod, Shield, Hat, Helm, Light Armor, Gloves, Boots Command - Risk Most Compatible - Hume, Miqote Least Compatible - Viera, Nu Mou Misc - All stats greatly increase when HP is low. Berserker - A unique job that as its name implies is always Berserk. Can only do normal attacks, and have the worst Defense of all the Jobs, but they make up for it with unrivaled offense capabilities. Prerequisite Dark Knight - 2 or Knight 5/Thief - 4 Compatible Equipment - Axe, Clothes, Hat, Gloves, Boots Command - n/a (Berserkers can only attack) Most Compatible - Bangaa, Gria Least Compatible - Moogle, Nu Mou Misc - Always under the Berserk status, which cannot be removed, and is immune to all other statuses. Also, damage dealt when attacking is three times what it would normally be. Cannoneer - An advanced Gunner who uses large weapons called 'hand-cannons' to blow opponents out of the way. Prerequisite - Gunner - 5 Compatible Equipment - Hand-Cannon, Hat, Clothes, Light Armor, Gloves, Boots Command - Ballistics Most Compatible - Moogle, Bangaa Least Compatible - Feol, Gria Misc - Begins battle with Prime status.

-Merit JobsJudge The masters of Law throughout the Worlds, oath-bound to protect and serve. Compatible Equipment Scythe, Spear, Knightsword, Helm, Heavy Armor, Gauntlets, Armored Boots. Command - Law Most Compatible - Hume, Burmecian Least Compatible - Moogle, Feol Misc - Is unaffected by "Law" skills. Mime ...? Compatible Equipment - Clothes, Hat, Gloves Boots Command - Mimic Most Compatible - Hume, Moogle Least Compatible - Bangaa, Burmecian Misc - Is the only class able to use "Mimic", which duplicates the last skill or spell used. Peacekeeper The Honor Guard. They consider theirs' the highest calling. Compatible Equipment - Sword, Knightsword, Gunblade, Shield, Light Helm, Light Armor, Light Armor Gloves, Boots Command - Triumvir's Blade Most Compatible - Hume, Gria Least Compatible - Nu Mou, Guado Misc - Greatly boosts Defense. Sky Pirate The dream of a Swashbuckler is to own an Airship. Sky Pirates are living that dream. Prerequisite Swashbuckler 3 Compatible Equipment Gun, Gunblade, Saber, Rapier, Hat, Clothes, Gloves, Boots Command Sky Fury Most Compatible - Hume, Feol Least Compatible - Nu Mou, Guado Misc Allows Piracy tertiary action. Astrologer One who studies the stars, and invokes them in battle Prerequisite Time Mage 3 Compatible Equipment - Saber, Hat, Robe, Clothes, Gloves, Boots Command - Celestial Magic Most Compatible - Guado, Viera Least Compatible - Miqote, Bangaa Misc - Travel between worlds is free.

Chocobo Knight - A warrior who rides Chocobos into battle. Prerequisite Knight 3 Compatible Equipment Sword, Shield, Hat, Light Armor, Gloves, Boots Command - Chococraft Most Compatible - Moogle, Feol Least Compatible - Bangaa, Ronso Misc - Has 100% chance of Taming, Charming, or Inviting Chocobos. Agent - The suave enforcers of the rule of law among the Burmecian Nation on Celestis. Their techs only affect Females. Prerequisite - Gunner - 5 Male and Lesbian only Compatible Equipment - Gun, Hat, Clothes, Light Armor, Light Armor Gloves, Boots Command - Charisma Most Compatible - Burmecian, Gay Feol Least Compatible - Miqote, Bangaa Misc - Can equip two weapons without equipping the Dual Wield S-Ability. Nightshade - Dazzlingly beautiful and powerful magic knight who deals in the most deadly of abilities. Prerequisite - Time Mage - 5 Female and Gay only Compatible Equipment - Katana, Scythe, Light Helm, Light Armor, Light Armor Gloves, Boots Command - Guile Most Compatible - Hume, Viera Least Compatible - Bangaa, Burmecian Misc - Can have a tertiary action command. Heritor - A potent and powerful Job only available after completing certain requirements. Compatible Equipment Scythe, Spear, Katana, Heavy Katana, Sword, Knightsword, Gunblade, Knife, Rapier, Saber, Helm, Clothes, Heavy Armor, Gloves, Gauntlets, Shoes, Armored Boots Command - Instinct Most Compatible - Hume, Gria Least Compatible - Moogle, Burmecian Misc - Automatically has Spellbound status.

Black Magic
-Lvl 1Fire
A low-level single-target Fire elemental attack. MP Cost: 5

Blizzard
A low-level single-target Ice elemental attack. MP Cost: 5

Thunder
A low-level single-target Lightning elemental attack. MP Cost: 5

Water
A low-level single-target Water elemental attack. MP Cost: 5

Aero
A low-level single-target Wind elemental attack. MP Cost: 5

Quake
A low-level single-target Soil elemental attack. MP Cost: 5

Bio
A low-level single-target Poison elemental attack. MP Cost: 5

Dark
A low-level single-target Dark elemental attack. MP Cost: 5

-Lvl 2Fira
A low-level Fire elemental attack that targets a small area. MP Cost: 12

Blizzara
A low-level Ice elemental attack that targets a small area. MP Cost: 12

Thundara
A low-level Lightning elemental attack that targets a small area. MP Cost: 12

Watera
A low-level Water elemental attack that targets a small area. MP Cost: 12

Aerora
A low-level Wind elemental attack that targets a small area. MP Cost: 12

Quakera
A low-level Soil elemental attack that targetsa small area. MP Cost: 12

Biora
A low-level Poison elemental attack that targets a small area. MP Cost: 12

Darkra
A low-level Dark elemental attack that targets a small area. MP Cost: 12

S-Ability Rod Proficiency


Can equip Rods regardless of Job Class.

-Lvl 3Firaga
A high-level Fire elemental attack that targets a small area. MP Cost: 24

Blizzaga
A high-level Ice elemental attack that targets a small area. MP Cost: 24

Thundaga
A high-level Lightning elemental attack that targets a small area. MP Cost: 24

Waterga
A high-level Water elemental attack that targets a small area. MP Cost: 24

Aeroga
A high-level Wind elemental attack that targets a small area. MP Cost: 24

Quakega
A high-level Soil elemental attack that targes a small area. MP Cost: 24

Bioga
A high-level Poison elemental attack that targets a small area. MP Cost: 24

Darkga
A high-level Dark elemental attack that targets a small area. MP Cost: 24

-Lvl 4Firaja
A high-level Fire elemental attack that targets a large area. MP Cost: 32

Blizzaja
A high-level Ice elemental attack that targets a large area. MP Cost: 32

Thundaja
A high-level Lightning elemental attack that targets a large area. MP Cost: 32

Waterja
A high-level Water elemental attack that targets a large area. MP Cost: 32

Aeroja
A high-level Wind elemental attack that targets a large area. MP Cost: 32

Quakeja
A high-level Soil elemental attack that targets a large area. MP Cost: 32

Bioja
A high-level Poison elemental attack that targets a large area. MP Cost: 32

Darkja
A high-level Dark elemental attack that targets a large area. MP Cost: 32

S-Ability Serenity
Boosts Magic power.

-Lvl 5 Flare
A spectacular single-target non-elemental explosion. MP Cost: 50

Meltdown
A larger area but slightly milder non-elemental explosion. MP Cost: 42

Shock
A ray of non-elemental magic blasts a line of enemies. MP Cost: 45

Scathe
A large amount of Dark damage to a small area. MP Cost: 50

R-Ability Return Magic


When attacked by Magic, respond by casting the same magic.

White Magic
-Lvl 1Cure
Restores minor amounts of HP. Single-target. MP Cost: 8

Poisona
Cures Poison. Single-target. MP Cost: 4

Blindna
Cures Blind. Single-target. MP Cost: 4

Protect
Makes the target more resistant to physical attacks. Single-target. MP Cost: 8

Pearl
A single-target low-level Holy elemental attack. MP Cost: 5

-Lvl 2Cura
Restores minor amounts of HP to everyone in a small area. MP Cost: 15

Stona
Cures Stone and Petrify. Single-target. MP Cost: 4

Vox
Cures Silence. Single-target. MP Cost: 4

Shell
Makes the target more resistant to magical attacks. Single-target. MP Cost: 8

Pearlra
A low-level Holy elemental attack that targets a small area. MP Cost: 12

S-Ability Staff Proficiency


Can equip Staffs regardless of Job Class.

-Lvl 3Regan
Restores HP over time. Single-target. MP Cost: 16

Energize
Restores minor amounts of MP. Single-target. MP Cost: 1

Esuna
Cures all status ailments besides Slow, Sap, Stop, and Oil. Single-target. MP Cost: 20

Wall
Makes the target more resistant to all attacks. Single-target. MP Cost: 12

Pearlga
A high-level Holy elemental attack that targets a moderate area. MP Cost: 24

-Lvl 4Curaga
Restores large amounts of HP to everyone in a small area. MP Cost: 30

Protectga
Makes everyone in a large area more resistant to physical attacks. MP Cost: 22

Rise
Partially revives a fallen ally. MP Cost: 25

Energizga
Restores moderate amounts of MP to everyone in an area. MP Cost: 15

Pearlja
A high-level Holy elemental attack that targets a large area. MP Cost: 32

R-Ability Regenerate

Automatically induces Regen when attacked.

-Lvl 5Curaja
Restores massive amounts of HP to everyone in a large area. MP Cost: 40

Arise
Fully revives a fallen ally. MP Cost: 35

Renew
Rise is automatically used on the target if the target is slain. MP Cost: 32

Shellga
Makes everyone in a large area more resistant to magical attacks. MP Cost: 22

Holy
The ultimate Holy attack targets a large area. MP Cost: 50

S-Ability MP Turbo
Doubles MP cost but increases effectiveness and accuracy.

Time Magic
-Lvl 1Warp
Removes weaker enemies. MP Cost: 11

Slow
Slows down the actions of the single target slightly. MP Cost: 8

Vanish
Makes a single target invisible for a short time. MP Cost: 5

Immobilize
Temporarily stops the single target from moving. MP Cost: 5

-Lvl 2Float
Everyone in an area floats a few inches off the ground for a short time. MP Cost: 11

Disable
Temporarily stops the single target from acting. MP Cost: 10

Gravity
Deals damage equal to 1/4 the target's current HP. MP Cost: 15

Haste
Speeds up the actions of the single target slightly. MP Cost: 15

-Lvl 3Reflect
For a time, all magic directed at the target witll be returned to the Caster. MP Cost: 20

Vanishga
Temporarily makes all targets in an area invisible.

MP Cost: 16

Slowga
Slows down all targets in an area. MP Cost: 18

Countdown
After ten Actions, the target is killed. MP Cost: 22

S-Ability Short Charge


CT of Level 4 and 5 spells/skills is shortened to 3.

-Lvl 4Hastega
Speeds up all targets in an area. MP Cost: 28

Graviga
Deals damage to all targets in range equal to half each individual current HP. MP Cost: 28

Inversion
Reverses the single target's HP and MP. MP Cost: 35

Stop
For a time CT becomes infinite for a target. MP Cost: 32

S-Ability Damage Conversion


HP damage is converted to MP Damage and vice versa.

-Lvl 5Quick
For a time, CT becomes zero for a target. MP Cost: 40

Meteor
Calls a massive rock from the sky for non-elemental damage to a small area. MP Cost: 50

Bubble
Doubles the max HP of a target. MP Cost: 40

Doomsday
Calls out the power of Armageddon to deal non-elemental damage to a large area. MP Cost: 50

R-Ability Critical Quick


CT becomes zero when HP-critical.

Green Magic
-Lvl 1Blind
Makes it harder for a single target to see. MP Cost: 5

Sleep
Puts a single target to sleep. MP Cost: 5

Confuse
Makes a single target confuse friends and foes. MP Cost: 5

Silence
Makes a target unable to speak, and therefore unable to cast magic. MP Cost: 5

Drain
Deals damage to the single target and heals the caster. MP Cost: 10

Oil
Makes the single target weak to Fire. MP Cost: 5

-Lvl 2Poison
Poisons the target. MP Cost: 8

Sap
Slowly damages a single target over time. MP Cost: 8

Berserk
Makes a single target blindly attack in a rage. MP Cost: 8

Break
After five Actions, the single target becomes Petrified. MP Cost: 8

Siphon
Deals MP damage to the single target and heals the caster's MP. MP Cost: 1

Dispel
Removes any positive status effects from the target. MP Cost: 16

S-Ability Status Lore


Chances of inflicting a status effect increase.

-Lvl 3Blindga
Makes it harder for a all targets an area to see. MP Cost: 16

Sleepga
Puts a all targets in an area to sleep. MP Cost: 16

Silencega
Makes all targets in an area unable to cast magic. MP Cost: 16

Oilga
Makes all targets in an area weak to Fire. MP Cost: 16

Bravery
Raises the physical power of a target. MP Cost: 24

Faith
Raises the physical power of a target. MP Cost: 24

-Lvl 4Poisonga
Poisons all target in an area. MP Cost: 20

Sapga
Slowly damages all targets in an area over time. MP Cost: 20

Breakga
After five Actions, all targets in an area become Petrified.

MP Cost: 20

Dispelga
Removes any positive status effects from all targets in an area. MP Cost: 20

Zombie
Makes a single target receive damage from restorative magic/items. MP Cost: 24

Decoy
Makes a single target the automatic target of all it's foes. MP Cost: 24

R-Ability Absorb
When the foe uses MP, MP increases by the same amount.

-Lvl 5Braveryga
Raises the physical power of all targets in an area. MP Cost: 40

Faithga
Raises the magical power of all targets in an area. MP Cost: 40

Petrify
Instantly turns the target to stone. MP Cost: 40

Reverse
Causes healing and damage to have the opposite effect on a target. MP Cost: 50

Drainga
Drains HP from all targets in an area. MP Cost: 50

Siphonga
Drains MP from all targets in an area. MP Cost: 25

S-Ability Mist Regen


MP restores over time.

Guardian Call
-Lvl 1Any Level 1 or 2 Espers gathered thus far -Lvl 2Any Level 1 or 2 Espers gathered thus far S-Ability Quickening
Espers automatically get Quick status.

-Lvl 3Any Level 1 or 2 Espers gathered thus far S-Ability Esper Lore
Espers are slightly stronger and remain slightly longer.

-Lvl 4Any Level 1 or 2 Espers gathered thus far -Lvl 5Any Level 1 or 2 Espers gathered thus far R-Ability Critical Call
Summons a random Esper when HP-Critical with no CT.

Sword Tech
-Lvl 1Sword Dance
A six-hit sword combo performed in a series of almost dance-like slashes. MP Cost: 5

Mind Strike
Deals minor MP damage. MP Cost: 7

Helm Breaker
40% chance of destroying opponent's equipped head armor. *Deals damage to monsters or humanoid enemies that aren't equipped with such armor. MP Cost: 11

R-Ability Weapon Guard


Parry attacks using the equipped weapon.

-Lvl 2Wound Strike


Deals minor damage and lowers opponent's Defense and Magic Defense by 25%. MP Cost: 15

Force Strike
Deals minor damage and lowers opponent's Attack and Magic by 25%. MP Cost: 15

Shield Breaker
40% chance of destroying opponent's equipped shield or arm armor. *Deals damage to monsters or humanoid enemies that aren't equipped with such armor MP Cost: 18

-Lvl 3Dire Slash


The less HP the user has left, the more damage is dealt. MP Cost: 15

Speed Strike
Deals minor damage and lowers opponent's Speed by 25%. MP Cost: 18

Armor Breaker

40% chance of destroying opponent's equipped body armor. *Deals damage to monsters or humanoid enemies that aren't equipped with such armor MP Cost: 22

-Lvl 4Mind Blow


Deals heavy MP Damage. MP Cost: 20

Wound Blow
Deals heavy damage and cuts an opponent's Defense and Magic Defense in half. MP Cost: 28

Force Blow
Deals heavy damage and cuts opponent's Attack and Magic in half. MP Cost: 28

S-Ability Shield Proficiency


Can equip a Shield regardless of Job Class.

-Lvl 5Ultima Slash


A sword strike so powerful it rivals the spell Ultima. MP Cost: 55

Speed Blow
Deals heavy damage and cuts an opponent's Speed in half. MP Cost: 34

Weapon Breaker
40% chance of destroying opponent's equipped weapon. *Deals damage to monsters or humanoid enemies that aren't equipped with a weapon MP Cost: 42

S-Ability Job Lore


Jobs level up slightly faster.

*damage is no more than a regular attack would be

Gunplay
-Lvl 1Trigger Happy
Fires a hail of bullets in a short time. MP Cost: 10

Flash Bullet
Blinds anyone in visual range. MP Cost: 7

Silent Shot
An attack that may induce Silence. MP Cost: 7

-Lvl 2Silver Bullet


Deals severe damage to Beasts. MP Cost: 10

Scope
Reveals the target's HP, MP, and various other bits of information. MP Cost: 0

Piercing Round
Attack that ignores Defense. MP Cost: 20

-Lvl 3Blasting Cap


Shot that explodes on impact, MP Cost: 20

Buck Shot
Deals damage to all targets in an area. MP Cost: 22

Crack Shot
An attack that ignores the target's Evasion MP Cost: 25

S-Ability Gun Proficiency


Can equip a Gun or Rifle regardless of Job Class.

-Lvl 4Mist Bullet


Attack infused with non-elemental Magic. MP Cost: 32

Madness Shot
An attack that may induce Berserk. MP Cost: 25

Target Mist
An attack that deals damage to MP. MP Cost: 25

S-Ability Dual Wielding


Can equip single-handed weapons in both hands.

-Lvl 5Heavy Shot


Attack deals ddamage equal to 1/4 the target's current HP. MP Cost: 36

Head Shot
Attack may induce Death. MP Cost: 40

Prefect Aim
Attack ignores both evasion and defense. MP Cost: 36

R-Ability Quick Draw


When targeted, attacks before being attacked..

Theft
-Lvl 1Steal Loot
Steals random Loot or mediocre itrem from the target. MP Cost: 5

Steal Gil
Steals a small amount of Gil from the target. MP Cost: 5

Steal Heart
Causes the target to become Charmed. MP Cost: 10

Flee
Creates a diversion allowing the party an easy escape. MP Cost: 10

-Lvl 2Steal Shield


May steal the shield worn by the Target. MP Cost: 15

Steal Helm
May steal the head armor worn by the Target. MP Cost: 15

Steal Mist
Steals MP from the target. MP Cost: 1

What's That?!
Causes the target to turn around, leaving them vulnerable to an attack from behind. MP Cost: 20

-Lvl 3Steal Armor


May steal the body armor worn by the Target. MP Cost: 26

Steal Soul
Inflicts Berserk.

MP Cost: 20

Steal Health
Steals HP from the target. MP Cost: 20

Hideout
The Caster and allies in the area become invisible. MP Cost: 20

S-Ability Knife Proficiency


Can equip a Dagger regardless of Job Class.

-Lvl 4Steal Weapon


May steal the weapon equipped by the Target. MP Cost: 38

Steal Accessory
May steal an Accessory worn by the Target. MP Cost: 38

Steal Will
Attempts to make the for flee from battle. MP Cost: 30

Mug
Attacks and attempts to steal a random item simultaneously. MP Cost: 0

R-Ability Payback
When attacked, mugs.

-Lvl 5Steal Experience


May steal the Target's EXP. MP Cost: 44

Steal Time
Inflicts Stop in a target and Quick on the caster. MP Cost: 55

Steal Knowledge
May steal a spell, skill or ability known by the target. MP Cost: 66

Lucky Sevens

Inflict random damage, on one target, in the form of 7's (7, 77, 777, 7777 or 77777). MP Cost: 77

S-Ability Master Thief


Improves the odds of successful stealing and improves the quality of what's stolen..

Aim
-Lvl 1Boost
Raises physical strength slightly for the next attack. MP Cost: 5

Follow Wind
A wind carries a ranged attack slightly farther. MP Cost: 7

-Lvl 2Mist Aim


An attack that deals damage to MP. MP Cost: 15

Scan
Reveals the target's HP, MP, and various other bits of information. MP Cost: 0

-Lvl 3Leg Aim


May Immobilize the target, MP Cost: 24

Accelerate
The user gets Quick for a short time. MP Cost: 30

S-Ability Concentrate
Greatly improves Accuracy.

-Lvl 4Arm Aim


May Disable the target. MP Cost: 32

Seal Evil
May instantly kill an Undead or Zombie target. MP Cost: 25

S-Ability Bow Proficiency


Can equip a bow or crossbow regardless of Job Class.

-Lvl 5Deadly Aim


May kill the target. MP Cost: 50

Miracle Arrow
Revives a fallen ally partially. MP Cost: 50

R-Ability Block Arrows


Is never hit by a bow or crossbow.

Martial Arts
-Lvl 1Shatter Focus
An attack that cancels anything being cast. MP Cost: 10

Mist Charge
Restores 1/10 max MP. If it fails, MP is reduced to zero. MP Cost: 0

Whirlwind
An spinning attack that damages anything surrounding the user. MP Cost: 5

S-Ability Brawler
Physical attack greatly increases when unarmed.

-Lvl 2Air Redeemer


A long-range punch that uses air pressure to deal Wind-based damage to a single target. MP Cost: 15

Earth Redeemer
Punches the ground to create a fissure that deals Soil-based damage to anything in front of the user. MP Cost: 15

Mist Redeemer
A ranged attack that does damage to MP. MP Cost: 15

-Lvl 3Repeating Fist


Punches repeatedly. MP Cost: 20

Chakra
Restores some HP and MP. MP Cost: 1

Shear
An attack that lowers the target's Defense and Magic Defense. MP Cost: 28

-Lvl 4Grand Illusion


Deals serious non-elemental damage to anything in a line in front of the user. MP Cost: 36

Achilles
Renders the target weak to an additional element MP Cost: 30

Revive
Gives own HP to restore that of a fallen ally. MP Cost: 25

R-Ability Counter
When attacked, counters with a physical attack.

-Lvl 5Holy Sign


Dispels all the status enhancements and ailments of everyone in an area. MP Cost: 32

Secret Fist
After the target acts three times, they are killed. MP Cost: 40

Martial Combo
Several successive hits for great damage. MP Cost: 40

R-Ability Reflex
Increases chances of avoiding low-level Tech.

Red Magic
-Lvl 1Fire
A low-level single-target Fire elemental attack. MP Cost: 5

Blizzard
A low-level single-target Ice elemental attack. MP Cost: 5

Thunder
A low-level single-target Lightning elemental attack. MP Cost: 5

Dark
A low-level single-target Dark elemental attack. MP Cost: 5

Pearl
A single-target low-level Holy elemental attack. MP Cost: 5

Cure
Restores minor amounts of HP. Single-target. MP Cost: 8

-Lvl 2Fira
A low-level Fire elemental attack that targets a small area. MP Cost: 12

Blizzara
A low-level Ice elemental attack that targets a small area. MP Cost: 12

Thundara
A low-level Lightning elemental attack that targets a small area. MP Cost: 12

Darkra
A low-level Dark elemental attack that targets a small area. MP Cost: 12

Pearlra
A low-level Holy elemental attack that targets a small area. MP Cost: 12

Cura
Restores minor amounts of HP to everyone in a small area. MP Cost: 15

S-Ability Rapier Proficiency


Can equip Rapiers regardless of Job Class.

-Lvl 3Firaga
A high-level Fire elemental attack that targets a small area. MP Cost: 24

Blizzaga
A high-level Ice elemental attack that targets a small area. MP Cost: 24

Thundaga
A high-level Lightning elemental attack that targets a small area. MP Cost: 24

Darkga
A high-level Dark elemental attack that targets a small area. MP Cost: 24

Pearlga
A high-level Holy elemental attack that targets a moderate area. MP Cost: 24

Curaga
Restores large amounts of HP to everyone in a small area. MP Cost: 30

-Lvl 4Energize
Restores minor amounts of MP. Single-target. MP Cost: 1

Wall
Makes the target more resistant to all attacks. Single-target. MP Cost: 12

Doublecast
Allows the user to cast two different spells at once.

MP Cost: 0

Quick
For a time, CT becomes zero for a target. MP Cost: 40

Flare
A spectacular single-target non-elemental explosion. MP Cost: 50

R-Ability Distribute
When HP is maxed, excess HP is shared with allies.

-Lvl 5 Angel Wings


Inflicts Haste and Faith on the caster and enters a sort of magic-based Berserk. MP Cost: 50

Holy
The ultimate Holy attack targets a large area. MP Cost: 50

Scathe
A large amount of Dark damage to a small area. MP Cost: 50

Arise
Fully revives a fallen ally. MP Cost: 35

Ultima
An explosion of pure Magic. Non-elemental damage to a large area. MP Cost: 100

S-Ability Mist Mastery


CT of all Magic is cut by one.

Blue Magic
-Lvl 1Any Blue Magic gathered thus far. See the "Blue Magic" thread. R-Ability Learning
Learns skills in battle by witnessing them.

-Lvl 2Any Blue Magic gathered thus far. See the "Blue Magic" thread. -Lvl 3Any Blue Magic gathered thus far. See the "Blue Magic" thread. S-Ability Saber Proficency
Can equip a Saber regardless of job class.

-Lvl 4Any Blue Magic gathered thus far. See the "Blue Magic" thread. R-Ability Immunity
Is immune to most status ailment. Can still be Slowed, Sapped and Stopped..

-Lvl 5Any Blue Magic gathered thus far. See the "Blue Magic" thread. S-Ability Libra
Automatically gains additional information on enemies..

Psionics
-Lvl 1Psi-Burst
A burst of non-elemental magic against one target. MP Cost: 10

Brain Crush
May inflict Confuse and Silence on one target. MP Cost: 7

Telekinesis
Deals physical damage to an enemy from a distance. MP Cost: 7

-Lvl 2Teleportation
The caster is teleported behind a selected target.. MP Cost: 12

Express
The user gets Float and Haste status, and Accuracy and Evasion rise. MP Cost: 16

Third Eye
Reveals the target's HP, MP, and various other bits of information. MP Cost: 0

-Lvl 3Psycho Storm


Makes all targets in an area Confused and Silenced. MP Cost: 22

Psionic Bomb
A non-elemental explosion damages all targets in an area. MP Cost: 24

Splendor
The Caster starts to absorb another element. MP Cost: 26

S-Ability Teleport

Teleports short distances when moving from place to place.

-Lvl 4Mental Break


If the target is charging a spell or skill, it is interrupted and the target is disabled. MP Cost: 30

Mist Guard
The caster becomes immune to magical damage for a short time. MP Cost: 40

Physics Guard
The caster becomes immune to physical damage for a short time. MP Cost: 40

S-Ability Mist Excellence


Increases max MP slightly.

-Lvl 5Maelstrom
Deals massive amounts of non-elemental damage. Cannot be Reflected. MP Cost: 42

Time Skip
For a moment, everything but the caster stops. MP Cost: 56

Excellence
For two actions, the caster becomes immune to all damage. MP Cost: 100

R-Ability Piercing Magic


Nullifies Reflect.

Converse
-Lvl 1Back Out
The caster talks their way out of battle. MP Cost: 7

Intervention
Cures Confuse and Berserk. MP Cost: 12

Pester
May inflict berserk. MP Cost: 7

-Lvl 2Invitation
Politely asks an enemy target to join you temporarily. MP Cost: 16

Loudmouth
Makes the target immune to Silence. MP Cost: 16

Threaten
Attempts to make the opponent flee. MP Cost: 12

R-Ability Poor Listener


Isn't affected by "Converse" magic.

-Lvl 3Insult
Berates the target and may lower Attack. MP Cost: 22

Degrade
Berates the target and may lower Magic. MP Cost: 26

Lecture
May induce Sleep.

MP Cost: 26

S-Ability Monster Talk


Can communicate with monsters regardless of Job Class.

-Lvl 4Praise
Induces Bravery on the target. MP Cost: 32

Preach
Induces Faith on the target. MP Cost: 32

Persuade
May inflict Slow. MP Cost: 7

S-Ability Train
"Converse" magic is more effective when target is HP Critical.

-Lvl 5Death Sentence


May inflict Death. MP Cost: 40

Encourage
May inflict Haste. MP Cost: 36

Negotiate
Convinces the target to give the user Gil. MP Cost: 30

Summon
-Lvl 1Any Espers gathered thus far -Lvl 2Any Espers gathered thus far -Lvl 3Any Espers gathered thus far S-Ability Rapid Summon
Cast time for Espers is reduced by one.

-Lvl 4Any Espers gathered thus far -Lvl 5Any Espers gathered thus far R-Ability Summon Unlimited
When an Esper is summoned, it instantly uses a Limit and is not dismissed.

Magic Bullet
-Lvl 1Blue Bullet
Charges a bullet with Blue Magic, dealing damage of the last element the user saw.. MP Cost: 7

Shining Bullet
A shot charged with Holy magic. MP Cost: 12

Shadow Bullet
A shot charged with Dark magic. MP Cost: 12

Flaming Bullet
A shot charged with Fire magic. MP Cost: 12

Frozen Bullet
A shot charged with Ice magic. MP Cost: 12

-Lvl 2Electro Bullet


A shot charged with Thunder magic. MP Cost: 12

Aquatic Bullet
A shot charged with Water magic. MP Cost: 12

Rocky Bullet
A shot charged with Soil magic. MP Cost: 12

Gale Bullet
A shot charged with Wind magic. MP Cost: 12

Toxic Bullet
A shot charged with Poison magic. MP Cost: 12

-Lvl 3Anti-Aircraft
Does extra damage to Avian enemies. MP Cost: 22

Beast Hunter
Does extra damage to Beast enemies. MP Cost: 22

Flan Eater
Does extra damage to Flan enemies. MP Cost: 22

Elementary
Does extra damage to Elemental enemies. MP Cost: 22

Croc Hunter
Does extra damage to Reptile enemies. MP Cost: 22

S-Ability Spell Shot


Increases the power of Elemental weapons.

-Lvl 4Manslayer
Does extra damage to Hume, Viera, Feol, Bangaa (et cetera) enemies. MP Cost: 32

Mech Destroyer
Does extra damage to Robotic enemies. MP Cost: 32

Demon Muzzle
Does extra damage to Imp enemies. MP Cost: 32

Wyrm Killer
Does extra damage to Wyrm enemies. MP Cost: 32

Golem Shatterer
Does extra damage to Golem enemies. MP Cost: 32

S-Ability Rapid Fire

"Magic Bullet" and "Gunplay" CT are reduced by 1.

-Lvl 5Poach
If used to kill the target, the chance of it dropping loot increases. MP Cost: 30

Magitech Trigger Happy


Fires a hail of magic bullets in a short time. MP Cost: 36

Rebel Shot
Fires four bullets charged with powerful non-elemental magic. MP Cost: 40

Flare Bullet
Bullet charged with Flare magic. MP Cost: 40

R-Ability Final Shot


Attacks the nearest target when HP reaches zero

Terrain Magic
-Lvl 1Pitfall
Elemental that damages with a warp in space-time. May inflict Immobile. Terrain: Wastelands, Roadways MP: 10

Water Ball
Elemental that damages with the power of water. May inflict Toad. Terrain: Waterway, River, Lake, Sea, Waterfall MP: 10

Hell Ivy
Elemental that damages with the mysterious power of plants. May cause Stop Terrain: Grassland, Thicket, Water plant, Ivy MP: 10

S-Ability Axe Proficiency


Can equip an Axe regardless of Job Class.

-Lvl 2Carve Model


Elemental that damages with the mysterious power of stones. May cause Petrify. Terrain: Gravel, Stone floor, Stone wall, Mud wall, Tombstone MP: 10

Demon Fire
Elemental that damages with powers within the place. Fire-based. May cause Sleep. Terrain: Wooden floor, Rug, Box, Stairs, Ship deck MP: 10

-Lvl 3Kamaitachi
Elemental that damages with atmospheric power. Wind-based. May Disable. Terrain: Book, Tree, Brick, Bridge, Furniture, Iron plate, Moss, Coffin MP: 10

Earthquake
Elemental that damages with the power of rocks. Soil-based. May cause confusion. Terrain: Rocky cliff, Lava rocks MP: 10

Sand Storm
Elemental that damages with the power of dust. Wind-based. May cause Blind. Terrain: Sand area, Stalacmites, Salt MP: 10

S-Ability Any Ground


Can cross marshlands and lava pits as easily as a grassland.

-Lvl 4Gusty Wind


Elemental that damages with the power of wind. Wind-based. May cause Slow. Terrain: Roof, Air, Chimney MP: 10

Quicksand
Elemental that damages with the power of water. May cause Countdown. Terrain: Swamp, Marsh, Poisoned marsh MP: 10

R-Ability Counter Flood


When attacked, counters with Geomancy.

-Lvl 5Raging Blizzard


Elemental that damages with the power of snow. Ice-based. May cause Silence. Terrain: Snow, Ice MP: 10

Lava Ball
Elemental that damages with atmospheric power. Fire-based. May instantly kill. Terrain: Lava, Machine MP: 10

White Flame
Elemental that fully heals the user with the power of fire. May add Regen. Terrain: Ash, Coals MP: 10

Chivalry
-Lvl 1Cure
Restores minor amounts of HP. Single-target. MP Cost: 8

Protect
Makes the target more resistant to physical attacks. Single-target. MP Cost: 8

Pearl
A single-target low-level Holy elemental attack. MP Cost: 5

Cover
Take damage in place of party members. MP Cost: 5

Subdue
A flash of holy energy that Disables an enemy briefly. MP Cost: 12

S-Ability Great Defender


Boosts Defense.

-Lvl 2Regan
Restores HP over time. Single-target. MP Cost: 16

Shell
Makes the target more resistant to magical attacks. Single-target. MP Cost: 8

Pearlra
A low-level Holy elemental attack that targets a small area. MP Cost: 12

Nurse
Restores HP and cures status ailments of a single target. MP Cost: 16

Holy Defense

Uses divine energy to raise the Defense and Magic Defense of an ally. MP Cost: 18

-Lvl 3Cura
Restores minor amounts of HP to everyone in a small area. MP Cost: 15

Wall
Makes the target more resistant to all attacks. Single-target. MP Cost: 12

Rise
Partially revives a fallen ally. MP Cost: 25

White Slash
Strikes the enemy with a blade charged with Holy energy MP Cost: 20

Weapon Drop
Smacks the target's hand with the flat end of a sword to make them drop their weapon MP Cost: 22

-Lvl 4Protectga
Makes everyone in a large area more resistant to physical attacks. MP Cost: 22

Shellga
Makes everyone in a large area more resistant to magical attacks. MP Cost: 22

Pearlga
A high-level Holy elemental attack that targets a moderate area. MP Cost: 24

Parley
Removes weakened monsters from battle. MP Cost: 36

Saint Cross
Deals Holy damage in a cross-shaped area. MP Cost: 32

S-Ability Sword Proficiency

Can equip a Sword regardless of Job Class.

-Lvl 5Curaga
Restores large amounts of HP to everyone in a small area. MP Cost: 30

Energize
Restores minor amounts of MP. Single-target. MP Cost: 1

Renew
Rise is automatically used on the target if the target is slain. MP Cost: 32

Divine Defense
Uses divine energy to greatly raise the Defense and Magic Defense of an ally. MP Cost: 36

Holy Blade
A powerful slash powered by Holy energy that cuts through a line of enemies. MP Cost: 55

R-Ability Undoing Damage


When attacked, gains Regen status.

Arcane Blade
-Lvl 1Bio
A low-level single-target Poison elemental attack. MP Cost: 5

Sap
Slowly damages a single target over time. MP Cost: 8

Dark Wave
User sacrifices a small amount of HP to inflict minor Dark-based damage on an area. MP Cost: 0

Shadow Blade
Slashes the enemy with a blade of darkness. MP Cost: 11

S-Ability Desperation
Lowers Defense but raises Attack.

-Lvl 2Dark
A low-level single-target Dark elemental attack. MP Cost: 5

Drain
Deals damage to the single target and heals the caster. MP Cost: 10

Darkness
User sacrifices a moderate amount of HP to inflict Dark-based damage to an area. MP Cost: 0

Bio Sword
A slash that may also inflict Poison. MP Cost: 18

-Lvl 3Biora
A low-level Poison elemental attack that targets a small area. MP Cost: 12

Darkra
A low-level Dark elemental attack that targets a small area. MP Cost: 12

Darkside
User sacrifices a large amount of HP to inflict heavy Dark-based damage to all enemies. MP Cost: 0

Bloody Slash
An attack that may inflict Sap. MP Cost: 20

-Lvl 4Sapga
Slowly damages all targets in an area over time. MP Cost: 20

Gravity
Deals damage equal to 1/4 the target's current HP. MP Cost: 15

Balance
Damages equal to the difference between the caster's current HP and max HP. MP Cost: 28

Shadow Cross
Blasts a cross-shaped area with the power of Darkness. MP Cost: 32

S-Ability Death Absorption


Gains HP from Dark- or Death- based magic and attacks.

-Lvl 5Death
May inflict Death. MP Cost: 32

Black Sky
Inflicts ten random hits of non-elemental magic damage to an area. MP Cost: 36

Soul Eater
User sacrifices their life to instantly kill an enemy, and cannot be revived for 24 hours. MP Cost: 0

Scathe Blade

A powerful slash powered by Dark energy that cuts through a line of enemies. MP Cost: 55

R-Ability Draining Strike


Gain HP equal to damage dealt with a physical attack.

Spellblade
-Lvl 1Firebrand
An attack charged with Fire magic. MP Cost: 10

Frostbrand
An attack charged with Ice magic. MP Cost: 10

Thunderbrand
An attack charged with Lightning magic. MP Cost: 10

-Lvl 2Hydrobrand
An attack charged with Water magic. MP Cost: 16

Gustbrand
An attack charged with Wind magic. MP Cost: 16

Gaiabrand
An attack charged with Soil magic. MP Cost: 16

R-Ability Critical Haste


Gets Haste when HP Critical.

-Lvl 3Firabrand
A powerful attack charged with Fire magic. MP Cost: 36

Frostrabrand
A powerful attack charged with Ice magic. MP Cost: 36

Thunderabrand
A powerful attack charged with Lightning magic. MP Cost: 36

-Lvl 4Hydrorabrand
A powerful attack charged with Water magic. MP Cost: 40

Gustrabrand
A powerful attack charged with Wind magic. MP Cost: 40

Gaiarabrand
A powerful attack charged with Soil magic. MP Cost: 40

S-Ability Knightsword Proficiency


Can equip a Knightsword regardless of Job Class.

-Lvl 5Grand Cross


Deal massive non-elemental damage to a cross-shaped area. MP Cost: 36

Flare Blade
A powerful slash powered by Flare magic that cuts through a line of enemies. MP Cost: 55

S-Ability Charge Boost


The longer a skill/spell is charged, the more its power will be boosted.

Sharpshoot
-Lvl 1Twin Arrow
Attack twice in quick succession; Half power for each attack. MP Cost: 5

Beso Toxico
An attack that may Poison. MP Cost: 7

-Lvl 2Mist Arrow


An attack that damages MP. MP Cost: 16

Target Eye
An attack that may Blind. MP Cost: 12

-Lvl 3Armor Aim


An attack that attempts to destroy the target's armor. MP Cost: 28

Life Arrow
Ironically, after five Actions, the target dies. MP Cost: 24

S-Ability Snipe
Greatly increases Accuracy.

-Lvl 4Weapon Aim


An attack that attempts to destroy the target's Weapon. MP Cost: 36

Time's Arrow
Attack that may inflict Stop. MP Cost: 30

S-Ability Crossbow Proficiency


Can equip a Crossbow regardless of Job Class.

-Lvl 5Death Archery


Deals HP and MP damage equal to total HP lost. MP Cost: 36

Wallet Aim
Steal Gil equal to damage dealt. MP Cost: 45

R-Ability Conceal
When hit gets Vanish status.

Trigger Tech
-Lvl 1Rough Divide
A slightly stronger attack than normal, short range with the blade. MP Cost: 5

Cross-Slash
A powerful X-Shaped slash attack. MP Cost: 5

-Lvl 2Fated Circle


Leaps into the air and fires energized bullets in a circle around the user. MP Cost: 20

Free Energy
Fires several bright explosions to damage all targets in an area. May blind. MP Cost: 16

S-Ability Gunblade Proficiency


Can equip a Gunblade regardless of Job Class.

-Lvl 3Blasting Zone


Uses Mist to "extend" the blade, allowing a slice to an entire line of targets. MP Cost: 26

Force Strike
Stabs the target forcefully and fires a round into the target. MP Cost: 26

S-Ability Payment
Amount of Gil earned from missions increases.

-Lvl 4Nullify
Leaps into the air and fires bullets in a circle around the user damaging MP. MP Cost: 32

Flame Cross

Charges the bullets with Fire and spins, dealing Fire damage in a cross shape.. MP Cost: 36

-Lvl 5Lion Heart


A powerful combination of shots and slashes at a single target. MP Cost: 40

Requiem
Fires a powerful hail of bullets in a direction, damaging enemies in a line. MP Cost: 45

R-Ability Second Shot


Attacks twice when countering.

Dragon Skill
-Lvl 1Jump
Deals a moderate amount of damage by jumping up and slashing a single target. MP Cost: 5

Lancet
Gains HP and MP equal to HP and MP damage dealt. MP Cost: 10

S-Ability Ignore Height


Can jump any height safely.

-Lvl 2Wyrm Trainer


30% chance of taming a dragon and have it fight alongside you. MP Cost: 24

Wyrm Slayer
An attack that deals higher damage to dragons. MP Cost: 16

Reis' Wind
Casts Regen on all allies. Burmecian Only MP Cost: 12

Flame Breath
A Fire-based blast of energy from the user's mouth. Bangaa Only MP Cost: 12

-Lvl 3High Jump


Deals a greater amount of physical damage by jumping up and slashing a single target. MP Cost: 24

Dragon's Spirit
A single target is returned to life. MP Cost: 28

White Draw

All allies slowly regain MP over time.. Burmecian Only MP Cost: 24

Bolt Breath
A Lightning-based blast of energy from the user's mouth. Bangaa Only MP Cost: 24

S-Ability Spear Proficiency


Can equip a Spear regardless of Job Class.

-Lvl 4Wyrm Banisher


Removes a Dragon from the battle. MP Cost: 32

Wide Lance
Drains a large amount of HP and MP from a horizontal line of enemies. MP Cost: 32

Cherry Blossom
Deals a heavy amount of non-elemental damage to a single enemy. Burmecian Only MP Cost: 36

Frozen Breath
A Ice-based blast of energy from the user's mouth. Bangaa Only MP Cost: 36

-Lvl 5Great Jump


Deals a massive amount of physical damage by jumping up and slashing a single target. MP Cost: 45

Dragon Cry
Deals heavy non-elemental damage to all enemies. MP Cost: 50

R-Ability Dragonheart
When attacks, gains Renew status.

Ninjutsu
-Lvl 1Throw
Throws an item from the user's inventory. MP Cost: 1

Mist Shuriken
Deals MP damage. MP Cost: 5

-Lvl 2Wood Veil


Damage and may immobilize a target. MP Cost: 16

Metal Veil
Damages and may blind a target. MP Cost: 16

S-Ability Waterwalk
Can walk easily on water.

-Lvl 3Fire Veil


Damages and may confuse a target. MP Cost: 26

Clear Tranquil
Restores half HP and MP of everyone in an area. MP Cost: 32

S-Ability Two Hands


Hold weapon in both hands raising destructive power.

-Lvl 4Water Veil


Damage and may silence a target. MP Cost: 28

Stone Veil

Damages and may slow a target. MP Cost: 28

-Lvl 5Infuse
Fully consumes users MP to heal an ally by 10 times the amount of sacrificed MP. MP Cost: All

All Creation
Deals heavy non-elemental damage to all enemies. MP Cost: 50

R-Ability Last Infusion


When HP drops to zero, all MP is transferred to allies.

Bushido
-Lvl 1Asuna
An invisible blade slashed the enemy. MP Cost: 5

Kansei
A vicious cry damages anything in an area in front of the user. MP Cost: 5

Nonpareil
Slightly raises the strength and accuracy of the user. MP Cost: 10

-Lvl 2Kasumikiri
Attack deals MP damage. MP Cost: 16

Tentokumo
Ethereal spirit flows out and attacks. MP Cost: 16

Snap
Attacks and nullifies any and all stat increases/decreases on target. MP Cost: 20

S-Ability Solid Grip


Holds a two-handed weapon in one hand, but lowers destructive power slightly.

-Lvl 3Hanpatsu
Restores a moderate amount of HP to an area.. MP Cost: 20

Shukketsushi
In five actions, the target dies. MP Cost: 32

Hayate
Increases evasion and induces Haste on a single target. MP Cost: 26

S-Ability Katana Proficiency


Can equip a Katana and Heavy Katana regardless of Job Class.

-Lvl 4Dismissal
An attack that stops actions being charged or cast. MP Cost: 36

Kiyomori
Casts Protect on everyone in an area. MP Cost: 32

Shin-Zantetsu
Attempts to inflict Death on an entire area. MP Cost: 40

R-Ability Blade Grasp


Blocks melee attacks with short-range weapons.

-Lvl 5Gouryoku
Enhances the Strength and Agility of everyone in an area. MP Cost: 36

Chirijiraden
Blue flames strike everyone, foe and ally alike. MP Cost: 45

Iainuki
Like Shin-Zantetsu but with a higher rate of success. MP Cost: 65

Song
-Lvl 1Cowardice
Hides from opponents to avoid damage. MP Cost: 10

Potion Spread
Uses a single Potion, Hi Potion, Super Potion, or X-Potion on all allies. MP Cost: 10

-Lvl 2Give Turn


Allow another character to take their in your place. MP Cost: 16

Life Song
Song about the greatness of life. Restore HP to all allies. MP Cost: 16

Angel Song
Song for divine protection of an angel. Restore MP to all allies. MP Cost: 16

-Lvl 3Living Shield


Make someone else take any damage the user would receive during that turn. MP Cost: 26

Cheer Song
Song about encouraging and cheering up someone. Induces Haste on all allies. MP Cost: 24

R-Ability Vocal
Gives immunity to Silence.

-Lvl 4Take Turn


Take another character's turn to go twice MP Cost: 36

Battle Song
Song about battle. Raises physical attack power of all allies. MP Cost: 30

Spell Song
Song about laws of sorcery and origins of magic. Raises magic attack of all allies. MP Cost: 30

S-Ability Lute Proficiency


Can equip a Instruments regardless of Job Class.

-Lvl 5Nameless Song


Song handed down for generations. Grants Renew, Regen, Protect, Shell and Haste to all. MP Cost: 36

Last Song
Ultimate song. Induces Quick for all allies for five turns on all. MP Cost: 50

S-Ability Leap
The user can leap over obstacles (terrain, enemies, et cetera).

Step
-Lvl 1Sexy Wink
An alluring wink that will Charm humanoid opponents, regardless of their gender. MP Cost: 10

Alluring Dance
Dance with provocative moves that lowers all enemies' strength. MP Cost: 12

Disillusion Dance
A distracting dance that lowers all enemies' magic attack power. MP Cost: 12

-Lvl 2Quick-Step
The user gains Haste. MP Cost: 10

Hornet Dance
Distracts the enemies with while releasing poisonous bees to sting all enemies. MP Cost: 16

-Lvl 3Wiznaibus
Dance causes HP damage to all enemies with powerful dance steps. MP Cost: 20

Witch Hunt
Dance causes MP damage to all enemies with powerful dance steps. MP Cost: 20

Seductive Dance
An extremely sexy dance. Charms all humanoid opponents, regardless of gender. MP Cost: 24

R-Ability Fluid Movement


Gives immunity to Immobilize and Disable.

-Lvl 4-

Mesmeric Dance
A beautiful dance that leaves others breathless. Causes Silence to all enemies. MP Cost: 26

Dreamy Dance
A slow, mezmorizing dance that lulls all opponents, putting them to sleep. MP Cost: 26

S-Ability Cloth Proficiency


Can equip cloth weapons regardless of Job Class.

-Lvl 5Kiss
A kiss to the cheek that restores a large amount of HP and raises Attack of an ally. MP Cost: 32

Nameless Dance
Dance with moves that can't be explained. Causes an array of status effects to all. MP Cost: 36

Last Dance
Ultimate dance. Doubles the CT for all opponents for five turns. MP Cost: 45

S-Ability Leap
The user can leap over obstacles (terrain, enemies, et cetera).

Holy Arts
-Lvl 1Cure
Restores minor amounts of HP. Single-target. MP Cost: 8

Protect
Makes the target more resistant to physical attacks. Single-target. MP Cost: 8

Pearl
A single-target low-level Holy elemental attack. MP Cost: 5

Cover
Take damage in place of party members. MP Cost: 5

Jab
A fast punch that deals little damage, but will always hit. MP Cost: 12

S-Ability Divine Defender


Boosts Magic Defense.

-Lvl 2Regan
Restores HP over time. Single-target. MP Cost: 16

Shell
Makes the target more resistant to magical attacks. Single-target. MP Cost: 8

Pearlra
A low-level Holy elemental attack that targets a small area. MP Cost: 12

Give Energy
Sacrifices a small ammount of HP and MP to restore the HP and MP of a single target MP Cost: 16

Holy Defense

Uses divine energy to raise the Defense and Magic Defense of an ally. MP Cost: 18

-Lvl 3Cura
Restores minor amounts of HP to everyone in a small area. MP Cost: 15

Wall
Makes the target more resistant to all attacks. Single-target. MP Cost: 12

Rise
Partially revives a fallen ally. MP Cost: 25

White Fist
Strikes the enemy with a fist charged with Holy energy MP Cost: 20

Limb Strike
A series of swift and powerful strikes to the oppoent's arms and legs. Causes Disable and Immobile. MP Cost: 22

-Lvl 4Protectga
Makes everyone in a large area more resistant to physical attacks. MP Cost: 22

Shellga
Makes everyone in a large area more resistant to magical attacks. MP Cost: 22

Pearlga
A high-level Holy elemental attack that targets a moderate area. MP Cost: 24

Parley
Removes weakened monsters from battle. MP Cost: 36

Saint Cross
Deals Holy damage in a cross-shaped area. MP Cost: 32

S-Ability Divine Aura

Immune to Holy and Dark attacks, but takes more damage from other elements.

-Lvl 5Curaga
Restores large amounts of HP to everyone in a small area. MP Cost: 30

Energize
Restores minor amounts of MP. Single-target. MP Cost: 1

Renew
Rise is automatically used on the target if the target is slain. MP Cost: 32

Divine Defense
Uses divine energy to greatly raise the Defense and Magic Defense of an ally. MP Cost: 36

Holy Fist
A powerful jab powered that releases a wave of Holy energy that cuts through a line of enemies. MP Cost: 55

R-Ability Pressure Strike


When attacked, counters by striking a vital spot, inflicting a random status ailment.

Bet
-Lvl 1Phantom Dice
Increases one party member's status slightly based on a roll of a die. Any total greater than 13 reduces overall status. MP Cost: 10

Wild Card
Induces a random status effect on a target. MP Cost: 15

-Lvl 2Double-Up
Allows another roll with "Phantom Dice". CT is zero. MP Cost: 5

Bribe
Pays an enemy to leave. May leave Loot behind. MP Cost: 0

S-Ability Winning Streak


As attacks are successful, Luck increases.

-Lvl 3Elemental Reel


Charges an attack with a random element. MP Cost: 25

Roulette
Inflicts Instant Death to a random target, be it enemy or ally. MP Cost: 24

-Lvl 4Random Deal


Reduces CT of the next ability used to zero. CT is 1. MP Cost: 35

Felicity
Increases Luck of all allies in an area. MP Cost: 30

R-Ability Critical Spellspring


MP cost is zero when HP-Critical.

-Lvl 5Slots
Uses a random skill or spell. MP Cost: 40

Double or Nothing
Gains double EXP, AP, loot, and gil from a batte/mission. MP Cost: 60

S-Ability Lady Luck


Chances of Critical hits is drastically increased.

Law
-Lvl 1Confiscate
May steal an item from a target. MP Cost: 10

Lawful Blade
A slightly stronger slash attack charged with Holy magic. MP Cost: 15

Illegalize
The last action is deemed illegal for the next five turns. MP Cost: 20

Arrest
Inflicts Disable and Immobilize on a target who broke the law. MP Cost: 0

R-Ability Law Enforcement


Each time a Law is broken, the Judge issues a Yellow Card warning. After three warnings, a Red Card is issued and the target is removed from battle..

-Lvl 2Weapon Ban


Randomly illegalizes a type of weapon for five turns. MP Cost: 5

Element Ban
Randomly illegalizes an element for five turns. MP Cost: 5

Tactical Ban
Randomly illegalizes a type of spell or skill for five turns. MP Cost: 5

S-Ability Jurisdiction
Movement range is drastically increased.

-Lvl 3Abate
Creates a glamor that temporarily hides illegal activity. MP Cost: 30

Judgment Blade
Charges sword with Holy and Lightning energy and attacks. MP Cost: 24

Northswain's Glow
A burst of non-elemental energy damages all surrounding targets and inflicts Blind. MP Cost: 24

Bind
Inflicts Disable and Immobilize on a single target. MP Cost: 26

-Lvl 4Seal Spells


All Spell-type abilities are illegal for five turns. MP Cost: 30

Seal Skills
All Skill-type abilities are illegal for five turns. MP Cost: 30

Seal Reaction
All Reaction abilities are illegal for five turns. MP Cost: 40

S-Ability Triple Skill


Can equip a second Secondary Command.

-Lvl 5Circle of Judgment


All targets in an area receive heavy Holy and Lightning damage. MP Cost: 30

Death Sentence
May inflict Death. MP Cost: 40

Seal Action
Any Action is illegal for three turns. MP Cost: 50

Judgemaster's Call
Summons a Judge to enforce laws. MP Cost: 60

Ballistics
-Lvl 1Prime
Powers up cannon to inflict Prime and Bravery on self.. MP Cost: 10

Potion Shell
Fires a shell containing restorative elements. Heals a moderate amount of HP. Requires Prime status. MP Cost: 12

Ether Shell
Fires a shell containing restorative elements. Heals a moderate amount of MP. Requires Prime status. MP Cost: 12

-Lvl 2Protect Cannon


Target gains Protect and Regen. Requires Prime status. MP Cost: 12

Shell Cannon
Target gains Shell and Regen. Requires Prime status. MP Cost: 12

Grenade Launch
Fires a Grenade from inventory at the target. MP Cost: 0

S-Ability Cannon Proficiency


Can equip hand-cannons regardless of Job Class.

-Lvl 3Teleport Canon


The target is sent to a random spot on the battlefield. Requires Prime status. MP Cost: 20

Mortar
Deals heavy damage to target. The user is then Immobilized. MP Cost: 16

Blast Radius
Turns the next basic attack into an Area Attack. Requires Hand-Cannon. MP Cost: 10

R-Ability Blur
Evades gun/cannon attacks.

-Lvl 4Cure Cannon


Restores a large amount of HP to the target and removes status ailments. Requires Prime status. MP Cost: 26

Fire at Will
Fires multiple shots at random areas. Requires ranged weapon. MP Cost: 20

-Lvl 5Ether Boost


Deals heavy damage to target and removes the user's Prime status. Requires Prime status. MP Cost: 32

Full Boost
Consumes own HP to inflict heavy damage. MP Cost: 36

Foresight
Can execute two "Ballistics" techs next turn. MP Cost: 40

S-Ability Charged Attacks


Basic attacks consume MP to increase damage.

Risk
-Lvl 1Heavy Shot
A powerful but risky slashing attack. If the attack misses, the user takes damage instead.

Magic Gain
A slash attack charged with Mist. Deals little damage, but the user regain MP equal to 30% of the damage dealt..

Lightning Bolt
Arrows of lightning pierce a single target and electrocutes them. Deals lightning damage, but it can only be used if the user has less than half of their HP remaining.

-Lvl 2Reckless Blow


An all-or-nothing slash attack. Has a 50/50 chance of either missing or dealing a very heavy amount of damage.

Numbing Claw
An attack that deals little damage, but is guaranteed to inflict the Disable status unless the target is immune to it.

Fireball
Launches searing balls of flame in a vicious barrage toward a single target. Deals Fire damage, but it can only be used if the user has less than half of their HP remaining.

R-Ability Risky Block


Takes a defensive position to completely negate any damage from a Tech, but at the cost of a random piece of equipped armor breaking.

-Lvl 3Dulling Impact


An attack that deals little damage, but is guaranteed to inflict the Silence status unless the target is immune to it.

Paralysis Pulse
An attack that deals little damage, but is guaranteed to inflict the Immobile status unless the target is immune to it.

Vulcan Lance
A lance-like stalagmite raises from the ground to strike a single target. Deals Soil Damage, but it can only be used if the user has less than half of their HP remaining..

-Lvl 4-

Aqua Blast
Assaults the target with blasts of intensely cold water. Deals Water and Ice Damage, but it can only be used if the user has less than half of their HP remaining.

Desperate Assault
A "last resort" attack with a 40% chance of instantly killing all opponents. User's HP and MP drops to 1, regardless of whether or not it succeeds.

Snake Venom
An attack that deals little damage, but is guaranteed to inflict the Poison status unless the target is immune to it.

R-Ability Risky Counter


Blocks a physical attack and counters to deal triple damage, but with a 50% chance of becoming Disabled afterward.

-Lvl 5Solid Shock


Unleashes an intense shock wave that pounds a single target. Deals heavy Non-elemental damage, but with a 70% chance of the user's equipped weapon breaking.

Crimson Pain
A powerful slashing attack. The lower the user's HP, the more damage is dealt.

S-Ability Risk Lore


Stats increase when HP is low regardless of Job

Charisma
-Lvl 1Dashing Smile
A brilliant and alluring smile Charms a female character. MP Cost: 6

Escort
Flirtatiously covers a female character. MP Cost: 6

Fawn
Grants Regen and Astra to a female character. MP Cost: 12

S-Ability Gunslinger
Enables the tertiary command Gunplay.

-Lvl 2Breakdown
Grants Berserk and raises critical hit chance to the user. MP Cost: 16

Flourish
User gains Bravery and Haste if females are in party. MP Cost: 10

R-Ability Irresistible
When targeted by an opposing female character, she might become Charmed.

-Lvl 3Succor
Removes status afflictions and restores a moderate amount of HP to the female units in an area. MP Cost: 20

Daring Rescue
Fully cures and covers an HP Critical female character. MP Cost: 26

Hail of Gunfire
Impressively staged attack with a gun that damages all units in a line. MP Cost: 12

-Lvl 4Full Assault


Deals heavy damage but lowers the caster's Speed. MP Cost: 26

Enchant
Charms female foes and raises female allies' attack. MP Cost: 30

-Lvl 5Wooing
Grants Spellspring to a female unit. MP Cost: 32

Enthralling Gaze
Powerful gaze enthralls a female character, inflicting Stop. MP Cost: 36

Dazzling Moves
Induces Quick to self and a female character. MP Cost: 40

S-Ability Insider
Reveals invisible enemies and traps.

Chococraft
-Lvl 1Tame
Tames a wild Chocobo to use as a mount. MP Cost: 4

ChocoBeak
Attacks with the beak of a Chocobo the user is mounted on. Requires Chocobo. MP Cost: 0

ChocoCure
Restores an amount of HP to self and surrounding characters. Requires Chocobo. MP Cost: 12

ChocoDash
High rate of Escape from battle. Requires Chocobo. MP Cost: 10

S-Ability Chocobo Lure


Increases the likelihood of encountering a Chocobo.

-Lvl 2ChocoShield
Induces Protect and Regen on self and surrounding characters. Requires Chocobo. MP Cost: 16

ChocoSpeed
Induces Haste on the user. Requires Chocobo. MP Cost: 18

ChocoKick
A powerful close-range attack by the mount. Requires Chocobo. MP Cost: 10

ChocoBow
A ranged attack channeling Mist through the Chocobo mount, Requires Chocobo. MP Cost: 18

-Lvl 3ChocoFlame
Chocobo mount shoots a fireball from it's mouth at an enemy. Inflicts Fire damage. Requires Chocobo. MP Cost: 18

ChocoRecharge
Restores MP to an area of allies. Requires Chocobo. MP Cost: 20

ChocoBarrier
Induces Shell and Protect to self and surrounding allies. Requires Chocobo. MP Cost: 18

ChocoLeap
Grants Leap and Haste to an ally. Requires Chocobo. MP Cost: 20

R-Ability Counter Choco


Counters with the special ability of the mount.

-Lvl 4ChocoComet
Chocobo mount calls a ball of Fire and Ice from the sky. Deals moderate damage to one enemy. Requires Chocobo. MP Cost: 24

ChocoLullaby
A song from the Chocobo lulls an enemy to sleep. Requires Chocobo. MP Cost: 16

ChocoPancea
Removes all negative statuses from nearby allies. Requires Chocobo. MP Cost: 20

ChocoDispel
Removes all positive statuses from nearby foes. Requires Chocobo. MP Cost: 20

S-Ability Choco Feathers


Starts the battle with Haste and Leap.

-Lvl 5ChocoGuard
All allies gain Protect, Shell, Haste and Regen. Requires Chocobo. MP Cost: 32

ChocoWings
Grants Float, Renew and Berserk to an area. Requires Chocobo. MP Cost: 36

ChocoStomp
A powerful stomp deals Soil damage to all units in a line. Requires Chocobo. MP Cost: 40

Chocoltima
The Chocobo releases a massive burst of Mist, inflicting serious damage on the user and a large area. Requires Chocobo. MP Cost: 50

Guile
-Lvl 1Saber-Rattling
Raises attack power and accuracy of user. MP Cost: 10

Time Crash
Attack delays the target's next action. MP Cost: 12

-Lvl 2Ether Wave


Sends out a shockwave of Mist, dealing damage to surrounding units. MP Cost: 20

Inner Strength
User gains Bravery and Faith. MP Cost: 10

R-Ability Blink Counter


Counters and repels after being Attacked..

-Lvl 3Rebirth
Fully recovers user's status & HP. MP Cost: 30

Time Blade
Heavy damage and delay unit's next turn. MP Cost: 26

-Lvl 4Dimensional Rift


Tears holes in the fabric of time, reducing all units' HP in targeted area by 75% in the process. MP Cost: 36

Annul
Reduces the target's MP to zero. MP Cost: 50

S-Ability Time's Champion


The effects of Haste, Slow, Stop and Quick are extended by two turns.

-Lvl 5Sheol
Slow and Immobilize for all foes, Haste and Regen for all allies. MP Cost: 50

Abyssal Slash
Summons a horrific abyss that causes damage and Stop status to its targets. MP Cost: 55

S-Ability Impervious
Immune to all negative status effects.

Instinct
-Lvl 1Adellaide
Grants Regen to self or a nearby ally. MP Cost: 10

Ljda
Charms a character. MP Cost: 12

S-Ability Heritor's Monograph


The value and rarity of received Loot increases greatly.

-Lvl 2Lennart
Deals damage to a line of enemies. MP Cost: 16

Hilo
Ranged attack does damage and inflicts Confuse. MP Cost: 16

-Lvl 3Haggle
Non-combat ability reduces prices at shops. MP Cost: 22

Wermut
Ranged attack does damage and inflicts Slow. MP Cost: 26

S-Ability Deathproof
Immunity to Instant Death.

-Lvl 4Elpe
Sacrifices self to fully heal and revive all allies. MP Cost: 36

Nesiaam

Ranged area attack does damage and inflicts Addle, but has greatly reduced Accuracy. MP Cost: 32

-Lvl 5Viola
Deals Dark Damage to a large area equal to damage the user has taken. MP Cost: 45

Penultima
Summons a massive burst of Mist to deal damage to all units. MP Cost: 55

R-Ability Instinctual Response


When attacked, Mugs and sends the attacker flying back.

Blue Magic
All Blue Magic is CT = 1

1,000 Needles
Fires off a thousand needles, doing 1 damage a piece. MP Cost: 30 Learned from: Cactuar

Angel's Snack
Consumes three Remedies and uses them on all allies MP Cost: 10 Learned from: Mistodon, Epitaph

Angel Whisper
Restores some HP and grants "Renew" status. MP Cost: 26 Learned from: Ultima (Scion), Madeen (Esper), Holy Elemental, Occurian Mistodon

Annul
Reduces the target's MP to zero. MP Cost: 50 Learned from: Nightshade, Reaper, Deathscythe

Aqua Breath
Water-based attack to all targets in a line. MP Cost: 10 Learned from: Harpy, Remora, Leviathan (Esper)

Bad Breath
Inflicts an array of negative status effects on an area. MP Cost: 46 Learned from: Malborokind

Beta
A powerful Fire-elemental explosion. MP Cost: 45 Learned from: Zolem

ChocoMeteor
Summons a cute and chibi Meteor to deal severe damage. MP Cost: 50 Learned from: Chocobokind

Degenerator
Ejects target from the fight. MP Cost: 18 Learned from: Wendigo

Dragon Force
Increase stats of self and an adjacent unit. MP Cost: 24 Learned from: Wyrmkind

Eerie Sound Wave


Removes positive status attributes from the target. MP Cost: 8 Learned from: Malboro

Electrocute
A burst of Lightning to an entire area. MP Cost: 22 Learned from: Lightning Elemental, Thunder Dragon

Fire Breath
Fire-based attack to all targets in a line. MP Cost: 10 Learned from: Dragon, Salamander (Esper)

Goblin Punch
Deals minor damage. MP Cost: 0 Learned from: Goblin, Baknay

Hastebreak
Inflicts Slow or inflicts Stop if the target is bestowed with Haste. MP Cost: 12 Learned from: Coeurl, Vorpal Bunny

Honeysweet Breath
Inflicts Sleep and Charm on an area. MP Cost: 36 Learned from: Great Malboro

Laser
A powerful beam reduces half of the target's remaining HP. MP Cost: 24 Learned from: Vegnagun, Ark (Esper), Blitz, Custom Sweeper

Limit Glove
If current HP is 1, deals 9999 Damage. MP Cost: All Learned from: Mu, Mandragora

Magic Breath
A burst of multi-elemental (Fire/Ice/Lightning) magic to a line of targets. MP Cost: 70 Learned from: Eden (Esper), Silver Dragon (Esper), Wraith

Mantra's Magic
Non-elemental Magic attacks all enemies in a large area. MP Cost: 10 Learned from: Bullmotor, Death Claw

Mighty Guard
Inflicts Protect/Shell/Haste on all allies in range. MP Cost: 36 Learned from: Gargoyle, Adamantoise (Esper), Ring Wyrm, Carbuncle (Esper)

Night
Sleep on everyone. MP Cost: 16 Learned from: Nymph, Tiny Lamia

Pandora's Box
A remarkably powerful and defense-ignoring magical burst. MP Cost: 62 Learned from: Nova Dragon

Prime Level Death


Inflicts Death if the target's level is a Prime Number. MP Cost: 24 Learned from: Parasite, Zalera (Scion), Calculator

Roar
Removes all positive status ailments. MP Cost: 18 Learned from: Werewolf

Roulette
Inflicts Instant Death to a random target, be it enemy or ally. MP Cost: 24 Learned from: Ghost, Death Dealer, Gambler

Screech
Deals damage to a target and inflicts Confuse. MP Cost: 12 Learned from: Wolfkind

Self-Destruct
Deals Fire damage to everyone aroun the user, and then the user faints. MP Cost: 20 Learned from: Bombkind

Shadow Flare
An explosion of Dark magic targets enemies and allies alike in an area. MP Cost: 76 Learned from: Dragon Zombie, Omega Weapon

Shatter
Ice damage equal to the difference between current and max HP is dealt to one target.

MP Cost: 45 Learned from: Behemoth

Shockwave Pulsar
An insanely strong magical explosion thought to rival Ultima. MP Cost: 100 Learned from: Ultimate Weapon, Zodiark (Scion)

Ultra Waves
Inflicts Berserk. MP Cost: 7 Learned from: Great Spider, Caterchipiller

Unction
Inflicts Oil to an area. MP Cost: 4 Learned from: Flankind

War Dance
Gives an area Bravery. MP Cost: 12 Learned from: Bunnykind

White Wind
Restores a significant amount of HP to an area. MP Cost: 16 Learned from: Zuu, Griffin, Zemzelett

ESPERS
Level 1, 2, 3, and 4 Espers in each category.

Fire Level 1 - Salamander - A fiery lizard with scales harder than steel. Its Heat Breath hits all foes with a super-heated blast of air Level 2 - Brynhildr - A none-too-beautiful knight who wields a great bludgeon. Her Misspell Flame engulfs the enemies in a great and consuming fire, before leaving them covered in Oil. Level 3 - Phoenix - The legendary bird famed for always rising from its own ashes when destroyed. Its Revival Flame torches all enemies with a blast of fire, while reviving fallen party allies Level 4 - Ifrit - A very powerful fire elemental that resembles a horned demon. Constantly fighting with Shiva. Its Hellfire engulfs all enemies in fire and incinerates them

Ice Level 1 - White Wolf - A white-haired wolf with a devastating howl. Its Blizzard Howl unleashes a heavy flurry of snow upon all opponents. Level 2 - Cyclops - A large, one-eyed monster with blue skin. With its Frozen Eye, it gives its enemies a cold stare that freezes them in their tracks. (no pun intended...okay, so it was) Level 3 - Mist Dragon - A powerful dragon made entirely out of mist. With its Freeze Blast, it turns its body into an extremely cold fog, which surrounds and freezes opponents Level 4 - Shiva - A pale, beautiful woman in alluring, blue outfit. Always arguing with Ifrit, and the two of them consider each other their rival. With her Diamond Dust, she bombards her opponent with a relentless barrage of ice shards.

Soil Level 1 - Golem - A large, humanoid monster made of stone. With its Granite Fist, it delivers a massively powerful punch to a single opponent.

Level 2 - Brothers - Two Espers in one, Sekhmet and Minotaur are sibling minotaurs with monstrous spiked hammers. Their attack, Brotherly Love, is an uncoordinated, but extremely powerful, combo attack Level 3 - Hecatoncheir - Hectoncheir is a great giant with many arms, second to Titan only in size and power. Its Gaian Salvo rends the earth around its opponents with powerful hits from its great arms. Level 4 - Titan - A gigantic man with an even larger axe. He uses his axe for his Rage of the Land, in which he slams in into the ground to cause a massive earthquake, and then finishes his opponents by crushing them with an ungodly large boulder.

Water Level 1 - Admantoise - A giant turtle with a super-hard shell that protects it from physical attacks. When using its Turtle Power, it withdraws itself into its shell and spins like a top, repeatedly slamming into opponents . Level 2 - Bismark - A large whale-like Esper, said to be the one of the oldest Espers around, along with Ramuh. With its Breach Blast, it hammers its opponents with blasts of water from its blow-hole Level 3 - Siren - An unbelievably beautiful Esper in the form of a scantly clad mermaid. Her Sea Song lures all enemies, male and female, into a tidal wave. May also induce Silence. Level 4 - Leviathan - A large sea serpent, also known as the "King of the Sea". Its Tsunami causes a massive tidal wave that destroys anything in its path

Wind Level 1 - Sylph - A small, fairy-like Esper that looks like a tiny girl with large, insect-like wings. When using her Fae Wing, she rapidly flaps her wings to create a blast of wind that deals damage to both HP and MP Level 2 - Typhoon - A ghost-like Esper with two heads, one on opposite ends of its body. With its Disintegration, one head distorts the space around the enemies, flipping them over and leaving them suspended in the air, while the other head launches a blast of corrosive wind from its mouth. Level 3 - Garuda - A somewhat attractive half-woman, half-bird Esper. With her

Aerial Attack, she swoops down from the sky, slashing opponents with the talons on her hands and feet, and then follows through by flapping her wings and creating a powerful blast of wind. Level 4 - Pandemona - A vaguely humanoid Esper and the strongest Wind-based monster known. When using its Tornado Zone, it sucks in a large amount of air, sometimes inhaling an enemy in the process, until the large sac on its back is full. It then releases all of the air with enough force to create a monstrous tornado

Lightning Level 1 - Iron Giant - A large, seemingly empty suit of armor with an incredibly large sword. It attacks with Lightning Cut, in which it slashes its opponent twice with an electrically charged sword. Level 2 - Quetzalcoatl - A large, bird-like monster that has absolute control over electricity. Uses its Thunder Storm to surround opponents with a dome of lightning, then brings it crashing down on them Level 3 - Ixion - A powerful horse with a large, hook-shaped horn on its head. With its Thor's Hammer, he charges electricity in to his horn then, after lifting his opponents into the air with a current of electricity, unleashes all of it at once in a massive blast of lightning Level 4 - Ramuh - A wise and powerful Esper that takes the form of an old man in a large, decorative robe. Of all Espers, he is the oldest and wisest, often offering his wisdom to travelers. When using his Judgment Bolt, he throws his staff into the ground and summons a lightning storm. The staff attracts lightning and enemies are repeatedly blasted powerful surges of electricity

Holy Level 1 - Silver Dragon - A large dragon with shimmering, white scales. Very powerful for a level 1 Esper, and is therefore not to be underestimated. With its Twister, it takes a deep breath and unleashes a spiraling blast holy-charged wind Level 2 - Crusader - An armored warrior who was once a normal Paladin whose power became so great that he became an Esper. With his Purifier, he unleashes a wave of Holy energy from his sword that bombards all enemies Level 3 - Madeen - Actually a moogle that evolved after being granted with

tremendous powers. Many speculate that she, due to physical similarities, may be somehow related to Ifrit or, at the very least, that Ifrit's origin is similar. When using her Terra Homing, she unleashes rays of light that surround the enemies, trapping them in an orb of light that slowly shrinks around them. Level 4 - Alexander - A massive, mechanical Esper that resembles a large castle with large angelic wings, and a long-time rival of Ark. With its Divine Judgment, it spreads its wings and, from them, unleashes a monstrous barrage of Holyelemental beams that decimates all who dare to oppose it.

Dark Level 1 - Diablos - A vaguely dragon-like demon with gigantic wings. Like the Silver Dragon, it's very powerful for a Level 1 Esper and should be approached with caution. With its Dark Messenger, it crushes its opponents with a large mass of Dark energy Level 2 - Doomtrain - Somewhat of an oddity among the Espers, it is literally a train that has been possessed by an evil spirit and taken a demonic form. When using Runaway Train, it rams into opponents at a high speed, causing Dark-based damage and inflicting them with several status ailments. Level 3 - Anima - A truly horrific demon who is so powerful that she must be bound to keep her from destroying everything. With her Oblivion, her restraints are released, revealing her even more horrifying true form. She then proceeds to pound her opponent until nothing remains, then finishes with a Dark blast Level 4 - Ark - A large airship with two propellers and a large lance-like prow for ramming. Its rival is Alexander, not only for their opposing elements, but also because they're the strongest Esper of their element, as well as the fact that they're both mechanical. With its Laser Barrage, it transforms into a humanoid mecha and assaults opponents with a volley of laser beams, finishing it off with a single, massive blast of Dark energy

Purely Supportive Level 1 - Carbuncle - A green, furry creature that, while friendly, is also very mischievous. With its Ruby Light, it casts Reflect on all allies. Level 2 - Kirin - A unicorn-like Esper of mythological origins. Due to both of them being unicorns, it is commonly believed that it is related to Ixion, though this is purely speculation. Its Holy Aura restores negative status effects and casts Regen

Level 3 - Cerberus - A three-headed canine from the underworld. While a very capable fighter, it, for unknown reasons, prefers a supportive role when summoned. With its Counter Rockets, it casts Quick on all allies. Level 4 - Seraphim - An Esper that takes the form of a beautiful angel. She is very kind and gentile, and dislikes fighting. She will only form a pact with someone who is pure of heart. Her Angel Feathers is the ultimate White Magic that only she can use. It completely revives fallen allies, fully restores the HP of those still standing, and lifts all negative status effects.

Non-Element Level 1 - Tonberry - A small lizard-like creature that wears a hooded cape. It always carries around a lamp and a butcher knife. It's Chef Knife consists merely of a quick but powerful stab that deals non-elemental damage Level 2 - Odin - A highly skilled Knight always seen riding atop an armored Horse. Depending on his opponents, he will either attack with his scimitar, Zantetsuken, by slicing through and bisecting them (resulting in an instant kill), or attack with his lance, Gungnir, by swinging it around to deal Non-Elemental damage to all enemies Level 3 - Eden - Easily the most enigmatic of all Espers, little is known of Eden's origin, or even what it is. It bears a resemblance to faculties known as "Gardens" and is therefore believed to be somehow linked to them. Anything beyond that, however, remains a mystery. Its Eternal Breath, despite the name, is simply a barrage of beams that deal Non-Elemental damage. Level 4 - Bahamut - Appropriately nicknamed 'The King of the Dragons', he is easily one of the most powerful Espers known to man. Surprisingly wise considering his ferocious appearance, but he strongly dislikes humans, and will only form a contract with those he comes to respect. His Mega Flare is an extremely powerful blast of energy from His mouth, which destroys any and everything unlucky enough to make him their enemy

SCIONS
Level 5 Espers. Scions can make contracts with anyone, not just Summoners.

Belias (Aries) - Fire Chaos (Taurus) - Wind Zalera (Gemini) - Non-Elemental Zeromus (Cancer) - Non-Elemental Hashmal (Leo) - Earth Ultima (Virgo) - Holy Exodus (Libra) - Non-Elemental Cchulainn (Scorpio) - Poison Shemhazai (Sagittarius) - Non-Elemental Adrammelech (Capricorn) - Lightning Famfrit )Aquarius) - Water Mateus (Pisces) - Ice Zodiark (Ophiuchus) Dark

Belias, the Gigas Aries A fire-elemental Scion of Darkness. The legends call him Guardian of the Holy Realm, and say he "was made by the gods in opposition to Loghrif the Transcendent, scion of light. Called the Gigas for his appearance: man and monster fused as one. Considered a mistake upon his making, and receiving not his intended role, the Gigas challenged the gods and lost."

Chaos, Walker of the Wheel Taurus A wind-elemental Scion of Darkness. The legends say he was a "tutelary deity of the sacred crystals fashioned by the gods at the time of the Great Making. Created in opposition to Mitron the Chasiter, scion of light. Upon entering the world of Man, he was enveloped in the turmoil rampant there. Lost, he died and was reborn countless times, a walker of life's wheel, eventually to rage against the gods that had so failed him. By sitting in meditation upon the Unrh Pedestal does he clear heart and mind until all that has order and reason and thought is made as nothing."

Zalera, the Death Seraph Gemini A non-elemental Scion of Darkness. The legends say he was a "heretic scion who wrapped the world in dark energies, seeking to take the souls of all living things unto himself. Created in opposition to Emet-Selch, Angel of Truth, and scion of light. Originally tasked with the judging of men upon their deaths, his soul was tainted by the curses of those who raged against the heavens, and seizing one of the gods' servants, a shamaness, as a hostage, he rebelled against his creators. Even now, in defeat, he clutches the shamaness to him in his right arm, and with the aid of her death-wail does he summon the soul of darkness to do his bidding."

Zeromus the Condemner Cancer A non-elemental Scion of Darkness. Legends speak of him, "honoring the law more than any other, a scion of holy order and condemner of criminals. Created in opposition to Knight-Star Pashtarot, scion of light. He turns his deep, abiding hatred for those who break the law into living darkness, therein to plunge the guilty in fell judgment. Over time, he came to care less for upholding the law and more for condemnation, and so tainted by hate, he sought to condemn the gods themselves to death. Thus, did he earn the title "The Condemner", and thus did he fall from grace."

Hashmal, Bringer of Order Leo A Earth Esper and Scion of Darkness. He is mentioned in the ancient Legends as being the "scion set by the gods to wield and manipulate the laws of this world, and with holy power lead mankind to order. Created in opposition to Fandaniel the Protector, scion of light. Desiring to bring order to all things, he joined with Ultima in her battle against the gods. He gave his body to the Thousand-Years War, and when his strength was spent, down into the burning inferno he fell."

Ultima, the High Seraph Virgo

A grand and Holy Esper and Scion of Darkness. The legends of ages past call her the "masterpiece among the scions created by the gods, and the mastermind of the plot to rise against them. Prior to her betrayal, she was tasked with guiding souls to heaven and aiding in their reincarnation. Called the High Seraph for her angelic wings of glimmering gold, yet it was on wings of deepest black that the tainted angel Ultima rose against the gods. Since her fall, her heart is without light, and impossible to know."

Exodus, the Judge-Sal Libra A non-elemental Scion of Darkness. According to myth, he is the "most ancient of the scions, created in opposition to Halmarut the Arbiter, and scion of light. Tasked with keeping watch over the world, with the authority to judge the value of all things. As he watched, unseen, unknown, his attachment to the world dwindled, and faded until it was as nothing. Fitting that he would desire to make the world, too, as nothing. Yet he fell in the war against the gods, and was thwarted, imprisoned in punishment for his heresy."

Cchulainn, the Impure Scorpio An Esper of Poison and a Scion of Darkness. Legend has it, he was the "scion created to rid the world of its impurities by swallowing them within himself, in opposition to Nabriales the Majestic, scion of light. The world, however, was more filled with impurity and corruption than even the gods dared imagine, and having swallowed it all, the once beautiful Cchulainn was transformed into a hideous thing, a deity of filth, and so did he turn against his creators. Wherever his feet should fall, there all life withers to dust."

Shemhazai, the Whisperer Sagittarius Another non-elemental Scion of Darkness. As it says in Celestian myth, she is a "scion that is both horse and woman, wielding utter control over the souls that wander the underworld, in opposition to Igeyorlm the Martyr, scion of light. Though she once served the gods as a guardian, when Ultima announced her rebellion, Shemhazai went to her, whispering of the gods' hidden weaknesses. She then

descended upon the land without leave of the gods, and taught men of destruction and evil. For this was she stricken down and bound."

Adrammelech, the Wroth Capricorn Lightning Esper and Scion of Darkness. Legends call him "emperor among the scions", who was "able to reduce to nothing aught he strikes with a single vengeful blow of his fist, created in opposition to Deudalephon the Benevolent, scion of light. Though he was made by the gods to quell the fiends that raged in the Otherworld, his immense strength and fearsome visage drew the fiends to his side, and turned him against his creators. Adrammelech rose to prominence in the Otherworld, whence he led a fiendish horde against the gods, but in the end, he was defeated."

Famfrit, the Darkening Cloud Aquarius Esper of the Water and Scion of Darkness. Ancient writ speaks of "the hideous, darkly clouded form of Famfrit, scion in opposition to Holy Queen Emmerololth, scion of light, was anathema even to his creators. Thus, after a great battle, was he broken and sealed within armor laced with wards. The confines of his armor are void of light, and so is he called the Darkening Cloud. Men fear the rain that falls from the black clouds that ooze from that giant ewer as a herald of chaos and waste."

Mateus, the Corrupt Pisces The Frozen Esper of the Ice and Scion of Darkness. Songs and dark tales of old speak of a "scion of darkness ruling and protecting those who live in the underworld, in opposition to Lahabrea the Abyssal Celebrant and scion of light. In the course of his rule, he submitted to avarice, and the darkness took his heart, transforming him until he was both evil and corrupt. Then in his cowardice did he bind a Goddess of the Demesne of Ice, and using her as a living shield, he challenged the gods. Defeated before their might, he fell screaming into the depths of hell, there to be imprisoned for eternity."

Zodiark, Keeper of Precepts Ophiuchus The Esper and Scion of Darkness both. This terror is oft cited as the Great Serpent or the Dark Serpentarius in ancient tales, and as one legend says, is the "Strongest of the scions created by the gods, they feared his growth, and so kept him a child. So indomitable is his strength that all things are by him twisted and pressed into oblivion. He alone fashions the laws governing all things, and administers punishment in place of the gods. So is he Keeper of Precepts, and his authority is absolute."

Each element has properties that give it an advantage over certain enemies. The following is a list containing what types of enemies each element is most effective against. Note that most elemental enemies are immune to, if not healed by, their own element. Fire - Extremely effective against Ice-based enemies, beasts, and undead enemies. Ice - Extremely effective against Fire-based enemies, dragons, and insects. Thunder - Extremely effective against aquatic enemies and mechanical enemies. Water - Extremely effective against Thunder-based enemies and enemies in the desert. Also good against flaming enemies. Soil - Extremely effective against large, heavy enemies and Wind-based enemies on the ground. Misses flying enemies. Wind - Extremely effective against flying enemies and Soil-based enemies. Poison - Extremely effective against human (or humanoid) enemies. Ineffective against mechanical enemies. Holy - Extremely effective against undead enemies, demons, and Dark-based enemies. Dark - Extremely effective against angelic and Holy-based enemies. ------------------------------Also, the following applies when using certain spells and techs. - Undead enemies are harmed by curative spells and items. Also, the item Phoenix Down or spells like Life will, if they hit, instantly kill undead enemies. - In a similar manner, enemies made of stone are instantly killed by the item Soft, or the spells Stona or Esuna. - Because most Wind-based monsters also fly, they are the only exception to elemental monsters being immune or healed by their own elements. Because they fly, they are actually weak against it. - Gravity-based moves (such as Gravija, for example) force flying enemies to the ground, which, though eliminating their weakness to Wind attacks, makes them vulnerable to Soil attacks.

STATUS EFFECTS (Negative) Poison - A mild but still dangerous venom courses through the characters body, causing them to lose a small amount of HP each time they take an action. Ailment stays after battle until removed. Can be cured either with an appropriate Spell/Tech or the item Antidote Blind - The character's eye-sight becomes clouded, drastically lowering Accuracy and Evasion. Ailment stays after battle until removed. Can be cured either with an appropriate Spell/Tech or the item Eye Drop Silence - The character has become mute and, therefore, is unable to cast Spells or Summon. Ailment stays after battle until removed. Can be cured with an appropriate Spell/Tech or with the item Echo Grass Sleep - The character is lulled into a deep sleep and is, therefore, rendered unable to battle. Can be cured with an appropriate Spell/Tech, or after taking physical damage. Wears off after 5 turns or at the end of battle, whichever comes first. Confused - The character's mind is clouded and they are unable to tell friend and foe apart. Can be cured with an appropriate Spell/Tech, or after taking physical damage. Wears off after 5 turns or at the end of battle, whichever comes first. Charmed - The character falls in love with one of the enemies and begins attacking their own teammates. Is lifted only if the one who inflicted the ailment is defeated or flees the battle. Also note that a Charmed opponent is still treated as an enemy, and therefore has to be defeated in order to win the battle. Immobile - The character's legs are injured, preventing them from moving anywhere. They can, however, still attack or use Spells/Techs. Can be cured with an appropriate Spell/Tech or with the item Bandage. Wears off at the end of battle. Disabled - The character's arms are injured, preventing them from attacking or using Spells/Techs. They can, however, still move. Can be cured with an appropriate Spell/Tech or with the item Bandage. Wears off at the end of battle. Doom - The target is killed after five turns. Cured at the end of battle. Disease - Prohibits the use of healing items and magics on a character. It does this in an odd way, by turning a character's Maximum HP into their Current HP. Cured

by the item Vaccine or spell Esuna. The end of battle does NOT cure this. Stone - The character's body is turned to stone, preventing them from taking any action. Also, the afflicted character cannot take damage or be healed, nor will they accrue any Exp or AP. Ailment stays after battle until removed. Can be cured either with an appropriate Spell/Tech or the item Soft Oil - The character is doused with flammable oil, making them vulnerable to Firebased attacks. Can be cured with an appropriate Spell/Tech or after being attacked with water. Wears off at the end of battle. Toad - Becomes a frog. Only able to do basic attacks for negligible damage. Cured with Esuna, Maiden's Kiss, or at the end of battle. Berserk - The character is consumed by rage, and, though Attack is significantly increased, they can do nothing but attack the enemy at random. Can be cured with an appropriate Spell/Tech. Wears off at the end of battle. Angel Wings - Attainable only through the Tech Angel Wings, it's the same as Berserk, only the afflicted character will uncontrollably cast magic at the opponent, which can be good or bad since they have no control over which spells they use. Also note that they will use spells that the character doesn't know. Can be cured only with the spell Dispell. Wears off at the end of battle. Slow - The character's entire body is slowed down, drastically lowering Agility, as well as increasing the CT of all Spells/Techs by 1. Can be cured only with the spell Dispell. Wears off at the end of battle. Stop - The character's body is put to a complete stop, completely immobilizing them as well as indefinitely increasing CT. Note that Stopping a character does not cancel a Spell/Tech, and if the ailment is lifted, the CT is reset to what it would normally be. Can be cured only with the spell Dispell. Wears off at the end of battle. Curse - The character's equipment are bound by a powerful spell, preventing them from changing equipment. Ailment stays after battle until removed. Can be cured either with the Spell Esuna or the item Holy Water Sap - Character's life force is drained through a magical means, and their HP is drained at a slow but constant rate, as opposed to Poison, in which HP is only lost when an action is taken. Can be cured only with the Spell Esuna. Wears off at the end of battle.

Reverse - an unusual status in which the afflicted character is healed by offensive attacks and damaged by healing effects. Can be cured only with the Spell Esuna. Wears off at the end of battle. Addle/Trouble - The character's R-Abilities and S-Abilities are sealed, and therefore are temporarily inactive. Characters using a proficiency, Duel Wield, and/or Solid Grip will be forced to change equipment, and characters using Any Ground will, if they are on a surface they normally couldn't move on, will take damage and be forcefully moved to a proper surface. Can be cured only with the Spell Esuna. Wears off after 3 turns or at the end of battle, whichever comes first.

(Positive) Spellbound - Increases the duration of positive and negative status ailments slightly. Cured by the spell Dispell or the end of battle. Astra - Prevents the next status ailment. Removed at the end of battle. Protect - The character's body is enveloped in a barrier that absorbs impact, cutting damage from physical attacks and Techs in have. Can be removed by the Spell Dispell. Lasts for 5 turns or until the end of the battle, whichever comes first Shell - The character's body is enveloped in a barrier that filters magic, cutting damage from Spells in half. This, however, includes curative Spells. Can be removed by the Spell Dispell. Lasts for 5 turns or until the end of the battle, whichever comes first Reflect - The character's body is enveloped in a mirror-like barrier, which reflects any spells that target the character and sends them back at the user. However, this also includes curative and supportive spells. Can be removed by the Spell Dispell. Lasts for 5 turns or until the end of the battle, whichever comes first Bravery - The character feels more courageous in battle, allowing him/her to perform better in battle. Increases damage dealt to targets by physical attacks or Techs. Can be removed by the Spell Dispell. Lasts for 5 turns or until the end of the battle, whichever comes first Faith - The character is better able to believe in the power of Mist, allowing him/her to do better in magic. Increases the effect of spells, whether they offensive or curative. Also increases the chances of Status Spells taking effect. Can be removed by the Spell Dispell. Lasts for 5 turns or until the end of the battle, whichever comes first Regen - The character's health improves greatly, and their HP increases at a slow but constant rate. Can be removed by the Spell Dispell. Lasts for 5 turns or until the end of the battle, whichever comes first Haste - The character's entire body is sped up, drastically increasing Agility, as well as decreasing the CT of all Spells/Techs by 1. Can be removed only with the spell Dispell. Wears off after 5 turns, or at the end of battle.

Quick - Almost identical to Haste, the only difference being that CT is reduced to zero, making it much more useful. Can be removed only with the spell Dispell. Wears off after 5 turns, or at the end of battle. Spellspring - The character absorbs a massive amount of Mist, rendering MP cost as zero. Effect fades after two turns, at the end of battle or by effect of Dispel. Vanish - The character becomes invisible, making it impossible for an opponent to strike with a physical attack or Tech. However, Magic Evasion is reduced to 0, and effects of equipment and spells that grant status/elemental resistance or immunity are negated. Also, Shell and Reflect are negated. Can be removed by the Spell Dispell. Lasts for 5 turns or until the end of the battle, whichever comes first Focus - Decreases the likelihood of a spell or tech being interrupted if the caster is hit. Ends after three Actions or until the end of battle. Leap - Slightly increases the movement of the target. Removed with the spell Dispell or at the end of battle. Prime - Allows use of advanced Ballistics. Fades at the end of battle. Float - The character becomes lighter and, as a result, hovers in the air. This grants them immunity to Soil-based attacks, though it slightly lowers Agility. Renew - The character, if they fall in battle, will automatically be revived once after the status takes effect. Once the character is revived, the status is removed. Wears off at the end of the battle. Bubble - The character's life force is greatly strengthened, and their max HP is doubled. They gain HP along with the doubling, and, as they take damage, their max HP lowers until it is back to normal. The effect of the spell cannot be used multiple times. Wears off at the end of battle

PLAYABLE RACES

You may select any of these races for your character, but please stick to the description of the race with your character's history and personality Humes Humans. They tend to be rather unspectacular, but they do make up a majority of Celestis' population. They are average on all fronts, which turns out to be their benefit. They also are rather clever, being best with machinery and science among all the races. Viera Nearly extinct and with only one remaining home forest, the Viera are a lonesome species. Characterized by their rabbit-like ears and tanned skin, the female race known as the Viera are hyper-sensitive to Mist, the essence of Magic, as well as sound. Because of this, it is oft-said the Viera can "hear the planet". They also have superior eyesight to the Humes, making them good markswomen, however they prefer to stay out of the affairs of the other races. Viera reproduction is supposed to involve fruits of some kind, but these practices are very secretive. Feol Technically a subset of the Viera, the Feol have shorter ears and platinum hair. The legends say that a Viera Matriarch and an Aegyl once mated, and as a result the halfbreed Feol were born. Despite the smaller ears, the Feol are more in tune with the Mist, allowing them to not only communicate with this world, but seemingly others, making them naturals at the art of channeling Espers. Feol are far more common than their full-blooded cousins and often see them as archaic. Bangaa Though some of their features are lizard-like, it is generally insulting to call a Bangaa a Lizard. With this being said, they are fairly lizard-ish. They have a lot of the same qualities as Humes but with a bit more strength and their skin can take a bit more of a beating. Though not as strong technically, as a Seeq, they are considered the "brutes" of Celestis. Moogles

Arguably, the smartest race in all of Celestis, these cute critters not only are very comforting companions but are able to fly thanks to their wings. They make wonderful craftsmen as well as any variety of other jobs. They lack much strength, however. A popular tale for children is about the Seeq and the Moogle that formed a sort of symbiotic relationship of brain and brawn. Burmecian The Burmecians' legs make them excellent runners and jumpers. They are very accustomed to rain as well, so desert conditions are not their cup of tea. They tend to use poles or lances as weapons because though they lack much affinity for Mist and magic, they also lack dexterity for close-range combat. Gria This Dragon-like race have wings strong enough to fly for very short durations. The Gria are somewhat reclusive and not very populous, and are a rather physical race. They have fairly decent strength, able to wield weapons the size of their body, which says something considering they have an average height of six feet. Guado The Guado are arboreal humans that are very in tune with their spiritual side. They are elvish in appearance with long limbs, over-sized hands, and plant-like hair. They have a particular talent for Summoning, near the prowess of the Feol, and tend to be allies of the Feol throughout recorded history. After the fall of the No Mou, the Guado are the most pious people on Celestis.

NON-PLAYABLE RACES
At this time, these races are NOT playable, but they "exist". Don't ask to play one, you can't. Occuria "The Undying". They're depicted in legends as not the creators of Celestis, but as its divine protectors. They are fallible, but are also seemingly allpowerful. They exist outside of the world and above it at once. Truly, they are a riddle of the past, but many consider them naught but fairy tales. It is fabled that they created the Espers. They serve a similar purpose to their falCie and Fayth cousins.

Aegyl Angel-like Humes, granted wings but forced to live on a continent lost high above the world's surface. Because of the strain of wings on their bodies, Aegyl do not live long. Legends depict them as wayfarers that once served the Occuria, though they have not been seen anywhere in generations. Seeq Considered one of the less "refined" races, the Seeq are fairly pig-like in appearance. Though it can be difficult to tell a male from a female (unless you're a Seeq, of course), they do come in a variety of colors and sizes. Also, their brawn makes up for what most Seeq lack in the brain department, as they are remarkably strong. Rebe No one is quite sure what happened to the last of these bird-like creatures, but it is known that they have not been seen in Celestis for some time. Moomba Often employed as servants or carriers, the Moomba are unable to speak, but can understand and comprehend languages. They aren't unhappy to serve at all, though if given the chance, they could become as adept at craftswork as a Moogle. They are able to sense blood, and locate people by blood. Ronso A very loyal race, they often lend their strength as guardians or bodyguards. They have yet to effectively grasp language, but they work toward it. They are worse with the spoken word than even the Seeq, but they are fairly smart in their own right. Still, they will fight for the sake of fighting, and they do prize honor above all else. People are often perplexed by a Ronso's ability to fight someone brutally one moment and defend them to the last the next. Taru-taru Though they appear to be children, these chipmunk-like creatures are extremely adept at magic use and can "smell" Mist even in trace amounts. They have heightened awareness of smell as well. Often, they will be employed to alert guards to the use of any magic.

Nu Mou A dog-like race that has been thought extinct for many years, but are now scattered thought the world. They are generally quiet and reserved, but seem to be able to communicate with monsters. They are also very spiritual, often becoming clerics or mediators because of this. They are talented with magic as well, but when it comes to physical combat, they do not last long. Miqote An near-extinct cat-human race that is very adept at theft. They are sneaky and devious at times, and have plenty of potential to be as such. Miqote are very charismatic and not overly smart, but they are agile and dexterous.

History of Celestis
"High Summoner Lenesca found the Celestial Temple, Where the Occuria proclaimed her their Dynast-King, And so she stood with Gem and Blade, And with them led her people toward Salvation."
Story of the Auralith by Dynast-King Lennesca 4605 RT

The Alliance and the Revolt


Millennia ago, when all that was old was still new, the wisest and oldest races reigned over the entire world. The Alliance of the Great Races managed to help the other fledgling races with their superior intellect and technology. The Burmecians came from the islands of Burmecia out in the Great Sea. They were the inventors of powerful ships and quite adapted to wet climates. They had determination and ingenuity. They were a very enlightened society of warrior-poets that served as the brawn of the Alliance. From the continental forests came the Viera. Their culture was far more advanced than their No Mou cousins and their knowledge of the natural world was unparalleled. They were wonderful at magic and with medicine. However, they were protectors of the No Mou and as such, gave them some representation in the Alliance. It is said that the diplomacy and engineering skills of the Moogles were the foundation for the Alliance, and were instrumental in exerting its influence upon the lesser races, like Humes and Bangaa. They did have a slight problem with ego; however they were genuinely cute to make up for it. The fourth race was the Rebe. All that is known of the Rebe is that they were brilliant scientists who had the first known Gran Grimoire in the world's history. They hailed from the mountains where the Gria also lived. The Rebe,

however, were part of the Alliance before the Gria had worked out a formal language. Rebe writing is remarkably complex and difficult to translate. For over a thousand years, this was the only government of Celestis. But with the Aegyl Revolt came the beginning of detailed record-keeping, and the current era of Recorded Time began. For forty years the armies of the Aegyl, claiming to be the armies of the Gods, attacked the four Races. The Burmecians, being the most skilled fighters, bore the brunt of the casualties for the first thirty years before finally retreating to their homes in Burmecia. This meant the physically strong Aegyl could make quick work of the Moogles, driving them out of the contested areas and far away from their former home. The Moogles did re-settle, but many were lost, as was much of their technology. The Viera fared well thought the war, but their societal structure led to their downfall. Viera society had all authority placed in a single Matriarch, who delegated as she saw fit. Seeing that a disgrace to the Matriarch would effectively destroy the Viera political structure, an Aegyl commander led an assault on her forest home and molested her, leading to the first recorded instance of copulation among Viera, and the beginnings of the Viera offshoot, the Feol. The Aegyl did not need to inflict any further harm, because the power vacuum left by the disgraced Matriarch led to clan wars among the Viera that nearly led to the species' extinction. It was the Rebe, in fact, that developed countermeasures against the Aegyl. Aegyl historical records state that the Rebe were only weakened when the Gria were persuaded to help the Aegyl. Even then, both the Aegyl and Rebe sustained such heavy casualties that they were effectively extinct.

The Feol Empire


It was, in fact, the hand of the Miqote, a small tribe of cat-people, that placed the Feol in power. Their numbers increased dramatically, and since for another thousand years no one claimed control of Celestis, their forces were ready. They saw it as their right, carrying both blood of Viera and

Aegyl, a Great Race and the mighty Conquerors. The Miqote engineered the political regime to create a uniform system of wealth and currency, and put themselves in advantageous positions, but lacking affinity for leadership, they decided the Feol might be naive enough to control. They were not. Once the Feol established their dominance, they enlisted the Ronso, a fiercely loyal race from the colder north, to be the Feol Standing Army. They also discovered that, originally with the aid of a stone called Auracite, the Feol were capable of summoning powerful creatures to fight on their behalf. So it was that when the Miqote tried to influence the Feol Empire, the Feol hunted down and killed every last Miqote. They were merciless in their control, but did, to their credit, impose the rule of law across the entire inhabited continent of Celestis. The Feol took an elite corps of Ronso and elevated them in status to become the executors of this new law. The Empress of the time, Myara the First, gave them the title Judges, with her select favorite three being granted the title Judge Magister. However, as the centuries passed, the rule of the Feol became less like their father and more like their mother, becoming more compassionate and enlightened as the Viera. No longer did enemies of the state get executed, merely imprisoned. It was, in fact, the new nicer Feol who created the institution of marriage (of course, still being a matriarchal society, marriage was a womans right and men were allowed to initiate the rite only in samesex partnerships). But this new, softer Empire led to complications, because the now flourishing Hume race was not predominately female, nor was it Feol, so it found itself doubly subjugated. Not being particular fans of this, the Hume resistance movements gathered Auracite of its own and raised an army of Hume, Gria and Bangaa solders to take on the Ronso Judges and associated Imperial Guard.

The Rise of the Dynast-King


Not even bothering to build a new palace, the Humes who took control of the Feol Imperial City of Tallis behaved much as drunk party goers mis-spending their youth. Drinking and defacing property were commonplace activities. Someone needed to restore order, and the first male to hold a supreme office, Emperor Shran, took control in 4461 RT, founding the Second Empire of Tallis. This empire only lasted two hundred years, however. The Feol and Ronso, who along with the No Mou had retreated to the former cities of the Rebe high in the mountains, formed a second, smaller society. Discontent with this, in 4590 RT, the Human Empire dispatched solders, mockingly called "Judges", though they served only as executioners, into the mountains. Though the terrain advantage prevented the Imperial forces from gaining any ground for many years, in 4600 a team comprised of a High Summoner of the Feol, two Ronso Lancers and two No Mou clerics took to finding the secrets of the Rebe lost for thousands of years. What they found was a large crystal they dubbed Auralith. Along with the Auralith was a device that took the five to a place they called the "Celestial Temple", where they spoke to the Gods of Celestis, who the Aegyl long ago claimed to be agents of. They proclaimed the Feol Summoner, Lennesca, to be the first Dynast-King of Celestis. She took from them a sword and stone, the Crystal they dubbed "Nethecite". The No Mou supported Lennesca unequivocally, given their pious nature. Soon, the Feol and Ronso fell into line with her and formed an army to war against the Empire, the Army of Dynast-King Lennesca. Lennesca ordered a palace be constructed in the mountains near the Auralith to draw power from it, and inoculated all her people with a serum containing particles chipped from the stone, enabling them to summon without the aid of Auracite. She also used the Nethecite to her full advantage, siphoning the Mist away from her opponents in battle rendering them effectively helpless. Shran the Third offered to discuss the Empire's terms of surrender, and

Lennesca agreed. She told him of the Occuria and her mission to lead her people to freedom from tyranny. She told him of the parables the Occuria had shared of Vedra and Minerva, warring families that could only survive if separated for eternity, because they were so intent on mutual destruction. She did everything she could to persuade Shran. She failed. Shran pulled a weapon on Lennesca and called in his guards, so Lennesca did the only thing she could, she shattered her Nethecite. She was isolated from the explosion because of her sword's divine protection, but the resulting shock wave of Mist drastically transformed all life for kilometers. Slowly, the Mist Plague as it became called began to transform other life into more ravenous creatures. Instantly, she realized the scope of the power she was given, and the first edict of the new Empire of the Dynast-King was to outlaw Nethecite.

The Dosai Empire


In 9130 Killik Misra, descendant of Lennesca, was murdered by the Secularist Movement, a group of Humes who wished to return to a human empire and discredit the Occuria all at once. To complete their mission, the Secularists executed all the No Mou, who were the primary priors of the Occurian religion, and had many Ronso killed. The Feol were still abundant in population, however, pulling a close second to Humes for world population totals. The new Empire, led by Emperor Dosai, was far crueler than even the original Feol Empire, staging random executions as population control, and only enforcing law when a Hume was the victim. The Dosai regime was tyrannical and oppressive. The Feol, who fled to areas outside Dosai control such as Burmecia, were eagerly awaiting the Occuria to appoint a new Dynast-King, but none arose. As such, the Burmecians decided to help their long-lost friends and let bygones be bygones. They formed an elite training institution, a city capable of moving on the sea called Garden and moved a sizable portion of their forces and the Feol Summoners there.

Since Magic was becoming more and more a weapon of war, most people on both sides received Auralith injections, the Dosai Auralith in the mountains being used for the Imperial citizens and the Feol Auralith, discovered in the sea and carried by their mobile capitol, was used for all non-Imperials.

Present Day
Both sides have been relatively quiet since then. The current year is 9357. Land-based transport technology is very common, and the Dosai Empire has a new type of combat unit infused with Magicite, creating a very powerful magical piece of technology. This technology is appropriately dubbed "Magitek Armor". Magicite and Auracite injections are given in infancy to allow everyone to channel Espers they are contracted with or cast magic should they develop those talents. Dosai's current Emperor is far more temperate than his predecessors and has yet to make execution a matter of policy; however the Feol Alliance is still eagerly awaiting the next Dynast-King or some sign the Occuria are still watching.

The Age of Crystals


As there was the Age of the Alliance, the Age of the Feol, the Age of Hume, the Age of the Dyanst-King and the Age of Dosai, it is said that a new age is dawning, the Age of Crystal. New technologies incorporating Magicite into everyday life and new uses for the three Crystals (Auracite, Magicite and Nethecite) are being explored all the time. Crystals have become important symbols in society as well. What will the Age of Crystal bring? Another rise of the Feol or perhaps their decimation? Perhaps Burmecia will overtake the Humes? Only time will tell. Well, time, and those who shape the future.
from The Abridged History of Everything by Avianna Lomiria

History of Vedra
"With their dawn, the sun did rise on Vedra, With their fall, did the same sun set. In the blackness of that fateful day, They cast their lovely light the last."
Requiem for the Triumvirs TY 435

Early Years of the Triumvirate


The years before the World State were chaotic. Wars of nations seeking resources of other nations, employing Mist as weapons of war, and razing entire plains of crops with a team of mage-solders. Before the Triumvirate, there was chaos. Yue Hollard, Koga Cetra and Lenne Yunalesca formed the original Triumvirate at what became known by modern time indicators as Triumvirate Year 1, or TY 1. It was the beginning of the enlightenment, and started on the northern continent in the kingdom of Cetra. What had happened was Koga, as King, decided to make two advisers coregents, forming a three-leader government. Lenne being female, this also was the first step to ending the patriarchy across most of the world. From TY 1 to TY 361, every time one Triumvir died, the other two appointed a new third, and this expanded to control all of the northern land mass. Military might was not used in expansion, only in defense. Nations just wanted to join Cetra. But when the three Triumvirs were killed at a global peace summit, there was rampant panic and fear across the world.

The Golden Age


At that fateful peace conference in TY 361, three young girls, all three no

more than 16 at the time, took charge. At such an early age, each was already an expert in one art of combat or another. The three were Linnis Takasei of Cetra, Rena Sierra of Nabudis, and Ede Abel of Aralon. A more detailed description of the three will be provided later. The girls, deciding not to let fringe factions keep world peace from happening, opted then and there to form a new sort of Triumvirate, not to lead Cetra, but to in fact lead the world. They became the Golden Triad, the only Triumvirate in history to unite the entire world. Together, the three friends brought every heart and soul across the planet into unity through peace and understanding, and for seventy long years carried the world in its greatest technological, scientific, and magical expansion ever. Also, every corner of the world was explored, the world economy prospered, and the three raised a fleet of airships that could block the sun. But all good things must and will end.

The Last Days of Paradise


The last few months of the world-state, in TY 433, are almost legendary. Many plays ("The World Turns for Her") and songs ("Requiem of the Triumvirs") have been written about this epic and romantic time, as well as inspiring beautiful paintings like "Ede's Heart". Tri Takasei and Tri Sierra were old now, in their eighties, and were dying. Eighty is young still for a Viera, but Ede Abel couldn't watch her companions die. The world couldn't watch their heroes and leaders die. So every member of the High Army of Vedra was enlisted to find a way to rejuvenate the ailing Triumvirs. No way was ever discovered. However, Tri Abel found the path to a land she called the Enlightend Sanctury, which the legends of the ancients called a "celestial temple, high above the world", where the protectors of Vedra, the Occuria, were said to live. She opened her soul to them, it is said, and they saw her pure love and bestowed upon her a gift, the secret of Ascension.

The voice of Tri Abel giving her final speech to the world is still on record at the Triumvirate Memorial in Argossy. In it, she gave her impassioned declaration of love for her fellow Triumvirs, and why they had to leave. "To live absent friends and family is not to live," Abel said, "but to explore a new form of life at their side is the ultimate quest for the world beyond our own." She added a small prophecy at the end, however, "When someday we return to lead our beloved people again, promise me that you'll be here, waiting for us." Scholars feel this is a promise to return from the 'other world' to lead the people in a time of crisis. What happened next has made the Triumvirs near goddesses in the eyes of many. For three days, the Triumvirs were sealed away, and on the fourth day, darkness fell over Argossy. Sunlight didn't touch the city. Many were frightened, but a brilliant light spilled forth from the palace of the Triumvirs, and three strange creatures of pure light flew into the sky. As they vanished, the sun finally rose, and the people cheered. Though two leaders succumbed to old age and the third committed suicide, they were now on a new path, and to this day, the large statue of the three together outside the memorial reads "In heaven now are Three".

Fall of the Fragile Peace


No new Triumvirate was elected, because not triad was strong enough and charismatic enough to keep the peace among the nations. The Golden Triumvirate was gifted almost supernatural in their abilities, and none could fill the void left. Perhaps it was the global mourning that led to the fall, the sadness everyone felt at losing their leaders, or perhaps it was a foolish try to take control of the shambles left behind, but someone, somewhere, did something stupid. There was an attempt to steal the Artifacts - Tri Sierra's Sword, Tri Abel's Staff, and Tri Takasei's Watch. This led to the fall, a person who no doubt just wanted a piece of their Triumvirs to cling to. When Argossy security cornered him, the man killed himself, leaving no one to understand his motives. Feeling hurt, the people of Aralon cast blame on Cetra, who in turn blamed

Nabudis, who in turn blamed Aralon. And like dominoes, the treaties and fragile peace the Golden Triumvirate established were toppled. No one remembers who cast the first proverbial stone, but somehow, by TY 436, the Golden Age had become the beginning of the Twelve Centuries War, and the New Era, sometimes sorrowfully called the Nearing End, years began.

The Twelve Centuries War


From NE 1 to NE 1256, Vedra was embroiled in a terrible war. Though sides were not constantly fighting one another, the three new nation-states were in bitter hatred of one another, blaming one another for attempting to destroy the sanctity of the Memorial. Nothing seemed sacred in the war, as the weapons technology began to race across the world, slowly but surely. Near the end of the war, the first Strategic Weapon, an uncontrolled Nethecite reaction, wound up destroying the Nabudin Capital and the surrounding areas. As the war raged, the concentration of Mist around the world increased dramatically, transforming peaceful plant and animal life into terrible monsters and creatures of nightmare. We made them out of spite over something that almost happened. Actually, though life and nature weren't sacred, the one place in the world where the technological infrastructure has survived and where the mist is light is Argossy. The nations consider Argossy sacred, and so do most people, as the Golden Triumvirs chose the city on the island in the heart of the ocean to be the seat of power for their world. No Vedran has any ill intent to Argossy, and all respect an honor it as the last beacon of civilization. The Mist and weapons managed to destroy most of the technological infrastructure, and as many good scientists were killed during the end of the war, many secrets were lost with them. It was as if the world had regressed in the last hundred years of the war to about where they were at the time of the Golden Triumvirate.

Present Day
A hundred years ago, on the two hundredth day of the year NE 1256, and the anniversary of the First Argossy Accords and the birth of the Golden Triumvirate, the leaders of the Aralon Confederacy, Cetra Commonwealth, and Nabudin Union gathered in the Great Hall across the island from the Memorial at Argossy. They signed the Second Argossy Accords and ended the war, mostly out of desire to wake up without fear, and to rebuild. The technological regression and the signing of the Accords have many of the more fringe spiritualists in the world wondering if the Triumvirs will return soon, but any thought on that is pure speculation. For now, a fragile peace exists, and the world moves, limping into tomorrow. Each new day, people across the world wake up now wishing for the Golden Triad to return.
from The Legacy of the Golden Triad by Areatto Mosentia, professor of History at Memoria University in Argossy.

"The Occuria protect all the Connected Worlds; this is a fact. But who connected the worlds? Who made them?"
Questions of Creation by Dynast-King Lennesca 4611 RT

Cosmos and Chaos


The questions asked by the Dynast-King were found by her daughter, High Summoner Kies. Kies traveled in her mother's footsteps to the Celestial Temple to ask the Occuria what came before, and was greeted with misdirection and metaphor. But there were two names "Chaos of Darkness" and "Cosmos of Light", the forces of creation. Chaos, the Walker of the Wheel was named after the Lord of Darkness, Chaos. By the same token, the vastness of the universe, the Cosmos, is named after the Goddess of Light. Together, Chaos and Cosmos represent the primal forces of the universe, always in conflict, with their intermediaries, such as the Fayth, the falCie and Occuria, keeping a semblance of peace in the universe. It is theorized that the Gateway of Worlds is a gift to the Worlds from Cosmos, but the possibility exists that Chaos, the force of evil, connected our Worlds.
from Tales of the Dynast-King by Ruka Ikimono

Rhyme of the Ancients by Dynast-King Lennesca 4605 RT

"Aral, Nabudinio, and Cet stood, Side by side in Syralwood, The Occuria did on them bestow, The means of Minerva's overthrow. As the Thirteen raged, the people fled, Queen Minerva's family dead. The fighting wore into the night, Testing the three brothers' might. Mirror, Mirror, remember me, Mirror, Mirror of the Vedran Three."

Vedra and Minerva


The ancient tale of Cet, Aral, and Nabudinio Vedra is the last chapter in the Rhyme of the Ancients, an incredibly old epic about the Minerva and Vedra families clashing and trying to gain power while the Occuria toyed with their fate. This was part of the Tome of the Protectors given to the Dynast-King and translated by her five years later. Today, this is the Holy Book of the Occurian faith called the Sacred Tome. The story ends with the Occuria giving the Minerva family a dominion to rule, and the Vedra family the thirteen Zodiac Stones. When the battle rages on for days, the Occuria finally separate the two, Vedra and Minerva, and curse them with the phrase "As to one, so the other, until our agent doth reunite." According to the tale, Queen Minerva and the Vedran Three were placed in different realms with their fate forever bound. Many believe the moral is that those who part on bad terms will only find sorrow. Vedra and Minerva are both stars in the Anteres constellation in the northern night sky, while Cetra, Aralon, and Nabudis - three cities founded by the Dynast-King, are named for Cet, Aral, and Nabudino respectively.
from Tales of the Dynast-King by Ruka Ikimono

The Importance of Knowledge by Ska're Mithus circa NE 523

"A little knowledge is a dangerous thing, So is a lot."

Gran Grimoire and Vedran History


Throughout history, only three of the Gran Grimoire surfaced in Vedra. According to legends, the Occuria gave House Vedra twelve Grimoire, and gave twelve to its adversary House Minerva during the Rhyme of the Ancients. Ede Abel, legendary Triumvir, possessed a Gran Grimoire given to her at the "celestial temple of the Occuria". This book, the Grimoire of Eternity, held the secret to Ascension, to shedding one's mortal form and becoming more than flesh. Ulatempa Poetess from Machenalpha, Cetra faced exile after her "heretical" statement that anyone who used the Grimoire of Eternity could ascend. She believed that, though great people, the Triumvirs were merely people, and that, as such, Ascension could be attained by anyone. Though this has become the common conception, especially in light of the other Grimoire used. Prior to Tri Abel, Emperor Venat Zekhis of the Aralon Empire in TY 184 possessed a Gran Grimoire called the Midlight Grimoire which, though it's powers were a mystery, did have a notable effect on Espers. Emperor Zekhis used the power of his Grimoire to conquer the Aralon continent. Most recently, and dangerously, the power of the Nether Grimoire was used to teach the most devious military minds how to manufacture Nethecite that could be used in weapons of mass destruction. Thankfully, the unnamed scientist who held this dangerous book was killed and the book was lost.
from Grimoire of Grimoire by Karin Izali, professor of Mythology at Memoria University in Argossy.

OTHER KEY TERMS


Celestis Our lovely planet..

Some words or phrases it might be nice to know.

The Dosai Empire Celestis' primary government. The Gateway of Worlds A strange phenomenon either discovered by or created by Noss "Aya" Ortise. When an airship approached the location of the Gateway, in the sky above Lake Oannes, magical energies begin to swirl and rush outward before opening a great hole in the sky. Gil Small gold coins that are a unit of currency in the Dosai Empire. Though they come as one-gil coins, it is often done where people will get hundredor thousand-gil notes for large purchases. Mist A magical essence that floats around Celestis in varying density and intensity. It flows through people and allows for use of magical abilities. It is believed Mist comes from strange magical stones. Magicite Abundant stones, crystals thought Celestis, which enhance magical power slightly. They aren't useful to people, but are used often in forging weapons and armor. They're also used to fuel Airships. Auracite A type of enriched Magicite that is thought to give one power over Espers. The thirteen Stones of the Zodiac that control the Scions are thought to be a type of Deifacted Auracite, while the weaker forms found more commonly are often used by Summoners to strengthen the bond with Espers or in religious functions. Auracite is both rare and valuable.

Nethicite The opposite of Magicite. It absorbs Mist and contains it. No deposits of Nethicite have been found in recent years, but old legends talk of its destructive power. Some legends link the power of Nethicite to the fall of the Second Great Empire of Tallis. Esper A monster that is unlike others. The Occuria are legend to have created the Espers. Espers bind themselves to Summoners and heed their call, but only after the said Summoner proves him/herself to be worthy of commanding their awesome power. Scion of Darkness The thirteen High Espers are all Scions of Darkness, each having been once given dominion over the heavens, but according to ancient legends, led by the High Seraph Ultima, the Scions rebelled against the Occuria, and after a terrible Ethereal battle, the Scions were eventually defeated. There essence was bound in glyphs and sealed in Crystal, and they have been lost since. Scion of Light The Scions of Light, presumably High Espers as well, were only mentioned in the legends about the creation of the Scions of Darkness. Just what they are is a mystery. Some believe they were enemies of the Occuria, others believe the Scions of Light were the original Espers who staged a rebellion, much as the Scions of Darkness would later. But speculation about the Scions of Light seems to never be more than just idle speculation. Gran Grimoire Powerful spellbooks from the Ancient Past, believed to be inspired by Cosmos herself. Though the locations of the twenty-four Gran Grimoire are not known, the common perception is that they were scattered to the Connected Worlds, much like the thirteen Scions. Also like the Scions, each Gran Grimoire is different and houses much different powers. To date, there are no known Grimoire in Celestis.

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