Equipment
| Attack Power
| Other info/abilities
| Damage done when thrown
| Resale Value
| Cost |
Wooden Bow
| +2
| It increases speed of arrow, causing +2damage
| -2HP
| 2$
| 4$ |
Short Bow
| +4
| It is more compact than a wooden bow, so an extra 5 arrows can be held with the quiver.
| -2Hp
| 3$
| 6$ |
Silver Bow
| +8
| Made by Karko Canyon Indians. Twice as powerful as a Shortbow.
| -5Hp
| 5$
| 10$ |
Golden Bow
| +12
| It allows one to shoot 2 arrows at one target simultaniously, but misses more often.
| -6Hp
| 10$
| 20$ |
Ruby Bow
| +15
| It allows one to shoot 2 arrows at once and misses half as often as if you used another bow.
| -7Hp
| 13$
| 25$ |
Ulysses
| +20
| It allows one to shoot 2 arrows at once and cannot miss. Note that it can miss if the enemy has a special evasion.
| -7 Hp
| 18$
| 35$ |
Small Quiver
| -
| Can hold up to 20 arrows
| -1HP
| 1$
| 2$ |
Archer's Quiver
| -
| Can hold up to 40 arrows
| -2HP
| 4$
| 8$ |
Enchanted Quill
| -
| When equiped, gives the Archer an extra 15 Mp. Archer Only. Requires hat.
| -0HP
| 15$
| 30$ |
Arrow
| +4
| It's not any element. Set of 10.
| -5HP
| 2$
| 3$ |
Fire Arrow
| +3
| Fire Element. Flame cast 1/20 times. Set of 5.
| -4HP
| 1$
| 2$ |
Lightning Arrow
| +3
| Lighting Element. Shock cast 1/20 times. Set of 5.
| -4HP
| 1$
| 2$ |
Ice Arrow
| +3
| Ice Elemnent. Chill cast 1/20 times. Set of 5.
| -4HP
| 1$
| 2$ |
Earth Arrow
| +3
| Earth Element. Quake cast 1/20 times. Set of 5.
| -4HP
| 1$
| 2$ |
Poison Arrow
| +3
| Poison Element. Bio cast 1/20 times. Set of 5. 1/4 chance of poison status givin to target.
| -4HP
| 3$
| 5$ |
Cure Arrow
| +3
| Cure Element. Restore cast 1/20 times. Set of 5. Effective against undead, and can heal allies/enemy.
| +4HP
| 4$
| 8$ |
Archery Skills |
Arrow Rain
| A technique in which you fire 5 arrows at once and they rain down on one enemy. Requires a bow capable of firing at least 2 arrows. Error rate increased due to difficulty of firing 5 arrows. Costs 5 Mp.
| 40$ |
Critical Aim
| A technique in which the archer lines up the arrow to the target and fires it at a pressure point. Does a critical hit (if you don't miss). Costs 5 Mp.
| 30$ |
Snipers |
Gun Equipment
| Attack Power
| Special Features
| Damage Done when Thrown
| Resale Value
| Cost |
Airgun
| +7
| Needs BB's or Pelots. Scope Compatable. Can hold up to 50 BB's or 40 Pelots at a time(but not both).
| -7HP
| 2$
| 4$ |
Paintball Gun
| +9
| Needs Paintballs. Scope Compatable. Can hold up to 20 Paintballs at a time.
| -7HP
| 4$
| 7$ |
Dart Rifle
| +11
| Uses darts to shoot targets. Scope Compatable. Can hold up to 10 Darts of any type at a time.
| -7Hp
| 7$
| 14$ |
Shotgun
| +15
| Uses shells. Scope Compatable. Gun itself holds 2 shells at a time.
| -10HP
| 10$
| 20$ |
Flamethrower
| +25
| Uses no ammo. Scope Compatable. Harnesses the Fire elemental.
| -9Hp
| 15$
| 30$ |
Icechucker
| +25
| Uses no ammo. Scope Compatable. Harnesses the Ice elemental.
| -9Hp
| 15$
| 30$ |
Boltthrower
| +25
| Uses no ammo. Scope Compatable. Harnesses the Lightning elemental.
| -9Hp
| 15$
| 30$ |
Mudslinger
| +25
| Uses no ammo. Scope Compatable. Harnesses the Earth elemental.
| -9Hp
| 15$
| 30$ |
Grenade Launcher
| +30
| You launch a grenade at enemies! You pick a target, but it might miss and hit another target or nothing at all. The good thing is, when it hits, the explosion effects anything in its way! Good for fighting groups of enemies. Cannot refill ammo with Ammo Clip and is not scope compatable.
| -30Hp
| 25$
| 50$ |
BB's
| +1
| Low addition to damage, but required for shooting. Set of 15.
| -1HP
| 2$
| 3$ |
Pelots
| +2
| Stronger than BB's. Used in Airgun. Set of 10.
| -2HP
| 2$
| 3$ |
Blue Paintballs
| +3
| When a paintball hits an enemy, it explodes and blinds enemies 33% of the time. Set of 5.
| -2HP
| 3$
| 5$ |
Pink Paintballs
| +2
| More unstable than a blue paintball, it explodes and blinds enemies 66% of the time. Set of 5.
| -2HP
| 3$
| 5$ |
Tranquilizer Darts
| +4
| When they hit their target, there is a 33% chance of it injecting tranquilizing liquid into the bloodstream and putting the enemy to sleep. Set of 5.
| -3Hp
| 4$
| 7$ |
Shells
| +8
| Bang bang bang! Set of 6.
| -2HP
| 5$
| 10$ |
Grenades
| +15
| Single grenade. You can carry as many as you want. Can be thrown by Ninjas for moderate damage, but due to their lack of experience, has a good chance of exploding on the Ninja and nearby allies as well. See Grenade Launcher for details.
| -50Hp
| 3$
| 5$ |
Scope
| -
| Increases Accuracy to 100%. Enemy can't dodge.*
| -3HP
| 3$
| 5$ |
Ammo Clip
| -
| Reloads most guns. Won't work on bigger guns.
| -1HP
| 3$
| 5$ |
Extra Parts
| -
| Use on ANY gun in battle when it is broken. Although guns are restored after the fight anyway, you might need these to prevent being caught without a gun. Also repairs BioMecs of short circuits and System Crashes.
| -1HP
| 5$
| 10$ |
Shell Box
| -
| Holds up to 20 Shells. A must, seeing as most guns can't hold more than a few shells.
| -2HP
| 4$
| 8$ |
Surge Protector
| -
| Prevents lighting damage to a gun. Does not reduce damage to user, but the gun won't break. Works for one gun and cannot be moved. Can be equiped on a BioMec to prevent short circuits.
| -1HP
| 6$
| 12$ |
Mecs |
LaserScope
| -
| When installed on a BioMec, it gives the BioMec a lock on enemies, raising accuracy of all scope-compatable weapons to 100%.
| -1HP
| 10$
| 20$ |
Sonic Disrupter
| -
| Silences all enemies. Works only on unintellegent foes.
| -4Hp
| 10$
| 20$ |
Empty Circuit Board
| -
| You must have a circuit board for each program you install. You cannot delete a program once it is on a circuit board.
| -2HP
| 5$
| 10$ |
Biological Warefare
| -
| Requires an Empty Circuit Board. Gives Poison status to one enemy and has a 50/50 chance of affecting surrounding enemies.
| -
| -
| 10$ |
Assault.exe
| -
| Requires an Empty Circuit Board. You attack from 2 to 5 times, with each attack doing half the damage of your normal Mec punches.
| -
| -
| 10$ |
Dropzone.exe
| -
| Requires an Empty Circuit Board. You bomb down on one enemy and lower it's Hp by ¾. Works 1/5 of the time.
| -
| -
| 10$ |
Override.exe
| -
| Requires an Empty Circuit Board. You take control of one enemy. You do not, howeever, know their skills, so it's best to use this skill when you know about the enemy. BioMec cannot act while controlling an enemy, but gains Exp and $ for enemy's actions. Works only on less intellegent enemies.
| -
| -
| 20$ |
Reboot
| -
| Requires an Empty Circuit Board. You can heal yourself for 150 Hp. Cannot be used more than once per battle.
| -
| -
| 40$ |
Jumpstart
| -
| Requires an Empty Circuit Board. You transfere your Hp to another Mec via a Jumpstart. Can revive downed Mecs, but the strain on you may cause a system crash.
| -
| -
| 40$ |
Shootall.exe
| -
| Requires an Empty Circuit Board. Fires your currently equiped weapon at all enemies within range. Once used, the weapon is drained of energy and is useless for the remainder of the battle or until repaired.
| -
| -
| 40$ |
Carnage.exe
| -
| Requires an Empty Circuit Board. You do massive damage to all Enemies. Requires one turn to download and load. Regarded as one of the strongest attacks. Much stronger than Shootall.
| -
| -
| 65$ |
Snipe Skills (Both Snipers and Mecs) |
Shoulder Shot
| Fire at the enemy's shoulder, making their attack power go down. Does damage of a normal shot. Only works with bullet/pelot typed weapons. Requires ammo.
| 20$ |
Dissarm
| Fire at the enemy's weapon, knocking the weapon out of their hand temporarily. Obviously only works on enemies with weapons.
| 30$ |
*Scope's accuracy is still low when you are in blindness, so it's useless
then. You need a different scope for each gun. If you own more than one
gun, specify which gun you will equip the scope on. Scopes stay on the guns,
so don't think you can change the possition from one gun to another.
Weapon
| Attack Power
| Magic Power
| Special Abilities
| Damage done when Thrown
| Resale Value
| Cost |
Wooden Staff
| +3
| +2
| Increases Magic Attack by 2
| -6 HP
| 3$
| 5$ |
Harvest Staff
| +4
| +3
| Increases Magic Attack by 3
| -5 Hp
| 4$
| 7$ |
Forest Staff
| +6
| +5
| Increases Magic Attack by 5
| -5 Hp
| 6$
| 11$ |
Serpent Staff
| +10
| +8
| Increases Magic Attack by 8. According to local legend, a Serpent Staff is the petrified remaints of ancient snakes. Looks like a rock, though.
| -5 HP
| 10$
| 20$ |
Viper Staff
| +13
| +10
| Increaces Magic Attack by 10. Supposedly, these staffs hold the power of the ancienct reptile civilization. Supposedly....
| -7 Hp
| 13$
| 25$ |
Temptation Staff
| +16
| +13
| Increases Magic Attack by 13. Roots back to the Creation of all.
| -7 Hp
| 15$
| 30$ |
Wooden Rod
| +4
| +1
| Increases Magic Attack by 1
| -6HP
| 3$
| 5$ |
Harvest Rod
| +6
| +2
| Increases Magic Attack by 2
| -6 Hp
| 4$
| 7$ |
Forest Rod
| +8
| +4
| Increases Magic Attack by 4
| -7 Hp
| 6$
| 11$ |
Bluetail Rod
| +12
| +6
| Increases Magic Attack by 6. Has the tail of an unknown animal tied to the end.
| -7 HP
| 10$
| 20$ |
Sceptor Rod
| +15
| +9
| Increases Magic Attack by 9. Urban Legend states that the Queens of ancient times empower the wielder of their sceptors. Kind of odd how many sceptors there were, huh?
| -8 Hp
| 13$
| 25$ |
Cardinal Rod
| +18
| +10
| Increases Magic Attack by 10. Has a cardinal feather attached to the end of it symbolizing nobility.
| -8 Hp
| 15$
| 30$ |
Shurikens |
Shuriken
| Damage done when thrown
| Special Abilities
| Resale Value
| Cost |
Razor Ring
| -20 HP
| You throw it and it hits something. Nothin special.
| 2$
| 3$ |
Harvest Chakra
| -25 Hp
| Even though it appears normal, there is a poisonous tip. You have a 1 in 3 chance of giving poison to the enemy.
| 2$
| 4$ |
Spiral Shuriken
| -35 Hp
| It's a very sharp shuriken.
| 3$
| 6$ |
Doomdisc
| -40 HP
| It's jagged edges cause it to stay in the enemy 1/4 of the time, doing damage each turn.
| 5$
| 10$ |
Sharpstar
| -50 Hp
| It's sharp edges carve into the armor of an enemy, causing it to half the foe's defense 1/3 of the time.
| 6$
| 12$ |
Shekei
| -60 Hp
| Very dangerous, but very costly. Causes instant death ½ of the time.
| 7$
| 14$ |
Oilball
| --
| Its like a paintball, only about the size of a baseball. When thrown, it covers a single enemy, making them weak to fire. Don't use on fire enemies or their strength will grow.
| 4$
| 7$ |
Abilities |
Ability
| What it does
| Cost |
Ki-Punch
| You focus your Ki in a normal attack and do double damage. Good for when you have no Shurikens or don't want to use them.
| 10$ |
Cyclone Kick
| You spin around like a top with one foot out and kick the enemy, dealing 2½ times the damage done with a normal attack. More effective than Chi-Punch.
| 30$ |
Telepathy
| You read your enemy's mind and learn it's Attack, Defense, Magic Attack, and Magic Defenses. It will also tell you elemental weaknesses. Surprising, it works on Mecs too! Does not work on Bosses.
| 15$ |
Vanish
| You form fog with your hands and your physical evasion rises to 50%. Only works on the user of the skill.
| 15$ |
Katana Mastery
| When you posess this skill, you can buy and use swords. One must posess 300 Exp or more to use this skill. Note that you cannot use swordskills.
| 50$ |
Ki-Healing
| You focus your ki on your wounds during battle, putting yourself in a regeneration state. Only works once you've been injured. Self only.
| 30$ |
Ki-Wave
| You focus your ki into your hands and force it out in a violent blast of energy. Very similar to the swordsman skill Ragewave.
| 30$ |
Armor
| Defensive Power
| Special Protection
| Equiped On
| Resale Value
| Cost |
Clothes
| 0
| They give you no defensive power, but they're just there so you don't fight nakid. You already have some.
| Everyone
| Can't be sold
| You already have them. |
Blue Suit
| +2
| Suits can be worn by anyone.
| Everyone
| 3$
| 5$ |
Karko Suit
| +4
| It can be worn by anyone, and it's made of a special purple material. Not very trendy, but it's light and as strong as a vest.
| Everyone
| 4$
| 8$ |
Assassin Suit
| +7
| This stealthy suit is lightweight and strong, plus increases your evasion in dark areas!
| Everyone
| 6$
| 12$ |
Ruby Suit
| +10
| This suit is very strong and can be worn by anyone.
| Everyone
| 8$
| 16$ |
Sailor Suit
| +15
| This suit can be worn by everyone, even tourists who are big Pirate fans!
| Everyone
| 10$
| 20$ |
Harvest Vest
| +4
| Vest made by artisan farmers.
| Swordsman, Sniper, Knight, Dark Knight, BioMec
| 4$
| 7$ |
Silver Vest
| +7
| Nearly twice as strong as the Harvest Vest, but conducts electricity...
| Swordsman, Sniper, Knight, Dark Knight, BioMec
| 5$
| 10$ |
Golden Vest
| +12
| Strong and shiney, too! A big hit with the ladies!
| Swordsmen, Sniper, Knight, Dark Knight, BioMec
| 8$
| 16$ |
Ruby Vest
| +15
| The use of Ruby stones in the vest offer extra protection while not hindering mobility.
| Swordsmen, Sniper, Knight, Dark Knight, BioMec
| 10$
| 20$ |
Harvest Robe
| +3
| Increases magic defence by 1
| Wizard, Priest
| 3$
| 6$ |
Forest Robe
| +5
| Increases magic defence by 3
| Wizard, Priest
| 5$
| 10$ |
Dark Robe
| +7
| Increases magic defense by 5
| Wizard, Priest
| 7$
| 14$ |
Ruby Robe
| +9
| Increases magic defenses by 7
| Wizard, Priest
| 9$
| 18$ |
Shadow Cape
| +12
| Increases magic defense by 10
| Wizard, Priest
| 12$
| 24$ |
Bandanna
| +1
| Bandana is worn on the head, so you can have it and a body armor equiped.
| Everyone
| 2$
| 3$ |
Harvest Helmet
| +2
| Headgear that is stronger than a Bandanna
| Everyone
| 3$
| 5$ |
Silver Helmet
| +4
| Headgear twice as strong as a harvest helmet, but conducts electricity.
| Everyone
| 4$
| 7$ |
Golden Helmet
| +6
| Shiney!
| Everyone
| 5$
| 9$ |
Ruby Helmet
| +8
| The Ruby's make great head protection!
| Everyone
| 6$
| 12$ |
Sand Helmet
| +10
| Although it sounds weak, this particular helmet has been formed by sand under heavy pressure, probrably from deep ocean trenchs. A rare find due to the conditions for its creation and the fact that they have to be found, not made. Compressed Sand is very hard to break.
| Everyone
| 8$
| 15$ |
Mage's Hood
| +5
| Increases magic defense by 1.
| Wizard, Priest
| 5$
| 9$ |
Buckler
| -
| Gives you 1 in 3 chance of blocking most physical attacks.
| Knight, Dark Knight
| 5$
| 10$ |
Emotion
| What it does
| Mp cost
| Demonstration Fee |
Anger
| Your attack power increases by 25% for this battle only
| 4
| 10$ |
Pity
| You feel bad for your friend's status misfortune, so you cure it. Works 25% of the time.
| 7
| 15$ |
Fury
| You get very angry and your speed doubles, meaning you get 2 consecutive turns in battle. Works 33% of the time.
| 5
| 20$ |
Shared Fury
| You and an ally who also has the skill will team up and do 3 special attacks on a single enemy.
| 10 Appeace
| 15$* |
Guillotine
| You slice an opponent's current Hp in half. Takes 2 turns to execute.
| 15
| 25$ |
Split Slash
| You split into two people and attack an enemy, doing two attacks.
| 12
| 25$ |
Flash
| You hold your sword into the sun and reflect the light into the eyes of a single enemy, blinding him.
| 3
| 5$ |
Ragewave
| You gather your rage and convert it into an energy wave, which you send at an enemy dealing damage.
| 10
| 20$ |
Chi Blade
| You focus all of your emotions into your sword and it forms into a very thin edge composed of pure energy! The sharpness is unreal! You then attack once with it, dealing three times your attack capability! Can only be used once per battle due to the strain on your body. Recommended you use some Anger first.
| 20
| 40$ |
Spell
| Elemental
| Spell Power
| Description
| Mp used
| Proficent Mage
| Cost of reading the scroll |
Flame
| Fire
| 5
| The heat of Ifreet will burn a single enemy
| 5
| Wizard
| 15$ |
Magma
| Fire
| 8
| You open the planet and release the liquid rock inside on a single enemy.
| 10
| Wizard
| 25$ |
Chill
| Ice
| 5
| Shiva's subzero wind will freeze a single enemy
| 5
| Wizard
| 15$ |
Frostbite
| Ice
| 8
| You freeze a single enemy with massive ice energy, both inside and out.
| 10
| Wizard
| 25$ |
Shock
| Lightning
| 5
| Ramuh's lighting bolts strike a single enemy
| 5
| Wizard
| 15$ |
Thunderbolt
| Lightning
| 8
| Strong electrical energy from above electricute a single enemy.
| 10
| Wizard
| 25$ |
Quake
| Earth
| 5
| Titan opens the Earth and sends sharp rocks into a single enemy
| 5
| Wizard
| 15$ |
Rockslide
| Earth
| 8
| Nearby boulders fly into a single enemy.
| 10
| Wizard
| 25$ |
Bio
| Poison
| 5
| The fumes of death itself's breath cover a single enemy. Deals Poison status ½ of the time.
| 5
| Wizard
| 20$ |
Liquid Poison
| Poison
| 8
| Poisonous liquids fill an enemy. Deals Poison status ½ of the time.
| 10
| Wizard
| 30$ |
Compression
| Pressure
| 5
| Newly discovered elemental. A single enemy is assaulted by pressure from all sides and takes pressure-typed damage. Doesn't work on some enemies.
| 5
| Wizard
| 20$ |
Implosion
| Pressure
| 8
| Newly discovered elemental. Based on the physical fact that all things generate gravity, this causes the inside of an enemy to generate much more gravity than normal for an instant, causing pressure elemental damage. Doesn't work on some enemies.
| 10
| Wizard
| 40$ |
Sleep
| Status
| -
| If you focus it on an enemy, he will go to sleep, and any enemies next to him on the left or the right will go to sleep 50% of the time. Doesn't work on some enemies or bosses
| 8
| Wizard
| 20$ |
Confusion
| Status
| -
| When focused, a single enemy will become confused and its actions will be completely random. It may help our side or hurt its comrades. Sucession rate depends on enemy. Dispelled by contact.
| 8
| Wizard
| 25$ |
Restore
| Cure
| 5
| Divine energy heals an ally or hurts an undead enemy
| 5
| Priest
| 15$ |
Heal
| Cure
| 8
| Divine energy heals an ally or hurts an undead enemy.
| 10
| Priest
| 25$ |
Esuna
| Status
| -
| The status curse on an ally will be lifted
| 8
| Priest
| 20$ |
Double Cure
| Cure
| 5
| Divine energy covers 2 of your ally's or covers 2 of your undead enemies.
| 12
| Priest
| 25$ |
Revive
| Cure
| -
| Your ally is revived from the dead with 20% of his or her HP.
| 12
| Priest
| 25$ |
Invis
| Barrier
| -
| An ally becomes transparent and avoids all physical attacks for the next 2 turns. Good for injured people who you don't have time to cure. Dispelled by Darkness.
| 10
| Priest
| 20$ |
Dispell
| Barrier
| -
| When used on an enemy, any positive status is nullified. These include, but are not limited to: invis, regen, Photosynthesis, and most barriers. Does not work on enemy signature charges or more powerful barriers.
| 8
| Priest
| 25$ |
Seal
| Barrier
| -
| Traps an enemy in an unbreakable barrier. Prevent physical attacks from the enemy to allies, but prevents all attacks from allies to the enemy. Must be dispelled. Doesn't work on enemies with strong will or magical abilities.
| 15
| Priest
| 40$ |
Powerdown
| Unknown
| -
| When used on an enemy, any changes in physical stats (IE Strength, Speed, ect.) since the beginning of the battle will be nullified. Doesn't work if the enemy is too strong.
| 8
| Priest
| 25$ |
Prophecy
| Unknown
| -
| You can see a glimse of the future, which will show you either one enemy's upcomming attacks or one of many possible battle outcomes (note that neither is certain due to the endless posibilities).
| 0
| Priest
| 20$ |
Regen
| Cure
| -
| An ally gains a small ammount of Hp every turn of the battle (unless Unconcious). Works 50% of the time.
| 8
| Priest
| 25$ |
Item
| Special Effect
| Resale
| Cost |
Herb
| Cures anyone 30HP or harms undead enemy for 30HP. 1 use.
| 2$
| 3$ |
Magic Powder
| Restores 10 MP 1 use.
| 3$
| 5$ |
Antidote
| Cures the Poison Status 1 use.
| 2$
| 4$ |
Pure Water
| You can wash out your eyes, curing blindness 1 use.
| 2$
| 4$ |
Cup of Words
| By drinking from this, your throat clears and you can speak again, curing silence. 1 use.
| 2$
| 4$ |
Holy Grail
| If you give this to someone who is unconcious, they will be revived with 1/5 of their Hp! Never lose it, but it can be used only once per battle.
| 10$
| 20$ |
Fire Stone
| Uses in normal attacks to deal damage of the Fire elemental. 1 use.
| 2$
| 4$ |
Ice Stone
| Uses in normal attacks to deal damage of the Ice elemental. 1 use.
| 2$
| 4$ |
Lightning Stone
| Uses in normal attacks to deal damage of the Lighting elemental. 1 use.
| 2$
| 4$ |
Earth Stone
| Uses in normal attacks to deal damage of the Earth elemental. 1 use.
| 2$
| 4$ |
Smoke Bomb
| A Ninja can throw it on the ground and steal from an enemy in the confusion. Works 75% of the time. If your not a Ninja, you get blinded by trying. 1 use.
| 4$
| 8$ |
Owner's Deed
| Allows you to open a shoppe! Not recommended unless you have a good product to sell. Talk to Meliadoul about what you can and can't sell. Requires that you make your own tables.
| 25$
| 50$ |
Pet Item/Food/Ability
| What it does
| Pet it works for
| Pp cost
| Cost |
PSU
| Stores pet for you. Required to use pet.
| All
| -
| 5$ |
Golden PSU
| Stores pet for you. Gives pet 30 Pp instead of 15. You must own a normal PSU first, then buy this upgrade.
| All
| -
| 5$ |
Greens
| Feed these vegies to the pet! Restores Pp to max.
| All
| -
| 5$ |
Saddle
| Once you buy it, you can ride your chocobo if you have the ride ability
| Chocobo
| -
| 5$ |
Ride
| Ability that lets you ride your chocobo. When riding, you attack first, even sooner than Ninjas and Archers. Your evasion raises to 75% as well. Requires saddle.
| Chocobo
| 10
| 15$ |
Choco-bite
| Chocobo bites enemy for moderate damage.
| Chocobo
| 3
| 5$ |
Choco-Esuna
| The Chocobo cures the status ailment of it's rider. You have to be riding to use it. Works 50% of the time.
| Chocobo
| 5
| 7$ |
Choco-Ball
| The Chocobo sends energy orbs from who knows where into a single enemy.
| Chocobo
| 8$
| 15$ |
Nosedive
| Mr. Saturn charges the enemy and hits it with it's nose, dealing more damage than choco-bite.
| Mr. Saturn
| 3
| 5$ |
Lowtempo
| Mr. Saturn uses the Phase Disorter to slow down one enemy, causing him to attack last, regardless of speed. Doesn't work on stronger enemies.
| Mr. Saturn
| 7
| 15$ |
Pause
| Mr. Saturn uses the Phase Disorter to stop one enemy in time. That enemy cannot act for one full round. Doesn't work on stronger enemies.
| Mr. Saturn
| 10$
| 20$ |
Trickster
| You attack an enemy for 1/3 of the normal damage. While you attack, Hanpan jumps on enemy and steals money/items/ect. You can get better things from stronger enemies.
| Hanpan
| 5
| 10$ |
Graverobbing
| Hanpan raides a fallen enemy and returns with something. Most of the time you get nothing from this, but on rare occasions, you find good items.
| Hanpan
| 7
| 15$ |
Mechanical Inclination
| Hanpan, being the genius he is, can do several things for a mec, ranging from repairing a downed Mec (it has 1 Hp) to fixing guns, and can even install circuit boards on the spot in battle.
| Hanpan
| 7
| 15$ |
Thundershock
| Pikachu shocks the enemy. Lighting elemental. Same as shock, but doesn't take Mp and Pikachu deals a little more damage than a shock spell.
| Pikachu
| 5
| 15$ |
Short Circuit
| Pikachu jolts an enemy robot, lowering their defences. Does no damage. Doesn't work on non-mec enemies.
| Pikachu
| 5
| 15$ |
Thunderbolt
| Pikachu concentrates and uses a bolt of lightning on a single enemy. Lightning elemental. Slightly stronger than Thunderbolt of a Wizard, but is still greatly limited by Pikachu's strength (Mag attack of 10).
| Pikachu
| 10
| 20$ |