Finaln Fantasy 10
» Abilities List
Name
Mp
Description
Special Abilities
Use
-
Use powerful offensive, defensive, or healing items in stock
Flee
-
Aid the party's escape from battle
Pray
-
Restore a small amount of the whole party's HP
Cheer
-
Raises party's strength and defense
Aim
-
Raise's party's Accuracy
Focus
-
Raise's party's magic and magic defencse
Reflex
-
Raise's party's evasion
Luck
-
Raise's party's luck (raises accuracy, evasion, critical hit rate)
Jinx
-
Lowers enemys luck
Lancet
-
Drains enemys HP and MP and gives it to the caster, also Kimahri can use this to learn new Overdrive Skills
Guard
-
Intercept hits meant for other party members (cannot stop magic, or attacks that hit the entire party)
Sentinel
-
Same as Guard but sentinel also guards the user as well
Spare Change
-
Attack by throwing gil, that's right sometimes being rich pays off (damage is 10% of what is thrown)
Steal
-
Steal items held by the enemy (use against machina)
Threaten
12
Stuns the enemy with fear
Provoke
4
Draws the enemys attack toward the user
Entrust
8
Give the users Overdrive gauge to another character
Copycat
28
Mimics the last action done in battle even if the skill has not been learned (does not work with Summons or Overdrives)
Doublecast
-
Cast two black magic spells in a row
Bribe
-
Pay off enemies for a safe pass (more gil, better responce)
Name
MP
Description
Skill Abilities
Dark Attack
5
Inflicts darkness on the enemy for 3 turns
Dark Buster
10
Inflicts darkness on the enemy for 1 turn however the success rate is virtually guaranteed unless the enemy is immune
Silence Attack
5
Inflicts silence on the enemy for 3 turns
Silence Buster
10
Inflicts silence on the enemy for 1 turn however the success rate is virtually guaranteed unless the enemy is immune
Sleep Attack
5
Inflicts sleep on the enemy for 3 turns
Sleep Buster
10
Inflicts sleep on the enemy for 1 turn however the success rate is virtually guaranteed unless the enemy is immune
Delay Attack
8
Delays the enemy's next turn
Delay Buster
18
Greatly delays the enemy's next turn
Zombie Attack
10
Inflicts the enemy with a zombie status
Triple Foul
24
Inflicts silence, darkness, and sleep for the next 3 turns
Power Break
8
Lowers the enemy's strength
Magic Break
8
Lowers the enemy's magic
Armor Break
12
Lowers the enemy's defense, also takes targets armor away allowing non-piercing weapons to attack at full strength
Mental Break
12
Lowers the enemy's magic defense
Mug
10
Same as "steal" but also deals enemy damage during the process
Quick Hit
12
Quickly attacks the enemy and the users next turn come up sooner (like haste for 2 turns)
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