Ablities List
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) 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)