Spells: Used by Chocobo – 1 shown
Tier two and tier three spells are learned from magic materia and are divided up by the rarity of the materia and requirements to learn the spell from it; ultimate spells are especially powerful; Enemy skills are learned from monsters; summon magic is learned from summon materia
Name
Spell Type
The materia which grants the use of this spell, and the level it is earned at if it is not available at level 1
Materia
Description MP
The damage calculation of the spell; multiple hits are indicated first; P or M represent the caster's physical or magic base damage, which is based on their Attack/Magic atk and Level; damage based on P or M is reduced by 1/3 when used against multiple targets; HP is that of the target of the spell; spells marked with an asterisk (*) use special damage formulas; a dagger (†) indicates the spell ignores Defense/Magic def; healing and MP draining spells are indicated by their text color
Base Damage
The estimated average amount of damage this ability will deal to a target with 128 Defense or Magic def when used by this monster (3/4 of base damage); actual damage will vary considerably based on the target's actual Defense or Magic def and other factors, but this is a good measure of the relative danger of this ability; a dagger (†) indicates that the ability deals set damage or otherwise ignores Defense and Magic def; numbers in italics are based on factors that will change during combat and should be considered very rough estimates; healing and MP drain are indicated by text color
Typical Damage
Attack% Type Target Reflectable Element
The status effects that can be inflicted or removed by this spell, and the chance of success if it is not assured
Status
Special Properties
Chocobuckle Enemy-Skill Enemy Skill (once learned) Non-elemental damage on any one opponent 3 Escapes* - 100% Physical One enemy No - - Deals damage equal to the number of times the party has escaped battle
Monster Abilities: Used by Chocobo – 5 shown
Basic abilities are not called out by name when used; some abilities are used as basic abilities only by certain monsters
Name
MP
The damage calculation of the ability; P or M represent the user's physical or magic base damage, which is based on their Attack/Magic atk and Level; damage based on P or M is reduced by 1/3 when used against multiple targets; HP or MP are those of the target of the ability; abilities marked with an asterisk (*) use special damage formulas; a dagger (†) indicates the ability ignores Defense/Magic def; healing, MP restoration, HP draining, and MP draining or damaging abilities are indicated by their text color
Base Damage
The estimated average amount of damage this ability will deal to a target with 128 Defense or Magic def when used by this monster (3/4 of base damage); actual damage will vary considerably based on the target's actual Defense or Magic def and other factors, but this is a good measure of the relative danger of this ability; a dagger (†) indicates that the ability deals set damage or otherwise ignores Defense and Magic def; numbers in italics are based on factors that will change during combat and should be considered very rough estimates; healing, MP restoration, HP drain, and MP drain or damage are indicated by text color
Typical Damage
Attack% Type Target Element
The status effects that can be inflicted or removed by this ability, and the chance of success if it is not assured
Status
Special Properties
Escape - - - Always Hits Physical Self - - Caster is removed from battle
Chocobo, goes nuts - P 17 95% Physical One/all enemies Punch - -
Taking Bait - - - Always Hits Physical Self - - -
Escape - - - Always Hits Physical Self - - -
Finished Bait - - - Always Hits Physical Self - - -
Screens: Where Chocobo is Encountered – 1 shown
Area
Temporary screens become permanently inaccessible during the normal course of the game
Name
The random encounter groups that you may fight on this screen; this list only includes standard encounters, but special encounter types may also be present as detailed on the screen detail page; encounter rates are in parenthesis and are out of 256
Random Encounters
How many treasures (items of interest containing equipment or other items) are found on this screen
Treasures
The price of the cheapest inn in this screen. it is not necessarily always available
Inn Price
Save Point Notes
World Map Gold Saucer Area Grass
3 Spencers, Flapbeat (88)
3 Flapbeats (84)
2 Jokers (84)
Desert
Harpy (128)
4 Flapbeats (128)
Beach
Grangalan (64)
3 Beachplugs (64)
4 Beachplugs (64)
3 Beachplugs (Side Attack) (64)
- - - -
Chocobo Types: Possible for Chocobo – 1 shown
Good, great,and wonderful chocobos are useful when raising special chocobos; inferior chocobos have especially poor attributes
Name
The possible range of starting speed scores for a chocobo of this type
Speed
The possible range of maximum potential speeds for a chocobo of this type; a chocobo's speed cannot be increased past this number
Potential Speed
The possible range of stamina scores for a chocobo of this type
Stamina
The possible range of acceleration scores for a chocobo of this type
Acceleration
The possible range of intelligence scores for a chocobo of this type
Intelligence
The places this type of chocobo can be encountered, and the relative frequency of each encounter; a Chocobo Lure materia must be equipped to encounter any chocobo, and you must fight battles near chocobo tracks
Encounter Areas
Good Chocobo 39–81 79–101 247–363 50–60 30–40 Gold Saucer Area (10)
Gold Saucer Area (10)
Encounters: With Chocobo – 2 shown
Limited encounters never appear as random encounters; bosses are involved in important plot fights; special bosses and the final bosses are specifically called out as well; super bosses represent the greatest challenge in the game; Battle Square encounters only appear in the Battle Square; chocobo encounters only appear in certain areas when using a Chocobo Lure and can be caught
Name
The range of levels of monsters in this encounter
Level
EXP AP Gil
In a pincer attack, your party is surrounded; in a side attack, your party surrounds the enemies; in a back attack, the enemy attacks from behind
Type
Whether pre-emptive strikes are possible in this encounter; pre-emptive strikes are only possible during normal battles, and are disabled during any set encounter on a map with no random encounters, even if the encounter would normally allow them; there are no pre-emptive strikes in the battle square
Pre-emptive?
A factor indicating how hard it is to run from a battle; for example, it will generally take twice as long to run from a battle with a ×2 run difficulty than one with a ×1 run difficulty
Run Difficulty
The specific monsters that appear in this encounter; a dagger (†) indicates that one or more of the marked monsters have cover, meaning that they cannot be attacked until certain monsters in closer rows have been defeated
Monsters
Chocobo (Good), 2 Flapbeats 18–29 290 31 373 gil Normal Battle Yes ×1 Chocobo (Good), 2 Flapbeats
2 Spencers, Chocobo (Good) 17–29 230 23 351 gil Normal Battle Yes ×1 Spencers, Chocobo (Good)
Status Effects: Resisted by Chocobo – 13 shown
Positive status effects are generally beneficial; negative status effects are generally harmful; special status effects can only be inflicted by certain materia commands
Name
This status is negated by its opposed status
Opposed
Type Duration Effect
Berserk - Negative Temporary Character attacks uncontrollably but deals 50% extra damage
Confusion - Negative Temporary Character will attack allies, effect ends when hit by any physical attack
Death - Negative Permanent Character is dead
Death-sentence - Negative Temporary Character dies when the timer runs out
Frog - Negative Temporary Character deals 1/4 physical damage and can only Fight, use Items, or cast Toad
Manipulate - Negative Temporary Your party decides the afflicted monster's actions
Paralyzed - Negative Temporary Character cannot act
Petrify - Negative Temporary Character cannot act but is immune to damage and status effects
Silence - Negative Temporary Character cannot use magic
Sleep - Negative Temporary Character cannot act, but is woken by any physical attack
Slow-numb - Negative Temporary Character will be afflicted with Petrify when the timer runs out
Small - Negative Temporary Character deals 1 damage with all physical attacks
Stop - Negative Temporary Character can't act