Spells: Used by Dragon – 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
Flame Thrower Enemy-Skill Enemy Skill (once learned) Causes Fire damage to any single opponent 10 87.5%×M 370 100% Magic One enemy Yes Fire - -
Monster Abilities: Used by Dragon – 1 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
Dragon Fang - 250%×P 654 100% Physical One enemy Hit - -
Screens: Where Dragon is Encountered – 3 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
Mt. Nibel Mt. Nibel (Pipe Room) 5 Kyuvilduns (72)
3 Twin Brains (68)
2 Twin Brains, 3 Kyuvilduns (60)
Dragon (56)
3 - On the right side of the bottom level -
Mt. Nibel Mt. Nibel Cave (North-South Cave) During Game
5 Kyuvilduns (72)
3 Twin Brains (68)
2 Twin Brains, 3 Kyuvilduns (60)
Dragon (56)
Flashback
5 Kyuvilduns (96)
3 Twin Brains (88)
2 Twin Brains, 3 Kyuvilduns (72)
1 - - -
Mt. Nibel Mt. Nibel Cave (East-West Cave) During Game
5 Kyuvilduns (72)
3 Twin Brains (68)
2 Twin Brains, 3 Kyuvilduns (60)
Dragon (56)
Flashback
5 Kyuvilduns (96)
3 Twin Brains (88)
2 Twin Brains, 3 Kyuvilduns (72)
1 - - -
Set Encounters: With Dragon – 1 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
Encounter
Area Screen Details
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
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
Dragon World Map Nibel Area Fought with Sephiroth and young Cloud during Cloud's flashback 32 900 110 1,400 gil Normal Battle Can't Run
Battle Square Battles: With Dragon – 1 shown
The special battle must be unlocked by fulfilling certain requirements
Name
Type
When this battle is available; only one regular battle is available at any given time
Available
The starting encounters that indicate that you will be competing against group 1 during a regular battle
Encounter Group 1
The starting encounters that indicate that you will be competing against group 2 during a regular battle
Encounter Group 2
Which characters can participate in this battle, subject to both timing and special rules
Characters
The potential rewards for competing in the battle square; these don't include items that can be purchased with earned battle points
Rewards
Area Screen
Second Regular Battle Regular Battle Before going to the Forgotten Capital 2 Spencers
4 Flapbeats
Bullmotor
2 Bullmotors
2 Jokers
Flapbeat
2 Flapbeats
3 Spencers, Flapbeat
Cloud, Barret, Tifa, Aeris, Red XIII, Cid, Yuffie, Cait Sith, Vincent Tissue
Battle Points
Gold Saucer Arena Lobby
Battle Square Rounds: With Dragon – 1 shown
Battle Round
Possible encounters you may fight during this round of the battle for group 1
Group 1 Encounters
Possible encounters you may fight during this round of the battle for group 2
Group 2 Encounters
Second Regular Battle 8 Ghirofelgo
Ying, Yang
Zuu
Dragon
Ghirofelgo
Ying, Yang
Zuu
Dragon
Encounters: With Dragon – 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
Dragon 32 900 110 1,400 gil Normal Battle No Can't Run Dragon
Dragon 32 900 110 1,400 gil Normal Battle No ×3 Dragon
Armor: Held by Dragon – 1 shown
Uncommon armor cannot be purchased in shops at the end of the game, but can be found or won multiple times in other ways; rare armor can only be found at specific points during the game; starting armor cannot be re-obtained if sold or lost
Name
Defense Defense%
Magic def is listed in gray to indicate that, due to a bug, this value is not used; a character's Spirit and bonuses from materia determine their Magic def
Magic def
Magic def%
The growth of materia slots is categorized by color: ⦿×1, ⦿×2, ⦿×3, and ⦾×0.
Materia Slots
AP Growth Effects Characters Price Value
Gold Armlet 46 4% 28 - ⦿─⦿ ⦿─⦿ ×1 - All Characters 2,000 gil 1,000 gil
Items: Held by Dragon – 1 shown
Uncommon items cannot be purchased in shops, but can be found or won multiple times in other ways; rare items can only be found at specific points during the game; special items are held by the most powerful monsters in the game
Name
Description
The damage calculation of the item's effect; multiple hits are indicated first; items deal full damage to multiple targets and always hit; HP or MP are those of the character the item is used on; healing and MP restoration items are indicated by their text color
Base Damage
Type Target 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 Price Value Use in Field?
Fire Fang Uses “Fire2” on all opponents 960 Magic All enemies Fire - Deals 960 base damage - 1 gil No
Elements: Resisted by Dragon – 2 shown
Physical elements are applied to physical attacks rather than magic; healing elements heal rather than harm; the hidden element is not shown within the game menus
Name
Type
Fire Magic
Gravity Magic
Status Effects: Resisted by Dragon – 8 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
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
Paralyzed - Negative Temporary Character cannot act
Petrify - Negative Temporary Character cannot act but is immune to damage and status effects
Small - Negative Temporary Character deals 1 damage with all physical attacks
Stop - Negative Temporary Character can't act