Dance Moves: Moves for Dusk Requium – 4 shown
Dance moves are always shown in purple to differentiate them from other abilities
Ability
Once a dance has successfully begun, a random move from that dance will be chosen each turn at the listed probabilities
Frequency
Whether this ability is physical or magical in nature; the game determines hits and damage differently for each; item abilities have non-random effects
Type
The targets available to this ability; many abilities can target either allies or foes, and the note here signifies which they target by default; a double dagger (‡) indicates that an ability can hit all targets on either side of a pincer attack or side attack at the same time
Target
The base power of this ability, which determines the amount of damage or healing it does; a dagger (†) indicates that the attack ignores defense, making it more powerful than other abilities with the same Bat.Pwr; fractional damage is based on current HP or MP values and always ignores Defense; healing, MP restoration, HP draining, and MP draining or damaging attacks are indicated by their text color
Bat.Pwr
How likely this ability is to connect; abilities with a 100% hit rate always connect unless some effect prevents them entirely
Hit Rate
Special circumstances that allow this ability to be resisted; mouse over the terms to learn more
Resistance
Elements
The status effects inflicted or removed by this ability
Statuses
Notes
Cave In 7/16 Magic One Foe 3/4 HP 100% Wound - Seizure -
Elf Fire 2/16 Magic One Foe 72 100% - Fire - -
Pois. Frog 1/16 Magic One Foe 56 100% - Poison Poison -
Snare 6/16 Magic One Foe - 100 Wound, Stamina - Wound -