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Espers: Which Add or Remove
Slow
– 1 shown
Hidden espers
are optional and can be obtained in either world;
World of Ruin espers
are obtained from various quests;
advanced espers
have powerful spells and are obtained from difficult quests;
ultimate espers
are the most difficult to obtain and teach supremely powerful spells
Name
The set of spells that can be learned while this esper is equipped and the rate at which they are learned
Spells Learned
Level Up Bonus
Summon
MP
Description
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
Unicorn
Cure 2
×4,
Remedy
×3,
Dispel
×2,
Safe
×1,
Shell
×1
-
Heal Horn
30
Casts Remedy on the party
All Allies
‡
-
100%
-
-
Dark
,
Poison
,
Petrify
,
Mute
,
Muddled
,
Seizure
,
Psyche
,
Slow
,
Stop
-