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ORGANIZATION II: STATUS




[The tutorial begins on the party formation screen.]

INSTRUCTOR DARAVON: May I begin? Let me explain what you'll see in 'Detailed Status'. Follow carefully to see what Abilities there are for each unit.

[The view shifts to the detailed status for the first unit.]

Let's start with the upper corner and go from there. In this corner, you'll see the unit's face.

[A red circle highlights the unit's face.]

The unit's level appears on the top right of the face.

[A red circle highlights the unit's level.]

Higher levels mean greater HP, MP, Speed, Physical-Attack power and Magical-Attack power. Levels go up by 1 every 100 Experience (Exp.)Points. Exp. appears on the right side of Level.

[A red circle highlights the unit's experience points.]

You'll earn Exp. in battle. Your Exp. will increase when you damage enemy units with weapons or spells. You won't earn any if you get beat. The bar and values below it are for HP, MP and CT gauge.

[A red circle highlights the unit's HP, MP, and CT.]

HP is stamina. It decreases as you get damage in battle. The value on the left is your current value the right is the maximum. Pay attention to them in battle. Units collapse and die when HP reaches 0. MP is Magic Power. You need it to cast spells. Stronger spells take more MP. When MP reaches 0, you won't be able to use magic. CT is Charge Time. It's charged by Speed value in one clock. When ST reaches 100, it's your AT (Active Turn) and you can make a command. You can tell when AT will come by looking CT value [sic] in battle. You should check the AT line next to Level. Next, let me explain the panel on the right.

[A red circle highlights the blue dot by the unit's name.]

This indicates which party the unit belongs to. Allies and enemies have different colors.

[A red circle highlights the number next to the unit's name.]

This is the party entry number. You can have up to 16 people in your party.

[A red circle highlights the unit's name.]

Next to the entry number is the unit's name.

[A red circle highlights the unit's job.]

Under the name appears the current Job. As you gain experience, you can change Jobs. On the bottom left is your zodiac sign.

[A red circle highlights the unit's sign. It is Aries.]

Aries is compatible with Leo. Certain signs are compatible like this. This affects the outcome of attacks and spells used in battle. Greater damage is given by attacking compatible units. While damage can be lessened by attacking a [sic] incompatible units. On the bottom right of the sign is Brave and Faith.

[A red circle highlights the unit's Brave and Faith scores.]

Brave is courage. The greater the value, the more courage you have. It affects the reaction and unarmed attacks. Faith represents your belief in God. The greater the value, the more you believe. Thus, you'll understand the mysteries and miracles. Faith will affect the power of spells and their success %.

Let's go to the middle panel.

[A red circle highlights the unit's Move score.]

Move is your moving ability. You can movel on a panel, the face value of the Move. However, you'll use twice the energy to move across one panel in geographically difficult areas.

[A red circle highlights the unit's Jump score.]

Jump is jumping ability. You can jump vertically for the face value of a Jump or horizontally for half.

[A red circle highlights the unit's Speed score.]

Speed is the unit's quickness. CT will charge depending on the Speed. The greater the value, the faster you will get AT. In other words, the unit moves quicker with a greater Speed value. Move, Jump and Speed shows each unit's unique Ability value and total value... strengthened by Items and Abilities.

[A red circle highlights the unit's Weapon Power.]

Wep. Power is the attacking power and evade % of a weapon. Weapon capacity is R for the one on the right, L for the one on the left. The value on the left of / is the attacking power. On the right is the evade %. Bigger attacking power means bigger damage you can give. The attack evade % is only available when 'Guard Equipped Weapon' is set as a Reaction Ability. Then, the unit will evade any physical attacks with the attack evade %.

[A red circle highlights the sword and rod symbols.]

The sword stands for physical and the rod for magic. The values on the upper row represents physical... The lower is AT, C-EV, S-EV, A-EV for magic.

[A red circle highlights the unit's AT scores.]

AT shows attacking power. It's the unit's own attacking power and any extra Abilities. The upper value is physical attacking power (weapons and unarmed attacks) and the lower is magic attack power.

[A red circle highlights the unit's C-EV, S-EV, and A-EV scores.]

C-EV, S-EV, A-EV all mean attack evade . C-EV is the unit's own attack evade %. S-EV is the evade % of the equipped weapon. A-EV is the evade % of the equipped accessories. On each, the upper is the rate against physical attacks, and the lower is against magic attacks.

Now, to the lower panel... On the left are equipped Items, and on the right are the set Ability and Job Commands.

[A red circle highlights the unit's equipped Items.]

From the top of Item [sic] -- right hand, left hand, head, body, and accessory.

[A red circle highlights the unit's set Abilities.]

For Ability, starting from the top, are Job's [sic] unique Job Commands, optionally set Job Command, Reaction Ability, Support Ability, and Move Ability.

This is all you need to know of Status Detail. It's extremely important to check Abilities, and their rate of growth before heading to battle. Memorize the definitions of the parameters to correctly understand each unit's condition. That is all.



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