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FF10 Special Abilities

Final Fantasy 10 Special Abilities

  Special abilities can range from raising a stat to escaping a battle. Please note that different characters will learn different abilities, however as the game progresses any character will have the opportunity to learn a particular ability.


NAME MP DESCRIPTION

Use

-

Use powerful offensive,

defensive, or healing items in stock

Flee

-

Aid the party's escape from

battle

Pray

-

Restore a small amount of the

whole party's HP

Cheer

-

Raises party's strength and

defense

Aim

-

Raise's party's Accuracy

Focus

-

Raise's party's magic and

magic defencse

Reflex

-

Raise's party's evasion

Luck

-

Raise's party's luck (raises

accuracy, evasion, critical hit rate)

Jinx

-

Lowers enemys luck

Lancet

-

Drains enemys HP and MP and

gives it to the caster, also Kimahri can use this to

learn new Overdrive Skills

Guard

-

Intercept hits meant for other

party members (cannot stop magic, or attacks that hit the

entire party)

Sentinel

-

Same as Guard but the person is in defense mode

Spare Change

-

Attack by throwing gil, that's

right sometimes being rich pays off (damage is 10% of

what is thrown)

Steal

-

Steal items from fiends

Threaten

12

Stuns the enemy with fear

Provoke

4

Draws the enemys attack toward

the user

Entrust

8

Give the person's Overdrive gauge

to another character

Copycat

28

Mimics the last action done in

battle even if the skill has not been learned (does not

work with Summons or Overdrives)

Doublecast

-

Cast two black magic spells in

a row

Bribe

-

Pay off enemies for a safe

pass (more gil, better responce)




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