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Characters
Select a character profile.
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Double Black Trance

Vivi can cast two black magic spells in one turn, while he is in trance.
Magic Sword Ability

When Vivi and Steiner are both in the party during a battle, Vivi can charge Steiner's sword with magic power, allowing Steiner to attack an enemy using its combined physical attack power and the element or status effect from the selected magic.

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Although a powerful and feared black magic user, Vivi is innocent and pure at heart, yet discontent by the mystery of his existence and determined to find himself among the shrouded emptiness and loneliness that plagues his soul. Being the only black mage not under the control of Queen Brahne, Vivi sets out to uncover his dark past to ensure his existence and future.
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S U P P O R T E D A B I L I T I E S
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Fire
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6
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| Causes small fire-elemental damage to one or all targets. (Spell Power: 14. Halved if multiple targets are selected.)
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Mage Staff, Leather Hat
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25
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Fira
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12
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| Causes moderate fire-elemental damage to one or all targets. (Spell Power: 29. Halved if multiple targets are selected.)
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Flame Staff, Mage’s Hat, Power Belt, Topaz
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50
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Firaga
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24
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| Causes heavy fire-elemental damage to one or all targets. (Spell Power: 72. Halved if multiple targets are selected.)
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Octagon Rod
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75
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Sleep
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10
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| Puts one or all targets to sleep. Targets that are affected receive 50% more damage from physical attacks, and their evasion rate drops to 0. Effect wears off over time, or by being struck with a physical attack. (50% Success Rate. Success rate is halved if multiple targets are selected.)
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Flame Staff
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20
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Blizzard
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6
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| Causes small ice-elemental damage to one or all targets. (Spell Power: 14. Halved if multiple targets are selected.)
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Leather Wrist
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25
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Blizzara
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12
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| Causes moderate ice-elemental damage to one or all targets. (Spell Power: 29. Halved if multiple targets are selected.)
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Ice Staff, Opal
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50
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Blizzaga
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24
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| Causes heavy ice-elemental damage to one or all targets. (Spell Power: 72. Halved if multiple targets are selected.)
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Octagon Rod
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85
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Slow
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6
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| Casts Slow on a single target for a period of time. (60% Hit Rate)
Target gets less turns, as ATB gauge fills up 50% slower.
HP gain or loss in Regen, Poison, or Venom status is 50% slower.
Speed at which temporary statuses wear off is 50% slower.
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Ice Staff, Magus Hat
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20
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Thunder
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6
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| Causes small lightning-elemental damage to one or all targets. (Spell Power: 14. Halved if multiple targets are selected.)
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Silk Shirt, Glass Buckle
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25
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Thundara
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12
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| Causes medium lightning-elemental damage to one or all targets. (Spell Power: 29. Halved if multiple targets are selected.)
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Lightning Staff, Peridot
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50
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Thundaga
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24
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| Causes heavy lightning-elemental damage to one or all targets. (Spell Power: 72. Halved if multiple targets are selected.)
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Octagon Rod
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80
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Stop
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8
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| Prevents target from performing any actions for the remainder of the battle. No Exp or Gil is gained from any monster still in Stop status after all the other monsters are killed. (40% Hit Rate.)
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Oak Staff
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25
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Poison
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8
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| Afflicts one or multiple targets with Poison. Target's HP drops steadily by 1/16 of their Max HP at regular intervals for a period of time. Length of duration as well as the frequency of HP loss goes down as the target's Spirit goes up. (60% Success Rate. Halved if multiple targets are selected.)
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Lightning Staff
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35
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Bio
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18
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| Causes moderate non-elemental damage to one or multiple targets with an added 20% chance of the target(s) being afflicted with Poison. (Spell Power: 42. Halved if multiple targets are selected.)
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Oak Staff
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40
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Osmose
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2
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| Absorbs MP from a target and gives it to the casting character. (Spell Power: 15.)
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High Mage Staff, Gaia Gear
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70
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Drain
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14
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| Absorbs HP from a target and gives it to the casting character. (Spell Power: 32.)
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Oak Staff
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60
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Demi
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18
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| Attempts to inflict an amount of damage on one or all targets equal to 30% of their Max HP. (40% Success Rate. Halved if multiple targets are selected.)
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Cypress Pile, Black Belt, Amethyst
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30
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Comet
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16
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| Inflicts a random amount of non-elemental damage against a random enemy based on the following formula with a 67% chance {56 * A random number between 1 and (Vivi's Lv. + Vivi's Magic Stat)}.
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Cypress Pile
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55
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Death
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20
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| Attempts to instantly kill a target with a 35% chance of success.
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Black Hood
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45
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Break
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18
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| Attempts to Petrify a one target with a 40% chance of success.
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Cypress Pile
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30
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Water
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22
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| Causes heavy water-elemental damage to one or all targets. (Spell Power: 64. Halved if multiple targets are selected.)
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N-Kai Armlet
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55
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Meteor
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42
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| Causes a random amount of damage to all enemies based on the following formula: {88 * a random number between 1 and (Vivi's Lv. + Vivi's Magic Stat)}. Chance of Success is = {(Vivi's Lv ÷ 2) + Vivi's Spirit}%
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High Mage Staff
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95
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Flare
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40
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| Inflicts extremely heavy non-elemental damage on a single target. (Spell Power: 119)
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Black Robe
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95
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Doomsday
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72
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| Inflicts extremely heavy shadow-elemental damage to all enemies and allies. (Spell Power: 114)
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Mace of Zeus
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150
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Auto-Regen
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10
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| Permanently casts Regen on the equipped character in battle.
Character recovers 1/16 of their Max HP in intervals.
Number of intervals goes up as that character's Spirit increases.
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Golden Hairpin, Light Robe
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30
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Auto-Reflect
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15
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| Permanently casts Reflect on the equipped character.
Certain spells are reflected off the character to the enemy party.
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Reflect Ring
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70
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Auto-Float
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6
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| Permanently casts Float on the equipped character.
All earth-elemental attacks will be avoided.
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Feather Boots
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20
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Auto-Haste
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9
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| Permanently casts Haste on the equipped character.
Character gets turns quicker, as ATB gauge fills up 50% faster.
HP gain or loss in Regen, Poison, and Venom status is 50% faster.
Speed at which temporary statuses wear off is 50% faster.
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Running Shoes
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55
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Auto-Life
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12
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| Character automatically starts battles in Auto-Life status.
When character is KO'd they come back to life with 1 HP.
The effect wears off in battle once the character is KO'd.
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Rebirth Ring
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70
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Insomniac
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5
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| Protects equipped character against Sleep.
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Bandana, Holy Miter, Magician Cloak, Gaia Gear, Coral Ring
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25
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Antibody
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4
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| Protects equipped character against Poison and Venom.
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Glass Armlet, Mantra Band, Survival Vest, Glass Buckle
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30
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Jelly
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4
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| Protects equipped character against Petrify and Gradual Petrify.
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Dragon Wrist, Dark Hat, Circlet, Bronze Vest, Dark Gear
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25
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Auto-Potion
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3
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| Automatically uses a Potion when attacked. Uses a Hi-Potion if no Potions are available. Cancels the abilities Counter and Return Magic.
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Mythril Vest, Demon’s Vest, Magician Robe, Running Shoes, Gold Choker
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10
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Locomotion
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4
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| Protects equipped character against Stop.
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Black Hood, Golden Skullcap, Survival Vest, Demon’s Vest
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35
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Clear Headed
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5
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| Protects equipped character against Confusion.
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Magic Armlet, Green Beret, Circlet, Dark Gear, Magician Shoes
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15
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Body Temp
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4
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| Protects equipped character against Freeze and Heat.
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Jade Armlet, Holy Miter, Madain’s Ring, Fairy Earrings, Diamond
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15
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Loudmouth
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4
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| Protects equipped character against Silence.
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Mage’s Hat, Golden Hairpin, Silk Robe
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40
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Healer
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2
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| Restores HP of the target when the "Attack" command is selected.
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Garnet
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20
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Add Status
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3
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| The additional status effect of the weapon can now be utilized.
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Bone Wrist, Chimera Armlet, Bracer, Feather Hat, Twist Headband, Glass Buckle
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25
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Reflect-Null
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7
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| All spells cast cannot be reflected.
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Robe of Lords
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30
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Reflectx2
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17
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| After a spell is successfully reflected by the caster, it becomes twice as powerful.
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Black Robe, Rosetta Ring
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110
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Mag Elem Null
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13
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| All elemental type magic now does non-elemental damage.
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Promist Ring, Protect Ring
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115
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Level Up
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7
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| Character gains 50% more Exp than usual.
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Egoist’s Armlet, Rosetta Ring, Fairy Earrings
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30
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Ability Up
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3
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| Equipped character learns abilities faster.
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Green Beret, Silk Robe, Ribbon, Lapis Lazuli
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55
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MP+20%
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8
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| Increases total MP by 20%.
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Black Robe
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30
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Half MP
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11
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| Halves the MP of the equipped character.
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Light Robe, Protect Ring
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140
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High Tide
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8
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| Allows the equipped character to Trance faster.
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Jade Armlet, Dark Hat, Gaia Gear, Sapphire
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25
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Return Magic
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9
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| Returns magic cast at a character back at the enemy. Consumes no MP.
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Coronet
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90
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A B I L I T Y P R O P E R T I E S
Characters in Final Fantasy IX acquire statistical, innate support abilities and command action abilities via their equipment. Magic stones, gained via AP
allow your character to equip and use an ability. Each ability costs a certain amount of stones. When your character has no more free stones to accomodate the requirements of an ability,
it cannot be equipped. Equipment lock their abilities when they've exceeded their AP. Support abilities, blue stones, are innate and assist in the statistical aspects of the character, typically
defense. Action abilities, red stones, are command activated (such as magic spells) and attack enemy parties. Keep in mind that not all equipment is immediately available. Certain equipment
must be synthesized from other equipment at a Synth Shop.

Ability*
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MP/Stones*
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AP*
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Via Equipment
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Name of the ability and it's description.
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Cost of the ability in stones or MP. Support abilities require stones to use while action abilities require MP.
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AP requirement to lock the ability onto the equipment enabled without the use of stones.
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Equipment (weapon, armor, add-on) supporting the abilities.
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* field can be sorted in ascending or descending
order.
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T R A N C E & S P E C I A L A B I L I T Y P R O P E R T I E S
Each character has a series of special abilities which are consistent
with the class of the character.

Special Ability Lists
Special character abilities are listed in the format below. Consult the equipment section for acquiring locations.

Ability Name MP Cost/AP Cost
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Description of the special ability. Abilities require MP to use
and AP to cost. These abilities don't require stones and are kept by the character
regardless of equipment when learned.
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Trance Mode
Each character can also achieve Trance mode, obtained by filling the Trance bar,
and allowing each character to significantly increase their attack power and in certain cases perform special attacks for
a brief period of time. Each Trance mode is unique per character and the bar resets after the time alloted to use Trance
abilities expires. Trance mode doesn't require any special equipment, though certain trance abilities do require MP.
When a character enters trance mode, a field of electrical energy will surround the character and cause a glowing
effect.
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C H A R A C T E R P R O P E R T I E S
Select a Final Fantasy IX character from the character
selection menu for a complete and comprehensive profile, including
character bio, trance and special ability information, and detailed equipment ability
guides.

Character Profile
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Trances and Abilities
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Equipment Abilities*
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General information
about the character including background data,
physical profile, and in-game role.
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Trance and special ability guide
including equipment/add-on components, summon lists (Garnet & Eiko only), and descriptions.
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Complete equipment ability listing relative to the character, including
MP and stone requirements, AP cost, and equipment availability.
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* information fields can be
sorted in ascending or descending
order.
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