Welcome to this classroom. Here we answer your questions about the world.

         - Important buttons:

• Choose with the A Button. Cancel a choice with the B Button. View the Main Menu with the X Button.

• Press and hold the B Button to move faster (sprint) in towns and dungeons. Only in the battles where you switch teams and while you are riding Magitek Armor will you not be able to.

• When you are in battle with a character that has either the 'Steal' command or the 'Throw' command, when it's their turn, hold the X Button down instead of pressing it and it'll switch those two commands around.

         - Soft Reset:

• The player may command a soft reset by pressing Start+Select+L+R on the field and during battle.

         - Character stats:

[Might]
The Might stat increases damage done by physical attacks. It is squared and added to the Attack stat when calculating a physical attack's damage, which also takes the attackers' level and other factors into account.

[Speed]
Speed increases the rate at which the ATB gauge fills. The Haste or Slow status will add to the equation determining that rate at which it is filled; these statuses are calculated independently of the Speed stat.

[Stamina]
Stamina increases the chance to survive against Death attacks, the amount they are healed by Regen, the amount of damage dealt by Poison, Sap, and HP Leak, and the amount of healing taken per step with *'step-healing'. Also, the higher the Stamina stat, the more HP will be gained upon level up.

[Magic]
Also known as Mag.Pwr, Magic increases damage done by magical attacks. It is multiplied with the magic spell's power and the users' level into account when calculating damage.

[Attack]
Also known as Bat.Pwr, Attack is based on weapons equipped, along with the in-built battle stats of enemies and characters. It increases damage dealt by physical attacks, adding to the damage calculation equation with Strength and the level.

[Defense]
Defense reduces the damage dealt by physical attacks, factoring negatively into a damage modification of the damage calculation at the end. The modification is ignored if the attack is Defense-ignoring.

[Evasion]
Also known as Evade %, Evasion can increase the chances of an attack missing.

[Magic Defense]
Also known as Mag.Def, Magic Defense functions identically to Defense in the calculations, but for a different type of damage.

[Magic Evasion]
Magic Evasion, or MBlock%, increases the chance of a magic attack failing to connect.

*About Step-healing: Characters will heal a small amount of HP (depending on the Stamina stat) from simply walking/taking a step in most places (besides towns), including the overworld. Only if a place is deemed 'too hot' or 'too cold' and some other rare cases will the step-heal cease to function.

         - World experience:

• Water from a recovery spring will restore your HP and MP.

• At Save Points you can use a [Snuggie] or [Shelter], and also save a game.
If your party is ever defeated, you'll have the option to continue from the last place you saved.
Any gil or items you had obtained will have to be found again, but your level and experience data will be retained.
You can save a game anywhere on the world map.

• Experience (Exp) gained after battle is split between characters. For example, if 4 characters each gain 1000 Exp, then a solo character would gain 4000 Exp.

• In the back row, physical damage and attack power are halved. Certain special attacks (skills) become 25% weaker as well. Change rows using the Main Menu: press left on the Control Pad, then press the A Button.

• Many monsters come with hidden inherent status effects which can be dispeled. For instance Safe, Shell and Haste.

• MP-costing critical hit weapons scale MP cost by character level.

• Valuables are often hidden inside map objects.

• Status Tabs will permanently increase a character's stat. They are hidden all over the world.

• Use curative items to restore your HP. Staying at an Inn will revive your party in full.

• Use a curative spell on an undead creature for maximum damage. Curative items, however, are no longer permited to be used against monsters.

• Sometimes monsters lurk inside of treasure chests!

• There is tresure to be found all over the place, so be sure to search every nook and cranny. Treasure chests that would change to better item contents later on in the game no longer do that, so open away!

• Most of the NPCs will say different things at various points in the game, so be sure to revisit them.

• When buying armor and weapons you'll see some symbols next to your characters:
Triangles pointing up indicate increasing battle power.
Triangles pointing down indicate decreasing battle power.
[=] indicates no change in battle power.
[E] means the item is already equipped on that character.
A symbol under a character means that person is now in your party.

• Heavier armor usually comes with a speed drawback.

• Some special armors will change your character's appearance in battle.

• Battle speed can be adjusted in the Config menu, it now effects both the monsters and the party. Lower number is faster, higher is slower.

• If you select the [Wait] Battle Mode from the Config Menu, you can take all the time you need to select spells or items without being attacked.

• When a character levels up, they have a 50% chance of gaining +1 in any of the four main stats.

• Run from some battles by pressing (and holding) both the L and R Buttons. Some monsters are harder to run away from than others.

• A full meter in the lower right means that character will be next to accept battle commands.
Press the X or Y button to pass that character's battle opportunity to the next character.

• When selecting a spell, press the L or R Button to select multiple targets.

• Different character skills take different amounts of time to initiate. Higher the value, longer it takes.

Time to wait after entering a command until a character actually performs it:

10   (Fight)
10   (Item)
30   (Magic)
80   (Morph)
00   (Revert)
10   (Steal)
80   (Call)
20   (Limit)
10   (Throw)
30   (Aether)
10   (Combo)
10   (Runic)
30   (Lore)
10   (Inverse)
10   (Torment)
10   (Reels)
10   (Souls)
20   (Blaster)
10   (Mimic)
10   (Dance)
10   (Row)
10   (Def.)
E0   (Jump)
30   (X-Magic)
A0   (Cannon)
80   (Summon)
40   (Miracle)
30   (Havoc)
60   (Force)
10   (MagiTek)
 
• During a battle, press left or right on the control pad to select [Row] or [Defense.]
[Defense] cuts received damage in half, and works until your next command input.

• Damage is more severe when caught in a pincer attack!

• White numerals appearing during battle are damage points. Green numerals are recovery points.

         - Elemental Mixing - how it works:

• Immunity to a multi-elemental attack now requires immunity to BOTH elements; damage is half if only one element is immune and a weakness to the other will result in normal damage.
• Resistance (half damage) to only one element has the same effect as immunity to only one.
• Absorption of either element will trump all else, even a weakness to the other.

         - New skills:

• Havoc - damages all enemies by an amount that is equal to the user's current HP and inflicts a random negative status effect. It is single/multiple target and the damage gets divided evenly between monsters when multi-targeted.

• Summon - Allows as many uses of an Equipped Esper as their MP permits.

         - Skill changes:

• The Runic skill will only trigger upon a monster's spell cast, not a party member's.
It will absorb a fraction of HP back to the user instead of MP.
It will also stay charged/"stick", so the player can continue to do other attacks.

• The Limit spell Climhazzard also now stays charged, so the user can continue to do other attacks.

These two skills however will NOT trigger if it's a monster counterattacking the user, as opposed to a regular scripted attack. Both skills become cleared after being triggered, meaning you'll need to re-issue the skills again.

• Morph - Morph now costs MP to use and takes longer to initiate, but is always available to use.

• Inverse - This skill is basically Sketch from the original game, but is now more focused on casting spells that the monster is elementally weak against, should they be.

• Souls - This skill is Rage from the original game, but instead of needing to use Jump to get the Rage/Soul, you just need to kill the monster with the user actively in the party. Also, it does not give the 'Rage status', where the user remained in a berserk status - you can choose a different Soul to use each turn.

• Cannon - Is the same as GP Rain, but does not consume your GP/Gil.

• Miracle - Is the same as Health, except now it has a chance to cast either Cure, Cure 2, or Cure 3.

         - Status info: 

[KO'd]
The KO'd character can't do anything, and it counts as dead for game over purposes, and s/he is a valid target only for items, abilities, and spells that remove this status. If enough damage is done to a character and his/her HP drops to 0, they'll be KO'd.

[Petrify]
The petrified character cannot act, his/her ATB bar stops, cannot dodge, and counts as dead for game over purposes.

[Pig]
Lose use of spells and commands.

[Clear]
Enemy can't strike you, but you're an easy target for spells.
You'll revert to normal if a spell hits you.

[Zombie]
HP drops to 0, and you attack party members. Use [Karma Jolt] to reverse.

[Blind]
A character inflicted by Blind will halving the affected's hit rate and giving attacks vs. the affected a 25% bonus to hit.

[Seizure]
A character will periodically take damage.

[Sleep]
The affected character(s) can't take any action or evade attacks, the character's ATB bar stops. It can be removed with any physical damage that hits the afflicted. This status will wear off over time thanks to the dream-devouring Tapir.

[Confuse]
The affected acts at random with inverted targeting were he/she will attack allies and heal enemies.

[Berserk]
A character affected with Berserk will attack enemies uncontrollably with a physical damage bonus of +50%. Affected enemies will always use normal physical attacks.

[Silence]
A character inflicted by Silence cannot use Magic.

[Image]
When multiple images of your characters flash on the screen, weapons won't touch you.

[Reraise]
Automatically brought back even if status is affected.

[Reflect/Wall] Repels spells back to the caster. This status will wear off over time, and can't block certain magic attacks.

[Protect]
A character with the Protect status will have physical damage reduced by approximately 1/3, except for defense-ignoring attacks. This status will wear off over time.

[Shell]
A character with the Shell status will have magical damage reduced by approximately 1/3, except for defense-ignoring attacks. This status will wear off over time.

[Stop]
A character affected by Stop will have his/her ATB bar stop, the character will not act or evade attacks. It also pauses the timer on most effects that wear off over time.

[Frozen]
Those afflicted by this status will have their ATB bar halted. The affected can't act or evade attacks. It can be removed with any Fire-elemental attack or spell.

[Haste]
The ATB bar fills up more quickly which is nearly 1/3 faster than usual, so turns come more often. It also speeds time for the effects like the Poison status and causes effects that wear off on their own to do so more quickly. Attackers will have a 25% penalty to hit rate against those affected. This status will wear off over time.

[Slow]
The ATB bar fills up more slowly which is half the normal speed, so turns come less often. It also slows time for effects like the Poison status and causes effects that wear off on their own to do so more slowly. Attackers will have a 25% bonus to hit rate against those affected. This status will wear off over time.

[Condemned]
The Condemned status will inflicts KO when the timer runs out, so the status is harmless until the timer runs out. The spells Haste and Slow affects the countdown timer.

[Regen]
A character with the Regen status will periodic recover a small amount of HP.

[Float]
Characters with the Float status will be protected from Earth-elemental and some other exclusive ground attacks.

[Reraise]
If the character with the Reraise status enters KO status, either through a Death attack or when his/her HP reaches 0, this status automatically brings the affected back to life and removes the Reraise status afterwards.

[Runic]
Turns enemies magic attacks into HP! Can be used repeatedly.

[Morph]
Increases Attack and Magic power, but costs MP to use and takes one turn to initiate. Morph can be used continually in battle and has a fixed duration.

[Dance] and [Souls]
Once selected, can choose a different one afterwards.

[Near Fatal]
Near Fatal status can result in special hidden skills called 'Desperation Attacks'. See what happens if you select command [Fight]_

(There are even more special statuses, go here to check them all out):
https://finalfantasy.fandom.com/wiki/Final_Fantasy_VI_statuses

         - Espers:

• To use an Esper it must be equipped. Only certain characters can equip certain Espers. Choose [Skills] from the menu, then select [Espers.] During battle, select Magic, and press up on the Control Pad. Press the A Button to use the Esper. Remember, an Esper can normally only be used once per battle.

         - Learning Magic:

• Learn new spells by equipping Espers. Switch Espers to learn different sets of spells.
The higher the [Learning Speed] the faster a spell is learned.
All characters beside Aurora are Esper-restricted, meaning different characters can and cannot equip certain Espers, thus resulting in characters learning different spells than others.

         - FF6j Relic indicators...

• The two swords icon shows that the character can dual-wield weapons (Genji Glove effect).
The fist icon is to show that the character is 'two-hand damage' (Gauntlet effect).
Annnd there's a third icon also, which was a plate of armor, for the Merit Award effect...but no such Relic exists in RotDS to see it!

         - About Reflect...

[Reflect] doesn't block spells that have been [Reflected] off others.
Enemy protected by Reflect?
Try bouncing an attack off a Reflect-protected individual in your party!

- Color changes indicate changes in status.

Blue = [Rflect]
Spells are reflected.

Yellow = [Safe]
Defense up!

Green = [Shell]
Magic defense up!

Red = [Haste]
Speed up!

White = [Slow]
Speed way down!

Pink = [Stop]
Time stops!

Purple = [Zombie]
Become a zombie!

• "Monster extended its life force!" - This message will appear after completely draining a powerful bosses' HP. Think of it as an 'extra life', meaning you will need to completely drain the HP once again. Depending on the difficulty setting, certain bosses will either get no extra lives, one extra life, or two extra lives.