TheKillerNacho

fftbg Keyword definitions 7/14/23

Jul 14th, 2023
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  1. Innate: Lists the skillsets or abilities that a unit receives by default.
  2. Equipment: Lists the equipment types that a human unit can equip by default. Up to five can be equipped, one in each slot (see "mainhand", "offhand", "head", "body", and "extra").
  3. Equip: See "equipment".
  4. Equipped: Unit has the specified item or item type on its equipment list. See "equipment".
  5. Affected: See "affect".
  6. Affect: Indicates an effect influences that thing, if only indirectly.
  7. Unaffected: Indicates an effect is ignored.
  8. Effect: Lists additional effects of an ability, or the permanent effects granted by an item or class. Includes the formula for abilities and weapon types.
  9. Effects: Includes the effect of both abilities and statuses, passive and triggered.
  10. Half: Decreases damage from attacks of listed element by half. Multiple sources do not stack.
  11. Null: Negates all damage and effects from attacks of listed element.
  12. Nullify: See "null".
  13. Weakness: See "weak".
  14. Nullification: See "null".
  15. Weak: Doubles damage from attacks of listed element.
  16. Affinity: See "elemental affinity" and "status affinity".
  17. Elemental Affinity: Refers to modifiers to an attack of that element being used by that unit (see "strengthen") or on that unit (see "half", "weak", "absorb", and "null").
  18. Status Affinity: Refers to innate statuses or status immunities granted innately to a class or by an item (see "immune", "initial", and "permanent").
  19. Drain: See "absorb".
  20. Absorb: Listed with an ability or weapon, the target's HP is reduced by the specified amount, then the unit restores its own HP by that same amount. Listed with an element, converts damage from attacks of listed element into healing.
  21. Strengthen: Increases the damage (or hitrate) of attacks of listed element by 25%. Multiple sources do not stack.
  22. Immune: Unit cannot be applied with listed status. Does not prevent initial status or Death from being applied at 0 HP.
  23. Immunity: See "immune" for status immunity, and "null" for elemental immunity.
  24. Initial: Unit begins combat applied with listed status, even if it would otherwise be immune.
  25. Permanent: Unit always has listed status. It cannot be canceled, but its effects may be temporarily disabled if the unit is applied with certain statuses that are normally mutually exclusive with it.
  26. Arcane: Element Type. The most widely distributed elements (see "fire", "lightning", and "ice") that are strongly associated with Faith-based spells like Black Magic and Summon Magic. They are the most common elements for monsters to be weak to.
  27. Natural: Element Type. Uncommonly distributed elements (see "earth", "wind", and "water") that are associated with abilities not based on Faith like Elemental and Punch Art (although Summon Magic features one offensive Faith-based spell of each). They are the most common elements for monsters to absorb.
  28. Divine: Element Type. The most exclusive elements (see "holy" and "dark") that have few associated abilities and weapons. They are notable for their interactions with Undead monsters, but are otherwise the least common elements for monsters to have an affinity for.
  29. Fire: Element (arcane). The most common arcane element. More monsters absorb it than the other arcane elements, but it deals double damage to units with the Oil status.
  30. Lightning: Element (arcane). Fewer monsters are weak to it than the other arcane elements, but fewer humans resist or absorb it.
  31. Ice: Element (arcane). The least common arcane element. The monsters weak to it have higher average HP than the monsters weak to any other element.
  32. Earth: Element (natural). More monsters nullify it than any other element as units with the Float status or the Levitate ability are unaffected, but fewer monsters resist it than the other natural elements.
  33. Wind: Element (natural). The most common natural element. More humans strengthen or absorb it than the other natural elements.
  34. Water: Element (natural). The least common natural element. The monsters weak to it have no other elemental weakness.
  35. Holy: Element (divine). The least common element on abilities. Many monsters nullify it, but all Undead monsters are weak to it.
  36. Dark: Element (divine). The least common element on items. Fewer monsters are weak to it than any other element, but all Undead monsters absorb it (granting one of the few ways to heal them).
  37. Light: See "holy".
  38. Thunder: See "lightning".
  39. Bolt: See "lightning".
  40. Unholy: See "dark".
  41. Distance: See "range".
  42. Ranged: An ability or weapon with a high range (at least 3). See "range".
  43. Melee: An ability or weapon with a low range (less than 3). See "range".
  44. Low Range: See "melee".
  45. High Range: See "ranged".
  46. Range: How many tiles away an ability or weapon can target. Range can have additional restrictions based on the ability's AoE type (see "linear" and "trilinear") or the weapon's target type (see "striking", "lunging", "direct", "arcing", and "throwing").
  47. Maximum Range: See "range".
  48. Max Range: See "range".
  49. Minimum Range: How many tiles a unit must be away at minimum to be targeted by a weapon (see "direct" and "arcing").
  50. Min Range: See "minimum range".
  51. Vertical: See "vertical AoE" and "vertical range".
  52. Vertical AoE: Determines how much height higher or lower than the target tile that an AoE ability can affect.
  53. Vertical Range: Determines the maximum height difference between tiles, up or down, that an ability can be used.
  54. Area of Effect: See "AoE".
  55. Area: See "AoE".
  56. AoE: An ability's area of effect is how many tiles away from the target tile an ability affects (an AoE of 0 means it only hits the target tile).
  57. CT: Describes the charge time of an ability, in clock ticks. Can also refer to the number of clock ticks a unit has accumulated towards the 100 it needs for its next turn.
  58. Cast Time: See "CT".
  59. Charge Time: The stream's channel points, mainly used for highlighting messages. For its ingame definition, see "CT".
  60. WP: A weapon's weapon power is used in weapon formulas for basic attack damage and a few ability formulas. When dual wielding two weapons, weapon formulas typically reference the mainhand weapon (except for abilities that are used at weapon range, which resolve once with each weapon).
  61. Weapon Power: See "WP".
  62. Evade: The amount of physical evasion a weapon grants a unit with Parry. Works from the front and sides.
  63. Evaded: See "evasion".
  64. Physical Evasion: The overall chance a unit has to guard an evadable physical attack. See "C-EV", "W-EV", "physical evade" and "evasion".
  65. Magic Evasion: The overall chance a unit has to guard an evadable magical attack. See "M-EV" and "magic evade".
  66. Physical Evade: The amount of physical evasion granted by a shield or accessory. Accessories work from all sides, while shields work from the front and sides.
  67. Magic Evade: The amount of magic evasion granted by a shield or accessory. Works from all sides.
  68. Magical Evade: See "magic evade".
  69. Magical Evasion: See "magic evasion".
  70. HP: A unit's hit points is how much damage it can sustain before Death (which takes effect even if the unit is immune to Death).
  71. MP: A unit's magic points are required and consumed as a cost for certain abilities (mainly spells).
  72. MaxHP: A stat representing the maximum amount of hit points a unit can have at one time, and how much it starts the battle with. See "HP".
  73. MaxMP: A stat representing the maximum amount of magic points a unit can have at one time, and how much it starts the battle with. See "MP".
  74. TargetMaxHP: The target's MaxHP. See "HP" and "MaxHP".
  75. TargetMaxMP: The target's MaxMP. See "MP" and "MaxMP".
  76. CurrentHP: A unit's MaxHP minus any damage sustained. See "HP" and "MaxHP".
  77. CurrentMP: A unit's MaxMP minus any spent or otherwise lost. See "MP" and "MaxMP".
  78. TargetCurrentHP: The target's MaxHP minus any damage sustained. See "HP" and "MaxHP".
  79. TargetCurrentMP: The target's MaxMP minus any spent or otherwise lost. See "MP" and "MaxMP".
  80. ThrownWP: The WP of the weapon being thrown with the Throw skillset.
  81. Max: A stat's starting value at the beginning of a battle. See "MaxHP" and "MaxMP".
  82. Maximum: The highest a value can go. Most stats max out at 50. See "MaxHP" and "MaxMP".
  83. Minimum: The lowest a value can go. Usually 0 (for HP and MP) or 1 (for stats). See "gil floor" for a user's minimum Gil balance, and "minimum range" for the minimum distance users of ranged weapons must be away from their target.
  84. Min: See "minimum".
  85. Hit Point: See "HP".
  86. Magic Point: See "MP".
  87. Linear Range: See "linear".
  88. Line: See "linear".
  89. Linear AoE: See "linear".
  90. Line Range: See "linear".
  91. Line AoE: See "linear".
  92. Linear: Abilities (and lunging weapons) that can only target tiles in a single straight line starting from the caster. Their AoE is then applied only to tiles in that same line (an AoE of 0 only hits a single tile in that line, while an AoE equal to its range hits every tile in the line).
  93. Multihit: Abilities that resolve multiple times on random single tiles within their AoE, rather than hitting all tiles within their AoE once. The number of hits is listed with the ability's hit chance.
  94. Multi-Hit: See "multihit".
  95. Tri-Linear: See "trilinear".
  96. x3 Line: See "trilinear".
  97. Triple Line: See "trilinear".
  98. Trilinear: Abilities that can only target tiles in a single straight line starting from the caster, then have their targeting copied as two additional perpendicular lines starting from the caster. Their AoE is applied separately to each line and only to tiles in that line, similar to how AoE works for linear abilities.
  99. Global: Abilities that take effect on the whole team of the target unit, regardless of distance.
  100. Smart: See "homing".
  101. Smart Target: See "homing".
  102. Smart Targeting: See "homing".
  103. Targeting: See "target tile".
  104. Aim: See "target tile".
  105. Homing: Abilities with an AoE that affects only enemies or only allies (depending on whether its an offensive or defensive ability).
  106. Semihoming: See "hits caster".
  107. Semi-Homing: See "hits caster".
  108. Hits Caster: Non-homing offensive abilities that don't hit the caster, but can hit other allies.
  109. Hit: The ability's base chance to take affect against a target (if unlisted, it is 100%). Also includes any other hit requirements, and for multi-hit abilities, the number of times it activates. The actual chance may be lower if the ability is evadable (see "evasion").
  110. Hitrate: A formula of an ability that affects its accuracy rather than its power. See "hit".
  111. Accuracy: See "hit" and "evasion".
  112. Different: A hitrate requirement stipulating that the ability only hits targets that have a different value for the specified attribute.
  113. Same: A hitrate requirement stipulating that the ability only hits targets that have the same value for the specified attribute.
  114. Non-Matching: See "different".
  115. Matching: See "same".
  116. Sex: Humans can be either male or female, while non-humans are of the monster sex.
  117. Gender: See "sex".
  118. Male: Human units of the male sex have slightly more HP and PA than their female counterparts.
  119. Female: Human units of the female sex have slightly more MP and MA than their male counterparts.
  120. Monster: Non-human units, and the name of their exclusive sex. They lack best and worst zodiac compatibility, instead having bad compatibility for the listed sign.
  121. PA: A unit's physical attack is used in weapon and ability formulas used mainly for physical attacks and abilities.
  122. MA: A unit's magic attack is used in weapon and ability formulas used mainly for magical attacks and abilities.
  123. Phys Attack: For the stat, see "PA". For abilities, see "physical".
  124. Physical Attack: For the stat, see "PA". For abilities, see "physical".
  125. Magic Attack: For the stat, see "MA". For abilities, see "magical".
  126. Magical Attack: For the stat, see "MA". For abilities, see "magical".
  127. Speed: How much a unit's CT bar fills each clock tick. A unit takes a turn when its CT reaches 100.
  128. Damage: The target's HP is reduced by the specified amount.
  129. Heal: The target's HP is restored by the specified amount.
  130. DamageCaster: The caster's HP is reduced by the specified amount.
  131. Healing: See "heal".
  132. Damaging: See "damage".
  133. Absorbing: See "absorb".
  134. Set: The target's specified stat is changed to the specified amount, whether that be an increase or a decrease.
  135. DamageMP: The target's MP is reduced by the specified amount.
  136. AbsorbMP: The target's MP is reduced by the specified amount, then the unit restores its own MP by that same amount.
  137. HealMP: The target's MP is restored by the specified amount.
  138. Add: Applies specified status or statuses onto the target. If applying status from a list, which and how many are determined by the infliction type (see "random", "separate", and "all").
  139. Infliction Type: Determines how statuses are applied from a list (see "random", "separate", and "all"), or if those statuses should be canceled instead (see "cancel").
  140. Golem: A team attribute relating to the amount of damage that can be ignored from any basic Attack (use "!ability golem" to define this ability).
  141. Inflict: See "add".
  142. Apply: See "add".
  143. Applied: See "add".
  144. Foe: See "enemy".
  145. Enemy: Unit that is not on the same team as another.
  146. Ally: Unit that is on the same team as another.
  147. Allied: See "ally".
  148. Cancel: Removes specified statuses from a unit.
  149. Random: Exactly one of the listed statuses is applied, chosen randomly. For the prefix seen preceding or within a formula, see "random prefix".
  150. Random Prefix: A prefix preceding or within a formula, representing a randomly selected. The two numbers or formulas in the following parentheses (separated by comma) represent the minimum and maximum for this random number, respectively.
  151. Prefix: A keyword preceding the parentheses of a formula. See "random prefix" and "faith prefix".
  152. Separate: Each of the listed statuses has a 25% chance to be applied.
  153. All: Every status on the list is applied.
  154. Chance: Refers to added effects on abilities and weapons that are not guaranteed. For statuses, this is usually a 19% chance that can be sometimes 25% (see "status proc"). For casts from a weapon, the chance is 25% (see "cast proc"). Abilities that always inflict a status on hit are not considered to have a proc chance, even if their hitrate is not guaranteed.
  155. Proc: Short for the word procedure, in reference to ones that resolve chance-based effects. See "chance", "status proc", and "cast proc".
  156. Procedure: See "chance", "status proc", and "cast proc".
  157. Cast Proc: Refers to weapons that have a chance to cast an ability. Their chance to trigger the ability cast is 25%, but the AI does not see or consider them. The AoE and range of abilities cast this way are always modified to only affect the target of the weapon, and multi-hit abilities only hit once.
  158. Status Proc: Refers to abilities or weapons that have a chance (but not guaranteed) to inflict a status. Their chance to trigger the status is usually 19%, but the AI does not see or consider them. However, Sword Skills and the version of Blood Suck used by the Vampire monster (and Blue Mages) are instead 25% and can be seen by the AI.
  159. Sword Skill: The abilities added to the Knight class exclusive to unique characters in the vanilla game, although some are renamed. They are PA and WP dependent abilities, and notable for their unusual 25% status proc chances. The Sword Skill abilities available are: Justice Sword, Stasis Sword, Surging Sword, Night Sword, Dark Sword, and Explosion Sword.
  160. Element: An offensive ability or weapon with an element has its damage (or hitrate) affected by having strengthen for that element and the target's affinities to that element (see "elemental affinity"). The game's elements are split into three categories: "arcane", "natural", and "divine".
  161. Caster: Refers to the unit using the referenced ability (spell or not).
  162. Attacker: See "caster".
  163. Defender: See "target".
  164. Target Tile: The tile an ability will resolve or is resolving on. Most ranged abilities can optionally target a unit, with the target tile changing if that unit moves.
  165. Target Unit: The unit whose tile an ability will resolve (see "target tile"). This unit and any others in the AoE will be considered targets upon resolution (see "target").
  166. Target: Refers to any unit being potentially hit by an attack or ability. See "target tile" for the specific tile an ability is targeting.
  167. Brave: A stat representing a unit's percent chance to react with its reaction ability when the condition is met. It can also be used in the formula of an ability or weapon.
  168. Faith: A stat representing the percentage a faith-based ability used by or on the unit has its damage or hitrate multiplied by (see "faith prefix"). The Faith prefix preceding the parenthesis of a formula identifies it as being affected by this modifier. Rarely, it can also be used within a formula's parenthesis, in which case it refers to the stat itself.
  169. TargetBrave: The target's Brave stat. See "brave".
  170. TargetFaith: The target's Faith stat. See "faith".
  171. Faith Prefix: When preceding the parentheses
  172. Faith Constant: See "faith prefix".
  173. Faith Prefix: When the word Faith prefix precedes the parentheses of a formula, it is short for stating the result is multiplied by ((Faith / 100) * (TargetFaith / 100)). Any attack or ability with a Faith-prefixed formula is referred to as "faith-based".
  174. Faith Multiplier: See "faith prefix".
  175. Faith Modifier: See "faith prefix".
  176. Cast: Use specified ability. For items that have a chance to cast an ability, see "cast proc".
  177. Reaction Ability: See "reaction".
  178. Support Ability: See "support".
  179. Movement Ability: See "movement".
  180. Reaction: A passive ability type that, on specified trigger, has a Brave% chance to be automatically used.
  181. Support: A passive ability type with a static effect.
  182. Movement: A passive ability type with a static movement-related effect.
  183. Normal Movement: When a unit moves into other tiles as part of its turn. The range at which it can move into a tile is usually governed by its Move and Jump stats.
  184. Moving: See "normal movement".
  185. Moving Normally: See "normal movement".
  186. Normally: See "normal movement".
  187. Secondary: Usually refers to the equipped bonus skillset of a human unit, as opposed to the one granted innately to its class.
  188. Ability: Any action that a unit can do.
  189. Move: A stat representing how many tiles a unit can move through as part of its normal movement.
  190. Jump: A stat representing how far a unit can jump vertically or horizontally as part of its normal movement. Also decreases how much fall damage that unit receives.
  191. Knockback: Target is pushed one tile away from the caster as part of a critical hit or an ability that has it as an effect. For an ability effect, the chance is determined by how high the caster's Brave is compared to the target's. A unit cannot be pushed onto a tile that is occupied, of greater height, or ineligible for the target to stand on.
  192. Cleave: A weapon effect allowing it to attack again after a successful hit. The second attack can be evaded or result in a critical hit as normal, but cannot itself trigger an extra attack.
  193. Double Attack: See "cleave".
  194. Multi-Attack: See "cleave".
  195. Multiattack: See "cleave".
  196. Extra Attack: See "cleave".
  197. Wielder: The unit that has the referred weapon equipped.
  198. Knock Back: See "knockback".
  199. Critical HP: See "coward".
  200. Critical: See "critical hit". Can also refer to the Critical status (use "!status critical" to define this status).
  201. Crit: See "critical hit". Can also refer to the Critical status (use "!status critical" to define this status).
  202. Critical Hit: Basic attacks and certain physical attacks have a 4% chance to deal bonus damage and an added 50% chance to knockback. The bonus damage is random with a maximum of +100% (double).
  203. Fall Damage: When a unit without Fly is knocked back into a lower tile with a height difference exceeding its Jump, it takes damage equal to (MaxHP * (FallHeight - Jump) / 10).
  204. Fall: Refers to either the damage a unit receives when falling (see "fall damage"), the user who loses the most Gil in a tournament (see "deepest faller"), or when a Champion team is defeated (see "fall date").
  205. Skillset: A group of abilities. Humans usually have a primary skillset granted by class, and a secondary skillset of another class. Units have a chance to have each ability in its skillsets.
  206. Blue Skillset: A group of abilities associated with the Blue Magic ability. Unlike normal skillsets, all abilities in the skillset are guaranteed.
  207. Monster Skillset: A group of abilities exclusively seen on certain monster classes.
  208. Unarmed: Refers to a unit with no weapon equipped (use "!item unarmed" to define this weapon type). Not necessarily synonymous with "bare-handed", which also excludes shields.
  209. Armed: Refers to a unit with at least one weapon equipped.
  210. Bare-Handed: Refers to a unit with no equipment in either of its hands. Not necessarily synonymous with "unarmed", which includes units with a shield.
  211. Barehanded: See "bare-handed".
  212. Fist: See "unarmed" or "hand".
  213. Hand: Equipment that consumes either hand slot (see "mainhand" and "offhand").
  214. Mainhand: Equipment that consumes the first hand slot (usually weapons).
  215. Offhand: Equipment that consumes the second hand slot (usually shields).
  216. Left Hand: See "mainhand".
  217. Right Hand: See "offhand".
  218. Head: Equipment that consumes the head slot (hats, helmets).
  219. Body: Equipment that consumes the body slot (clothing, armor, robes).
  220. Extra: Equipment that consumes the extra slot (accessories).
  221. Status: An infliction, blessing, or curse that provides a effect until its duration expires or is canceled.
  222. Skill: Usually refers to the collectibles users can earn and use to customize their tournament entries on the stream. See "ability" for ingame actions.
  223. Item: Either a piece of equipment or a consumable associated with abilities of the Item and Throw skillsets.
  224. Consumable: An item that isn't equipped, and usually provide a one-time effect when utilized by an ability in the Item skillset.
  225. Job: See "class".
  226. Class: Determines a unit's base stats, innate skillsets & abilities, and status & element affinities. A class is either exclusive to humans or exclusive to monsters.
  227. Zodiac: A unit's sign. See "compatibility".
  228. Compatibility: Affecting the hitrate and damage of almost all abilities in the game, the modifier is determined by the zodiacs of the caster and the target (best, good, bad, or worst).
  229. Best: Units of the opposite human sex of the listed zodiac receive a +50% compatibility bonus on abilities used on each other.
  230. Worst: Units of the same human sex of the listed zodiac suffer a -50% compatibility penalty on abilities used on each other.
  231. Good: Units of the listed zodiac receive a +25% compatibility bonus on abilities used on each other.
  232. Bad: Units of the listed zodiac suffer a -25% compatibility penalty on abilities used on each other.
  233. Best/Worst: Best/Worst compatibility listing is best on an opposite sex unit, worst on a same sex unit, and bad if either unit is a monster.
  234. Neutral: No compatibility modifiers.
  235. Class Evasion: See "C-EV".
  236. CEV: See "C-EV".
  237. C-EV: A unit's class evasion is the amount of physical evasion granted to a unit by its class. Works only from the front.
  238. Height: Tile Property. How high a tile is vertically. Can be a factor for all abilities that have a vertical range or vertical AoE. Bows receive a range modifier determined by the height of the tile the unit is standing and the height of the target tile.
  239. Projectile: An object fired or thrown towards the target.
  240. Arrow: The projectile from a Bow. See "arcing".
  241. Bullet: The projectile from a Gun. They cannot be evaded, but Sicken does not function with them. See "direct".
  242. Crossbow Bolt: See "quarrel".
  243. Quarrel: The projectile from a Crossbow. See "direct".
  244. Word: The projectile from a Book or Harp. See "direct".
  245. Sound: An ability that is affected by the Silence status, including most spells.
  246. Lunging: Melee weapons with linear range that can attack through a unit to hit a farther one. See "linear".
  247. Striking: Melee weapons that can only hit adjacent targets.
  248. Direct: Ranged weapons that have a minimum range of 3, and hit any unit standing between the caster and the target.
  249. Arcing: Ranged weapons that have a minimum range of 3, shoot over most units standing in the way, and has a range modifier determined by the tile height of the caster and target tile.
  250. Throwing: Weapons that cannot be equipped normally, and only exist to be used with Throw abilities.
  251. Arc: See "arcing".
  252. Strike: See "striking".
  253. Lunge: See "lunging".
  254. Throw: See "throwing".
  255. Target Type: A property of weapon types that determine how the range of the weapon functions. Weapons can only be dual wielded together if they share the same target type. See "striking", "lunging", "direct", "arcing", and "throwing".
  256. Thrown: See "throwing".
  257. Throwable: See "throwing".
  258. Movement Range: Ability's range is the unit's Move stat.
  259. Weapon Range: Refers to the range of unit's equipped weapon (1 for unarmed units). When a unit is dual wielding two weapons of different ranges, the weapon in the mainhand takes priority. Additionally, abilities that are used at weapon range resolve twice, one with each weapon.
  260. Stat: An attribute a unit possesses (HP, MP, PA, MA, Speed, Move, Jump, evasion, etc).
  261. Unit: An entity fighting for your amusement.
  262. Type: A category of a class, ability, item, skill, or definition.
  263. Category: See "type".
  264. Subtype: A type of a type of an ability or item.
  265. Act: An action a unit takes on its turn, or one taken as a part of a reaction.
  266. Resist: See "half".
  267. Base: The value before item or ability modifiers.
  268. Formula: A mathematical expression, usually used to express the damage and hitrate of weapons and abilities (and occasionally other things). All formulas in lookup commands are contained within parenthesis.
  269. Spell: An ability, usually referring to a Faith-based one that costs MP and has a charge time.
  270. Charging: Refers to a unit who is in the process of casting an ability requiring CT (see "CT"), and the status that is applied while doing so (use "!status charging" to define this status).
  271. Charge: See "CT".
  272. Recurring: Unit gains the Performing status (use "!status performing" to define this status) while charging recurring abilities instead of the Charging status. After the ability resolves, it automatically begins casting again.
  273. Jumping: Unit gains the Jumping status (use "!status jumping" to define this status) while charging jumping abilities instead of the Charging status, and it is unaffected by all effects until the ability resolves.
  274. Resolve: When an ability's effects are executed after charging.
  275. Resolution: See "resolve".
  276. Evasion: Unit's overall chance to cancel an incoming attack that would otherwise hit. Evasion sources stack multiplicatively with each other, but which are considered depends on if the attack is physical or magical. See "physical evasion" and "magic evasion".
  277. W-EV: Evasion granted by a weapon while using Parry. See "evade".
  278. A-EV: Evasion granted by an accessory. See "physical evade" and "magic evade".
  279. S-EV: Evasion granted by a shield. See "physical evade" and "magic evade".
  280. M-EV: Refers to the combined magic evasion of the shield and accessory. See "magic evade".
  281. WEV: See "W-EV".
  282. AEV: See "A-EV".
  283. SEV: See "S-EV".
  284. MEV: See "M-EV".
  285. Weapon Evasion: See "W-EV".
  286. Accessory Evasion: See "A-EV".
  287. Shield Evasion: See "S-EV".
  288. Evasion Source: An item or class that grants evasion, stacking multiplicatively with other sources of its type (physical or magical). See "C-EV", "W-EV", "A-EV", and "S-EV".
  289. Source: The source of a stat increase, affinity, or any other effect (whether it be from an item, ability, class, or status). See "evasion source".
  290. Round: See "clock tick" or "match".
  291. Clock: See "clock tick" or "time over".
  292. Clock Tick: A full gameplay round. Each clock tick, charging abilities have their remaining CT decremented by 1 and resolve if 0. Then, all units gain CT equal to their Speed. Finally, any units with 100 CT or more get a turn.
  293. Physical: An attack or ability that is usually affected by Attack Up, Defense Up, Protect, and the target's physical evade (if evadable). It does not necessarily synonymous with an ability that uses the PA stat.
  294. Magical: An attack or ability that is usually affected by Magic Attack Up, Magic Defense Up, Shell, and the target's magic evade (if evadable). It is not necessarily synonymous with an ability that uses the MA stat.
  295. Phys: See "physical".
  296. Magic: See "magical" or "faith-based".
  297. Primary Stat: Referred to sometimes as XA, it is typically the leftmost standalone stat (or average of stats) used in an ability or weapon formula. Usually, this is either the caster's PA or MA (but not always). The majority of damage and hitrate modifiers (Support abilities, elemental affinities, Protect & Shell, etc) are directly applied to this value.
  298. Primary Attacking Stat: See "primary stat".
  299. Primary Ability Stat: See "primary stat".
  300. XA: See "primary stat".
  301. Basic Attack: Refers to the default Attack action that most units are capable of using (use "!ability attack" to define this ability).
  302. Faith-Based: An ability dependent on the caster and target's Faith. See "faith" and "faith modifier".
  303. Sign: A unit's zodiac. See "compatibility".
  304. Reduce: The target's specified stat is decreased by the specified amount.
  305. Augment: The target's specified stat is increased by the specified amount.
  306. Increase: Refers to raising one of a unit's stats.
  307. Decrease: Refers to lowering one of a unit's stats.
  308. Restore: The target's specified stat is increased by the specified amount, but not above its initial value.
  309. Break: See "remove".
  310. Remove: Refers to destroying or stealing an equipment of the target, disabling its effects.
  311. Negate: Force an ability to fail to resolve, usually referring to the effect of a reaction.
  312. Negation: See "negate".
  313. Removal: See "remove".
  314. Failure: See "fail".
  315. Fail: The ability fails to resolve due to missing or being evaded, guarded, resisted, negated, or otherwise prevented.
  316. Failed: See "fail".
  317. Missed: isplayed when an ability fails, usually due to its innate hit chance. See "fail".
  318. Miss: See "fail".
  319. Guard: See "fail" and "evasion".
  320. Guarded: Displayed when an ability fails, usually due to class or accessory evasion. See "fail" and "evasion".
  321. Blocked: See "evasion".
  322. Block: Displayed when an ability fails, usually due to shield or weapon evasion. See "evasion".
  323. Dodge: See "evasion".
  324. Defend: See "block".
  325. Caught: Displayed when a unit's Catch reaction triggers to negate a Throw ability.
  326. Stolen: Displayed when a Steal ability removes an equipment item of the target.
  327. Broken: Displayed when a Battle Skill or Mighty Sword ability removes an equipment item of the target, or when a Katana is removed from inventory after using a Draw Out ability.
  328. No MP: Displayed when an ability fails to resolve due to no longer having the required MP to cast it (this does not necessarily mean their MP is 0).
  329. Silenced: Displayed when a ability fails to resolve due to having the Silence status.
  330. No Target: Displayed when an ability fails to resolve due to the original target no longer existing.
  331. Snub Streak: Refers to the number of consecutive snubs a user has. The entrant(s) with the highest snub streak is guaranteed to get into each tournament. See "snub".
  332. Snub Slot: A slot reserved for the person with the highest snub streak in the queue. The slots are hidden until awarded, and when the final snub slot is revealed, the rest of the queue's snubs increment. There is always one snub slot in each tournament, and one is added at 50 entrants and 75 entrants prior to the first unit being generated.
  333. Top Snub: The entrant currently with the highest snub streak. See "snub streak" and "snub slot".
  334. Gil: Ivalice's currency. You want it!
  335. Experience: Usually refers to a value that users gain for participating, granting Gil Floor and skill rewards on the stream for each Level Up. The EXP ingame is static and units are locked into Level 50.
  336. Level Up: When a user accumulates 100 EXP, they accumulate a level. Any increased Gil Floor and skill rewards are bestowed at this time. See "level".
  337. Level Down: The user is deducted 100 EXP, resulting in losing a level. That user's Gil Floor is adjusted to match that level, but any skill reward earned from their previous Level Up is kept (allowing that user to get an additional skill reward for reaching that level again).
  338. Level: Usually refers to a value that users gain for participating, granting Gil Floor and skill rewards on the stream for each 100 EXP earned. The EXP ingame is static and units are locked into Level 50.
  339. EXP: See "experience".
  340. Map: The arena that a battle takes place. Starting spawns are static, determined by which team is on the left and right.
  341. Keyword: This is a keyword.
  342. Term: See "keyword" or "definition".
  343. TheKillerNacho: The stream's owner. Contact information can be found at the bottom of the stream's channel info.
  344. Nacho: See "thekillernacho".
  345. Owner: See "thekillernacho".
  346. Contact: See "thekillernacho".
  347. Tournament of Champions: The conclusion of every season is known as the Tournament of Champions. In this special tournament, the eight longest-streaking teams of the season battle it out for a chance to usurp the Champion of Champions!
  348. Champion of Champions: The top reigning team on the stream. The winner of each season's Tournament of Champions has the opportunity to usurp them.
  349. Season: A two to three month period in which the stream's history is divided. At the end of each, a special Tournament of Champions is held featuring the season's top-streaking teams.
  350. ToC: See "tournament of champions".
  351. CoC: See "champion of champions".
  352. Tournament: Single-elimination matches that end with the winner challenging the current champion to overthrow them.
  353. Pre-Show: See "preshow".
  354. Preshow: A specially-crafted meme tournament that typically occurs around an hour before the Tournament of Champions is scheduled. Participation can be signed up for in the Discord.
  355. Midshow: Some seasons have an additional special meme tournament event in the middle of the season that is similar to a preshow.
  356. Postshow: Some seasons have an additional special meme tournament after the Tournament of Champions that is similar to a preshow.
  357. Meme Tournament: A special tournament that uses altered team generation rules or game patch. These tournaments have its own separate Meme Champion apart from the one currently streaking in normal tournaments. Custom entry is usually disabled in these tournaments, with all entries being converted to one without parameter.
  358. Meme: See "meme tournament".
  359. Meme Champion: The champion team of meme tournaments.
  360. Match: A battle.
  361. Combat: See "battle".
  362. Streak: How many times a Champion team has claimed the title, including both their ascending match and title defense matches. See "snub streak" and "class streak" for other uses.
  363. Class Streak: How many distinct classes a user has rolled in a row, contributing to their Class Bonus.
  364. Class Bonus: An EXP and priority bonus granted for continuing to roll distinct classes.
  365. Skill Bonus: An +2 EXP bonus is granted for using this skill. Changes into a random skill you own each time you get in, regardless of whether or not you used it.
  366. Snub: A tournament entry (or the user that submitted the entry) that was not admitted into the tournament, providing that user a +40 priority bonus for the next tournament and incrementing their snub streak.
  367. Champion Team: The single team that has yet to be beaten. The winner of each tournament gets an opportunity to challenge them, usurping them if victorious. When used plurally, this keyword could also refer to all previous Champion teams, too.
  368. Previous Champion: A team that previously served as the Champion team, but has been since defeated.
  369. Fallen Champion: See "previous champion" and "fall date".
  370. Fallen: See "previous champion" and "fall date".
  371. Team: A squad of four units. In addition to the reigning Champion team, eight of these compete in each tournament: "red team", "blue team", "green team", "yellow team", "white team", "black team", "purple team" and "brown team".
  372. Friends: A nickname for the Red Team.
  373. Crew: A nickname for the Blue Team.
  374. Dream: A nickname for the Green Team.
  375. Fellows: A nickname for the Yellow Team.
  376. Delight: A nickname for the White Team.
  377. Pack: A nickname for the Black Team.
  378. Pals: A nickname for the Purple Team.
  379. Town: A nickname for the Brown Team.
  380. Fight: Can either refer to a match (see "match") or the act of submitting an entry for the upcoming tournament (see "entrant").
  381. Battle: A match.
  382. Bet: Wager of Gil on the outcome of a match.
  383. Bet Cancel: Removes a bet from the pot, penalizing the user with a 10% cancellation fee.
  384. Cancellation Fee: One who reduces their bet or cancels it (including changing it to the other team) will cause the bank to keep 10% of the reduction.
  385. Cancellation: See "cancellation fee".
  386. Wager: See "bet".
  387. Betf: A shortcut to make a wager of the user's Gil Floor.
  388. Allin: A shortcut to make a wager of the user's balance.
  389. Halfin: A shortcut to make a wager of half the user's balance.
  390. Primary: Usually in reference to the innate skillset of a class.
  391. Priority: A system that increases or decreases each user's chance of having their tournament entry admitted into the current tournament. Priority favors users who entered but were not admitted in the previous tournament and those using their class and skill bonuses, at the expense of users that were admitted recently and those using a skill they used recently or one that is rare or uncommon.
  392. Fray: See "tournament".
  393. Raid Boss: A unit that spawns with all of BraveBoost, FaithBoost, GearedUp, and HighlySkilled. The user that spawned it and all allied users receive a large reward for advancing to the Champion match, while a smaller reward is granted to those who defeat it. They are marked with a [!] indicator on-stream.
  394. Raid Chance: The chance a Raid Boss spawns for each unit generated on a particular team. Only applies to units spawned by subscribers that used no entry parameters. This chance can be increased for allied team by donating bits or subscribing.
  395. Raid Boss Chance: See "raid chance".
  396. Raid: The event of a Raid Boss being summoned. See "raid chance" and "raid boss".
  397. G: See "gil".
  398. Allegiance: A value that users can set on stream. When failing to get into the tournament, gives a small reward of EXP when the allied team wins.
  399. Ally: See "allegiance".
  400. User: An account on Twitch used to interact with the stream.
  401. Account: Typically refers to a Twitch user's FFTBG-specific data that is stored by the stream.
  402. Stream: You're watching it.
  403. Channel: The stream's main Twitch page.
  404. FFTBattleground: The stream you're watching right now.
  405. FFTBG: See "fftbattleground".
  406. VIP: A Twitch role that allows the user to bypass some chat filters. They are granted on this stream at the end of each season to whoever is able to become champion with the most number of distinct classes.
  407. Monster Quest: An optional goal created by some users to become Champion with each of the fifty-five monster classes. There is no reward for doing this aside from a special role on Discord.
  408. Prestige: Essentially a New Game+, resets a user's account for an exclusive Hidden Skill and a permanent Gil Floor increase.
  409. Ascend: Refers to gaining a level of Prestige on stream.
  410. Newrun: Refers to starting a new prestige run to no benefit.
  411. Rare: Indicates that an ability, item, or skill does not appear often. Skills that are rare have a penalty to use.
  412. Uncommon: Indicates that an ability, item, or skill appears less often. Skills that are uncommon have a small penalty to use.
  413. Common: Indicates that an ability, item, or skill appears as often as most others.
  414. Cooldown: On the stream, refers to a skill that you've recently that you either cannot use or have a penalty for using. Reduced when successfully getting a unit into the fray.
  415. Unusable: See "cooldown".
  416. Cannot Use: See "cooldown".
  417. Skill Penalty: See "cooldown".
  418. Last Skills: See "cooldown".
  419. Mythic Rare: The most rare ability category.
  420. Epic Rare: The second-most rare ability category.
  421. Extremely Rare: The third-most rare ability category.
  422. Very Rare: An ability category even more rare than Rare.
  423. Very Uncommon: An ability category denoting abilities that are less common than other Uncommon but not as rare as Rare.
  424. Ultra Common: Abilities that have an extremely high chance of appearing.
  425. Super Common: The second-most common ability category.
  426. Extremely Common: The third-most common ability category.
  427. Very Common: An ability or item that appear slightly more than most others.
  428. Rarity: How often an ability, item, or skill appears.
  429. Strong: See "strong monster".
  430. Elite: See "elite monster".
  431. Elite Monster: A monster whose associated skill is rare (Red Chocobo, Dark Behemoth, Tiamat, Ultima Demon, Steel Giant, Byblos, Holy Dragon, and Serpentarius). They share a cooldown with each other.
  432. Strong Monster: A monster whose associated skill is uncommon (Sekhret, King Behemoth, Dragon, Blue Dragon, Red Dragon, Hydra, Archaic Demon, and Apanda). They share a cooldown with each other.
  433. Always: An ability that is guaranteed.
  434. Innate Only: Only granted innately by a class.
  435. Family: Refers to a group of Wild Beast monsters that share a similar appearance and abilities.
  436. Monster Family: See "family".
  437. Nizaha: Hates fun.
  438. Chuckolator: Very lucky and loathes mathematics.
  439. NovaKnight21: TommyNews
  440. Zanbamon: Rookie moderator that you should feel free to haze as you see fit.
  441. Xifanie: The goddess of FFHacktics.
  442. Sinnyil2: Still around, sometimes.
  443. ArchKnightX: The most popular mod.
  444. Gorgewall: Too lazy to use 2FA unless forced.
  445. Virilikus: The main commentator of Tournament of Champions, who regularly restreams the channel with commentary on his own.
  446. Crynthyos: Very salrious.
  447. FFHacktics: A community specializing in Final Fantasy Tactics modding. Without their efforts, this stream would not have been possible. You can visit them at https://ffhacktics.com/ .
  448. FFHacktics.com: See "ffhacktics".
  449. Restream: A user that adds live commentary to the stream's content on their own channel.
  450. Bot: Generally refers to the account users interact with to participate in the stream. Can also refer to a bet bot a user has created (if interested in creating one, see the "Cheating" section of the stream's channel info).
  451. Counterable: Refers to whether or not an ability triggers certain reactions, like Counter and Blade Grasp.
  452. Evadable: Whether or not a particular ability is subject to the target's evasion. See "evasion".
  453. Physically Evadable: Whether or not a particular ability is subject to the target's physical evade. See "evasion".
  454. Magically Evadable: Whether or not a particular ability is subject to the target's magic evade. See "evasion".
  455. Unevadable: Cannot be evaded by the target. See "evadable".
  456. Offensive: An ability that typically targets enemies. They usually deal damage, apply a negative status, cancel a positive status, or reduce stats.
  457. Defensive: An ability that typically targets allies. They usually heal, apply a positive status, cancel a negative status, or augment stats.
  458. Gain: See "add" and "augment".
  459. Buff: See "augment" and "restore".
  460. Debuff: See "reduce".
  461. Positive: A desirable status that typically helps a unit.
  462. Negative: An undesirable status that typically hurts a unit.
  463. Positive Status: See "positive".
  464. Negative Status: See "positive".
  465. Retaliate: An activation of a reaction ability that targets the unit that triggered it.
  466. Trigger: The condition of a reaction ability to activate.
  467. Undead Monster: Refers to a monster class with innate Undead, namely those of the Skeleton and Ghost families.
  468. Left: The team appearing on the left side of the match. Wins time overs, except against the Champions.
  469. Right: The team appearing on the right side of the match. Wins ties (and time overs if they are the Champion team).
  470. Time Over: Immediately ends a match that has taken longer than 20 minutes, awarding the win to the left team (unless facing the Champion Team, in which case the win is given to them).
  471. Tie: Occurs when all units are dead at the same time, rewarding the win to the right team.
  472. Tiebreaker: There are two types of potential ties. The left team typically wins in a time over, while the right team wins in event of a tie. See "time over" and "tie".
  473. Double KO: See "tie".
  474. KO: See "die".
  475. Dead: A unit with one of the Death (use "!status death" to define this status), Petrify, Blood Suck, or Crystal statuses. When all units on a team are dead, that team loses.
  476. Eliminated: See "dead".
  477. Eliminate: See "dead".
  478. Die: When a unit has Death applied to it (use "!status death" to define this status).
  479. Kill: When a unit adds Death to another unit (use "!status death" to define this status).
  480. RNG: Random number generator. The stream uses an implementation of XORShiftRandom, while the game itself uses the same process the vanilla game did.
  481. Rival: The team that referenced team battles in the first round of every tournament.
  482. Attack: Refers to an offensive ability, usually one that deals damage. See "basic attack" for the default attack action.
  483. Violet Team: See "purple team".
  484. Violet: See "purple team".
  485. Orange Team: See "champion team". Not to be confused with "brown team".
  486. Orange: See "champion team". Not to be confused with "brown team".
  487. Red Team: The first team from the left in each tournament bracket. Nicknamed the Red Friends, their rival is Blue Team.
  488. Blue Team: The second team from the left in each tournament bracket. Nicknamed the Blue Crew, their rival is Red Team.
  489. Green Team: The third team from the left in each tournament bracket. Nicknamed the Green Dream, their rival is Yellow Team.
  490. Yellow Team: The fourth team from the left in each tournament bracket. Nicknamed the Yellow Fellows, their rival is Green Team.
  491. White Team: The fifth team from the left in each tournament bracket. Nicknamed the White Delight, their rival is Black Team.
  492. Black Team: The sixth team from the left in each tournament bracket. Nicknamed the Black Pack, their rival is White Team.
  493. Purple Team: The seventh team from the left in each tournament bracket. Nicknamed the Purple Pals, their rival is Brown Team.
  494. Brown Team: The final team from the left in each tournament bracket. Nicknamed the Brown Town, their rival is Purple Team.
  495. Red: See "red team".
  496. Blue: See "blue team".
  497. Green: See "green team".
  498. Yellow: See "yellow team".
  499. White: See "white team".
  500. Black: See "black team".
  501. Purple: See "purple team".
  502. Brown: See "brown team".
  503. Champion: Usually refers to a single unit on a Champion team. See "champion team".
  504. Champions: See "champion team".
  505. Champs: See "champion team".
  506. Champ: See "champion team".
  507. Seed: In the Tournament of Champions, teams are reassigned color depending on streak, from best to worst: Red, Brown, Black, Green, Yellow, White, Purple, Blue.
  508. Underdog: The team with less Gil wagered on them.
  509. Favorite: The team with more Gil wagered on them.
  510. Fav: See "favorite".
  511. Dog: See "underdog".
  512. Overdog: See "favorite".
  513. Longshot: See "underdog".
  514. Rand: A wager placed on a team randomly selected by the bot.
  515. Upset: When the underdog team wins the match.
  516. Nothing: See "learned nothing".
  517. Learned Nothing: Riser reward that does absolutely nothing. Only occurs when the "Learn or Remember Skill" is chosen as the riser reward, but the user has all of the normal skills and no forgotten Hidden Skills.
  518. Learned Skill: See "learn or remember skill".
  519. Learn or Remember Skill: Riser reward that gives a user one randomly selected unowned skill. If they have all normal skills and have a forgotten Hidden Skill, one is remembered or Memory Fragments is bestowed instead. If the user has all normal skills and no forgotten Hidden Skills, they receive nothing.
  520. Remembered Skill: See "learn or remember skill".
  521. 100 Priority: Riser reward that gives the user 100 priority until that user is next admitted into a tournament.
  522. Cooldowns Reduced: Riser reward that decrements each of the user's skill cooldowns by 1. See "cooldown".
  523. Class Bonuses Changed: Riser reward that randomly alters the user's eligible classes to extend their class streak for their class bonus. The exact bonus and number of classes to choose from are unchanged.
  524. Boon: Something good.
  525. Riser Reward: A free boon granted to each tournament's Highest Riser. Possible rewards include: Cooldowns Reduced, Level Up, +2,000G, Learn or Remember Skill (or receive Memory Fragments), Class Bonuses Changed, and 100 Priority.
  526. Highest Riser: The user that gained the most Gil in the current tournament. They receive a random reward at the conclusion of the tournament (see "riser reward").
  527. Deepest Faller: The user that lost the most Gil in the current tournament. They are mocked by the bot at the conclusion of the tournament (see "faller penalty").
  528. Reward: A user being given something for some achievement. See "riser reward" and "skill reward".
  529. Skill Reward: A free skill that is learned when a user earns a Level Up. This reward is earned at Level 1 and every three levels after until Level (up to 34 skills can be learned this way).
  530. Faller Penalty: A punishment given to each tournament's Deepest Faller. Usually, this is limited to merely being mocked by the stream's bot. However, rumor has it that the bot may rarely choose to dish out some additional punishment beyond that...
  531. Riser: See "highest riser".
  532. Faller: See "deepest faller".
  533. Gil Floor: A user's minimum Gil balance. If their balance would fall below this amount, it is set to this amount instead. This amount is increased on each level and if subscribed.
  534. Base Gil Floor: The base value of a user's Gil Floor at Level 0. By default, this is 100G, but subscribers have it increased to 200G, and each ascension increases it further by another 50G.
  535. Gil Floor Base: See "base gil floor".
  536. Floor: See "gil floor".
  537. Balance: How much Gil a user has.
  538. Fund: See "balance".
  539. Difference: How much Gil a user (or the economy as a whole) has gained or lost in the current tournament.
  540. Change: See "difference".
  541. Inflation: See "difference".
  542. Ivalice: The fictional country where Final Fantasy Tactics and FFTBattleground takes place.
  543. Portrait: A value that users can set on stream that changes the character image displayed on the top-right of the stream when subscribing, cheering, or highlighting a message.
  544. Music: The background track currently playing from the stream's playlist.
  545. Playlist: All of the music tracks that can be heard on stream.
  546. Track: See "music".
  547. Song: See "music".
  548. Value: See "team value".
  549. Team Value: The amount of Gil spent on entries for that team in the current tournament.
  550. Board: See "leaderboard".
  551. Leaderboard: List of the users that have the most of either Gil, EXP, difference, or snubs.
  552. Active: A user that has had at least one balance change in the last 30 days.
  553. Inactive: Opposite of "active".
  554. Stats: Usually refers to data on classes and teams that can be queried via the bot. For an ingame stat of a unit, see "stat".
  555. Statistics: See "stats".
  556. Count: A total amount of stream users, Gil, EXP, or snubs among all users.
  557. Economy: See "count".
  558. Map List: The eight maps to be used for the current tournament. Randomly determined after all teams are generated.
  559. Skill Drop: The current stream skill available for purchase for 1,000G.
  560. Skill Drop Raffle: See "skill drop" and "raffle".
  561. Raffle: Refers to the free giveaway of the Skill Drop that occurs after team generation each tournament. There is one for all users, and another exclusive to subscribers.
  562. Purchase: See "buy".
  563. Drop: See "skill drop".
  564. Bought: See "buy".
  565. Gifted: See "gift".
  566. Buy: The act of purchasing the current Skill Drop for 1,000G.
  567. Gift: The act of gifting the current Skill Drop to a random user in the raffle list for 2,000G.
  568. Parameter: Extra information to be supplied with a bot command. Can also refer to a Math Skill attribute that, combined with an algorithm, determines which set of units an ability being cast using Math Skill will target.
  569. Command: A phrase starting with an exclamation point to interact with the stream's bot.
  570. Bonus: Refers to the stream mechanic of granting a user extra priority and/or more EXP per win. See "class bonus" and "skill bonus".
  571. Penalty: Refers to the stream mechanic of penalizing a user with lower priority and/or less EXP per win (or sometimes other things). See "cooldown".
  572. Modifier: Refers to a stream bonus or penalty to either priority or EXP gain.
  573. Don't Fight: See "dontfight".
  574. Coward: Refers to a unit with the Critical status (use "!status critical" to define this status).
  575. Immortal: A unit that cannot be killed. This feature is unused in FFTBattleground.
  576. Guest: A unit on the player's team that cannot be controlled.
  577. Passive: See "support".
  578. Dontfight: Deciding to not enter the upcoming tournament, but still declaring eligibility for allegiance EXP, Skill Drop raffle, and the +40 priority bonus for the next tournament normally given to snubs (although without incrementing the user's snub streak). Users doing this are still typically considered tournament entrants.
  579. Rank: A user's current placing on a leaderboard.
  580. Hidden Skill: Difficult to obtain Skills that are powerful and aloof by nature and are forgotten upon use (as well as sharing a cooldown with each other). If obtained via prestige, they have a chance to be remembered each time the user earns a Level Up.
  581. Legacy: A single-use version of a Hidden Skill that was obtained in some way other than prestige. Forgotten permanently upon use (but can be excluded any number of times).
  582. Hidden: The highest rarity of skill. See "hidden skill".
  583. One-Use: See "legacy".
  584. Exclude: A skill that is excluded either prevents the associated ability or item from randomly appearing or applies its own unique (and usually inverse) effect.
  585. Pot: The total amount of Gil waged on each side of a match.
  586. NPC: A unit without an associated user that is generated when there are no entrants remaining in the queue. They are given a randomly chosen name and are equivalent to an entry with no parameters.
  587. Queue: List of entrants not yet admitted for inclusion in the upcoming tournament.
  588. Entrant: Users who put their name in to be included in the upcoming tournament.
  589. Participant: Users who were admitted into the tournament.
  590. Generate: The process in which a something is procedurally created. See "team generation".
  591. Roll: Selection of a particular aspect of a unit from the possible values.
  592. Rolling: See "roll".
  593. Rolled: See "roll".
  594. Odds: The percentage of Gil wagered on that team. It does not necessarily correlate to that team's chance of winning.
  595. Payout: How much Gil a user receives for winning a wager based on the team's odds.
  596. Lookup: See "query".
  597. Info: See "query".
  598. Information: See "query".
  599. Definition: Description of a thing.
  600. Query: Ask for a definition or data from the bot, usually of specified parameter.
  601. Blue Mage Special: A meme tournament type where teams consist of four units with Blue Magic (but not necessarily Calculators).
  602. Pokemon: A meme tournament type where teams consist of one Chemist with Beastmaster and three monsters.
  603. Clone Wars: A meme tournament type where each team consists four copies of the same unit.
  604. Basic Training: A meme tournament type where each team consists only of Squires that can equip any item.
  605. Meme Dream: A meme tournament type where each team consists of two Mimes and two units to maximize their miming potential.
  606. Gob Gob: A meme tournament type where each team consists of four Goblin family monsters.
  607. Halloween: A meme tournament type with a special patch. All humans start with initial Undead, while several monsters are altered. While custom entries work, monsters that are not altered are not eligible.
  608. Birb: A meme tournament type where each team consists of four Aevis or Chocobo family monsters.
  609. Losers Advance: A meme tournament type where the losing team advances instead of the winning team. Users still bet on the winner, however, and the Champion must still be defeated to usurp them.
  610. Algus: See "losers advance".
  611. Algorithm: Refers to a Math Skill attribute that, combined with a parameter, determines which set of units an ability being cast using Math Skill will target.
  612. April Fools: A meme tournament type with a special patch and altered unit generation. Custom entries work.
  613. Wick: A meme tournament type where each team consists of units with Guns.
  614. ID: See "Champion ID".
  615. Champ ID: See "Champion ID".
  616. Champion ID: Each former Champion is given an ID for reference and identification.
  617. Sides: The amount of faces on a die.
  618. Last Unit: A user's previously rolled unit.
  619. Ability Skill: A skill that represents an ingame secondary skillset, reaction ability, support ability, movement ability, or accessory item. Rolled on humans, they force that ability or item to a unit, and prevent them when excluded.
  620. Meta Skill: A skill that provides a special effect to a human unit when applied. Some of these skills manipulate rules and aspects of the unit randomization process to increase the odds of favorable rolls, while others alter the reward a user receives when their unit is victorious. When excluded, they also apply a unique (usually inverse) effect.
  621. Monster Skill: A skill that unlocks the associated monster class for use.
  622. Level Skill: A free skill granted to a user at Level 1 and every three Levels thereafter, ending at Level 100 (up to 34 free skills in total).
  623. Current: What the value is right now, as opposed to what it was to start with. See "CurrentHP" and CurrentMP".
  624. Copy: An exact replica, down to every detail. See "clone wars".
  625. String: A series of characters forming a word or words.
  626. Mantle: The item lookup command is used for item subtypes (use "!item mantles" to define this subtype).
  627. Perfume: The item lookup command is used for item subtypes (use "!item perfumes" to define this subtype).
  628. Hair Adornment: The item lookup command is used for item subtypes (use "!item hair adornments" to define this subtype).
  629. Adornment: The item lookup command is used for item subtypes (use "!item hair adornments" to define this subtype).
  630. Hat: The item lookup command is used for item types (use "!item hats" to define this type).
  631. Helmet: The item lookup command is used for item types (use "!item helmets" to define this type).
  632. Clothing: The item lookup command is used for item types (use "!item clothing" to define this type).
  633. Clothes: The item lookup command is used for item types (use "!item clothing" to define this type).
  634. Armor: The item lookup command is used for item types (use "!item armor" to define this type).
  635. Robe: The item lookup command is used for item types (use "!item robes" to define this type).
  636. Shield: The item lookup command is used for item types (use "!item shields" to define this type).
  637. Accessory: The item lookup command is used for item types (use "!item accessories" to define this type).
  638. Weapon: The item lookup command is used for item types (use "!item weapons" to define this type).
  639. Knife: The item lookup command is used for item subtypes (use "!item knives" to define this subtype).
  640. Knives: The item lookup command is used for item subtypes (use "!item knives" to define this subtype).
  641. Ninja Blade: The item lookup command is used for item subtypes (use "!item ninja blades" to define this subtype).
  642. Sword: The item lookup command is used for item subtypes (use "!item swords" to define this subtype).
  643. Knight Sword: The item lookup command is used for item subtypes (use "!item knight swords" to define this subtype).
  644. Katana: The item lookup command is used for item subtypes (use "!item katanas" to define this subtype).
  645. Axe: The item lookup command is used for item subtypes (use "!item axes" to define this subtype).
  646. Rod: The item lookup command is used for item subtypes (use "!item rods" to define this subtype).
  647. Staff: The item lookup command is used for item subtypes (use "!item staves" to define this subtype).
  648. Staves: The item lookup command is used for item subtypes (use "!item staves" to define this subtype).
  649. Flail: The item lookup command is used for item subtypes (use "!item flails" to define this subtype).
  650. Gun: The item lookup command is used for item subtypes (use "!item guns" to define this subtype).
  651. Crossbow: The item lookup command is used for item subtypes (use "!item crossbows" to define this subtype).
  652. Bow: The item lookup command is used for item subtypes (use "!item bows" to define this subtype).
  653. Harp: The item lookup command is used for item subtypes (use "!item harps" to define this subtype).
  654. Book: The item lookup command is used for item subtypes (use "!item books" to define this subtype).
  655. Spear: The item lookup command is used for item subtypes (use "!item spears" to define this subtype).
  656. Pole: The item lookup command is used for item subtypes (use "!item poles" to define this subtype).
  657. Bag: The item lookup command is used for item subtypes (use "!item bags" to define this subtype).
  658. Fabric: The item lookup command is used for item subtypes (use "!item fabrics" to define this subtype).
  659. Bomb: The item lookup command is used for item subtypes (use "!item bombs" to define this subtype).
  660. Shuriken: The item lookup command is used for item subtypes (use "!item shurikens" to define this subtype).
  661. Rug: Refers to either a terrain (see "carpet") or a weapon subtype (use "!item fabrics" to define this subtype).
  662. Instrument: The item lookup command is used for item subtypes (use "!item harps" to define this subtype).
  663. Polearm: The item lookup command is used for item subtypes (use "!item spears" to define this subtype).
  664. Ninja Sword: The item lookup command is used for item subtypes (use "!item ninja blades" to define this subtype).
  665. Hammer: The item lookup command is used for item subtypes (use "!item flails" to define this subtype).
  666. Longbow: The item lookup command is used for item subtypes (use "!item bows" to define this subtype).
  667. Stick: The item lookup command is used for item subtypes (use "!item poles" to define this subtype).
  668. Dictionary: The item lookup command is used for item subtypes (use "!item books" to define this subtype).
  669. Wand: The item lookup command is used for item subtypes (use "!item rods" to define this subtype).
  670. Purse: The item lookup command is used for item subtypes (use "!item bags" to define this subtype).
  671. Ball: The item lookup command is used for item subtypes (use "!item bombs" to define this subtype).
  672. Submerge: See "submerged".
  673. Movement Penalty: When a tile's terrain negatively affects movement. See "submerged", "flowing water", "untraversable", and "unselectable".
  674. Submerged: Refers to a unit standing or moving through water with a depth of 2 or greater. When a unit becomes submerged while moving, its movement ends immediately. That unit cannot act or react while it remains submerged.
  675. Flowing: See "flowing water".
  676. Stagnant: See "stagnant water".
  677. Surface: See "depth".
  678. Bottom: See "depth".
  679. Top: See "depth".
  680. Depth: Tile Property. The height difference between the surface of a non-shallow water tile and its floor. While the surface height is solely considered to determine the legality of movement into these tiles, most units stand at their floor after entering and are considered submerged if the depth is 2 or greater (see "submerged").
  681. Slope: Tile Property. Whether the tile is flat or a slope. The height of the tile is considered the average of the high point and the low point.
  682. Square: See "tile".
  683. Tile: A space in which units occupy and abilities resolve upon, occupying a single coordinate on a map on either its lower or upper layer. Each tile has a terrain, height, and slope while some also have depth.
  684. Shallow Water: See "shallow".
  685. Puddle: See "shallow".
  686. Walk: See "normal movement".
  687. Shallow: Refers to a water tile without any depth. Landlocked units are not prevented from entering shallow water.
  688. Water Tile: Refers to a tile with a "stagnant water", "flowing water", or "toxic water" terrain type.
  689. Land: Terrain Type. Tiles of land terrain have no additional effects.
  690. Flowing Water: Terrain Type. When moving through flowing water, moving one tile instead requires and uses 2 of the unit's Move. Tiles of flowing water usually have depth (see "depth"), but sometimes might not (see "shallow").
  691. Stagnant Water: Terrain Type. Tiles of stagnant water usually have depth (see "depth"), but sometimes might not (see "shallow").
  692. Untraversable: See "impassable".
  693. Impassable: Terrain Type. Units cannot move or stand on impassable terrain, but abilities can target them.
  694. Unselectable: Terrain Type. Units cannot move or stand on unselectable terrain, and abilities cannot target them.
  695. Toxic Water: Terrain Type. When a unit ends its turn in toxic water, add Poison to that unit. Tiles of toxic water usually have depth (see "depth"), but sometimes might not (see "shallow").
  696. Poisonous: See "toxic water".
  697. Poisonous Water: See "toxic water".
  698. Toxic: See "toxic water".
  699. Terrain: Tile Property. A property of a tile that determines which Elemental ability a unit standing on that tile can use. A few terrain types exist with additional effects: "flowing water", "stagnant water", "poisonous water", "untraversable", and "unselectable".
  700. Soil: Terrain (land). Elemental: Pitfall.
  701. Wasteland: Terrain (land). Elemental: Pitfall.
  702. Road: Terrain (land). Elemental: Pitfall.
  703. Canal: Terrain (stagnant water). Elemental: Water Ball.
  704. River: Terrain (flowing water). Elemental: Water Ball.
  705. Lake: Terrain (stagnant water). Elemental: Water Ball.
  706. Ocean: Terrain (stagnant water). Elemental: Water Ball.
  707. Waterfall: Terrain (stagnant water). Elemental: Water Ball.
  708. Grassland: Terrain (land). Elemental: Hell Ivy.
  709. Thicket: Terrain (land). Elemental: Hell Ivy.
  710. Vines: Terrain (land). Elemental: Hell Ivy.
  711. Gravel: Terrain (land). Elemental: Hallowed Ground.
  712. Flagstone: Terrain (land). Elemental: Hallowed Ground.
  713. Wall: Terrain (land). Elemental: Hallowed Ground.
  714. Mud: Terrain (land). Elemental: Hallowed Ground.
  715. Gravestone: Terrain (land). Elemental: Hallowed Ground.
  716. Stone: Terrain (land). Elemental: Local Quake.
  717. Basalt: Terrain (land). Elemental: Local Quake.
  718. Book: Terrain (land). Elemental: Static Shock.
  719. Tree: Terrain (land). Elemental: Static Shock.
  720. Brick: Terrain (land). Elemental: Static Shock.
  721. Bridge: Terrain (land). Elemental: Static Shock.
  722. Furniture: Terrain (land). Elemental: Static Shock.
  723. Iron: Terrain (land). Elemental: Static Shock.
  724. Moss: Terrain (land). Elemental: Static Shock.
  725. Coffin: Terrain (land). Elemental: Static Shock.
  726. Wood: Terrain (land). Elemental: Will-O-Wisp.
  727. Carpet: Terrain (land). Elemental: Will-O-Wisp.
  728. Box: Terrain (land). Elemental: Will-O-Wisp.
  729. Stairs: Terrain (land). Elemental: Will-O-Wisp.
  730. Deck: Terrain (land). Elemental: Will-O-Wisp.
  731. Marsh: Terrain (stagnant water). Elemental: Quicksand.
  732. Swamp: Terrain (stagnant water). Elemental: Quicksand.
  733. Poisonous Fen: Terrain (toxic water). Elemental: Quicksand.
  734. Sand: Terrain (land). Elemental: Sand Storm.
  735. Stalactite: Terrain (land). Elemental: Sand Storm.
  736. Salt: Terrain (land). Elemental: Sand Storm.
  737. Snow: Terrain (land). Elemental: Blizzard.
  738. Ice: Terrain (stagnant water). Elemental: Blizzard.
  739. Roof: Terrain (land). Elemental: Gusty Wind.
  740. Chimney: Terrain (land). Elemental: Gusty Wind.
  741. Lava: Terrain (impassable). Elemental: Lava Ball.
  742. Machinery: Terrain (land). Elemental: Lava Ball.
  743. Obstacle: Terrain (impassable). Elemental: Will-O-Wisp.
  744. Barrier: Terrain (unselectable). Elemental: Static Shock.
  745. Sky: Terrain (impassable). Elemental: Gusty Wind.
  746. Fen: See "poisonous fen".
  747. Poisoned Marsh: See "poisonous fen".
  748. Sand Area: See "sand".
  749. Machine: See "machinery".
  750. Natural Surface: See "soil".
  751. Darkness: Refers to either a terrain (see "barrier"), an element (see "dark"), or the status (use "!status darkness" to define this status).
  752. Blind: Refers to a unit with the Darkness status (use "!status darkness" to define this status).
  753. Wood Floor: See "wood".
  754. Wooden Floor: See "wood".
  755. Iron Plate: See "iron".
  756. Tombstone: See "gravestone".
  757. Rocky Cliff: See "basalt".
  758. Cliff: See "basalt".
  759. Lava Rock: See "stone".
  760. Mud Wall: See "mud".
  761. Earthen Wall: See "mud".
  762. Stone Wall: See "wall".
  763. Ivy: See "vines".
  764. Sea: See "ocean".
  765. Waterway: See "canal".
  766. Water Plant: See "thicket".
  767. Stone Floor: See "flagstone".
  768. Rock: See "flagstone".
  769. Stair: See "stairs".
  770. Cross Section: See "barrier".
  771. Chasm: See "barrier".
  772. Void: See "barrier".
  773. Intern: Usually refers to the Squire class (use "!class squire" to define this class).
  774. Blue Mage: Refers to a Calculator with Blue Magic (use "!class calculator" to define this class). For the associated meme tournament, see "blue mage special".
  775. Counts as Death: When all units on a team either have the Death status or a status that "counts as Death", that team loses the match.
  776. Standard Duration: See "duration".
  777. Duration: The amount of time in clock ticks that a status lasts for (being automatically canceled afterwards). If unlisted, the status can only be canceled by an external effect.
  778. Prevent: Keep something else from happening.
  779. Frozen: The value cannot change normally.
  780. Crystallizing: See "crystallize".
  781. Crystallize: The act of a unit with Death gaining the Crystal status due to its fourth turn passing since dead (use "!status crystal" to define this status).
  782. Transform: When one status is canceled, being replaced by the other.
  783. Replace: See "transform".
  784. Self: The unit using the referenced ability, or having the referenced item or status.
  785. Admitted: A unit entry that is selected to be included in the tournament.
  786. Admit: See "admitted".
  787. Entry: A entrant's !fight command parameters (or lack thereof).
  788. Entrant: A user who used the !fight command for a chance to be admitted into the current tournament. Entrants are also eligible for the Skill Drop raffle.
  789. Learned: See "learn".
  790. Remembered: See "remember".
  791. Forgot: The act of using a Hidden Skill, which removes it from your skill list. They have a chance to be remembered each Level Up. See "forgotten".
  792. Forgotten Skill: See "forgotten".
  793. Forgotten: A Hidden Skill that was earned via ascension, but not currently usable. They have a chance to be remembered each Level Up.
  794. Learn: Refers to gaining a skill, usually via Level Up or riser reward.
  795. Remember: The act of learning a Hidden Skill that you had acquired via ascension, but did not currently remember. The chance increases for each Level Up after it was forgotten.
  796. Memory Fragments: A riser reward that increases the odds of a user remembering one of their Hidden Skills. One of their forgotten skills are increased more than the others (which one in particular is hinted at in a bot message).
  797. Memory Fragment: See "memory fragments".
  798. Name: A unit's ingame name, and what displays on stream. Units generated through a user entry will have their unit name match that user's. However, as the game lacks an underscore character, underscores are replaced with a space.
  799. Username: The displayed name of a Twitch account, which is used as the name of their generated units. See "user", "account", and "name".
  800. Fall Date: The date and time a previous Champion team was defeated.
  801. Emote: A chat string that is replaced by an image. The on-screen chat displays all Twitch emotes as well as those from the FrankerFaceZ and BetterTTV extensions. Subscribing allows users to use the channel's unique FFT-themed emotes.
  802. Final Fantasy Tactics: The 1997 tactical role-playing game being played on stream.
  803. FFT: Short for "final fantasy tactics".
  804. Mod: Usually refers to either a user with elevated chat permissions (see "moderator") or the specially created version of Final Fantasy Tactics used on stream (see "custom mod").
  805. Hack: See "custom mod".
  806. Modification: An alteration of Final Fantasy Tactics by a modder. This stream uses one for its battles (see "custom mod").
  807. Modder: Someone who makes changes to a game to improve or transform it.
  808. Custom Mod: A game modification that is used on-stream. While attempting to preserve the spirit of the vanilla game, it does have a custom of additions and balance changes that aim to make the battles as interesting and engaging as possible.
  809. Vanilla: Unaltered, plain. Usually refers to a video game without a "modification", or a tournament entry without any "parameters" used.
  810. Championship Match: See "championship"
  811. Championship: The match at the end of the tournament, where the tournament winner challenges the current Champion team in the hopes of usurping them.
  812. Conditional: See "if".
  813. Condition: See "if".
  814. Portion: A single part of an ability or item's effect, usually separated by a period or semi-colon.
  815. If: Indicates that the following portion of an ability or item's effect is conditional on the stated criteria being true (skipping it otherwise).
  816. Successful: Indicates that the conditional portion of an ability or item's effect is conditional on the previous portion of the effect working (skipping it otherwise).
  817. Instead: Indicates that a conditional portion of an ability or item's effect overrides all of its other effects.
  818. Undead Reversal: Indicates an ability or item that damages Undead, despite normally healing.
  819. SP: Refers to either "spell power" or "speed".
  820. Spell Power: Typically refers to the singular constant within a spell's effect or hitrate formula.
  821. Ability Power: Typically refers to the singular constant within an ability's effect or hitrate formula.
  822. Constant: A fixed number in a formula that is not a variable, staying the same regardless of the stats of the caster, target, or anything else.
  823. Variable: A reference within a formula that stands for some outside number, usually one of the caster's stats.
  824. AI: See "artificial intelligence".
  825. Artificial Intelligence: Code that attempts to problem solve in a human-like way. On this stream, it usually refers to the ingame logic governing what units do.
  826. Subscriber: A user who pays a small monthly fee on Twitch for ad-free viewing and exclusive emotes. On this channel, it has a few other (but mostly cosmetic) benefits.
  827. Sub: See "subscriber".
  828. Subscribing: See "subscriber".
  829. Summon: Refers to the ability skillset of the Summoner class (use "!ability summon magic" to define this skillset) or the act of summoning a Raid Boss (see "raid chance" and "raid boss").
  830. Elemental: Refers to the ability skillset of the Geomancer class (use "!ability elemental" to define this skillset) or refers to an ability or item that has an element (see "element").
  831. Spawn: Usually refers to a tile that a unit begins a match on. Spawns on each map are fixed, with the left and right teams starting in predetermined positions.
  832. Cheer: The act of donating Twitch bits to the stream.
  833. Bit: A currency on Twitch that represent currency that can be donated to streamers through cheering.
  834. Cheering: See "cheer".
  835. Channel Point: A currency on Twitch accumulated automatically while viewing. On this stream, its main use is to highlight messages.
  836. Bag Chance: All classes have roughly a 1% chance to roll Bags (and up to 2.5% for monks), with a slightly increased chance for female units. Chemists and Dancers have innate Bag access, so their bag chance grants them Swords (Chemists) or Knives (Dancer) instead. Similarly, as Mimes cannot equip weapons at all, their bag chance grants them access to another head or body equipment type.
  837. Preferred Swords: Knight (42%), Squire (40%), Geomancer (25%), Thief (25%), Chemist (~1%, see "bag chance").
  838. Preferred Knives: Thief (50%), Wizard (33%), Chemist (25%), Ninja (25%), Dancer (~2%, see "bag chance").
  839. Preferred Axes: Geomancer (50%), Knight (20%), Squire (18%).
  840. Preferred Flails: Blue Mage (35%), Priest (33%), Ninja (25%), Squire (18%).
  841. Preferred Spears: Lancer (75%), Samurai (25%).
  842. Preferred Knight Swords: Knight (38%).
  843. Preferred Katanas: Samurai (75%), Geomancer (25%).
  844. Preferred Ninja Blades: Ninja (50%), Thief (25%).
  845. Preferred Bows: Archer (40%), Bard (25%).
  846. Preferred Crossbows: Archer (40%), Squire (25%).
  847. Preferred Staves: Priest (67%), Time Mage (60%), Summoner (25%).
  848. Preferred Rods: Wizards (67%), Summoner (60%), Calculator (25%, Blue Mage 18%).
  849. Preferred Books: Calculator (50%, Blue Mage 30%), Mediator (40%), Oracle (25%), Summoner (15%).
  850. Preferred Poles: Oracle (75%), Time Mage (40%), Lancer (25%), Calculator (25%, Blue Mage 18%).
  851. Preferred Guns: Mediator (60%), Chemist (25%), Archer (20%).
  852. Preferred Harps: Bard (75%).
  853. Preferred Fabric: Dancer (75%).
  854. Preferred Bags: Chemist (50%), Dancer (25%), All Classes (~1%, see "bag chance").
  855. Preferred Unarmed: Mimes (100%), Monks (~98%, see "bag chance").
  856. Preferred Squire: Swords (40%), Crossbows (25%), Axes (18%), Flails (18%).
  857. Preferred Chemist: Bags (50%), Guns (25%), Knives (25%), Swords (~1%, see "bag chance").
  858. Preferred Knight: Knight Swords (38%), Swords (42%), Axes (20%). Preferred Arms will force a Knight Sword if no equip skill is rolled.
  859. Preferred Archer: Bows (40%), Crossbows (40%), Guns (20%). Preferred Arms will force either a Bow or Crossbow if no equip skill is rolled.
  860. Preferred Monk: Unarmed (~98%, see "bag chance").
  861. Preferred Priest: Staves (67%), Flails (33%).
  862. Preferred Wizard: Rods (67%), Knives (33%).
  863. Preferred Time Mage: Staves (60%), Poles (40%).
  864. Preferred Summoner: Rods (60%), Staves (25%), Books (15%).
  865. Preferred Thief: Knives (50%), Ninja Blades (25%), Swords (25%).
  866. Preferred Mediator: Guns (60%), Books (40%).
  867. Preferred Oracle: Poles (75%), Books (25%).
  868. Preferred Geomancer: Axes (50%), Swords (25%), Katanas (25%).
  869. Preferred Lancer: Spears (75%), Poles (25%).
  870. Preferred Samurai: Katanas (75%), Spears (25%).
  871. Preferred Ninja: Ninja Blades (50%), Flails (25%), Knives (25%).
  872. Preferred Calculator: Books (50%), Rods (25%), Poles (25%). See "preferred blue mage" for Calculators with Blue Magic.
  873. Preferred Blue Mage: Flails (35%), Books (30%), Rods (18%), Poles (18%).
  874. Preferred Bard: Harps (75%), Bows (25%).
  875. Preferred Dancer: Fabric (75%), Bags (25%), Knives (~2%, see "bag chance").
  876. Preferred Mime: Unarmed (100%).
  877. Preferred: To lookup weapon equip rates of a class or weapon type, see "preferred" followed by that class or weapon type (for example, "preferred swords" or "preferred squire").
  878. Preference: Refers to a class's odds of choosing an eligible weapon type over another. Classes can have preferences in Equip X support abilities in addition to their default equipment. See "preferred" followed by a class or weapon type to see the rates of that class or weapon type.
  879. Equip X: See "equip weapon".
  880. Equip Weapon: A support ability allowing (and guaranteeing at least one) item of the equipment types included in the ability, even if that equipment type can't be equipped by that class normally.
  881. In-Game: See "ingame".
  882. Ingame: Something happening within the actual game being played itself (which for this stream is a mod of Final Fantasy Tactics).
  883. Player: Refers to either a "user", "unit", or "team".
  884. Player1: See "left".
  885. Player2: See "right".
  886. Left Team: See "left".
  887. Right Team: See "right".
  888. Challenging Team: See "challenger team".
  889. Challenger Team: Refers the tournament winner that earns the right to battle the Champion team at the end of each tournament, replacing them if they win.
  890. Challenger: Usually refers to a single unit on a team challenging the Champion team. See "challenger team".
  891. Challengers: See "challenger team".
  892. Defense Match: The match at the conclusion of the tournament in which the tournament winner challenges the current Champion team for their title.
  893. Champion Defense: See "defense match".
  894. Palette: The color a team is wearing (except for monsters on that team), typically matching their team name. Champion teams usually maintain their previous palette in defense matches, but swap to a different palette if challenged by a team of the same color (see "backup palette").
  895. Backup Palette: The color a Champion team wears when being challenged by a team wearing their usual palette, determined by what their original color is. Red's backup is Brown, Blue's backup is Purple, Green's backup is White, Yellow's backup is Black, White's backup is Blue, Black's backup is Red, Purple's backup is Yellow, and Brown's backup is Green.
  896. Backup: See "backup palette".
  897. Backup Color: See "backup palette".
  898. Color: See "palette" or "team".
  899. Exception: An instance that violates the usual rule. Could also refer to a coding error, sometimes seen in the bot console log.
  900. Most: Indicates there are rare exceptions. For example, Attack Up works on all physical attacks except the Throw and Jump skillset, while Sicken works on all physical attacks except physical Guns and the Jump skillset.
  901. Bypass: Indicates an effect or ability ignores something that would normally be considered.
  902. Grant: Refers to supplying or granting a unit with a new stat or effect.
  903. Execute: Refers to a unit's usage of an ability, facing the target temporarily.
  904. Execution: See "execute".
  905. Using: See "execute".
  906. Executing: See "execute".
  907. Resolving: See "resolve".
  908. Behavior: Refers to how a unit acts during its turn. Normally, this is only modified by certain status effects.
  909. React: Refers to a unit's use of a "reaction" ability.
  910. Anything: Usually refers to all actions and movements normally available to a unit.
  911. Turn: The unit that currently has the ability to move and act. A unit receives a turn when its CT reaches 100.
  912. Character: See "unit".
  913. Character Generation: See "team generation".
  914. Unit Generation: The process of generating an individual unit as part of the tournament's team generation. See "team generation".
  915. Generation: See "team generation".
  916. Team Generation: The process at the beginning of each tournament that procedurally generates each of the teams that will compete. Each team generates with four units per team, and users may use the !fight command at any point during this process to enter the queue to be admitted as one of these units.
  917. Deduct: To reduce in amount, usually in reference to a user's Gil.
  918. Deducted: See "deduct".
  919. Frog: Refers to a unit with the Frog status (use "!status frog" to define this status).
  920. Chicken: Refers to a unit with the Chicken status (use "!status chicken" to define this status).
  921. Sprite: An ingame graphic.
  922. Deep Dungeon: In the vanilla game, this area serves as an optional endgame area. FFTBattleground's patch uses its unique battle-from-menu code to start matches.
  923. Superior: Better or more.
  924. Inferior: Worse or less.
  925. Bestial: See "beast".
  926. Beast: Refers to a monster with the Wild Beast support.
  927. Mathable: Refers to a spell ability that can be utilized with Math Skill. Units with Math Skill (including Calculators) are guaranteed to roll at least one of these abilities.
  928. Reflectable: Refers to an ability (usually spells) that are subject to the Reflect status (use "!status reflect" to define this status).
  929. Countergrasp: See "counterable".
  930. Countergraspable: See "counterable".
  931. Mage: Refers to a unit of a class with a skillset containing Faith-based spell abilities (Wizard, Priest, Time Mage, Oracle, and Summoner). These classes typically have high MP and MA, but low HP and PA.
  932. Spellcaster: See "mage".
  933. Sorcerer: See "mage".
  934. Sorceress: See "mage".
  935. Magician: See "mage".
  936. Warrior: Refers to a unit of a class specializing in physical melee combat (Squire, Knight, Monk, Lancer, and Mime). These classes typically have high HP and PA, but low MP and MA.
  937. Fighter: See "warrior".
  938. Tank: See "warrior".
  939. Gladiator: See "warrior".
  940. Ranger: Refers to a unit of a class specializing in physical ranged combat (Archer, Mediator, Ninja, and Bard). These classes typically have above average Speed, but their other stats can vary.
  941. Marksman: See "ranger".
  942. Sniper: See "ranger".
  943. Gunner: See "ranger".
  944. Hunter: See "ranger".
  945. Enchanter: Refers to a unit of a class with a skillset containing abilities that either buff allies or debuff enemies (Squire, Thief, Priest, Time Mage, Thief, Mediator, Oracle, Dancer, and Bard). These classes typically have relatively balanced stats.
  946. Support Unit: See "enchanter".
  947. Helper: See "enchanter".
  948. Tactician: See "enchanter".
  949. Supporter: See "enchanter".
  950. Cleric: Refers to a unit of a supporter class with a skillset primarily containing abilities that heal HP and cancel negative statuses of allies (Chemist and Priest).
  951. Healer: See "cleric".
  952. Doctor: See "cleric".
  953. Curer: See "cleric".
  954. Shaman: See "cleric".
  955. Assassin: Refers to a unit of a class that is adept at dealing damage but with poor HP and sustain (Wizard, Summoner, Samurai, and Ninja).
  956. Glass Cannon: See "assassin".
  957. Cannon: See "assassin".
  958. Assault: See "assassin".
  959. DPS: See "assassin".
  960. Rogue: Refers to a unit of a class with high Speed and usually good natural evasion (Thief, Ninja, and Mime).
  961. Scoundrel: See "rogue".
  962. Sprinter: See "rogue".
  963. Trickster: See "rogue".
  964. Quick: See "rogue".
  965. Hybrid: Refers to a unit of a class with good PA and MA that can make use of most of the game's skillsets as a secondary (Geomancer, Mediator, Samurai, Dancer, and Bard).
  966. Balanced: See "hybrid".
  967. Jack of All Trades: See "hybrid".
  968. Jack: See "hybrid".
  969. Varied: See "hybrid".
  970. Specialist: Refers to a unit of a class with a skillset that interacts with or bolsters other abilities in a unique way (Calculator and Mime).
  971. Special: See "specialist".
  972. Unique: See "specialist".
  973. Skilled: See "specialist".
  974. Criminal: See "specialist".
  975. Role: A unit category that briefly describes how the unit primarily contributes to the team's success. See "mage", "warrior", "ranger", "enchanter", "cleric", "assassin", "rogue", "specialist", and "hybrid" (other roles may exist beyond this, as these terms are unofficial and used primarily by players).
  976. North: A direction of a map describing the side with the highest Y coordinates.
  977. South: A direction of the map describing the side with the lowest Y coordinates.
  978. East: A direction of the map describing the side with the highest X coordinates.
  979. West: A direction of the map describing the side with the highest X coordinates.
  980. Northeast: The corner of a map with the highest X and Y coordinates.
  981. Northwest: The corner of the map with the highest Y coordinate but the lowest X coordinate.
  982. Southeast: The corner of the map with the highest X coordinate but the lowest Y coordinate.
  983. Southwest: The corner of the map with the lowest X and Y coordinates.
  984. Turn: See "facing".
  985. Direction: A side of the map (see "north", "south", "east", and "west"). Each unit chooses to face one of these directions at the end of its turn, which affects evasion chances.
  986. Face: See "facing".
  987. Facing: The direction that a unit turns to at the end of its turn. When a unit is targeted by an evadable ability, its eligible evasion sources are determined by whether the caster is located towards that unit's "front", "side", or "rear".
  988. Front: The target of an ability is facing towards the caster, enabling all of that unit's applicable evasion sources.
  989. Side: The target of an ability is facing to the left or right of the caster, enabling all of that unit's applicable evasion sources except its C-EV.
  990. Rear: The target of an ability is facing away from the caster, disabling all of that unit's applicable evasion sources except its A-EV and M-EV.
  991. Back: See "rear".
  992. Coordinate: Specifies a specific location of the map using an X (east/west) and Y (north/south) number. Each coordinate can contain up to two tiles at separate heights (see "layer").
  993. Z: See "layer".
  994. Z Coordinate: See "layer".
  995. X: See "X coordinate".
  996. X Coordinate: One of the two directions used to describe map coordinates. The higher the X value, the closer it resides to the North side of the map.
  997. Y: See "layer".
  998. Y Coordinate: One of the two directions used to describe map coordinates. The higher the X value, the closer it resides to the East side of the map.
  999. Layer: Used to distinguish between two tiles at the same coordinates on the map. Each coordinate can have a maximum of two tiles with different height values, a "lower" one and an "upper" one.
  1000. Lower: Either the only tile at a given map coordinate, or the one with the lesser height.
  1001. Lower Layer: See "lower".
  1002. Upper: The tile at a given map coordinate with the greater height (existing only at coordinates with more than one tile).
  1003. Higher: See "upper".
  1004. High: See "upper".
  1005. Low: See "lower".
  1006. Under: See "lower".
  1007. Hurt: See "offensive".
  1008. Hurting: See "offensive".
  1009. Help: See "defensive".
  1010. Helping: See "defensive".
  1011. Aid: See "defensive".
  1012. Aiding: See "defensive".
  1013. High Ground: Refers to a unit occupying a tile at a greater height than its enemies.
  1014. Crime: Refers to a unit accidentally hurting an ally or helping an enemy (or something else contrary to their team's interests) with an ability, notably with Mimic.
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