naist-nlp/zeshel huggingface dataset:
Leap Leap is a recurring ability in the series . It has no recurring effect however . Appearances . " Final Fantasy VI " . Leap is a special command , available to only when Gau is on the Veldt . Gau can learn new Rages on the Veldt . Once an enemy formation is encountered ( it does not have to be defeated ) , it will show up on the Veldt . Once Gau encounters a monster which the player wants to learn a Rage for , Leap must be used . Using the Leap command will cause Gau to leave the party and the battle will end . Gau also cannot leap if he ' s the only member in the party or if all other characters are considered dead ( KO , Petrify , and / or Zombie ) . Gau holds the sixth slot in a monster formation . There are quite a few monster formations that uses this sixth slot , effectively preventing Gau from reappearing before the party . If these conditions are met , Gau has a 5 / 8 percent chance of appearing when the monster has been defeated . When Gau leaps , he will obtain all the Rages he didn ' t know yet from that particular monster formation . But if the player killed one already , Gau will learn that Rage . If Gau has been harmed by the party , Gau will run away from them and he will not learn the Rages of this monster formations that Gau reappeared in ( current battle ) . Gau will only reappear if there are three or less members in the party . He will not appear if the battle was a back attack , side attack , or pincer attack . He will also escape if he has taken any damage from an attacking party member while he ' s standing before the party . Also of note , all monsters , regardless of being a boss or even the final boss himself are all leapable if they were to appear on the Veldt . Unfortunately , they do not have any Rage abilities so Gau will return without learning their Rage since they do not have any to begin with . " Dirge of Cerberus - Final Fantasy VII - " . Leap is a very fast and difficult to anticipate attack used by Crimson Hound and Guard Hound . Leap is a Green Magick ability , exclusive to this game to the Green Mage class . It increases the target ' s Move and Jump capabilities by 1 . It can be learned for 400 AP from the Mandragora weapon and costs 18 MP to cast . It has a range of 4 tiles .
Keeper ( Tactics A2 ) The Keeper is a unique , enemy - only job in " " . It is the job of Asha , the nu mou of Brightmoon Tor , and has various damaging and supporting abilities . Asha is only faced at Brightmoon Tor ' s third watch . The Keepers are exceptionally tough to beat for their Turning ability , and team members can be easily cornered by them inside Brightmoon Tor because the lack of space . Abilities . Turning . " The KEEPER of the tower wields these powerful abilities that glean their power from the moon . " Aside from the Keeper , most of the monsters of Brightmoon Tor use Turning abilities as a secondary skillset .
Mine of Cathuriges The Mine of Cathuriges or Cathuriges Mine is an abandoned iron mining complex from " Final Fantasy Crystal Chronicles " . During the reign of the Liltian empire it was the main source of iron ore , which was refined and and smithed into weaponry by the many talented blacksmiths of the then bustling Marr ' s Pass , and also power . But the veins in the mine eventually dried up , leaving the Liltian empire easily defeated with the help of the Yuke s of Shella who had been unaffected by their iron - fisted rule . The Mine of Cathuriges will likely be the third dungeon explored by the player , after the Mushroom Forest and , if so , the drop of myrrh gleaned from the local Myrrh Tree will be enough to fill the Crystal Chalice to its maximum point , thus concluding the first year of travel . Appearance . The only light in the mine comes from the lanterns , which are actually captured bomb - monsters . Tracks runs along the floor in various directions , and mine carts can be pushed along them . Deeper into the mine are boardwalks over a cavernous abyss , which lead to the Orc King ' s chamber . Musical themes . " In The Gloomy Darkness " plays in the background , appropriate for such a dark and abandoned place .
Blue Chocobo ( Final Fantasy XIII - 2 ) The Blue Chocobo is an enemy in " Final Fantasy XIII - 2 " . Once tamed it can be used in chocobo racing in Serendipity . Battle . The Blue Chocobo will begin battle by defending . After it has defended , it will use Supersonic Wave , inflicting status ailments on the party . It will then begin its assault , mixing physical and magical attacks of all four elements . It can be a difficult foe to defeat . If the battle takes too long , it will flee by using Choco Dash . Blue Chocobo has quite a bit of HP , but not much in the way of physical resistance ; all elements are either halved or negated . Strategy . A good tip is to pay attention to the chocobo ' s movements in battle , as right before they flee they will turn around and shake their rear . As soon as the player spots this they can press and redo the battle , as it is often faster than waiting for another one to spawn . The party should take the time while the Blue Chocobo is defending to buff the party or debuff the chocobo . Once the chocobo comes out of a defensive position , the party should press the attack . Even though it has no resistance against magic , Commandos are best for dealing damage to it . Thus , the Cerberus ( COM / COM / COM ) paradigm is preferred . Lower level parties may consider first using Ravagers as needed to raise the chain gauge : Aggression ( COM / COM / RAV ) or Relentless Assault ( RAV / RAV / COM ) . Paradigm Pack . In Paradigm Pack the Blue Chocobo is a versatile and reliable and a recommendable Ice - and Wind - related Ravager . It masters Blizzard and Aero all the way up to Tier 3 , as well as learning physical Wind - abilities like Galestrike and Aero Blitz . It has a handful of resistances , halving all elemental damage except for Ice , from which it only takes 1 / 10 damage . It learns and strongly resists Deshell . A player with one Blue Chocobo and its crystal may obtain another Blue Chocobo crystal , up to three of each kind ; this is true of all chocobos because of the racing minigame . All other tameable monsters are limited to one each . Certain DLC can allow a fourth chocobo .
Plant Spider ( Final Fantasy IX ) The Plant Spider is an insect enemy from " Final Fantasy IX " . It is found in the Evil Forest as Zidane , Vivi , Steiner , and Blank attempt an escape . It chases the party until they exit the Evil Forest .
Yenke Ronso ( boss ) Yenke Ronso is a boss in " Final Fantasy X " . He fights alongside Biran Ronso against Kimahri . Battle . Biran and Yenke ' s HP , Strength , Magic and Agility stat depend on Kimahri ' s stats . Yenke ' s HP is then determined as HP Value x 8 . Yenke ' s Magic is determined by ( 0 = 8 , 1 = 8 , 2 = 9 , 3 = 10 , 4 = 12 , 5 = 14 , 6 = 16 , 7 = 17 , 8 = 19 , 9 = 20 , 10 = 21 , 11 + = 22 ) . His Strength is half of Biran ' s and his Agility is Kimahri ' s Agility - 8 . Yenke blocks attacks on Biran with Guard only when they are together , and casts White Wind just once when below 25 % HP . Otherwise he uses Fire Breath , Aqua Breath and Bulldoze . Biran and Yenke are always in Guard status , which means attacks are weakened as one helps the other . Both use Bulldozer , which switches their position from front to back and vice - versa . If one has used it but not the other , the Guard status means nothing and Kimahri ' s attacks will do full damage . During this battle Kimahri can learn many Ronso Rage techniques . Strategy . If Kimahri is in need of health , he can use Lancet or a Hi - Potions to heal . It ' s best to use Aqua Breath when Biran and Yenke are together and Fire Breath when they are separate . Defeating Yenke first causes Biran to cast Berserk on himself , which means Kimahri will not be able to get his Ronso Rages , such as Mighty Guard , if he has not used them yet . Defeating Biran first will cause Yenke to use Haste , and in this state , he will not use White Wind , another valuable ability . It is suggested not to attack just one of them , and allow both of them to use their rages before defeating either , if Kimahri wants to learn them . Rages Yenke has are Fire Breath , Stone Breath , Aqua Breath , and White Wind . If Kimahri learned Steal ( ability from Rikku ' s path ) , he can steal useful Lv . 3 Key Spheres from Biran and Yenke , at least five of each . In addition , the player can get a lot of these ones , if customizes an armor with Master Thief ability ( using the Pendulums obtained in Remiem Temple ) , to thereby he can getting always by each successful steal two Lv . 3 Key Sphere .
Ice Flan ( Crystal Defenders ) The Ice Flan is an enemy from " Crystal Defenders " . Being a Flan , it is resistant to physical attacks , and due to having a large HP rise in comparison to other waves , these might sever deeply the Crystal count if one is unprepared . It is crucial to deploy magick - based units on their waves , or heavily upgrade physical units to ensure victory .
Scythe Mantis ( Final Fantasy XII ) The Scythe Mantis is an insect / mantis - type enemy from " Final Fantasy XII " found in the Zertinan Caverns . Battle . The Scythe Mantis is one of the most challenging normal enemies in the Zertinan Caverns . In addition to its high HP , they are difficult to isolate as they appear closely grouped and will often come running to each other ' s aid . They can use Cannibalize to devour each other , healing themselves and increasing their stats .
Tunneler ( Final Fantasy IV - Interlude - ) The Tunneler is an enemy in " Final Fantasy IV - Interlude - " . Aside from a weak physical attack , the Tunneler can cast Earthquake , which hits all party members , and can use Constrict . Fortunately their HP is low and can be easily defeated within a couple of hits . It should be noted that it has a chance of dropping Silver Apples . A stronger version is later fought in the Lower Section of the Tower of Babil as one of four Eidolon - holding bosses in a fixed encounter with buffed - up stats . It counters all attacks with Earthquake while also using Earthquake and Constrict for its normal turns . Cecil alone should attack while Porom heals the party . Casting Haste on her so she can heal faster allows the option for Palom to join in the assault with his magic , as Porom will be able to keep up with the more frequent Earthquakes easier . Alternatively , if the player grind enough levels for Porom to reach level 40 , she will learn Float , making this battle easy .
Mage ( Mystic Quest ) Mage is an enemy type from " Final Fantasy Mystic Quest " . They appear as old , cloaked men and are proficient spell casters , with the ability to Silence foes . They can also restore lost HP by using Cure . They can be found in the Ice Pyramid . Etymology . Darius was the third ruler of the Persian Empire . He was notably the ruler of the Persians who attacked Greece during the Persian Wars .
Wererat Wererat , also known as Were - Rat , is a recurring enemy in the series , appearing since Final Fantasy II . Appearances . " Final Fantasy II " . The Wererat is an enemy fought at Kashuan Keep , the area around Dreadnought , and at the Tropical Island . They always come in groups of two to five , and can inflict Poison with their regular physical attacks . Otherwise , they are not difficult to defeat for players that have leveled up a fair amount before entering the areas these enemies are fought at . " Final Fantasy III " . The Wererat is an enemy fought within Nepto Temple in the final room where the boss Giant Rat is , being a danger to the party as they must face them while under Mini status . They only use regular physical attacks to fight the player . " Final Fantasy VI " . The Wererat is an enemy fought at the Narshe Mines . As they are fought in the starting area of the game , they are of little threat to the player . " Final Fantasy XII " . The Dire Rat is an enemy fought at the Garamsythe Waterway and at the start of the game with Vaan . They are the weakest enemy in the game , providing little challenge to the player , but having useful rewards to win from them at that point in the game they are encountered . " Final Fantasy Adventure " . The Wererat is an enemy found within Cave in Floatrocks , Glaive Castle , and Kett . They have a chance of dropping Cure . " Final Fantasy Dimensions " . The Wererat is an enemy fought at the Crystal Temple and Below Castle Lux . They are of little threat to the player as they only attack with a weak Bite attack .
Ark Angel ' s Mandragora Ark Angel ' s Mandragora is a Notorious Monster from " " . Either it or Ark Angel ' s Tiger can be summoned by Ark Angel MR in Zilart Mission 14 : Ark Angels , although the tiger is the more common of the two . The mandragora is capable of casting Ancient Magic . If defeated , the Ark Angel will simply resummon it or the tiger within 30 seconds .
Breach Blast Breach Blast , also known as Sea Song , is a recurring ability in the series . It is the ability of the summon Bismarck , often dealing Water - elemental damage to all enemies . Appearances . " Final Fantasy VI " . Breach Blast is the ability of Bismarck , which costs 50 MP to use and deals Water - elemental damage to all enemies with a spell power of 58 . " Final Fantasy XIV " . Breach Blast is the signature ability of the primal Bismarck , which is used after his carapace is shattered . As he readies it , he begins circling the rocky island while a Blue Sanuwa and Green Sanuwa appear . If the two serpents are not slain before Bismarck finishes readying his skill , Breach Blast will instantly kill the entire party .
The Tower ( weapon ) The Tower is a recurring weapon in the " Final Fantasy " series . It is known as a powerful weapon for Zidane Tribal . Appearances . " Final Fantasy IX " . The Tower is Zidane ' s second - strongest weapon , being bested by the Ultima Weapon . It is obtained at Memoria at the end of the Recollection room , and provides + 86 Attack , the ability to inflict Mini with the Soul Blade , and teaches Zidane the abilities Lucky Seven and Thievery . " Final Fantasy XIII - 2 " . The Tower is a dual swords set for Noel Kreiss . It provides 1 Strength and 1 Magic and has Power Link as its passive ability which adjusts Noel ' s Magic to be equal to his Strength . It can be obtained by winning the Proudclad Cup in the chocobo races in Serendipity . " Dissidia Final Fantasy " . The Tower is Zidane ' s level 92 exclusive weapon , providing + 62 Attack and BRV Boost on Dodge + 15 % . It can be obtained from the shop by trading 29 , 020 gil , Sargatanas , Beastlord Fang x5 , and Power Crystal x3 . " Dissidia 012 Final Fantasy " . The Tower returns as Zidane ' s level 90 exclusive weapon , providing + 63 Attack , + 1 Defense , and BRV Boost on Dodge + 1 % . It can be obtained from the shop by trading 158 , 000 gil , Sargatanas , Electrum , and Thief ' s Dream x5 .
Kiyuri Kiyuri is a sailor on the " S . S . Winno " , which constantly ferries customers between Kilika Port and Luca in " Final Fantasy X " . She can be recruited as a blitzball free agent . Apart from her low CA and average SP , all her stats develop well , her PA especially . At level 99 , Kiyuri is one of the best defenders in blitzball .
List of Final Fantasy Legend III enemies This is a list of all enemies and bosses from " Final Fantasy Legend III " . Regional differences . Several monsters had their sprites changed for the North America version . The Quacky - types were evil doctors . The big - lipped Talker - types were demonic syringe - wielding nurses , and the Trixter - type enemies were originally mechanical clowns .
List of Final Fantasy IV abilities The following is a list of abilities in " Final Fantasy IV " . While the J2e version of the game had all of the abilities from the Japanese release , some abilities were removed from the SNES release . All these abilities were re - added in the PlayStation release . The Game Boy Advance release uses the same abilities but adds more that can only be used if certain pieces of equipment are equipped . The Nintendo DS and the following 3D remakes do not use the Game Boy Advance exclusive abilities , but use a new ability system , called the Augment system . List of abilities . 2D versions . The following are the abilities usable in the Famicom , SNES , PlayStation , Wonder Swan Color , Game Boy Advance and PlayStation Portable releases . Dummied commands . The following are unused battle commands found in the 2D versions of the game . 3D versions . The following are the abilities usable in the Nintendo DS and mobile release . Many of the following abilities are highly altered from their original appearances from the prior releases , and several can be learned as Augment abilities . Augments . Augment system is the support ability system for the Nintendo DS , iOS and Android releases of " Final Fantasy IV " .
Battlefield ( Final Fantasy XI ) Battlefields are located throughout " Final Fantasy XI " . They are an " instance " based battle where a single player or group will enter a special arena and fight a predetermined event , without fear of interruption from other players . Most battlefields are accessed through objects called Burning Circles , which has led to battlefields as a whole being referred to as Burning Circle Notorious Monster ( BCNM ) events , even if said battlefield does not involve a Burning Circle . Battlefield is also a status effect that players who participate in a battlefield have for the duration . Like Confrontation , it isolates players from outside aid . The Rules . Participant Restrictions . Different battlefields have different rules . Some battlefields will only allow one player to enter , others will allow up to eighteen players to join in the form of an " Alliance " . Generally , though , the majority of battlefields allow a full party or a half party , up to three players , to enter . It is always acceptable to try to do a battlefield with less than the maximum number of players required , but obviously this almost always makes the encounter more challenging . Pet s are often automatically dismissed upon entering the battlefield , and Adventuring Fellow s cannot be called ( although some Fellow - related quests have the Fellow show up automatically ) . Level Cap . Most battlefields have an artificial level cap placed on the player when they enter . Since there is an overall limit cap on the game , one might also want to assume all of them have a set maximum level for participants . When the player enters a level capped area , s / he will take on the statistics of his job for that level . S / he will also be limited to equipment appropriate for characters of that level . If the player enters a battlefield with a level " under " the level cap on the zone , s / he will be considered their current level . The level cap will not bring them up to meet the recommended level for the encounter . The player will not actually lose any experience just by entering the battlefield because of the level cap . In areas where a level cap is in placed on the player and should that player die , the experience point penalty for dying is applied as appropriate to the capped level or their current actual level , whichever experience penalty would be lower . Other Requirements . All battlefields which are not part of a quest or mission require a special item to access . For the most part , these items are Orbs , which can be acquired by trading Beastmen ' s Seals or Kindred ' s Seals . Other battlefields , such as the Limbus battlefields , require much rarer items , or even items acquired from a different battlefield . For example , in order to access the 4th Floor of the Temenos battlefield , the player must have items which can only be obtained in the lower floors of Temenos .
Slave Crown The slave crown is a device in " Final Fantasy VI " that allows one to control the actions and thoughts of the wearer . Story . The slave crown was made by Kefka using magitek technology to directly control the wearer ' s actions . He had Terra wear it and ordered her to burn fifty of the finest imperial soldiers , which she did . The crown ' s control abilities are strong enough to render the wearer unable to do anything unless motioned directly to do so . This is evident in Emperor Gestahl ' s proclamation of war speech , where Terra did not join the other high generals ( Kefka , Leo , and Celes ) in salute . She is later ordered to infiltrate Narshe to investigate the appearance of Valigarmanda , a recently dug up frozen esper . Biggs and Wedge , two Imperial soldiers , accompany her , and Biggs questions Terra ' s loyalty , but Wedge points out the slave crown and assures Biggs she would do what they say . When they reach the esper it presumably kills Biggs and Wedge and disrupts the slave crown ' s hold . The crown is later seen in Arvis ' s possession , a Returner living in Narshe , and it is assumed he destroys it . The residual effects give Terra amnesia of most of her life until some time later , and it is implied by General Leo that her emotions and feelings were dampened as well . These effects eventually wear off and Terra returns to normal . Terra ' s slave crown is the only one seen or mentioned and the reason why more were not put into use is unknown . Arvis refers to it as " " a " slave crown " in a context he was familiar with its effects and Terra being unusually strong to remember her name so soon after it was removed , indicating there are others . Other Appearances . " Final Fantasy Legends II " . The Terra summon ' s rank five phantom stone artwork depicts Terra wearing the slave crown .
Chapuli Chapuli is a genus of enemies in " Final Fantasy XI " . This particular species of vermin makes its home in the Yahse Hunting Grounds and Ceizak Battlegrounds . Pay close attention to the horns protruding from their heads , for they can cut through foes cleaner than a Far Eastern katana . Their towering leaps and breakneck speed can leave even the most adroit of adventurers befuddled . The name Chapuli comes from the Nahuatl word " chapolin " .
Hydro The Hydro is a boss in " Final Fantasy XII " fought at entrance to the Pharos . Battle . This can be a difficult battle because Hydro will constantly inflict Fear , which causes the party to lose massive amounts of MP . Hydro usually picks one character off until they die . He moves slowly . As Hydro is an undead enemy it is weak to healing magick . Strategy . The party should dispel its Haste and then use Quickenings . It is good to have a supply of Phoenix Downs . Hydro usually picks one character off until they die and as he moves slowly the player can use this for advantage by equipping a bait with a gun and have him become his target , then run around keeping Hydro distracted . Another strategy is to cast Reflect on the party , then cast the party ' s strongest healing spells ( Curaja is recommended ) and reflect them off the characters to hit Hydro . Hydro uses Darkra , which deal moderate Dark damage . The player can exploit this by equipping Black Mask that absorbs Dark damage , which is available at Balfonheim Port . This battle can be made easier by giving someone the Holy Lance and inflicting Berserk on them . Hydro is susceptible to Slow and Oil . Exploiting the Nihopalaoa + Remedy will instantaneously inflict them to it . Even if Holy Lance is not present to equip , Firaga will surely deal massive damage onto it , but casting it would take time because Hydro is prone to use Fearga and thus greatly reduce the party ' s MP .