nyuuzyou/wikis huggingface dataset:
Lycopodium (NPC)

== Walkthrough ==
These mini-quests will not show in a player's quest log. 
They reward access to using the Sparkling Light in three select present-day areas, so that players may easily pass ledges or gates that would otherwise demand a far longer roundabout journey.
To begin use of this teleport service, players must first visit one of the corresponding Lycopodium (NPC) in the Shadowreign era.
This will give a short cutscene and the message: "Your memory is engraved with an image of your surroundings and the fragrance of flowers...".
When returning to the same spot in the present, the Lycopodium will be replaced by a Sparkling Light. Trade the Sparkling Light one of the following flowers each time to revisit the memory and use the teleport:
::* Amaryllis
::* Asphodel
::* Carnation
::* Casablanca
::* Cattleya
::* Dahlia
::* Lilac
::* Marguerite
::* Olive Flower
::* Phalaenopsis
::* Rain Lily
::* Snow Lily
::* Sweet William
The Sparkling Light teleports the player to the following locations:
:*North Gustaberg: Either the top or the bottom of Drachenfall.
:*Batallia Downs: The top of the hill that leads to Beaucedine Glacier and the northern-most entrance to The Eldieme Necropolis.
:*Garlaige Citadel: Over the broken stairs to the map behind Banishing Gate #2.
==North Gustaberg (S)==
Located at (F-9) midway down the ramp connecting the west and eastern halves of the zone. Check the Lycopodium (NPC) for a brief cutscene. In the present-day, this teleport will transport the player between the western and eastern halves of North Gustaberg which are normally divided by a sheer cliff.
==Batallia Downs (S)==
Located at (F-6) halfway up a set of stairs. Check the Lycopodium (NPC) for a brief cutscene. In the present-day, this teleport will transport the player between the lower and top sections of a ledge separating northwest and southern Batallia Downs.
==Garlaige Citadel (S)==
Located at (E-8) on map #3 behind the Heavy Iron Door at (G-9) of map #2. Check the Lycopodium (NPC) for a brief cutscene. In the present-day, this teleport will transport the player through Banishing Gate #2, and onto the 3rd and 4th map of Garlaige Citadel.
Category:Mini-Quests
Lycurgos

Category:Ambuscade Rewards
Category:Pulse Panoplia
==Notes==
*Grants access to Steel Cyclone regardless of skill level or completion of The Weight of Your Limits.
*"TP Bonus based on current HP" is: TP Bonus = Current HP 5
**This caps at +1000 TP Bonus (current HP at 5000+).
**Applies to all Weapon Skills, not just the linked Weapon Skill.
Lyft Crossbow

== Notes ==
* Hidden Effect: MND+1 and Weapon Skill Damage+1% or Magic Attack Bonus+1 for every party member over the second.
** Maximum of MND+4 and Weapon Skill Damage+4% for a full party.
** This was originally hypothesized to be TP Bonus, but Weapon Skill Damage or Magic Attack Bonus seems to fit the numbers better.
== References ==
* Lyft Crossbow Testing (Shadida, BG)
Category:Hidden Effect
M.Abjuration: Bd.

==Notes==
*Trade an Martial Abjuration: Body and a Cursed Cuirass or a Cursed Cuirass -1 to Alphollon C Meriard at (L-6) in Northern San d'Oria to obtain an Koenig Cuirass or an Kaiser Cuirass
==Related Links==
*Martial Abjurations
*Koenig Armor Set
*Kaiser Armor Set
Category:Abjurations
M.Abjuration: Ft.

==Notes==
*Trade a Martial Abjuration: Feet and a Cursed Schuhs or a Cursed Schuhs -1 to Alphollon C Meriard at (L-6) in Northern San d'Oria to obtain a Koenig Schuhs or a Kaiser Schuhs.
==Related Links==
*Martial Abjurations
*Koenig Armor Set
*Kaiser Armor Set
Category:Abjurations
MP Drainkiss

==Notes==
*Affected by Blue Magic Skill and Magic Accuracy.
*Soft cap at 165MP before Magic Bursts / Day and Weather/Elemental Affinity effects.
*Elemental Affinity and Elemental Obis affect both accuracy and amount of MP drained.
*Magic Burst affects both accuracy and amount of MP drained.
*INT increases Magic Accuracy in general, but is not a modifier of this spell.
*Unlike Magic Hammer, MP drained is not enhanced by Magic Attack Bonus.
*A positive Monster Correlation (vs Birds) or a negative Monster Correlation (vs Aquans), affects both accuracy and potency.
*When learning, not to be confused with TP Drainkiss (Steals an enemy's TP).
==Spell Obtainment==
Category:Blue Magic
Category:Spells
Maat

Maat is involved in the Limit Break series of quests.
====Starts Quests/Missions====
* In Defiant Challenge - Limit Break 1 (50 → 55)
* Atop the Highest Mountains - Limit Break 2 (55 → 60)
* Whence Blows the Wind - Limit Break 3 (60 → 65)
* Riding on the Clouds - Limit Break 4 (65 → 70)
* Shattering Stars - Limit Break 5 (70 → 75)
* Beyond the Sun - Maat's Cap
====Involved in Quests/Missions====
* Beat Around the Bushin
category:characters
Maat (S)

====Headhunting====
*Influenced by trading any of the 15 present day mainland job testimonies.
*Appears in East Ronfaure (S), North Gustaberg (S), or West Sarutabaruta (S) when unaligned, and within respective cities when aligned with a nation.
====Notes====
*Sometimes assisted by Degenhard.
*Has a very high counter rate.
*Has a very strong Auto Regen.
*Uses the following weapon skills:
**Asuran Fists
**Spinning Attack
**Bear Killer
**Tackle
Category:Freelancer
Category:Campaign Battle NPCs
Mac Installation Guide

__ToC__	
Note: This guide was written for Apple Silicon, i.e., MacBook Pro M3. If you're using an old Mac with Intel CPU, you can install Windows on the machine with Bootcamp.
=Introduction=
Overview	Overview
This guide won't dive as deep as my Linux Installation Guide, because let's face it, setting up Windows on a virtual machine is a much simpler affair. Just install Windows, download the game, and you're good to go.	
==What is Parallels==
Parallels is a user-friendly virtualization software that supports Windows 11, making it ideal for running applications and games like Final Fantasy XI on Mac M1 devices.
= How to Install =
To get started, follow these steps:
= Obtain Parallels =
* Trial or Purchase: Sign up for a 14-day trial or purchase a license for Parallels (at the time of writing, it's version 19). The Pro version is recommended for Mac mini M1, MacBook Pro M1, or Mac Studio M1 to utilize higher CPU core counts.
= Set Up Windows 11 VM =
* Installation: 
Choose Windows 11 installation within Parallels. The installer will download and set up Windows 11 for you. Alternatively, you can obtain the VDHX file from the Windows Insider Program if you prefer a preview build for Windows 11 ARM.
* Configure VM Settings:
 CPU Cores: Set to 4 or 6 cores depending on your preference and system capability.
 RAM Allocation: Allocate at least 6GB RAM to the VM, adjusting as needed.
 Other Settings: Keep other settings as default unless specified otherwise.
= Install Final Fantasy XI =
* Download and Install: Once Windows 11 is running, proceed to download Final Fantasy XI and install it as you would on a native Windows machine.
* Patch: After installation, patch the game to ensure it is up to date.
=Notes=
* Compatibility: This setup is confirmed to work with the latest Windows 11 and Parallels 19. The guide was originally written for Parallels 17.
* While we've walked through the steps for running the game on a VM (virtual machine), it may run on alternatives like VMware Fusion, Wine, Crossover, or UTM.
=Resources=
* Parallels
==Credit==
* Guide was based on Reddit post made by Rinuko.
Category:Guides
Macchi Gazlitah

Note: There is a ticker that ticks every second that reduces her earnings. To change from the T1 to the T2 shop, you need to buy 10,000 Gil+ worth of stuff from her and wait 50min (game day) then buy a little from her again.
Similarly, you need to buy 250,000 Gil+ worth of items from her after she levels up and wait for 50min (game day) again and buy a bunch of stuff from her again so she can level up.
It is unknown how much gil per second is reduced. Source: Final Fantasy XI Guild Masters Guide
 During the New Years special events she may have a permanent level 3 shop status, which includes a 10% price reduction compared to the Tier 3 shop table below.
==Tier 1 shop==
==Tier 2 shop==
==Tier 3 shop==
Category: Vendor
Category:Jeuno NPCs
Machine Outfitter

A category of NPCs whose purpose is to gives players quests to improve Martellos.
Vision of Abyssea 	Vision of Abyssea	Vision of Abyssea
Zone 	Position 	Name
Abyssea - Konschtat 	(I-13) 	
Abyssea - Tahrongi 	(H-12) 	
Abyssea - La Theine 	(E-4) 	
Scars of Abyssea 	Scars of Abyssea 	Scars of Abyssea
Abyssea - Attohwa 	(G-10) 	
Abyssea - Misareaux 	(K-7) 	
Abyssea - Vunkerl 	(F-4) 	
Heroes of Abyssea 	Heroes of Abyssea	Heroes of Abyssea
Abyssea - Altepa 	(K-5) 	
Abyssea - Uleguerand	(G-11) 	
Abyssea - Grauberg 	(D-14) 	
Category:Abyssea Service NPC Category:Abyssea NPCs
Machionage

====Involved in Quests====
*Gifts of the Griffon
====Involved in Missions====
*Proof of Valor
==Dialogue==
"I don't think any had imagined that the scattered beastmen would conspire to align with one another. And to organize an offensive, of all things! There must be a great and evil charisma at work..."
==Additional Information==
When this NPC was first introduced, he wore Leather Highboots. He currently wears Dancer's Shoes.
Category:Shadowreign NPCs
Macrocosmic Orb

==Notes==
*Used to enter Sacred Kindred Crest fights
*The remains in your inventory after the fight, but you cannot use it again.
==Used to Enter the Following Battlefields==
All battlefields are uncapped, allow up to six members, last 30 minutes, and allow the person trading the orb to select a difficulty for the battle (Very Easy, Easy, Normal, Difficult, Very Difficult).
Name 	
Zone 	
Reforged Armor item
Amphibian Assault II 	Sacrificial Chamber	Head (Rem's Tale Ch.1)
Jungle Boogymen II 	Sacrificial Chamber	Head (Rem's Tale Ch.1)
Kindred Spirits II 	Throne Room 	Body (Rem's Tale Ch.2)
Demolition Squad II 	Qu'Bia Arena 	Hands (Rem's Tale Ch.3)
Brothers D'Aurphe II 	Qu'Bia Arena 	Hands (Rem's Tale Ch.3)
Legion XI Comitatensis II 	Chamber of Oracles 	Legs (Rem's Tale Ch.4)
Dismemberment Brigade II 	Horlais Peak 	Feet (Rem's Tale Ch.5)
Grimshell Shocktroopers II	Waughroon Shrine 	Feet (Rem's Tale Ch.5)
Divine Punishers II 	Balga's Dais 	Feet (Rem's Tale Ch.5)
Category:SKCNM
Macu. Bangles +1

==Notes==
*Skillchain Bonus+11
*"Reverse Flourish"+12: Increases the square mod in the equation of TP return for Reverse Flourish by 12.
**TP Return = (95 + Reverse Flourish Bonus) × (Finishing moves) + (Square Mod)×(Finishing moves)^2 + 30×(Merit Level)
Category:Reforged Empyrean Armor +1
Macu. Bangles +2

==Notes==
*Skillchain Bonus+12
*"Reverse Flourish"+13: Increases the square mod in the equation of TP return for Reverse Flourish by 13.
**TP Return = (95 + Reverse Flourish Bonus) × (Finishing moves) + (Square Mod)×(Finishing moves)^2 + 30×(Merit Level)
Category:Reforged Empyrean Armor +2
Macu. Bangles +3

==Notes==
*Skillchain Bonus+13
*"Reverse Flourish"+14: Increases the square mod in the equation of TP return for Reverse Flourish by 14.
**TP Return = (95 + Reverse Flourish Bonus) × (Finishing moves) + (Square Mod)×(Finishing moves)^2 + 30×(Merit Level)
Category:Reforged Empyrean Armor +3
Maculele Bangles

==Notes==
*Skillchain Bonus+10
*"Reverse Flourish"+10: Increases the square mod in the equation of TP return for Reverse Flourish by 10.
**TP Return = (95 + Reverse Flourish Bonus) × (Finishing moves) + (Square Mod)×(Finishing moves)^2 + 30×(Merit Level)
Category:Reforged Empyrean Armor
Mag. Bazubands +1

Category:HandsCategory:Artifact Armor +1
==Notes==
*Likely a 10-12% increased chance of learning a spell since we know Reforged +1 say +12 which probably means 12%.
*You can skip upgrading to and go straight to the Reforged version by checking out the Reforged Artifact Armor page.
==Related Links==
*Magus Attire Set +1
Mage's Staff

== Obtaining Item ==
* 100% drop from the Enemy Leader on floor 100 if the person who started the run is on Black Mage. (It is possible to get a duplicate of the same weapon.)
* Potential drop from the Enemy Leaders on floors 20, 40, 60, and 80.
* Possible to drop from any normal Notorious Monster. (Not including Enemy Leaders on floors other than the ones listed above, Specified Enemies, Specified Enemy, Gears, or Ramparts.)
== Related Links ==
* The Myriad Arms of Balrahn
* Laevateinn
* An Imperial Heist
* Unlocking a Myth (Black Mage)
Category:Vigil Weapons
Magic Accuracy

Upon casting a spell on an enemy target, the caster's Magic Accuracy is compared to the target's Magic Evasion to determine Magic Hit Rate (and the Resist rate or distribution of Resist states) for Magic. 
At a hit rate above 50% (resist rate below 50%), Magic Accuracy +1 = Magic Hit Rate +1% on a single-state spell (no resist states) up to the 95% cap. Below 50% Magic Hit Rate, +1 Magic Accuracy = +0.5% Magic Hit Rate.
There are several components of Magic Accuracy:
* Total relevant magic skill (Enfeebling, Elemental, etc.)
** 1 Skill = 1 Magic Accuracy
** Magic Accuracy for Songs is proportional to the sum of Singing skill and Instrument skill for the equipped instrument type, but it is unclear whether there is a further modifier.
 dSTAT's effect on Magic Accuracy
dSTAT 	MAcc 	# dSTAT:1 MAcc
< -70 	-30 	-
-70 ~ -30	-30 ~ -20	4
-30 ~ -10	-20 ~ -10	2
-10 ~ +10	-10 ~ +10	1
+10 ~ +30	+10 ~ +20	2
+30 ~ +70	+20 ~ +30	4
≥ +70 	+30 	-
* dSTAT : The difference between the caster's and target's relevant base stat.
** dSTAT is a piecewise function which caps at ±30 Magic Accuracy at ±70 dSTAT. Magic Accuracy gains from dSTAT are still subject to the Magic Hit Rate equation.
** The associated stat varies based on the type of magic spell:
*** INT in the case of Black Magic
*** MND in the case of White Magic
*** CHR in the case of Songs.
*** AGI in the case of Quick Draw
*** Ninjutsu accuracy is not affected by any dSTAT.
* Magic Accuracy Skill from mainhand weapon only
** 1 Magic Accuracy Skill = 1 Magic Accuracy
* Magic Accuracy from equipment, Job Abilities, Atma, Atmacite, etc.
** There is a vast selection of gear options with magic accuracy: a table listing all of them at once would be cumbersome and difficult to navigate. 
** Search for Magic Accuracy gear on FFXIAH (search options can be further specified by job, level, etc. using the advanced search options at the top of the page).
== Related Links ==
*Magic Accuracy Food
*Kaeko's Magic Accuracy information compilation (Kaeko, BG)
*CDF's Magic Accuracy Information (CDF, Blog)
*Skill/MAcc relationship >200 (CDF, Blog)
*INT Testing (Lute, JP Blog)
*Magic Evasion
*Magic Hit Rate
Category:Game MechanicsCategory:Derived Stats
Magic Accuracy Skill

Magic Accuracy Skill is a 1:1 ratio of skill:magic accuracy.
*This is different from how melee based combat skills calculate accuracy in tiers, and at less than 1:1 after 200 skill.
*This attribute is found on all item level weapons that can be equipped in the main hand.
*Only the main hand weapon's Magic Accuracy Skill affects Magic Accuracy, for Dual Wield balance.
See also:
*Magic Hit Rate
==References==
*The original explanation regarding the introduction of the Magic Accuracy Skill statistic on weapons equating +1 Magic Accuracy Skill to +1 Magic Accuracy is the correct interpretation of its operation: 2013 Dev post, English notes, 2013 Dev post, Japanese version.
*Dev Post, 2016, BG Forum dev post translation
**This is incorrect, the values shown here are assuming +1 Magic Accuracy Skill = 0.5 Magic Accuracy above and below 50% hit rate.
*Lute's Blog testing in response to Dev post, part 1
*Lute's Blog testing in response to Dev post, part 2
**If the magic accuracy return were actually 2:1 as the Dev post claims then Lute would have seen a drastic difference in their results.
***This also would make no logical sense given that it would give magic accuracy a significant decrease in gains compared to melee skill accuracy increases.
****Mages by design often have to hit somewhat similar quantities of magic accuracy against endgame foes as a melee player would. All of which depend on the foe's level, INT, and Resistance Rank. Further, the magic accuracy+ on equipment for mages is very similar to that of melees in quantity.
*****E.g. V20 Ongo requires a melee hit rate of ~1,241 to cap while a bursted earth spell requires 1,222 magic accuracy or a free nuke requires 1,365. A magic accuracy skill of 2:1 on a weapon would make a dramatic difference in hitting these numbers.
*****We do not observe this handicap in endgame, and the testing verifies the Dev post is confused, and incorrect.
Magic Affinity

Magic Affinity is a term used on Magian Staves that is designed to emulate the element-specific effects of the ever-popular level 51 elemental staves. These are not actually the same term in the damage equation, though they have the same effect in most cases. Affinity (Magic Damage and Magic Accuracy) was then also used as a potential Atma stat, and seems likely to retain a major role in mage playstyle in the future.
Affinity, specifically, was used to break apart the elemental staff bonuses into different portions, so that they could be adjusted independently of each other. So while Aquilo's Staff gives -3 Ice perpetuation, +15% Ice damage, and +15 Ice Magic Accuracy, an Ice Magian Staff would only give a large benefit to one of those, but with that bonus increasing as the level of the staff increases. Also, similarly to an Aquilo's Staff, it would give a penalty to the "weak" element (wind in this case) equal to bonus it gives to the appropriate element.	
=== Perpetuation Cost ===
"Elemental Affinity: Perpetuation Cost -6" means that any avatar or spirit with the appropriate element has their upkeep reduced by 6MP/tick, to a minimum of 0 (or 1, if you count the first tick of Auto Refresh).
=== Magic Damage ===
Staves that say things like "Elemental Affinity: Magic Damage +X" actually give an (X+1)*5% bonus to spell damage of the matching element. This is applied in a separate step from other bonuses.
In the case of the opposing "weak" element, they receive a penalty equal to what the bonus would have been otherwise.
=== Magic Accuracy ===
Staves with "Elemental Affinity: Magic Accuracy +X" actually give (X+1)*5 Magic Accuracy to spells of the appropriate element. They are assumed to give an equal penalty to the "weak" element.
Affinity	Perpetuation Cost	Magic Damage	Magic Accuracy
1 	-2 	+10% 	+10
2 	-3 	+15% 	+15
3 	-4 	+20% 	+20
4 	-5 	+25% 	+25
5 	-6 	+30% 	+30
6 	-7 	+35% 	+35
== Related Links ==
* Magic Damage
* Staff Trials
* Atma
== References ==
* Affinity Testing (Jimothy and zagex, BG)
Category:Game Mechanics
Magic Barrier

==Notes==
*Magic damage absorbed is equal to the total Blue Magic Skill of the caster.
*Is overwritten by and does not overwrite Stoneskin effects.
**Including Diamondhide and the stoneskin received from Afflatus Solace cures.
*Is also overwritten by Rampart.
*Is not overwritten by, and works along with One for All.
==Spell Obtainment==
Category:Spells Category:Blue Magic
Magic Damage (Statistic)

Magic Damage is a new gear statistic present on level 99 (Item Level 100+) mage equipment starting with the July 2013 version update. This statistic uniquely modifies the damage dealt by magic spells by adding directly to the spell's base damage rather than adding to a multiplier which determines the spell's damage. Because of this, on a percentage basis, the overall impact which "Magic Damage" has on a spell's final damage will be dramatically higher on spells with lower base damage (low tier nukes, Helix spells, etc.).
This statistic is present in the highest quantities on weapons utilized for casting spells (staves and clubs), but is also present in smaller quantities on certain pieces of armor.
 
In the equation for calculating Magic Damage, "Magic Damage" from equipment is added directly to the "D" term before any multipliers are applied.
 
==Equipment Bonuses==
 
Item 	Level	Slot 	Jobs 	Amount
Lathi 	99 	Weapon	BLM 	232
Atinian Staff +1 	99 	Weapon	BLM SCH GEO 	205
Atinian Staff 	99 	Weapon	BLM SCH GEO 	195
Baqil Staff* 	99 	Weapon	WHM BLM RDM BRD SMN SCH GEO 	173
Lehbrailg +1 	99 	Weapon	WHM BLM RDM BRD SMN SCH GEO 	151
Soothsayer Staff 	99 	Weapon	WHM BLM RDM BRD SMN SCH GEO 	151
Tamaxchi 	99 	Weapon	WHM BLM RDM SMN BLU SCH GEO 	99
Voay Staff +1 	99 	Weapon	WAR MNK WHM BLM PLD BRD DRG SMN SCH GEO	97
Voay Staff 	99 	Weapon	WAR MNK WHM BLM PLD BRD DRG SMN SCH GEO	86
Forefront Staff 	99 	Weapon	BLM SCH GEO 	75
Lehbrailg 	99 	Weapon	WHM BLM RDM BRD SMN SCH GEO 	65
Voay Staff -1 	99 	Weapon	WAR MNK WHM BLM PLD BRD DRG SMN SCH GEO	65
Dowser's Wand 	99 	Weapon	GEO 	62
Forefront Wand 	99 	Weapon	WHM BLM RDM SMN BLU SCH GEO 	43
Buremte Hat 	99 	Head 	WHM BLM RDM BRD SMN SCH GEO 	35
Amalric Nails +1 	99 	Feet 	BLM RDM SMN BLU SCH GEO 	20
Ghastly Tathlum +1	99 	Ammo 	All 	11~21
Amalric Nails 	99 	Feet 	BLM RDM SMN BLU SCH GEO 	10
Ghastly Tathlum 	99 	Ammo 	All 	10
Bane Cape 	99 	Back 	BLM 	10
Bookworm's Cape 	99 	Back 	SCH 	10
Hagondes Pants 	99 	Legs 	BLM RDM SMN BLU SCH GEO 	10
Weatherspoon Robe 	99 	Body 	WHM BLM RDM BRD SMN BLU PUP SCH GEO RUN	10
Ghostfyre Cape 	99 	Back 	RDM 	6
Category:Game Mechanics
 *Can be augmented by Prah Janimhar to give it +15 more Magic Damage using Flashfrost Naakual paragon.
Magic Evasion

==Description==
Analogously to physical evasion and accuracy, a target's Magic Evasion is compared to a caster's Magic Accuracy to determine Magic Hit Rate, or Resist state distribution in the case of spells with resist states. In general, +2 Magic Evasion is assumed to give +1% Resist rate below a 50% resist rate, and +2% Resist rate above a 50% resist rate. This is why there is a large difference between having "almost enough" resist gear to resist a monster reliably, and having "enough."
Effectively, each additional point of target magic evasion requires an additional point of caster magic accuracy to compensate. 
*When a magic attack is "evaded," the effect of the spell will be resisted, either in part or completely (see below). Magical damage can only be resisted in part, while enfeebles can be resisted either in part (for a reduced duration) or completely.
*Magic Evasion is the sum of several quantities including the following:
**Magic Evasion & Elemental Resistance from Equipment/Atma/Barspells
***Elemental Resistance gives 1 Magic Evasion for the appropriate element (i.e. "Magic Evasion +5" on gear can be treated as "All Resistances +5"). While this is true consider the following
***If have a high amount of of magic evasion and elemental resistance, you can get up to a full resist, meaning you take only 1/8th of the damage. (i.e. you're using a Carrier's Sash for example with high MEVA)
***If you have a high amount magic evasion but no elemental resistance, you can get (at best) a partial resist, meaning you take only 1/4th of the damage.
***If you have some elemental resistance, but your ratio versus the attack is negative, you can get (at best) a half resist, meaning you take 1/2th of the damage.
****For more information check the Resist pages as it defines how this all works in more details.
**"Magic Evasion" base amount treated like a combat skill
***Players have G rank magic evasion, monsters have C rank.
***Refer to Combat Skill Cap table.
**dSTAT (INT, MND, CHR, or AGI, depending on the type of magic) factors into the comparison between Magic Evasion and Magic Accuracy.
***Effect is explained on the Magic Accuracy page. Only considered once.
==Related Links==
*Magic Accuracy
*Magic Hit Rate
==References==
*Martel's testing of resistances tiers and magic evasion interactions
Category:Game MechanicsCategory:Derived Stats
Magic Fruit

== Notes ==
*Roughly the equivalent of Cure IV.
*Soft cap of 550 HP restored with a hard cap of 610.
*Healing Magic Skill acts as a multiplier.
**One MND is equivalent to three VIT or five Healing Magic Skill. 
***1 MND is equal to 1.5 HP and 1 VIT is equal to 0.5 HP.
****See the cure formula page for more details.
*Amount healed is doubled by Divine Seal.
*Enhanced via cure potency equipment.
*Enhanced via Light Staff and other elemental affinity pieces.
*Not affected via day/weather effects/obis.
==Spell Obtainment==
==Related Links==
*Cure Calculator
Category:Blue Magic
Category:Spells