
Lady Luck
Do you feel lucky? You'd better, when Lady Luck is on your side. Her primary abilities are the four Reels, which can result in a variety of effects. These all depend on the outcome of a slot machine, meaning it's up to the fates to decide whether the enemy suffer. On a particularly bad day, the booby prize Dud will knock off 75% of her allies' hit points. On the other hand, a deft spin of the reels may result in the likes of Ultima decimating her opponents. The lucky lady also brandishes the most fearsome of weapons: a set of enormous fluffy Dice. These special cubes have the power to break through enemy defences, ensuring hits against even the toughest of foes, but again the effectiveness is all down to chance.
Lady Luck scores big when the battle ends, with the ability to double the amount of experience, items, and gil received. She is also able to play with the minds of her victims, inflicting mass confusion or even convincing them to walk away via Bribe. Though she may not be the most obvious choice to take into battle, her strengths ensure that there's never a routine encounter with Lady Luck.
Pros
- A wide range of abilities
- Reels cost 0MP
- Dice skills deal special non-physical, non-magical damage
Cons
- Somewhat unpredictable skills
- Dud is always a possiblity
Acquisition
Win the Sphere Break tournament in Chapter 3, or beat Shinra in Chapter 5.
Summary
| Name | Prerequisite | AP | Name | Prerequisite | AP | |
|---|---|---|---|---|---|---|
| Attack | - | *** | Bribe | - | 40 | |
| Two Dice | - | 20 | Four Dice | Two Dice | 100 | |
| Attack Reels | - | *** | Magic Reels | - | 70 | |
| Item Reels | Magic Reels | 80 | Random Reels | Item Reels | 120 | |
| Luck | - | 30 | Felicity | Luck | 40 | |
| Tantalise | - | 60 | Critical | Felicity | 160 | |
| Double EXP | - | 80 | SOS Spellspring | Four Dice | 30 | |
| Gillionaire | Double EXP | 100 | Double Items | Gillionaire | ??? |
Abilities
| Attack | ATB | |
|---|---|---|
| MP | 0 |
| Charge | None | |
| Recover | 100% | |
| Learning | ||
| AP | N/A | |
| Prerequisite | N/A | |
The standard physical attack executes at long-range, presumably by skimming sharpened cards or something. | ||
| Bribe | ATB | |
| MP | 0 |
| Charge | 80% | |
| Recover | None | |
| Learning | ||
| AP | 40 | |
| Prerequisite | N/A | |
Persuade an enemy to leave battle by offering it gil. If you offer enough, it will flee the scene and leave behind a stash of items or equipment. The items you receive, and the amount of money needed to succeed, depend on the target; they usually require five or more times their HP. Flashing the cash and spending much more yields more reward. It's worth noting that a bribed enemy does not give out any spoils after the battle. | ||
| Two Dice | ATB | |
| MP | 4 |
| Charge | 130% | |
| Recover | None | |
| Learning | ||
| AP | 20 | |
| Prerequisite | N/A | |
Attack one enemy of your choice based on the roll of two dice. The numbers rolled are added together to give the total number of hits. The first hit will deal (girl's level x 2) special damage, penetrating defence with perfect accuracy, and the remaining hits will follow in a rapid chain. Damage is doubled if the two numbers rolled were the same, and multiplied by 20 if they were both 1. | ||
| Four Dice | ATB | |
| MP | 8 |
| Charge | 130% | |
| Recover | None | |
| Learning | ||
| AP | 100 | |
| Prerequisite | Two Dice | |
An upgraded version of Two Dice which can decimate an entire group at once. This time four dice are rolled, and the hits distributed randomly across the enemy party. The first hit deals damage equal to the user's level, penetrating defences. Damage is doubled if all four dice turn up the same number, and multiplied by a whopping 100 if they're all 1. | ||
| Attack Reels | ATB | |
| MP | 0 |
| Charge | 130% | |
| Recover | None | |
| Learning | ||
| AP | N/A | |
| Prerequisite | N/A | |
A spin of the reels determines the outcome of this action, which potentially results in instant victory for 0MP. Up to five attacks may result, decided by five lines of icons - three horizontal and two diagonal. The numbers on the end of each line determine the order in which they act, with 1 (the centre row) being the first and 5 (a diagonal) the last. The effects are given on the Attack Reels payout list. | ||
| Magic Reels | ATB | |
| MP | 0 |
| Charge | 130% | |
| Recover | None | |
| Learning | ||
| AP | 70 | |
| Prerequisite | N/A | |
Another slot machine system, which acts in the same way as Attack Reels but results in an selection of black and white magic. The effects are given on the Magic Reels payout list. | ||
| Item Reels | ATB | |
| MP | 0 |
| Charge | 130% | |
| Recover | None | |
| Learning | ||
| AP | 80 | |
| Prerequisite | Magic Reels | |
Yet another gamble, this time resulting in the use of some items for either offensive or defensive purposes. The items used do not come from the party's inventory, so those light of pocket need not worry about running out. The effects are given on the Item Reels payout list. | ||
| Random Reels | ATB | |
| MP | 0 |
| Charge | 130% | |
| Recover | None | |
| Learning | ||
| AP | 120 | |
| Prerequisite | Item Reels | |
The fourth and final Reels offer a variety of potential actions for the true gambler-on-the-edge. The effects are given on the Random Reels payout list. | ||
| Luck | ATB | |
| MP | 8 |
| Charge | 100% | |
| Recover | None | |
| Learning | ||
| AP | 30 | |
| Prerequisite | N/A | |
Raises the girl's Luck by ten levels. Exactly what it affects is rather vague, as it seems to have no effect on Dice skills, but it does at least increase the chance of dealing critical hits. The effect lasts even if she changes dressphere. | ||
| Felicity | ATB | |
| MP | 8 |
| Charge | 100% | |
| Recover | None | |
| Learning | ||
| AP | 40 | |
| Prerequisite | Luck | |
Raises the entire party's Luck for the same MP cost as its sister ability, but by only three levels. As usual, this effect lasts until the end of battle. | ||
| Tantalise | ATB | |
| MP | 0 |
| Charge | 110% | |
| Recover | None | |
| Learning | ||
| AP | 60 | |
| Prerequisite | - | |
The Lady Luck dressphere isn't exactly the most subtle, and sometimes a girl just has to capitalise on her assets. And I'm not talking about Bribe. By adopting a suitably alluring pose, it's possible to send the entire enemy party aflutter and inflict Confusion for absolutely no MP. It may not be the most useful ability in a pinch, but it can help defeat armies of human foes without bother. | ||
| Critical | ATB | |
| MP | N/A | |
| Charge | N/A | |
| Recover | N/A | |
| Learning | ||
| AP | 160 | |
| Prerequisite | Felicity | |
With this auto-ability learned, Ms. Luck will always deal critical damage. As such, it's certainly better to have than not, but the only thing it affects is the standard Attack. Dice rolls can never be critical. | ||
| Double EXP | ATB | |
| MP | N/A | |
| Charge | N/A | |
| Recover | N/A | |
| Learning | ||
| AP | 80 | |
| Prerequisite | - | |
Oh, baby. This auto-ability is a must for anyone looking to get ahead, as it simply doubles the rate at which the lucky lady levels up. The post-battle debriefing still lists the regular amount of EXP, but it is added to her status twice over. | ||
| SOS Spellspring | ATB | |
| MP | N/A | |
| Charge | N/A | |
| Recover | N/A | |
| Learning | ||
| AP | 30 | |
| Prerequisite | Four Dice | |
A real life-saver. This completely removes the MP cost on the user's abilities whenever she slips into Critical status (yellow HP). This is all-too-easily done as a result of a failed Reels, so even the most health-conscious will make use of this auto-ability. For a real kick, equip a Lore accessory or use certain Garment Grids to have skills from other dresspheres available for 0MP too. | ||
| Gillionaire | ATB | |
| MP | N/A | |
| Charge | N/A | |
| Recover | N/A | |
| Learning | ||
| AP | 100 | |
| Prerequisite | Double EXP | |
Get rich quick by earning twice as much gil after battles. It takes a while before its effects really become noticable, but frequent users of Lady Luck will reap the benefits over time. | ||
| Double Items | ATB | |
| MP | N/A | |
| Charge | N/A | |
| Recover | N/A | |
| Learning | ||
| AP | ??? | |
| Prerequisite | Gillionaire | |
Completing the set of "thing doublers," this auto-ability increases the number of regular items (not equipment, unfortunately) awarded after battle. Handy in any situation, whether to keep a good stock of Potions or when gathering rare goods. | ||
Statistics
| Level | HP | MP | Str | Def | Mag | MDef | Agi | Eva | Acc | Luck |
|---|---|---|---|---|---|---|---|---|---|---|
| 2 | 147 | 46 | 12 | 24 | 17 | 37 | 52 | 3 | 120 | 18 |
| 3 | 181 | 49 | 13 | 24 | 18 | 37 | 52 | 3 | 120 | 18 |
| 4 | 215 | 53 | 15 | 24 | 19 | 38 | 52 | 3 | 120 | 19 |
| 26 | 900 | 121 | 43 | 26 | 42 | 44 | 55 | 5 | 123 | 25 |
| 45 | 1390 | 174 | 66 | 27 | 60 | 49 | 57 | 6 | 124 | 30 |
| 50 | 1503 | 188 | 72 | 28 | 65 | 51 | 58 | 7 | 125 | 32 |
| 70 | 1891 | 237 | 94 | 28 | 82 | 55 | 59 | 7 | 125 | 36 |
| 80 | 2046 | 260 | 106 | 29 | 91 | 58 | 60 | 7 | 126 | 38 |















