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Abilities and Accessories

The interplay between Abilities, Auto Abilities and Accessories is unique to Last Mission, and while there is an in-depth explanation provided in the tutorial, it’s worth going over how it functions in even greater detail on this page.

AbilitiesRegular abilities are “moves” you can use, and they are activated when you wear the corresponding Dressphere. Check out the Dresspheres and Strategies page to see which Dresspheres you can use to apply each ability or refer to the Abilities list at the bottom of this page.
Auto-AbilitiesWhen you equip a certain set of Dresspheres or the proper Accessory, it will apply an Auto-Ability to your character.
AccessoriesAs you earn Ability Points (AP) by defeating enemies, you’ll slowly earn AP towards the Auto-Abilities that you have activated. Once you’ve met the AP requirement, an Accessory will spawn that provides the Auto-Ability matching what the Dresspheres provided. For example, if you equip a Gunner and Dark Knight Dressphere, you’ll gain the Ability IconConfuseproof Auto-Ability. Once you’ve earned 55 AP towards the Confuseproof Auto-Ability, a Accessory IconRune of Sanity accessory will spawn, and this accessory also provides Confuseproof. Now you can equip the accessory instead of the Dresspheres (if you choose). The accessory drops on the floor where you’re standing rather than going into your inventory, so pick it up, and remember that it only works once it’s equipped.

You can equip a maximum of 2 accessories, and you can earn accessories that will help you keep an Auto-Ability active even if you deactivate the Dresspheres. For example, you can equip a Songstress, Thief, and Psychic to trigger the Ability IconEvade Traps Auto-Ability, and after a while, a Accessory IconStealth Cape will spawn. The three Dresspheres you need to equip to get a Stealth Cape aren’t great, so once you’ve obtained it, you can drop them and save a lot of inventory space.

Menu screen in Last Mission covering Dresspheres, Status, Items and Auto-Abilities

Important Auto-Abilities

TierAuto-AbilityWhy
EssentialAbility IconEvade Traps

Traps present a real annoyance as you work your way through each floor. From causing damage, to immobilizing you, to warping you to random areas of the floor, or the worst one of all, the potential to drop you back down to the floor below. It’s recommended that you work toward some form of trap defense early, and the Evade Traps Auto-Ability is the best option; you can gain it by equipping a Accessory IconStealth Cape.

Other alternatives to this Auto-Ability include:

Ability IconTriple Attack

You can gain this Auto-Ability by equipping a Accessory IconTriple Tiara, and it allows you to attack three times in a single turn. To say this accessory is a huge damage boost would be putting it mildly. The damage boost is crazy, and it’s worth saving a permanent accessory slot for this one when you get it on Floor 44.

Very UsefulAbility IconConfuseproof
Ability IconDoomproof

These two statuses can cause real problems. Doom will start a countdown over your head that KOs you when it reaches zero, and Confuse will leave you open to drinking harmful potions from your own inventory. You can keep the two related accessories on hand (Accessory IconRune of Sanity and Accessory IconLongevity Charm) or equip the proper Dresspheres to keep the Auto-Ability active in the rooms where enemies use it. These enemies are identified in the Floor-by-Floor Guide.

Ability IconMP Heal Over Time

This Auto-Ability is a huge quality-of-life improvement. You may not have the accessory space to equip a Accessory IconWaxing Moonstone, but depending on your Dressphere setup, you can keep a Black Mage, Dark Knight, and Gun Mage equipped pretty easily, which will also keep this Auto-Ability active. You’ll gain so much MP by walking around that you’ll be able to cast heals any time you want and be constantly making use of Dressphere abilities.

SituationalAbility IconFireproof
Ability IconIceproof
Ability IconLightningproof

These Auto-Abilities are not required, and you can get through rooms easily without them, but they offer some solid protection in rooms where enemies attack you with the respective element-based attacks, and this can be helpful if you’re using a Dressphere with low HP.

Not Required

Everything else is less useful or not required.

Full Auto-Ability and Accessory List

A full list of the Auto-Abilities and accessories you can get in Last Mission. You can activate an Auto-Ability by equipping the right combination of Dresspheres, which also earns AP toward creating its accessory, or get the accessory itself by stealing from the Founder, buying it from an item shop, digging it up with Yuna’s Trainer Dressphere, or finding it in a chest.

Auto-AbilityDetails
Ability Icon1/2 DamageEffect: Damage received is halved.
Dresspheres: Gun Mage, White Mage, Mascot
Accessory: Accessory IconSoldier’s Bandana (87 AP, 15,700 gil)
Ability Icon1/2 MP CostEffect: MP cost of abilities is halved.
Dresspheres: Four of the same Dressphere
Accessory: Accessory IconSpellspinner Ring (70 AP, 28,000 gil)
Ability Icon50% DiscountEffect: Buy shop items at a 50% discount.
Dresspheres: Warrior, Samurai, Dark Knight
Accessory: Accessory IconVIP Card (70 AP, 29,100 gil)
Also Found: Chest in secret rooms 6, 7, and 11
Ability IconAccuracy TrainingEffect: Accuracy goes up easier.
Dresspheres: Gun Mage, Songstress
Accessory: Accessory IconThird Eye Rune (50 AP, 5,000 gil)
Also Found: Dig it up with Yuna’s Trainer ability
Ability IconBerserkproofEffect: Prevent berserk.
Dresspheres: Thief, Festivalist
Accessory: Accessory IconFlower Hairpin (40 AP, 7,500 gil)
Ability IconBOOM GuardEffect: Prevent items from going BOOM.
Dresspheres: None
Accessory: Accessory IconSafety Pouch (21,600 gil)
Also Found: Secret item in item shops on Floors 36 to 55
Ability IconCannon ArmEffect: “Throw” deals double damage.
Dresspheres: None
Accessory: Accessory IconAce Gloves (9,800 gil)
Also Found: Steal from the Founder on any floor ending in 6, except Floor 66
Ability IconConfuseproofEffect: Prevent confusion.
Dresspheres: Gunner, Dark Knight
Accessory: Accessory IconRune of Sanity (55 AP, 6,800 gil)
Ability IconCritical UpEffect: More chance of critical hits (triple damage).
Dresspheres: None
Accessory: Accessory IconValkyrie Nails (17,000 gil)
Also Found: Steal from the Founder on any floor ending in 4, except Floor 44
Ability IconCurse GuardEffect: Prevents items from being cursed.
Dresspheres: Lady Luck, Festivalist
Accessory: Accessory IconHex Ward (40 AP, 8,800 gil)
Ability IconDarkproofEffect: Prevent darkness.
Dresspheres: Samurai, Festivalist
Accessory: Accessory IconRadiant Mascara (55 AP, 5,500 gil)
Ability IconDarktouchEffect: Attacks sometimes cause darkness.
Dresspheres: Gun Mage, Dark Knight
Accessory: Accessory IconDusk Choker (60 AP, 3,500 gil)
Ability IconDefeat To Heal HPEffect: Restores HP when you defeat an enemy.
Dresspheres: Warrior, Songstress
Accessory: Accessory IconAsuran Seal (65 AP, 2,400 gil)
Ability IconDefeat To Heal MPEffect: Restores MP when you defeat an enemy.
Dresspheres: Gunner, Festivalist
Accessory: Accessory IconLarva Claw (75 AP, 4,900 gil)
Ability IconDefensive TrainingEffect: Physical defense goes up easier.
Dresspheres: Berserker, Thief
Accessory: Accessory IconFighter Headband (50 AP, 4,500 gil)
Also Found: Dig it up with Yuna’s Trainer ability
Ability IconDetect All TrapsEffect: Discover the location of all traps.
Dresspheres: Thief, Trainer
Accessory: Accessory IconTrap Sensor (75 AP, 17,300 gil)
Ability IconDetect EnemiesEffect: Detect positions of enemies on the floor.
Dresspheres: Alchemist, Mascot
Accessory: Accessory IconMoongoggles (40 AP, 4,900 gil)
Ability IconDetect ItemsEffect: Detect positions of items on the floor.
Dresspheres: None
Accessory: Accessory IconSharp Spectacles (24,500 gil)
Also Found: Secret item in item shops on Floors 46 to 79
Ability IconDetect Nearby TrapsEffect: Detect traps in adjacent squares.
Dresspheres: Black Mage, Lady Luck
Accessory: Accessory IconNinja’s Comb (50 AP, 13,500 gil)
Ability IconDoomproofEffect: Prevent doom.
Dresspheres: Samurai, Dark Knight, Trainer
Accessory: Accessory IconLongevity Charm (60 AP, 12,500 gil)
Ability IconDouble APEffect: AP gained is doubled.
Dresspheres: None
Accessory: Accessory IconGrowth Seed (21,200 gil)
Also Found: Secret item in item shops on Floors 26 to 45
Ability IconDouble EXPEffect: EXP gained is doubled.
Dresspheres: Five of the same Dressphere
Accessory: Accessory IconMaster Leaf (65 AP, 17,300 gil)
Ability IconDouble GilEffect: Gil obtained is doubled.
Dresspheres: Psychic, Festivalist
Accessory: Accessory IconSure Hands (50 AP, 4,900 gil)
Ability IconDress GuardEffect: Prevents dresspheres from being removed.
Dresspheres: Alchemist, Songstress
Accessory: Accessory IconBody Chains (40 AP, 7,400 gil)
Ability IconEvade TrapsEffect: Traps do not activate when stepped on.
Dresspheres: Songstress, Thief, Psychic
Accessory: Accessory IconStealth Cape (75 AP, 24,800 gil)
Ability IconEvasion TrainingEffect: Evasion goes up easier.
Dresspheres: Lady Luck, Mascot
Accessory: Accessory IconSteel Sandals (50 AP, 5,000 gil)
Also Found: Dig it up with Yuna’s Trainer ability
Ability IconFire EaterEffect: Absorbs fire damage and restores HP.
Dresspheres: None
Accessory: Accessory IconFire King’s Ring (27,200 gil)
Also Found: Dig it up with Yuna’s Trainer ability
Ability IconFireproofEffect: Nullifies fire damage.
Dresspheres: Gunner, White Mage
Accessory: Accessory IconExtinguisher Hood (30 AP, 4,000 gil)
Ability IconGil For DamageEffect: Receive gil when you take damage.
Dresspheres: Samurai, Thief
Accessory: Accessory IconThrifty Purse (60 AP, 3,000 gil)
Ability IconGil For EXPEffect: Obtain gil instead of EXP.
Dresspheres: Gunner, Psychic
Accessory: Accessory IconSilver Spoon (60 AP, 3,300 gil)
Ability IconGil GuardEffect: Prevent gil drop.
Dresspheres: Samurai, Mascot
Accessory: Accessory IconPurse String (40 AP, 7,500 gil)
Ability IconGrace Under PressureEffect: Deal double attack damage when HP is low.
Dresspheres: Samurai, Psychic
Accessory: Accessory IconSwan Feather (45 AP, 2,700 gil)
Ability IconHP Heal Over TimeEffect: Restores HP every few turns.
Dresspheres: White Mage, Trainer, Mascot
Accessory: Accessory IconBandage (65 AP, 23,000 gil)
Ability IconIce EaterEffect: Absorbs ice damage and restores HP.
Dresspheres: None
Accessory: Accessory IconIce Spirit Ring (27,200 gil)
Also Found: Dig it up with Yuna’s Trainer ability
Ability IconIceproofEffect: Nullifies ice damage.
Dresspheres: Berserker, Songstress
Accessory: Accessory IconHeating Pad (30 AP, 4,000 gil)
Ability IconImmobileproofEffect: Prevent immobile.
Dresspheres: Warrior, Psychic
Accessory: Accessory IconWindy Pedicure (40 AP, 8,250 gil)
Ability IconImpenetrable FrontEffect: Immune to frontal attacks.
Dresspheres: Warrior, Berserker, Psychic
Accessory: Accessory IconArmored Vest (97 AP, 17,500 gil)
Ability IconLightning EaterEffect: Absorbs lightning damage and restores HP.
Dresspheres: None
Accessory: Accessory IconLtng. Dragon Ring (27,200 gil)
Also Found: Dig it up with Yuna’s Trainer ability
Ability IconLightningproofEffect: Nullifies lightning damage.
Dresspheres: Black Mage, Trainer
Accessory: Accessory IconLightning Rod (30 AP, 4,000 gil)
Ability IconMagic Defense TrainingEffect: Magic defense goes up easier.
Dresspheres: Alchemist, Black Mage
Accessory: Accessory IconSpirit Emblem (50 AP, 4,500 gil)
Also Found: Dig it up with Yuna’s Trainer ability
Ability IconMagic TrainingEffect: Magic goes up easier.
Dresspheres: Dark Knight, White Mage
Accessory: Accessory IconWitch Earrings (50 AP, 4,500 gil)
Also Found: Dig it up with Yuna’s Trainer ability
Ability IconMarksmanEffect: Attacks always hit.
Dresspheres: Gunner, Gun Mage, Alchemist
Accessory: Accessory IconSniper Cuffs (75 AP, 15,700 gil)
Also Found: Chest in the Tonberry Area
Ability IconMP Cost ProtectionEffect: Prevent double MP cost.
Dresspheres: Gun Mage, Trainer
Accessory: Accessory IconFiendlord Sigil (40 AP, 9,000 gil)
Ability IconMP Heal Over TimeEffect: Restores MP every few turns.
Dresspheres: Gun Mage, Dark Knight, Black Mage
Accessory: Accessory IconWaxing Moonstone (75 AP, 33,100 gil)
Ability IconPhysical TrainingEffect: Physical attack goes up easier.
Dresspheres: Warrior, Trainer
Accessory: Accessory IconWristband (50 AP, 4,500 gil)
Also Found: Dig it up with Yuna’s Trainer ability
Ability IconPoisonproofEffect: Prevent poison.
Dresspheres: None
Accessory: Accessory IconAnti-Poison Mask (18,000 gil)
Also Found: Secret item in item shops up to Floor 25
Ability IconPoisontouchEffect: Attacks sometimes poison enemies.
Dresspheres: Berserker, White Mage
Accessory: Accessory IconViper Fang (70 AP, 4,400 gil)
Ability IconSecret ItemsEffect: Secret items are added to the shop inventory.
Dresspheres: Mascot, Festivalist
Accessory: Accessory IconSpecial Pass (60 AP, 10,100 gil)
Also Found: Steal from the Founder on any floor ending in 9
Ability IconShopliftEffect: Chance of stealing an item when leaving a shop.
Dresspheres: Gunner, Thief, Lady Luck
Accessory: Accessory IconThief’s Card (75 AP, 23,000 gil)
Ability IconSilenceproofEffect: Prevent silence.
Dresspheres: Songstress, Black Mage
Accessory: Accessory IconMegaphone (40 AP, 7,500 gil)
Ability IconSleepproofEffect: Prevent sleep.
Dresspheres: Alchemist, Berserker
Accessory: Accessory IconVigilance Sash (55 AP, 5,100 gil)
Ability IconSlowproofEffect: Prevent slow.
Dresspheres: White Mage, Lady Luck
Accessory: Accessory IconFairy Socks (55 AP, 8,500 gil)
Ability IconTriple AttackEffect: Normal attacks strike three times.
Dresspheres: None
Accessory: Accessory IconTriple Tiara (45,000 gil)
Also Found: Steal from the Founder on Floor 44 or Floor 66
Ability IconWalk To Heal HPEffect: Restores HP while walking.
Dresspheres: None
Accessory: Accessory IconPedometer (20,000 gil)
Also Found: Secret item in item shops on Floors 16 to 40
Ability IconWalk To Heal MPEffect: Restores MP while walking.
Dresspheres: None
Accessory: Accessory IconMagical Lip Gloss (29,800 gil)
Also Found: Secret item in item shops on Floors 56 to 65

Full Ability List

A full list of the abilities you can use in Last Mission, along with the Dressphere each one belongs to and what it costs to use. Abilities marked “Primary slot only” are available only when that Dressphere is in your first slot, and a few abilities change depending on whether you’re playing as Yuna, Rikku, or Paine.

AbilityDetails
AA ShotDressphere: Gun Mage
Cost: 4 MP
Effect: Deals heavy damage to flying enemies.
BerserkDressphere: Berserker
Cost: 4 MP
Effect: Enter “berserk” status.
Notes: Primary slot only
BioDressphere: Black Mage
Cost: 4 MP
Effect: Poisons enemy.
Black SkyDressphere: Dark Knight
Cost: 80 HP
Effect: Expend HP to deal damage to all enemies in the room.
BlizzagaDressphere: Black Mage
Cost: 4 MP
Effect: Deals ice damage to one enemy.
Notes: Paine only
Bull ChargeDressphere: Berserker
Cost: 3 MP
Effect: Move behind enemy while attacking.
Cactus GunDressphere: Mascot
Cost: 14 MP
Effect: Shoot LV x 5 needles.
Notes: Primary slot only, Paine only
Change OutDressphere: Songstress
Cost: 2 MP
Effect: Change out to a different character.
Cross ShotDressphere: Gunner
Cost: 4 MP
Effect: Attack in four directions.
CuragaDressphere: White Mage
Cost: 5 MP
Effect: Restore HP.
Dark BladeDressphere: Dark Knight
Cost: 40 HP
Effect: Expend HP to deal heavy damage.
Notes: Primary slot only
Delay AttackDressphere: Warrior
Cost: 3 MP
Effect: Cancel attack target’s next turn.
Notes: Primary slot only
DigDressphere: Trainer
Cost: 4 MP
Effect: Have your pet dig up an item.
Notes: Primary slot only, Yuna only
DoomDressphere: Dark Knight
Cost: 5 HP
Effect: Expend HP to put “doom” status on enemy.
Enemy AbilityDressphere: Gun Mage
Cost: None
Effect: Use a stolen enemy ability. Ability is gone after one use.
Notes: Primary slot only
EsunaDressphere: White Mage
Cost: 4 MP
Effect: Cure character’s status ailments.
Fiend PiercerDressphere: Gunner
Cost: 4 MP
Effect: Pierce a close enemy and damage enemies behind it.
Find TrapDressphere: Thief
Cost: 5 MP
Effect: Detect all traps in a room.
Notes: Primary slot only
FiragaDressphere: Black Mage
Cost: 4 MP
Effect: Deals fire damage to one enemy.
Notes: Yuna only
FortuneDressphere: Festivalist
Cost: 3 MP
Effect: Try your luck!
Gil TossDressphere: Samurai
Cost: 1 MP
Effect: Throw gil to deal damage.
Hard BreakDressphere: Warrior
Cost: 6 MP
Effect: Deals heavy damage.
HolyDressphere: White Mage
Cost: 8 MP
Effect: Deals holy damage to one enemy.
Notes: Primary slot only
Hyper ModeDressphere: Songstress
Cost: 4 MP
Effect: Physical attacks/Magic up for several turns.
Item CannonDressphere: Alchemist
Cost: 4 MP
Effect: Attack using items. Effect depends on the item.
Notes: Primary slot only
Item EsunaDressphere: Alchemist
Cost: 6 MP
Effect: Remove cursed/BOOM status from items.
Item MineDressphere: Alchemist
Cost: 6 MP
Effect: Detonate all items in the room to damage nearby enemies.
Jiggly RippleDressphere: Mascot
Cost: 4 MP
Effect: Push enemies in four directions until they hit something.
Long ShotDressphere: Trainer
Cost: 4 MP
Effect: Attack an enemy at any distance.
LullabyDressphere: Songstress
Cost: 5 MP
Effect: Put all enemies in range to sleep.
Notes: Primary slot only
Maulwings!Dressphere: Trainer
Cost: 6 MP
Effect: Call out your pet’s friends for an all-out attack.
Notes: Paine only
Mini-DemiDressphere: Mascot
Cost: 4 MP
Effect: All enemies in range lose 1/4 of current HP.
Moogle BeamDressphere: Mascot
Cost: 5 MP
Effect: Stupendous beam attack!
Notes: Primary slot only, Yuna only
MP DiceDressphere: Lady Luck
Cost: 4 MP
Effect: Absorb enemy MP relative to dice roll.
MugDressphere: Trainer
Cost: 5 MP
Effect: Have your pet steal an item while attacking.
Notes: Primary slot only, Rikku only
Omni-GuardDressphere: Warrior
Cost: 20 MP
Effect: Defends against all attacks while in effect.
Pound!Dressphere: Trainer
Cost: 6 MP
Effect: Call out your pet’s friends for an all-out attack.
Notes: Rikku only
Psychic BombDressphere: Psychic
Cost: 12 MP
Effect: Deals heavy damage to all enemies in the room.
PuPu PlatterDressphere: Mascot
Cost: 5 MP
Effect: Blow the enemy sky high.
Notes: Primary slot only, Rikku only
ShadowholdDressphere: Thief
Cost: 3 MP
Effect: Immobilize enemy.
SlotsDressphere: Lady Luck
Cost: 3 MP
Effect: If you get them to match...
Notes: Primary slot only
Spark WheelDressphere: Festivalist
Cost: 16 MP
Effect: Deals heavy damage to all enemies in the room.
Notes: Primary slot only
SpinnerDressphere: Festivalist
Cost: 5 MP
Effect: Enemy is stopped.
StaccatoDressphere: Gunner
Cost: 6 MP
Effect: Save up shots and shoot every few turns.
Notes: Primary slot only
Steal AbilityDressphere: Gun Mage
Cost: 2 MP
Effect: Steal an enemy ability and make it your own.
Steal EXPDressphere: Trainer
Cost: 2 MP
Effect: Steal EXP from an enemy.
Notes: Primary slot only, Paine only
Steal ItemDressphere: Thief
Cost: 3 MP
Effect: Steal an item from an enemy.
Swarm! Swarm!Dressphere: Trainer
Cost: 6 MP
Effect: Call out your pet’s friends for an all-out attack.
Notes: Yuna only
TelekinesisDressphere: Psychic
Cost: 3 MP
Effect: Warp enemy to another area of the floor.
TeleportDressphere: Psychic
Cost: 2 MP
Effect: Instantly move to another location.
Notes: Primary slot only
ThundagaDressphere: Black Mage
Cost: 4 MP
Effect: Deals lightning damage to one enemy.
Notes: Rikku only
Tri-BlastDressphere: Samurai
Cost: 5 MP
Effect: Attack in three forward directions.
Two DiceDressphere: Lady Luck
Cost: 5 MP
Effect: Damage relative to the roll of two dice.
UltimaDressphere: Black Mage
Cost: 18 MP
Effect: Deals heavy damage to all enemies in the room.
Notes: Primary slot only
WallopDressphere: Berserker
Cost: 5 MP
Effect: Knock targeted enemy back.
ZantetsukenDressphere: Samurai
Cost: 4 MP
Effect: Defeat one enemy instantly.
Notes: Primary slot only