Continuing from where we last left off due to character limits.
| NAME | TARGET | BASE POWER | MODIFIER | DEFENSE | FACTOR | OTHER |
| Another Gate | one side | 148 | Mental | M. Defense | 1 | |
| Burst Rockets | one side | 72 | Strength | M. Defense | 1 | |
| Cancelling | one side | special: reset targeted units back to base stats | ||||
| Corrosion | one side | 64 | Mental | M. Defense | 1 | |
| Distortion | one side | 128 | Strength | M. Defense | 4 | |
| Evil Eye | one target | 64 | Mental | Mental | 11 | sets sleep status |
| Fire Breath | one target | 32 | Strength | M. Defense | 3 | |
| Flare Shot | one target | 16 | Attack Power | Defense Power | 2 | |
| Light Shower | one side | 120 | Strength | M. Defense | 7 | |
| Megid | one side | 112 | Mental | M. Defense | 6 | |
| Mind Blast | one side | 160 | Mental | Mental | 11 | Sets sleep status |
| Phononmaser | one side | 88 | Strength | Defense Power | 1 | |
| Possession | one target | 32 | Mental | Mental | 11 | sets sleep status |
| Ray Breath | one target | 72 | Strength | M. Defense | 2 | |
| Reinforce | user only | special: raises all of user's stats by 20 points | ||||
| Shadowbind | one side | 64 | Mental | Mental | 11 | |
| Shadow Breath | one target | 112 | Attack Power | Defense Power | 1 | |
| Thunder Halbert | one side | 0 | Attack Power | Defense Power | 7 | |
Addendum:
Effects that set sleep status also silently reset the target's Agility and Dexterity back to their base values.
$67 and $68 are unnamed in game. The odd thing however is that the game does not appear to actually read those values after the REACT has been triggered. The values in those react abilities do have entries in the enemy abilities reference table but changing them seems to do nothing.
Fission is used to spawn new Xanafalgue in the battle.
REACT takes priority for the AI. If a REACT condition is met the AI will execute the ability specified unless they are scripted to only REACT once and have already done so.
React flags are as follows:
$01: If a slot in the formation is empty use ability.
$02: If remaining hit points are equal to or less than 50% of maximum use ability.
$07: If attacked with a weapon use ability.
$08: If attacked with a spell use ability.
$0b: As first action use ability.
$11: If remaining hit points are equal to or less than 25% of maximum use ability.
$12: If attacked with group-wide ability AND all members of formation are alive use ability.
$13: The function of this flag is still unknown.