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XX X \
w00tness XX X xxx \
ASCII art by me XXX X xxxx@@# \
xxxxxxxx@@@@@## x##
X xxxxxx@@@@##### xxxx
xxx@@@###### ## xx( )
xx@###### XX #xxxx
XX xxx@## XXX Xx Vxxx
X xx@## X #x xx
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x| x |@@xxxx xx@## @xx#xx@@@xx#x# X
# x\ | xxxxx# Xxx@## #@##x#@@###@xx#x X
## xx\ x#xxxxx # xx@#@@@xx#x@### #@x#xx
x## xxxx #xxx # xx@@^@^@x#@## @###x
xx#xxxx#xx# ## Xxx@@^@@@@@## | @xx# /
##x##xxx##x ### xx@@@x#x@@# | @xxx# /
x###@x( )## ## xx@^@x#xxx \ @#xx# |
xx@xxxxxxx x Xx#@^@@x#xx# \ @### |
#Xxx xxxx xx x#@@^@x##x#x x \ @##@|
XX xx xxx xx #@x@^#xx#xx #x | @@@/@##
x V x #@xx @xx@xxx@#xx ###X@x@x@#x
x V #@@xxx@xxX x# ##x #xx#@xxxxx@##
x ##@@@@ x X #xx # x#x#x#xxxxx
## # # # X#xxx #x ######xx#x
# ## # #xXX xx x #x# #x#x
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_________ _ ___ _ _____ _ #xx xx
\ _____\\ \ \ \ \ \ __ \ \ \ x xx#xx# ____
| | \ \ \ \ \ \ \ \_\ \ \ \ x <xxxxx \ /
| |___ \_\ \_\___\ \ __ \ \ \__ x #xxx | |
| ___\ ______ ______ \_\ \_\ \____\ _____ ______ _ _ | |
| | \ __\ \ __ \ ___ _ ____ \ _ \ \ ___\ \ \ / /| |
| | \ \__ \ \_\ \ \ \ \ \_ \ \ \_\ \ \ \___ \ / | |
| | \ __\ \ __ \ \ \ \ \ \ \ \ __ \ \___ \ | | | |
/___\ \_\ \_\ \_\ \_\___\ \_\ \_\ \_\ \____\ |_| /____\
FF1 Ultimate FAQ Version 2 (Not Final!)
334 KB
Word Count: 41309 Words
Copyright
[email protected]
This FAQ should only be on gamefaqs, dont bother asking me cause ill say no.
Ive had problems before cause of letting others use my FAQs
Feel free to email me.
[email protected]
Big thanks to:
Disch and FF hackster for alot of stuff
http://disch.zophar.net
Ben Siron and his old FF1 FAQ on Gamefaqs
Rincewind, for almost everything having to do with black mages, the random
encounter list, and some of the thief stuff.
Paulygon for a few vitality and mag def things.
Celticshiva for finding a few typos.
And me for about everything too !
Contents:
Newbie's Guide to FF1: The Basics
Characters
- Character Statistics
- Fighter/Knight
- Black Belt/Grand Master
- Thief/Ninja
- Red Mage/Red Wizard
- White Mage/White Wizard
- Black Mage/ Black Wizard
- Character Strategies
- Fighter/Knight
- Black Belt/Grand Master
- Thief/Ninja
- Red Mage/Red Wizard
- White Mage/White Wizard
- Black Mage/ Black Wizard
- Stats
- Level Ups
- Status effects
Items
- Weapons
- Armors
- Items
- Treasure Chests
- Shops
- Item Listing
Magic
- White Magic
- Black Magic
- White Magic Graphics and Text
- Black Magic Graphics and Text
- Enemy Magic
Random Encounters
- Random Encounter List
- Enemy Party Locations Guide
- Enemy Parties List
- Group "a"
- Group "b"
- PNEOP (Peninsula North East of Provoka)
- One more note!
Enemies
- Enemy Data and Statistics Crap
- Enemy Parties List
- Group "a"
- Group "b"
- Enemy Status
- Elementals
Battles
- Beginning of Battle things
- Player Attacks and Magic Damage:
- Fight
- Magic
- Item
- Drink
- Run
- Player Attack Order
- Enemy Attacks and other Enemy Related Battle Things
- Enemy Spell List Information
- Damage Formulas
- Character Status
- Enemy Status
- Some other stuff you may want to know
- The End of the Battle
The Geography of FF1
- Cities and Countries
- Other Famous Areas
- Monster Lairs
Misc. Section
- Enemy Types
- The Ship mini-game
- Bugs, Glitches and Mistakes
- Caravan Bug
- Enemy Battle Bug
- Treasure chest Mistake
- Black Belt Armor Bug
- Enemy Mapping Domain Mistakes
ASCII Art
Revision History
- What I Need
Credits
- Credits
- Places to Visit
__________________________________________________________
|_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-|
|_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-|
|_Newbie's Guide to FF1: The Basics_-_-_-_-_-_-_-_-_-_-_-_-|
|_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-|
__________________________________________________________
This section is NOT a walkthough. Its merely to tell you what everything in the
game does and how it works.
A nice party to start out with is Fighter Black Belt White Mage Black Mage
Not the best party, but it works well
Pros:
- This party will introcduce you to many things about FF1, spells, and power.
- Strong enough to pull you through the game easily
- No thief
- No red mage
Cons:
- Costly
- Not 4 white mages
To start off, buy the best equipment for everoyne, but remember, dont buy
wooden staves for anyone, every character can always do better than that.
Next buy armor for your characters.
Somethign many peopel forget is to Equip your armors and weapons. Press start
for the menu and then select weapon or armor, then select equip and select the
armors and weapons you want equipped so instead of
Rapier
it would say
E - Rapier
Also, buys spells. For usefulness of spells go to the character strategy
section and see what spells you should buy each character.
Some things you may want to know for later on is:
Abuse the PNEOP. It will get you quick levels, and is much better than fighting
Ogres. The PNEOP is a peninsula northeast of Provoka (the second town)
Here you will find ridiculously strong enemies. Buy Fir2 and if you want, Hrm2,
and... hell, just go look at the random encounters section of the FAQ near the
bottom for the PNEOP strategy.
If you want to know about each character's natur, go read 8-bit-theater
www.nuklearpower.com
and click on 8 bit theater and donate some money if you can.
From the magic section, another useful thing, this one about the sometimes
confusing spell points
"Here is an example for how Spell Points work:
Your spell points are 3/2/1/0/0/0/0/0
You cast a level 1 spell such as cure. The level 1 spell charges go down, to:
2/2/1/0/0/0/0/0
And basically, if you have 0 spell charges of a level left, you can't cast any
more spells of that level."
Other good reads would be the entire battling section, and the random encounter
section. Also the monster data can provide help on tough enemies (i.e. figure
out what magic to use, if any, or if you should stall through his strong
spells and such)
Thats basically it. Save often, take 99 Heal potions with you to places like
the Fiend Lairs or the Marsh cave and Ice Cave and Castle of Ordeals.
__________________________________________________________
|_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_Thanks to:-_-_-_-_-_-_-_-|
|_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-|
|_Characters-_-_-_-_-_-_-_-_-_-_-_-_-Rincewind-_-_-_-_-_-_-|
|_-_-_-_-_-_-_-_-_-_-_Statistics-_-_-(Black Mage)_-_-_-_-_-|
______________________Strategies-_(Black Mage and Thief)__
Without Characters, there would be no game to play! lets all thank square for
the great White Mage! w00t w00t! Anyways, Ill go into analysis of about
everything there is to know about the characters of FF1, thier stats, Level
ups, status inflictions, and even how to use them effectively!
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_Thanks to:-_-_-_-_-_-_-_-
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_Character Statistics-_-_-_-_-_-_-_-Rincewind-_-_-_-_-_-_-
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-(Black Mage)_-_-_-_-_-
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
Fighter:
(CLASS CHANGE -----> Knight)
Base Statistics:
HP: 35
Str: 20
Agi: 5
Int: 1
Vit: 10
Luk: 5
Hit%: 10 + 3 Per Level
Magic Defense: 15 + 3 Per level
L 50 Stats
Average Minimum Maximum Max Stat Rating
HP: 1020 913 1157 1st
Str: 69 69 69 1st
Agi: 47 40 54 T-4th
Int: 32 15 50 6th
Vit: 47 35 59 T-2nd
Luk: 41 29 54 T-3rd
Hit%: 157 157 157 1st
Level Ups:
Guide: if "Level" is fully capitalized, the level is a strong level up
giving more hp (see leveling up) Letterss after "Level x" are what stats
are guaranteed to increase (A stat never increases by more than 1)
Other stats are gained 50% of the time.
S = Str
A = Agi
I = Int
V = Vit
L = Luk
LEVEL 2: SAV LEVEL 26: SAV
LEVEL 3: SAVL Level 27: SVL
LEVEL 4: SAIL Level 28: SAIL
LEVEL 5: SAV LEVEL 29: SAV
LEVEL 6: SAVL Level 30: SVL
LEVEL 7: SAIL Level 31: SAIL
LEVEL 8: SAV LEVEL 32: SV
LEVEL 9: SAVL Level 33: SAL
LEVEL 10: SAIL Level 34: SIV
LEVEL 11: SAV LEVEL 35: SAL
Level 12: SAVL Level 36: SV
LEVEL 13: SAIL Level 37: SAIL
LEVEL 14: SAV LEVEL 38: SV
Level 15: SAVL Level 39: SAL
LEVEL 16: SAIL Level 40: SIV
LEVEL 17: SAV LEVEL 41: SA
Level 18: SAVL Level 42: S
LEVEL 19: SAIL Level 43: SAI
LEVEL 20: SAV LEVEL 44: S
Level 21: SVL Level 45: SA
LEVEL 22: SAIL Level 46: S
LEVEL 23: SAV LEVEL 47: SA
Level 24: SVL Level 48: S
Level 25: SAIL Level 49: SA
LEVEL 50: S
Notes: HP gains rarely change in pattern, gains alot of high hp gains
and always gains stength. Stat gains are simple near the beginning and
become a complex pattern near the middle then simple at the end.
HP Gains:
2, 3, 4, 5, 6, 7, 8, 9, 10, 11
13, 14, 16, 17, 19, 20, 22, 23
26, 29, 32, 35, 38, 41, 44, 47, 50
Levels 2-11 are strong, then it goes strong strong weak, and then
for the rest it changes into skipping 2 every time.
Stat Gains:
First 20 levels: SAV SAVL SAIL pattern
Next 23 levels are kinda weird (Levels 21-43)
Levels 44-50 are S SA S SA etc.
MAGIC:
None
Spell Chart:
None
EQUIPMENT:
Weapons Armor
Wooden Staff All Bracelets
Power Staff Cloth
Iron Staff Wooden Armor
Small Dagger Chain Armor
Large Dagger Iron Armor
Silver Dagger Silver Armor
Iron Hammer Steel Armor
Silver Hammer Ice Armor
Hand Axe Flame Armor
Great Axe Cap
Silver Axe Wooden Helmet
Light Axe Iron Helmet
Rapier Silver Helmet
Scimitar Buckler
Falchon Wooden Shield
Sabre Iron Shield
Short Sword Silver Shield
Long Sword Ice Shield
Coral Sword Flame Shield
Dragon Sword Gloves
Rune Sword Copper Gloves
Flame Sword Iron Gloves
Were Sword Silver Gloves
Giant Sword Power Floves
Silver Sword ProRing
Ice Sword ProCape
Sun Sword Ribbon
Masmune
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
Knight:
(Fighter<----- CLASS CHANGE)
Spell Charges:
Maximum of
4 4 4 0 0 0 0 0
Spell Levels 1-3 go up 1 each at every odd number level
(Starting at Level 15)
Spell Chart:
L1: CURE FOG RUSE
L2: MUTE LAMP INVS ALIT
L3: CUR2 AFIR
L4:
L5:
L6:
L7:
L8:
EQUIPMENT:
Weapons Armor
Wooden Staff All Bracelets
Power Staff Cloth
Iron Staff Wooden Armor
Small Dagger Chain Armor
Large Dagger Iron Armor
Silver Dagger Silver Armor
CatClaw Steel Armor
Iron Hammer Ice Armor
Silver Hammer Flame Armor
Thor Hammer Opal Armor
Hand Axe Dragon Armor
Great Axe Cap
Silver Axe Wooden Helmet
Light Axe Iron Helmet
Rapier Silver Helmet
Scimitar Opal Helmet
Falchon Heal Helmet
Sabre Buckler
Short Sword Wooden Shield
Long Sword Iron Shield
Coral Sword Silver Shield
Dragon Sword Ice Shield
Rune Sword Flame Shield
Flame Sword Opal Shield
Were Sword Aegis Shield
Giant Sword Gloves
Silver Sword Copper Gloves
Ice Sword Iron Gloves
Sun Sword Silver Gloves
Vorpal Power Gloves
Bane Sword Opal Gloves
Defense Sword Zeus Gauntlet
XCalber ProRing
Masmune ProCape
Ribbon
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
Thief:
(CLASS CHANGE -----> Ninja)
Base Statistics:
HP: 30
Str: 5
Agi: 10
Int: 5
Vit: 5
Luk: 15
Hit%: 5 + 2 Per Level
Magic Defense: 15 + 2 Per level
L 50 Stats
Average Minimum Maximum Max Stat Rating
HP: 708 580 866 3rd
Str: 46 38 54 T-3rd
Agi: 50 42 59 T-1st
Int: 38 22 54 T-4th
Vit: 37 21 54 T-4th
Luk: 64 64 64 1st
Hit%: 103 103 103 4th
Level Ups:
Guide: if "Level" is fully capitalized, the level is a strong level up
giving more hp (see leveling up) Letterss after "Level x" are what stats
are guaranteed to increase (A stat never increases by more than 1)
Other stats are gained 50% of the time.
S = Str
A = Agi
I = Int
V = Vit
L = Luk
LEVEL 2: SAL Level 26: AL
LEVEL 3: SIVL LEVEL 27: SVL
LEVEL 4: SAL Level 28: SAIL
LEVEL 5: SIL Level 29: AL
Level 6: SAVL LEVEL 30: VL
LEVEL 7: SIL Level 31: SAIL
Level 8: SAL Level 32: AL
LEVEL 9: SVL LEVEL 33: SAVL
Level 10: SAIV Level 34: SAIL
LEVEL 11: L Level 35: AL
Level 12: SAVL Level 36: SAVL
LEVEL 13: SIL LEVEL 37: SAIL
Level 14: AL Level 38: AL
LEVEL 15: SVL Level 39: SAVL
Level 16: SAIL Level 40: SAIL
Level 17: AL LEVEL 41: AL
LEVEL 18: SVL Level 42: SVL
Level 19: SAIL Level 43: AIL
Level 20: AL Level 44: SL
LEVEL 21: SVL Level 45: AVL
Level 22: SAIL LEVEL 46: SIL
Level 23: AL Level 47: AL
LEVEL 24: SVL Level 48: SVL
Level 25: SAIL Level 49: AIL
Level 50: SL
Notes: HP gains go through the standard pattern and stat pattens are visible.
HP Gains:
2, 3, 4, 5,
7, 9, 11, 13, 15
18, 21, 24, 27, 30, 33
37, 41
46
See what i mean? It skips a level then skips 2 then 3 eventually
4 to get high hp gains.
Stat Gains:
The patterns change and go but theyre visible enough for me not
to need to post.
MAGIC:
None
Spell Chart:
None
EQUIPMENT:
Weapons Armor
Wooden Staff All Bracelets
Small Dagger Cloth
Large Dagger Wooden Armor
Silver Dagger Cap
Rapier Gloves
Scimitar Buckler
Falchon ProCape
Sabre ProRing
Coral Sword Ribbon
Dragon Sword
Rune Sword
Masmune
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
Ninja:
(Thief<----- CLASS CHANGE)
Spell Charges:
Maximum of
4 4 4 4 0 0 0 0
Spell Levels 1-4 go up 1 each at every odd number level
(Starting at Level 15)
Spell Chart:
L1: FIRE LIT LOCK SLEP
L2: ICE DARK TMPR SLOW
L3: FIR2 LIT2 LOK2 HOLD
L4: ICE2 FAST SLP2 CONF
L5:
L6:
L7:
L8:
EQUIPMENT:
Weapons Armor
All Except: All Except:
Wizard Staff Opal Armor
Xcalber Opal Helmet
Opal Gloves
Opal Shield
Aegis Shield
Dragon Armor
Steel Armor
White Shirt
Black Shirt
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
Black Belt:
(CLASS CHANGE -----> Grand Master)
Base Statistics:
HP: 33
Str: 5
Agi: 5
Int: 5
Vit: 20
Luk: 5
Hit%: 5 + 3 Per Level
Magic Defense: 10 + 4 Per level
L 50 Stats
Average Minimum Maximum Max Stat Rating
HP: 1043 1003 1103 2nd
Str: 41 29 54 T-3rd
Agi: 42 30 54 T-4th
Int: 41 29 54 T-4th
Vit: 69 69 69 1st
Luk: 44 35 54 T-3rd
Hit%: 152 152 152 2nd
Level Ups:
Guide: if "Level" is fully capitalized, the level is a strong level up
giving more hp (see leveling up) Letterss after "Level x" are what stats
are guaranteed to increase (A stat never increases by more than 1)
Other stats are gained 50% of the time.
S = Str
A = Agi
I = Int
V = Vit
L = Luk
LEVEL 2: AVL LEVEL 26: AVL
Level 3: SIVL Level 27: SIVL
LEVEL 4: AV Level 28: AV
Level 5: SIVL Level 29: SIVL
LEVEL 6: AVL LEVEL 30: AVL
Level 7: SIV Level 31: SIV
LEVEL 8: AVL Level 32: AVL
Level 9: SIVL Level 33: SIVL
Level 10: AV Level 34: AV
LEVEL 11: SIVL LEVEL 35: SIVL
Level 12: AVL Level 36: AVL
Level 13: SIV Level 37: SIV
LEVEL 14: AVL Level 38: AVL
Level 15: SIVL Level 39: SIVL
Level 16: AV Level 40: AV
Level 17: SIVL LEVEL 41: SIVL
LEVEL 18: AVL Level 42: AVL
Level 19: SIV Level 43: SIV
Level 20: AVL Level 44: AV
Level 21: SIVL Level 45: SIVL
LEVEL 22: AV Level 46: AV
Level 23: SIVL Level 47: SIV
Level 24: AVL Level 48: AVL
Level 25: SIV Level 49: SIV
Level 50: AV
Notes: Strong Hp ups aren't common. They go up by 2s, 3s, 4s, 5s, and 6s, then
completely dissapear.
HP Gains:
2, 4, 6, 8
11, 14
18, 22, 26, 30
35
41
Stat Gains:
Strength and Intelligence go up every odd number level.
Vitality goes up every level.
Agility goes up ever even number level.
Luck goes up 2 levels in a row then skips one, up to level 42... and then it
increases at levels 45 and 48.
MAGIC:
None
Spell Chart:
None
EQUIPMENT:
Weapons Armor
Wooden Staff All Bracelets
Power Staff Cloth
Wooden Nunchukas Wooden Armor
Iron Nunchukas Cap
Masmune Gloves
ProRing
Ribbon
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
Grand Master:
(Black Belt<----- CLASS CHANGE)
(Mag. Def + 3 per level)
MAGIC:
None
Spell Chart:
None
EQUIPMENT:
Weapons Armor
Wooden Staff All Bracelets
Power Staff Cloth
Wooden Nunchukas Wooden Armor
Iron Nunchukas Cap
Masmune Gloves
ProRing
Ribbon
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
Red Mage:
(CLASS CHANGE -----> Red Wizard)
Base Statistics:
HP: 30
Str: 5
Agi: 5
Int: 15
Vit: 10
Luk: 5
Hit%: 7 + 2 Per Level
2 Level 1 Spell Charges
Magic Defense: 20 + 2 Per level
L 50 Stats
Average Minimum Maximum Max Stat Rating
HP: 626 534 741 5th
Str: 47 35 59 2nd
Agi: 43 27 59 T-1st
Int: 46 34 59 3rd
Vit: 40 27 54 T-3rd
Luk: 42 30 54 T-4th
Hit%: 105 105 105 3rd
Level Ups:
Guide: if "Level" is fully capitalized, the level is a strong level up
giving more hp (see leveling up) Letterss after "Level x" are what stats
are guaranteed to increase (A stat never increases by more than 1)
Other stats are gained 50% of the time.
S = Str
A = Agi
I = Int
V = Vit
L = Luk
LEVEL 2: SVL Level 26: SV
Level 3: AIV LEVEL 27: AIL
LEVEL 4: SVL Level 28: SL
Level 5: AIV Level 29: IV
LEVEL 6: SVL Level 30: SA
Level 7: AI Level 31: IL
LEVEL 8: SVL Level 32: SVL
LEVEL 9: AI Level 33: AI
LEVEL 10: SL Level 34: S
Level 11: IV Level 35: IVL
LEVEL 12: SAL Level 36: SAL
Level 13: IVL LEVEL 37: I
LEVEL 14: S Level 38: SV
Level 15: AIVL Level 39: AIL
LEVEL 16: SL Level 40: SL
LEVEL 17: IV Level 41: IV
Level 18: SA Level 42: SA
Level 19: IVL Level 43: IL
Level 20: SL Level 44: AL
Level 21: AIV Level 45: AI
Level 22: S Level 46: S
Level 23: IVL LEVEL 47: IVL
Level 24: SAL Level 48: SAL
Level 25: I Level 49: I
Level 50: SV
Notes: I think both HP and Stats go up pretty randomly.
High HP Gains:
2, 4, 6, 8
9, 10
12, 14
17, 27, 37, 47
HP goes by 2s then stops then goes abck to 2s then eventually goes by 10s of
levels.
Stat Gains:
Looks very random but it has a few short patterns, like:
Beginning:
SVL, AIV, SVL, AIV
then it quickly changes to
SVL, AI, SVL, AI
And near the end you see some repititions of the middle
for example...
Levels 22-31 and 34-43 both go:
S
IVL
SAL
I
SV
AIL
SL
IV
SA
IL
MAGIC:
THANKS TO BEN SIRON FOR SPELL POINTS
1 2 0 0 0 0 0 0 0 26 9 7 6 6 5 4 1 0
2 3 1 0 0 0 0 0 0 27 9 7 7 6 5 4 2 0
3 3 2 0 0 0 0 0 0 28 9 8 7 6 5 4 2 0
4 4 2 0 0 0 0 0 0 29 9 8 7 6 5 5 3 0
5 4 3 0 0 0 0 0 0 30 9 8 7 6 6 5 3 0
6 4 3 1 0 0 0 0 0 31 9 8 7 7 6 5 3 0
7 5 3 2 0 0 0 0 0 32 9 8 7 7 6 5 3 1
8 5 4 2 0 0 0 0 0 33 9 8 8 7 6 5 4 2
9 5 4 3 0 0 0 0 0 34 9 8 8 7 6 6 4 3
10 6 4 3 1 0 0 0 0 35 9 8 8 7 7 6 5 3
11 6 4 3 2 0 0 0 0 36 9 8 8 7 7 6 5 4
12 6 4 4 2 0 0 0 0 37 9 8 8 8 7 6 5 4
13 6 5 4 3 0 0 0 0 38 9 8 8 8 7 6 6 4
14 7 5 4 3 0 0 0 0 39 9 8 8 8 7 6 6 5
15 7 5 4 3 1 0 0 0 40 9 8 8 8 7 7 6 5
16 7 5 5 4 2 0 0 0 41 9 9 8 8 7 7 6 5
17 7 6 5 4 2 0 0 0 42 9 9 8 8 8 7 6 5
18 7 6 5 4 3 0 0 0 43 9 9 8 8 8 7 6 6
19 7 6 5 5 3 0 0 0 44 9 9 8 8 8 7 7 6
20 7 6 6 5 3 1 0 0 45 9 9 9 8 8 7 7 6
21 8 6 6 5 4 2 0 0 46 9 9 9 8 8 8 7 6
22 9 6 6 5 4 2 0 0 47 9 9 9 8 8 8 7 7
23 9 6 6 5 4 3 0 0 48 9 9 9 9 8 8 7 7
24 9 7 6 6 4 3 0 0 49 9 9 9 9 8 8 8 7
25 9 7 6 6 5 3 0 0 50 9 9 9 9 9 8 8 7
Spell Chart:
White Magic Black Magic
L1: CURE FOG L1: FIRE LIT LOCK SLEP
L2: ALIT INVS LAMP MUTE L2: DARK ICE SLOW TMPR
L3: AFIR CUR2 L3: FIR2 LIT2 LOK2 HOLD
L4: AICE PURE L4: CONF FAST ICE2 SLP2
L5: CUR3 L5: FIR3 SLO2
L6: L6:
L7: L7:
L8: L8:
EQUIPMENT:
Weapons Armor
Wooden Staff All Bracelets
Small Dagger Cloth
Large Dagger Wooden Armor
Silver Dagger Chain Armor
Rapier Silver Armor
Scimitar Cap
Sabre ProRing
Falchon Buckler
Short Sword Gloves
Long Sword ProCape
Silver Sword ProRing
Coral Sword Ribbon
Dragon Sword
Were Sword
Flame Sword
Giant Sword
Ice Sword
Sun Sword
Masmune
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
Red Wizard:
(Red Mage<----- CLASS CHANGE)
Spell Chart:
Spell Chart:
White Magic Black Magic
L1: CURE FOG RUSE L1: FIRE LIT LOCK SLEP
L2: ALIT INVS LAMP MUTE L2: DARK ICE SLOW TMPR
L3: AFIR CUR2 L3: FIR2 LIT2 LOK2 HOLD
L4: AICE PURE AMUT L4: CONF FAST ICE2 SLP2
L5: CUR3 LIFE L5: FIR3 SLO2 BANE WARP
L6: EXIT FOG2 INV2 L6: LIT3
L7: ARUB L7: ICE3
L8: L8:
EQUIPMENT:
Weapons Armor
Wooden Staff All Bracelets
Small Dagger Cloth
Large Dagger Wooden Armor
Silver Dagger Chain Armor
Rapier Silver Armor
Scimitar Cap
Falchon ProRing
Sabre Buckler
Short Sword Gloves
Long Sword Wooden Glove
Silver Sword Silver Glove
Coral Sword Power Glove
Dragon Sword ProCape
Were Sword ProRing
Flame Sword Ribbon
Giant Sword
Ice Sword
Sun Sword
Vorpal
Catclaw
Bane Sword
Defense
Masmune
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
White Mage:
(CLASS CHANGE -----> White Wizard)
Base Statistics:
HP: 28
Str: 5
Agi: 5
Int: 15
Vit: 10
Luk: 5
Hit%: 5 + 1 Per Level
2 Level 1 Spell Charges
Magic Defense: 20 + 2 Per level
L 50 Stats
Average Minimum Maximum Max Stat Rating
HP: 717 608 850 4th
Str: 38 23 54 T-3rd
Agi: 38 23 54 T-4th
Int: 54 44 64 2nd
Vit: 44 25 59 3rd
Luk: 39 29 54 T-3rd
Hit%: 54 54 54 T-5th
Level Ups:
Guide: if "Level" is fully capitalized, the level is a strong level up
giving more hp (see leveling up) Letterss after "Level x" are what stats
are guaranteed to increase (A stat never increases by more than 1)
Other stats are gained 50% of the time.
S = Str
A = Agi
I = Int
V = Vit
L = Luk
LEVEL 2: SAIL Level 26: AIL
Level 3: SAIV Level 27: IV
LEVEL 4: SIL LEVEL 28: SI
Level 5: AIV Level 29: AIL
LEVEL 6: IL Level 30: IV
Level 7: SIV Level 31: S
LEVEL 8: AIL LEVEL 32: AL
Level 9: IV Level 33: V
LEVEL 10: SIL Level 34: S
Level 11: AIV Level 35: AL
LEVEL 12: IV Level 36: V
Level 13: SIL LEVEL 37: S
LEVEL 14: AIL Level 38: AL
Level 15: IV Level 39: V
Level 16: SIL Level 40: S
LEVEL 17: AIV Level 41: AL
Level 18: IL LEVEL 42: V
Level 19: SIV Level 43: S
LEVEL 20: AIL Level 44: AL
Level 21: IV Level 45: V
Level 22: SI Level 46: S
Level 23: AIL LEVEL 47: AL
LEVEL 24: IV Level 48: V
Level 25: SI Level 49: S
Level 50: AL
Notes: Seems that the HP Gains seem to go through patterns as well as stat
gains.
HP Gains:
2, 4, 6, 8, 10, 12, 14
17, 20
24, 28, 32
37, 42, 47
See what i mean? It skips a level then skips 2 then 3 eventually 4 to get
high hp gains.
Stat Gains:
Goes by patterns of 3, kinda. Very easy to see near the end.
The last 17 or so levels go through a V S AL pattern.
Around Levels 10-30 it goes
SIL AIV IV
SIL AIL IV
SIL AIV IL
SIL AIL IV
SIL AIV IV
SIV AIL IL
Many visible traits there.
Every 2 sets of 3 levels the 3rd part swaps V and L
Every 3 sets of 3 levels the 2nd part swaps V and L
Every 6 sets of 3 levels the 1st part swaps V and L
Whatever. After a while V dissapears from the second set of
every pattern and I dissapears completely.
MAGIC:
THANKS TO BEN SIRON FOR SPELL POINTS
1 2 0 0 0 0 0 0 0 26 9 7 6 6 5 5 4 2
2 3 1 0 0 0 0 0 0 27 9 7 7 6 6 5 4 2
3 3 2 0 0 0 0 0 0 28 9 8 7 6 6 5 4 3
4 4 2 0 0 0 0 0 0 29 9 8 7 7 6 5 5 3
5 4 3 1 0 0 0 0 0 30 9 8 7 7 6 6 5 4
6 4 3 2 0 0 0 0 0 31 9 8 8 7 6 6 5 4
7 5 3 2 0 0 0 0 0 32 9 8 8 7 7 6 5 4
8 5 3 3 1 0 0 0 0 33 9 8 8 7 7 6 5 5
9 5 4 3 2 0 0 0 0 34 9 8 8 7 7 6 6 5
10 6 4 3 2 0 0 0 0 35 9 8 8 8 7 6 6 5
11 6 4 4 3 0 0 0 0 36 9 8 8 8 7 7 6 5
12 6 4 4 3 1 0 0 0 37 9 8 8 8 7 7 6 6
13 6 5 4 3 2 0 0 0 38 9 9 8 8 7 7 6 6
14 7 5 4 4 2 0 0 0 39 9 9 8 8 7 7 7 6
15 7 5 5 4 3 0 0 0 40 9 9 8 8 8 7 7 6
16 7 5 5 4 3 1 0 0 41 9 9 8 8 8 7 7 7
17 7 6 5 4 3 2 0 0 42 9 9 8 8 8 8 7 7
18 7 6 5 5 4 2 0 0 43 9 9 9 8 8 8 7 7
19 8 6 5 5 4 3 0 0 44 9 9 9 8 8 8 8 7
20 8 6 6 5 4 3 1 0 45 9 9 9 8 8 8 8 8
21 8 6 6 5 4 3 2 0 46 9 9 9 9 8 8 8 8
22 8 6 6 5 5 4 2 0 47 9 9 9 9 9 8 8 8
23 8 6 6 6 5 4 3 0 48 9 9 9 9 9 9 8 8
24 9 7 6 6 5 4 3 0 49 9 9 9 9 9 9 9 8
25 9 7 6 6 5 5 3 1 50 9 9 9 9 9 9 9 9
Spell Chart:
L1: CURE FOG HARM RUSE
L2: ALIT INVS LAMP MUTE
L3: AFIR CUR2 HEAL HRM2
L4: AICE AMUT FEAR PURE
L5: CUR3 HEL2 HRM3 LIFE
L6: FOG2 INV2 SOFT
L7: ARUB HEL3
L8:
EQUIPMENT:
Weapons Armor
Wooden Staff All Bracelets
Heal Staff Cloth
Power Staff Cap
Iron Hammer Gloves
Silver Hammer ProCape
Masmune ProRing
Ribbon
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
White Wizard:
(White Mage<----- CLASS CHANGE)
Spell Chart:
L1: CURE FOG HARM RUSE
L2: ALIT INVS LAMP MUTE
L3: AFIR CUR2 HEAL HRM2
L4: AICE AMUT FEAR PURE
L5: CUR3 HEL2 HRM3 LIFE
L6: EXIT FOG2 INV2 SOFT
L7: ARUB CUR4 HEL3 HRM4
L8: FADE LIF2 WALL XFER
EQUIPMENT:
Weapons Armor
Wooden Staff All Bracelets
Heal Staff Cloth
Power Staff Cap
Iron Hammer Gloves
Silver Hammer ProCape
Thor Hammer ProRing
Masmune Ribbon
White Shirt
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
Black Mage: > Thanks to Rincewind!
(CLASS CHANGE -----> Black Wizard)
Base Statistics:
HP: 25
Str: 1
Agi: 10
Int: 20
Vit: 1
Luk: 10
Hit%: 5 + 1 Per Level
2 Level 1 Spell Charges
Magic Defense: 20 + 2 Per level
L 50 Stats
Average Minimum Maximum Max Stat Rating
HP: 523 401 662 6th
Str: 32 14 50 6th
Agi: 42 23 59 T-1st
Int: 69 69 69 1st
Vit: 32 15 50 6th
Luk: 41 24 59 2nd
Hit%: 54 54 54 T-5th
Level Ups:
Guide: if "Level" is fully capitalized, the level is a strong
level up giving
more hp (see leveling up)
lets after "Level x" are what stats are guaranteed. Other stats
are gained
50% of the time.
S = Str
A = Agi
I = Int
V = Vit
L = Luk
LEVEL 2: I LEVEL 26: IL
Level 3: AIV Level 27: AI
LEVEL 4: SIL Level 28: SIV
Level 5: IV Level 29: I
LEVEL 6: AIL LEVEL 30: AIL
Level 7: SIV Level 31: SI
LEVEL 8: IL Level 32: IV
Level 9: AIV Level 33: AI
Level 10: SIL Level 34: SIL
LEVEL 11: I LEVEL 35: I
Level 12: AIV Level 36: AIV
Level 13: SI Level 37: SI
LEVEL 14: IL Level 38: IL
Level 15: AI Level 39: AI
Level 16: SIV Level 40: SIV
Level 17: I LEVEL 41: I
LEVEL 18: AIL Level 42: IL
Level 19: SI Level 43: I
Level 20: IV Level 44: IV
Level 21: AI Level 45: I
LEVEL 22: SIL Level 46: IL
Level 23: I Level 47: I
Level 24: AIV Level 48: IV
Level 25: SI Level 49: I
Level 50: IL
Notes: To sum up:
Strong HP Gains:
4 patterns:
a) every 2nd level from 2-8
b) every 3rd level from 8-14
c) every 4th level from 18-30
d) 35, 41
2, 4, 6, 8
11, 14
18, 22, 26, 30
35
41
Given Stat Gain Patterns:
Black Mage/Wizard always gain INT.
Str is every 3rd level from 4-40
Agl is every 3rd level from 3-39
Vit has 2 patterns:
a) every 2nd level from 3-9
b) every 4th level from 12-48
It would be wise to note that the earlier you get VIT, the more HP
the character will get overall (since it factors in every HP gain)
Luck has 2 patterns:
a) every 2nd level from 4-10
b) every 4th level from 10-50
unlike Vit, the Luck pattern fits together =).
MAGIC:
THANKS TO BEN SIRON FOR SPELL POINTS
1 2 0 0 0 0 0 0 0 26 9 7 6 6 5 5 4 2
2 3 1 0 0 0 0 0 0 27 9 7 7 6 6 5 4 2
3 3 2 0 0 0 0 0 0 28 9 8 7 6 6 5 4 3
4 4 2 0 0 0 0 0 0 29 9 8 7 7 6 5 5 3
5 4 3 1 0 0 0 0 0 30 9 8 7 7 6 6 5 4
6 4 3 2 0 0 0 0 0 31 9 8 8 7 6 6 5 4
7 5 3 2 0 0 0 0 0 32 9 8 8 7 7 6 5 4
8 5 3 3 1 0 0 0 0 33 9 8 8 7 7 6 5 5
9 5 4 3 2 0 0 0 0 34 9 8 8 7 7 6 6 5
10 6 4 3 2 0 0 0 0 35 9 8 8 8 7 6 6 5
11 6 4 4 3 0 0 0 0 36 9 8 8 8 7 7 6 5
12 6 4 4 3 1 0 0 0 37 9 8 8 8 7 7 6 6
13 6 5 4 3 2 0 0 0 38 9 9 8 8 7 7 6 6
14 7 5 4 4 2 0 0 0 39 9 9 8 8 7 7 7 6
15 7 5 5 4 3 0 0 0 40 9 9 8 8 8 7 7 6
16 7 5 5 4 3 1 0 0 41 9 9 8 8 8 7 7 7
17 7 6 5 4 3 2 0 0 42 9 9 8 8 8 8 7 7
18 7 6 5 5 4 2 0 0 43 9 9 9 8 8 8 7 7
19 8 6 5 5 4 3 0 0 44 9 9 9 8 8 8 8 7
20 8 6 6 5 4 3 1 0 45 9 9 9 8 8 8 8 8
21 8 6 6 5 4 3 2 0 46 9 9 9 9 8 8 8 8
22 8 6 6 5 5 4 2 0 47 9 9 9 9 9 8 8 8
23 8 6 6 6 5 4 3 0 48 9 9 9 9 9 9 8 8
24 9 7 6 6 5 4 3 0 49 9 9 9 9 9 9 9 8
25 9 7 6 6 5 5 3 1 50 9 9 9 9 9 9 9 9
Spell Chart:
L1: FIRE LIT LOCK SLEP
L2: ICE DARK TMPR SLOW
L3: FIR2 LIT2 LOK2 HOLD
L4: ICE2 FAST SLP2 CONF
L5: FIR3 SLO2 BANE
L6: LIT3 QAKE STUN RUB
L7: ICE3 BLND
L8:
EQUIPMENT:
Weapons Armor
Small Dagger All Bracelets
Large Dagger Cloth
Silver Dagger Gloves
Mage Staff Cap
Power Staff ProRing
Masmune ProCape
Ribbon
Black Wiz Adds:
Wizard Staff
Catclaw
Black Mage:
Copper Bracelet
Silver Bracelet
Gold Bracelet
Opal Bracelet
Gloves
ProRing
ProCape
Cap
Ribbon
Black Wiz Adds:
Black Shirt
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
Black Wizard:
(Black Mage<----- CLASS CHANGE)
MAGIC:
Spell Chart:
L1: FIRE LIT LOCK SLEP
L2: ICE DARK TMPR SLOW
L3: FIR2 LIT2 LOK2 HOLD
L4: ICE2 FAST SLP2 CONF
L5: FIR3 SLO2 BANE WARP
L6: LIT3 QAKE STUN RUB
L7: ICE3 BLND BRAK SABR
L8: NUKE STOP ZAP! XXXX
EQUIPMENT:
Weapons Armor
Small Dagger All Bracelets
Large Dagger Cloth
Silver Dagger Black Shirt
Mage Staff Gloves
Power Staff Cap
Wizard Staff ProRing
Cat Claw ProCape
Masmune Ribbon
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_Thanks to:-_-_-_-_-_-_-_-
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_Character Strategies-_-_-_-_-_-_-_-Rincewind-_-_-_-_-_-_-
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_(Thief + Black Mage)-_-_-_-
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
Fighter/Knight
General:The Fighter is your main sword user, brawler, armor wearer, beat em
upper. After promotion, you can cast a few level 1-3 white magic spells.
Although these are weak spells, the cure charges can work as extra heal
potions, and by this time, you need no more money. The Knight can equip every
sword imaginable, except for the katana, if you count that as a sword. Just
about every piece of armor can be equipped by the knight as well. The only
things he cannot use are things like the white and black shirts. Many armors
are knight exclusive like aegis shield, dragon armor, and all the opal
equipment. And as for the fighter, I would have to say out of the 12 classes,
he ranks 3rd on the total armor and weapon equip list, he uses almost as much
as the ninja.
Physical:
Suggested Equipment:
Standard Knight
E - Xcalber
E - Dragon Armor
E - Aegis Shield
E - Ribbon
E - ProRing
Alternates:
E - Xcalber <---> E - Masmune
E - Dragon Armor <---> E - Opal Armor
E - Aegis Shield <---> E - Opal Shield
E - ProRing <---> E - Opal Gauntlet
E - ProRing <---> E - Zeus Gauntlet
E - ProRing <---> E - Power Gauntlet
E - Ribbon <---> E - Heal Helmet
E - Ribbon <---> E - Opal Helmet
Solo Knight
E - Masmune
Mage Staff
Defense
Thor Hammer
E - Dragon Armor
E - Aegis Shield
E - Ribbon
E - ProRing
Attack:
This is where the Fighter and Knight pwnz everyone. Start off with a rapier,
and then buy something like a scimitar and save up for a silver sword, cause
thats what you're going to use for most of the game, until you find the flame
and ice swords or better. The fighter will be your main source of attack, hell
be the guy killing the bosses throughout the game, until the master gets a bit
stronger, around level 28 when he reaches 8 hits. Anyways, dont expect the
fighter to hold extra items for you cause he uses up all his armor slots. Once
you get the defense, go ahead and equip it on the Red Mage/Wizard, NOT the
Fighter/Knight. The defense is the Red Mage/Wizard's best weapon. Equip a bane
sword when you find it. Remember to find ADAMANT in the sky palace (i.e. the
higher area of the mirage tower) so you can take it to the dwarf cave and get
the xcalber. If your weapon slots are all too full, the dwarf will say "Don't
be greedy. You have too many items already" or something along those lines. By
end game you will have up to 7 hits (207 hit%, 8 hits would be 224 i think)
with the masmune. With the xcalber you should still be doing 7 hits, too
(barely) so don't fret.
Defense:
Start off with chain armor which gives you 15 (!) absorb, a humongous amount.
move on to iron armor from the marsh cave, and then find the rest of your
armor. Make sure that you do not buy the 45000 G steel armor. It is almsot
useless, it gives you good defense and takes away little evade but there are
many armors you will find that are much better than the steel armor. Buy a few
good spells like fir3 instead. Since the knight can use all the good armors
you may want to go to the sea shrine and loot it out to get things like Opal
armor, bracelet (for your mages) and the shield, helmet and gauntlet. After
that the best things you will find are the aegis shield and the dragon armor
which are both great defensive items. The knight should always go in your
front rank as hes an impenitrable guy who absorbs half of the damage :D
Spells:
Suggested Spell Slot Usage:
In order of priority, more useful spells on the left.
Spells may only be bought as a knight.
L1: RUSE CURE
L2: MUTE
L3: CUR2
L4:
L5:
L6:
L7:
L8:
The only spells that are still useful at the time are these.
Strategies with other Classes:
with Fighter/Knight:
2 Fighters in one group means the end of bosses. Team up and take out otherwise
tough bosses in a turn or two. If one fighter falls you have another to back
him up!
with Thief:
If your fighter dies, let your thief run. Thats about allt here is to do with
your thief. Upgrade ASAP.
with Ninja:
The ninja is faster than the fighter so hell usually go first, plus he can cast
fast to make your fighter very powerful.
with Black Belt/Master:
See Fighter, Except keep the black belt in the second slot so he wont die as
fast.
with Red Mage/Wizard:
Let your red mage take a top spot early on and soak up damage almost like a
fighter, cast spells like a black mage, and attack like a fighter almost, as
well. Also, red mage can use fast, making your fighter just too deadly.
With White Mage/Wizard:
If you only have two characters left, fighter and white mage are one of the
best combos. The white mage can inv2 and bring both characters evade up by 80,
double or triple this and youll be near impossible to hit,then take your time
to cure whoevers been damaged... though the battle wont last that long with a
fighter in your party will it?
with Black Mage/Wizard:
Fighter takes care of big enemies, black mage takes care of groups. Stick the
black mage in a backs lot to not get hit, but dont use all his spell charges.
It would be better to just save up for the boss. Also, dont forget about the
black mage's fast, do double your attack power.
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
Thief/Ninja Strategies: >- Thanks to rincewind!
General The Thief is the class that gains the most from promotion. Almost
everything about this guy changes in that event. The Thief is limited in his
selection of weapons and armor, while the Ninja has nearly every weapon, and
most of the armor available. A Thief can't even cast magic (or steal!) but a
Ninja gets the first 4 Levels of Black Magic (FAST!). Due to his paltry weapon
selection, it's hard to think of a Thief as your primary attacker, but the
Ninja's much improved weapon selection gives him a fighting ability that is
about 80% that of a Fighter/Knight. And while not able to equip the absolute
top of the line armor, a Ninja can equip armor that your Knight is ready to
give up on his way to the Opal/Dragon equipment sets. And as a Ninja, he is
no longer compeating with your Mages for armor, freeing up the
potent Opal Bracelet.
Physical:
Suggested Equipment:
Standard Ninja:
E - Katana
Bane Sword
Defense
E - Ice Armor
E - Flame Shield
E - Ribbon
E - Proring
Alternates:
E - Katana <---> E - Sun Sword
E - Katana <---> E - Defense
E - Ice Armor <---> E - Flame Armor*
E - Flame Shield <---> E - Ice Shield*
* You should pair the Ice Armor with Flame Shield and vice
versa to maximize elemental defenses before you get the
Ribbon, or if you decide to give the Ninja a Heal Helmet instead
of a Ribbon.
E - Ribbon <---> E - Heal Helmet*
E - Ice Armor <---> E - Opal Bracelet
E - Flame Shield <---> E - Silver Shield
Attack:
A Thief should generally be commanded to attack monsters that you know he can
kill, or that need to be softened up a bit for someone else to kill. Do not
put the Thief on a priority target, or you'll be disappointed every time. Ninja
however can hold their own, defeating targets that you wouldn't want to waste
your Knight/Master's stronger attack on, but which require a bit of muscle to
take out as well. With the addition of Black Magic a Ninja can become one of
your most versatile party members, with many methods of dealing with dangerous
opponents. Aside from the Masmune, you'll want to get your Ninja a Katana ASAP.
The first one is in the Sky Palace, the second in the Temple of Fiends
Revisited, Fire Floor. If you are sticking it out with a Thief
however, then know that you won't have anything more powerful than the Dragon
Sword until you claim the Masmune before fighting Tiamat 2.
Defense:
The Thief is essentially a Mage when it comes to armor, with the curious
exception of being able to equip the Buckler. Since it takes up only one spot
over two for the Cap & Gloves, I'd say pick it up and ditch the other two
when you get the Crescent Lake. Or you can add the Buckler instead, since it
counts as a shield. After that, you'll want to pick up one of the Bracelets
for your Thief, Copper at Elfland, Silver at Melmond, Gold at Gaea, and Opal
found in the Sea Shrine. As a Ninja however, you'll want to wear real armor.
Either the Ice Armor/Flame Shield or Flame Armor/Ice Shield (Ice items in the
Ice Cave, Flame Items in the Volcano). You'll want to pair them like that to
take advantage of the fact that the ice items protect from fire, and vice
versa. This is a big advantage until you start finding Ribbons. Decked out as
above, your Ninja will have an absorb of 54, and a nice Evade % given their
naturally high agility.
Spells:
L1: SLEP
Nothing on Level 1 is truly useful, but if you _really_ want to,
you can drop 100G on SLEP. After all, LOCK doesn't work, and FIRE & LIT are
beyond help at this point in the game.
L2: SLOW
SLOW is still useful at this stage in the game, and in fact some would say that
the spell is just finally coming into it's own. And anyway, at 400G it's
virutally a steal!
L3: FIR2 LIT2
If your party is weak on Magic, or you just want to have a
backup caster then go ahead and grab the Elemental 2 spells. But you will
probably want to spend your money on other upgrades first.
L4: FAST ICE2
FAST is a must, even if the Ninja is the only attacker in a party of Wizards.
This way when there is a need for FAST, the Ninja can cast it on himself and
let the Wizards break out with attack spells on the first turn. ICE2 is less
required, and is filed away in the same vein as FIR2 & LIT2 -
get it if you have the extra money, or if you want a backup caster for the
Elemental 2 spells.
Strategies with other Classes:
as a Thief, with All:
As a Thief, there isn't much you can do for anyone. Your options are to either
RUN, to serve as a human shield, or to kill off the weaker/weakened monsters
in the enemy group. You will often want your White/Red Mage to cast protective
spells on your Thief in order to raise his life expectancy, as this will also
keep the monsters from looking further down the party line as often.
with Knight, Master:
Since a Ninja can cast FAST, if there isn't a Red or Black Wizard around guess
who's drafted to speed up the Knight or Master =). If there is a Red or Black
Wizard around, then either have one of them cast it on your Ninja (unless there
is a higher priority attacker) or save your spells for the big
fights. Your Ninja is also going to typically be a supporting attacker,
killing off the weaker monsters that still pose a threat to your party.
with Red Wizard:
Generally the Ninja is a better attacker, and the Red Mage is a better caster,
but occasionally you will want to have them exchange duties. Since they can
both cast similarly useful Black Magic (basically FAST, SLOW, Elementals) they
can often team up to deal with larger groups of monsters, or if there is a big
fight and you have multiple Attackers on your team then they can both cast FAST
and get your team doing double damage much faster. If only brute force will
take out the target however, you can often team them up to kill
it quicker than if you put a single Knight or Master on the target.
with White Wizard:
With a White Wizard you will probably want to make sure that the White Wizard
doesn't die. You take out stretegic targets, and she protects and heals you.
with Black Wizard:
A Black Wizard will have more spell charges than the Red Wizard and a weaker
physical attack, but otherwise their paring is quite similar. The Black Wizard
will often come out with a heavy hitting spell, and the Ninja will either
attack the remnants or cast a similar spell that will off any survivors. The
Ninja can also fill in for the Black Wizard's FAST spell, allowing the Black
Wizard to cast something more deadly in it's place (such as NUKE).
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
Black Belt/Grand Master
General:The Black Belt has many things different than other classes. It's
absorb value will be equal to its level as long as you dont go to the armor
equip screen (This is a bug) even if you have equipped stuff. You will still
retain status and elemental protection (i.e. protection from fire) and as long
as he has no weapons, his damage rating is equal to Level x 2. This gives him
a great combo of 100 damage and 50 absorb at level 50. His defense is below
average, as he has the worst max absorb rating in the game, but he will ALWAYS
have 999 HP at level 50. Also, instead of getting 1 hit for every 32 hit%, he
gets that multiplied by 2! Wow, huh? you can fast him for a maximum of 20 hits,
times 100 damage, and if they were all criticals against an enemy with 0
defense... that would be 8000 damage at maximum power. Wow, huh? He fights with
his bare fists and all you will buy for him will be wooden nunchakus, wooden
armor, and iron nunchukas... and a few heal potions! :P Oh and by the way there
is absolutely no difference between the Black Belt and Grand Master except
graphical :P The Black Belt and Grand Master are the only series of classes
that do not learn any spells. The Black Belt/Grand Master are the focus of a
lot of bashing, sadly. I guess many people try to find every single flaw the
Black Belt/Grand Master has and point out why its so bad and why thief is
better >:P
Physical:
Suggested Equipment:
Standard Master
(Nothing)
E - Ribbon
E - ProRing
Attack:
Early on, go ahead and buy him wooden nunchakas and dont unequip until level 6.
However if you get iron nunchakas or in a low level game, a power staff,
by all means use that till level 8. Throughout the rest of the game, the black
belt will be a really great attacker. At level 32 he reaches 8 hits, more than
the fighter will have at level 50 with a masmune! Thats about when you really
see the master's power and he surpasses the knight. Sadly he does not reach 12
hits but comes so close, just 8 hit% away! Many people say the black belt is
not really as strong as the fighter until levels abover 40 and stuff like that
but that's just not true. Once you reach 6 hits you're doing at much as the
knight at least. Another myth is that Black Belts/Grand Masters are too weak
against bosses. That is onyl partially true. Although the black belt does have
an ungoldy number of hits to attack with his damage rating is lower than that
of the fighter and thus, against enemies with high defense, the Black Belt will
not do quite as much as the fighter sometimes.. Anyways, for your Black Belt/
Grand Master, attacking or using items is your only option. Youll stay
barehanded after the iron nunchukas and you'll never go back, and you will not
want to, anyways.
Defense:
Not much to talk about here except explaining the whole armor bug.
Now, the black belt is normally supposed to have armor equal to his absorb,
but going to the armor equip screen will set your armor back to what your
absorb would normally be with what you have equipped. You wont want that to
happen, do you? Cause then youll have a maximum absorb rating of only 43 with
you black belt, if you want to use your only opal bracelet, and if not, hell be
well under 35. Early on you can buy him wooden armor, and after that a cap and
gloves... after level 10 unequip and never go back to armor, I say. Black Belt/
Grand Master is just sooo cheap to equip, and doesent even need equipment for
more than like an hour! Also, the highest magic defense increases in the game
makes the black belt the bets protected against status changing spells, as well
as death spells.
Spells:
N/A
Strategies with other Classes:
with Fighter/Knight:
Put your fighter in the front to absorb the damage, and then you'll be fine.
Both of these two are heavy fighters.
with Thief:
Your thief can run and your black belt can attack. Period. :/
with Ninja:
Let the ninja fast you up to 20 hits, and nothing will stop you. Go ahead and
kill your enemies dead, 1500 damage at a time. :D
with Black Belt/Master:
See Fighter :P except more destruction!
with Red Mage/Wizard:
Red Mage Casts Fast and Black Belt/Grand Master Attacks. You > enemies. Enemies
face the evil "WOW! YOU LOSE" screen.
With White Mage/Wizard:
Oh something different than attack? NOPE wrong. INVS up your Black Belt/Grand
Master and (surprise!) attack.
with Black Mage/Wizard:
By now you realize the Black Belt/Grand Master has little strategy. Fast up and
attack. You know im just saying "Black Belt/Grand Master" to increase the size
of this FAQ :D
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Red Mage/Red Strategy
General:The Red Mage is a jack of all trades early on, the 2nd best fighter and
a respectable spell caster. Over time he loses much of his strength. Class
change brings few changes, a few better spells and some better weapons, but
that is about it. After promotion even the ninja is better than the red
mage.
Spells:
Suggested Spell Slot Usage:
In order of priority, more useful spells on the left.
Lower Case means buy it as a red mage
Upper Case means buy it as a red wizard
L1: cure fire lit
L2: ice mute invs
L3: fir2 cur2 lit2
L4: fast ice2
L5: fir3 LIFE cur3
L6: LIT3 EXIT INV2
L7: ICE3
L8:
Red Mage Stategies:
L1: cure fire lit
The Red Mage's first spell level brings 3 useful spells. Cure is always
great for the extra healing you can get from long dungeons. Fire and Lit
are useful for bosses early on but soon after the red mage's attack passes
that of fire and Lit's attack power. Sadly, the red mage cannot learn ruse
until promotion which is useless by then as you ahve inv2 and ruse in item
form.
L2: ice mute invs
Ice is stronger than fire and Lit, go ahead and buy it definitely... but
itll become a weak spell later on. Mute can be used on astos and the eye,
rendering them useless, however the eye will still have it's special attacks.
At that point of the game, though, both of these bosses physical attacks are
very weak.
L3: fir2 cur2 lit2
Fir2 is the first black magic attack spell that targets all enemies, and its
pretty strong, too. It can take out large groups of weaker enemies like wolves
and sometimes guys like GrWolves. Its very useful on undead (Think ZomBull!)
doing over 100 damage to them. Cur2 is useful because of its stronger curing
power. Early on youll use fir2 and lit2 more than cur2 but cur2 will be about
500-600 hp total curing power in this level 3 spot later on in the game, about
20 potions! Lit2 is the same as fir2 except its electricity element which not
as many monsters are weak against. Its best use is while fighting Kyzokus or
large bands of sahags and sharks... Its useful in the Sea Shrine as well, but
by then you have Lit3. Lit2's main use is against the marsh cave's wizards, as
they fall to lit2 in 1-2 shots. Later on fir2 and lit2 are available in item
form for free casting, used by the thor hammer and zeus gauntlet for lit2, and
mage staff for fir2.
L4: fast ice2
Fast is arguably the best spell in the game, definitely top 3. It doubles an
ally's number of attacks for that battle. Using this on your heavy attackers
(Fighter/Knight, BlackBelt/Grand Master and Ninja as well as Red Mage earlier
on) can kill bosses as easily as in one or two attacks! A must for low level
games. Ice2 is like fir2 and lit2 except stronger. best used in the Gurgu
Volcano, and on enemies with no weaknesses to spells, cause ice spells are
stronger than fire and lighting spells.
L5: fir3 LIFE cur3
Fir3 is the weakest of the elemental level 3 spells. Its fire elemental which
is the best in the game cause many many enemies are weak to it. Very useful
for the earth cave cause it can killt he vampire in one shot and lich in about
2-4 if you're lucky. Life is usefuul as life and lif2 are the only ways to
bring back fallen characters outside of the clinic. Cur3 is well, a cure spell.
'Nuff Said.
L6: LIT3 EXIT INV2
Lit3. Stronger than fir3 and very useful for the sea shrine, can kill kraken
in a few shots. Great spell for packs of enemies, and EXIT is great for getting
the masmune and exiting out as well as getting out of deep places like the
mirage tower when you're not able to go further. INV2 means 80 evade to all
allies so you will want to pick that up.
L7: ICE3
ICE3 is the 3rd strongest available attack spell in the game, and an enemy weak
to ice will take more damage from this than NUKE! But then again, who is weak
vs. ice?
L8:
The Red mage has no available level 8 spells, and still gets the spell charges.
Strange, eh?
Physical:
Suggested Equipment:
Standard Red Mage
E - Defense
Bane Sword
E - Opal Bracelet
E - Proring
E - Ribbon
E - Procape
Alternates:
E - Defense <---> E - Masmune
E - Opal Bracelet <---> E - Gold Bracelet
Attack:
The Red Mage can acess the best of the weapons early on, till elfland when the
silver sword becomes available. The red mage can weild this mighty weapon for
the hefty price of 4000 G. You would do better buying FAST, however, and using
a weaker weapon, or buying ice2 to get rid of bigger pest, or hell, Fir2 AND
lit2 and havign 1000 G left over! The red mage cna equip most of those weapons
you find with the mystic key (i.e. dragon sword and were sword) however the
silver sword still tops these. Go ahead and sell these when you find them and
equip a silver sword, its better than keeping the dragon sword which is weaker
than the silver sword and can sell for the price of a silver sword by itself.
After the silver sword there is little more the red mage can get that is
better, but after class change you can get sword such as the defense which you
should stick on your red mage immediately, its his best weapon till the
masmune, which can be put on either your red mage or white mage if you're smart
enough to not waste it on a fighter :P But it usually better for the white
mage, however it makes the red mage a force ot reckon with.
Defense:
Early on the red mage may equip the best of armors but soon you realize he has
nothing to use and he basically becomes a mage that can equip a buckler. He can
equip silver armor at one point but its kinda costly. Later on you can go ahead
and buy it or buy a gold bracelet which is his strongest armor, other than the
opal bracelet. He usually has to be stuck with the opal bracelet though, as the
other mages have their shirts.
Strategies with other Classes:
with Fighter/Knight:
Cast Fast on him and watch him wreak havoc... Or go ahead and cast a level 3
spell and wreak all kinds of havoc on the enemies. Other choices include just
plain mindless attacking with both characters and fasting yourself and then
attacking.
with Thief:
Dont wait for the thief. Let him attack while you fast up and attack.
with Ninja:
Ninja and red wiz both have fast so fast yourselves and then go all out with
your attacks cause at this point you wont be bothering too much with attack
spells.
with Black Belt/Master:
Fast him and his attack damage doubles, and hell kill chaos in one shot if
you're lucky. This dude is just unstoppable, hell have way more attacks than
fighter throughout the game, you can nail 8-12 hits on lich, even, depending on
whether you level up or not.
with Red Mage/Wizard:
Early on two red mages = two black mages so you can fir2 or lit2 or even ice2
yoru enemies to death or you can dual fast and go all out. Later on just send
out lit3 or ice3 or fir3, or fast yourselves and kill the enemies.
With White Mage/Wizard:
Let the white mage heal you up and protect you with spells, whilst you
makesthth minceeth meateth outeth ofeth thoueth enemieseth.
with Black Mage/Wizard:
Combine Red Mage and white mage strategy to get black mage strategy.
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White Mage/Wizard Strategy
General: My (sqpat17) Favorite Class. She can cast every white magic spell.
In the game's early stages she'll have to go through with her defensive
spells as her guard, but with spells like fade and weapons like the thor
hammer and masmune she can hit powerfully, as well. High HP, 3rd best in
the game. 2nd best vitality which means she wont be paralyzed and stunned as
much as the ninja and the other mages. High INT supposedly helps with spells,
i guess. Other stats are below average :/
Suggested Spell Slot Usage:
In order of priority, more useful spells on the left.
Lower Case means buy it as a white mage
Upper Case means buy it as a white wizard
L1: cure ruse harm
L2: mute invs
L3: cur2 hrm2
L4: aice
L5: hel2 life
L6: inv2 EXIT fog2
L7: CUR4 HRM4
L8: FADE LIF2
L1: cure ruse harm
Cure is very useful, it heals about the same amount and a heal potion
does and doesent cost 60 G a charge. Use it when someone needs about 20 HP
of healing. It can also work later on as 9 extra refillable heal potions
when you go to places like ToF: Revisited. Ruse is very useful throughout most
of the game until inv2 becomes available. It raises the white mages evade by
80. Very useful for pirates and kraken. A few uses of this and only critical
hits will get you. Harm is useful for the groups of Bone and ghouls you fight
early on.
L2: mute invs
Mute is key for taking on people like astos and eye easily, at low levels.
An enemy affected by mute will not be able to cast spells, and when it tries
it will waste a turn. Very useful, but AMUT can protect against it. AMUT isnt
too common however. Invs adds 20 evade to an allys evade. Usually you wont use
this much but in some cases where you're no match for the enemy, like a hard
boss in low level games, but other than that, maybe PNEOP (Peninsula North
East Of Provoka)
L3: cur2 hrm2
Cur2 will be used s a stronger level of cure, and hrm2 is for the stronger
undead enemies. Cur2 is very useful in the marsh cave and in PNEOP, and hrm2
is very useful vs. zombulls of PNEOP as well as red bones and ghouls and
specters.
L4: aice
Aice is the only useful spell here, because of its use against frost wolves
and Frost giants plus, ice is the strongest element in the game.
L5: hel2 life
Cur3, hel2, and life. 3 very good healing spells. Cur3 can heal over 100 HP
back to a character, very useful to save peopl in and out of battle. Hel2 is
as strong and hel3 in battle... About as strong as cur3 itself. Life is the
only way to revive fallen characters outside of the clinic, but cannot be
used in battle. Reviving someone with life gives them 1 hp... At this point,
extra spells are wastes of money.. dont bother with cur3, but hel2 and life.
If you want, though, but hrm3... however you can get hrm4 not too much later
on.
L6: inv2 EXIT fog2
Inv2 is one of the white mage's most useful spells. It adds 80 evade to all
alies. Very useful for kraken and good against kary. Later on it can be
mimiced with a white shirt. Exit takes you out of dungeon, unlike warp it
doesn't just take you up one floor. Fog2 adds a bit of defense to all allies.
This is another great spell to use in pair with inv2, but since the onyl hits
that willg et through are critical hits, and they ignore critical hits, its
not as useful :/
L7: CUR4 HRM4
Cur4 is tied with Fade for best white magic spells. It completely heals an ally
to fully power. this is great to get you out of a pickle or a sa kind of max
potion you cna refill. Hrm4 is there for undead enemies you don't want to waste
Fade charges on. it can deal more than 250 damage to undead creatures.
L8: FADE LIF2
Fade is right under the black mage's nuke for strongest spells in the game...
it does 80-320 damage instead of 100-400 damage. It hits all enemies and is
useful for that reason. Lif2 heals a fallen ally to full hp, also a useful
spell. Youll start using these alot at level 25 when you get your first
charges.
Physical:
Suggested Equip Setups:
Standard White Mage
E - Masmune
Thor hammer
[Nothing]
[Nothing]
E - White Shirt
E - ProRing
E - Ribbon
E - Procape
Alternates:
E - Masmune <---> E - Thor Hammer
E - White Shirt <---> E - Opal Bracelet
E - Procape <---> Heal Helmet
White Mage in a Mage team
E - Thor Hammer
[Nothing]
[Nothing]
[Nothing]
E - White Shirt
E - ProRing
E - Ribbon
E - Procape
Alternates:
E - Thor Hammer <---> E - Masmune
E - White Shirt <---> E - Opal Bracelet
E - White Shirt <---> E - Gold Bracelet
E - Procape <---> Heal Helmet
Attack:
The White Mage cannot use any pointed weapons, except for the masmune.
Against her oath to use sharp things? :/ Wahtevr.. Early on you should equip
her with the iron hammer, not the wooden staff.. everyone can do better than
the staff.. You can use this to take out imps and a few levels later, the low
defense wolves. Youll have to stick with the iron hammer till a bit later, when
you get the KEY so you can get the power staff! 12 attack power and 0 hit% a
weak weapon but still good enough. Once you reach Crescent Lake, buy a silver
hammer for 2500. same as the power staff with an additional 5 hit% on it.. and
sell the power staff and buy a spell. Now youll have an actual chance to hit
twice!.. at level 23 >:P Well keep going cause thats all you can really do till
class change, where the thor hammer becomes available, in Mirage Tower. Now, at
the end of the game, the question is "Who'll get the Masmune?" Mostly everyone
prefers a white mage ro Red Mage, usually white mage though. Why? The White
Mage can survive longer, and can end up denting the enemy for longer, plus,
the red mage has more attack spells and the defense which is good, while the WM
would be stuck with the thor hammer... You dot want the black mage to have the
Masmune either cause he has NUKE :D
Defense:
The White Mage is really hurting in the start with physical defense, where it
can only get ahold of a cloth. When you get to the cap in temple of fiends you
want to give it to your black mag however, because the white mage has more HP
and has cure and RUSE. Onc eyou get to provoka and elfland you can buy the cap
and gloves for the White Mage as well as a copper bracelet... However you may
also find one in the marsh cave if you'd like. You wont get anythign to fill
up the shield slot until the procape much later on. Once you get to Crescent
Lake try to ge yourself a Silver Bracelet, but dont bother with the Gold
bracelet of gaia, 20000 G is too much, but go ahead and buy the ProRing. Equip
a White Shirt or the opal bracelet when you find them. Also equip a procape if
you find one. Maximum absorb is 51, average, and max for 4 classes.
with Fighter/Knight:
The knight will usually be in the front spot taking the most damage, so fog and
cure him and hell do his buisiness meanwhile.
with Thief:
Thief is quite weak, same def and less hp than WM so youll have to have him
well protected with white magic. Fog and invs and dont stick him in the second
slot..
with Chewbacca
RUUUUUHHHHHHHHHHHNGHHHHHHHHHH! Wookie Smash attack ! w00t
with Ninja:
Ninjas should be able to take care of themsevles at this point of the game, so
just attack or FADE with your WM and cur4 or cur3 the ninja when you need to.
with Black Belt/Master:
A better fighter than the fighter, with high HPs as well. Cast INV2 on big guys
like kraken and send him off into battle...
with Red Mage/Wizard:
Cast white magic with the red mage/wiz while you do the same with the white
mage/wiz. The red mage cant survive as well as the white mage so take care
and treat it like a little brother :P
With White Mage/Wizard:
Two white mages = dual fade or 160 evade to all alies... max out evade and
hell even defense if you want, and then fire away with harm fade or hammers.
with Black Mage/Wizard:
White mage has every white magic spell available. Black mage has every black
magic spell available. Together they can cast Bahamut's Holy Flare. "But hey!
Theres no Bahamut in the game!" Holy is Fade's name in the Japan version, and
flare is nuke. :P
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Black Mage/Black Wizard Strategy >- By Rincewind
The basic purpose of the black mage is to rain fiery (or icy, or electrical)
death on anything that threatens you (i.e. everything). Trying to attack with
a Black Mage is going to be an excersize in futility, as his prowess with
weapons sucks hard. The Black Mage also gets weak armor to compliment his low
HP, so always be sure to keep him up to date on the latest in protective gear.
Spells:
Suggested Spell Slot Usage:
In order of priority, more useful spells on the left.
Lower Case means buy it as a black mage
Upper Case means buy it as a black wizard
L1: fire lit slep
L2: ice slow
L3: fir2 lit2
L4: fast ice2
L5: fir3 WARP
L6: lir3
L7: ice3 BRAK
L8: NUKE
Black Mage Stategies:
L1: fire lit slep
If you are playing with a party that already has a lot of physical prowess,
then you may want to just skip the L1 spell group altogether. You'll use
these spells basically to just kill off lots of smaller monsters in the
early part of the game. If you have a party that is weaker physically then
SLEP can save you lots of trouble against the Pirates, as they tend to fall
under it's effect.
L2: ice slow
Unlike FIRE & LIT, ICE is actually useful among the single-hit
elementals.Since it does twice as much damage as either of them,
it's a good substitute spell when your fighting sea monsters (who tend to
resist FIRE) for LIT (which will only do 15-60 vs 20-80). Also ICE is a good
spell for taking on Ogres, as it will generally cut their HP in half with a
single casting, making for short work by a Fighter or Red Mage. Slow is a spell
better suited for mid to late game when the monsters start doing multiple hits.
I find it superior to SLO2 since it will hit multiple targets.
L3: fir2 lit2
FIR2 is useful for taking out undead monsters, and a good general destruction
spell for the Black Mage. LIT2 is useful against Sea Monsters of all kinds as
well. The usefulness of these spells will shine throughout the middle part of
the game, as you will find many monsters that will fall to at last one of
these spells.
L4: fast ice2
If you have any physical fighters in your party (Fighter, Thief, Black Belt)
then FAST is the spell for you (Red Mage can generally take care of his own
FAST spell). The spell basically doubles the damage that your physical party
members can dish out, and you only need to cast it once. ICE2 is a good
compliment to your other elemental spells, and does 40-160, vs the 30-120 that
FIR2 & LIT2 do. But in general you'll have to weight the advantages of
ICE2 vs FAST on an encounter basis.
L5: fir3 WARP
FIR3 can be a huge help against the Vampire and LICH, but unfortunately, you'll
probably be at the point where you are running out undead to kill with your
fire spells. WARP is only a necessity if you don't have a White or Red Wizard
in your party, since either of them can learn EXIT which will take you
completely out of the dungeon. There is actually only one place where you will
find WARP more useful than EXIT, and that is if you are trying to fight the EYE
in the Ice Cave for EXP. Just fall down a hole that will let you step up to the
EYE encounter square, and cast WARP and you can fight him without going through
the rest of the Ice Cave.
L6: lit3
There isn't much that I can say about this spell level. LIT3 comes with the
same recommendatations as LIT2, just much more powerful. But unlike LIT2 since
it occupies it's spell level by itself (at least in my recommendation) it
can be cast more often for it's own purposes. Useful against Frost D(ragons)
in the Temple of Fiends Revisited too.
L7: ice3 BRAK
ICE3 is the final elemental damage spell to round out your inventory. I find
that it is more useful than the other elemental spells however since you
use it against Gas D(ragon)s in the Temple of Fiends Revisited. BRAK is a
moderately useful spell for your Black Wizard. It will kill Tiamat without
having to deal with his nasty breath attacks. However, you will often find that
against groups the Bane Sword (Prefered over the spell BANE by far) will do the
same job. I'll leave this to your call, as BRAK works more often than BANE.
L8: NUKE
The one fries is the only one you need. It slices, it dices, it makes crispy
critters in groups as large as 9. at 100-400 damage its hard to top it's
destructive power (only ICE3 comes close, and only can top NUKE against
critters that we weak against ICE). The only downside to the spell is how long
it takes you to get L8 spell points, with your first one coming relatively late
at Charcter Level 25.
Physical:
Suggested Equipment:
Standard Black Mage
E - Catclaw
Mage Staff
Defense
Bane Sword
E - Opal Bracelet
E - Proring
E - Ribbon
E - Procape
Alternates:
Defense <---> Wizard Staff
E - Opal Bracelet <---> E - Gold Bracelet
E - Opal Bracelet <---> E - Black Shirt
E - Procape <---> Heal Helmet
E - Procape <---> White Shirt
Attack:
The Black Mage will generally use a Knife of some sort, but can also use some
staves. The Black Mage can also use the Masmune, but in general you'll be doing
more damage with your spells than you would by attacking. The Black Mage should
start with the Small Knife, a meager start, but at least he'll have a chance
at wacking half the HP off an Imp. You'll get a Large Knife in the Marsh Cave
and a Silver Knife after defeating ASTOS and getting the Mystic Key. You may
find the Mage Staff useful, however the extra 5% hit on the Silver Knife will
probably make you stick to that. When you get the Black Wizard Catclaws are
your best weapon, and actually makes the Black Wizard a decent fighter (as the
Catclaw has the 2nd highest Hit% in the game and a damage rating near that of
the Silver Sword). However, if you are relying on the Black Wizard to kill
something with his weapon, then I hope that you have a contingency plan.
In general your best bet for attacking with a Black Mage/Wizard will be your
magic, afterall, that is what they are there for!
Defense:
The Black Mage has the lowest HP, coupled with the Lowest Vitality, and the
weakest armor thrown in for good measure. Buy this man a Cloth and equip it.
Head up to the Temple of Fiends, and grab the Cap out of the treasure chest and
give that guy a hat. When you get to Pravoka, you can buy him Gloves too.
Congradulations, now your Black Mage has an absorb of 3. Before you get too
excited remember to always keep your Black Mage as far back in your party as
you can (which means the last slot unless you have more than one of them).
Now, round up 1000G (You can take a quick trip to the Dwarf Cave for some quick
cash) and head down to Elfland to pick up a Copper Bracelet. Absorb is now 6.0
When you get to Melmond, you can pick up a Silver Bracelet (there is also one
in on of the KEY rooms in the Marsh Cave). Absorb is up to 17. Once you get the
Airship, pick up a ProRing (replacing the Gloves) and eventually a Ribbon.
Absorb is now a wopping 24 (33 if you could find the cash to pick up a Gold
Bracelet too). Eventually you will also find the Black Shirt, and the Opal
Braclet, both find pieces of equipment for the Black Mage trying to survive.
(NOTE: You must be a Black Wizard to use the Black Shirt) equiped with an Opal
Bracelet, Proring, Ribbon, and Procape will bring your overall absorb up to
a respectable 51.
Strategies with other Classes:
with Fighter/Knight:
Your Black Mage can help the Fighter best with one spell: FAST. Of course
you can also do well by casting SLOW on monsters, and just raining down
death with your various damage spells too, but for any fight where the critter
is too big for your Fighter to take down with one fell swoop, FAST is the spell
to cast.
with Thief:
If you have a Fighter or Black Belt in the party, then you will probably be
looking to help the Thief after you help the others. But if your lucky enough
to have a Thief as your primary fighter (snicker) then you'll want to treat
him like them, dropping a FAST spell on him. You'll probably get much more
mileage out of casting FIR2, LIT2, or ICE2 to soften up the opponents enough
for the Thief to kill them in one smack.
with Ninja:
Ninjas are almost a completely different class from Thief, making it hard to
believe that one is decended from the other. With a Ninja you are going to want
to consider casting FAST on him, but then remember that he can do it himself.
Recommendation is to cast FAST on him if you have considerably more spell
charges than your Ninja, otherwise support him as you would a Thief. If the
monster is big enough that it warrants a casting of FAST, then you can have
the Ninja cast it on himself, and give your Black Mage an extra turn to murder
the enemy with his stronger magic.
with Black Belt/Master:
This guy is already a death machine, so why not add to his power? Drop FAST on
him and watch everything he touches die a horrible horrible death.
For examples of this horrible death check out
http://www.nuklearpower.com/comic/134.htm and
http://www.nuklearpower.com/comic/135.htm
with Red Mage/Wizard:
In general a Red Mage/Wizard can do everything that you would have your Black
Mage do for him, himself. So unless you have nothing better to do, cast your
own attack spells rather than cast FAST on the Red Mage/Wizard.
With White Mage/Wizard:
Since the White Mage is a healer, not a fighter, then there isn't much that you
can do to help other than hurting the baddies. So go at it with your typical
Black Mage flair of death and destruction in one of it's many forms.
with Black Mage/Wizard:
One Black Mage is a recipe for trouble. Two are destructive. More and you can
kill monsters goodbye. Do you have any questions?
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_-_Stats_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
5 Main Stats:
STRENGTH(Str) : Affects how much damage you do by increasing your DAMAGE
Rating. Base DAMAGE rating is equal to Str. / 2, except for
the Black Mage where you add an additional 1 DAMAGE to his
base DAMAGE stat.
AGILITY(Agi) : After testing, i have determined agility does not determine
who goes first, although enemies seem to have an AGILITY
like stat. AGILITY basically affects your evade. Do
Agi + 48 and you've got your base EVADE stat. Equipping
armor decreases EVADE, but not AGILITY.
INTELLIGENCE(Int) : For a long itme everyone assumed this makes your spells do
more damage, but that just isnt the case. This does not
affect magic damage, nor does it affect damage taken from
magic... It doesent effect hit% of status or death giving
spells either... Quite a pickle, huh? I had a theory that
it would work with the MAG. DEF stat the AGILITY works with
EVADE, everytime you increase INTELLIGENCE, you increase
MAG. DEF. but i found that was wrong when Rincewind figured
out each calss gains a certain amount per level. What's
this stat do???
VITALITY(Vit) : Directly affects hp gained per level. Refer to the leveling
up section to see exactly how.
poison, etc.) Probably the msot important stat.
LUCK(Luc) : The thief has a high Luc amount, and runs the best, thus a
genius said "Hey! Luck affects how easily you run!" and
everyone believed it, THE END!
Secondary Stats:
HIT% : A very important stat for physical attacks. The number of
attacks you can do in one turn is equal to 1 + (HIT% / 32)
Or in other words, you attack once, plus an additional time
for every 32 HIT% you have. Weapons add on to this stat.
This stat supposedly helps you not to miss the enemy.
EVADE% : You get this stat by adding 48 to your agility stat. It is
supposedly what helps you to evade physical attacks. There
are spells that increase this, like RUSE, adding 80 EVADE%
for the rest of the battle, and using it 3 times makes you
impossible to hit, except for critical hits, which
completely ignore EVADE%. Armors, except for shields,
decrease your evade.
DAMAGE : Basically, this is whats used as attack power for physical
attacks. Increase your DAMAGE to deal more damage to
enemies physically. The equation can be found in the
battle section under physical attacks. How to figure out
your DAMAGE rating is simple, though. STRENGTH / 2 + weapon
power, except of
course for that Black Belt/Grand Master whom has DAMAGE
equal to twice his level, providing he is unarmed.
ABSORB : ABSORB is your defense rating. Everyone has a base ABSORB
of zero, and this cannot be changed. You can increase
ABSORB by equipping armors. The Black Belt/Grand Master is
supposed to have ABSORB equal to his level, but there is a
big bug about the equation, so its really screwed up. If
you want to know more about this bug, refer to the Black
Belt/Grand Master Character Strategy Section.
MAG. DEF : Although there isn't a way in-game to check this value,
each character has a set MAG. DEF Value and you gain a
certain amount per level depending on your class. A high
Magic Defense makes enemies have less of a chance to hit
you with status changing spells, as well as death spells.
it also protects against Magic Damage
Other Stats:
Hit Points (HP) : I'm sure you know what this is. This is your life, once you
reach 0 HP your character dies.
Spell Charges : in the form of X/X/X/X/X/X/X/X
There are 8 levels of Spell Charges. There are 8 levels of
spells to cast. By gaining levels, maximimum Spell Charges
increase. How do Spell Charges work? If you cast a level 3
spell, you lose a level 3 spell charge. If you have no
charges of a certain Spell Level, you cannot cast spells of
that level.
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_Level Ups_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
The following EXP are needed for a level up to that level:
2 40 18 69617 34 464849
3 196 19 82253 35 497648
4 547 20 96332 36 530448
5 1171 21 111932 37 563247
6 2146 22 129131 38 596047
7 3550 23 148007 39 628846
8 5461 24 168639 40 661646
9 7957 25 191103 41 694445
10 11116 26 215478 42 727245
11 15016 27 241843 43 760044
12 19735 28 270275 44 792844
13 25331 29 300851 45 825643
14 31942 30 333651 46 858443
15 39586 31 366450 47 891242
16 48361 32 399250 48 924042
17 58345 33 432049 49 956841
50 989641
Other things that happen at level ups:
Stats and Spell Charges may increase. If you want the list, look in character
data.
HP increases. Now there are two types of HP gains. The first is strong, and is
less common. The formula for the HP gained is:
20 + (Random # 1-6) + Vit / 4
Vitality always rounds down in the above equation. Hp ups are done before stat
ups, so vitality gains wont affect hp ups for that level, only the next.
A Weak HP gain is as follows:
( Vit / 4 )+ 1
For lists of what levels are strong HP ups for each character, refer to the
individual character stats.
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_Status-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
Helpful Status:
In Battle Effect Out of Battle effect
Fast: Doubles the number of attacks None, ends when battle
possible by the character. ends
AFir: Gives protection from FIRE None, ends when battle
element. ends
AIce: Gives protection from ICE None, ends when battle
element. ends
ALit: Gives protection from LIT None, ends when battle
element. ends
ARub: Gives protection from RUB, None, ends when battle
XXXX, and SQUINT. ends
Wall: Gives protection from FIRE, None, ends when battle
ICE, LIT, and POISON elements, ends
RUB, XXXX, SQUINT, BRAK,
GLANCE, HOLD, SLOW, SLO2,
SLEP, GAZE, and MUTE.
Harmful Status:
In Battle Effect Out of Battle effect
Poison: Lose 2 HP every turn. Lose 1 HP per step you
take
Paralyzed: Lose all your turns until None, ends when battle
it wears off (randomly) ends
Dark: Lose 5 hit% (this can cause None, ends when battle
you to do less attacks or miss ends
more though the latter is rare
cause 5 hit% isnt much.)
Stoned: Feel goofy and act weird... Same as Death
actually this is more like
petrification :P
basically you're dead.
Sleep: Put to sleep, you do nothing your
next attack, except for waking up
and losing this status. Basically
a 1 turn set back.
Mute: Cannot cast spells
Death: Death. Cannot attack. Death.
Fear: Does not work on your characters.
Conf: Does not work on your characters.
Slow: Reduces number of hits to 1 None
How to cure bad Status:
Poison: Pure potion, or PURE
Paralyzed: End of battle, or wait a few turns.
Dark: LAMP or end of battle.
Stoned: SOFT spell or soft potion.
Sleep: Wait one turn.
Mute: AMUT or end of battle.
Death: Clinic, LIFE, or LIF2
Fear: N/A
Conf: N/A
Slow: End of battle
__________________________________________________________
|_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_Thanks to:-_-_-_-_-_-_-_-|
|_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-|
|_Items_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-Hackster:-_-_-_-_-_-_-|
|_-_-_-_-_-_-_-_-_-_-_-_-_-Disch-_-_-_-_-_-_-For Data_-_-_-|
__________________________________________________________
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_Weapons_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
The weapons here are organized by weapon grpahic, or what the weapon looks like
when you attack with it in battle, as well as in game data listing. Some of
these groups are complex like the swords and knives, there are 5 swords
graphics and a knife graphic to look through, but it isnt that bad, so dont
worry. Most of the stuff is simple like how theres only one nunchukas group,
one axes group or one hammer group. This list has just about all the weapon
data there is in the game.
Abbreviations:
Li. = Light
Rgn = Regenerative
And basic Class Abbreviations
Buying Attack Who Can Element Type Grphc Spell
Name Price Hit% Equip Strength Strength Color Cast
Nunchukas
Wooden 10 0 12 Ni/BB/Ma None None Brown None
Iron 200 0 16 Ni/BB/Ma None None Li.Grey None
Hammers
Iron 10 0 9 Fi/Kn/Ni/WM/WW None None Brown None
Silver 2500 5 12 Fi/Kn/Ni/WM/WW None None Turquiose None
Thor 40000 15 18 Kn/Ni/WW None None Pink LIT2
Axes
Hand 550 5 16 Fi/Kn/Ni None None Li.Grey None
Great 2000 5 22 Fi/Kn/Ni None None Red None
Silver 4500 10 25 Fi/Kn/Ni None None Turquoise None
Light 10000 15 28 Fi/Kn/Ni None Undead Purple HRM2
Staffs (1)
Wooden 5 0 6 No Th None None Brown None
Power 12345 0 12 No Th/RM/RW None None Green None
Staffs (2)
Iron 200 0 14 Fi/Kn/Ni/Bb/Ma None None Li.Grey None
Mage 25000 10 12 Ni/BM/BW None None Red FIR2
Wizard 50000 15 15 BW None None Turquoise CONF
Knives
Small 5 10 5 No BB/Ma/WM/WW None None Li.Grey None
Large 175 10 7 No BB/Ma/WM/WW None None Li.Grey None
Silver 800 15 10 No BB/Ma/WM/WW None None Turquoise None
CatClaw 65000 35 22 Kn/Ni/RW/BW None None Turquoise None
Katana 60000 35 33 Ni None None Brown None
Swords (1)
Short 550 10 15 Fi/Kn/Ni/RM/RW None None Li.Grey None
Giant 8000 20 21 Fi/Kn/Ni/RM/RW None Giant Blue None
Were 6000 15 18 Fi/Kn/Ni/RM/RW None Half-Human Purple None
Defense 40000 35 30 Kn/Ni/RW None None Brown RUSE
Swords (2)
Scimtar 200 10 10 Fi/Kn/Th/Ni/RM/RW None None Li.Green None
Masmune 60000 50 56 All None None Li.Grey None
Swords (3)
Falchon 450 10 15 Fi/Kn/Th/Ni/RM/RW None None Li.Grey None
Flame 10000 20 26 Fi/Kn/Ni/RM/RW Fire Rgn,Undead Red-Orange None
Rune 5000 15 18 Fi/Kn/Th/Ni/RM/RW None Evil,Mage Purple None
Vorpal 30000 25 24 Kn/Ni/RW None None Li.Blue None
Swords (4)
Long 1500 10 20 Fi/Kn/Ni/RM/RW None None Li.Grey None
Silver 4000 15 23 Fi/Kn/Ni/RM/RW None None Turquoise None
Ice 15000 25 29 Fi/Kn/Ni/RM/RW Ice None Li.Blue None
Sun 20000 30 32 Fi/Kn/Ni/RM/RW None Undead Orange None
XCalber 60000 35 45 Kn All All Gold None
Swords (5)
Rapier 10 5 9 Fi/Kn/Th/Ni/RM/RW None None Li.Grey None
Sabre 450 5 13 Fi/Kn/Th/Ni/RM/RW None None Li.Grey None
Dragon 8000 15 19 Fi/Kn/Th/Ni/RM/RW None Dragon Li.Green None
Coral 8000 15 19 Fi/Kn/Th/Ni/RM/RW None Water Red None
Bane 60000 20 22 Kn/Ni/RW None None Blue BANE
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_Armors-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
Armor data is in this section of the FAQ. The armor is organized by types, and
this should show all there is to know about each armors including the spells
they cast and any elemental strengths they may have... Not just the absorb and
evade% lost (keep in mind armors do not give you evade they make you lose it!)
Oh yeah, also.. defenses arent all just elemental defense that you gain...
You gain defenses to elements as well as certain effects or spells.
Abbreviations:
Basic Class Abbreviations
Buying Lost Who Can Special Spell
Name Price Evade% Absorb Equip Defenses Cast
Bracelets
Copper 1000 1 4 All None None
Silver 5000 1 15 All None None
Gold 50000 1 24 All None None
Opal 65000 1 34 All None None
Armors
Cloth 10 2 1 All None None
Wooden 50 4 8 All Cept WM/WW/BM/BW
Chain 80 15 15 Fi/Kn/Ni/RM/RW None None
Iron 800 23 24 Fi/Kn/Ni None None
Steel 45000 33 34 Fi/Kn None None
Silver 7500 8 18 Fi/Kn/Ni/RM/RW None None
Flame 30000 10 34 Fi/Kn/Ni Ice None
Ice 30000 10 34 Fi/Kn/Ni Fire None
Opal 60000 10 42 Kn Lit None
Dragon 60000 10 42 Kn Fire, Ice, Lit None
Shirts
White 2 2 24 WW InstantDeath, Fire Inv2
Black 2 2 24 BW Poison, Ice Ice2
Shields (Light)
Buckler 2500 0 2 Fi/Kn/Th/Ni/RM/RW None None
ProCape 20000 2 8 All except BB/Ma None None
Shields (Heavy)
Wooden 15 0 2 Fi/Kn/Ni None None
Iron 100 0 4 Fi/Kn/Ni None None
Silver 2500 0 8 Fi/Kn/Ni None None
Fire 10000 12 Fi/Kn/Ni Ice None
Ice 10000 0 12 Fi/Kn/Ni Fire None
Opal 15000 0 16 Kn Lit None
Aegis 40000 0 16 Kn Stun/Squint None
Hats
Cap 80 1 1 All None None
Ribbon 2 1 1 All All None
Helmet
Wooden 100 3 3 Fi/Kn/Ni None None
Iron 450 5 5 Fi/Kn/Ni None None
Silver 2500 3 6 Fi/Kn/Ni None None
Opal 10000 3 8 Kn None None
Heal 20000 3 6 Kn/Ni None HEAL
Gloves (Light)
Gloves 60 1 1 All None None
ProRing 20000 1 8 All InstantDeath None
Gloves (Heavy)
Copper 200 3 2 Fi/Kn/Ni None None
Iron 750 5 4 Fi/Kn/Ni None None
Silver 2500 3 6 Fi/Kn/Ni/RW None None
Zeus 15000 3 6 Kn/Ni/RW None LIT2
Power 10000 3 6 Fi/Kn/Ni/RW None SABR
Opal 20000 3 8 Kn None None
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_Items_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
Items arent a big part of FF1 because there simply arent many. Most of the
items that you will find a use for are items that are used to progress through
the game like the LUTE. Only two items may actually be used in battle.
Unique/Story Items
Name Get From: Usage
LUTE Princess Sara (after Garland) Opens up passage in ToF:R
CROWN Marsh Cave Makes battle with ASTOS possible
CRYSTAL ASTOS Gets you HERB from Matoya
HERB Matoya Wakes prince, gets KEY from Prince
KEY Prince Opens locked doors*
TNT Coneria Treasure Room Dwarf in Dwarf Cave opens canal
ADAMANT Sky Castle Give to Blacksmith for XCalber
SLAB Sea Shrine chest Give to Dr.Unne to learn Lefeinish
RUBY Vampire's Room (Earth Cave) Move Titan in Titan's Tunnel
ROD Sarda the Sage Breaks plate behind Vampire's Room
FLOATER Ice Cave Behind EYE Use in Ryukahn desert to find airship
CHIME Lefeinish Man in Lefein Lets you enter Mirage Tower
TAIL Castle of Ordeals Give to Bahamut for Upgrade/Promotion
CUBE Robot in Waterfall Lets you enter Sky Castle
BOTTLE Caravan Makes Fairy appear in Gaia
OXYALE Fairy in Gaia Lets you enter Sea Shrine
CANOE Crescent Lake Sages (after LICH) Lets you cross Rivers
* Check the Misc. Section of the FAQ if you wanna know which doors are locked
and need the KEY.
Saving Items (Used on World Map only, Give option to save game)
Name Cost MP restored? HP restored:
Tent 75 No 30 to all
Cabin 250 No 60 to all
House 3000 Yes* 120 to all
* The MP is restored after the game is saved so if you turn the game off after
using a house you wont have the MP restored after turning the game on. To
correct this bug use a tent after a house.
Potions
Name Cost Outside of Battle Inside of Battle
Heal 60 Heals 30 HP Heals 16-32 HP
Pure 75 Heals POISON Heals POISON
Soft 800 Heals STONE Cant be used
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_Treasure Chests_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
I think this section can be ver useful to some people. It will list all the
treasure chests in the game, where they are and whats in em. Use this knowledge
wisely... Also remember, some treasure chests contain the same item, literally.
If you open one of the chests... the other will lose its item as well! There
treasure chests are usually in the same dungeon and this chart will not tell
you them... This is basically straight out of hackster :P So the order is just
like it is in hackster (in other words, this is the order it is in from the
actual game data) Thanks again Disch!
Chest Contents Chest Contents
# Location # Location
001 Coneria Castle Iron Armor 128 Castle of Ordeals Heal Staff
002 Coneria Castle Iron Shield 129 Castle of Ordeals TAIL
003 Coneria Castle TNT 130 Cardia 1455 G
004 Coneria Castle Iron Staff 131 Cardia 2000 G
005 Coneria Castle Sabre 132 Cardia 2750 G
006 Coneria Castle Silver Knife 133 Cardia 2750 G
007 Temple of Fiends CABIN 134 Cardia 1520 G
008 Temple of Fiends HEAL Potion 135 Cardia 10 G
009 Temple of Fiends Cap 136 Cardia 500 G
010 Temple of Fiends Rune Sword 137 Cardia HOUSE
011 Temple of Fiends Were Sword 138 Cardia 575 G
012 Temple of Fiends Soft Potion 139 Cardia SOFT Potion
013 Elfland Castle Silver Hammer 140 Cardia CABIN
014 Elfland Castle 400 G 141 Cardia 9500 G
015 Elfland Castle 330 G 142 Cardia 160 G
016 Elfland Castle Copper Gauntlet 144 (Unused) 530 G
017 Northwest Castle Power Staff 145 (Unused) Small Knife
018 Northwest Castle Iron Gauntlet 146 (Unused) Cap
019 Northwest Castle Falchon 147 (Unused) Zeus Gauntlet
020 Marsh Cave 295 G 148 Sea Shrine Ribbon
021 Marsh Cave Copper Bracelet 149 Sea Shrine 9900 G
022 Marsh Cave HOUSE 150 Sea Shrine 7340 G
023 Marsh Cave 385 G 151 Sea Shrine 2750 G
024 Marsh Cave 620 G 152 Sea Shrine 7690 G
025 Marsh Cave Short Sword 153 Sea Shrine 8135 G
026 Marsh Cave 680 G 154 Sea Shrine 5450 G
027 Marsh Cave Large Knife 155 Sea Shrine 385 G
028 Marsh Cave CROWN 156 Sea Shrine Power Gauntlet
029 Marsh Cave Iron Armor 157 Sea Shrine Light Axe
030 Marsh Cave Silver Bracelet 158 Sea Shrine 9900 G
031 Marsh Cave Silver Knife 159 Sea Shrine 2000 G
032 Marsh Cave 1020 G 160 Sea Shrine 450 G
033 Dwarf Cave 450 G 161 Sea Shrine 110 G
034 Dwarf Cave 575 G 162 Sea Shrine Light Axe
035 Dwarf Cave CABIN 163 Sea Shrine Opal Armor
036 Dwarf Cave Iron Helmet 164 Sea Shrine 20 G
037 Dwarf Cave Wooden Helmet 165 Sea Shrine Mage Staff
038 Dwarf Cave Dragon Sword 166 Sea Shrine 12350 G
039 Dwarf Cave Silver Knife 167 Sea Shrine 9000 G
040 Dwarf Cave Silver Armor 168 Sea Shrine 1760 G
041 Dwarf Cave 575 G 169 Sea Shrine Opal Bracelet
042 Dwarf Cave HOUSE 170 Sea Shrine 2750 G
043 Matoya's Cave HEAL Potion 171 Sea Shrine 10000 G
044 Matoya's Cave PURE Potion 172 Sea Shrine 10 G
045 Matoya's Cave HEAL Potion 173 Sea Shrine 4150 G
046 Earth Cave 880 G 174 Sea Shrine 5000 G
047 Earth Cave HEAL Potion 175 Sea Shrine PURE Potion
048 Earth Cave PURE Potion 176 Sea Shrine Opal Shield
049 Earth Cave 795 G 177 Sea Shrine Opal Helmet
050 Earth Cave 1975 G 178 Sea Shrine Opal Gauntlet
051 Earth Cave Coral Sword 179 Sea Shrine SLAB
052 Earth Cave CABIN 180 Waterfall Wizard Staff
053 Earth Cave 330 G 181 Waterfall Ribbon
054 Earth Cave 5000 G 182 Waterfall 13450 G
055 Earth Cave Wooden Shield 183 Waterfall 6400 G
056 Earth Cave 575 G 184 Waterfall 5000 G
057 Earth Cave 1020 G 185 Waterfall Defense
058 Earth Cave 3400 G 186 (Unused) HEAL Potion
059 Earth Cave TENT 187 (Unused) HEAL Potion
060 Earth Cave HEAL Potion 188 (Unused) HEAL Potion
061 Earth Cave RUBY 189 (Unused) HEAL Potion
062 Earth Cave 1250 G 190 (Unused) HEAL Potion
063 Earth Cave Silver Shield 191 (Unused) HEAL Potion
064 Earth Cave CABIN 192 (Unused) HEAL Potion
065 Earth Cave 5450 G 193 (Unused) HEAL Potion
066 Earth Cave 1520 G 194 (Unused) HEAL Potion
067 Earth Cave Wooden Staff 195 Mirage Tower Aegis Shield
068 Earth Cave 3400 G 196 Mirage Tower 2750 G
069 Earth Cave 1455 G 197 Mirage Tower 3400 G
070 Titan's Tunnel Silver Helmet 198 Mirage Tower 18010 G
071 Titan's Tunnel 450 G 199 Mirage Tower CABIN
072 Titan's Tunnel 620 G 200 Mirage Tower Heal Helmet
073 Titan's Tunnel Great Axe 201 Mirage Tower 880 G
074 Gurgu Volcano HEAL Potion 202 Mirage Tower Vorpal
075 Gurgu Volcano CABIN 203 Mirage Tower HOUSE
076 Gurgu Volcano 1975 G 204 Mirage Tower 7690 G
077 Gurgu Volcano PURE Potion 205 Mirage Tower Sun Sword
078 Gurgu Volcano HEAL Potion 206 Mirage Tower 10000 G
079 Gurgu Volcano 1455 G 207 Mirage Tower Dragon Armor
080 Gurgu Volcano Silver Shield 208 Mirage Tower 8135 G
081 Gurgu Volcano 1520 G 209 Mirage Tower 7900 G
082 Gurgu Volcano Silver Helmet 200 Mirage Tower Thor Hammer
083 Gurgu Volcano Silver Gauntlet 211 Mirage Tower 12350 G
084 Gurgu Volcano 1760 G 212 Mirage Tower 13000 G
085 Gurgu Volcano Silver Axe 213 Sky Palace 9900 G
086 Gurgu Volcano 795 G 214 Sky Palace Heal Potion
087 Gurgu Volcano 750 G 215 Sky Palace 4150 G
088 Gurgu Volcano Giant Sword 216 Sky Palace 7900 G
089 Gurgu Volcano 4150 G 217 Sky Palace 5000 G
090 Gurgu Volcano 1520 G 218 Sky Palace ProRing
091 Gurgu Volcano Silver Hammer 219 Sky Palace 6720 G
092 Gurgu Volcano SOFT Potion 220 Sky Palace Heal Helmet
093 Gurgu Volcano 2750 G 221 Sky Palace 180 G
094 Gurgu Volcano 1760 G 222 Sky Palace Bane Sword
095 Gurgu Volcano Wooden Staff 223 Sky Palace White Shirt
096 Gurgu Volcano 1250 G 224 Sky Palace Black Shirt
097 Gurgu Volcano 10 G 225 Sky Palace Ribbon
098 Gurgu Volcano 155 G 226 Sky Palace Opal Gauntlet
099 Gurgu Volcano HOUSE 227 Sky Palace Opal Shield
100 Gurgu Volcano 2000 G 228 Sky Palace Silver Helmet
101 Gurgu Volcano Ice Sword 229 Sky Palace HOUSE
102 Gurgu Volcano 880 G 230 Sky Palace 880 G
103 Gurgu Volcano PURE Potion 231 Sky Palace 13000 G
104 Gurgu Volcano Flame Shield 232 Sky Palace ADAMANT
105 Gurgu Volcano 7340 G 233 Sky Palace 4150 G
106 Ice Cave HEAL Potion 234 Sky Palace SOFT Potion
107 Ice Cave 10000 G 235 Sky Palace 3400 G
108 Ice Cave 9500 G 236 Sky Palace Katana
109 Ice Cave TENT 237 Sky Palace ProCape
110 Ice Cave Ice Shield 238 Sky Palace Cloth
111 Ice Cave Cloth 239 Sky Palace 9500 G
112 Ice Cave Flame Sword 240 Sky Palace Cloth
113 Ice Cave FLOATER 241 Sky Palace 6400 G
114 Ice Cave 7900 G 242 Sky Palace 8135 G
115 Ice Cave 5450 G 243 Sky Palace 9000 G
116 Ice Cave 9900 G 244 Sky Palace HEAL Potion
117 Ice Cave 5000 G 245 Sky Palace ProRing
118 Ice Cave 180 G 246 Sky Palace 5450 G
119 Ice Cave 12350 G 247 ToF: Revisited
120 Ice Cave Silver Gauntlet 248 ToF: Revisited
121 Ice Cave Ice Armor 249 ToF: Revisited
122 Castle of Ordeals Zeus Gauntlet 250 ToF: Revisited
123 Castle of Ordeals HOUSE 251 ToF: Revisited
124 Castle of Ordeals 1455 G 252 ToF: Revisited
125 Castle of Ordeals 7340 G 253 ToF: Revisited
126 Castle of Ordeals Gold Bracelet
127 Castle of Ordeals Ice Sword
128 Castle of Ordeals Iron Gauntlet
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_Shops_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
There are many shops in the game and many types too. There are Weapon shops,
Armor Shops, Item Shops, and Magic Shops. Weapons bought at weapon shops are
put into the character's weapon slots, and you may sell weapons as well. Armor
shops sell you types of armor that are put into your armor slot, and you can
sell your armors to the armor shop. Item shops only sell, they wont buy things
from you, theres only 6 things theyll really sell, unless youc ount the
Caravan and the OXYALE it sells. Items bought at the item shop go to your item
list. The 6 Items are the 3 Potions and the 3 saving items: Heal Potion, Pure
Potion, Soft Potion, Tent, Cabin, and House. Magic Shops cant buy things from
you, and items bought from them arent put anywhere really, but are converted
to the characters spell list... There are white and black magic shops, but in
reality theres no real difference, just the items(spells) they sell... Strange
huh, how the spells are actually items.. :P
Oh yes lets not forget the INNs where you restore all warriors to MAX Spell
Potions and HP but don not cure their status... and if you want you can save
the game.
Oh yeah and the Clinic! Other than LIFE and LIF2, this is the only way to
revive dead warriors! Very useful... it revives them to 1 HP though.
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
Weapon Shops Armor Shops Item Shops
Weapon Cost Armor Cost Item Cost
Corneria
Wooden Staff 5 Cloth 10 HEAL 60
Small Knife 5 Wooden Armor 50 PURE 75
Wooden Nunchukas 10 Chain Armor 80 TENT 75
Rapier 10 --------------------- --------------------
Iron Hammer 10 --------------------- --------------------
Provoka
Iron Hammer 10 Wooden Armor 50 HEAL 60
Short Sword 550 Chain Armor 80 PURE 75
Hand Axe 550 Iron Armor 800 TENT 75
Scimitar 200 Wooden Shield 15 CABIN 250
------------------- Gloves 60 --------------------
Elfland
Iron Nunchukas 200 Iron Armor 800 HEAL 60
Large Knife 175 Copper Bracelet 1000 PURE 75
Iron Staff 200 Iron Shield 100 CABIN 250
Sabre 450 Cap 80 HOUSE 3000
Silver Sword 4000 Wooden Helmet 100 SOFT 800
Melmond
Iron Staff 200 Steel Armor 45000 --------------------
Sabre 450 Silver Bracelet 5000 --------------------
Long Sword 1500 Iron Helmet 450 --------------------
Falchon 450 Copper Gauntlet 200 --------------------
------------------- Iron Gauntlet 750 --------------------
Crescent Lake
Silver Knife 800 Silver Armor 7500 HEAL 60
Silver Sword 4000 Silver Shield 2500 PURE 75
Silver Hammer 2500 Buckler 2500 CABIN 250
Silver Axe 4500 Silver Helmet 2500 HOUSE 3000
------------------- Silver Gauntlet 2500 --------------------
Gaia
CatClaw 65000 Gold Bracelet 50000 CABIN 250
------------------- ProRing 20000 HOUSE 3000
------------------- --------------------- HEAL 60
------------------- --------------------- PURE 75
------------------- --------------------- --------------------
Onrac
------------------- --------------------- CABIN 250
------------------- --------------------- HOUSE 3000
------------------- --------------------- HEAL 60
------------------- --------------------- PURE 75
------------------- --------------------- SOFT 800
Caravan
------------------- --------------------- BOTTLE 50000
------------------- --------------------- --------------------
------------------- --------------------- --------------------
------------------- --------------------- --------------------
------------------- --------------------- --------------------
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
White Magic Black Magic
Quick Reference
Level 1: 100 G
Level 2: 400 G
Level 3: 1500 G
Level 4: 4000 G
Level 5: 8000 G
Level 6: 20000 G
Level 7: 45000 G
Level 8: 60000 G
Name Cost Name Cost
Coneria: Level 1 Magic
CURE 100 FIRE 100
HARM 100 SLEP 100
FOG 100 LOCK 100
RUSE 100 LIT 100
Provoka: Level 2 Magic
LAMP 400 ICE 400
MUTE 400 DARK 400
ALIT 400 TMPR 400
INVS 400 SLOW 400
Elfland: Level 3 and 4 Magic
CUR2 1500 FIR2 1500
HAR2 1500 HOLD 1500
AFIR 1500 LIT2 1500
HEAL 1500 LOK2 1500
PURE 4000 SLP2 4000
FEAR 4000 FAST 4000
AICE 4000 CONF 4000
AMUT 4000 ICE2 4000
Melmond: Level 5 Magic
CUR3 8000 FIR3 8000
LIFE 8000 BANE 8000
HRM3 8000 WARP 8000
HEL2 8000 SLO2 8000
Crescent Lake: Level 6 Magic
SOFT 20000 LIT3 20000
EXIT 20000 RUB 20000
FOG2 20000 WAKE 20000
INV2 20000 STUN 20000
Onrac: Level 7 Magic
ARUB 45000 SABR 45000
HEL3 45000 BLND 45000
Gaia: Level 7 and 8 Magic
CUR4 45000 ICE3 45000
HRM4 45000 BRAK 45000
FADE 60000 STOP 60000
WALL 60000 ZAP! 60000
XFER 60000 XXXX 60000
Lefein: Level 8 Magic (Ultimate Spells)
LIF2 60000 NUKE 60000
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
Clinic and Inn Prices
Town/City: Clinic Inn Town/City: Clinic Inn
Corneria 40 30 Crescent Lake 400 200
Provoka 80 50 Gaia 750 500
Elfland 200 100 Onrac 750 300
Melmond --- 100
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_Item Listing-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
This is basically the list of all the 255 Items in FF1
Not as organized as everything else but ah well >:P Live with it
---------------------22---Key Items
000 LUTE
001 CROWN
002 CRYSTAL
003 HERB
004 KEY
005 TNT
006 ADAMANT
007 SLAB
008 RUBY
009 ROD
011 FLOATER
012 CHIME
013 TAIL
014 CUBE
015 BOTTLE
016 OXYALE
017 CANOE
018
019
020
021
---------------------3----Save Items
022 TENT
023 CABIN
024 HOUSE
---------------------3----Potions
025 HEAL Potion
026 PURE Potion
027 SOFT Potion
---------------------40---Weapons
028 Wooden Nunchukas
029 Small Knife
030 Wooden Staff
031 Rapier
032 Iron Hammer
033 Short Sword
034 Hand Axe
035 Scimitar
036 Iron Nunchukas
037 Large Knife
038 Iron Staff
039 Sabre
040 Long Sword
041 Great Axe
042 Falchon
043 Silver Knife
044 Silver Sword
045 Silver Hammer
046 Silver Axe
047 Flame Sword
048 Ice Sword
049 Dragon Sword
050 Giant Sword
051 Sun Sword
052 Coral Sword
053 Were Sword
054 Rune Sword
055 Power Staff
056 Light Axe
057 Heal Staff
058 Mage Staff
059 Defense
060 Wizard Staff
061 Vorpal
062 CatClaw
063 Thor Hammer
064 Bane Sword
065 Katana
066 Xcalber
067 Masmune
---------------------40---Armors
069 Cloth
070 Wooden Armor
071 Chain Armor
072 Iron Armor
073 Steel Armor
074 Silver Armor
075 Flame Armor
076 Ice Armor
077 Opal Armor
078 Dragon Armor
079 Copper Bracelet
080 Silver Bracelet
081 Gold Bracelet
082 Opal Bracelet
083 White Shirt
084 Black Shirt
085 Wooden Shield
086 Iron Shield
087 Silver Shield
088 Flame Shield
089 Ice Shield
090 Opal Shield
091 Aegis Shield
092 Buckler
093 ProCape
094 Cap
095 Wooden Helmet
096 Iron Helmet
097 Silver Helmet
098 Opal Helmet
099 Heal Helmet
100 Ribbon
101 Gloves
102 Cooper Gauntlet
103 Iron Gauntlet
104 Silver Gauntlet
105 Zeus Gauntlet
106 Power Gauntlet
107 Opal Gauntlet
108 ProRing
---------------------68---Amounts of Gold (Used in Treasure Chests)
109 10 G
110 20 G
111 25 G
112 30 G
113 55 G
114 70 G
115 85 G
116 110 G
117 135 G
118 155 G
119 160 G
120 180 G
121 240 G
122 255 G
123 260 G
124 295 G
125 300 G
126 315 G
127 330 G
128 350 G
129 385 G
130 400 G
131 450 G
132 500 G
133 530 G
134 575 G
135 620 G
136 680 G
137 750 G
138 795 G
139 880 G
140 1020 G
141 1250 G
142 1455 G
143 1520 G
144 1760 G
145 1975 G
146 2000 G
147 2750 G
148 3400 G
149 4150 G
150 5000 G
151 5450 G
152 6400 G
153 6720 G
154 7340 G
155 7690 G
156 7900 G
157 8135 G
158 9000 G
159 9300 G
160 9500 G
161 9900 G
162 10000 G
162 12350 G
163 13000 G
164 13450 G
165 14050 G
166 14720 G
167 15000 G
168 17490 G
169 18010 G
170 19990 G
171 20000 G
172 20010 G
173 26000 G
174 45000 G
175 65000 G
---------------------64---Magic Spells(White and Black)
177 CURE
178 HARM
179 FOG
180 RUSE
181 FIRE
182 SLEP
183 LOCK
184 LIT
185 LAMP
186 MUTE
187 ALIT
188 INVS
189 ICE
190 DARK
191 TMPR
192 SLOW
193 CUR2
194 HRM2
195 AFIR
196 HEAL
197 FIR2
198 HOLD
199 LIT2
200 LOK2
201 PURE
202 FEAR
203 AICE
204 AMUT
205 SLP2
206 FAST
207 CONF
208 ICE2
209 CUR3
210 LIFE
211 HRM3
212 HEL2
213 FIR3
214 BANE
215 WARP
216 SLO2
217 SOFT
218 EXIT
219 FOG2
220 INV2
221 LIT3
222 RUB
223 QAKE
224 STUN
225 CUR4
226 HRM4
227 ARUB
228 HEL3
229 ICE3
230 BRAK
231 SABR
232 BLND
233 LIF2
234 FADE
235 WALL
236 XFER
237 NUKE
238 STOP
239 ZAP!
240 XXXX
__________________________________________________________
|_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_Thanks to:-_-_-_-_-_-_-_-|
|_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-|
|_Magic_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-Rincewind-_-_-_-_-_-_-|
|_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-Black Magic-_-_-_-_-_-|
__________________________________________________________
Magic can be cast my all the cahracters except the fighter, thief, and the
Black Belt series. Spell Points are probably the most confusing part about
spells (other than spell uses :P)
Here is an example for how Spell Points work:
Your spell points are 3/2/1/0/0/0/0/0
You cast a level 1 spell such as cure. The level 1 spell charges go down, to:
2/2/1/0/0/0/0/0
And basically, if you have 0 spell charges of a level left, you can't cast any
more spells of that level.
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_White Magic_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
Abbreviations:
Kn = Knight
Ni = Ninja
Wm = White Mage
Ww = White Wizard
Bm = Black Mage
Bw = Black Wizard
Rm = Red Mage
Rw = Red Wizard
Spell Level 1
COST: 100 G
Who Can Learn Use(s)
CURE Kn Wm Wz Rm Rz Restore 16-32 HP to an ally, In and out of battle
RUSE Kn Wm Wz Rz +80 EVADE% to Self, Repeatable
FOG Kn Wm Wz Rm Rz +8 ABSORB to any Ally, Repeatable
HARM Wm Wz Deal 20-80 Damage on all undead Enemies
Spell Level 2
COST: 400 G
LAMP Kn Wm Wz Rm Rz Cure DARK on any ally
INVS Kn Wm Wz Rm Rz +20 EVADE% to any ally, Repeatable
ALIT Kn Wm Wz Rm Rz Protect all allies from lightning
MUTE Kn Wm Wz Rm Rz Inflict MUTE on all enemies
Spell Level 3
COST: 1500 G
CUR2 Kn Wm Wz Rm Rz Restore 33-66 HP, In and out of battle
HEAL Wm Wz Restore 12-24 HP to all allies,In and out of battle
AFIR Kn Wm Wz Rm Rz Protect all allies from fire
HRM2 Wm Wz Deal 40-160 Damage on all undead Enemies
Spell Level 4
COST: 4000 G
PURE Wm Wz Rm Rz Cure POIS on any ally
FEAR Wm Wz Inflict FEAR to an enemy
AICE Wm Wz Rm Rz Protect all allies from ice
AMUT Wm Wz Rz Cure MUTE on any ally
Spell Level 5
COST: 8000 G
CUR3 Wm Wz Rm Rz Restore 66-132 HP, In and out of battle
HEL2 Wm Wz Restore 24-48 HP to all allies,In and out of battle
LIFE Wm Wz Rz Cure a fallen enemy to 1 HP, only out of battle
HRM3 Wm Wz Deal 60-240 Damage on all undead Enemies
Spell Level 6
COST: 20000 G
FOG2 Wm Wz Rz Increase all allies ABSORB by 12, Repeatable
INV2 Wm Wz Rz Increase all allies EVADE by 40, Repeatable
SOFT Wm Wz Cure STON on any ally, only out of battle
EXIT Wm Wz Teleport out of a dungeon, only out of battle
Spell Level 7
COST: 45000 G
CUR4 Wz Heal 999 HP to one ally, in and out of battle
HEL3 Wm Wz Restore 48-96 HP to all allies,In and out of battle
ARUB Wm Wz Protect all allies from RUB
HRM4 Wz Deal 80-320 Damage on all undead Enemies
Spell Level 8
COST: 60000 G
WALL Wz Protect all allies from fire, ice, lightning, % RUB
XFER Wz Remove all resistances from any enemy
LIF2 Wz Cure a fallen enemy to Max HP, only out of battle
FADE Wz Deal 80-320 Damage on all enemies
NOTES: Outside of battle, the HP healed by HEAL spells is the same for all
characters affectedby the spell.
Also, HEL2 has the same effect as HEL3 in battle!
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_Black Magic_-_-_-_-_-_-_-_-_-_-_Thanks to Rincewind_-_-_-
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-(Again)-_-_-_-_-
Abbreviations:
Kn = Knight
Ni = Ninja
Wm = White Mage
Ww = White Wizard
Bm = Black Mage
Bw = Black Wizard
Rm = Red Mage
Rw = Red Wizard
Spell Level 1
Cost: 100G
FIRE Ni Bm Bz Rm Rz 10-40 Fire Damage, Single Enemy
SLEP Ni Bm Bz Rm Rz Inflicts SLEP on all enemies
LOCK Ni Bm Bz Rm Rz Decreases Target's Agility by 20
LIT Ni Bm Bz Rm Rz 10-40 Lightning Damage, Single Enemy
Spell Level 2
Cost: 400G
ICE Ni Bm Bz Rm Rz 20-80 Ice Damage, Single Enemy
DARK Ni Bm Bz Rm Rz Reduce Target Hit%, All Enemies
TMPR Ni Bm Bz Rm Rz Increase Target Damage, Single Ally
SLOW Ni Bm Bz Rm Rz Reduce Target to 1 Hit/Attack, All Enemies
Spell Level 3
Cost: 1500G
FIR2 Ni Bm Bz Rm Rz 30-120 Fire Damage, All Enemies
HOLD Ni Bm Bz Rm Rz Inflict STUN on an enemy
LIT2 Ni Bm Bz Rm Rz 30-120 Lightning Damage, All Enemies
LOK2 Ni Bm Bz Rm Rz Increase all enemies agility by 20
Single Enemy
Spell Level 4
Cost: 4000G
SLP2 Ni Bm Bz Rm Rz Causes Target to fall asleep, Single Enemy
FAST Ni Bm Bz Rm Rz Double Target Hits/Attack, Single Ally
CONF Ni Bm Bz Rm Rz Inflicts CONF on all enemies
ICE2 Ni Bm Bz Rm Rz 40-160 Ice Damage, All Enemies
Spell Level 5
Cost: 8000G
FIR3 Bm Bz Rm Rz 50-200 Fire Damage, All Enemies
BANE Bm Bz Rm Rz Instant Death, Poison Elemental, All Enemies
WARP Bz Rz Warp up one level in dungeon, only out of battle
SLO2 Bm Bz Rm Rz Reduce Target to 1 Hit/Attack, Single Enemy
Spell Level 6
Cost: 20000G
LIT3 Bm Bz Rz 60-240 Lightning Damage, All Enemies
RUB Bm Bz Instant Death, Single Enemy
QAKE Bm Bz Instant Death, Earth Elemental, All Enemies
STUN Bm Bz STUN Target with 300 or less MAHP, Single Enemy
Spell Level 7
Cost: 45000G
ICE3 Bz Rz 70-280 Ice Damage, All Enemies
BRAK Bm Bz Instant Death, Poison Elemental, Single Enemy
SABR Bm Bz Increase Caster Damage, Caster Only
BLND Bz Inflict DARK on one enemy
Spell Level 8
Cost: 60000G
NUKE Bz 100-400 Damage, All Enemies
STOP Bz Inflict STUN on All Enemies
ZAP! Bz Instant Death, All Enemies
XXXX Bz Instant Death, Single Enemy
NOTES:
LOCK doesn't work in the standard ROM, it always fails. There is
a patch that
will fix the bug however.
LOK2 does the opposite of what it is supposed to do. The same
patch that fixes
the LOCK bug should also fix the LOK2 bug.
BANE and BRAK are listed as poison elemental because that is how
enemies &
characters 'save' against these spells. This is why BANE/BRAK
doesn't work
on your Ribbon equipped characters, or on a Knight with an Aegis Shield,
but does work when you only have a ProRing equipped.
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_White Magic: Graphics and Text-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
This refers to the in-battle graphic color and text that is said
when you cast the spell.
Graphic Color Text
CURE Flashing Stars Green HP up!
CUR2 Flashing Stars Green-Blue HP up!
CUR3 Flashing Stars Blue-Green HP up!
CUR4 Flashing Stars Blue HP max!
HARM Energy Beam Blue None
HRM2 Energy Beam Purple None
HRM3 Energy Beam Magenta None
HRM4 Energy Beam Green-Blue None
FADE Energy Beam Purple None
RUSE Vertical Bar Blue Easy to dodge
INVS Vertical Bar Purple Easy to dodge
INV2 Vertical Bar Pink Easy to dodge
FOG Vertical Bar Yellow-Green Armor up
FOG2 Vertical Bar Green-Yellow Armor up
HEAL Flashing Stars Goldenrod HP up!
HEL2 Flashing Stars Orange HP up!
HEL3 Flashing Stars Magenta HP up!
ALIT Vertical Bar Orange Defend Lightning
AFIR Vertical Bar Red Defend Fire
AICE Vertical Bar Light Blue Defend Cold
ARUB Vertical Bar Magenta Defend Magic
WALL Vertical Bar Grey Defend All
LAMP Large Sparkle Orange None
PURE Large Sparkle Green None
AMUT Large Sparkle Blue-Green None
MUTE Flaming Hand Blue-Green None
FEAR Flaming Hand Magenta Became terrified
XFER 4 Sparkles Grey Defenseless
LIFE None None Innefective now
LIF2 None None Innefective now
SOFT None None Innefective now
EXIT None None Innefective now
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_Black Magic: Graphics and Text-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
This refers to the in-battle graphic color and text that is said
when you cast the spell.
FIRE Energy Flare Red None
FIR2 Energy Flare Orange None
FIR3 Energy Flare Magenta None
LIT Energy Beam Gold None
LIT2 Energy Beam Orange None
LIT3 Energy Beam Blue None
ICE Energy Flare Light Blue None
ICE2 Energy Flare Blue None
ICE3 Energy Flare Green None
NUKE Energy Flare Gold DIE NOW!!!11 O_o
SLEP Flaming Hand Green None
SLP2 Flaming Hand Light Blue None
SLOW Flaming Hand Light Green Lost intelligence
SLO2 Flaming Hand Light Green Lost intelligence
CONF Flaming Hand Red None
DARK Flaming Hand Purple None
BLND Flaming Hand Purple None
STUN Flaming Hand Gold None
STOP Flaming Hand Grey Time stopped
HOLD Flaming Hand Orange Attack halted
TMPR 4 Sparkles Green-Blue Weapons stronger
SABR Bar of Light Grey Weapon became enchanted
LOCK 4 Sparkles Gold Easy to hit
LOK2 4 Sparkles Orange Easy to hit
RUB Glowing Ball Grey Erased
BANE Flaming Hand Blue Poison Smoke
XXXX Glowing Ball Gold Erased
ZAP! Glowing Ball Green-Blue Exile to 4th dimension
BRAK Energy Beam Grey None
QAKE 4 Sparkles Red Fell into crack
FAST 4 Sparkles Green Quick Shot
WARP None None Innefective now
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_Enemy Magic_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
Enemy spells are spells that can only be cast by the enemy :P
White and black magic may be used by enemies as well, but your characters wont
learn enemy magic. Enemy magic may only inflict status or deal damage (normal
or elemental)
These are listed in the order they appear in the ROM
Spell Damage or Elemental Whole Party?
Name Effect
FROST 24-98 Ice Yes
HEAT 12-48 Fire Yup
GLANCE STUN Poison Nah
GAZE STUN Stun No
FLASH DARK Stun Yeah
SCORCH 7-28 Fire Yuppers
CRACK Death Earth Yeah
SQUINT Death Confuse No way Jose
STARE 17-68 None No
GLARE Death Dark Nope
BLIZZARD 50-200 Ice Yes
BLAZE 64-256 Fire Yes
INFERNO 96-384 Fire Yeah
CREMATE 24-96 Fire Yep
POISON STONE Poison Yes
TRANCE STUN None Yes
POISON 68-272 Poison Yes
THUNDER 76-304 Lit Yes
TOXIC Death Confuse Yep
SNORTING DARK Stun Yes
NUCLEAR 80-320 None Yeah
INK DARK Stun Yeah
STINGER POISON Poison Yup
DAZZLE STUN Stun Yes
SWIRL 64-256 None Uh-huh
TORNADO 64-256 None You bet
__________________________________________________________
|_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_Thanks to:-_-_-_-_-_-_-_-|
|_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-|
|_Random Encounters_-_-_-_-_-_-_-_-_-Rincewind-_-_-_-_-_-_-|
|_-_-_-_-_-_-_-_-_-_-_-_-_-_Random Encounter List_-_-_-_-_-|
__________________________________________________________
The Random Encounters Section is all about the stuff leading up to the battle,
and who you will fight. This includes the Random Encounter List, which
basically will tell you who you will fight each battle, the Enemy Party list
which is also in the battle section of the FAQ, which tells what the enemy
parties are, so you can use it for quick reference to check who you'll battle.
It also has some of Ben Siron's ideas about random battles...Something we dont
know at the time is the number of steps to get into a battle.
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
Random Encounter List:_-_-_-_-_>- Thanks Again Rincewind!-_-
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
This is the 256 long battle list. What does this mean? Well, if you look down
a bit you will see 256 numbers followed by a number from 1-8. Each area has 8
different possible battles you can get into, with different enemies, though the
number of enemies may be random (i.e. 3-5 Imps and 1 GrImp) the actual battle
is not random at all. The number of steps to get into each battle is set, as
well, but now thats a bit harder to figure out... :/
But how to know what numbers mean what enemies? look down a bit more to the
next section :)
1: 3 33: 3 65: 1 97: 4 129: 8 161: 5 193: 2 225: 1
2: 4 34: 7 66: 4 98: 3 130: 4 162: 3 194: 1 226: 4
3: 3 35: 1 67: 3 99: 6 131: 4 163: 2 195: 2 227: 3
4: 6 36: 2 68: 2 100: 5 132: 2 164: 2 196: 6 228: 1
5: 2 37: 7 69: 6 101: 4 133: 7 165: 4 197: 8 229: 4
6: 2 38: 1 70: 4 102: 1 134: 4 166: 4 198: 4 230: 3
7: 7 39: 4 71: 3 103: 1 135: 2 167: 3 199: 1 231: 2
8: 5 40: 5 72: 2 104: 3 136: 2 168: 3 200: 1 232: 3
9: 3 41: 3 73: 1 105: 4 137: 2 169: 1 201: 4 233: 1
10: 5 42: 3 74: 4 106: 2 138: 7 170: 4 202: 3 234: 6
11: 5 43: 5 75: 5 107: 3 139: 6 171: 3 203: 1 235: 1
12: 1 44: 4 76: 5 108: 4 140: 1 172: 2 204: 3 236: 5
13: 6 45: 4 77: 2 109: 3 141: 5 173: 5 205: 5 237: 3
14: 2 46: 6 78: 3 110: 2 142: 3 174: 1 206: 8 238: 2
15: 5 47: 6 79: 3 111: 5 143: 4 175: 3 207: 5 239: 4
16: 1 48: 1 80: 6 112: 3 144: 1 176: 1 208: 2 240: 1
17: 2 49: 4 81: 2 113: 1 145: 3 177: 4 209: 2 241: 1
18: 4 50: 6 82: 3 114: 2 146: 5 178: 3 210: 2 242: 1
19: 5 51: 1 83: 5 115: 6 147: 2 179: 4 211: 7 243: 4
20: 7 52: 1 84: 1 116: 2 148: 3 180: 3 212: 8 244: 6
21: 4 53: 6 85: 6 117: 2 149: 5 181: 5 213: 3 245: 6
22: 2 54: 3 86: 2 118: 5 150: 4 182: 4 214: 5 246: 4
23: 4 55: 6 87: 3 119: 4 151: 1 183: 2 215: 4 247: 3
24: 7 56: 3 88: 1 120: 7 152: 6 184: 1 216: 2 248: 3
25: 1 57: 4 89: 2 121: 2 153: 2 185: 4 217: 2 249: 6
26: 4 58: 3 90: 4 122: 2 154: 1 186: 1 218: 1 250: 5
27: 2 59: 7 91: 1 123: 4 155: 1 187: 2 219: 3 251: 6
28: 1 60: 2 92: 3 124: 3 156: 4 188: 1 220: 3 252: 2
29: 1 61: 2 93: 4 125: 4 157: 1 189: 2 221: 1 253: 2
30: 4 62: 1 94: 2 126: 4 158: 3 190: 7 222: 1 254: 3
31: 6 63: 4 95: 3 127: 2 159: 4 191: 2 223: 3 255: 4
32: 6 64: 6 96: 6 128: 3 160: 1 192: 7 224: 1 256: 1
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
Now the actual list for whom you fight where. Take the number you find here and
look up monster parties in the enemy section of the FAQ, or just a bit down,
where I conveniently placed an extra copy of the data, then take these numbers
(which basically are hexidecimal so instead of 123456789 it is 123456789ABCDE)
so use that when looking up the enemy group. Also it can be for example enemy
group 3Ba or 3Bb, cause thats how it is in the games data and thats how
Hackster said it was
http://disch.zophar.net
Thats for ffhackster. I used it to read all this data then i typed it down to
here.
Area you're |
in to fight |Btl. 1 Btl. 2 Btl. 3 Btl. 4 Btl. 5 Btl. 6 Btl. 7 Btl. 8
the enemies |
|
All Sea Battles| 5Ba 5Cb 5Ca 5Db 5Ea 5Bb 5Da 5Eb
N. Half Rivers | 20b 20b 65a 41a 65a 62a 62a 62b
S. Half Rivers | 20a 5Fa 20a 5Fa 25b 50b 5Fb 65b
World Map(0,0) | 9a 7a 2a 6b 3b 3b Ca 7b
World Map(0,1) | 71a 19b 71a 19b 22b 22b 37b 31b
World Map(0,2) | 71a 19b 71a 19b 22b 22b 37b 31b
World Map(0,3) |Nothing Nothing Nothing Nothing Nothing Nothing Nothing Nothing
World Map(0,4) |Nothing Nothing Nothing Nothing Nothing Nothing Nothing Nothing
World Map(0,5) | 8b Ab 13a Ab Cb Bb 19a 66b
World Map(0,6) |Nothing Nothing Nothing Nothing Nothing Nothing Nothing Nothing
World Map(0,7) |Nothing Nothing Nothing Nothing Nothing Nothing Nothing Nothing
World Map(1,0) | 63b 31a 70a 2Ea 70a 60a 36a 1Fb
World Map(1,1) | 63b 31a 70a 2Ea 70a 60a 36a 1Fb
World Map(1,2) | 71a 19b 71a 19b 22b 22b 37b 31b
World Map(1,3) |Nothing Nothing Nothing Nothing Nothing Nothing Nothing Nothing
World Map(1,4) | 8b Ab 13a Ab Cb Bb 19a 66b
World Map(1,5) | 8b Ab 13a Ab Cb Bb 19a 66b
World Map(1,6) |Nothing Nothing Nothing Nothing Nothing Nothing Nothing Nothing
World Map(1,7) |Nothing Nothing Nothing Nothing Nothing Nothing Nothing Nothing
World Map(2,0) | 9b 70a 3Ca 60a 3Ca 39a 39a 3Aa
World Map(2,1) | 37a 37a 25a 25a 36a 36a 38a 37b
World Map(2,2) |Nothing Nothing Nothing Nothing Nothing Nothing Nothing Nothing
World Map(2,3) |Nothing Nothing Nothing Nothing Nothing Nothing Nothing Nothing
World Map(2,4) | 3b Da 7b Ca 7b Ba 12a 13a
World Map(2,5) | 8b Ab 13a Ab Cb Bb 19a 66b
World Map(2,6) | Eb Ca Eb Fa Ba 12a 13a 1Aa
World Map(2,7) | Eb Ca Eb Fa Ba 12a 13a 1Aa
World Map(3,0) | 6Fb 60a 67a 39a 67a 3Aa 37b 31b
World Map(3,1) | 6Fb 60a 67a 39a 67a 3Aa 37b 31b
World Map(3,2) | 37a 37a 25a 25a 36a 36a 38a 37b
World Map(3,3) | 1a 5a 2b 0a 6a 7a 0b 6b
World Map(3,4) | 3b Da 7b Ca 7b Ba 12a 13a
World Map(3,5) | 3b Da 7b Ca 7b Ba 12a 13a
World Map(3,6) | 3b Da 7b Ca 7b Ba 12a 13a
World Map(3,7) | Eb Ca Eb Fa Ba 12a 13a 1Aa
World Map(4,0) | 6Fb 60a 67a 39a 67a 3Aa 37b 31b
World Map(4,1) | 6Fb 60a 67a 39a 67a 3Aa 37b 31b
World Map(4,2) |Nothing Nothing Nothing Nothing Nothing Nothing Nothing Nothing
World Map(4,3) | 1a 5a 2b 0a 6a 7a 0b 6b
World Map(4,4) | 0a 0a 0a 0a 2b 3a 6a 0b
World Map(4,5) |Nothing Nothing Nothing Nothing Nothing Nothing Nothing Nothing
World Map(4,6) | 3b Da 7b Ca 7b Ba 12a 13a
World Map(4,7) | 3b Da 7b Ca 7b Ba 12a 13a
World Map(5,0) | 9b 70a 3Ca 60a 3Ca 39a 39a 3Aa
World Map(5,1) | 71b 3Db 71b 3Db 38b 38b 3Cb 3Ea
World Map(5,2) | 71b 3Db 71b 3Db 38b 38b 3Cb 3Ea
World Map(5,3) | 3b Da 7b Ca 7b Ba Ba 13a
World Map(5,4) | 9a 8a 2a 6b 3b 3b Ca 7b
World Map(5,5) | Da 14a 3b Eb Ca Ca Ba 11a
World Map(5,6) | Eb Ca Eb Fa Ba 12a 13a 1Aa
World Map(5,7) | Eb Ca Eb Fa Ba 12a 13a 1Aa
World Map(6,0) | 63b 31a 70a 2Ea 70a 60a 36a 1Fb
World Map(6,1) | 71b 3Db 71b 3Db 38b 38b 3Cb 3Ea
World Map(6,2) | 71b 3Db 71b 3Db 38b 38b 3Cb 3Ea
World Map(6,3) |Nothing Nothing Nothing Nothing Nothing Nothing Nothing Nothing
World Map(6,4) | 9a 8a 2a 6b 3b 3b Ca 7b
World Map(6,5) | Eb Ca Eb Fa Ba 12a 13a 1Aa
World Map(6,6) | 17a 63a 15b 1Ea 15b 1Bb 1Bb 1Ab
World Map(6,7) | 17a 63a 15b 1Ea 15b 1Bb 1Bb 1Ab
World Map(7,0) | 63b 31a 70a 2Ea 70a 60a 36a 1Fb
World Map(7,1) | 32b 1Eb 32b 1Eb 2Db 2Db 3Da 70b
World Map(7,2) | 32b 1Eb 32b 1Eb 2Db 2Db 3Da 70b
World Map(7,3) | 32b 1Eb 32b 1Eb 2Db 2Db 3Da 70b
World Map(7,4) | Eb Ca Eb Fa Ba 12a 13a 1Aa
World Map(7,5) | Eb Ca Eb Fa Ba 12a 13a 1Aa
World Map(7,6) | 17a 63a 15b 1Ea 15b 1Bb 1Bb 1Ab
World Map(7,7) | 17a 63a 15b 1Ea 15b 1Bb 1Bb 1Ab
Temple of Fiend| 1a 5a 4a 8a 7a 3b 2a Eb
Marsh Cave B1 | Aa Aa 5b 4b 1b 66a 6Ba 11a
Marsh Cave B2 | 4b 5b 10a 1b 2Ba 66a 1Aa 11b
Marsh Cave B3 | 5b 10a 2Ba 6Ba 66a 11a 1Aa 11b
Earth Cave B1 | 15a 15a 64a Db 13b 10b 66b 1Da
Earth Cave B2 | Db 64a 10b 13b 11b 14b 1Ba 1Ea
Earth Cave B3 | 11b 13b 1Ca Fb 18a 16a 1Da 12b
Earth Cave B4 | 1Ca Fb 18a 63a 16a Ea Ea 12b
Earth Cave B5 | 63a 18a 14b 1Ba 1Ea 1Da 12b 21a
Titan's Tunnel | 13a 13a Bb Bb Bb 19a 19a 14b
Gurgu VolcanoB1| 6Fa 6Fa 6Aa 6Ea 17b 1Ab 1Ab 6Bb
Gurgu VolcanoB2| 6Aa 6Ea 1Fa 17b 23a 24a 6Bb 27a
Gurgu VolcanoB3| 1Fa 6Ea 6Da 24a 23a 22a 6Eb 27a
Gurgu VolcanoB4| 6Da 24a 28a 64b 26a 6Eb 29a 2Aa
Gurgu VolcanoB5| 28a 64b 6Eb 26a 22a 27a 29a 2Aa
Ice Cave B1 | 1Cb 1Cb 16b 16b 2Bb 2Cb 2Cb 30a
Ice Cave B2 | 18b 18b 6Ca 2Cb 2Fa 2Ca 2Ea 30a
Ice Cave B3 | 2Bb 2Fa 2Cb 6Ca 2Ea 31a 30a 2Da
CastleOrdeals1F|Nothing Nothing Nothing Nothing Nothing Nothing Nothing Nothing
CastleOrdeals2F| 32a 32a 6Ab 34a 33a 1Db 35a 4Ba
CastleOrdeals3F| 6Ab 34a 33a 1Db 1Db 35a 35a 4Ba
Sea Shrine B1 | 43a 43a 72a 42a 47a 58a 58a 45a
Sea Shrine B2 | 5Aa 72a 7Eb 46b 5Ab 48a 49a 61a
Sea Shrine B3 | 42a 72a 47a 5Aa 5Ab 7Eb 45a 61a
Sea Shrine B4 | 61b 44b 7Eb 46b 42b 48a 43b 72b
Sea Shrine B5 | 44b 61b 48a 42b 49b 43b 43b 72b
Waterfall | 4Fa 3Fa 4Fa 3Fa 4Ab 4Ab 23b 59a
Mirage Tower 1F| 4Fb 4Fb 68a 3Ba 4Ca 34b 67b 39b
Mirage Tower 2F| 3Ba 6Db 4Ca 68a 4Aa 67b 39b 4Ea
Mirage Tower 3F| 6Db 68a 67b 4Aa 34b 3Eb 3Eb 4Ea
Sky Palace 1F | 4Da 52a 69a 4Da 54a 36b 40a 50a
Sky Palace 2F | 52a 69a 36b 55b 54a 40a 58b 50a
Sky Palace 3F | 4Cb 33b 55b 36b 24b 58b 53a 56b
Sky Palace 4F | 33b 4Cb 41b 51a 35b 53a 52b 56b
Sky Palace 5F | 41b 51a 35b 24b 52b 50a 56a 56b
ToF Revisited1F| 57a 57a 30b 30b 30b 3Bb 3Bb 50b
ToF Revisited2F| 4Bb 4Bb 2Eb 2Eb 55a 55a 50b 53b
ToF Revisited3F| 4Db 4Db 59b 59b 59b 2Fb 2Fb 53b
ToF:R Earth | 3Fb 40b 3Fb 40b 21b 21b 21b 3Ab
ToF:R Fire | 28b 28b 26b 26b 29b 29b 27b 2Ab
ToF:R Water | 49b 44a 49b 44a 45b 45b 48b 47b
ToF:R Air | 51b 57b 68b 58b 54b 53b 6Cb 7Fb
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
Enemy Party List:
These are the enemies groups you can fight in battle, the enemy party you fight
is not random at all, but the number of enemies you fight usually will be,
thus, the (example) IMPx3-5, meaning you will fight 3-5 IMPs. You can fight up
to four different types of enemies in one battle.
Group "a"
Here you will find the enemies that end with "a"
Battle # Battle # Battle # Battle #
Enemies Enemies Enemies Enemies
0a IMPx3-5 1a BONEx2-4 2a GrIMPx1-3 3a WOLFx1-2
Nothing Nothing WOLFx0-2 Nothing
Nothing Nothing GrWOLFx0-2 Nothing
Nothing Nothing Nothing Nothing
4a ZOMBIEx2-4 5a SPIDERx1-2 6a MADPONYx1-1 7a CREEPx1-2
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
8a GHOULx1-1 9a Nothing Aa SHADOWx2-4 Ba GrWOLFx2-5
Nothing IGUANAx1-1 Nothing WOLFx0-3
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
Ca OGREx1-2 Da ASPx1-2 Ea GrIMPx0-5 Fa Nothing
Nothing Nothing WrWOLFx1-3 GEISTx1-4
Nothing Nothing GIANTx0-2 Nothing
Nothing Nothing Nothing Nothing
10a GARGOYLEx2-3 11a WrWOLFx3-6 12a Nothing 13a GrOGREx1-1
Nothing Nothing ARACHNIDx1-4 OGREx1-2
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
14a ARACHNIDx1-2 15a COBRAx2-6 16a COCTRICEx2-6 17a PEDEx1-4
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
18a IMAGEx2-6 19a Nothing 1Aa SCORPIONx2-4 1Ba TROLLx1-2
Nothing TIGERx1-3 Nothing BULLx0-1
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
1Ca WIZARDx2-4 1Da MUMMYx2-5 1Ea GIANTx1-2 1Fa GIANTx1-2
Nothing Nothing Nothing IGUANAx0-3
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
20a HYDRAx1-2 21a EARTHx1-1 22a CEREBUSx0-1 23a PERILISKx2-5
Nothing Nothing WzOOGREx1-2 Nothing
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
24a R.HYDRAx1-1 25a OCHOx1-3 26a R.GIANTx1-2 27a FIREx1-2
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
28a Grey Wx1-1 29a AGAMAx1-1 2Aa Red Dx1-1 2Ba R BONEx1-1
Nothing Nothing Nothing BONEx2-4
Nothing Nothing Nothing CRAWLx1-1
Nothing Nothing Nothing Nothing
2Ca WRAITHx1-5 2Da FrWOLFx3-7 2Ea FrGIANTx1-1 2Fa MAGEx1-4
IMAGEx0-3 Nothing FrWOLFx0-2 Nothing
SPECTERx0-3 Nothing Nothing Nothing
GEISTx0-3 Nothing Nothing Nothing
30a FrostDx1-2 31a GrPEDEx1-1 32a ZOMBULLx1-3 33a MANCATx3-5
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
34a MEDUSAx2-5 35a SORCERERx2-5 36a MANTICORx1-3 37a WYRMx1-3
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
38a R ANKYLOx1-3 39a CATMANx2-4 3Aa SAURIAx1-2 3Ba CHIMERAx1-3
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
3Ca Sand Wx1-1 3Da TYROx1-1 3Ea Nothing 3Fa MudGOLx1-3
Nothing Nothing Nothing Nothing
Nothing Nothing T REXx1-1 Nothing
Nothing Nothing Nothing Nothing
40a GrMEDUSAx1-4 41a NAOCHOx1-1 42a SeaTROLLx1-2 43a LOBSTERx2-6
Nothing Nothing LOBSTERx1-3 Nothing
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
44a LOBSTERx1-6 45a WzSAHAGx0-1 46a Nothing 47a NAGAx1-1
SeaSNAKEx2-5 GrSHARKx1-2 PHANTOMx1-1 WATERx0-1
SeaTROLLx2-2 Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
48a GrSHARKx1-1 49a WATERx1-3 4Aa WzMUMMYx1-5 4Ba ZombieDx1-2
BigEYEx0-1 Nothing MUMMYx0-8 Nothing
Nothing Nothing COCTRICEx0-8 Nothing
Nothing Nothing PERILISKx0-8 Nothing
4Ca GUARDx2-5 4Da BADMANx2-5 4Ea Blue Dx1-1 4Fa NITEMAREx1-3
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
50a SLIMEx3-6 51a AIRx2-4 52a GrNAGAx1-1 53a WzVAMPx1-3
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
54a EVILMANx1-1 55a CHIMERAx1-2 56a WARMECHx1-1 57a WORMx1-2
NITEMAREx1-2 JIMERAx1-2 Nothing Nothing
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
58a RockGOLx1-2 59a Gas Dx1-1 5Aa GrSHARKx1-2 5Ba SAHAGx0-6
Nothing Nothing SHARKx0-1 Nothing
Nothing Nothing Nothing OddEYEx1-2
Nothing Nothing Nothing Nothing
5Ca KYZOKUx1-5 5Da SHARKx1-2 5Ea SHARKx1-1 5Fa CARIBEx2-6
Nothing SAHAGx0-2 R.SAHAGx0-1 Nothing
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
60a HYDRAx1-2 61a SeaTROLLx1-2 62a FrGATORx1-2 63a TROLLx1-2
OCHOx0-2 SeaSNAKEx0-2 R.CARIBEx0-3 Nothing
Nothing LOBSTERx0-2 Nothing Nothing
Nothing Nothing Nothing Nothing
64a BULLx1-2 65a CARIBEx0-2 66a ARACHNIDx1-2 67a CATMANx1-3
Nothing GATORx0-2 SPIDERx0-2 Saber Tx0-2
Nothing OCHOx1-1 SCUMx0-1 Nothing
Nothing Nothing MUCKx0-1 Nothing
68a Nothing 69a EYEx1-1 6Aa R.GOYLEx2-5 6Ba MUCKx1-3
VAMPIREx2-5 Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
6Ca SORCERERx1-3 6Da CEREBUSx1-2 6Ea WzOGREx1-1 6Fa SPHINXx1-2
Nothing Nothing GrOGREx1-1 Nothing
Nothing Nothing HYENAx0-7 Nothing
Nothing Nothing Nothing Nothing
70a WYVERNx1-3 71a ANKYLOx1-1 72a SEASNAKEx2-4 73a LICHx1-1
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
74a*KARYx1-1 75a*KRAKENx1-1 76a*TIAMATx1-1 77a TIAMATx1-1
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
78a KRAKENx1-1 79a KARYx1-1 7Aa LICHx1-1 7Ba CHAOSx1-1
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
7Ca VAMPIREx1-1 7Da ASTOSx1-1 7Ea Nothing 7Fa GARLANDx1-1
Nothing Nothing Nothing Nothing
Nothing Nothing PIRATEx9-9 Nothing
Nothing Nothing Nothing Nothing
* These are fiends from the Temple of Fiends:Revisited
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
Group "b"
Here you will find the enemies that end with "b"
The Maxmimum number of different types of enemies here is 2, instead of 4.
Battle # Battle # Battle # Battle #
Enemies Enemies Enemies Enemies
0b IMPx3-6 1b BONEx3-5 2b GrIMPx1-3 3b WOLFx4-6
GrIMPx0-4 CRAWLx0-2 Nothing GrWOLFx0-1
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
4b ZOMBIEx2-3 5b Nothing 6b MADPONYx2-4 7b CREEPx1-3
GHOULx2-4 SCUMx2-4 Nothing OGREx1-1
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
8b GHOULx2-5 9b GIANTx1-3 Ab SHADOWx3-7 Bb GrWOLFx4-8
GESITx0-4 IGUANAx0-2 Nothing Nothing
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
Cb OGREx1-3 Db ASPx3-7 Eb GrIMPx2-5 Fb SPECTERx2-5
HYENAx0-2 Nothing WrWOLFx0-2 GEISTx2-5
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
10b GARGOYLEx3-8 11b WrWOLFx2-5 12b OOZEx2-5 13b GrOGREx1-4
Nothing GrWOLFx0-5 ARACHNIDx0-5 OGREx0-2
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
14b ARACHNIDx4-8 15b COBRAx2-6 16b COCTRICEx2-6 17b PEDEx1-6
Nothing SCORPIONx0-4 MUMMYx1-5 Nothing
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
18b IMAGEx2-6 19b Saber Tx1-3 1Ab SCORPIONx2-6 1Bb TROLLx1-2
WRAITHx0-4 TIGERx0-2 BULLx1-2 BULLx0-2
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
1Cb WIZARDx3-7 1Db MUMMYx3-7 1Eb GIANTx2-4 1Fb GIANTx1-4
Nothing WzMUMMYx1-1 Nothing IGUANAx1-1
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
20b HYDRAx1-4 21b EARTHx2-4 22b CEREBUSx1-3 23b PERILISKx4-8
GATORx0-3 Nothing WzOOGREx0-2 Nothing
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
24b R.HYDRAx4-4 25b OCHOx1-1 26b R.GIANTx1-1 27b FIREx3-4
Nothing CARIBEx0-2 AGAMAx0-3 Nothing
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
28b Grey Wx2-4 29b AGAMAx2-4 2Ab Red Dx2-4 2Bb R BONEx3-6
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
2Cb WRAITHx2-6 2Db FrWOLFx4-7 2Eb FrGIANTx2-2 2Fb MAGEx2-3
Nothing Nothing FrWOLFx2-6 FIGHTERx1-1
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
30b FrostDx3-4 31b GrPEDEx1-2 32b ZOMBULLx1-4 33b MANCATx3-7
Nothing Nothing TROLLx0-2 MEDUSAx0-5
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
34b MEDUSAx3-6 35b SORCERERx1-6 36b MANTICORx3-4 37b WYRMx1-3
Saber Tx1-2 MudGOLx1-2 Nothing Nothing
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
38b R ANKYLOx1-4 39b CATMANx3-6 3Ab SAURIAx2-4 3Bb CHIMERAx3-4
Nothing Saber Tx1-2 Nothing Nothing
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
3Cb Sand Wx1-2 3Db TYROx1-1 3Eb WYVERNx1-3 3Fb MudGOLx1-4
Nothing WYVERNx0-1 WYRMx0-5 RockGOLx1-3
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
40b GrMEDUSAx4-7 41b NAOCHOx1-2 42b SeaTROLLx1-2 43b LOBSTERx3-7
Nothing Nothing LOBSTERx1-4 Nothing
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
44b LOBSTERx1-5 45b WzSAHAGx3-6 46b GHOSTx2-5 47b NAGAx1-2
SeaSNAKEx0-3 GrSHARKx2-2 Nothing WATERx3-6
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
48b GrSHARKx1-2 49b WATERx3-6 4Ab WzMUMMYx1-2 4Bb ZombieDx2-4
BigEYEx1-2 Nothing MUMMYx1-6 Nothing
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
4Cb GUARDx0-1 4Db BADMANx5-9 4Eb Blue Dx2-3 4Fb NITEMAREx1-2
SENTRYx1-1 Nothing Nothing BADMANx1-2
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
50b SLIMEx4-8 51b AIRx3-6 52b GrNAGAx0-1 53b WzVAMPx1-3
Nothing Nothing Nothing ZOMBIEDx1-2
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
54b EVILMANx1-2 55b CHIMERAx1-1 56b Nothing 57b WORMx3-4
NITEMAREx1-2 Nothing FIGHTERx1-2 Nothing
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
58b RockGOLx2-4 59b Gas Dx2-4 5Ab GrSHARKx1-2 5Bb SAHAGx3-7
Nothing Nothing SHARKx0-1 R.SAHAGx0-2
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
5Cb Nothing 5Db Nothing 5Eb SHARKx1-2 5Fb CARIBEx3-8
SHARKx1-1 SAHAGx4-6 R.SAHAGx0-3 Nothing
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
60b HYDRAx1-1 61b SeaTROLLx1-1 62b FrGATORx1-1 63b TROLLx2-4
OCHOx0-1 SeaSNAKEx0-3 R.CARIBEx1-4 Nothing
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
64b BULLx2-4 65b CARIBEx2-4 66b ARACHNIDx3-6 67b CATMANx4-7
Nothing GATORx0-2 SPIDERx0-2 Nothing
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
68b WzVAMPx1-1 69b EYEx2-3 6Ab R.GOYLEx3-7 6Bb MUCKx4-7
VAMPIREx3-6 Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
6Cb SORCERERx3-7 6Db CEREBUSx3-4 6Eb WzOGREx1-3 6Fb SPHINXx1-4
Nothing Nothing GrOGREx0-2 Nothing
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
70b WYVERNx1-4 71b ANKYLOx1-2 72b SEASNAKEx3-6 73b Nothing
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
74b Nothing 75b Nothing 76b Nothing 77b Nothing
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
78b Nothing 79b Nothing 7Ab Nothing 7Bb Nothing
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
7Cb Nothing 7Db Nothing 7Eb WzSAHAG1-2 7Fb Nothing
Nothing Nothing R.SAHAGx8-8 IRONGOLx1-2
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
Steps for getting into a battle >- Thanks to Ben Siron!
According to Ben Siron, The game picks a random number from 50-255, and as you
step and walk around the numebr decreases... the only thing is that, like the
battle youll get into, it goes trough a list, 256 long just like the enemy
encounters. Howevere, we cant figure out the number of steps to get into a
battle cause to get into a battle, the random number that decreases as you walk
decreases by 2, 5, or 6 (or 0 if in somewhere you cant battle) so we cant
always get the exact number of steps, only within 2, and anyways, the ROM
location for the number fo steps to get into battle is not known.
How much the random number decreases at each step according to Ben Siron:
Outside on desert, plains, forest, marsh, or river: x decreases by 6
Inside a cave, or other dungeon: x decreases by 5
Outside on a ship: x decreases by 2
On a automatic battle square or "Spiked" square,
airship, in a town/castle area, or harbor x decreases by 0
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
PNEOP (Peninsula North East of Provoka, or Peninsula of Power)
As PNEOP suggests, a peninsula north east of Provaka reached by travelling east
through the mountains then straight up, the top 2x2 area is actually part of
another battle area where you will fight Trolls and ZomBulls and FrWolves and
sometimes Wyrms and Tyros (or were they wyverens instead of wyrms?)
This can get you high levels early on with spells like fir2 and hrm2.
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
And one more note!
When you get into battle, the game takes data from the square you were on, not
the one you're moving to... to put it simpler, for example, if you were on the
PNEOP on the bottom of the 2x2 area, and you moved down out of PNEOP and got
into a battle on that step, youd fight PNEOP enemies, cause the square you were
on right before the battle belonged to the PNEOP.
__________________________________________________________
|_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_Thanks to:-_-_-_-_-_-_-_-|
|_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_:P-_-:P_-_-_-_:P-_-_-_-:P_-|
|_Enemies_-_-_-_-_-_-_-_-_-_-_-_-_-_-No one but ME!_-_-_-_-|
|_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_w00t w00t w00t w00t w00t-_-|
__________________________________________________________
Well duh enemies are a big part of FF1 and without them the game
would be pretty boring. If you are wondering about anything having
to do with enemies, this should settle your answers.
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_Enemy Data and Statistics Crap-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
The Biggie...
Here is a sample to tell what everything means.
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
SampIMP - Enemy's name
Type: Giant <-- Enemy's type Weakness: None <-Elemental
Gold: 6 <-- Gold and Exp. <-weaknesses and
Exp: 6 <-- the enemy drops Resistance: None <-resistances
Location: 0a 0b <-- which enemy groups you will find the enemy in
HP: 8 <-- Enemy Stats
Str: 4 Defense: 4 <-- For further
Critical%: 1 Mag. Def: 16 <-- info. about
# of attacks: 1 Agility: 6 <-- enemy stats
Hit% 2 Fear Factor: 106 <-- check enemy
Added Effect <-- stats section of the
of Attack: None Chance of added effect: 0 <--| FAQ
What status the enemy can ------------|
inflict upon physical attack
Magic: None <--Enemy Magic Spell list Chance of Magic: 0/128
Enemy Skill: None <--Enemy Skill list Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
IMP
Type: Giant Weakness: None
Gold: 6
Exp: 6 Resistance: None
Location: 0a 0b
HP: 8
Str: 4 Defense: 4
Critical%: 1 Mag. Def: 16
# of attacks: 1 Agility: 6
Hit% 2 Fear Factor: 106
Added Effect
of Attack: None Chance of added effect: 0
Magic: None Chance of Magic: 0/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
GrIMP
Type: Giant Weakness: None
Gold: 18
Exp: 18 Resistance: None
Location: 2a Ea 0b 2b Eb
HP: 16
Str: 8 Defense: 6
Critical%: 1 Mag. Def: 23
# of attacks: 1 Agility: 9
Hit% 4 Fear Factor: 120
Added Effect
of Attack: None Chance of added effect: 0
Magic: None Chance of Magic: 0/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
WOLF
Type: None Weakness: None
Gold: 6
Exp: 24 Resistance: None
Location: 2a Ba Ea Bb
HP: 20
Str: 8 Defense: 0
Critical%: 1 Mag. Def: 28
# of attacks: 1 Agility: 36
Hit% 5 Fear Factor: 105
Added Effect
of Attack: None Chance of added effect: 0
Magic: None Chance of Magic: 0/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
GrWOLF
Type: None Weakness: None
Gold: 22
Exp: 93 Resistance: None
Location: 2a Ba Bb 11b
HP: 72
Str: 14 Defense: 0
Critical%: 1 Mag. Def: 46
# of attacks: 1 Agility: 54
Hit% 18 Fear Factor: 108
Added Effect
of Attack: None Chance of added effect: 0
Magic: None Chance of Magic: 0/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
WrWOLF
Type: Evil Regenerative Half-Man Weakness: None
Gold: 67
Exp: 135 Resistance: None
Location: Ea 11a Eb 11b
HP: 68
Str: 14 Defense: 6
Critical%: 1 Mag. Def: 45
# of attacks: 1 Agility: 42
Hit% 17 Fear Factor: 120
Added Effect
of Attack: Poison Chance of added effect: 2
Magic: None Chance of Magic: 0/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
FrWOLF
Type: None Weakness: FIRE
Gold: 200
Exp: 402 Resistance: ICE
Location: 2Da 2Ea 2Db 2Eb
HP: 92
Str: 25 Defense: 0
Critical%: 1 Mag. Def: 55
# of attacks: 1 Agility: 54
Hit% 23 Fear Factor: 200
Added Effect
of Attack: None Chance of added effect: 0
Magic: None Chance of Magic: 0/128
Enemy Skill: FROST FROST FROST FROST Chance of E.Skill: 32/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
IGUANA
Type: Dragon Weakness: None
Gold: 50
Exp: 153 Resistance: None
Location: 9a 1Fa 9b 1Fb
HP: 92
Str: 18 Defense: 12
Critical%: 10 Mag. Def: 55
# of attacks: 1 Agility: 24
Hit% 23 Fear Factor: 134
Added Effect
of Attack: None Chance of added effect: 0
Magic: None Chance of Magic: 0/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
AGAMA
Type: Dragon Weakness: ICE
Gold: 1200
Exp: 2472 Resistance: FIRE
Location: 29a 29b
HP: 296
Str: 31 Defense: 18
Critical%: 1 Mag. Def: 143
# of attacks: 2 Agility: 36
Hit% 74 Fear Factor: 200
Added Effect
of Attack: None Chance of added effect: 0
Magic: None Chance of Magic: 0/128
Enemy Skill: HEAT HEAT HEAT HEAT Chance of E.Skill: 32/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
SAURIA
Type: Dragon Weakness: None
Gold: 658
Exp: 1977 Resistance: None
Location: 3Aa 3Ab
HP: 196
Str: 30 Defense: 20
Critical%: 1 Mag. Def: 91
# of attacks: 1 Agility: 24
Hit% 54 Fear Factor: 200
Added Effect
of Attack: None Chance of added effect: 0
Magic: None Chance of Magic: 0/128
Enemy Skill: GLANCE GLANCE GLANCE GLANCE Chance of E.Skill: 64/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
GIANT
Type: Giant Weakness: None
Gold: 879
Exp: 879 Resistance: None
Location: Ea 1Ea 1Fa 1Eb 1Fb
HP: 240
Str: 38 Defense: 12
Critical%: 1 Mag. Def: 120
# of attacks: 1 Agility: 48
Hit% 60 Fear Factor: 136
Added Effect
of Attack: None Chance of added effect: 0
Magic: None Chance of Magic: 0/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
FrGIANT
Type: Giant Weakness: FIRE
Gold: 1752
Exp: 1752 Resistance: ICE
Location: 2Ea 2Eb
HP: 336
Str: 60 Defense: 16
Critical%: 1 Mag. Def: 150
# of attacks: 1 Agility: 48
Hit% 78 Fear Factor: 300
Added Effect
of Attack: None Chance of added effect: 0
Magic: None Chance of Magic: 0/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
R.GIANT
Type: Giant Weakness: ICE
Gold: 1506
Exp: 1506 Resistance: FIRE
Location: 26a 26b
HP: 300
Str: 73 Defense: 20
Critical%: 1 Mag. Def: 135
# of attacks: 1 Agility: 48
Hit% 83 Fear Factor: 200
Added Effect
of Attack: None Chance of added effect: 0
Magic: None Chance of Magic: 0/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
SAHAG
Type: Water Weakness: LIT
Gold: 30
Exp: 30 Resistance: FIRE, EARTH
Location: 47a 49a 47b 49b
HP: 28
Str: 10 Defense: 4
Critical%: 1 Mag. Def: 28
# of attacks: 1 Agility: 72
Hit% 7 Fear Factor: 110
Added Effect
of Attack: None Chance of added effect: 0
Magic: None Chance of Magic: 0/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
R.SAHAG
Type: Water Weakness: LIT
Gold: 105
Exp: 105 Resistance: FIRE, EARTH
Location: 5Ea 5Eb 7Eb
HP: 64
Str: 15 Defense: 8
Critical%: 1 Mag. Def: 46
# of attacks: 1 Agility: 78
Hit% 16 Fear Factor: 142
Added Effect
of Attack: None Chance of added effect: 0
Magic: None Chance of Magic: 0/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
WzSAHAG
Type: Water Weakness: LIT
Gold: 882
Exp: 882 Resistance: FIRE, EARTH
Location: 45a 45b 7Eb
HP: 204
Str: 47 Defense: 20
Critical%: 1 Mag. Def: 101
# of attacks: 1 Agility: 96
Hit% 51 Fear Factor: 200
Added Effect
of Attack: None Chance of added effect: 0
Magic: None Chance of Magic: 0/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
PIRATE
Type: None Weakness: None
Gold: 40
Exp: 40 Resistance: None
Location: 7Ea
HP: 6
Str: 8 Defense: 0
Critical%: 1 Mag. Def: 15
# of attacks: 1 Agility: 12
Hit% 2 Fear Factor: 255
Added Effect
of Attack: None Chance of added effect: 0
Magic: None Chance of Magic: 0/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
KYZOKU
Type: None Weakness: None
Gold: 120
Exp: 60 Resistance: EARTH
Location: 5C
HP: 50
Str: 14 Defense: 6
Critical%: 1 Mag. Def: 37
# of attacks: 1 Agility: 24
Hit% 13 Fear Factor: 106
Added Effect
of Attack: None Chance of added effect: 0
Magic: None Chance of Magic: 0/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
SHARK
Type: Water Weakness: LIT
Gold: 66
Exp: 267 Resistance: FIRE, EARTH
Location: 5Aa 5Db 5Ea 5Ab 5Eb
HP: 120
Str: 22 Defense: 0
Critical%: 1 Mag. Def: 70
# of attacks: 1 Agility: 72
Hit% 30 Fear Factor: 121
Added Effect
of Attack: None Chance of added effect: 0
Magic: None Chance of Magic: 0/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
GrSHARK
Type: Water Weakness: LIT
Gold: 600
Exp: 2361 Resistance: FIRE, EARTH
Location: 45a 48a 5Aa 45b 48b 5Ab
HP: 344
Str: 50 Defense: 8
Critical%: 1 Mag. Def: 170
# of attacks: 1 Agility: 72
Hit% 86 Fear Factor: 200
Added Effect
of Attack: None Chance of added effect: 0
Magic: None Chance of Magic: 0/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
OddEYE
Type: None Weakness: LIT
Gold: 10
Exp: 42 Resistance: FIRE, EARTH
Location: 5Ba
HP: 10
Str: 4 Defense: 0
Critical%: 1 Mag. Def: 14
# of attacks: 1 Agility: 84
Hit% 2 Fear Factor: 110
Added Effect
of Attack: None Chance of added effect: 0
Magic: None Chance of Magic: 0/128
Enemy Skill: GAZE GAZE GAZE GAZE Chance of E.Skill: 128/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
BigEYE
Type: Water Weakness: LIT
Gold: 3591
Exp: 3591 Resistance: FIRE, EARTH
Location: 48a 48b
HP: 304
Str: 30 Defense: 16
Critical%: 1 Mag. Def: 156
# of attacks: 2 Agility: 24
Hit% 76 Fear Factor: 200
Added Effect
of Attack: None Chance of added effect: 0
Magic: None Chance of Magic: 0/128
Enemy Skill: GAZE FLASH GAZE FLASH Chance of E.Skill: 128/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
BONE
Type: Undead Weakness: FIRE
Gold: 3
Exp: 9 Resistance: ICE, STUN, POISON,
Location: 1a 2Ba 1b 2Bb CONFUSE
HP: 10
Str: 10 Defense: 0
Critical%: 1 Mag. Def: 17
# of attacks: 1 Agility: 12
Hit% 2 Fear Factor: 124
Added Effect
of Attack: None Chance of added effect: 0
Magic: None Chance of Magic: 0/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
R.BONE
Type: Undead Weakness: FIRE
Gold: 378
Exp: 378 Resistance: ICE, STUN, POISON,
Location: 2Ba 2Bb CONFUSE
HP: 144
Str: 26 Defense: 12
Critical%: 1 Mag. Def: 76
# of attacks: 1 Agility: 42
Hit% 36 Fear Factor: 156
Added Effect
of Attack: None Chance of added effect: 0
Magic: None Chance of Magic: 0/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
CREEP
Type: None Weakness: FIRE
Gold: 15
Exp: 63 Resistance: None
Location: 7a 7b
HP: 56
Str: 17 Defense: 8
Critical%: 1 Mag. Def: 40
# of attacks: 1 Agility: 24
Hit% 14 Fear Factor: 104
Added Effect
of Attack: None Chance of added effect: 0
Magic: None Chance of Magic: 0/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
CRAWL
Type: None Weakness: None
Gold: 200
Exp: 186 Resistance: None
Location: 2Ba 1b
HP: 84
Str: 1 Defense: 8
Critical%: 1 Mag. Def: 51
# of attacks: 8 Agility: 42
Hit% 21 Fear Factor: 106
Added Effect
of Attack: STUN Chance of added effect: 1
Magic: None Chance of Magic: 0/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
HYENA
Type: None Weakness: None
Gold: 72
Exp: 288 Resistance: None
Location: 6Ea Cb
HP: 120
Str: 22 Defense: 4
Critical%: 1 Mag. Def: 76
# of attacks: 1 Agility: 48
Hit% 30 Fear Factor: 122
Added Effect
of Attack: None Chance of added effect: 0
Magic: None Chance of Magic: 0/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
CEREBUS
Type: None Weakness: ICE
Gold: 600
Exp: 1182 Resistance: FIRE
Location: 22a 6Da 22b 6Db
HP: 192
Str: 30 Defense: 8
Critical%: 1 Mag. Def: 103
# of attacks: 1 Agility: 48
Hit% 48 Fear Factor: 146
Added Effect
of Attack: None Chance of added effect: 0
Magic: None Chance of Magic: 0/128
Enemy Skill: SCORCH SCORCH SCORCH SCORCH Chance of E.Skill: 64/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
OGRE
Type: Giant Weakness: ICE
Gold: 195
Exp: 195 Resistance: FIRE
Location: Ca 13a 7b Cb 13b
HP: 100
Str: 18 Defense: 10
Critical%: 1 Mag. Def: 65
# of attacks: 1 Agility: 18
Hit% 25 Fear Factor: 116
Added Effect
of Attack: None Chance of added effect: 0
Magic: None Chance of Magic: 0/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
GrOGRE
Type: Giant Weakness: None
Gold: 300
Exp: 282 Resistance: None
Location: 13a 6Ea 13b 6Eb
HP: 132
Str: 23 Defense: 14
Critical%: 1 Mag. Def: 71
# of attacks: 1 Agility: 30
Hit% 33 Fear Factor: 126
Added Effect
of Attack: None Chance of added effect: 0
Magic: None Chance of Magic: 0/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
WzOGRE
Type: Regenerative Giant Mage Weakness: None
Gold: 723
Exp: 723 Resistance: EARTH
Location: 6Ea 6Eb
HP: 144
Str: 23 Defense: 10
Critical%: 1 Mag. Def: 80
# of attacks: 1 Agility: 54
Hit% 36 Fear Factor: 134
Added Effect
of Attack: None Chance of added effect: 0
Magic: RUSE DARK SLEP HOLD ICE2 none none none Chance of Magic: 64/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
ASP
Type: Dragon Weakness: None
Gold: 50
Exp: 123 Resistance: None
Location: Da Db
HP: 56
Str: 6 Defense: 6
Critical%: 1 Mag. Def: 46
# of attacks: 1 Agility: 30
Hit% 14 Fear Factor: 107
Added Effect
of Attack: POISON Chance of added effect: 2
Magic: None Chance of Magic: 0/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
COBRA
Type: Dragon Weakness: None
Gold: 50
Exp: 165 Resistance: None
Location: 15a 15b
HP: 80
Str: 22 Defense: 10
Critical%: 31 Mag. Def: 56
# of attacks: 1 Agility: 36
Hit% 20 Fear Factor: 110
Added Effect
of Attack: None Chance of added effect: 0
Magic: None Chance of Magic: 0/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
SeaSNAKE
Type: Water Dragon Weakness: LIT
Gold: 600
Exp: 957 Resistance: FIRE, EARTH
Location: 44a 61a 72a 44b 61b 72b
HP: 224
Str: 35 Defense: 12
Critical%: 0 Mag. Def: 116
# of attacks: 1 Agility: 48
Hit% 56 Fear Factor: 200
Added Effect
of Attack: None Chance of added effect: 0
Magic: None Chance of Magic: 0/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
SCORPION
Type: None Weakness: None
Gold: 70
Exp: 225 Resistance: None
Location: 1Aa 15b 1Ab
HP: 84
Str: 22 Defense: 10
Critical%: 1 Mag. Def: 55
# of attacks: 2 Agility: 54
Hit% 21 Fear Factor: 112
Added Effect
of Attack: POISON Chance of added effect: 2
Magic: None Chance of Magic: 0/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
LOBSTER
Type: None Weakness: LIT
Gold: 300
Exp: 639 Resistance: FIRE, EARTH
Location: 42a 43a 44a 61a 42b 43b 44b
HP: 148
Str: 35 Defense: 18
Critical%: 1 Mag. Def: 85
# of attacks: 3 Agility: 60
Hit% 37 Fear Factor: 200
Added Effect
of Attack: POISON Chance of added effect: 2
Magic: None Chance of Magic: 0/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
BULL
Type: None Weakness: None
Gold: 489
Exp: 489 Resistance: None
Location: 1Ba 64a 1Ab 1Bb 64b
HP: 164
Str: 22 Defense: 4
Critical%: 1 Mag. Def: 95
# of attacks: 2 Agility: 48
Hit% 41 Fear Factor: 124
Added Effect
of Attack: None Chance of added effect: 0
Magic: None Chance of Magic: 0/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
ZomBULL
Type: Undead Weakness: FIRE
Gold: 1050
Exp: 1050 Resistance: STUN, POISON, CONFUSE,
Location: 32a 32b ICE
HP: 224
Str: 40 Defense: 14
Critical%: 1 Mag. Def: 116
# of attacks: 1 Agility: 36
Hit% 56 Fear Factor: 136
Added Effect
of Attack: None Chance of added effect: 0
Magic: None Chance of Magic: 0/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
TROLL
Type: Regenerative Weakness: None
Gold: 621
Exp: 621 Resistance: None
Location: 1Ba 63a 1Bb 32b 63b
HP: 184
Str: 24 Defense: 12
Critical%: 1 Mag. Def: 100
# of attacks: 3 Agility: 48
Hit% 46 Fear Factor: 136
Added Effect
of Attack: None Chance of added effect: 0
Magic: None Chance of Magic: 0/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
SeaTROLL
Type: Regenerative Water Weakness: LIT
Gold: 852
Exp: 852 Resistance: EARTH
Location: 42a 44a 61a 42b 61b
HP: 216
Str: 40 Defense: 20
Critical%: 1 Mag. Def: 110
# of attacks: 1 Agility: 48
Hit% 54 Fear Factor: 200
Added Effect
of Attack: None Chance of added effect: 0
Magic: None Chance of Magic: 0/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
SHADOW
Type: Evil Undead Weakness: FIRE
Gold: 45
Exp: 90 Resistance: STUN, POISON, CONFUSE,
Location: Aa Ab ICE, EARTH
HP: 50
Str: 10 Defense: 0
Critical%: 1 Mag. Def: 37
# of attacks: 1 Agility: 36
Hit% 13 Fear Factor: 124
Added Effect
of Attack: DARK Chance of added effect: 1
Magic: None Chance of Magic: 0/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
IMAGE
Type: Evil Undead Weakness: FIRE
Gold: 231
Exp: 231 Resistance: STUN, POISON, CONFUSE,
Location: 18a 2Ca 18b ICE, EARTH
HP: 86
Str: 22 Defense: 4
Critical%: 1 Mag. Def: 52
# of attacks: 1 Agility: 90
Hit% 22 Fear Factor: 160
Added Effect
of Attack: STUN Chance of added effect: 1
Magic: None Chance of Magic: 0/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
WRAITH
Type: Evil Undead Weakness: FIRE
Gold: 432
Exp: 432 Resistance: STUN, POISON, CONFUSE,
Location: 2Ca 18b 2Cb ICE, EARTH
HP: 114
Str: 40 Defense: 12
Critical%: 1 Mag. Def: 67
# of attacks: 1 Agility: 108
Hit% 29 Fear Factor: 160
Added Effect
of Attack: STUN Chance of added effect: 1
Magic: None Chance of Magic: 0/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
GHOST
Type: Evil Undead Weakness: FIRE
Gold: 990
Exp: 990 Resistance: STUN, POISON, CONFUSE,
Location: 46b ICE, EARTH
HP: 180
Str: 93 Defense: 30
Critical%: 1 Mag. Def: 85
# of attacks: 1 Agility: 36
Hit% 45 Fear Factor: 184
Added Effect
of Attack: STUN Chance of added effect: 1
Magic: None Chance of Magic: 0/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
ZOMBIE
Type: Undead Weakness: FIRE
Gold: 12
Exp: 24 Resistance: STUN, POISON, CONFUSE,
Location: 4a 4b ICE, EARTH
HP: 20
Str: 10 Defense: 0
Critical%: 1 Mag. Def: 25
# of attacks: 1 Agility: 6
Hit% 5 Fear Factor: 120
Added Effect
of Attack: None Chance of added effect: 0
Magic: None Chance of Magic: 0/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
GHOUL
Type: Undead Weakness: FIRE
Gold: 50
Exp: 93 Resistance: STUN, POISON, CONFUSE,
Location: 8a 4b 8b ICE, EARTH
HP: 48
Str: 8 Defense: 6
Critical%: 1 Mag. Def: 36
# of attacks: 3 Agility: 12
Hit% 12 Fear Factor: 124
Added Effect
of Attack: STUN Chance of added effect: 1
Magic: None Chance of Magic: 0/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
GEIST
Type: Undead Weakness: FIRE
Gold: 117
Exp: 117 Resistance: STUN, POISON, CONFUSE,
Location: Fa 2Ca 8b Fb ICE, EARTH
HP: 56
Str: 8 Defense: 10
Critical%: 1 Mag. Def: 40
# of attacks: 3 Agility: 46
Hit% 14 Fear Factor: 160
Added Effect
of Attack: STUN Chance of added effect: 1
Magic: None Chance of Magic: 0/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
SPECTER
Type: Undead Weakness: FIRE
Gold: 150
Exp: 150 Resistance: STUN, POISON, CONFUSE,
Location: 2Ca Fb ICE, EARTH
HP: 52
Str: 20 Defense: 12
Critical%: 1 Mag. Def: 45
# of attacks: 1 Agility: 42
Hit% 13 Fear Factor: 160
Added Effect
of Attack: STUN Chance of added effect: 1
Magic: None Chance of Magic: 0/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
WORM
Type: None Weakness: None
Gold: 1000
Exp: 4344 Resistance: EARTH
Location: 57a 57b
HP: 448
Str: 65 Defense: 10
Critical%: 10 Mag. Def: 200
# of attacks: 1 Agility: 36
Hit% 112 Fear Factor: 200
Added Effect
of Attack: None Chance of added effect: 0
Magic: None Chance of Magic: 0/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
Sand W
Type: None Weakness: None
Gold: 900
Exp: 2683 Resistance: EARTH
Location: 3Ca 3Cb
HP: 200
Str: 46 Defense: 14
Critical%: 1 Mag. Def: 103
# of attacks: 1 Agility: 62
Hit% 50 Fear Factor: 124
Added Effect
of Attack: None Chance of added effect: 0
Magic: None Chance of Magic: 0/128
Enemy Skill: CRACK CRACK CRACK CRACK Chance of E.Skill: 64/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
Grey W
Type: None Weakness: ICE
Gold: 400
Exp: 1671 Resistance: FIRE, EARTH
Location: 28a 28b
HP: 50
Str: 65 Defense: 31
Critical%: 1 Mag. Def: 143
# of attacks: 1 Agility: 4
Hit% 70 Fear Factor: 200
Added Effect
of Attack: None Chance of added effect: 0
Magic: None Chance of Magic: 0/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
EYE
Type: Mage Weakness: None
Gold: 3225
Exp: 3225 Resistance: EARTH
Location: 69a 69b
HP: 162
Str: 30 Defense: 30
Critical%: 1 Mag. Def: 92
# of attacks: 1 Agility: 12
Hit% 42 Fear Factor: 200
Added Effect
of Attack: None Chance of added effect: 0
Magic: XXXX BRAK RUB LIT2 HOLD MUTE SLOW SLEP Chance of Magic: 80/128
Enemy Skill: GLANCE SQUINT GAZE STARE Chance of E.Skill: 80/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
PHANTOM
Type: Evil Undead Mage Weakness: FIRE
Gold: 1
Exp: 1 Resistance: STUN, POISON, CONFUSE,
Location: 46a ICE, EARTH
HP: 360
Str: 120 Defense: 60
Critical%: 40 Mag. Def: 160
# of attacks: 1 Agility: 24
Hit% 150 Fear Factor: 200
Added Effect
of Attack: STUN Chance of added effect: 1
Magic: STOP ZAP! ZFER BRAK RUB HOLD MUTE SLOW Chance of Magic: 64/128
Enemy Skill: GLARE GLARE GLARE GLARE Chance of E.Skill: 64/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
MEDUSA
Type: None Weakness: None
Gold: 699
Exp: 699 Resistance: None
Location: 34a 33b 34b
HP: 68
Str: 20 Defense: 10
Critical%: 1 Mag. Def: 55
# of attacks: 1 Agility: 36
Hit% 17 Fear Factor: 150
Added Effect
of Attack: POISON Chance of added effect: 2
Magic: None Chance of Magic: 0/128
Enemy Skill: GLANCE GLANCE GLANCE GLANCE Chance of E.Skill: 64/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
GrMEDUSA
Type: Evil Weakness: FIRE
Gold: 1218
Exp: 1218 Resistance: ICE, EARTH
Location: 40a 40b
HP: 96
Str: 11 Defense: 12
Critical%: 1 Mag. Def: 70
# of attacks: 10 Agility: 72
Hit% 24 Fear Factor: 200
Added Effect
of Attack: STUN Chance of added effect: 1
Magic: None Chance of Magic: 0/128
Enemy Skill: GLANCE GLANCE GLANCE GLANCE Chance of E.Skill: 64/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
CATMAN
Type: Evil Regenerative Half-Man Weakness: None
Gold: 780
Exp: 780 Resistance: None
Location: 39a 67a 39b 67b
HP: 160
Str: 30 Defense: 16
Critical%: 1 Mag. Def: 93
# of attacks: 2 Agility: 48
Hit% 40 Fear Factor: 148
Added Effect
of Attack: POISON Chance of added effect: 2
Magic: None Chance of Magic: 0/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
MANCAT
Type: Mage Weakness: None
Gold: 800
Exp: 603 Resistance: STUN, POISON, CONFUSE,
Location: 33a 33b FIRE, ICE, LIT, EARTH
HP: 160
Str: 20 Defense: 30
Critical%: 1 Mag. Def: 62
# of attacks: 3 Agility: 60
Hit% 28 Fear Factor: 150
Added Effect
of Attack: None Chance of added effect: 0
Magic: FIR2 SLOW DARK SLEP FIRE LIT CURE SLEP Chance of Magic: 96/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
PEDE
Type: None Weakness: None
Gold: 300
Exp: 1194 Resistance: None
Location: 17a 17b
HP: 222
Str: 39 Defense: 20
Critical%: 1 Mag. Def: 116
# of attacks: 1 Agility: 48
Hit% 56 Fear Factor: 111
Added Effect
of Attack: POISON Chance of added effect: 2
Magic: None Chance of Magic: 0/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
GrPEDE
Type: None Weakness: None
Gold: 1000
Exp: 2244 Resistance: FIRE, ICE
Location: 31a 31b
HP: 320
Str: 73 Defense: 24
Critical%: 1 Mag. Def: 185
# of attacks: 1 Agility: 48
Hit% 80 Fear Factor: 176
Added Effect
of Attack: None Chance of added effect: 0
Magic: None Chance of Magic: 0/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
TIGER
Type: None Weakness: None
Gold: 108
Exp: 438 Resistance: None
Location: 19a 19b
HP: 132
Str: 22 Defense: 8
Critical%: 25 Mag. Def: 85
# of attacks: 2 Agility: 48
Hit% 33 Fear Factor: 116
Added Effect
of Attack: None Chance of added effect: 0
Magic: None Chance of Magic: 0/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
Saber T
Type: None Weakness: None
Gold: 500
Exp: 843 Resistance: None
Location: 67a 19b 34b 39b
HP: 200
Str: 24 Defense: 8
Critical%: 70 Mag. Def: 106
# of attacks: 2 Agility: 42
Hit% 50 Fear Factor: 180
Added Effect
of Attack: None Chance of added effect: 0
Magic: None Chance of Magic: 0/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
VAMPIRE
Type: Evil Regenrative Undead Weakness: FIRE
Gold: 2000
Exp: 1200 Resistance: STUN, POISON, CONFUSE,
Location: 68a 7Ca 68b ICE, EARTH
HP: 156
Str: 76 Defense: 24
Critical%: 1 Mag. Def: 75
# of attacks: 1 Agility: 72
Hit% 39 Fear Factor: 200
Added Effect
of Attack: STUN Chance of added effect: 1
Magic: None Chance of Magic: 0/128
Enemy Skill: DAZZLE DAZZLE DAZZLE DAZZLE Chance of E.Skill: 32/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
WzVAMP
Type: Evil Regenrative Undead Mage Weakness: FIRE
Gold: 3000
Exp: 2385 Resistance: STUN, POISON, CONFUSE
Location: 53a 53b 68b ICE, EARTH
HP: 300
Str: 90 Defense: 28
Critical%: 1 Mag. Def: 84
# of attacks: 1 Agility: 72
Hit% 42 Fear Factor: 200
Added Effect
of Attack: STUN Chance of added effect: 1
Magic: AFIR MUTE ICE2 ICE2 LIT2 LIT2 FIR2 FIR2 Chance of Magic: 32/128
Enemy Skill: DAZZLE DAZZLE DAZZLE DAZZLE Chance of E.Skill: 32/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
GARGOYLE
Type: Evil Weakness: None
Gold: 80
Exp: 132 Resistance: EARTH
Location: 10a 10b
HP: 80
Str: 12 Defense: 8
Critical%: 1 Mag. Def: 53
# of attacks: 4 Agility: 45
Hit% 20 Fear Factor: 132
Added Effect
of Attack: None Chance of added effect: 0
Magic: None Chance of Magic: 0/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
R.GOYLE
Type: Evil Weakness: None
Gold: 387
Exp: 387 Resistance: FIRE, ICE, EARTH
Location: 6Aa 6Ab
HP: 80
Str: 10 Defense: 32
Critical%: 1 Mag. Def: 127
# of attacks: 4 Agility: 72
Hit% 24 Fear Factor: 134
Added Effect
of Attack: STUN Chance of added effect: 2
Magic: FIR2 HOLD FIRE FIRE none none none none Chance of Magic: 64/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
EARTH
Type: Evil Weakness: FIRE
Gold: 768
Exp: 1536 Resistance: STUN, POISON, CONFUSE,
Location: 21a 21b ICE, LIT, EARTH
HP: 288
Str: 66 Defense: 20
Critical%: 1 Mag. Def: 130
# of attacks: 1 Agility: 18
Hit% 72 Fear Factor: 200
Added Effect
of Attack: None Chance of added effect: 0
Magic: None Chance of Magic: 0/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
FIRE
Type: Evil Weakness: ICE
Gold: 800
Exp: 1620 Resistance: STUN, POISON, CONFUSE,
Location: 27a 27b FIRE, LIT, EARTH
HP: 276
Str: 50 Defense: 20
Critical%: 1 Mag. Def: 130
# of attacks: 1 Agility: 42
Hit% 69 Fear Factor: 200
Added Effect
of Attack: None Chance of added effect: 0
Magic: None Chance of Magic: 0/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
Frost D
Type: Dragon Weakness: FIRE, LIT
Gold: 2000
Exp: 1701 Resistance: POISON, ICE, EARTH
Location: 30a 30b
HP: 200
Str: 53 Defense: 8
Critical%: 1 Mag. Def: 196
# of attacks: 1 Agility: 120
Hit% 50 Fear Factor: 200
Added Effect
of Attack: None Chance of added effect: 0
Magic: None Chance of Magic: 0/128
Enemy Skill: BLIZZARD BLIZZARD BLIZZARD none Chance of E.Skill: 64/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
Red D
Type: Dragon Weakness: ICE, POISON
Gold: 4000
Exp: 2904 Resistance: FIRE, EARTH
Location: 2Aa 2Ab
HP: 248
Str: 75 Defense: 30
Critical%: 1 Mag. Def: 200
# of attacks: 1 Agility: 96
Hit% 62 Fear Factor: 200
Added Effect
of Attack: None Chance of added effect: 0
Magic: None Chance of Magic: 0/128
Enemy Skill: BLAZE BLAZE BLAZE none Chance of E.Skill: 64/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
Zombie D
Type: Undead Dragon Weakness: FIRE
Gold: 999
Exp: 2331 Resistance: STUN, POISON, CONFUSE,
Location: 4Ba 4Bb 53b ICE, EARTH
HP: 268
Str: 56 Defense: 30
Critical%: 1 Mag. Def: 200
# of attacks: 1 Agility: 96
Hit% 67 Fear Factor: 200
Added Effect
of Attack: STUN Chance of added effect: 1
Magic: None Chance of Magic: 0/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
SCUM
Type: None Weakness: FIRE, ICE
Gold: 20
Exp: 84 Resistance: STUN, POISON, CONFUSE,
Location: 66a 5b LIT, EARTH
HP: 24
Str: 1 Defense: 255
Critical%: 1 Mag. Def: 36
# of attacks: 1 Agility: 0
Hit% 1 Fear Factor: 124
Added Effect
of Attack: POISON Chance of added effect: 2
Magic: None Chance of Magic: 0/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
MUCK
Type: None Weakness: LIT
Gold: 70
Exp: 255 Resistance: STUN, POISON, CONFUSE,
Location: 66a 6Ba 6Bb FIRE, ICE, EARTH
HP: 24
Str: 1 Defense: 7
Critical%: 1 Mag. Def: 55
# of attacks: 1 Agility: 4
Hit% 1 Fear Factor: 152
Added Effect
of Attack: None Chance of added effect: 0
Magic: None Chance of Magic: 0/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
OOZE
Type: None Weakness: FIRE, ICE
Gold: 70
Exp: 252 Resistance: STUN, POISON, CONFUSE,
Location: 12b LIT, EARTH
HP: 76
Str: 32 Defense: 6
Critical%: 1 Mag. Def: 55
# of attacks: 1 Agility: 6
Hit% 19 Fear Factor: 144
Added Effect
of Attack: None Chance of added effect: 0
Magic: None Chance of Magic: 0/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
SLIME
Type: None Weakness: FIRE
Gold: 900
Exp: 1101 Resistance: STUN, POISON, CONFUSE,
Location: 50b ICE, LIT, EARTH
HP: 156
Str: 49 Defense: 255
Critical%: 1 Mag. Def: 85
# of attacks: 1 Agility: 24
Hit% 39 Fear Factor: 200
Added Effect
of Attack: POISON Chance of added effect: 2
Magic: None Chance of Magic: 0/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
SPIDER
Type: None Weakness: None
Gold: 8
Exp: 30 Resistance: None
Location: 5a 66a 66b
HP: 28
Str: 10 Defense: 0
Critical%: 1 Mag. Def: 28
# of attacks: 1 Agility: 30
Hit% 7 Fear Factor: 109
Added Effect
of Attack: None Chance of added effect: 0
Magic: None Chance of Magic: 0/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
ARACHNID
Type: None Weakness: None
Gold: 50
Exp: 141 Resistance: None
Location: 12a 14a 66a 12b 14b 66b
HP: 264
Str: 5 Defense: 12
Critical%: 1 Mag. Def: 46
# of attacks: 1 Agility: 24
Hit% 16 Fear Factor: 111
Added Effect
of Attack: POISON Chance of added effect: 2
Magic: None Chance of Magic: 0/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
MANTICOR
Type: None Weakness: None
Gold: 650
Exp: 1317 Resistance: EARTH
Location: 36a 36b
HP: 164
Str: 22 Defense: 8
Critical%: 1 Mag. Def: 95
# of attacks: 2 Agility: 72
Hit% 41 Fear Factor: 150
Added Effect
of Attack: None Chance of added effect: 0
Magic: None Chance of Magic: 0/128
Enemy Skill: STINGER STINGER STINGER STINGER Chance of E.Skill: 64/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
SPHINX
Type: None Weakness: None
Gold: 1160
Exp: 1160 Resistance: EARTH
Location: 6Fa 6Fb
HP: 228
Str: 23 Defense: 12
Critical%: 1 Mag. Def: 115
# of attacks: 3 Agility: 120
Hit% 57 Fear Factor: 132
Added Effect
of Attack: None Chance of added effect: 0
Magic: None Chance of Magic: 0/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
R.ANKYLO
Type: None Weakness: None
Gold: 300
Exp: 1428 Resistance: None
Location: 38a 38b
HP: 256
Str: 60 Defense: 38
Critical%: 1 Mag. Def: 130
# of attacks: 3 Agility: 56
Hit% 64 Fear Factor: 146
Added Effect
of Attack: None Chance of added effect: 0
Magic: None Chance of Magic: 0/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
ANKYLO
Type: None Weakness: None
Gold: 1
Exp: 2510 Resistance: None
Location: 71a 71b
HP: 352
Str: 98 Defense: 48
Critical%: 1 Mag. Def: 156
# of attacks: 1 Agility: 48
Hit% 88 Fear Factor: 144
Added Effect
of Attack: None Chance of added effect: 0
Magic: None Chance of Magic: 0/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
MUMMY
Type: Undead Weakness: FIRE
Gold: 300
Exp: 300 Resistance: STUN, POISON, CONFUSE,
Location: 1Da 4Aa 16b 1Db 4Ab ICE
HP: 80
Str: 30 Defense: 20
Critical%: 1 Mag. Def: 60
# of attacks: 1 Agility: 24
Hit% 20 Fear Factor: 172
Added Effect
of Attack: SLEP Chance of added effect: 1
Magic: None Chance of Magic: 0/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
WzMUMMY
Type: Undead Weakness: FIRE
Gold: 1000
Exp: 984 Resistance: STUN, POISON, CONFUSE,
Location: 4Aa 1Db 4Ab ICE
HP: 188
Str: 43 Defense: 24
Critical%: 1 Mag. Def: 95
# of attacks: 1 Agility: 24
Hit% 47 Fear Factor: 148
Added Effect
of Attack: SLEP Chance of added effect: 2
Magic: None Chance of Magic: 0/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
COCTRICE
Type: None Weakness: None
Gold: 200
Exp: 186 Resistance: EARTH
Location: 16Da 4Aa 16b
HP: 50
Str: 1 Defense: 4
Critical%: 1 Mag. Def: 47
# of attacks: 1 Agility: 72
Hit% 10 Fear Factor: 124
Added Effect
of Attack: STONE Chance of added effect: 2
Magic: None Chance of Magic: 0/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
PERILISK
Type: None Weakness: ICE
Gold: 500
Exp: 423 Resistance: FIRE, EARTH
Location: 23a 4Aa 23b
HP: 44
Str: 20 Defense: 4
Critical%: 1 Mag. Def: 45
# of attacks: 1 Agility: 72
Hit% 11 Fear Factor: 124
Added Effect
of Attack: None Chance of added effect: 0
Magic: None Chance of Magic: 0/128
Enemy Skill: SQUINT SQUINT SQUINT SQUINT Chance of E.Skill: 32/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
WYVERN
Type: Dragon Weakness: None
Gold: 50
Exp: 1173 Resistance: EARTH
Location: 70a 3Db 3Eb 70b
HP: 212
Str: 33 Defense: 12
Critical%: 1 Mag. Def: 115
# of attacks: 1 Agility: 96
Hit% 53 Fear Factor: 150
Added Effect
of Attack: POISON Chance of added effect: 2
Magic: None Chance of Magic: 0/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
WYRM
Type: Dragon Weakness: None
Gold: 502
Exp: 1218 Resistance: EARTH
Location: 37a 37b 3Eb
HP: 260
Str: 40 Defense: 22
Critical%: 1 Mag. Def: 131
# of attacks: 1 Agility: 60
Hit% 65 Fear Factor: 150
Added Effect
of Attack: None Chance of added effect: 0
Magic: None Chance of Magic: 0/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
TYRO
Type: Dragon Weakness: None
Gold: 502
Exp: 3387 Resistance: None
Location: 3Da 3Db
HP: 480
Str: 65 Defense: 10
Critical%: 1 Mag. Def: 200
# of attacks: 1 Agility: 60
Hit% 133 Fear Factor: 144
Added Effect
of Attack: None Chance of added effect: 0
Magic: None Chance of Magic: 0/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
T REX
Type: Dragon Weakness: None
Gold: 600
Exp: 7200 Resistance: None
Location: 3Ea
HP: 600
Str: 115 Defense: 10
Critical%: 30 Mag. Def: 200
# of attacks: 1 Agility: 60
Hit% 144 Fear Factor: 150
Added Effect
of Attack: None Chance of added effect: 0
Magic: None Chance of Magic: 0/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
CARIBE
Type: None Weakness: LIT
Gold: 20
Exp: 240 Resistance: FIRE, EARTH
Location: 5Fa 65a 25b 5Fb 65b
HP: 92
Str: 22 Defense: 0
Critical%: 1 Mag. Def: 68
# of attacks: 1 Agility: 72
Hit% 23 Fear Factor: 138
Added Effect
of Attack: None Chance of added effect: 0
Magic: None Chance of Magic: 0/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
R.CARIBE
Type: None Weakness: None
Gold: 46
Exp: 546 Resistance: None
Location: 62a 62b
HP: 172
Str: 37 Defense: 20
Critical%: 1 Mag. Def: 83
# of attacks: 1 Agility: 72
Hit% 43 Fear Factor: 142
Added Effect
of Attack: None Chance of added effect: 0
Magic: None Chance of Magic: 0/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
GATOR
Type: None Weakness: LIT
Gold: 900
Exp: 816 Resistance: FIRE, EARTH
Location: 65a 20b 65b
HP: 184
Str: 42 Defense: 16
Critical%: 1 Mag. Def: 103
# of attacks: 2 Agility: 48
Hit% 46 Fear Factor: 138
Added Effect
of Attack: None Chance of added effect: 0
Magic: None Chance of Magic: 0/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
FrGATOR
Type: Dragon Weakness: LIT
Gold: 2000
Exp: 1890 Resistance: FIRE, EARTH
Location: 62a 62b
HP: 288
Str: 56 Defense: 20
Critical%: 1 Mag. Def: 143
# of attacks: 2 Agility: 48
Hit% 72 Fear Factor: 142
Added Effect
of Attack: None Chance of added effect: 0
Magic: None Chance of Magic: 0/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
OCHO
Type: None Weakness: LIT
Gold: 102
Exp: 1224 Resistance: FIRE, EARTH
Location: 25a 60a 65a 25b 60b
HP: 208
Str: 20 Defense: 24
Critical%: 1 Mag. Def: 116
# of attacks: 3 Agility: 24
Hit% 52 Fear Factor: 176
Added Effect
of Attack: POISON Chance of added effect: 2
Magic: None Chance of Magic: 0/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
NAOCHO
Type: None Weakness: None
Gold: 500
Exp: 3189 Resistance: None
Location: 41a 41b
HP: 344
Str: 35 Defense: 32
Critical%: 1 Mag. Def: 170
# of attacks: 3 Agility: 24
Hit% 86 Fear Factor: 200
Added Effect
of Attack: POISON Chance of added effect: 2
Magic: None Chance of Magic: 0/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
HYDRA
Type: Dragon Weakness: None
Gold: 150
Exp: 915 Resistance: None
Location: 20a 60a 20b 60b
HP: 212
Str: 30 Defense: 14
Critical%: 1 Mag. Def: 116
# of attacks: 3 Agility: 36
Hit% 53 Fear Factor: 138
Added Effect
of Attack: None Chance of added effect: 0
Magic: None Chance of Magic: 0/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
R.HYDRA
Type: Dragon Weakness: ICE
Gold: 400
Exp: 1215 Resistance: FIRE
Location: 24a 24b
HP: 182
Str: 20 Defense: 14
Critical%: 1 Mag. Def: 103
# of attacks: 3 Agility: 36
Hit% 46 Fear Factor: 152
Added Effect
of Attack: None Chance of added effect: 0
Magic: None Chance of Magic: 0/128
Enemy Skill: CREMATE CREMATE none none Chance of E.Skill: 64/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
GUARD
Type: None Weakness: LIT
Gold: 400
Exp: 1224 Resistance: STUN, POISON, CONFUSE
Location: 4Ca 4Cb
HP: 200
Str: 25 Defense: 40
Critical%: 1 Mag. Def: 110
# of attacks: 2 Agility: 72
Hit% 50 Fear Factor: 200
Added Effect
of Attack: STUN Chance of added effect: 1
Magic: None Chance of Magic: 0/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
SENTRY
Type: None Weakness: LIT
Gold: 2000
Exp: 4000 Resistance: STUN, POISON, CONFUSE,
Location: 4Cb FIRE, ICE, EARTH
HP: 400
Str: 102 Defense: 48
Critical%: 1 Mag. Def: 160
# of attacks: 1 Agility: 96
Hit% 90 Fear Factor: 150
Added Effect
of Attack: None Chance of added effect: 0
Magic: None Chance of Magic: 0/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
WATER
Type: Evil Weakness: ICE
Gold: 800
Exp: 1962 Resistance: STUN, POISON, CONFUSE,
Location: 4Cb FIRE, EARTH
HP: 300
Str: 69 Defense: 20
Critical%: 1 Mag. Def: 130
# of attacks: 1 Agility: 72
Hit% 68 Fear Factor: 200
Added Effect
of Attack: None Chance of added effect: 0
Magic: None Chance of Magic: 0/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
AIR
Type: Evil Weakness: None
Gold: 807
Exp: 1614 Resistance: STUN, POISON, CONFUSE,
Location: 51a 51b EARTH
HP: 358
Str: 53 Defense: 4
Critical%: 1 Mag. Def: 130
# of attacks: 1 Agility: 144
Hit% 62 Fear Factor: 200
Added Effect
of Attack: None Chance of added effect: 0
Magic: None Chance of Magic: 0/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
NAGA
Type: Water Mage Weakness: LIT
Gold: 2355
Exp: 2355 Resistance: FIRE, EARTH
Location: 47a 47b
HP: 356
Str: 9 Defense: 8
Critical%: 1 Mag. Def: 116
# of attacks: 1 Agility: 72
Hit% 71 Fear Factor: 200
Added Effect
of Attack: POISON Chance of added effect: 2
Magic: LIT2 HOLD SLOW DARK LIT LOCK SLEP LIT Chance of Magic: 96/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
GrNAGA
Type: Mage Weakness: None
Gold: 4000
Exp: 3489 Resistance: None
Location: 52a 52b
HP: 420
Str: 7 Defense: 16
Critical%: 1 Mag. Def: 143
# of attacks: 1 Agility: 48
Hit% 88 Fear Factor: 154
Added Effect
of Attack: POISON Chance of added effect: 2
Magic: RUSE MUTE SLOW DARK SLEP FIRE LIT HEAL Chance of Magic: 96/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
CHIMERA
Type: Dragon Weakness: ICE
Gold: 2500
Exp: 2064 Resistance: FIRE, EARTH
Location: 3Ba 55a 3Bb 55b
HP: 300
Str: 30 Defense: 20
Critical%: 1 Mag. Def: 130
# of attacks: 4 Agility: 72
Hit% 60 Fear Factor: 200
Added Effect
of Attack: None Chance of added effect: 0
Magic: None Chance of Magic: 0/128
Enemy Skill: CREMATE CREMATE CREMATE none Chance of E.Skill: 64/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
JIMERA
Type: Dragon Weakness: ICE
Gold: 5000
Exp: 4584 Resistance: FIRE, EARTH
Location: 55a
HP: 350
Str: 40 Defense: 18
Critical%: 1 Mag. Def: 143
# of attacks: 4 Agility: 60
Hit% 70 Fear Factor: 200
Added Effect
of Attack: None Chance of added effect: 0
Magic: None Chance of Magic: 0/128
Enemy Skill: CREMATE POISON CREMATE POISON Chance of E.Skill: 64/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
WIZARD
Type: Evil Water Weakness: None
Gold: 300
Exp: 276 Resistance: STUN, POISON, FIRE, ICE
Location: 1Ca 1Cb
HP: 84
Str: 30 Defense: 16
Critical%: 1 Mag. Def: 98
# of attacks: 2 Agility: 66
Hit% 21 Fear Factor: 126
Added Effect
of Attack: None Chance of added effect: 0
Magic: None Chance of Magic: 0/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
SORCERER
Type: None Weakness: None
Gold: 999
Exp: 822 Resistance: None
Location: 35a 6Ca 35b 6Cb
HP: 112
Str: 1 Defense: 12
Critical%: 1 Mag. Def: 187
# of attacks: 3 Agility: 48
Hit% 28 Fear Factor: 130
Added Effect
of Attack: DEATH Chance of added effect: 0
Magic: None Chance of Magic: 0/128
Enemy Skill: TRANCE TRANCE TRANCE TRANCE Chance of E.Skill: 64/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
GARLAND
Type: None Weakness: None
Gold: 250
Exp: 130 Resistance: None
Location: 7Fa
HP: 106
Str: 15 Defense: 10
Critical%: 1 Mag. Def: 64
# of attacks: 1 Agility: 12
Hit% 27 Fear Factor: 255
Added Effect
of Attack: None Chance of added effect: 0
Magic: None Chance of Magic: 0/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
Gas D
Type: Dragon Weakness: ICE
Gold: 5000
Exp: 4068 Resistance: EARTH
Location: 59a 59b
HP: 352
Str: 72 Defense: 16
Critical%: 1 Mag. Def: 200
# of attacks: 1 Agility: 96
Hit% 68 Fear Factor: 200
Added Effect
of Attack: None Chance of added effect: 0
Magic: None Chance of Magic: 0/128
Enemy Skill: POISON POISON POISON POISON Chance of E.Skill: 64/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
Blue D
Type: Dragon Weakness: FIRE
Gold: 2000
Exp: 3274 Resistance: LIT, EARTH
Location: 4Ea 4Eb
HP: 454
Str: 92 Defense: 20
Critical%: 1 Mag. Def: 200
# of attacks: 1 Agility: 96
Hit% 86 Fear Factor: 200
Added Effect
of Attack: None Chance of added effect: 0
Magic: None Chance of Magic: 0/128
Enemy Skill: THUNDER THUNDER THUNDER THUNDER Chance of E.Skill: 64/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
MudGOL
Type: Evil Mage Weakness: None
Gold: 800
Exp: 1257 Resistance: STUN, POISON, CONFUSE,
Location: 3Fa 35b 3Fb FIRE, ICE, LIT
HP: 176
Str: 64 Defense: 7
Critical%: 1 Mag. Def: 93
# of attacks: 1 Agility: 28
Hit% 44 Fear Factor: 200
Added Effect
of Attack: POISON Chance of added effect: 2
Magic: FAST none none none none none none none Chance of Magic: 32/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
RockGOL
Type: Evil Mage Weakness: None
Gold: 1000
Exp: 2385 Resistance: STUN, POISON, CONFUSE,
Location: 58a 3Fb 58b FIRE, ICE, LIT, EARTH
HP: 200
Str: 70 Defense: 16
Critical%: 1 Mag. Def: 110
# of attacks: 1 Agility: 24
Hit% 50 Fear Factor: 200
Added Effect
of Attack: None Chance of added effect: 0
Magic: SLOW SLOW SLOW SLOW SLOW SLOW SLOW SLOW Chance of Magic: 48/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
IronGOL
Type: Evil Weakness: None
Gold: 3000
Exp: 6717 Resistance: STUN, POISON, CONFUSE,
Location: 7Fb FIRE, ICE, EARTH
HP: 304
Str: 93 Defense: 100
Critical%: 1 Mag. Def: 143
# of attacks: 1 Agility: 24
Hit% 76 Fear Factor: 200
Added Effect
of Attack: None Chance of added effect: 0
Magic: None Chance of Magic: 0/128
Enemy Skill: TOXIC TOXIC TOXIC TOXIC Chance of E.Skill: 16/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
BADMAN
Type: None Weakness: None
Gold: 1800
Exp: 1263 Resistance: None
Location: 4Da 4Db 4Fb
HP: 260
Str: 44 Defense: 38
Critical%: 1 Mag. Def: 135
# of attacks: 2 Agility: 36
Hit% 65 Fear Factor: 200
Added Effect
of Attack: None Chance of added effect: 0
Magic: None Chance of Magic: 0/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
EVILMAN
Type: Evil Mage Weakness: None
Gold: 3000
Exp: 2700 Resistance: STUN, POISON, CONFUSE
Location: 54a 54b
HP: 190
Str: 55 Defense: 32
Critical%: 1 Mag. Def: 173
# of attacks: 1 Agility: 42
Hit% 48 Fear Factor: 200
Added Effect
of Attack: None Chance of added effect: 0
Magic: XFER NUKE XFER XXXX BLND none none none Chance of Magic: 32/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
ASTOS
Type: None Weakness: None
Gold: 2000
Exp: 2250 Resistance: None
Location: 7Da
HP: 168
Str: 26 Defense: 40
Critical%: 1 Mag. Def: 170
# of attacks: 1 Agility: 78
Hit% 42 Fear Factor: 255
Added Effect
of Attack: None Chance of added effect: 0
Magic: RUB SLO2 FAST FIR2 LIT2 SLOW DARK SLEP Chance of Magic: 96/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
MAGE
Type: Mage Weakness: None
Gold: 1095
Exp: 1095 Resistance: None
Location: 2Fa 2Fb
HP: 105
Str: 26 Defense: 40
Critical%: 1 Mag. Def: 170
# of attacks: 1 Agility: 78
Hit% 27 Fear Factor: 200
Added Effect
of Attack: None Chance of added effect: 0
Magic: RUB LIT3 FIR3 BANE SLO2 FIR3 STUN LIT3 Chance of Magic: 64/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
FIGHTER
Type: Mage Weakness: None
Gold: 3420
Exp: 3420 Resistance: None
Location: 2Fb 56b
HP: 200
Str: 40 Defense: 38
Critical%: 1 Mag. Def: 186
# of attacks: 1 Agility: 90
Hit% 45 Fear Factor: 158
Added Effect
of Attack: None Chance of added effect: 0
Magic: WALL XFER HEL3 FOG2 INV2 CUR4 HEL2 CUR3 Chance of Magic: 48/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
MADPONY
Type: None Weakness: None
Gold: 15
Exp: 63 Resistance: None
Location: 6a 6b
HP: 64
Str: 10 Defense: 2
Critical%: 1 Mag. Def: 40
# of attacks: 2 Agility: 22
Hit% 16 Fear Factor: 106
Added Effect
of Attack: None Chance of added effect: 0
Magic: None Chance of Magic: 0/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
NITEMARE
Type: Evil Weakness: ICE
Gold: 700
Exp: 1272 Resistance: STUN, POISON, CONFUSE,
Location: 4Fa 54a 4Fb 54b FIRE, EARTH
HP: 200
Str: 30 Defense: 24
Critical%: 1 Mag. Def: 100
# of attacks: 3 Agility: 132
Hit% 50 Fear Factor: 200
Added Effect
of Attack: None Chance of added effect: 0
Magic: None Chance of Magic: 0/128
Enemy Skill: SNORTING SNORTING SNORTING SNORTING Chance of E.Skill: 32/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
WarMECH
Type: Regenerative Weakness: None
Gold: 32000
Exp: 32000 Resistance: STUN, POISON, CONFUSE,
Location: 56a FIRE, ICE, LIT, EARTH
HP: 1000
Str: 128 Defense: 80
Critical%: 1 Mag. Def: 200
# of attacks: 2 Agility: 96
Hit% 200 Fear Factor: 200
Added Effect
of Attack: None Chance of added effect: 0
Magic: None Chance of Magic: 0/128
Enemy Skill: NUCLEAR NUCLEAR NUCLEAR NUCLEAR Chance of E.Skill: 32/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
LICH
Type: Evil Undead Mage Weakness: FIRE
Gold: 3000
Exp: 2200 Resistance: STUN, POISON, CONFUSE,
Location: 73a ICE
HP: 400
Str: 40 Defense: 40
Critical%: 1 Mag. Def: 120
# of attacks: 1 Agility: 24
Hit% 49 Fear Factor: 255
Added Effect
of Attack: STUN Chance of added effect: 1
Magic: ICE2 SLP2 FAST LIT2 HOLD FIR2 SLOW SLEP Chance of Magic: 96/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
LICH
Type: Evil Undead Mage Weakness: None
Gold: 1
Exp: 2000 Resistance: STUN, POISON, CONFUSE,
Location: 7Aa ICE
HP: 500
Str: 40 Defense: 50
Critical%: 1 Mag. Def: 140
# of attacks: 1 Agility: 48
Hit% 64 Fear Factor: 255
Added Effect
of Attack: STUN Chance of added effect: 1
Magic: NUKE STOP ZAP! XXXX NUKE STOP ZAP! XXXX Chance of Magic: 96/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
KARY
Type: Evil Mage Weakness: STUN
Gold: 3000
Exp: 2475 Resistance: POISON, FIRE, ICE, LIT
Location: 74a
HP: 600
Str: 40 Defense: 50
Critical%: 1 Mag. Def: 183
# of attacks: 6 Agility: 48
Hit% 63 Fear Factor: 255
Added Effect
of Attack: None Chance of added effect: 0
Magic: FIR2 DARK FIR2 DARK FIR2 HOLD FIR2 HOLD Chance of Magic: 48/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
KARY
Type: Evil Mage Weakness: None
Gold: 1
Exp: 2000 Resistance: POISON, FIRE, ICE, LIT
Location: 79a
HP: 700
Str: 60 Defense: 60
Critical%: 1 Mag. Def: 183
# of attacks: 6 Agility: 60
Hit% 63 Fear Factor: 255
Added Effect
of Attack: None Chance of added effect: 0
Magic: FIR3 RUB FIR3 RUB FIR3 STUN FIR3 STUN Chance of Magic: 48/128
Enemy Skill: None Chance of E.Skill: 0/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
KRAKEN
Type: Water Weakness: LIT
Gold: 5000
Exp: 4245 Resistance: FIRE, EARTH
Location: 75a
HP: 800
Str: 50 Defense: 60
Critical%: 1 Mag. Def: 160
# of attacks: 8 Agility: 84
Hit% 90 Fear Factor: 255
Added Effect
of Attack: None Chance of added effect: 0
Magic: None Chance of Magic: 0/128
Enemy Skill: INK INK INK INK Chance of E.Skill: 32/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
KRAKEN
Type: Water Weakness: None
Gold: 1
Exp: 2000 Resistance: FIRE, EARTH
Location: 78a
HP: 900
Str: 70 Defense: 70
Critical%: 1 Mag. Def: 200
# of attacks: 8 Agility: 98
Hit% 114 Fear Factor: 255
Added Effect
of Attack: None Chance of added effect: 0
Magic: LIT2 LIT2 LIT2 LIT2 LIT2 LIT2 LIT2 LIT2 Chance of Magic: 48/128
Enemy Skill: INK INK INK INK Chance of E.Skill: 32/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
TIAMAT
Type: Dragon Weakness: POISON
Gold: 6000
Exp: 5496 Resistance: FIRE, ICE, LIT, EARTH
Location: 76a
HP: 1000
Str: 49 Defense: 80
Critical%: 1 Mag. Def: 200
# of attacks: 4 Agility: 72
Hit% 80 Fear Factor: 255
Added Effect
of Attack: None Chance of added effect: 0
Magic: None Chance of Magic: 0/128
Enemy Skill: THUNDER POISON BLIZZARD BLAZE Chance of E.Skill: 64/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
TIAMAT
Type: Dragon Mage Weakness: None
Gold: 1
Exp: 2000 Resistance: FIRE, ICE, LIT, EARTH
Location: 77a
HP: 1100
Str: 75 Defense: 90
Critical%: 1 Mag. Def: 200
# of attacks: 4 Agility: 90
Hit% 85 Fear Factor: 255
Added Effect
of Attack: None Chance of added effect: 0
Magic: BANE ICE2 LIT2 FIR2 BANE ICE2 LIT2 FIR2 Chance of Magic: 64/128
Enemy Skill: THUNDER POISON BLIZZARD BLAZE Chance of E.Skill: 64/128
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
CHAOS
Type: None Weakness: None
Gold: 0
Exp: 0 Resistance: All
Location: 7Ba
HP: 2000
Str: 100 Defense: 100
Critical%: 1 Mag. Def: 200
# of attacks: 2 Agility: 100
Hit% 200 Fear Factor: 255
Added Effect
of Attack: STUN Chance of added effect: 1
Magic: ICE3 LIT3 SLO2 CUR4 FIR3 ICE2 FAST NUKE Chance of Magic: 64/128
Enemy Skill: CRACK INFERNOS SWIRL TORNADO Chance of E.Skill: 64/128
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_Enemy Party List:_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
These are the enemies groups you can fight in battle, the enemy party you
fight is not random at all, but the number of enemies you fight usually will
be, thus, the (example) IMPx3-5, meaning you will fight 3-5 IMPs. You can
fight up to four different types of enemies in one battle. For what groups
of enemies appear where, refer to the random encounter guide in the random
encounter section of the FAQ.
Group "a"
Here you will find the enemies that end with "a"
Battle # Battle # Battle # Battle #
Enemies Enemies Enemies Enemies
0a IMPx3-5 1a BONEx2-4 2a GrIMPx1-3 3a WOLFx1-2
Nothing Nothing WOLFx0-2 Nothing
Nothing Nothing GrWOLFx0-2 Nothing
Nothing Nothing Nothing Nothing
4a ZOMBIEx2-4 5a SPIDERx1-2 6a MADPONYx1-1 7a CREEPx1-2
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
8a GHOULx1-1 9a Nothing Aa SHADOWx2-4 Ba GrWOLFx2-5
Nothing IGUANAx1-1 Nothing WOLFx0-3
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
Ca OGREx1-2 Da ASPx1-2 Ea GrIMPx0-5 Fa Nothing
Nothing Nothing WrWOLFx1-3 GEISTx1-4
Nothing Nothing GIANTx0-2 Nothing
Nothing Nothing Nothing Nothing
10a GARGOYLEx2-3 11a WrWOLFx3-6 12a Nothing 13a GrOGREx1-1
Nothing Nothing ARACHNIDx1-4 OGREx1-2
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
14a ARACHNIDx1-2 15a COBRAx2-6 16a COCTRICEx2-6 17a PEDEx1-4
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
18a IMAGEx2-6 19a Nothing 1Aa SCORPIONx2-4 1Ba TROLLx1-2
Nothing TIGERx1-3 Nothing BULLx0-1
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
1Ca WIZARDx2-4 1Da MUMMYx2-5 1Ea GIANTx1-2 1Fa GIANTx1-2
Nothing Nothing Nothing IGUANAx0-3
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
20a HYDRAx1-2 21a EARTHx1-1 22a CEREBUSx0-1 23a PERILISKx2-5
Nothing Nothing WzOOGREx1-2 Nothing
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
24a R.HYDRAx1-1 25a OCHOx1-3 26a R.GIANTx1-2 27a FIREx1-2
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
28a Grey Wx1-1 29a AGAMAx1-1 2Aa Red Dx1-1 2Ba R BONEx1-1
Nothing Nothing Nothing BONEx2-4
Nothing Nothing Nothing CRAWLx1-1
Nothing Nothing Nothing Nothing
2Ca WRAITHx1-5 2Da FrWOLFx3-7 2Ea FrGIANTx1-1 2Fa MAGEx1-4
IMAGEx0-3 Nothing FrWOLFx0-2 Nothing
SPECTERx0-3 Nothing Nothing Nothing
GEISTx0-3 Nothing Nothing Nothing
30a FrostDx1-2 31a GrPEDEx1-1 32a ZOMBULLx1-3 33a MANCATx3-5
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
34a MEDUSAx2-5 35a SORCERERx2-5 36a MANTICORx1-3 37a WYRMx1-3
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
38a R ANKYLOx1-3 39a CATMANx2-4 3Aa SAURIAx1-2 3Ba CHIMERAx1-3
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
3Ca Sand Wx1-1 3Da TYROx1-1 3Ea Nothing 3Fa MudGOLx1-3
Nothing Nothing Nothing Nothing
Nothing Nothing T REXx1-1 Nothing
Nothing Nothing Nothing Nothing
40a GrMEDUSAx1-4 41a NAOCHOx1-1 42a SeaTROLLx1-2 43a LOBSTERx2-6
Nothing Nothing LOBSTERx1-3 Nothing
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
44a LOBSTERx1-6 45a WzSAHAGx0-1 46a Nothing 47a NAGAx1-1
SeaSNAKEx2-5 GrSHARKx1-2 PHANTOMx1-1 WATERx0-1
SeaTROLLx2-2 Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
48a GrSHARKx1-1 49a WATERx1-3 4Aa WzMUMMYx1-5 4Ba ZombieDx1-2
BigEYEx0-1 Nothing MUMMYx0-8 Nothing
Nothing Nothing COCTRICEx0-8 Nothing
Nothing Nothing PERILISKx0-8 Nothing
4Ca GUARDx2-5 4Da BADMANx2-5 4Ea Blue Dx1-1 4Fa NITEMAREx1-3
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
50a SLIMEx3-6 51a AIRx2-4 52a GrNAGAx1-1 53a WzVAMPx1-3
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
54a EVILMANx1-1 55a CHIMERAx1-2 56a WARMECHx1-1 57a WORMx1-2
NITEMAREx1-2 JIMERAx1-2 Nothing Nothing
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
58a RockGOLx1-2 59a Gas Dx1-1 5Aa GrSHARKx1-2 5Ba SAHAGx0-6
Nothing Nothing SHARKx0-1 Nothing
Nothing Nothing Nothing OddEYEx1-2
Nothing Nothing Nothing Nothing
5Ca KYZOKUx1-5 5Da SHARKx1-2 5Ea SHARKx1-1 5Fa CARIBEx2-6
Nothing SAHAGx0-2 R.SAHAGx0-1 Nothing
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
60a HYDRAx1-2 61a SeaTROLLx1-2 62a FrGATORx1-2 63a TROLLx1-2
OCHOx0-2 SeaSNAKEx0-2 R.CARIBEx0-3 Nothing
Nothing LOBSTERx0-2 Nothing Nothing
Nothing Nothing Nothing Nothing
64a BULLx1-2 65a CARIBEx0-2 66a ARACHNIDx1-2 67a CATMANx1-3
Nothing GATORx0-2 SPIDERx0-2 Saber Tx0-2
Nothing OCHOx1-1 SCUMx0-1 Nothing
Nothing Nothing MUCKx0-1 Nothing
68a Nothing 69a EYEx1-1 6Aa R.GOYLEx2-5 6Ba MUCKx1-3
VAMPIREx2-5 Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
6Ca SORCERERx1-3 6Da CEREBUSx1-2 6Ea WzOGREx1-1 6Fa SPHINXx1-2
Nothing Nothing GrOGREx1-1 Nothing
Nothing Nothing HYENAx0-7 Nothing
Nothing Nothing Nothing Nothing
70a WYVERNx1-3 71a ANKYLOx1-1 72a SEASNAKEx2-4 73a LICHx1-1
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
74a*KARYx1-1 75a*KRAKENx1-1 76a*TIAMATx1-1 77a TIAMATx1-1
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
78a KRAKENx1-1 79a KARYx1-1 7Aa LICHx1-1 7Ba CHAOSx1-1
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
7Ca VAMPIREx1-1 7Da ASTOSx1-1 7Ea Nothing 7Fa GARLANDx1-1
Nothing Nothing Nothing Nothing
Nothing Nothing PIRATEx9-9 Nothing
Nothing Nothing Nothing Nothing
* These are fiends from the Temple of Fiends:Revisited
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
Group "b"
Here you will find the enemies that end with "b"
The Maxmimum number of different types of enemies here is 2, instead of 4.
Battle # Battle # Battle # Battle #
Enemies Enemies Enemies Enemies
0b IMPx3-6 1b BONEx3-5 2b GrIMPx1-3 3b WOLFx4-6
GrIMPx0-4 CRAWLx0-2 Nothing GrWOLFx0-1
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
4b ZOMBIEx2-3 5b Nothing 6b MADPONYx2-4 7b CREEPx1-3
GHOULx2-4 SCUMx2-4 Nothing OGREx1-1
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
8b GHOULx2-5 9b GIANTx1-3 Ab SHADOWx3-7 Bb GrWOLFx4-8
GEISTx0-4 IGUANAx0-2 Nothing Nothing
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
Cb OGREx1-3 Db ASPx3-7 Eb GrIMPx2-5 Fb SPECTERx2-5
HYENAx0-2 Nothing WrWOLFx0-2 GEISTx2-5
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
10b GARGOYLEx3-8 11b WrWOLFx2-5 12b OOZEx2-5 13b GrOGREx1-4
Nothing GrWOLFx0-5 ARACHNIDx0-5 OGREx0-2
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
14b ARACHNIDx4-8 15b COBRAx2-6 16b COCTRICEx2-6 17b PEDEx1-6
Nothing SCORPIONx0-4 MUMMYx1-5 Nothing
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
18b IMAGEx2-6 19b Saber Tx1-3 1Ab SCORPIONx2-6 1Bb TROLLx1-2
WRAITHx0-4 TIGERx0-2 BULLx1-2 BULLx0-2
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
1Cb WIZARDx3-7 1Db MUMMYx3-7 1Eb GIANTx2-4 1Fb GIANTx1-4
Nothing WzMUMMYx1-1 Nothing IGUANAx1-1
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
20b HYDRAx1-4 21b EARTHx2-4 22b CEREBUSx1-3 23b PERILISKx4-8
GATORx0-3 Nothing WzOOGREx0-2 Nothing
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
24b R.HYDRAx4-4 25b OCHOx1-1 26b R.GIANTx1-1 27b FIREx3-4
Nothing CARIBEx0-2 AGAMAx0-3 Nothing
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
28b Grey Wx2-4 29b AGAMAx2-4 2Ab Red Dx2-4 2Bb R BONEx3-6
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
2Cb WRAITHx2-6 2Db FrWOLFx4-7 2Eb FrGIANTx2-2 2Fb MAGEx2-3
Nothing Nothing FrWOLFx2-6 FIGHTERx1-1
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
30b FrostDx3-4 31b GrPEDEx1-2 32b ZOMBULLx1-4 33b MANCATx3-7
Nothing Nothing TROLLx0-2 MEDUSAx0-5
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
34b MEDUSAx3-6 35b SORCERERx1-6 36b MANTICORx3-4 37b WYRMx1-3
Saber Tx1-2 MudGOLx1-2 Nothing Nothing
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
38b R ANKYLOx1-4 39b CATMANx3-6 3Ab SAURIAx2-4 3Bb CHIMERAx3-4
Nothing Saber Tx1-2 Nothing Nothing
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
3Cb Sand Wx1-2 3Db TYROx1-1 3Eb WYVERNx1-3 3Fb MudGOLx1-4
Nothing WYVERNx0-1 WYRMx0-5 RockGOLx1-3
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
40b GrMEDUSAx4-7 41b NAOCHOx1-2 42b SeaTROLLx1-2 43b LOBSTERx3-7
Nothing Nothing LOBSTERx1-4 Nothing
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
44b LOBSTERx1-5 45b WzSAHAGx3-6 46b GHOSTx2-5 47b NAGAx1-2
SeaSNAKEx0-3 GrSHARKx2-2 Nothing WATERx3-6
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
48b GrSHARKx1-2 49b WATERx3-6 4Ab WzMUMMYx1-2 4Bb ZombieDx2-4
BigEYEx1-2 Nothing MUMMYx1-6 Nothing
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
4Cb GUARDx0-1 4Db BADMANx5-9 4Eb Blue Dx2-3 4Fb NITEMAREx1-2
SENTRYx1-1 Nothing Nothing BADMANx1-2
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
50b SLIMEx4-8 51b AIRx3-6 52b GrNAGAx0-1 53b WzVAMPx1-3
Nothing Nothing Nothing ZOMBIEDx1-2
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
54b EVILMANx1-2 55b CHIMERAx1-1 56b Nothing 57b WORMx3-4
NITEMAREx1-2 Nothing FIGHTERx1-2 Nothing
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
58b RockGOLx2-4 59b Gas Dx2-4 5Ab GrSHARKx1-2 5Bb SAHAGx3-7
Nothing Nothing SHARKx0-1 R.SAHAGx0-2
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
5Cb Nothing 5Db Nothing 5Eb SHARKx1-2 5Fb CARIBEx3-8
SHARKx1-1 SAHAGx4-6 R.SAHAGx0-3 Nothing
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
60b HYDRAx1-1 61b SeaTROLLx1-1 62b FrGATORx1-1 63b TROLLx2-4
OCHOx0-1 SeaSNAKEx0-3 R.CARIBEx1-4 Nothing
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
64b BULLx2-4 65b CARIBEx2-4 66b ARACHNIDx3-6 67b CATMANx4-7
Nothing GATORx0-2 SPIDERx0-2 Nothing
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
68b WzVAMPx1-1 69b EYEx2-3 6Ab R.GOYLEx3-7 6Bb MUCKx4-7
VAMPIREx3-6 Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
6Cb SORCERERx3-7 6Db CEREBUSx3-4 6Eb WzOGREx1-3 6Fb SPHINXx1-4
Nothing Nothing GrOGREx0-2 Nothing
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
70b WYVERNx1-4 71b ANKYLOx1-2 72b SEASNAKEx3-6 73b Nothing
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
74b Nothing 75b Nothing 76b Nothing 77b Nothing
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
78b Nothing 79b Nothing 7Ab Nothing 7Bb Nothing
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
7Cb Nothing 7Db Nothing 7Eb WzSAHAG1-2 7Fb Nothing
Nothing Nothing R.SAHAGx8-8 IRONGOLx1-2
Nothing Nothing Nothing Nothing
Nothing Nothing Nothing Nothing
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_Enemy Status-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
Helpful Status:
Effect:
Fast: Doubles the number of attacks
possible by the character.
AFir: Gives protection from FIRE
element.
AIce: Gives protection from ICE
element.
ALit: Gives protection from LIT
element.
ARub: Gives protection from RUB,
XXXX, and SQUINT.
Wall: Gives protection from FIRE,
ICE, LIT, and POISON elements,
RUB, XXXX, SQUINT, BRAK,
GLANCE, HOLD, SLOW, SLO2,
SLEP, GAZE, and MUTE.
Harmful Status:
Effect
Poison: Does Not work on enemies.
Paralyzed: Lose all turns until it wears
off (randomly)
Dark: Lose 5 hit% (this can cause
you to do less attacks or miss
more though the latter is rare
cause 5 hit% isnt much.)
Stoned: Does not work on enemies.
Sleep: Put to sleep, you do nothing your
next attack, except for waking up
and losing this status. Basically
a 1 turn set back.
Mute: Cannot cast spells
Death: Death.
Fear: Fear Factor decrased by unknown
amount
Conf: Gives an automatic "Slow" effect and
causes the enemy to attack other
enemies
Slow: Reduces number of hits to 1
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_Elementals-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
Enemies of ______ Category:
Evil Dragon Giant Undead Half-Man Water Mage Regen.
WrWOLF IGUANA IMP BONE WrWOLF SAHAG WzOGRE WrWOLF
SHADOW AGAMA GrIMP R.BONE CATMAN R.SAHAG EYE WzOGRE
IMAGE SAURIA GIANT ZomBULL WzSAHAG MANCAT TROLL
WRAITH ASP FrGIANT SHADOW SHARK WzVAMP SeaTROLL
GHOST COBRA R.GIANT IMAGE Gr.SHARK NAGA PHANTOM
PHANTOM SeaSNAKE OGRE WRAITH BigEYE GrNAGA CATMAN
GrMEDUSA Frost D GrOGRE GHOST SeaSNAKE MudGOL VAMPIRE
CATMAN Red D WzOGRE ZOMBIE LOBSTER RockGOL WzVAMP
VAMPIRE Zombie D GHOUL SeaTROLL EVILMAN WarMECH
WzVAMP WYVERN GEIST NAGA MAGE
GARGOYLE WYRM SPECTER WIZARD FIGHTER
R.GOYLE TYRO PHANTOM KRAKEN LICH
EARTH T REX VAMPIRE KRAKEN LICH
FIRE FrGATOR WzVAMP KARY
WATER HYDRA Zombie D KARY
AIR R.HYDRA MUMMY TIAMAT
WIZARD JIMERA WzMUMMY
MudGOL Gas D LICH
RockGOL Blue D LICH
IronGOL TIAMAT
EVILMAN TIAMAT
NITEMARE
LICH
LICH
KARY
KARY
__________________________________________________________
|_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-|
|_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-|
|_Battles_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-|
|_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-|
__________________________________________________________
Ok, this is the main part of the game now. Once you have walked around, once
the random encounter data has played its part, Once the enemies have been
selected, You're ready to battle... But how does everythign work? How much
Damage will you do? What will your spells do, and who'll go first? That's to
be answered in this section. Also, the statuses for enemyies and humans are
stuck in here because they'd fit well in this section :P
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_Beginning of Battle Things-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
Each Enemy Group Has a value that determines how easy or hard it is for the
enemy to end up with a first attack. Also there is a bit that tells whether or
not you can run from an enemy party. For these values search through enemy
parties with hackster, maybe ill have them in the next update.
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_Player Attacks and Magic Damage_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
Commands:
Fight Run
Magic
Item
Drink
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
Fight: a physical attack
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
Damage Dealt:
First Take your Number of hits
(Hit% / 32) + 1, rounded down is your number of hits.
And then dake your damage rating.
The damage done for each attack is simple.
Random Number: Damage - Damagex2
Then subtract the enemy's Absorb
So Basically
Number of hits x ((Damage - Damage x 2) - Absorb)
However, You CAN Miss, and the chance for that isnt quite known, though it
envolves somehing like your hit% minus the enemies evade...
And then there are also critical hits. These always hit no matter what the
enemies evade is... however the chances for critical hits are not known. When
you do a critical hit, the damage dealt is Damage x 2, and absorb is ignored.
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
Magic: Cast a Spell
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
For both Attacking and curing spells (but not status inflicting spells) there
is a certain spell strength... I already took the time to write down all you
need to know about hte range of damage in the magic section of the FAQ though.
However if you really want to know the power of a magic attack, or how it works
you must take the spell's strength.
In the FAQ you can find the spell strength in attack magic by taking the lowest
number in the attack power of the spell in the damage range in the magic
section in the FAQ... Ok thats kinda complicated. Go to the magic section of
the FAQ, look at the description, look at how much the spell can cure or hit
for, and find the lowest number there. That's The spell's attack power. Now
for attack spells, multiply that lowest number by 4. For cure spells multiply
by 2. Now you know the range of effectiveness for the spell. One other thing
you may want to know is how elemental resistances work.
This goes for both enemy and player defenses. Damage done is equal to:
(Spell Strength / 4) - (Spell Strength)
Now for someone weak to a spell the damage done will be:
Spell Strength x 1.5 - Spell Strength x 6
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
Item: Unlock the magical power of an item
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
This is a very simple command, look at the weapon and armor data in the items
section to find out what spells the armors and weapons can use when used as
items. Basically apply the regular rules for the spell.
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
Drink: Heal yourself with a drink of a potion
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
In battle, Heal potions have a different effect than normally. Instead of
30 Hp being healed, 8-32 Hp is healed.
Pure potions will cure poison.
And thats basically it.
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
Run: Escape from harsh conditions
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
Running from battle involves luck. If you sucessfully run, youll exit the
battle with no exp or gold gained. Some enemies such as bosses cannot be run
from as well as certain enemy parties like Blue Dragons, or the FrGiant +
FrWolf combination of enemies. Luck is what determines your chance of running,
as well as character position. If you're in the first or second slots, you run
easier than normal.
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_Character Attack Order-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
Character attack order is random, including enemy attack order. There isn't a
stat that affects attack order.
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_Enemy Attacks and other Enemy Related Battle Things_-_-_-
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
What the Enemy will do and who he will target is one of the things that is
known.
Who the enemy will target (with single target spells)
Enemy physical attacks also use this "formula"
The character in the first spot will be targetted 50% of the time, the second
position 25% and the 3rd and the 4th 12.5% each.
So...
Slot 1: 50%
Slot 2: 25%
Slot 3: 12.5%
Slot 4: 12.5%
And what the enemy will do is determined by their chance of physical or magical
attack if they even have any... First what happens is the enemy checks what
the chance of magical attack is, and does that calculation. If it comes out, he
casts the next spell on his list (explained more a bit under here) If it
doesent come out, then the same thing happens with the special attacks. If that
doesent comeout either then a physical attack is performed.
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_Enemy Spell List Information-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
Say an enemys spell list is:
CURE HARM CUR2 HRM2 CUR3 HRM3 HEL2 HEL3
When an enemy casts a spell, if its the first time that battle he always picks
CURE as his spell, then he will go ahead and cast HARM the next time, and CUR2
the next time. Its not a very hard concept... The same rules apply for Enemy
spells, however, the enem spells list can only be 4 spells long.
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_Damage Formulas_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
----------------------
Physical damage-------
----------------------
(Confusing version)
H = Attacker Hit%
E = Opponent Evade%
D = Attacker Damage
A = Opponent Absorb
N = Number of hits ((H% / 32) + 1) Rounded down
X = Damage done by one attack
B = Total damage done
Damage done for each hit
1 If N < 1 then goto 12
2 (Hit% Formula) ??? **hit% formula unknown at time** If Hit, goto 4
3 If miss, Goto 11
4 ??? **critical hit formula unknown at time**
5 If attack <> critical then goto 8
6 X = D*2
7 Goto 9
8 X = (D...D*2 - A)
9 B = B + X
10 Goto 12
11 Attack = Miss
12 N = N - 1
13 Goto 1
14 Enemy HP = Enemy HP - B
(Simple Version)
The chance of hitting the enemy with the attack is unknown. If they hit,
though:
The chance for a critical hit is unknown at the time, but if the attack is
critical, the damage you do with that attack is (Attack Damage * 2)
The damage you deal with a non critical hit is
(Random Number from Attacker's Damage to Attacker's Damage * 2)-Enemy's Absorb
Now that is just for 1 Hit. You repeat that over and over, until youve gone
through all the attacks.
----------------------
Magic damage formula--
----------------------
M = Spell's Attack power
Regular Damage:
Attack Spells: Random Number from (M - M * 4)
Cure Spells: Random Number from (M - M * 2)
Enemies Weak Against Spell:
Attack Spells: Random Number from (M * 1.5 - M * 6)
Enemies Strong Against Spell
Attack Spells: Random Number From (Random Number from (M / 4 - M)
A High magic defense will usually result in a lower amount of damage.
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_Damage Formulas_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_Character Status-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
Helpful Status:
In Battle Effect Out of Battle effect
Fast: Doubles the number of attacks None, ends when battle
possible by the character. ends
AFir: Gives protection from FIRE None, ends when battle
element. ends
AIce: Gives protection from ICE None, ends when battle
element. ends
ALit: Gives protection from LIT None, ends when battle
element. ends
ARub: Gives protection from RUB, None, ends when battle
XXXX, and SQUINT. ends
Wall: Gives protection from FIRE, None, ends when battle
ICE, LIT, and POISON elements, ends
RUB, XXXX, SQUINT, BRAK,
GLANCE, HOLD, SLOW, SLO2,
SLEP, GAZE, and MUTE.
Harmful Status:
In Battle Effect Out of Battle effect
Poison: Lose 2 HP every turn. Lose 1 HP per step you
take
Paralyzed: Lose all your turns until None, ends when battle
it wears off (randomly) ends
Dark: Lose 5 hit% (this can cause None, ends when battle
you to do less attacks or miss ends
more though the latter is rare
cause 5 hit% isnt much.)
Stoned: Feel goofy and act weird... Same as Death
actually this is more like
petrification :P
basically you're dead.
Sleep: Put to sleep, you do nothing your
next attack, exxcept for waking up
and losing this status. Basically
a 1 turn set back.
Mute: Cannot cast spells
Death: Death. Cannot attack. Death.
Fear: Does not work on your characters.
Conf: Does not work on your characters.
Slow: Reduces number of hits to 1 None
How to cure bad Status:
Poison: Pure potion, or PURE
Paralyzed: End of battle, or wait a few turns.
Dark: LAMP or end of battle.
Stoned: SOFT spell or soft potion.
Sleep: Wait one turn.
Mute: AMUT or end of battle.
Death: Clinic, LIFE, or LIF2
Fear: N/A
Conf: N/A
Slow: End of battle
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_Enemy Status-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
Helpful Status:
Effect:
Fast: Doubles the number of attacks
possible by the character.
AFir: Gives protection from FIRE
element.
AIce: Gives protection from ICE
element.
ALit: Gives protection from LIT
element.
ARub: Gives protection from RUB,
XXXX, and SQUINT.
Wall: Gives protection from FIRE,
ICE, LIT, and POISON elements,
RUB, XXXX, SQUINT, BRAK,
GLANCE, HOLD, SLOW, SLO2,
SLEP, GAZE, and MUTE.
Harmful Status:
Effect
Poison: Does Not work on enemies.
Paralyzed: Lose all turns until it wears
off (randomly)
Dark: Lose 5 hit% (this can cause
you to do less attacks or miss
more though the latter is rare
cause 5 hit% isnt much.)
Stoned: Instant Death, basically.
Sleep: Put to sleep, you do nothing your
next attack, except for waking up
and losing this status. Basically
a 1 turn set back.
Mute: Cannot cast spells
Death: Death.
Fear: Fear Factor decrased by unknown
amount
Conf: Gives an automatic "Slow" effect and
causes the enemy to attack other
enemies
Slow: Reduces number of hits to 1
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_Some other stuff you may want to know_-_-_-_-_-_-_-_-_-_-
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
Damage dealt by enemy physical and magical attacks works the same as with
the player.
The chance of an enemy inflicting a status on the character with a physical
attack is unknown but we believe there is a byte for that, and its put in the
enemy section of the FAQ
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_The End of the Battle_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
Once all the enemies are in death condition (lost all their HPs) then you will
win the battle. To find out Experience and gold won, add up that values of all
the enemies... for experience, divide by the number of characters in your party
that are living. For gold you dont have to divide anything. After the battle,
FF1 creates a new random number for the steps to get into the next battle, and
for what enemy party you fight next, as well as the number of enemies, however
the former 2 arent really random, are they? (As explained in the random battles
section)
__________________________________________________________
|_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-|
|_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-|
|_The Geography of-FF1-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-|
|_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-|
__________________________________________________________
Some of these things arent necessarily true so dont take it seriously >:P
_-_-_-_-_-_-_-_-_-_-_-_
Cities and Countries:-_
_-_-_-_-_-_-_-_-_-_-_-_
Coneria:
This is the first area of the game. It contains a town and a castle, Elfland
being the only other "Kingdom" like this. The town features very cheap inn and
clinic prices, but may people who stay at the inn complain of uncomfortable
beds and bad room service, and the clinic doctors forget to wash their hands
before each operation/check up often which is why they had to lower the price
to get buisiness up. The weapons and armors here are very basic, many soldiers
in training start here, killing the weak imps outside and buying rapiers and
chain armors to get started on their journies.
The Corneria castle is very elegant, beating Elfland for best looking castle
in the world often. Corneria is the world's superpower, ruled by a gentle king,
but rumors are that the princess is very evil in fact..
Provoka:
Established as the world's seaport, many pirates stop by Provoka for it's great
PUBs. The ship was invented in Pravoka, as well as the seaport, though this
technology is new and has yet to arrive in the northern areas of the world.
Provoka features a burly atmosphere, and because of the pirates, not many
families live in provoka anymore. Recently, Provoka fell under "Pirate Rule",
and is in a hostile environment, Captain Bikke and his pirates attack all whom
try to stop him.
Provoka's Inn and Clinic are above that of Corneria in quality, and price as
well. Provoka sells many powerful weapons, as well as a few cheap ones, and
mainly deals in iron equipment, from the mines ot the east.
Elfland:
A rival country of Coneria. The prince has always been on par with the King of
Coneria. One way they smash Coneria is in Weapons and armor. Making great use
of imprted goods, they aquired silver swords from Crescent Lake, one of the
best weapons you can buy, only the CatClaw being better. There is great armor
in elfland as well. The copper bracelet gives mages some survivability, and the
Elfland town provides mages with some of the most useful spells imagineable,
FIR2, ICE2, LIT2, FAST, CUR2, HEAL, to name a few.
Elfland is one of the oldest towns in record, second only to Lefein. Elfland
is a place of many legends, such as the Great Erdrick, whom lies in the Elfland
graveyard, and how he managed to win the mystic key and gave it to the prince
of Elfland years ago, and it has been handed down for 600 years unto the
current prince, and the key is only to be given to the Light Warriors whom save
the prince from danger.
Melmond:
Melmond is the city closest to the Earth Cave, Titan's Tunnel, AND Sarda's
Cave. The Earth Cave poses a problem, as the ground rots in areas near the
Earth Cave, giving the town's grass and dirt scarred appearances. What's worse,
the Vampire attacked the town recently destroying the clinic and item shop.
The brilliant Dr. Unne lives in Melmond and studies the lefeinish language and
culture. Melmond deals in the worlds most expensive armor, the Steel armor,
thought Gaia's gold bracelet is more expensive...
Melmond sells very good spells, and has a nice inn, and creates silver
bracelets, the only silver equipment that wotn be found in Crescent Lake. A
very retarded resident here is a guy called Jim who thinks he can correct the
whole Earth Cave problem by himself. Silly midget!
Crescent Lake:
Well known for the circle of sages and Lukhan, Crescent lake draws many
visitors. It's lake and rive bring many tourists, though only few will dare
travel northwest to the Gurgu Volcano.
Crescent Lake owns the worlds largest silver mine, and sells only Silver
equipment, and ships many silver items out. Theyve tried for years to get
Melmond to sell them Silver Bracelets, but Melmond constantly refuses, as the
Silver Bracelet is one of the most sought out armors in existance.
Onrac:
Being a norther city, this city does not have a seaport and is cut off from the
rest of the world, except for rich buisiness people owning airships. Onrac
has no weapon or armor shops, and has few spells to sell, but features great
Inns and Clinics. Onrac is right on top of the legendary sea shrine, where many
people dive in hopes of finding ancient treasure, or even mermaids.
Onrac is surrounded by forests, and is near a major river and the world's
largest waterfall. Some have reported to have seen shiny objects in the
waterfall, one person even claiming to have seen a robot!
Gaia:
Surrounded by mountains, Gaia is only accessable by mountain climbers, as few
airships cany fly over the high mountains. These mountains, however, are a
remarkable source of wealth for Gaia. The only city ot cell ProRings, Gold
Bracelets, AND CatClaws, as well as Level 8 magic, Gaia is a Magician's
paradise. One of the more amusing places of Gaia is the Circus, featuring a
pirate, a witch and broom, a fairy, and other rare game sprites, and the
Fairy lake with the rare OXYALE is also fun to watch.
Lefein:
A city with a very old history, the 5 sky warriors were lefeinish, and buried
their great AIRSHIP in the Rykhan Desert, supposedly. Lefein is a strange city
only a few people in the world care to go there because almost no one
understands Lefeinish! Some decendants of the Sky Warriors sell the strongest
spells in existance, but are hidden away so only the smartest will find them.
Lefein is on the opposite side of the Peninsuala of Power, and is in control of
the CHIME which grants access into the Mirage Tower.
_-_-_-_-_-_-_-_-_-_-_
Other Famous Areas:-_
_-_-_-_-_-_-_-_-_-_-_
Dwarf Cave:
Its a well known fact that Dwarves make the best weapons, however, you cant
make it without the proper items, which is why no one has any. Dwarves are
very strange creatures indeed... Few leave their homeland, another well known
fact about Dwarves.
The dwarves are currently trying to bomb the canal that blocks the residents of
the Aldi Sea from the outside world.
Peninsula North East of Provoka (PNEOP)
One of the world'sbaffling scientific mysteries, PNEOP is home to monsters from
the northern areas. How the enemies got here is unknown, but travelers are wary
of this area, and usually stay away. Powerful monsters include Trolls,
Zombulls, Tyros, FrWolves, Giants, and Wyverns.
A common fear that is arising is that they occupy a very small area, and if
they ever try to spread out, it could be horrendous.
Aldi Sea:
Home to many of the world's cities, Coneria, Provoka, and Elfland lie at rest
here. The Aldi sea is home to many tasty fishes including the delicious
Red Sahags whom have almsot been hunted down to extinction. This area is used
by boats very often, and being a very large sea, about 1/3 of the world's water
surface, youd think it had alot of water when actually, the sea is never more
than 200 feet deep. It is believed the Aldi Sea was once a large basin in the
center of the large landmass around it, and that prosperous cities lay at the
bottom, such as Atlantica. Some swimmers have found Opal Bracelets when diving
deep into the water. Erdrick was the first and only person ever to swim across
the entire Aldi Sea, no one else has ever done even half that.
Ryukhan Desert:
Not quite the world's largest desert, but the most interesting. The Yahnikurm
desert around the mirage tower is over 50 times larger than the Ryukhan desert,
but not as interesting to treasure hunters. The Ryukhan Desert is supposedly
where the AIRSHIP was buried, but no one was ever able to find it...
Yahnikurm Desert:
The Yahnikurm Desert is home to powerful monsters, as well as the Mirage Tower.
As it suggests, the Mirage tower is believed to be a mirage, because no one
had ever been there.. but then again, no one could get through the entire
desert and back.
Matoya's Cave:
Matoya, an old witch, and great magician, inhabits this cave. She does not like
any visitors, and only lives with backwards-talking brooms and bats that any
other person would find annoying. Little kids always try to prove how brave
they are by going into Matoya's cave, but, they are greeted by pots and chests
of WrWolf eyes and racks of GrOgre Clubs, Iguana tongues, and R.Bone skeletons.
Once, a kid called Billy was inside 6 seconds before running out, he tripped
on a broom, other than that, no one ever lasted 4 seconds.
Northwest castle:
Once a great city, now just in ruins. The Northwest Castle was a large kingdom,
but one day, Ghosts appeared in the castle, and scaredeveryone out. The best
the kingdom could do was lure them into a room, shut the door, lock them in,
and magically seal them in, however, the seal's strength began to fade, and the
kingdom was abandoned completely, except for the former prince, ASTOS...
Titan's Tunnel:
Everyone here laughs at the funny Titan and his strange arms... yes, laugh at
the Titan, keep laughing, and then one day I'll BAM knock em in the head! Yeah,
hehehehehe.... that's right... GIMME A FRICKEN RUBY! Yum...
Sarda's Cave:
Sarda, the Sage, is a smart man. He lives with lots of pots and lots of
furniture. I guess you can say hes a cook... Theres nothign interesting about
him, so he went ahead and made an uniteresting cave!
Cardia:
Cardia is the land of the dragons. Bahamut lives here. Cardia stretches over
hundreds of thousands of islands, though most are so small you couldnt put
an FF1 cart on it. Only about 20 of the islands are large enough to step on,
and most of those arent even inhabited. The larger islands have many different
climates and such, from marshes to forests. Bahamut, the king of the dragons
will promote you if you bring him proof of your courage.
_-_-_-_-_-_-_-_
Monster Lairs-_
_-_-_-_-_-_-_-_
Temple of Fiends:
A castle in ruins where weaker monsters reside. The main focus of the castle is
the middle room, and it's strange orb. Many people say they feel a great evil
when near the orb, and others are too scared of the bats to do anything.
The Temple of Fiends has a few locked rooms, said to contain powerful swords of
the Sky Warriors whom met their end in this area.
Marsh Cave:
The enemies here are known for their crazily high rate of attacking intruders
before they have a chance to hit them first, a big annoyance. The enemies here,
however, are all weak, they must travel in groups to harm visitors... with the
exception of the wizard, of course. The wizard is the most feared enemy in the
marsh cave, and they guard the most precious treasures, such as the CROWN.
Ice Cave:
The Ice Cave houses many many undead enemies that like to paralyze you. The Ice
Cave is one of the worst places for an adventurer to go, it is suggested that
if you want to come here, come in groups.
This doesent stop people from coing though. Its a well known fact the FLOATER
is in the Ice Cave and nowhere else, and for this reason, everyone wants to get
in and find it... However, tales of a fearsome EYE haunt those who come in. It
is said the EYE protects the floater.
Castle of Ordeals:
The Castle of Ordeals is where warriors who want to prove their courage to the
Dragon King Bahamut go, in hopes of finding a Rat Tail. The fierce Zombie
Dragons guard the Rat Tail, but you can find a zeus gauntlet on the way there
and fry the dragon(s) with that.
Waterfall:
Many strange sightings come from this Waterfall, ranging from bats to robots.
Occasionally, some poor soul decides to check it out and is scared out by the
rare Gas Dragon... These strange sightings arent wrong though, there IS a robot
that lives in a room in the cave behind the waterfall. It holds the CUBE, the
key to getting into the sky castle form the mirage tower, where his now extinct
race (except for 2-3 robots) used to live.
The Waterfall is home to some of the neatest weapons there are, the defense
sword, very useful, for example.
Earth Cave:
The Earth Cave is a very dangerous place, many times treasure hunters reaching
a treasure chest only to be surprised by an evil Earth Elemental. Earth
Elementals are ruthless and hit HARD. Other dangrous enemies inside are birds
with the ability of petrification, or mummies, putting you to sleep. Even
worse is the Vampire, who terrorizes the folk of Melmond.
Even deeper, though, lies a worse secret. Under a stone plate that seals off
the bottom floors, is a path that leads to the Fiend of the Earth, LICH...
Gurgu Volcano:
The Gurgu Volcano is a place few enter, as the floor on the ground can easily
harm them as they walk across, and they are cripple before reaching the first
stairway. Inside the Gurgu Volcano is even worse. If you wish to find any
treasure, you must go out of your way completely to do so, and risk fighting
the terrible Fire Elementals. Not quite as fierce as their brothers in the
Earth Cave, they still make mincemeat out of their foes.
Even deeper into the cave are agamas, monsters that damage you and your buddies
for minor damage, but after many of them you feel the effect. Even deeper into
the cape is an eight-way path, many of these leading to dead ends, and one
leading to a Red Dragon, one of the fiercest dragons there are. Only one has
ever defeated a Red Dragon, Erdrick of course... and he took one of the Flame
Armors in the chest behind the dragon, an extremely rare armor, sought by
warriors and collectors alike.
All this is bad enough, but if you want to get out without retracing your steps
again, you will have to fight KARY, the Fire Fiend. Kary wields 6 swords, and
is strong to all elemental magics. It is said the only way to defeat Kary is
RUSE and INVS spells to protect from its 6 attacks, and MUTE to stop her strong
magical abilities.
Sea Shrine:
The Sea Shrine is one of the worst places to go, crawling with amazingly strong
enemies, such as Ghosts and GrSharks. Upon enetering there are two main paths,
one leads to a tremendous lots of treasure chests, and the strongest armors in
the world, as well as the rare SLAB. One with the SLAB is able to learn
Lefeinish from Dr. Unne in Melmond.
This would be enough of a threat alone, but thats not all there is. If you can
brave groups of Water Elementals, going through the other path, then you can
reach even more treasure, and then ultimately, KRAKEN, the Fiend of the Sea.
Kraken attacks enemies 8 times, each one very hard, and your best shot is LIT3,
or if you want to rely on luck, BANE. The poison smoke spreads and becomes very
strong in the water, and this is enough to kill Kraken is one shot.
Mirage Tower and Sky Castle:
The Sea Shrine has many of the world's strongest armors, but the strongest
weapons belong to the Mirage Tower and the Sky Castle. However, to reach the
sky castle, you must first muster through the mirage tower. Each of these areas
has as much treasure as the other Fiend's Lairs, so youll e crawling with
goodies upon leaving.
The main question you're struck with, though, is this: How will you get in?
Very few know the secret for entering the Mirage Tower, but a certain musical
chime can open the doors, previously owned by the sky warriors, but currently
under the possesion of the city of Lefein. Another problem though is that you
must be able to speak and understand Lefeinish fairly well if you want to get
the CHIME.
If you actually are able to get the chime and enter the mirage tower, you will
find lots of treasure on the first floor, however you will also find a large
spiral maze on the 2nd floor, followed by some nice treasure. Then comes the
3rd floor. No one likes to meet the Blue Dragon here. If you are able to beat
this dragon, though, you can move on, providing you have the CUBE with you.
Now, you enter the Sky Castle. The Sky Castle is home to many rare treasures,
for example: White Shirt, Black Shirt, Bane Sword, plus... the Sky Castle is
the only place that ADAMANT grows. Adamant is the legndary metal required for
making the sword XCALBER. With this weapon, Knights can tear through enemies,
easy as pie.
Climbing up the Sky Castle, you can look down and see the planet below you, or
you can climb up onto the final floor, with two great perils. One is the fierce
WarMech. The scariest thing on two legs. this thing has 1000 HP, can create
nuclear explosions, and if thats not abd enough he's not easily evaded. Luckily
he does not appear much, but there is something that is guaranteed to be at the
end. After all the Mirage Tower and all the Sky Castle, you still have one
challenge. TIAMAT, the Wind Fiend stands guard of the exit. He casts the
strongest spells, and is not easily defeated. Warriors veware.
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|_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-|
|_Misc. Section_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-|
|_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-|
__________________________________________________________
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_Enemy types_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
Weapons don't add extra damage to special enemy types, not in the NES version
anyways. This is a list of all enemies that belong to each category
Enemies of ______ Category:
Evil Dragon Giant Undead Half-Man Water Mage Regenerative
WrWOLF IGUANA IMP BONE WrWOLF SAHAG WzOGRE WrWOLF
SHADOW AGAMA GrIMP R.BONE CATMAN R.SAHAG EYE WzOGRE
IMAGE SAURIA GIANT ZomBULL WzSAHAG MANCAT TROLL
WRAITH ASP FrGIANT SHADOW SHARK WzVAMP SeaTROLL
GHOST COBRA R.GIANT IMAGE Gr.SHARK NAGA PHANTOM
PHANTOM SeaSNAKE OGRE WRAITH BigEYE GrNAGA CATMAN
GrMEDUSA Frost D GrOGRE GHOST SeaSNAKE MudGOL VAMPIRE
CATMAN Red D WzOGRE ZOMBIE LOBSTER RockGOL WzVAMP
VAMPIRE Zombie D GHOUL SeaTROLL EVILMAN WarMECH
WzVAMP WYVERN GEIST NAGA MAGE
GARGOYLE WYRM SPECTER WIZARD FIGHTER
R.GOYLE TYRO PHANTOM KRAKEN LICH
EARTH T REX VAMPIRE KRAKEN LICH
FIRE FrGATOR WzVAMP KARY
WATER HYDRA Zombie D KARY
AIR R.HYDRA MUMMY TIAMAT
WIZARD JIMERA WzMUMMY
MudGOL Gas D LICH
RockGOL Blue D LICH
IronGOL TIAMAT
EVILMAN TIAMAT
NITEMARE
LICH
LICH
KARY
KARY
Weapons strong against different types:
Evil Dragon Giant Undead Half-Man Water Mage Regenerative
Flame Sword: X X
Dragon Sword: X
Giant Sword: X
Sun Sword: X
Coral Sword: X
Were Sword: X
Rune Sword: X X
Light Axe X
Xcalber: X X X X X X X X
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_The Ship mini-game-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
While on the ship, if you press A+B 55 times, you will get into a sliding
puzzle minigame. Its 4x4 and looks like this:
1 2 3 4
5 6 7 8
9 10 11 12
13 14 15
Of course it ome out scrambled, though. Upon completing it, you are rewarded
100 G. In the wonderswan version, turning on a certain option gives you 10000 G
when you complete it. You can move multiple tiles at one time, in a certain
direction, instead of one at a time.
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_Bugs, Glitches, and Mistakes-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
Caravan Bug
You can land you airship on the caravan square of the world map while its still
there. This lets you be able to avoid some 6-7 enemy encounters.
Enemy Battle Bug
When you get into a battle, FF1 takes the data from the last enemy domain area
you were in, so for example, if you were in area 4,6 of the world map and you
moved into area 5,6 of the world map and during that step you ran into a random
encounter, you would fight the enemy from 4,6... it would get an enemy from the
square you were on before moving. Another example is upon walkign out of the
2x2 PNEOP, you get into a battle on the square below PNEOP. Even though you're
1 square outside of the PNEOP, youll fight PNEOP enemies because that was the
last square you were in before walking into the battle.
Treasure Chest Mistake
In some places, like the marsh cave, the same treasure chest exists in two
places. Basically, If you open one chest, the other automatically becomes an
empty chest. Was this intentional?
Black Belt Armor Bug
The black belt's ABSORB is supposed to be equal to its level when there is no
armor equipped. When you level up, though, regardless of if you have anything
equipped, your defense becoems equal to the Black Belt's level. Now, if you
check the armor screen to equip something, the defense becomes whatever it
would be without the ABSORB = level thing, regardless of whether you have
anything equipped. In some cases, at low levels, this is a good thing, but when
you're around level 45, this is good cause you cant get your ABSORB higher than
that just by equipping the BB with armor. You cna still take advantage of this,
though. If you have a ribbon or ProRing or whatever equipped, you get the
bonuses whether you've checked the armor screen or not.
Enemy Mapping Domain Mistakes
The most famous one is of course PNEOP where you can fight really strong guys
early on in the game. This is a list of all of the such mistakes.
Area Description
(1, 12) (3 Squares below sarda's cave, very bottom area, only fight imps)
(2, 1) (1 Square only fight imps, surrounded by mtns and water)
(3, 12) (4 Squares in a "¬" formation, southwest of earth cave. Only imps.
(4, 4) (2 Squares sticking out into the sea south of Onrac)
(5, 11) (1 Square with melmond enemies south west of Astos' Castle)
(7, 3) (4 Squares, very top of astern most cardia cave. Different enemies)
(9, 3) (4 Squares, Northwest of Mirage tower desert, sticks out into sea)
(9, 7) (Big area west of Matoya's cave, different enemies than surroundings)
(12, 2) (Very tip of Mountain Peninsula west of Gaia, different enemies)
(12, 6) (South of Mirage tower, most southern area, only imps)
(13, 6) (Southwest of Lefein, only imps, 2 squares, two different enemy areas,
(13, 7) both with only imps, small area sticking out west, not south)
(14, 2) (A few squares southeast of Gaia, different enemies)
(14, 7) (PNEOP, 2x2 peninsula. PNEOP is the Peninsula North East of Provoka)
__________________________________________________________
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|_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-|
|_ASCII Art_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-|
|_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-|
__________________________________________________________
This includes tyte ASCII art related to ff1. Ill gladly accept any youd send
me :D!
\
Heres Tiamat! XX X \
XX X xxx \
The top half of him XXX X xxxx@@# \
anyways :P xxxxxxxx@@@@@## x##
X xxxxxx@@@@##### xxxx
xxx@@@###### ## xx( )
xx@###### XX #xxxx
XX xxx@## XXX Xx Vxxx
X xx@## X #x xx
\ xx@## xx
\ \ XX xx@## X
| | X xx@## X X X
| | xxx xx@## X x xx X
\ | x@xxx X xxx@# X@@#xx#x##xX
| x \ ##@xxx xx@@# X@@x#xxxx##xx
x| x |@@xxxx xx@## @xx#xx@@@xx#x# X
# x\ | xxxxx# Xxx@## #@##x#@@###@xx#x X
## xx\ x#xxxxx # xx@#@@@xx#x@### #@x#xx
x## xxxx #xxx # xx@@^@^@x#@## @###x
xx#xxxx#xx# ## Xxx@@^@@@@@## | @xx# /
##x##xxx##x ### xx@@@x#x@@# | @xxx# /
x###@x( )## ## xx@^@x#xxx \ @#xx# |
xx@xxxxxxx x Xx#@^@@x#xx# \ @### |
#Xxx xxxx xx x#@@^@x##x#x x \ @##@|
XX xx xxx xx #@x@^#xx#xx #x | @@@/@##
x V x #@xx @xx@xxx@#xx ###X@x@x@#x
x V #@@xxx@xxX x# ##x #xx#@xxxxx@##
x ##@@@@ x X #xx # x#x#x#xxxxx
## # # # X#xxx #x ######xx#x
# ## # #xXX xx x #x# #x#x
# # x X## # #x( ) #( )
#xx xx
x xx#xx#
x <xxxxx
x #xxx
2 enemies we all know and love
/ \ \ / / \ \
/ \ \ / /// \ \
// /X \ / /// \ \
//// ///XX // /// \ \
/ ///X /// \ /// \/\
/ XX / \ // @ \\\ \\
/ \ \\ @@@ \\ @ \\ \\\\\
/// / / X \\ \@ \\ \\ \ @ \\\\\
//X \ //X \\\ @\@@\\ \\\ @\ @@@@ \\\\
/XX \ /X \\ \\\ @@ \\@ \\ @@@@@@ \\\\
/ \ \\ \\\\ \ @@ @ @@@@@@@ \\\
XX \ \\ \\\ \\\\\\\\\ @ @@ @ @@ @@@@ \\\
X / \\ \\ \\\\ \\\\\/ @ @@\ //@ @@@\ @@@ \\
/// \\ \\\\ \\\\/ @ @ @@ @@@ \\ @@@@ \\
//// X \\\\\\\\\ \/ @ @\ @ @@@ \
//////X \\\\\\\\\\ \ @ @@@ @ @@@ @@@@@ \
//X//X \\\\\\\\\\\ / @ \\ \@ @@@@@@@@@@@@@ \
\ / X/XXXX \\\\\\\\\\\\ \@ \ @\ @@@@@@@@@
/\ /// XXXX \\ \\\\\\\\\\\ @ \@ @@ @@@@@@@@ \
// // X \\\ \\\\\\\\\\\/ @\\@ @\ @@@@@@@
/\\ X// \\\ \\\\\\\\\\\\/ \\ @\ @@@@@@
\ \\ XXX /\\\ \\\\\\\\\\\/ \\\\ @@@@ @@@@
// XX /\\\\ \\\\\\\\\\/ \\\@@ @@ @@\ @@@@
///// X X \//// /\\\\\\\/ \@@ \ @@@
///// X XX \////// \\/ \@@ @@@
/// /X \///////\\\/ \/ \@ @
/ \\ //XX \//////\\/ \ / \@ @
/ \\ ///X \//////\\/ \ / \\ @
/ \\\\X \//////\/ \\ / \@
\\ \\\\ XX \\///\/ \ \@
/// \\// \XXX \\\ @
Some of the Main cast
Red Mage Vs Black Mage
++
#+++ //// xxxx
#+++ //////xx
##++++ /////xxxx
###++++ /////xx/ ///
#####++++++++ @ ////x//// @
####++++#### @/////////// @@
#+++#### @@///////// @@
###### = // // xxx //
#### = == /@@ @@xxx @//
### == == / @@@@@@@ @@ @@@/@ @@xx/@@@/
# == X// @@@@@xxxxx@@@@@xx@@ -- @@ @@@@x//@@@
X //@xxxxxx-----xxxxx--xx-- -- -- @@ ////x/ /@@
X XXXX X x--------------------xx-XXXXXXXXX--XXXXXX / @ ////x/ /@ /
XX XXXXXX \\@------------------xx--xxxxxxxxxxxx--xxxx //// // //
XXXXXXXXXXXX \\ @xxxxx-------xxxx---xx-XXXXXXXXXXXXX--XX / / /// //
XXXXXXXXXXX \@@@@xxxxxx-xxx@@@@@xx@@ -- / //////// //
XXXXXXXXXXX @ @@@@@ @@@@ / //////// //
XXXXXXXXXXX X / ////////// //
XXXXXXXXX XX / ///// //// /
XXXXXXXXXX XX / xxxxx xxxxx /
XXXXXXXXX X / ///// //// /
XXXXXXXXX X ++ ///// /// ////
XXXXXXXX X ++++ ////// /////
And the rest
//// //////// / /
//////// ///////// / xxxxxxx ///// ////
////////// /////////////// xxxxxxxxx /////////////
// ///////// //////////// xxxxxxxxxx //////////// /
/ /////////// ////////////// xxxxxxxxxxxx //////////@//
////// / //////// /@/ / xxxxxxxxx/xx //////////@ /
///// @@@@@ / //////@ / / x\\\\xx\\\xx ///@@// @@@ /
//// @@@@X @ / ///@@//@@ @ xxxxxx@ xx ///@@@/@
/// @@x @ / X //@@/@@@ @ xxxxxx@@ @x //@@@/@@ @
// @xxx xx/ XX //@@@@@@ xxxxxx@@ @ //@@/@@ @
/// xxx xx /XX /\// @@@@@/\ \xxxx@@@@@\@xx xxx //@@@@@ x
// xxxxx @@@ ////// @@@ /// @@\xx/ @@@@\x@@ x xxxxx @@@@ xx
//// xxx /@@ ////// / // @@@@\\\@ @@\\x@@ @@@xxxxx @@ x@@
// //@ @@@ /// ///@ @@xx\\\\@ \\xxx @@@@xx x x@xx@
//////@XXX /@@@ @@/ @@///// @@ @x@@@xx@\@\\ @@@@ xx xxx xxx
////@@@XXX / @@ @//@@@@/ /@// x@@@xx@@@\\\ @@@xx@@@ xx @@@
/////@@XX // /@ ////@@@/// @@@ x@@xx@@@\\\ @@xxx@@@ @@@
/////@ //// @@ ///// @@@ @@xx/ @xxx xx
///@@@ //// /@ //// \\\\\\ \\ xxxxx
////@@ ///// @ @\\\\ \\\\\ \\ @@@@@
////@@ /////// ///// \\\\\\\ xxxxxxxx
//@@@ //@//@/ ///// \\\\\\ xxxxxx
///@@ @/@@/@@/ ///// \\\\\ xxxxx
//@@ @@@@@@@@@ ////// \\\\\\ xxxxxx
__________________________________________________________
|_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-|
|_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-|
|_Revision History-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-|
|_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-|
__________________________________________________________
Version 1 (6/4/02) First Version (322 KB)
Version 2 (8/5/02) Second Version (334 KB)
Mainly I just fixed some typos, and mistakes, and i added alot to the
Misc. Section, and added some ASCII art. I also added the damage formulas
section.
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_Bugs, Glitches, and Mistakes-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
Well i need some stuff for future revisions.. and this is basically the
unknown elements of FF1
- Chance of hitting enemy in battle with weapons, and vice versa
- Even MORE ASCII art :D
- What does INTELLIGENCE do?
- Whats the critical hit chance?
- Number of steps to get into battles
- Other interesting game data
- Chance of hitting with status effect spells
- Chance of running from battle.
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|_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-|
|_Credits_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-|
|_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-|
__________________________________________________________
Again,
Big thanks to:
Disch and FF hackster for alot of stuff
http://disch.zophar.net
Ben Siron and his old FF1 FAQ on Gamefaqs
Rincewind, for almost everything having to do with black mages, the random
encounter list, and some of the thief stuff.
Paulygon for a few vitality and mag def things.
Celticshiva for finding a few typos.
And me for about everything too !
Places to visit:
http://disch.zophar.net
FFHackster and lots of ff1 data, and hacks and such too :D
http://www.nuklearpower.com
8-Bit Theater, gunny, go see it.
http://cgi.gamefaqs.com/boards/gentopic.asp?board=7721
FF1 Message Board on GameFAQs, the best FF1 board there is :D
My email is
[email protected]
Drop me some comments if you want
--EOF--