===============================FINAL FANTASY==================================
===============================GAME MECHANICS==================================
Version 0.85 - 7/3/2012
I. Introduction [SEC1]
A. Foreword [FRWD]
B. Acknowledgments [ACKN]
C. Legal Stuff [LEGL]
D. Version History [HIST]
E. To-Do List [TODO]
II. Terms, Elements and Statuses [SEC2]
A. Terminology [TERM]
B. Stats [STAT]
1. Character Stats
2. Equipment/Spell Stats
C. Elements [ELEM]
01 - Status
02 - Poison/Stone
04 - Time
08 - Death
10 - Fire
20 - Ice
40 - Lightning
80 - Earth
00 - Non-Elemental
D. Statuses [STUS]
01 - Death
02 - Petrifaction
04 - Poison
08 - Blind
10 - Paralysis
20 - Sleep
40 - Silence
80 - Confusion
E. Enemy Types [ETYP]
01 - Magical
02 - Dragon
04 - Giant
08 - Undead
10 - Were
20 - Aquatic
40 - Mage
80 - Regenerative
III. Character Stats [SEC3]
A. Gaining Stats [STGN]
1. Hit Points
2. SAIVL
3. Hit% and Magic Defense
B. Class Breakdown [CLAS]
1. Fighter/Knight
2. Thief/Ninja
3. Black Belt/Master
4. Red Mage/Wizard
5. White Mage/Wizard
6. Black Mage/Wizard
C. Class Stat Growth Charts [GROW]
1. Guaranteed Stat Gains By Level
2. Total Minimum Stat Gains by Class and Stat
D. Spell Charges By Level [CHRG]
1. Knight
2. Ninja
3. Red Mage/Wizard
4. White/Black Mage/Wizard
E. Experience Table [EXPT]
IV. Physical Attacks [SEC4]
A. Variables [PVAR]
1. Attack Rate Formula
2. Defense Formula
3. Hit Rate Formula
4. Evasion Formula
5. Number of Hits Formula
6. Critical Hit Rate Formula
B. Damage Formulas [DFRM]
1. Physical Damage
2. Critical Hits
C. Accuracy Formulas [AFRM]
1. Base Chance to Hit
2. Chance to Hit
3. Critical Hit Chance
D. Status Attacks [SFRM]
1. Base Chance to Inflict
2. Chance to Inflict
E. Equipment Charts [EQUP]
1. Weapon Chart
2. Armor Chart
F. Weapon Critical Hit Chance Table [CRIT]
V. Magic [SEC5]
A. Variables [MVAR]
B. Healing and Damage [HEDA]
1. Healing Magic
2. Attack Magic
C. Chance to Hit (Double) [MHIT]
1. Base Chance to Hit
2. Chance to Hit
3. Exceptions
D. Effect Routines [EFFC]
E. Magic Battle Data [MBDT]
1. Spell Data
2. Item Data
3. Skill Data
F. Magic Out-of-Battle Data [MODT]
1. Out-of-Battle Spell List
2. Out-of-Battle Item List
G. User-Friendly Magic Lists [FLIS]
VI. Battle Formulas [SEC6]
A. Encounters [ENCT]
1. Random Encounter Frequency
2. Random Encounter List
3. "Spiked" Squares
4. Sprite-Initiated Encounters
5. Damage Tiles
B. Ambush/Preemptive [AMBU]
1. Variables
2. Ambush/Preemptive Chance
3. Group Surprise Factors
4. Unrunnable Battles
C. Turn Order [TURN]
D. Running [RUN ]
E. Party Reordering [ORDR]
VII. Enemies [SEC7]
A. Enemy Behavior [BEHA]
1. Choosing an Action
2. Targeting
B. Enemy Data [EDAT]
C. Enemy Charts [ECHR]
1. Enemy Elemental Resistance Chart
2. Enemy AI Chart
3. Enemy Spell Chart
4. Enemy Skill Chart
VIII.Formations [SEC8]
A. Formation Dynamics [FORM]
B. Enemy Formation List [EFRM]
C. Formation Domain Mapping [FMAP]
D. List of Formation Locations [FLOC]
1. Domain Locations
2. Spiked Square Locations
3. Sprite-Initated
IX. List of Bugs [SEC9]
X. Frequently Asked Questions [FAQS]
XI. Credits [CRED]
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| I. INTRODUCTION [SEC1]|
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A. FOREWORD [FRWD]
I feel that I should mention that I am by no means the best person to write
such a document; the extent of my programming abilities are basic HTML and an
extremely rudimentary grasp of hexadecimal. But I'm the one that actually got
around to writing this, so I guess you're stuck with me, eh? In any event
though, I've applied myself to doing the best job I can in conveying this
information.
The overall tone of this FAQ is meant to be accessible to someone who is not
familiar with hex editing or any sort of computer programming. First and
foremost, I seek to convey mechanics that would be of interest and practical
use to a player - though I may add information on aspects not related to
gameplay as such information becomes known to me. This document is written
primarily with the NES version in mind, but is also largely applicable to the
PSX version. I may create a version of this for Origins specifically in the
future. Particularly in the earlier versions, the organization might not be
ideal (and may indeed change later),and there may be some incomplete
information about the more obscure mechanics of the game. I'm trying to cover
the basics at the very least, though, and provide some potentially useful
charts. If you know of any information that is not included here, and
_especially_ if you see any errors, please contact me.
You can reach me at pravoka[AT]hotmail[DOT]com
B. ACKNOWLEDGEMENTS [ACKN]
This is the part of the FAQ where I have to extend credit and my gratitude to
more people than I can properly quantify. While I compiled many of the charts
in this document and did (mostly) original research in making them, most of the
base knowledge of mechanics must be attributed to other sources. I would be
remiss if I did not begin with the triad of Alex Jackson, anomie, and Paulygon
who have done so much to reveal the inner workings of the game, and all of whom
I've had at least some opportunity to interact with in learning about how this
game works - particularly Paulygon in my first year of learning, and anomie in
the last year or two. Grond has also lent a hand in increasing my
understanding, and silktail has always been quick to answer questions covering
a number of topics.
Thanks also go to patbuns/sqpat for the Character Lists FAQ, and to BSiron's
FAQ - while they have become somewhat outdated over the years, together they
have been a great resource for FF1 players seeking to understand the game, and
a resource for a couple things in this document. To a similar end, great thanks
are due to Disch, the creator of FFHackster. This program has given me access
to an astounding amount of raw data in the game, and is an indispensable
resource.
And finally, I wish to extend my thanks to the Final Fantasy NES board, the
community of which has been one of the most welcoming and interesting boards on
GFAQs, to the point where it led me to hang out here more and sparked an
interest in learning more about the progenitor of the Final Fantasy series.
I have attempted to properly credit the sources of my information in the
credits section. Unfortunately, in many cases I cannot separate out who
discovered what (and often who taught me what), so I am collectively crediting
the individuals responsible (to my knowledge) for mechanics/formula sections.
If you are responsible for any of the discoveries in this document but are not
mentioned in the acknowledgments or credits or know anyone who is, please let
me know and I will add mention of you!
C. LEGAL STUFF [LEGL]
This document is copyright 2009-2012 by Jeanne Mevnais. As of now, only
Gamefaqs has permission to post this document. This document may not be
reproduced under any circumstances, with the exception that individuals may
reproduce it in unchanged form for personal, private use. It may not be placed
on any website or otherwise distributed publicly without advance written
permission. If for some odd reason you want to post this document elsewhere,
contact me and I'll consider it (although until the document is more or less
finalized, I want the only version to remain where I can easily update it. Yes,
I am aware that it has been three years since I first posted it. I'm working
slowly!). If you see it elsewhere, please inform me about it. Generally, just
use this for your own benefit and give credit where credit is due. Sound good?
D. VERSION HISTORY [HIST]
0.85 (7/3/12) - Realized it's been three years - far too long. Removed tabs so
the document will display properly in all browsers, and corrected many errors.
Added quick look-up identifies throughout the document. Still a lot to do, but
at least many errors have been corrected.
0.80 (7/3/09) - Finally got enough time together to get a tentative version of
this to be available until I have the time and acquire the information to
properly complete it. Submitted it and hoped for the best.
0.11-0.50 (2008) - Made various charts and such. Posted the FF Formulas thread
(now sticky) on 3/1/2008, which was the first readily accessible source for
much of the information that would form the basis of this document. Dallied
about a lot with school and never got around to finishing this.
0.01 (7/14/07) - Made the Weapon Critical Tables because I thought it might be
interesting.
0.10 (?/??/07) - Decided to go ahead and actually make a mechanics FAQ. I made
the word document to do it on and formatted it and stuff!
E. TO-DO LIST [TODO]
*Add Bugged Status Element in Elements section
*Add in enemy locations and formations
*Complete formation list
*Get Random Number List
*Add in hex offset references
*Include Key Item Information
*Include Treasure Data, Explain Duplicate Chests
*Incorporate Ship Game
*Incorporate Respond Rate, figure out delay rates
*Include music data?
*Include graphic data?
*Develop a better layout (make subpoints stand out more)
*Clean stuff up and correct any mistakes identified
*Other stuff I've no doubt forgotten
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| II. TERMS, ELEMENTS, & STATUSES [SEC2]|
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A. TERMINOLOGY [TERM]
A...B = Random number from A to B inclusive that division rounds down unless
otherwise specified.
R = Random Number
PC = Player Character (one of the four Light Warriors)
Enchanted Item = A Weapon or Armor that casts a magic spell when used as an
item in battle.
FI = Fighter
KN = Knight
TH = Thief
NI = Ninja
BB = Black Belt
MA = Master
RM = Red Mage
RW = Red Wizard
WM = White Mage
WW = White Wizard
BM = Black Mage
BW = Black Wizard
B. STATS [STAT]
1. Character Stats
LV = Level. Stats increase on level up, and it is used for some BB/MA formulas
EXP.= Experience Points. Gain these for level-ups.
HP = Hit Points. Your character's health.
MP = Magic Points ("Spell Charges"). The amount of times you can use a given
spell level.
STR = Strength. Increases Attack Power by [STR/2].
AGL = Agility. Increases Evasion by [AGI].
INT = Intelligence. SHOULD probably increase Magic Accuracy, but does nothing.
VIT = Vitality. Increases HP gained upon level-up by [VIT/4].
LCK = Luck. Increases chance to run (but has little influence due to a bug)
ATK = Attack (the game calls this stat "Damage," but this guide will refer to
it as "Attack" for clarity)
DEF = Defense (the game class this stat "Absorb," but this guide will refer to
it as "Defense" for clarity)
HIT%= Hit %. Increases Accuracy, and increases Number of Hits by [Hit%/32]
EVA%= Evade %. Chance to avoid attacks.
MD = Magic Defense. Chance to avoid magic attacks. This stat is hidden.
2. Equipment/Spell Stats
WATK = Weapon Attack. This increases your Attack Power.
CRIT = Critical Rate. This determines your chance of a Critical Hit.
TYPE = Enemy Family Type. Hurt category for weapons on specific enemies.
DEF = Defense. This is the Defense boost from a piece of armor.
WGT = Weight. This is the Evasion penalty from armor.
E = Effectivity. This determines the damage a spell does, or its effect.
SA = Spell Accuracy. This increases a spell's chance to hit.
ELEM = Element. The elemental affinity for Weapon/Armor/Magic.
C. ELEMENTS [ELEM]
There are eight elements of this game. While not referred to specifically by
name in the NES version, they each represent a general theme, and indeed have
been identified in subsequent version of the game. The element names that I'll
be using, combined with the identifying hexadecimal value, are:
01 - Status 10 - Fire
02 - Poison/Stone 20 - Ice
04 - Time 40 - Lightning
08 - Death 80 - Earth
Elemental affinities can apply to Weapons, Armor, Magic, Enemy Resistance and
Weakness, and Enemy Status Attacks. The combination of Poison and Stone attacks
into a single element is somewhat curious; I suspect that they were combined
due to lack of a ninth element, though why these particular elements were tied
together is beyond me.
Elements are relevant in that they affect the Power and Accuracy of attacks,
both physical and magical. They have the ability to increase Attack and Chance
to Hit of Weapons (though this is bugged and doesn't work on the NES), and may
increase OR decrease the Effectivity and Chance to Hit for Magic (and, for some
spells, prevent functioning altogether). For example, attacking a ZOMBIE with
the Flame Sword (should) give you +4 Attack and increase Chance to Hit by 40,
and getting hit with RUB while wearing a Pro Ring will reduce its Base Chance
to Hit to 0. If something is non-elemental, it just behaves as normal without
any bonuses or penalties.
Also, according to anomie, "There's also a bug in the player's elemental
weaknesses, the player is "weak" against any element their weapon is strong
against. Fortunately, the bug that prevents the weapon elemental strengths from
ever being loaded makes this bug never do anything."
Thanks to silktail's Elemental Mini-FAQ; it made collecting the following data
a little easier.
01 - Status
===Attacks===
Weapon: Xcalbur
Spells: SLEP, MUTE, DARK, SLOW, HOLD, FEAR, CONF, STUN, BLND
Skills: GAZE, FLASH, SNORTING, INK, DAZZLE
===Defenses===
Armor : Ribbon
Spells: ARUB, WALL
===Enemies===
Atk.E.: SHADOW, MUMMY, WzMUMMY, CRAWL, IMAGE, WRAITH, GHOST, GEIST, SPECTER,
PHANTOM, GrMEDUSA, VAMPIRE, WzVAMP, Zombie D, GUARD, LICH(1), LICH(2),
CHAOS
Weak : KARY(1)
Resist: BONE, R.BONE, ZomBULL, SHADOW, IMAGE, WRAITH, GHOST, ZOMBIE, GHOUL,
GEIST, SPECTER, PHANTOM, MANCAT, VAMPIRE, WzVAMP, EARTH, FIRE,
Zombie D, SCUM, MUCK, OOZE, SLIME, MUMMY, WzMUMMY, GUARD, SENTRY,
WATER, AIR, WIZARD, MudGOL, RockGOL, IronGOL, EVILMAN, NITEMARE,
WarMECH, LICH(1), LICH(2), CHAOS
02 - Poison/Stone
===Attacks===
Weapon: Xcalbur
Spells: BANE, BRAK
Skills: GLANCE, POISON (Petrify), POISON (Damage), STINGER
===Defenses===
Armor : Aegis Shield, Ribbon
Spells: WALL
===Enemies===
Atk.E.: WrWOLF, ASP, SCORPION, LOBSTER, MEDUSA, CATMAN, PEDE, SCUM, SLIME,
ARACHNID, WYVERN, OCHO, NAOCHO, NAGA, GrNAGA, MudGOL, COCTRICE
Weak : Red D, TIAMAT(1)
Resist: BONE, R.BONE, ZomBULL, SHADOW, IMAGE, WRAITH, GHOST, ZOMBIE, GHOUL,
GEIST, SPECTER, PHANTOM, MANCAT, VAMPIRE, WzVAMP, EARTH, FIRE, Frost D,
Zombie D, SCUM, MUCK, OOZE, SLIME, MUMMY, WzMUMMY, GUARD, SENTRY,
WATER, AIR, WIZARD, MudGOL, RockGOL, IronGOL, EVILMAN, NITEMARE,
WarMECH, LICH(1), LICH(2), KARY(1), KARY(2), CHAOS.
04 - Time
===Attacks===
Weapon: Xcalbur
Spells: STOP, ZAP!
Skills: GLARE
===Defenses===
Armor : Black Robe, Ribbon
Spells: WALL
===Enemies===
Atk.E.: None
Weak : None
Resist: Chaos
08 - Death
===Attacks===
Weapon: Xcalbur
Spells: RUB, XXXX
Skills: SQUINT, TOXIC
===Defenses===
Armor : ProRing, White Robe, Ribbon
Spells: ARUB, WALL
===Enemies===
Atk.E.: None
Weak : None
Resist: BONE, R.BONE, ZomBULL, SHADOW, IMAGE, WRAITH, GHOST, ZOMBIE, GHOUL,
GEIST, SPECTER, PHANTOM, MANCAT, VAMPIRE, WzVAMP, EARTH, FIRE,
Zombie D, SCUM, MUCK, OOZE, SLIME, MUMMY, WzMUMMY, GUARD, SENTRY,
WATER, AIR, MudGOL, RockGOL, IronGOL, EVILMAN, NITEMARE, WarMECH,
LICH(1), LICH(2), CHAOS
10 - Fire
===Attacks===
Weapon: Flame Sword, Xcalbur
Spells: FIRE, FIR2, FIR3
Skills: HEAT, SCORCH, BLAZE, INFERNO, CREMATE
===Defenses===
Armor : Ice Shield, Ice Armor, Dragon Armor, White Robe, Ribbon
Spells: AFIR, WALL
===Enemies===
Atk.E.: None
Weak : FrWOLF, FrGIANT, BONE, R.BONE, CREEP, ZomBULL, TROLL, SHADOW, IMAGE,
WRAITH, GHOST, ZOMBIE, GHOUL, GEIST, SPECTRE, PHANTOM, GrMEDUSA,
VAMPIRE, WzVAMP, EARTH, Frost D, Zombie D, SCUM, OOZE, SLIME, MUMMY,
WzMUMMY, Blue D, LICH(1)
Resist: AGAMA, R.GIANT, SAHAG, R.SAHAG, WzSAHAG, SHARK, GrSHARK, OddEYE,
BigEYE, CEREBUS, SeaSNAKE, LOBSTER, Grey W, MANCAT, GrPEDE, R.GOYLE,
FIRE, Red D, MUCK, PERILISK, CARBIE, GATOR, FrGATOR, OCHO, R.HYDRA,
SENTRY, WATER, NAGA, CHIMERA, JIMERA, WIZARD, MudGOL, RockGOL, IronGOL,
NITEMARE, WarMECH, KARY(1), KARY(2), KRAKEN(1), KRAKEN(2), TIAMAT(1),
TIAMAT(2), CHAOS
20 - Ice
===Attacks===
Weapon: Ice Sword, Xcalbur
Spells: ICE, ICE2, ICE3
Skills: FROST, BLIZZARD
===Defenses===
Armor : Flame Shield, Flame Armor, Dragon Armor, Black Robe, Ribbon
Spells: AICE, WALL
===Enemies===
Atk.E.: None
Weak : AGAMA, R.GIANT, CEREBUS, Grey W, FIRE, Red D, SCUM, OOZE, PERILISK,
R.HYDRA, WATER, CHIMERA, JIMERA, Gas D, NITEMARE
Resist: FrWOLF, FrGIANT, BONE, R.BONE, ZomBULL, SHADOW, IMAGE, WRAITH, GHOST,
ZOMBIE, GHOUL, GEIST, SPECTER, PHANTOM, GrMEDUSA, MANCAT, GrPEDE,
VAMPIRE, WzVAMP, R.GOYLE, EARTH, Frost D, Zombie D, MUCK, SLIME, MUMMY,
WzMUMMY, SENTRY, WIZARD, MudGOL, RockGOL, IronGOL, WarMECH, LICH(1),
LICH(2), KARY(1), KARY(2), TIAMAT(1), TIAMAT(2), CHAOS
40 - Lightning
===Attacks===
Weapon: Xcalbur
Spells: LIT, LIT2, LIT3
Skills: THUNDER
===Defenses===
Armor : Opal Shield, Opal Armor, Dragon Armor, Ribbon
Spells: ALIT, WALL
===Enemies===
Atk.E.: None
Weak : SAHAG, R.SAHAG, WSAHAG, SHARK, GrSHARK, OddEYE, BigEYE, SeaSNAKE,
LOBSTER, SeaTROLL, Frost D, MUCK, CARIBE, GATOR, FrGATOR, OCHO, GUARD,
SENTRY, NAGA, KRAKEN(1)
Resist: MANCAT, EARTH, SCUM, OOZE, SLIME, MudGOL, RockGOL, WarMECH, KARY(1),
KARY(2), TIAMAT(1), TIAMAT(2), CHAOS
80 - Earth
===Attacks===
Weapon: Xcalbur
Spells: QAKE
Skills: CRACK
===Defenses===
Armor : Ribbon
Spells: ARUB, WALL
===Enemies===
Atk.E.: None
Weak : None
Resist: SAHAG, R.SAHAG, WzSAHAG, KYZOKU, SHARK, GrSHARK, OddEYE, BigEYE,
WzOGRE, SeaSNAKE, LOBSTER, SeaTROLL, SHADOW, IMAGE, WRAITH, GHOST,
ZOMBIE, WORM, Sand W, Grey W, EYE, PHANTOM, GrMEDUSA, MANCAT, VAMPIRE,
WzVAMP, GARGOYLE, R.GOYLE, EARTH, FIRE, Frost D, Red D, Zombie D, SCUM,
MUCK, OOZE, SLIME, MATICOR, SPHINX, COCTRICE, PERILISK, WYVERN, WYRM,
CARIBE, GATOR, FrGATOR, OCHO, SENTRY, WATER, AIR, NAGA, CHIMERA,
JIMERA, Gas D, RockGOL, IronGOL, NITEMARE, WarMECH, KRAKEN(1),
KRAKEN(2), TIAMAT(1), TIAMAT(2), CHAOS
00 - Non-Elemental
===Attacks===
Weapon: [Most, including Unarmed]
Spells: CURE, HARM, FOG, RUSE, LOCK, LAMP, ALIT, INVS, TMPR, CUR2, HRM2, AFIR,
HEAL, LOK2, PURE, AICE, AMUT, SLP2, FAST, CUR3, LIFE, HRM3, HEL2, WARP,
SLO2, SOFT, EXIT, FOG2, INV2, CUR4, HRM4, ARUB, HEL3, SABR, LIF2, FADE,
WALL, XFER, NUKE
Skills: STARE, TRANCE, NUCLEAR, SWIRL, TORNADO
===Enemies===
Atk.E.: SORCERER
D. STATUSES [STUS]
Like elements, there are eight statuses in this game:
01 - Dead 10 - Paralyzed
02 - Petrified 20 - Asleep
04 - Poisoned 40 - Silenced
08 - Blind 80 - Confused
Party Formation will change when a character is dead, petrified, or poisoned at
the end of a battle (See: Party Reordering)
There are two additional "statuses" not covered by the status byte:
Regeneration - Character recovers 2HP per turn (bugged and does not work on the
NES, recovers 5% MaxHP on FF: Origins). Only enemies can have
this status, which is set when the "Enemy Type" byte is set to
80 (Regenerative - see E. Enemy Types below).
Critical - Character kneels down. This is triggered when a character's
current HP drops below MaxHP/4. Unlike subsequent games, this
has no practical significance apart from being a visual cue.
1. Status Explanations
01 - Death
Explanation: This bit is set when a character dies, either from having HP
reduced to 0, or by having the status directly applied through a status attack
or a spell (which also sets HP to 0). A character cannot do anything, receive
any damage or healing, or receive any other statuses while in this state
(although, due to a quirk of programming, characters CAN recover from statuses
previously set in-battle while dead (e.g., Paralysis))
Inflicted By
Spells: BANE, RUB, QAKE, XXXX, ZAP!
Skills: CRACK, SQUINT, GLARE, TOXIC
Status Attack: SORCERER
Cure: Using a Clinic or LIFE (Revive at 1HP), or LIF2 (Revive at Max HP)
NOTE: This status cannot be cured in-battle.
02 - Petrifaction
Explanation: While petrified, a character cannot do anything, receive damage or
healing, or receive any other statuses (however, characters will lose HP when
walking over Lava or Ice Damage Tiles). Unlike the Death status, HP is not set
to 0 when a character is petrified. Enemies however are removed from battle
when petrified, so it functions the same way as instant death against them.
Inflicted By
Spells: BRAK
Skills: GLANCE, POISON
Status Attack: COCTRICE
Cure: SOFT [Potion], SOFT (Spell)
NOTE: Like Death, this status cannot be cured in-battle.
04 - Poison
Explanation: While poisoned, a character receives 2HP of damage at the end of
every round, and takes 1HP of damage for each step in the world map. Poison
will not reduce a character's HP below 1 outside of battle, but can kill a
character in-battle. Enemies cannot be poisoned (due to a bug?), though there
is no PC-accessible Spell to inflict it in any event.
Inflicted By
Spells: None
Skills: STINGER
Status Attack: WrWOLF, ASP, SCORPION, LOBSTER, MEDUSA, CATMAN, PEDE,
SCUM, SLIME, ARACHNID, WYVERN, OCHO, NAOCHO, NAGA,
GrNAGA, MudGOL
Cure: PURE [Potion], PURE (Spell)
08 - Blind
Explanation: While blind, a character's base chance to hit when attacking is
reduced by 40, and an enemy attacking that character's base chance to hit is
increased by 40. Note that this is different from decreasing Hit% or Evasion,
which are not statuses and instead act on a character's stats which plug into
the formula, rather than altering the formula directly.
To illustrate, if a character with 22 Evasion has a spell cast on them to
reduce Evasion by 40 (ignoring the fact that no such spell exists), they have
their Evasion reduced by 40. Since a stat cannot be negative, Evasion would
equal 0. This works out to a reduction of 22 Evasion, resulting in a +22/201
(+~11%) increase in the enemy's overall chance to hit. However, if a character
with 22 Evasion is instead blinded, the enemy's _base_ chance to hit is
directly increased by 40, resulting instead in a +40/201 (+~20%) increase in
the enemy's overall chance to hit.
Inflicted By
Spells: DARK, BLND
Skills: FLASH, SNORTING, INK
Status Attack: SHADOW
Cure: LAMP, Automatically at the end of battle.
10 - Paralysis
Explanation: While paralyzed, a character cannot do anything, but can receive
damage and healing. When attacking a paralyzed target, the target's evade is
not factored in to chance to hit, and the attacker's Attack rating will be
multiplied by 5/4. A paralyzed character is still scheduled for a turn each
round, and on that turn will either continue to be "Paralyzed" or will be
"Cured!"
Inflicted By
Spells: HOLD, STUN, STOP
Skills: GAZE, TRANCE, DAZZLE
Status Attack: CRAWL, IMAGE, WRAITH, GHOST, GEIST, SPECTER, PHANTOM,
GrMEDUSA, VAMPIRE, WzVAMP, Zombie D, GUARD, LICH(1),
LICH(2), CHAOS
Cure: PCs - 25% Chance each turn, Automatically at the end of battle
Enemies - 9.8% Chance each turn
20 - Sleep
Explanation: While asleep, a character cannot do anything, but can receive
damage and healing. When attacking a sleeping target, the target's evade is
not factored in to chance to hit, and the attacker's Attack rating will be
multiplied by 5/4. A sleeping character is still scheduled for a turn each
round, and on that turn will either stay "Asleep" or will be "Cured!"
Inflicted By
Spells: SLEP, SLP2
Skills: None
Status Attack: MUMMY, WzMUMMY
Cure: PCs - Wake if R = 0...80 is less than Max HP,
Automatically at the end of battle.
Enemies - Bugged. It is supposed to be the same as PCs, but enemies
always wake on their first turn.
40 - Silence
Explanation: While silenced, a character cannot use the Magic Command (Spells),
Equip Command (Enchanted Items), or the Drink Command (Potions). It is arguable
as to whether this is a bug or not, given it doesn't make much conceptual sense
for being silenced to prevent you from drinking a potion unless, as anomie put
it, Mute literally removes your mouth. Whether it should prevent usage of
Enchanted Items is also somewhat unclear, but makes a little more sense. In any
event, all three of these commands are treated as "magic" by in-battle
operations, so that's probably why they're all prohibited. By the same token,
enemies are prevented from using their special attacks, which are also
effectively "Magic."
If a character has a command pending that Silence would ordinarily prevent in
the round they are silenced, the message "Silenced" will appear when their turn
comes up, and no action will be taken. In future rounds, you will be unable to
select one of the prohibited commands. By contrast, enemies will still attempt
to cast spells and waste turns on them after being silenced.
Inflicted By
Spells: MUTE
Skills: None
Status Attack: None
Cure: AMUT, Automatically at the end of battle
80 - Confuse
Explanation: When confused, an enemy will either attack another enemy or itself
on its turn, or recover from confusion. Enemies do not actually "attack" each
other however, but rather, are programmed to cast the "FIRE" spell. This is
true regardless of which enemy it is. PCs cannot be confused.
Inflicted By
Spells: CONF
Skills: None
Status Attack: None
Cure: 25% Chance each turn
E. ENEMY TYPES [ETYP]
Just like elements and statuses, there are 8 enemy families:
01 - Magical 10 - Were
02 - Dragon 20 - Aquatic
04 - Giant 40 - Mage
08 - Undead 80 - Regenerative
An enemy may be any combination of these, or none of them. Enemy families are
relevant for 3 purposes:
1) Weapon Damage/Accuracy Bonuses (bugged and does not work)
2) HARM (only Undead are set to be affected)
3) Setting regenerative status (bugged and does not work)
So in practice, enemy types are largely irrelevant in the bugged NES version
(aside from Undead for HARM purposes). Nevertheless, here's a breakdown of
which enemies belong to which family.
01 - Magical (26 Enemies)
WrWOLF, SHADOW, IMAGE, WRAITH, GHOST, PHANTOM, GrMEDUSA, CATMAN, VAMPIRE,
WzVAMP, GARGOYLE, R.GOYLE, EARTH, FIRE, WATER, AIR, WIZARD, MudGOL, RockGOL,
IronGOL, EVILMAN, NITEMARE, LICH, LICH 2, KARY, KARY 2
These enemies tend to have a "supernatural" or "magical" feel about them.
02 - Dragon (22 Enemies)
IGUANA, AGAMA, SAURIA, ASP, COBRA, SeaSNAKE, Frost D, Red D, Zombie D, WYVERN,
WYRM, TYRO, T Rex, FrGATOR, HYDRA, R.HYDRA, CHIMERA, JIMERA, Gas D, Blue D,
TIAMAT, TIAMAT 2
These enemies tend to be draconian or reptillian in nature.
04 - Giant (8 Enemies)
IMP, GrIMP, GIANT, FrGIANT, R.GIANT, OGRE, GrOGRE, WzOGRE
This may arguably be better rendered as "humanoid"
08 - Undead (19 Enemies)
BONE, R.BONE, ZomBULL, SHADOW, IMAGE, WRAITH, GHOST, ZOMBIE, GHOUL, GEIST,
SPECTER, PHANTOM, VAMPIRE, WzVAMP, Zombie D, MUMMY, WzMUMMY, LICH, LICH 2
Incorporates zombies, skeletons, vampires, mummies, ghosts, etc.
10 - Were (2 Enemies)
WrWOLF, CATMAN
That's right, 2 enemies. Easily the most pointless enemy group.
20 - Aquatic (13 Enemies)
SAHAG, R.SAHAG, WzSAHAG, GrSHARK, BigEYE, SeaSNAKE, LOBSTER, SeaTROLL, NAGA,
WIZARD, KRAKEN, KRAKEN 2
Enemies you would expect to find in the water, including "Wizards" but not
"Sorcerers"
40 - Mage (16 Enemies)
WzOGRE, EYE, MANCAT, WzVAMP, NAGA, GrNAGA, MudGOL, RockGOL, EVILMAN, MAGE,
FIGHTER, LICH, LICH 2, KARY, KARY 2, TIAMAT, TIAMAT 2
Enemies that use magic spells (plus Tiamat)
80 - Regenerative (9 Enemies)
WrWOLF, WzOGRE, TROLL, SeaTROLL, PHANTOM, CATMAN, VAMPIRE, WzVAMP, WARMECH
Regenerative enemies have an extra feature: they regenerate a portion of their
HP after every round. Or at least they _would_ regenerate HP, if regeneration
weren't bugged. I believe that they were supposed to regenerate 2 HP per round,
as an opposite to Poison. In FF: Origins this was changed to 5% and works.
-------------------------------------------------------------------------------
| III. CHARACTER STATISTICS [SEC3]|
-------------------------------------------------------------------------------
A. GAINING STATS [STGN]
1. Hit Points
HP goes up by VIT/4 per level. On designated level-ups for each class, a
"Strong" HP-up will occur, adding a bonus 20-25 HP on top of that. These are
specified for certain levels for each class and will not occur randomly.
2. SAIVL
Strength, Agility, Intelligence, Vitality, and Luck gains may be guaranteed
upon level up for a class. When one of these stats increases, it always does so
by 1 point. Each class has preset minimum gains for each stat, with some levels
guaranteed to have an increase in a particular stat(s). For any stat that is
not guaranteed upon level up, there is a 25% chance to gain that stat. So for
example,
Odds for Stat Increase
Level 2 Black Belt Level 3 Black Belt Level 4 Black Belt
STR: 25% STR: 100% STR: 25%
AGI: 100% AGI: 25% AGI: 100%
INT: 25% INT: 100% INT: 25%
VIT: 100% VIT: 100% VIT: 100%
LCK: 100% LCK: 100% LCK: 25%
3. Hit % and Magic Defense
Each of these stats increases linearly at a fixed rate for each class. The
Magic Defense stat is, however, hidden and cannot be observed in-game.
B. CLASS BREAKDOWN [CLAS]
1. FIGHTER/KNIGHT
Starting Stats Average L25 Stats Average L50 Stats
HP: 35 HP: ~557 HP: ~993
STR: 20 STR: 44 STR: 69
AGI: 5 AGI: ~27 AGI: ~43
INT: 1 INT: ~13 INT: ~23
VIT: 10 VIT: ~28 VIT: ~41
LCK: 5 LCK: ~23 LCK: ~35
Hit%: 10 (+3 Per Level) Hit%: 82 Hit%:157
MDef: 15 (+3 Per Level) MDef: 87 MDef:162
2. THIEF/NINJA
Starting Stats Average L25 Stats Average L50 Stats
HP: 30 HP: ~371 HP: ~660
STR: 5 STR: ~25 STR: ~42
AGI: 10 AGI: ~26 AGI: ~46
INT: 5 INT: ~17 INT: ~30
VIT: 5 VIT: ~17 VIT: ~29
LCK: 15 LCK: 39 LCK: 64
Hit%: 5 (+2 Per Level) Hit%: 53 Hit%:103
MDef: 15 (+2 Per Level) MDef: 63 MDef:113
3. BLACK BELT/MASTER
Starting Stats Average L25 Stats Average L50 Stats
HP: 33 HP: ~457 HP: 999
STR: 5 STR: ~20 STR: ~35
AGI: 5 AGI: ~20 AGI: ~36
INT: 5 INT: ~20 INT: ~35
VIT: 20 VIT: ~44 VIT: 69
LCK: 5 LCK: ~23 LCK: ~39
Hit%: 5 (+3 Per Level) Hit%: 77 Hit%:152
MDef: 10 (+4 Per Level) [BB] MDef: 34-106 MDef: 59-206
(+1 Per Level) [MA]
Due to a bug, Black Belts gain +4 Magic Defense per level, but Master actually
gain considerably less, +1. It is thus advantageous to hold off on class change
for a Black Belt.
4. RED MAGE/RED WIZARD
Starting Stats Average L25 Stats Average L50 Stats
HP: 30 HP: ~343 HP: ~591
STR: 10 STR: ~25 STR: ~41
AGI: 10 AGI: ~22 AGI: ~35
INT: 10 INT: ~25 INT: ~40
VIT: 5 VIT: ~20 VIT: ~33
LCK: 5 LCK: ~20 LCK: ~36
Hit%: 7 (+2 Per Level) Hit%: 55 Hit%:105
MDef: 20 (+2 Per Level) MDef: 68 MDef:118
5. WHITE MAGE/WHITE WIZARD
Starting Stats Average L25 Stats Average L50 Stats
HP: 28 HP: ~363 HP: ~676
STR: 5 STR: ~18 STR: ~30
AGI: 5 AGI: ~17 AGI: ~30
INT: 15 INT: ~38 INT: ~49
VIT: 10 VIT: ~24 VIT: ~36
LCK: 5 LCK: ~19 LCK: ~32
Hit%: 5 (+1 Per Level) Hit%: 29 Hit%: 54
MDef: 20 (+2 Per Level) MDef: 68 MDef:118
6. BLACK MAGE/BLACK WIZARD
Starting Stats Average L25 Stats Average L50 Stats
HP: 25 HP: ~255 HP: ~470
STR: 1 STR: ~13 STR: ~23
AGI: 10 AGI: ~22 AGI: ~32
INT: 20 INT: 44 INT: 69
VIT: 1 VIT: ~13 VIT: ~23
LCK: 10 LCK: ~21 LCK: ~32
Hit%: 5 (+1 Per Level) Hit%: 29 Hit%: 54
MDef: 20 (+2 Per Level) MDef: 68 MDef:118
C. CLASS STAT GROWTH CHARTS [GROW]
S = Strength A = Agility I = Intelligence
V = Vitality L = Luck + = Strong HP-up
1. Guaranteed Stat Gains By Level
LV Fighter Thief B. Belt R. Mage W. Mage B. Mage
L02 +SA V +SA L + A VL +S VL +SAI L + I
L03 +SA VL +S IVL S IVL AIV SAIV AIV
L04 +SAI L +SA L + A V +S VL +S I L +S I L
L05 +SA V +S I L S IVL AIV AIV IV
L06 +SA VL SA VL A VL +S VL + I L + AI L
L07 +SAI L +S I L +S IV AI S IV S IV
L08 +SA V SA L A VL +S VL + AI L + I L
L09 +SA VL +S VL S IVL + AI IV AIV
L10 +SAI L SAI L + A V +S L +S I L S I L
L11 +SA V + L S IVL IV AIV + I
L12 SA VL SA VL A VL +SA L + I L AIV
L13 +SAI L +S I L +S IV IVL S IV S I
L14 +SA V A L A VL +S + AI L + I L
L15 SA VL +S VL S IVL AIVL IV AI
L16 +SAI L SAI L + A V +S L S I L S IV
L17 +SA V A L +S IVL + IV + AIV I
L18 SA VL +S VL A VL SA I L + AI L
L19 +SAI L SAI L +S IV IVL S IV S I
L20 +SA V A L A VL S L + AI L IV
L21 S VL +S VL S IVL AIV IV AI
L22 +SAI L SAI L + A V S S I +S I L
L23 +SA V A L S IVL IVL AI L I
L24 S VL +S VL A VL SA L + IV AIV
L25 SAI L SAI L +S IV I S I S I
L26 +SA V A L A VL S V AI L + I L
L27 S VL +S VL S IVL + AI L IV AI
L28 SAI L SAI L + A V S L +S I S IV
L29 +SA V A L S IVL IV AI L I
L30 S VL + VL A VL SA IV + AI L
L31 SAI L SAI L +S IV I L S S I
L32 +S V A L + A VL S VL + A L IV
L33 SA L +SA VL S IVL AI V AI
L34 S IV SAI L + A V S S S I L
L35 +SA L A L S IVL IVL A L + I
L36 S V SA VL A VL SA L V AIV
L37 SAI L +SAI L +S IV + I +S S I
L38 +S V A L A VL S V A L I L
L39 SA L SA VL S IVL AI L V AI
L40 S IV SAI L + A V S L S S IV
L41 +SA + A L S IVL IV A L + I
L42 S S VL A VL SA + V I L
L43 SAI AI L +S IV I L S I
L44 +S S L A V S VL A L IV
L45 SA A VL S IVL AI V I
L46 S +S I L + A V S S I L
L47 +SA A L +S IV + IVL + A L I
L48 S S VL A VL SA L V IV
L49 SA AI L +S IV I S I
L50 +S S L A V S V A L I L
2. Total Minimum Stat Gains by Class and Stat
STAT Fighter Thief B. Belt R. Mage W. Mage B. Mage
STR 49 33 24 25 18 13
AGI 35 32 25 17 18 13
INT 14 17 24 24 29 49
VIT 25 16 49 22 20 14
LCK 24 49 30 25 19 14
TOTAL 147 147 152 113 104 103
SHP 27 18 20 13 15 12
D. SPELL CHARGES BY LEVEL [CHRG]
1. Knight
Starting at L15, gain a charge for L1, L2, and L3 every odd numbered level. Cap
charges at all levels at 4.
NOTE: A Fighter must class change before level 43 in order to gain all 4
charges.
2. Ninja
Starting at L15, gain a charge for L1, L2, L3, and L4 every odd numbered level.
Cap charges at all levels at 4.
NOTE: A Thief must class change before level 43 in order to gain all 4 charges.
3. Red Mage/Wizard
L 2: 3/1/0/0/0/0/0/0 L18: 7/6/5/4/3/0/0/0 *L35: 9/8/8/7/7/6/5/3
L 3: 3/2/0/0/0/0/0/0 L19: 7/6/5/5/3/0/0/0 L36: 9/8/8/7/7/6/5/4
L 4: 4/2/0/0/0/0/0/0 L20: 7/6/6/5/3/1/0/0 L37: 9/8/8/8/7/6/5/4
L 5: 4/3/0/0/0/0/0/0 L21: 8/6/6/5/4/2/0/0 L38: 9/8/8/8/7/6/6/4
L 6: 4/3/1/0/0/0/0/0 *L22: 9/6/6/5/4/2/0/0 L39: 9/8/8/8/7/6/6/5
L 7: 5/3/2/0/0/0/0/0 L23: 9/6/6/5/4/3/0/0 L40: 9/8/8/8/7/7/6/5
L 8: 5/4/2/0/0/0/0/0 L24: 9/7/6/6/4/3/0/0 L41: 9/9/8/8/7/7/6/5
L 9: 5/4/3/0/0/0/0/0 L25: 9/7/6/6/5/3/0/0 L42: 9/9/8/8/8/7/6/5
L10: 6/4/3/1/0/0/0/0 L26: 9/7/6/6/5/4/1/0 L43: 9/9/8/8/8/7/6/6
L11: 6/4/3/2/0/0/0/0 L27: 9/7/7/6/5/4/2/0 L44: 9/9/8/8/8/7/7/6
L12: 6/4/4/2/0/0/0/0 L28: 9/8/7/6/5/4/2/0 L45: 9/9/9/8/8/7/7/6
L13: 6/5/4/3/0/0/0/0 L29: 9/8/7/6/5/5/3/0 L46: 9/9/9/8/8/8/7/6
L14: 7/5/4/3/0/0/0/0 L30: 9/8/7/7/6/5/3/0 L47: 9/9/9/8/8/8/7/7
L15: 7/5/4/3/1/0/0/0 L31: 9/8/7/7/6/5/3/1 L48: 9/9/9/9/8/8/7/7
L16: 7/5/5/4/2/0/0/0 L32: 9/8/8/7/6/5/4/2 L49: 9/9/9/9/8/8/8/7
L17: 7/6/5/4/2/0/0/0 L33: 9/8/8/7/6/6/4/2 L50: 9/9/9/9/9/8/8/7
L34: 9/8/8/7/6/6/4/3
*The L1 Spell charge gain at level 22 comes suspiciously soon and breaks the
pattern of spell charge gains for the Red Mage. In light of the fact that the
RM gains a tenth L1 spell charge at level 35, this one in keeping with the
pattern, and the fact that no other class gets a tenth spell charge for any
spell level, nor does the Red Mage gain a tenth charge for any other level,
and that spell charges are capped at nine making the tenth charge ineffectual,
strongly suggests that the gain at L22 was unintentional and qualifies as a
bug.
4. White/Black Mage/Wizard
L 2: 3/1/0/0/0/0/0/0 L18: 7/6/5/5/4/2/0/0 L35: 9/8/8/8/7/6/6/5
L 3: 3/2/0/0/0/0/0/0 L19: 8/6/5/5/4/3/0/0 L36: 9/8/8/8/7/7/6/5
L 4: 4/2/0/0/0/0/0/0 L20: 8/6/6/5/4/3/1/0 L37: 9/8/8/8/7/7/6/6
L 5: 4/3/1/0/0/0/0/0 L21: 8/6/6/5/4/3/2/0 L38: 9/9/8/8/7/7/6/6
L 6: 4/3/2/0/0/0/0/0 L22: 8/6/6/5/5/4/2/0 L39: 9/9/8/8/7/7/7/6
L 7: 5/3/2/0/0/0/0/0 L23: 8/6/6/6/5/4/3/0 L40: 9/9/8/8/8/7/7/6
L 8: 5/3/3/1/0/0/0/0 L24: 9/7/6/6/5/4/3/0 L41: 9/9/8/8/8/7/7/7
L 9: 5/4/3/2/0/0/0/0 L25: 9/7/6/6/5/5/3/1 L42: 9/9/8/8/8/8/7/7
L10: 6/4/3/2/0/0/0/0 L26: 9/7/6/6/5/5/4/2 L43: 9/9/9/8/8/8/7/7
L11: 6/4/4/3/0/0/0/0 L27: 9/7/7/6/6/5/4/2 L44: 9/9/9/8/8/8/8/7
L12: 6/4/4/3/1/0/0/0 L28: 9/8/7/6/6/5/4/3 L45: 9/9/9/8/8/8/8/8
L13: 6/5/4/3/2/0/0/0 L29: 9/8/7/7/6/5/5/3 L46: 9/9/9/9/8/8/8/8
L14: 7/5/4/4/2/0/0/0 L30: 9/8/7/7/6/6/5/4 L47: 9/9/9/9/9/8/8/8
L15: 7/5/5/4/3/0/0/0 L31: 9/8/8/7/6/6/5/4 L48: 9/9/9/9/9/9/8/8
L16: 7/5/5/4/3/1/0/0 L32: 9/8/8/7/7/6/5/4 L49: 9/9/9/9/9/9/9/8
L17: 7/6/5/4/3/2/0/0 L33: 9/8/8/7/7/6/5/5 L50: 9/9/9/9/9/9/9/9
L34: 9/8/8/7/7/6/6/5
E. EXPERIENCE TABLE [EXPT]
All classes require the same amount of experience to level up on any given
level. Total experience required to reach each level is listed, along with
experience to reach a particular level from the previous level in parenthesis.
L 2: 40 (+ 40) L18: 69617 (+11272) L35: 497648 (+32799)
L 3: 196 (+ 156) L19: 82253 (+12636) L36: 530448 (+32800)
L 4: 547 (+ 351) L20: 96332 (+14079) L37: 563247 (+32759)
L 5: 1171 (+ 624) L21: 111932 (+15600) L38: 596047 (+32800)
L 6: 2146 (+ 975) L22: 129131 (+17199) L39: 628846 (+32799)
L 7: 3550 (+ 1404) L23: 148008 (+18877) L40: 661646 (+32800)
L 8: 5461 (+ 1911) L24: 168639 (+20631) L41: 694445 (+32799)
L 9: 7957 (+ 2496) L25: 191103 (+22464) L42: 727245 (+32800)
L10: 11116 (+ 3159) L26: 215479 (+24376) L43: 760044 (+32799)
L11: 15016 (+ 3900) L27: 241843 (+26364) L44: 792844 (+32800)
L12: 19735 (+ 4719) L28: 270275 (+28432) L45: 825643 (+32799)
L13: 25351 (+ 5616) L29: 300851 (+30576) L46: 858443 (+32800)
L14: 31942 (+ 6591) L30: 333651 (+32800) L47: 891242 (+32799)
L15: 39586 (+ 7644) L31: 366450 (+32799) L48: 924042 (+32800)
L16: 48361 (+ 8775) L32: 399250 (+32800) L49: 956841 (+32799)
L17: 58345 (+ 9984) L33: 432049 (+32799) L50: 989641 (+32800)
L34: 464849 (+32800)
-------------------------------------------------------------------------------
| IV. PHYSICAL ATTACKS [SEC4]|
-------------------------------------------------------------------------------
A. VARIABLES [PVAR]
A = Attack (Listed in the game as "Damage")
D = Defense (Listed in the game as "Absorb")
H = Hit % (Accuracy)
E = Evasion
BC = Base Chance to Hit
1. The formula for a character's Attack ("Damage") rating is:
Standard
Attack = Weapon Attack + STR/2
Armed BB/MA or BM/BW
Attack = Weapon Attack + STR/2 + 1
Unarmed BB/MA
Attack = Level*2
NOTE: Attack power cannot be higher than 255. It will "roll over" to 0 and
continue to climb from there if it goes higher. (This is not possible during
normal gameplay).
2. The formula for a character's Defense ("Absorb") rating is:
Standard
Defense = Sum of Equipped Armor
Unequipped* BB/MA
Defense = Level
*NOTE: The game is supposed to check to see if the BB is wearing armor, and if
not, to set Defense = Level. However, the game is bugged to check whether a
Weapon is equipped, rather than armor, upon level-up. As a result, if a BB is
unarmed but wearing armor and levels up, the level is used for defense rather
than armor. This can be dangerous later in the game, where a BB is likely to be
using armor but not a weapon. However, it can be fixed simply by entering the
Armor screen in the menu.
It may be worth noting that at very high levels, this bug can be exploited to
give a BB the benefits of a Ribbon without having to sacrifice the good natural
Defense that comes with a high level.
3. The formula for a character's Hit% is:
Hit% = Weapon Accuracy + Character's Hit%
4. The formula for a character's Evasion is:
Evasion = 48 + AGL - Armor Weight
5. The formula for determining a character's # of Hits is:
Standard
# of Hits = [1+(Hit%/32)]*Hit Multiplier
Unarmed BB/MA</pre><pre id="faqspan-2">
# of Hits = 2([1+(Hit%/32)]*Hit Multiplier)
*Hit Multiplier = 1 by default, and ranges from 0 to 2
*FAST increases Hit Multiplier by 1
*SLOW decreases Hit Multiplier by 1
*Minimum number of hits is 1
6. A Character's Critical Hit Rate is determined by:
Standard
Critical Rate = Weapon Index Number*
Unarmed BB/MA
Critical Rate = Level*2
Unarmed non-BB/MA
Critical Rate = 0
*This is a bug. Critical rates were supposed to use another variable.
B. DAMAGE FORMULAS [DFRM]
NOTES:
*Calculate Damage separately for each hit
*Minimum Value of Damage for each hit is 1
*Total Damage from an Attack is the sum of all damage from successful hits
1. The formula for Physical Damage is:
Damage = A...2A - D
--If the Target is weak to an Elemental or Enemy-Type attribute of the weapon,
add +4 to A (this is bugged and doesn't work on the NES version)
--If the target is Asleep or Paralyzed, A = A*5/4
2. For Critical Hits, the formula is:
Damage = (A...2A) + (A...2A - D)
NOTE: Both sets of A...2A are the same value
On FF: Origins, the formula for Critical Hits appears to be different.
C) ACCURACY FORMULAS [AFRM]
1. Base Chance to Hit (BC)
Base Chance to Hit = 168
--If the Attacker is blind, subtract -40
--If the Target is blind, add +40
--If the Target is weak to an attack, add +40*
*This occurs if a Weapon Attribute matches an Elemental Weakness or Enemy Type
characteristic on the enemy. This property is bugged and does not work on the
NES version.
2. Chance to Hit
Chance to Hit = (BC + H)* - E
--If the Target is Asleep or Paralyzed, Chance to Hit = BC
*The value in parenthesis is capped at 255 _before_ Evasion is subtracted
A Hit Roll is done and a random number is selected from 0 to 200. If that
number is less than or equal to the Chance to Hit, the Hit connects. 0 is an
automatic hit, and 200 is an automatic miss. The % chance of hitting may be
expressed by:
Percentage Chance to Hit = [Chance to Hit + 1]/201
NOTE: The _proper_ Chance to Hit Formula _should_ be:
BC + H - E
--If the Target is Asleep or Paralyzed, Chance to Hit = BC + H
However, a bug in the NES version clamps Base Chance to Hit and Hit% at 255
before Evasion can be subtracted (and ignores Hit% when asleep or paralyzed).
This means that as a practical matter, Hit% greater than 87 is irrelevant for
Accuracy. This is also what allows a character to become virtually un-hittable
by repeatedly using RUSE or INVS to reach max evasion. I believe this bug is
fixed on Origins.
3. Critical Hit Chance
Standard
Critical Rate = Weapon Index Number
For Unarmed BB/MAs
Critical Rate = Level*2
For Unarmed Non-BB/MA
Critical Rate = 0
If the random number selected for the Hit Roll is less than or equal to the
Critical Rate, then that hit is a Critical Hit. 0 is an automatic Critical, and
200 is an automatic Non-Critical. The % chance of getting a Critical Hit may be
expressed by:
Percentage Chance for Critical = [CRT + 1]/201
NOTES:
*Even with a Critical Rate of 0, there is a default 1/201 chance of a 0 being
generated, which is an automatic critical hit.
*It is possible (albeit very unlikely) for the Chance to Hit to be LOWER than
the Critical Rate. If this happens, it is possible for a roll that qualifies as
a Critical Hit to ALSO qualify as a miss, which results in the attack missing
(a "Critical Miss" if you will).
D. STATUS ATTACKS [SFRM]
This represents an enemy's chance to inflict status ailments with a Physical
Attack.
1. Base Chance to Inflict
Base Chance = 100
--If the Target is resistant to an enemy's Weakness*, Base Chance = 0
*This is a bug. It should use the Enemy's Attack Element instead of its
weakness. I believe this is fixed in Origins.
2. Chance to Inflict
Chance to Inflict = BC - MD
Select a random number from 0...200. If the number is equal to or less than the
Chance to Inflict, the status is applied. This is calculated separately for
each hit.
NOTE: This is bugged on the NES so that (most) misses following a successful
hit get a chance to inflict the status as well. Misses because of rolling a 200
do not get a chance to inflict the status however. anomie has come up with the
following to illustrate this:
H = Hit
M = Normal Miss
X = Miss from rolling 200
* = Chance to inflict status
M M H* M* M* X M* H* X
This _should_ be:
M M H* M M X M H* X
E. EQUIPMENT CHARTS [EQUP]
--KEY--
--Classes-- --Elements-- --Enemy Type--
FI = Fighter KN = Knight S = Status X = Magical
TH = Thief NI = Ninja P = Poison/Stone D = Dragon
BB = Black Belt MA = Master T = Time G = Giant
RM = Red Mage RW = Red Wizard D = Death U = Undead
WM = White Mage WW = White Wizard F = Fire W = Were
BM = Black Mage BW = Black Wizard I = Ice A = Aquatic (Water)
NOTE: If only the advanced class can L = Lightning M = Mage
equip something, that symbol is used. E = Earth R = Regenerative
--Weapons-- --Armor--
[S] = Sword [A] = Armor
[K] = Knife [R] = Robe
[A] = Axe [B] = Bracelet
[H] = Hammer [S] = Shield
[R] = Staff/Rod [H] = Helmet
[N] = Nunchucks [G] = Gauntlet
1. WEAPON CHART
Index# WEAPON Attack Hit% Crit Type Spell Price Equippable By
01 Wooden[N] 12 0 10 -- ---- 10 NI BB
02 Small [K] 5 10 5 -- ---- 5 FI TH RM BM
03 Wooden[R] 6 0 1 -- ---- 5 FI NI BB RM WM BM
04 Rapier 9 5 10 -- ---- 10 FI TH RM
05 Iron [H] 9 0 1 -- ---- 10 FI NI WM
06 Short [S] 15 10 5 -- ---- 550 FI NI RM
07 Hand [A] 16 5 3 -- ---- 550 FI NI
08 Scimtar 10 10 5 -- ---- 200 FI TH RM
09 Iron [N] 16 0 10 -- ---- 200 NI BB
10 Large [K] 7 10 5 -- ---- 175 FI TH RM BM
11 Iron [S] 14 0 1 -- ---- 200 FI NI BB
12 Sabre 13 5 10 -- ---- 450 FI TH RM
13 Long [S] 20 10 5 -- ---- 1500 FI NI RM
14 Great [A] 22 5 3 -- ---- 2000 FI NI
15 Falchon 15 10 5 -- ---- 450 FI TH RM
16 Silver[K] 10 15 5 -- ---- 800 FI TH RM BM
17 Silver[S] 23 15 5 -- ---- 4000 FI NI RM
18 Silver[H] 12 5 1 -- ---- 2500 FI NI WM
19 Silver[A] 25 10 4 -- ---- 4500 FI NI
20 Flame [S] 26 20 5 F/U/R ---- 10000 FI NI RM
21 Ice [S] 29 25 5 Ice ---- 15000 FI NI RM
22 Dragon[S] 19 15 10 Dragon ---- 8000 FI TH RM
23 Giant [S] 21 20 5 Giant ---- 8000 FI NI RM
24 Sun [S] 32 30 5 Undead ---- 20000 FI NI RM
25 Coral [S] 19 15 10 Aquatic ---- 8000 FI TH RM
26 Were [S] 18 15 5 Were ---- 6000 FI NI RM
27 Rune [S] 18 15 5 X/M ---- 5000 FI TH RM
28 Power [R] 12 0 1 -- ---- 12345 FI NI BB WM BM
29 Light [A] 28 15 3 Undead HRM2 10000 FI NI
30 Heal [R] 6 0 1 -- HEAL 25000 NI WM
31 Mage [R] 12 10 1 -- FIR2 25000 NI BM
32 Defense 30 35 5 -- RUSE 40000 KN NI RW
33 Wizard[R] 15 15 1 -- CONF 50000 BW
34 Vorpal 24 25 30 -- ---- 30000 KN NI RW
35 CatClaw 22 35 5 -- ---- 65000 KN NI RW BW
36 Thor [H] 18 15 1 -- LIT2 40000 KN NI WW
37 Bane [S] 22 20 10 -- BANE 60000 KN NI RW
38 Katana 33 35 30 -- ---- 60000 NI
39 Xcalber 45 35 5 ALL ---- 60000 KN
40 Masmune 56 50 10 -- ---- 60000 FI TH BB RM WM BM
2. ARMOR CHART
Index# Armor Defense Weight Resist Spell Price Equippable By
01 Cloth 1 2 --- ---- 10 FI TH BB RM WM BM
02 Wooden[A] 4 8 --- ---- 50 FI TH BB RM
03 Chain [A] 15 15 --- ---- 80 FI NI RM
04 Iron [A] 24 23 --- ---- 800 FI NI
05 Steel [A] 34 33 --- ---- 45000 FI
06 Silver[A] 18 8 --- ---- 7500 FI NI RM
07 Flame [A] 34 10 Ice ---- 30000 FI NI
08 Ice [A] 34 10 Fire ---- 30000 FI NI
09 Opal [A] 42 10 Lit ---- 60000 KN
10 Dragon[A] 42 10 F/I/L ---- 60000 KN
11 Copper[B] 4 1 --- ---- 100 FI TH BB RM WM BM
12 Silver[B] 15 1 --- ---- 5000 FI TH BB RM WM BM
13 Gold [B] 24 1 --- ---- 50000 FI TH BB RM WM BM
14 Opal [B] 34 1 --- ---- 65000 FI TH BB RM WM BM
15 White [R] 24 2 F/D INV2 2 WW
16 Black [R] 24 2 I/T ICE2 2 BW
17 Wooden[S] 2 0 --- ---- 15 FI NI
18 Iron [S] 4 0 --- ---- 100 FI NI
19 Silver[S] 8 0 --- ---- 2500 FI NI
20 Flame [S] 12 0 Ice ---- 10000 FI NI
21 Ice [S] 12 0 Fire ---- 10000 FI NI
22 Opal [S] 16 0 Lit ---- 15000 KN
23 Aegis [S] 16 0 Poison ---- 40000 KN
24 Buckler 2 0 --- ---- 2500 FI TH RM
25 ProCape 8 2 --- ---- 20000 FI TH RM WM BM
26 Cap 1 1 --- ---- 80 FI TH BB RM WM BM
27 Wooden[H] 3 3 --- ---- 100 FI NI
28 Iron [H] 5 5 --- ---- 450 FI NI
29 Silver[H] 6 3 --- ---- 2500 FI NI
30 Opal [H] 8 3 --- ---- 10000 KN
31 Heal [H] 6 3 --- HEAL 20000 KN NI
32 Ribbon 1 1 ALL ---- 2 FI TH BB RM WM BM
33 Gloves 1 1 --- ---- 60 FI TH BB RM WM BM
34 Copper[G] 2 3 --- ---- 200 FI NI
35 Iron [G] 4 5 --- ---- 750 FI NI
36 Silver[G] 6 3 --- ---- 2500 FI NI RW
37 Zeus [G] 6 3 --- LIT2 15000 KN NI RW
38 Power [G] 6 3 --- SABR 10000 FI NI RW
39 Opal [G] 8 3 --- ---- 20000 KN
40 ProRing 8 1 Death ---- 20000 FI TH BB RM WM BM
F. WEAPON CRITICAL HIT CHANCE TABLE [CRIT]
The following chart lists each weapon with its critical hit rate, along with
data showing the frequency of critical hits with each number of hits it is
capable of, and the level at which each class that can equip the weapon will
attain those hits.
[Index#] [Chance of at Least 1 Critical Hit]
Weapon 1 2 3 4 5 6 <- Hit# Potential
0 Crits [Chance of specified number of Critical Hits]
1 |
2 |
3 |
4 |
5 |
6 ^
[Classes Capable of that Many Hits and Level Available]
* = below 0.01%
01 1.00% 1.98% 2.96% 3.92% 4.88%
W.Nunchuck 1 2 3 4 5
1 1.00% 1.97% 2.93% 3.86% 4.78%
2 0.01% 0.03% 0.06% 0.10%
3 * * *
4 * *
5 *
NI 1 NI 15 NI 31 NI 47
BB 1 BB 10 BB 21 BB 32 BB 42
02 1.49% 2.96% 4.41% 5.84% 7.24% 8.63%
Small K. 1 2 3 4 5 6
1 1.49% 2.94% 4.34% 5.71% 7.03% 8.30%
2 0.02% 0.07% 0.13% 0.21% 0.31%
3 * * * 0.01%
4 * * *
5 * *
6 *
FI 1 FI 5 FI 16 FI 27 FI 37 FI 48
TH 1 TH 10 TH 26 TH 42
RM 1 RM 9 RM 25 RM 41
BM 1 BM 18 BM 50
03 1.99% 3.94% 5.85% 7.73% 9.56%
W. Staff 1 2 3 4 5
1 1.99% 3.90% 5.73% 7.49% 9.18%
2 0.04% 0.12% 0.23% 0.37%
3 * * 0.01%
4 * *
5 *
FI 1 FI 9 FI 19 FI 30 FI 41
NI 1 NI 15 NI 31 NI 47
BB 1 BB 10 BB 21 BB 32 BB 42
RM 1 RM 14 RM 30 RM 46
WM 1 WM 28
BM 1 BM 28
04 2.49% 4.91% 7.28% 9.59% 11.83% 14.03%
Rapier 1 2 3 4 5 6
1 2.49% 4.85% 7.10% 9.23% 11.25% 13.16%
2 0.06% 0.18% 0.35% 0.57% 0.84%
3 * 0.01% 0.01% 0.03%
4 * * *
5 * *
6 *
FI 1 FI 7 FI 18 FI 28 FI 39 FI 50
TH 1 TH 12 TH 28 TH 44
RM 1 RM 11 RM 27 RM 43
05 2.99% 5.88% 8.69% 11.42% 14.06%
Iron H. 1 2 3 4 5
1 2.99% 5.79% 8.43% 10.90% 13.22%
2 0.09% 0.26% 0.50% 0.81%
3 * 0.01% 0.03%
4 * *
5 *
FI 1 FI 9 FI 19 FI 30 FI 41
NI 1 NI 15 NI 31 NI 47
WM 1 WM 28
06 3.48% 6.84% 10.09% 13.22% 16.24% 19.16%
Short S. 1 2 3 4 5 6
1 3.48% 6.72% 9.73% 12.53% 15.11% 17.50%
2 0.12% 0.35% 0.68% 1.09% 1.58%
3 * 0.02% 0.04% 0.08%
4 * * *
5 * *
6 *
FI 1 FI 5 FI 16 FI 27 FI 37 FI 48
NI 1 NI 10 NI 26 NI 42
RM 1 RM 9 RM 25 RM 41
07 3.98% 7.80% 11.47% 14.99% 18.38% 21.63%
Hand Axe 1 2 3 4 5 6
1 3.98% 7.64% 11.01% 14.09% 16.92% 19.49%
2 0.16% 0.46% 0.88% 1.40% 2.02%
3 0.01% 0.02% 0.06% 0.11%
4 * * *
5 * *
6 *
FI 1 FI 7 FI 18 FI 28 FI 39 FI 50
NI 1 NI 12 NI 28 NI 44
08 4.48% 8.75% 12.84% 16.74% 20.47% 24.03%
Scimitar 1 2 3 4 5 6
1 4.48% 8.55% 12.26% 15.61% 18.64% 21.37%
2 0.20% 0.57% 1.10% 1.75% 2.50%
3 0.01% 0.03% 0.08% 0.16%
4 * * 0.01%
5 * *
6 *
FI 1 FI 5 FI 16 FI 27 FI 37 FI 48
TH 1 TH 10 TH 26 TH 42
RM 1 RM 9 RM 25 RM 41
09 4.98% 9.70% 14.20% 18.46% 22.52%
I.Nunchuck 1 2 3 4 5
1 4.98% 9.46% 13.48% 17.08% 20.28%
2 0.25% 0.71% 1.34% 2.12%
3 0.01% 0.05% 0.11%
4 * *
5 *
NI 1 NI 15 NI 31 NI 47
BB 1 BB 10 BB 21 BB 32 BB 42
10 5.47% 10.65% 15.54% 20.16% 24.53% 28.66%
Large K. 1 2 3 4 5 6
1 5.47% 10.35% 14.67% 18.49% 21.85% 24.78%
2 0.30% 0.85% 1.61% 2.53% 3.59%
3 0.02% 0.06% 0.15% 0.28%
4 * * 0.01%
5 * *
6 *
FI 1 FI 5 FI 16 FI 27 FI 37 FI 48
TH 1 TH 10 TH 26 TH 42
RM 1 RM 9 RM 25 RM 41
BM 1 BM 18 BM 50
11 5.97% 11.58% 16.86% 21.83% 26.49%
Iron Rod 1 2 3 4 5
1 5.97% 11.23% 15.84% 19.85% 23.34%
2 0.36% 1.00% 1.89% 2.96%
3 0.02% 0.08% 0.19%
4 * 0.01%
5 *
FI 1 FI 9 FI 19 FI 30 FI 41
NI 1 NI 15 NI 31 NI 47
BB 1 BB 10 BB 21 BB 32 BB 42
12 6.47% 12.52% 18.18% 23.47% 28.42% 33.05%
Sabre 1 2 3 4 5 6
1 6.47% 12.10% 16.97% 21.17% 24.75% 27.78%
2 0.42% 1.17% 2.20% 3.42% 4.80%
3 0.03% 0.10% 0.24% 0.44%
4 * 0.01% 0.02%
5 * *
6 *
FI 1 FI 7 FI 18 FI 28 FI 39 FI 50
TH 1 TH 12 TH 28 TH 44
RM 1 RM 11 RM 27 RM 43
13 6.97% 13.45% 19.47% 25.08% 30.30% 35.15%
Long Sword 1 2 3 4 5 6
1 6.97% 12.96% 18.09% 22.44% 26.09% 29.13%
2 0.49% 1.35% 2.52% 3.91% 5.45%
3 0.03% 0.13% 0.29% 0.54%
4 * 0.01% 0.03%
5 * *
6 *
FI 1 FI 5 FI 16 FI 27 FI 37 FI 48
NI 1 NI 10 NI 26 NI 42
RM 1 RM 9 RM 25 RM 41
14 7.46% 14.37% 20.76% 26.67% 32.14% 37.21%
Great Axe 1 2 3 4 5 6
1 7.46% 13.81% 19.17% 23.65% 27.36% 30.38%
2 0.56% 1.55% 2.86% 4.41% 6.13%
3 0.04% 0.15% 0.36% 0.66%
4 * 0.01% 0.04%
5 * *
6 *
FI 1 FI 7 FI 18 FI 28 FI 39 FI 50
NI 1 NI 12 NI 28 NI 44
15 7.96% 15.29% 22.03% 28.24% 33.95% 39.21%
Falchon 1 2 3 4 5 6
1 7.96% 14.65% 20.23% 24.83% 28.56% 31.55%
2 0.63% 1.75% 3.22% 4.94% 6.82%
3 0.05% 0.19% 0.43% 0.79%
4 * 0.02% 0.05%
5 * *
6 *
FI 1 FI 5 FI 16 FI 27 FI 37 FI 48
TH 1 TH 10 TH 26 TH 42
RM 1 RM 9 RM 25 RM 41
16 8.46% 16.20% 23.28% 29.78% 35.72% 41.15%
Silver K. 1 2 3 4 5 6
1 8.46% 15.48% 21.26% 25.95% 29.70% 32.62%
2 0.72% 1.96% 3.60% 5.49% 7.54%
3 0.06% 0.22% 0.51% 0.93%
4 0.01% 0.02% 0.06%
5 * *
6 *
FI 1 FI 4 FI 14 FI 25 FI 36 FI 46
TH 1 TH 7 TH 23 TH 39
RM 1 RM 6 RM 22 RM 38
BM 1 BM 13 BM 45
17 8.96% 17.11% 24.53% 31.29% 37.44% 43.05%
Silver S. 1 2 3 4 5 6
1 8.96% 16.31% 22.27% 27.03% 30.77% 33.61%
2 0.80% 2.19% 3.99% 6.05% 8.27%
3 0.07% 0.26% 0.60% 1.08%
4 0.01% 0.03% 0.08%
5 * *
6 *
FI 1 FI 4 FI 14 FI 25 FI 36 FI 46
NI 1 NI 7 NI 23 NI 39
RM 1 RM 6 RM 22 RM 38
18 9.45% 18.01% 25.76% 32.78% 39.13% 44.89%
Silver H. 1 2 3 4 5 6
1 9.45% 17.12% 23.25% 28.07% 31.77% 34.52%
2 0.89% 2.43% 4.40% 6.63% 9.01%
3 0.08% 0.31% 0.69% 1.25%
4 0.01% 0.04% 0.10%
5 * *
6 *
FI 1 FI 7 FI 18 FI 28 FI 39 FI 50
NI 1 NI 12 NI 28 NI 44
WM 1 WM 23
19 9.95% 18.91% 26.98% 34.24% 40.79% 46.68%
Silver A. 1 2 3 4 5 6
1 9.95% 17.92% 24.21% 29.06% 32.71% 35.35%
2 0.99% 2.67% 4.82% 7.23% 9.77%
3 0.10% 0.35% 0.80% 1.44%
4 0.01% 0.04% 0.12%
5 * 0.01%
6 *
FI 1 FI 5 FI 16 FI 27 FI 37 FI 48
NI 1 NI 10 NI 26 NI 42
20 10.45% 19.80% 28.18% 35.69% 42.41% 48.42%
Flame S. 1 2 3 4 5 6
1 10.45% 18.71% 25.14% 30.01% 33.60% 36.10%
2 1.09% 2.93% 5.25% 7.84% 10.53%
3 0.11% 0.41% 0.91% 1.64%
4 0.01% 0.05% 0.14%
5 * 0.01%
6 *
FI 1 FI 2 FI 13 FI 23 FI 34 FI 45
NI 1 NI 5 NI 21 NI 37
RM 1 RM 4 RM 20 RM 36
21 10.95% 20.69% 29.37% 37.10% 43.99% 50.12%
Ice Sword 1 2 3 4 5 6
1 10.95% 19.49% 26.04% 30.92% 34.42% 36.78%
2 1.20% 3.20% 5.70% 8.46% 11.30%
3 0.13% 0.47% 1.04% 1.85%
4 0.01% 0.06% 0.17%
5 * 0.01%
6 *
FI 1 FI 1 FI 11 FI 22 FI 32 FI 43
NI 1 NI 2 NI 18 NI 34 NI 50
RM 1 RM 1 RM 17 RM 33 RM 49
22 11.44% 21.58% 30.55% 38.50% 45.53% 51.77%
Dragon S. 1 2 3 4 5 6
1 11.44% 20.27% 26.92% 31.79% 35.19% 37.39%
2 1.31% 3.48% 6.16% 9.09% 12.08%
3 0.15% 0.53% 1.18% 2.08%
4 0.02% 0.08% 0.20%
5 * 0.01%
6 *
FI 1 FI 4 FI 14 FI 25 FI 36 FI 46
TH 1 TH 7 TH 23 TH 39
RM 1 RM 6 RM 22 RM 38
23 11.94% 22.46% 31.71% 39.87% 47.05% 53.37%
Giant S. 1 2 3 4 5 6
1 11.94% 21.03% 27.78% 32.61% 35.90% 37.94%
2 1.43% 3.77% 6.63% 9.74% 12.86%
3 0.17% 0.60% 1.32% 2.32%
4 0.02% 0.09% 0.24%
5 * 0.01%
6 *
FI 1 FI 2 FI 13 FI 23 FI 34 FI 45
NI 1 NI 5 NI 21 NI 37
RM 1 RM 4 RM 20 RM 36
24 12.44% 23.33% 32.86% 41.22% 48.53% 54.93%
Sun Sword 1 2 3 4 5 6
1 12.44% 21.78% 28.61% 33.40% 36.56% 38.41%
2 1.55% 4.06% 7.12% 10.39% 13.64%
3 0.19% 0.67% 1.48% 2.58%
4 0.02% 0.10% 0.28%
5 * 0.02%
6 *
FI 1 FI 1 FI 9 FI 20 FI 31 FI 41
NI 1 NI 1 NI 16 NI 32 NI 48
RM 1 RM 1 RM 15 RM 31 RM 47
25 12.94% 24.19% 34.00% 42.54% 49.97% 56.44%
Coral S. 1 2 3 4 5 6
1 12.94% 22.52% 29.42% 34.15% 37.16% 38.83%
2 1.67% 4.37% 7.61% 11.04% 14.42%
3 0.22% 0.75% 1.64% 2.86%
4 0.03% 0.12% 0.32%
5 * 0.02%
6 *
FI 1 FI 4 FI 14 FI 25 FI 36 FI 46
TH 1 TH 7 TH 23 TH 39
RM 1 RM 6 RM 22 RM 38
26 13.43% 25.06% 35.13% 43.84% 51.39% 57.92%
Were Sword 1 2 3 4 5 6
1 13.43% 23.26% 30.20% 34.86% 37.72% 39.18%
2 1.80% 4.69% 8.11% 11.71% 15.20%
3 0.24% 0.84% 1.82% 3.14%
4 0.03% 0.14% 0.37%
5 * 0.02%
6 *
FI 1 FI 4 FI 14 FI 25 FI 36 FI 46
NI 1 NI 7 NI 23 NI 39
RM 1 RM 6 RM 22 RM 38
27 13.93% 25.92% 36.24% 45.12% 52.77% 59.35%
Rune Sword 1 2 3 4 5 6
1 13.93% 23.98% 30.96% 35.53% 38.22% 39.48%
2 1.94% 5.01% 8.63% 12.37% 15.97%
3 0.27% 0.93% 2.00% 3.45%
4 0.04% 0.16% 0.42%
5 * 0.03%
6 *
FI 1 FI 4 FI 14 FI 25 FI 36 FI 46
TH 1 TH 7 TH 23 TH 39
RM 1 RM 6 RM 22 RM 38
28 14.43% 26.77% 37.33% 46.38% 54.12%
Power S. 1 2 3 4 5
1 14.43% 24.69% 31.69% 36.16% 38.68%
2 2.08% 5.34% 9.15% 13.04%
3 0.30% 1.03% 2.20%
4 0.04% 0.19%
5 *
FI 1 FI 9 FI 19 FI 30 FI 41
NI 1 NI 15 NI 31 NI 47
BB 1 BB 10 BB 21 BB 32 BB 42
WM 1 WM 28
BM 1 BM 28
29 14.93% 27.63% 38.43% 47.62% 55.43% 62.09%
Light Axe 1 2 3 4 5 6
1 14.93% 25.40% 32.41% 36.76% 39.09% 39.91%
2 2.23% 5.69% 9.67% 13.72% 17.50%
3 0.33% 1.13% 2.41% 4.09%
4 0.05% 0.21% 0.54%
5 * 0.04%
6 *
FI 1 FI 4 FI 14 FI 25 FI 36 FI 46
NI 1 NI 7 NI 23 NI 39
30 15.42% 27.47% 39.51% 48.83%
Heal Staff 1 2 3 4
1 15.42% 26.09% 33.10% 37.32%
2 2.38% 6.04% 10.21%
3 0.37% 1.24%
4 0.06%
NI 1 NI 15 NI 31 NI 47
WM 1 WM 28
31 15.92% 29.30% 40.55% 50.02%
Mage Staff 1 2 3 4
1 15.92% 26.77% 33.76% 37.85%
2 2.53% 6.39% 10.75%
3 0.40% 1.36%
4 0.06%
NI 1 NI 10 NI 26 NI 42
BM 1 BM 18 BM 50
32 16.42% 30.14% 41.61% 51.20% 59.21% 65.91% 71.50%
Defense 1 2 3 4 5 6 7
1 16.42% 27.44% 34.41% 38.35% 40.06% 40.18% 39.18%
2 2.70% 6.76% 11.30% 15.74% 19.73% 23.09%
3 0.44% 1.48% 3.09% 5.17% 7.56%
4 0.07% 0.30% 0.76% 1.48%
5 0.01% 0.06% 0.17%
6 * 0.01%
7 *
KN 1 KN 1 KN 8 KN 18 KN 29 KN 40 KN 50
NI 1 NI 1 NI 13 NI 29 NI 45
RW 1 RW 1 RW 12 RW 28 RW 44
33 16.92% 30.97% 42.64%
Wizard S. 1 2 3
1 16.92% 28.11% 35.03%
2 2.86% 7.13%
3 0.48%
BW 1 BW 13 BW 45
34 17.41% 31.79% 43.67% 53.48% 61.58% 68.27%
Vorpal 1 2 3 4 5 6
1 17.41% 28.76% 35.63% 39.23% 40.50% 40.14%
2 3.03% 7.51% 12.41% 17.08% 21.16%
3 0.53% 1.74% 3.60% 5.95%
4 0.09% 0.38% 0.94%
5 0.02% 0.08%
6 *
KN 1 KN 1 KN 11 KN 22 KN 32 KN 43
NI 1 NI 2 NI 18 NI 34 NI 50
RW 1 RW 1 RW 17 RW 33 RW 49
35 17.91% 32.62% 44.68% 54.59% 62.72% 69.40% 74.88%
CatClaw 1 2 3 4 5 6 7
1 17.91% 29.41% 36.21% 39.63% 40.67% 40.06% 38.36%
2 3.21% 7.90% 12.97% 17.75% 21.85% 25.11%
3 0.57% 1.89% 3.87% 6.36% 9.13%
4 0.10% 0.42% 1.04% 1.99%
5 0.02% 0.09% 0.26%
6 * 0.02%
7 *
KN 1 KN 1 KN 8 KN 18 KN 29 KN 40 KN 50
NI 1 NI 1 NI 13 NI 29 NI 45
RW 1 RW 1 RW 12 RW 28 RW 44
BW 1 BW 1 BW 25
36 18.41% 33.43% 45.32% 55.68% 63.84% 70.50%
Thor H. 1 2 3 4 5 6
1 18.41% 30.04% 36.76% 40.00% 40.79% 39.94%
2 3.39% 8.29% 13.53% 18.41% 22.53%
3 0.62% 2.04% 4.15% 6.78%
4 0.11% 0.47% 1.15%
5 0.02% 0.10%
6 *
KN 1 KN 4 KN 14 KN 25 KN 36 KN 46
NI 1 NI 7 NI 23 NI 39
WW 1 WW 13 WW 45
37 18.91% 34.23% 46.68% 56.75% 64.93% 71.56%
Bane Sword 1 2 3 4 5 6
1 18.91% 30.66% 37.30% 40.33% 40.88% 39.78%
2 3.57% 8.70% 14.10% 19.06% 23.19%
3 0.68% 2.19% 4.44% 7.21%
4 0.13% 0.52% 1.26%
5 0.02% 0.12%
6 *
KN 1 KN 2 KN 13 KN 23 KN 34 KN 45
NI 1 NI 5 NI 21 NI 37
RW 1 RW 4 RW 20 RW 36
38 19.40% 35.04% 47.65% 57.80% 65.99%
Katana 1 2 3 4 5
1 19.40% 31.28% 37.81% 40.63% 40.94%
2 3.76% 9.10% 14.67% 19.71%
3 0.73% 2.35% 4.75%
4 0.14% 0.57%
5 0.03%
NI 1 NI 1 NI 13 NI 29 NI 45
39 19.90% 35.84% 48.61% 58.85% 67.03% 73.59% 78.85%
Xcalbur 1 2 3 4 5 6 7
1 19.90% 31.88% 38.30% 40.91% 40.96% 39.37% 36.79%
2 3.96% 9.52% 15.25% 20.35% 24.45% 27.42%
3 0.79% 2.53% 5.06% 8.10% 11.35%
4 0.16% 0.63% 1.51% 2.82%
5 0.03% 0.15% 0.42%
6 * 0.03%
7 *
KN 1 KN 1 KN 8 KN 18 KN 29 KN 40 KN 50
40 20.40% 36.63% 49.57% 59.85% 68.04% 74.56% 79.75%
Masmune 1 2 3 4 5 6 7
1 20.40% 32.47% 38.78% 41.15% 40.95% 39.12% 36.33%
2 4.16% 9.94% 15.82% 20.99% 25.06% 27.93%
3 0.85% 2.70% 5.38% 8.56% 11.93%
4 0.17% 0.69% 1.65% 3.06%
5 0.04% 0.17% 0.47%
6 * 0.04%
7 *
FI 1 FI 1 FI 3 FI 13 FI 24 FI 35 FI 45
BB 1 BB 1 BB 4 BB 15 BB 26 BB 36 BB 47
TH 1 TH 1 TH 6 TH 22 TH 38
RM 1 RM 1 RM 5 RM 21 RM 37
WM 1 WM 1 WM 10 WM 42
BM 1 BM 1 BM 10 BM 42
-------------------------------------------------------------------------------
| V. MAGIC [SEC5]|
-------------------------------------------------------------------------------
Spells, Enemy Skills, Spells used through Enchanted Items, and Items used
through the Drink command all operate as "Magic."
A. VARIABLES [MVAR]
E = Effectivity. Determined by Spell. (Effectively capped at 255)
SA = Spell Accuracy. Determined by Spell.
MD = Magic Defense. Determined by Target.
BC = Base Chance to Hit = 148
B. HEALING AND DAMAGE [HEDA]
1) Healing Magic
HP Recovered = E...2E (max 255)
CUR4 does not use this formula, but rather, sets HP to max and clears
negative status.
Note that out-of-battle, healing magic does not use these formulas. Rather,
each spell is programmed to restore a set amount of HP, plus a variable
range. These values are listing in F(1) below.
2) Attack Magic
Resisted Attack Spell
Damage = E...2E
Unresisted Attack Spell
Damage = 2(E...2E)
--If target is resistant to spell element, divide effectivity by 2
--If the target is weak to spell element, multiply effectivity by 1.5
To determine whether a spell is resisted, look to whether the hit roll
(described in B below) succeeds. If it does, the E...2E value is doubled. If
it does not, the value remains E...2E.
C. CHANCE TO HIT (DOUBLE) [MHIT]
NOTE: Status spells can hit or miss, which is determined by this calculation.
Damaging spells always "hit," but may be "resisted," in which case the doubling
component of the damage calculation does not occur, and the spell does only
half of its potential damage.
1) Base Chance to Hit = 148
--If the target is Resistant to the spell's element, set BC to 0
--If the target is Weak to the spell's element, add +40 to BC
NOTE: If a target is both Resistant and Weak, the base chance is set to 0, but
40 is still added, resulting in BC = 40.
2) Chance to Hit = BC + SA - MD
A Hit Roll is done where a random number is selected from 0...200. If the
number is equal or less than the Chance to Hit, the spell hits (or doubles). A
0 is always a successful hit, and a 200 is always a miss.
3) Exceptions
*Positive Effects (Effect Routines 07, 08, 09, 0A, OB, OC, OD, OF, 10)
automatically hit.
*If an enemy is weak to XFER's element, set BC to 188 rather than adding +40.
This is immaterial however as XFER has no element.
*300HP Threshold Spells (STUN, BLND, and XXXX) always hit if the target is not
resistant and its current HP is equal to or less than 300, and always miss
otherwise.
D. EFFECT ROUTINES (thanks to anomie) [EFFC]
Magic operates depending upon which effect routine is assigned. An explanation
of the routines the game uses follows below:
00 - Nothing
01 - Damage - This is used for Attack Magic
02 - Undead Damage - This is identical to 01, but only hits Undead
03 - Status Ailment - Inflicts status ailment(s) indicated by bitmask in
Effectivity
04 - Hit Multiplier Down - Subtracts 1 from target's Hit Multiplier
05 - Morale Down - Subtracts Effectivity from the target's Morale
06 - [Unused] - Points to HP Recovery Routine
07 - HP Recovery - Increases target's HP by E...2E, max 255
08 - Restore Status - Undoes status ailment(s) indicated by bitmask in
Effectivity. (All actions are "ineffective" against Dead or Petrified
targets, so this effect cannot cure them)
09 - Defense Up* - Adds Effectivity to target's Defense
0A - Resist Element* - Grants Elemental Resistance
0B - Attack Up** - Adds Effectivity to Attack
0C - Hit Multiplier Up - Adds 1 to target's Hit Multiplier
0D - Attack/Accuracy Up** - Adds Effectivity to Attack, and Spell Accuracy to
Hit%
0E - Evasion Down - Subtracts Effectivity from Evade. Bugged to always miss.
0F - Full HP/Status Recovery - Restores HP to Max and clears negative status.
10 - Evasion Up - Adds Effectivity to Evade.
11 - Remove Resistance* - Clears Elemental Resistance
12 - 300HP Status - Set status to bitmask in Effectivity if not resistant and
HP is 300 or less.
*Effect Routine is bugged and spells that use it will not work on enemies.
(Effect 0A misses Enemy Caster, but may hit other enemies)
**Effect Routine is bugged and spells that use it will not work on PCs.
E. MAGIC BATTLE DATA [MBDT]
Effectivity - Spell Effectivity value. Deca value is used when Effectivity is
used to calculate something (or unused), but the symbolic representation of the
bitmask is identified for Statuses and Elements.
-S- = Single Target S-A = Single Ally S-E = Single Enemy
-A- = All Targets A-A = All Allies A-E = All Enemies
-C- = Caster
1. Spell Data
ID Name Efctvty Accuracy Element Tgt Effect Price Usable
01 CURE 16 0 -- S-A HP Recovery 100 WM RM KN
02 HARM 20 24 -- A-E Damage Undead 100 WM
03 FOG 8 0 -- S-A Defense Up 100 WM RM KN
04 RUSE 80 0 -- -C- Evasion Up 100 WM RW KN
05 FIRE 10 24 Fire S-E Damage 100 BM RM NI
06 SLEP Sleep 24 Status A-E Status Ailment 100 BM RM NI
07 LOCK 20 64 -- S-E Evasion Down 100 BM RM NI
08 LIT 10 24 Lightng S-E Damage 100 BM RM NI
09 LAMP Blind 0 -- S-A Restore Status 400 WM RM KN
0A MUTE Silence 64 Status A-E Status Ailment 400 WM RM KN
0B ALIT Lightng 0 -- A-A Resist Element 400 WM RM KN
0C INVS 40 0 -- S-A Evasion Up 400 WM RM KN
0D ICE 20 24 Ice S-E Damage 400 BM RM NI
0E DARK Blind 24 Status A-E Status Ailment 400 BM RM NI
0F TMPR 14 0 -- S-A Attack/Accuracy Up 400 BM RM NI
10 SLOW 0 64 Status A-E Hit Multiplier Down 400 BM RM NI
11 CUR2 33 0 -- S-A HP Recovery 1500 WM RM KN
12 HRM2 40 24 -- A-E Damage Undead 1500 WM
13 AFIR Fire 0 -- A-A Resist Element 1500 WM RM KN
14 HEAL 12 0 -- A-A HP Recovery 1500 WM
15 FIR2 30 24 Fire A-E Damage 1500 BM RM NI
16 HOLD Paralyze 64 Status S-E Status Ailment 1500 BM RM NI
17 LIT2 30 24 Lightng A-E Damage 1500 BM RM NI
18 LOK2 20 40 -- A-E Evasion Up 1500 BM RM NI
19 PURE Poison 0 -- S-A Restore Status 4000 WM RM
1A FEAR 40 24 Status A-E Morale Down 4000 WM
1B AICE Ice 0 -- A-A Resist Element 4000 WM RM
1C AMUT Silence 0 -- S-A Restore Status 4000 WM RW
1D SLP2 Sleep 64 -- S-E Status Ailment 4000 BM RM NI
1E FAST 0 0 -- S-A Hit Multiplier Up 4000 BM RM NI
1F CONF Confuse 64 Status A-E Status Ailment 4000 BM RM NI
20 ICE2 40 24 Ice A-E Damage 4000 BM RM NI
21 CUR3 66 0 -- S-A HP Recovery 8000 WM RM
22 LIFE 0 255 -- S-A None 8000 WM RW
23 HRM3 60 24 -- A-E Damage Undead 8000 WM
24 HEL2 48 0 -- A-A HP Recovery 8000 WM
25 FIR3 50 24 Fire A-E Damage 8000 BM RM
26 BANE Death 40 Psn/Stn A-E Status Ailment 8000 BM RW
27 WARP 0 255 -- A-A None 8000 BW RW
28 SLO2 0 64 -- S-E Hit Multiplier Down 8000 BM RM
29 SOFT 0 255 -- S-A None 20000 WM
2A EXIT 0 255 -- A-A None 20000 WW RW
2B FOG2 12 0 -- A-A Defense Up 20000 WM RW
2C INV2 40 0 -- A-A Evasion Up 20000 WM RW
2D LIT3 60 24 Lightng A-E Damage 20000 BM RW
2E RUB Death 24 Death S-E Status Ailment 20000 BM
2F QAKE Death 40 Earth A-E Status Ailment 20000 BM
30 STUN Paralyze 0 Status S-E 300HP Status Ail 20000 BM
31 CUR4 0 0 -- S-A Full HP/Stat Rec. 45000 WW
32 HRM4 80 48 -- A-E Damage Undead 45000 WW
33 ARUB S/P/E 0 -- A-A Resist Element 45000 WM RW
34 HEL3 48 48 -- A-A HP Recovery 45000 WM
35 ICE3 70 24 Ice A-E Damage 45000 BM RW
36 BRAK Petrify 64 Psn/Stn S-E Status Ailment 45000 BW
37 SABR 16 0 -- -C- Attack/Accuracy Up 45000 BW
38 BLND Blind 0 Status S-E 300HP Status Ail 45000 BM
39 LIF2 0 255 -- S-E None 60000 WW
3A FADE 80 107 -- A-E Damage 60000 WW
3B WALL ALL 0 -- S-A Resist Element 60000 WW
3C XFER 0 107 -- S-E Remove Resistance 60000 WW
3D NUKE 100 107 -- A-E Damage 60000 BW
3E STOP Paralyze 48 Time A-E Status Ailment 60000 BW
3F ZAP! Death 32 Time A-E Status Ailment 60000 BW
40 XXXX Death 0 Death S-E Status Ailment 60000 BW
BUGS
*TMPR should use OB (Attack Up) rather than 0D (Attack/Accuracy Up)
*LOK2 should use 0E (Evasion Down) rather than 10 (Evasion Up)
*HEL2 should have 24 Effectivity, rather than 48
*SABR should have a spell accuracy value; what value is uncertain.
**From a Player standpoint, LOCK, TMPR, SABR, and XFER do not work, and LOK2
actually helps the enemy.
2. Item Data
ID Name Effectivity Accuracy Tgt Effect
41 HEAL [P] 16 0 -S- HP Recovery
42 PURE [P] Poison 0 -S- Status Recovery - Poison
3. Skill Data
ID Name Effectivity Accuracy Element TGT Effect
43 FROST 24 32 Ice -A- Damage
44 HEAT 12 32 Fire -A- Damage
45 GLANCE Petrify 5 Poison/Stone -S- Status Ailment
46 GAZE Paralyze 0 Status -S- Status Ailment
47 FLASH Blind 24 Status -A- Status Ailment
48 SCORCH 7 32 Fire -A- Damage
49 CRACK Death 16 Earth -A- Status Ailment
4A SQUINT Death 0 Death -S- Status Ailment
4B STARE 17 24 -- -S- Damage
4C GLARE Death 16 Time -S- Status Ailment
4D BLIZZARD 50 32 Ice -A- Damage
4E BLAZE 64 32 Fire -A- Damage
4F INFERNO 96 32 Fire -A- Damage
50 CREMATE 24 32 Fire -A- Damage
51 POISON Petrify 5 Poison/Stone -A- Status Ailment
52 TRANCE Paralyze 0 -- -A- Status Ailment
53 POISON 68 32 Poison/Stone -A- Damage
54 THUNDER 76 32 Lightning -A- Damage
55 TOXIC Death 0 Death -A- Status Ailment
56 SNORTING Blind 24 Status -S- Status Ailment
57 NUCLEAR 80 48 -- -A- Damage
58 INK Blind 24 Status -A- Status Ailment
59 STINGER Poison 0 Poison/Stone -A- Status Ailment
5A DAZZLE Paralyze 32 Status -S- Status Ailment
5B SWIRL 64 32 -- -A- Damage
5C TORNADO 64 32 -- -A- Damage
F. MAGIC OUT-OF-BATTLE DATA [MODT]
1. Out-of-Battle Spell List
Name TGT - Effect
CURE [S] - Restores 16 + 0...15 HP
CUR2 [S] - Restores 32 + 0...31 HP
CUR3 [S] - Restores 64 + 0...63 HP
CUR4 [S] - Restores all HP
HEAL [A] - Restores 16 + 0...7 HP
HEL2 [A] - Restores 32 + 0...15 HP
HEL3 [A] - Restores 64 + 0...31 HP
PURE [S] - Cures Poison
SOFT [S] - Cures Petrifaction
LIFE [S] - Revives with 1 HP
LIF2 [S] - Revives with Full HP
WARP [A] - Teleports Party 1 Floor Towards Entrance of a Dungeon
EXIT [A] - Teleports Party to the Entrance of a Dungeon
2. Out-of-Battle Item List
Name TGT - Effect Limitation
HEAL [P] [S] - Restores 30 HP
PURE [P] [S] - Cures Poison
SOFT [P] [S] - Cures Petrifaction
TENT [A] - Restores 30 HP, Permits Save Usable only on World Map
CABIN [A] - Restores 60 HP, Permits Save Usable only on World Map
HOUSE [A] - Restores 120 HP, All MP, Permits Save Usable only on World Map
NOTE: The House is bugged so that it restores MP AFTER saving, rather than
before. This can be circumvented by utilizing a Tent afterwards and saving
again.
G. USER-FRIENDLY MAGIC LISTS [FLIS]
[FUTURE UPDATE]
</pre><pre id="faqspan-3">
-------------------------------------------------------------------------------
| VI. BATTLE FORMULAS [SEC6]|
-------------------------------------------------------------------------------
A. ENCOUNTERS [ENCT]
NOTE: FF: Origins utilizes a different Random Number Generator than the NES. As
such, the following will probably not apply to that version of the game.
1. Encounter Frequency (thanks to silktail and sqpat)
[This section is flagged for further investigation and potential rewrite]
A random number R is generated that determines the amount of steps before the
next battle is initiated. This number decreases with each step on a tile set
for random encounters, and when it reaches 0, a battle is initiated. At this
point, another number is generated to determine the number of steps before the
next battle. This number is only reset once it has reached 0, or when the game
is reset or powered on. Otherwise, it is merely suspended if an area where
random battles are not possible is entered.
This random number, however, like many "random" things in this game, is not
really random. There is a preset table of values that are drawn in sequence as
the value for R, that vary depending on whether the number is generated on the
Overworld, on the Ocean, or in a Dungeon. The following is a list that sets
out the sequence of values for each area. The starting point of each list is
dependent on whether the game is played on an NES or an Emulator (because of
differences in how each calculates the random numbers). For an Emulator, begin
at the first value and go from there. For the NES, begin at 41 for the
Overworld (I am uncertain as to the starting points for Dungeons, though there
is no difference for Ocean battles).
Finally, the first number generated after powering on the game is 15 less than
it normally is. So, whichever number you start at in the list, subtract 15
steps from. If you make it all the way through the list, though, do not
subtract 15 the second time around.
---------Overworld---------- --Ocean-- ----Dungeons-----
1: 30 31: 30 61: 30 1: 76 1: 30 29: 44
2: 19 32: 24 62: 24 2: 124 2: 24 30: 40
3: 27 33: 32 63: 32 3: 56 3: 32 31: 11
4: 11 34: 29 64: 29 4: 30 4: 29 32: 46
5: 49 35: 17 65: 17 5: 56 5: 44 33: 30
6: 27 36: 27 66: 27 6: 124 6: 40 34: 24
7: 17 37: 40 67: 40 7: 122 7: 11 35: 32
8: 29 38: 11 68: 11 8: 124 8: 46 36: 29
9: 32 39: 27 69: 27 9: 56 9: 30 37: 44
10: 24 40: 19 70: 19 10: 30 10: 24 38: 40
11: 30 41: 30 71: 30 11: 56 11: 32 39: 11
12: 24 42: 24 72: 19 12: 124 12: 29 40: 46
13: 32 43: 32 73: 27 13: 76 13: 44 41: 30
14: 29 44: 29 74: 11 14: 56 14: 40 42: 46
15: 17 45: 17 75: 40 15: 124 15: 11 43: 11
16: 27 46: 27 76: 27 16: 122 16: 46 44: 40
17: 40 47: 40 77: 17 17: 124 17: 30 45: 44
18: 11 48: 11 78: 29 18: 56 18: 46 46: 29
19: 27 49: 27 79: 32 19: 30 19: 11 47: 32
20: 19 50: 19 80: 24 20: 56 20: 40 48: 24
21: 30 51: 30 81: 30 21: 124 21: 44 49: 30
22: 19 52: 19 82: 19 22: 122 22: 29 50: 24
23: 27 53: 27 83: 27 23: 124 23: 32 51: 32
24: 11 54: 11 84: 11 24: 56 24: 24 52: 29
25: 40 55: 40 85: 40 25: 30 53: 44
26: 27 56: 27 86: 27 26: 24 54: 40
27: 17 57: 17 87: 17 27: 32 55: 11
28: 29 58: 29 88: 29 28: 29 56: 46
29: 32 59: 32 89: 32
30: 24 60: 24 90: 24
2. Random Encounter List (thanks to Rincewind and sqpat)
Each domain map has eight different Enemy Formations. A "random" number is
generated to determine which one of these battles is chosen when a random
battle is initiated. In reality, this "random" number is drawn from a table of
256 numbers, with values ranging from 1 to 8, corresponding to the eight random
encounters available in each domain map. The occurrence of these numbers is:
1: 48/256 5: 24/256
2: 48/256 6: 24/256
3: 48/256 7: 12/256
4: 48/256 8: 4/256
However, these numbers are not proportionally distributed across all 256
numbers (for example, the first "8" appears on the 129th battle after power-on,
making it much rarer in practice than a "1/64" chance would tend to imply).
This list resets after Power-Off, but _not_ after Resetting. This is what makes
the infamous Kyzoku trick possible (at least on the NES - it may not work on
some emulators). The first number in the encounter list is a "3". A Formation
of up to 5 Kyzokus (which are known for high Gold rewards early in the game for
relatively low difficulty) happens to be the 3rd Encounter in the Ocean Domain.
The trick involves Powering On, going to sea, fighting Kyzokus, going back to
town, saving, powering off, and then powering on again, rinse and repeat.
NOTE: Sometimes different cartridges or NES consoles or emulators will produce
different starting points. This may have to do with how the memory (SRAM?) is
initialized when the game is started.
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
3. "Spiked" Squares
Some tiles are "spiked" to have an automatically trigger a pre-programmed
encounter. This encounter is not limited to the 8 Formations listed in the
domain data, and is always the same. A spiked square always remains spiked, and
the battle on it can be triggered each time it is stepped on, ad infinitum.
This does not affect the counter for the next random battle.
4. Sprite-Initiated Encounters
There are some encounters that are initiated by conversing with a character
sprite (specifically, Garland, Bikke, Astos, the Vampire, each of the Fiends
(first iteration), and Garland again). These are only available once, and
cannot be fought again. They do not affect the counter for the next random
battle.
5. Damage Tiles
Lava and Ice tiles inflict 1HP Damage/Step, but will not drop a character below
1HP. They do not have random encounters enabled, and the Step Counter is
suspended while walking over them. Interestingly, they will still drain HP from
Petrified characters.
B. AMBUSH/PREEMPTIVE (Thanks to Paulygon) [AMBU]
1) Variables
V = Ambush/Preemptive Chance (if V < 0, V = 0)
I = Initiative (Leader's Agility + Luck)/8
S = Surprise Factor
R = Random number from I...100
2) Ambush/Preemptive Chance
V = R + I - S
Ambush: V <= 10
Normal: 10 < V < 90
Preemptive: V >= 90
If the Ambush/Preemptive Chance is 10 or less, the encounter is an Ambush. If
the value is greater than 10 but less than 90, then the encounter is Normal.
Finally, if the value is 90 or greater, the encounter is a Preemptive Attack.
NOTES:
*Non-Runnable Battles can only be Normal
*Surprise Factor depends on enemy groups.
3) Group Surprise Factors
The vast majority of groups have values of 4
The following Groups have values of 27
--Battle 19 (1-3 Tigers / 1-3 Saber Ts, 0-2 Tigers)
--Battle 1A (2-4 Scorpions / 2-6 Scorpions, 1-2 Bulls)
--Battle 1B (1-2 Trolls, 0-1 Bulls / 1-2 Trolls, 0-2 Bulls)
--Battle 20 (1-2 Hydras / 1-4 Hydras, 0-3 Gators)
--Battle 34 (2-5 Medusas / 3-6 Medusas, 1-2 Saber Ts)
--Battle 39 (2-4 Catmen / 3-6 Catmen, 1-2 Saber Ts)
--Battle 3A (1-2 Saurias / 2-4 Saurias)
--Battle 64 (1-2 Bulls / 2-4 Bulls)
--Battle 67 (1-3 Catmen, 0-2 Saber Ts / 4-7 Catmen)
The following Group has a value of 30
--Battle 65 (0-2 Caribes, 0-2 Gators, 1 Ochu / 2-4 Caribes, 0-2 Gators)
The following Groups have values of 33
--Battle 11 (3-6 WrWolves / 2-5 WrWolves, 0-5 GrWolves)
**Battle 1C (2-4 Wizards / 3-7 Wizards)
--Battle 25 (1-3 Ochos / 1 Ocho, 0-2 Caribes)
--Battle 41 (1 NaOcho / 1-2 NaOchos)
--Battle 60 (1-2 Hydras, 0-2 Ochus / 1 Hydra, 0-1 Ochos)
The following Groups have values of 55
--Battle 05 (1-2 Spider / 2-4 Scum)
--Battle 12 (1-4 Arachnids / 2-5 Oozes, 0-5 Arachnids)
**Battle 22 (01 Cerebus, 1-2 WzOgre / 1-3 Cerebus, 0-2 WzOgre)
--Battle 66 (1-2 Arachnids, 0-2 Spiders, 0-1 Scums, 0-1 Mucks /
3-6 Arachnids, 0-2 Spiders)
--Battle 6D (1-2 Cerebus / 3-4 Cerebus)
The following Groups have values of 75
--Battle 0E (0-5 GrImp, 1-3 WrWolf, 0-2 Giants / 2-5 GrImp, 0-2 WrWolf)
--Battle 2F (1-4 Mages / 2-3 Mages, 1 Fighter)
--Battle 56 (1 WarMech / 1-2 Fighters)
The following Group has a value of 90
--Battle 0A (2-4 Shadow / 3-7 Shadow)
**These battles are also flagged to be unrunnable, and so will never be an
ambush or preemptive.
4. Unrunnable Battles
Battle 1C (2-4 Wizards / 3-7 Wizards)
Battle 21 (1 Earth / 2-4 Earths)
Battle 22 (0-1 Cerebus, 1-2 WzOgres / 1-3 Cerebus, 0-2 WzOgres)
Battle 27 (1-2 Fires / 3-4 Fires)
Battle 2E (1 FrGiant, 0-2 FrWolves / 2 FrGiants, 2-6 FrWolves)
Battle 32 (1-3 ZomBulls / 1-4 ZomBulls, 0-2 Trolls)
Battle 46 (1 Phantom / 2-5 Ghosts)
Battle 49 (1-3 Waters / 3-6 Waters)
Battle 4B (1-2 Zombie Ds / 2-4 Zombie Ds)
Battle 4E (1 Blue D / 2-3 Blue Ds)
Battle 57 (1-2 Worms / 3-4 Worms)
Battle 59 (1 Gas D / 2-4 Gas Ds)
Battle 69 (1 Eye / 2-3 Eyes)
Battle 73 (1 Lich)
Battle 74 (1 Kary)
Battle 75 (1 Kraken)
Battle 76 (1 Tiamat)
Battle 77 (1 Tiamat [2])
Battle 78 (1 Kraken [2])
Battle 79 (1 Kary [2])
Battle 7A (1 Lich [2])
Battle 7B (1 Chaos)
Battle 7C (1 Vampire)
Battle 7D (1 Astos)
Battle 7E (9 Pirates / 1-2 WzSahags, 8 R.Sahags)
Battle 7F (1 Garland / 1-2 IronGols)
C. TURN ORDER (thanks to anomie and Paulygon) [TURN]
Every PC and every enemy is scheduled for a turn, whether they are dead or
alive, and whether they are present or not (in the case of enemies, where all
nine slots are scheduled even if there are fewer than nine enemies). Any
character that is dead, petrified, or doesn't exist is simply skipped when its
turn comes up.
Scheduling is done by starting with:
00 01 02 03 04 05 06 07 08 80 81 82 83
00-08 Represent Enemies
80-83 Represent PCs
Pick two random numbers 0...12 and swap the numbers at those two positions. Do
this 17 times. The resulting sequence is the order in which characters and
enemies act. You may notice that this process is advantageous to enemies and
disadvantageous to PCs, so perceptions that PCs act later disproportionately
would probably be correct.
D. RUNNING [RUN ]
1. PCs
Running is always successful in a preemptive attack, and never possible in
unrunnable battles. Running is successful if:
Luck > 0...[Level + 15]
However, running is bugged on the NES and it loads something else instead of
the runner's level:
Slot 1: Slot 3's Status byte
Slot 2: Slot 4's Status byte
Slot 3: Identifier for entity that attacks third, either 0-8 or 128-131
Slot 4: Depending on the one's digit of Slot 4's HP, 128-137
So, someone in Slot 1 or 2 will usually be able to run if their Luck is 15 or
higher and the character in slot 3 or 4 has normal status.
Running was supposed to have been fixed on the Origins version, but it
succeeds much less frequently than one would expect given the formula above,
and without apparent regard for luck. It appears that running is bugged in a
different, unknown way on Origins.
2. Enemies
Enemies can always run in any battle. They will if:
Morale - 2*[Leader's Level] + (0...50) < 80
E. PARTY REORDERING (thanks to anomie) [ORDR]
When a character is dead, petrified, or poisoned at the conclusion of a battle,
party order is automatically adjusted. The intent is to move characters that
have these statuses to the back of the party line, giving priority in the
following order: Poisoned > Petrified > Dead. So, if character A is poisoned,
character B is dead, character C is normal, and character D is petrified, the
party order would normally be:
C
A
D
B
HOWEVER, sorting is bugged. The following is a directly copied explanation from
anomie:
"The background: after a battle, the game re-sorts your warriors based on their
status ailments. It does this by "tagging" each warrior with a number made up
of the warrior's current slot (0-3) plus a number based on the status (dead=64,
stone=32, poison=16, normal=0). Then it performs a simple bubble sort. It's
supposed to end up with the afflicted warriors moved to the end, but otherwise
maintain the original order. But in 106 of the 256 possible combinations of
statuses, it gets the order screwed up.
The cause of the bug is that the "swap" function is passed the original slot
numbers rather than the current slot numbers. So for example, if the numbers
start out as "00 41 12 03" (i.e. second warrior dead, third poisoned), the
bubble sort will proceed as follows:
00 41 12 03 ; Compare 00 and 41: no swap
00 41 12 03 ; Compare 41 and 12: Swap slots 1 and 2
00 12 41 03 ; Compare 41 and 03: Swap slots 1 and 3 (instead of 2 and 3)
00 03 41 12 ; Compare 00 and 03: no swap
00 03 41 12 ; Compare 03 and 41: no swap
00 03 41 12 ; Compare 41 and 12: Swap slots 1 and 2 (instead of 2 and 3)
00 41 03 12 ; Compare 00 and 41: no swap
00 41 03 12 ; Compare 41 and 03: Swap slots 1 and 3 (instead of 1 and 2)
00 12 03 41 ; Compare 03 and 41: no swap
00 12 03 41 ; Compare 00 and 12: no swap
00 12 03 41 ; Compare 12 and 03: Swap slots 2 and 3 (instead of 1 and 2)
00 12 41 03 ; Compare 41 and 03: Swap slots 1 and 3 (instead of 2 and 3)
00 03 41 12 ; Final order: your poisoned guy is after your dead guy"
-------------------------------------------------------------------------------
| VII. ENEMIES [SEC7]|
-------------------------------------------------------------------------------
A. ENEMY BEHAVIOR [BEHA]
1. Choosing an Action
All enemies may use a basic attack, and will always do so unless another action
takes priority. Depending on whether the enemy has AI set, it may also use
Spells and/or Enemy Skills. Finally, enemies may run (any enemy may run from
any battle). This has the highest priority. So the four actions an enemy may
take, and the order of priority amongst them, are:
1. Run
2. Spell
3. Skill
4. Attack
1. First, an enemy determines whether or not to run. An enemy will run if:
Morale - 2*[Leader's Level] + (0...50) < 80
2. Assuming the enemy determines not to run, it then checks for AI. If
there is none, it proceeds directly to a regular attack. If it finds AI,
it moves on to check for Spell AI first.
If there is Spell AI, it chooses a random number from 0...128. If that
number is equal to or less than the spell chance number for that enemy,
it casts a Spell. If not, it then proceeds to check for Skill AI.
3. If an enemy has not run and has not cast a spell, it checks for Skill
AI. If there is Skill AI, it chooses a random number from 0...128. If
that number is equal to or less than the skill chance number for that
enemy, the enemy uses a Skill. If not, it Attacks.
4. If the enemy does not run, use a spell, or a skill, it will attack.
If an enemy decides to use a Spell or a Skill, it chooses the next one in its
spell list. An enemy may have up to 8 Spells and up to 4 Skills. These lists
are separate and independent. It always begins with the first spell or skill in
its list, and then moves on sequentially. This order never varies. If it
reaches the end of the list, it starts over from the beginning. Enemies have no
SP, and there is no limit to the number of Spells or Skills an enemy can use in
a given battle.
2. Targeting (Thanks to Ben Siron)
If an enemy's action is single-target in nature (regular attack or appropriate
Spell/Skill), the enemy generates a random number, R = 1...8. This number
determines that enemy's target:
Slot 1: 1-4 (50% Chance)
Slot 2: 5-6 (25% Chance)
Slot 3: 7 (12.5% Chance)
Slot 4: 8 (12.5% Chance)
If the target chosen is Dead or Petrified, it generates a new random number
until a valid target is selected.
B. ENEMY DATA [EDAT]
000 NAME (ORIGINS NAME) [TRANSLATED JAPANESE NAME, IF DIFFERENT FROM ORIGINS]
HP: Hit Points SATK: Status Attack GOLD: Gold
ATK: Attack ELEM: S. Attack Element EXP.: Experience
ACC: Accuracy (#Hits)* TYPE: Enemy Family
CRT: Critical Rate WEAK: Weakness(es) FORM: Formations
DEF: Defense RESI: Resistances LCTN: Locations
EVA: Evasion
M.D: Magic Defense MAGIC: X/128 - SPELLS
MOR: Morale SPECIAL: X/128 - SKILLS
*Number of hits is displayed next to accuracy simply because it is a convenient
place to do so. Number of hits are NOT linked to Hit% with enemies as they are
with PCs; they are two completely different stats.
NOTES:
*Gold from each enemy defeated is added together, and given to the party
collectively in the amount shown.
*Experience from each enemy defeated is added together, and divided evenly by
the number of living, non-petrified PCs at the end of the battle (usually by 4,
assuming no one is petrified or dead). Minimum experience from any battle is 1,
even if all enemies run away.
*Status Attack Element is not used. Instead, the enemy's weakness is used in
its place.
*Many sources refer to enemy "Strength" and "Agility." However, this
terminology can be confusing because enemies do not have "Strength" or
"Agility" in the same way that PCs do. The stats that enemies possess are
analogous to the derived stats of "Attack" (or "Damage" in-game) and "Evasion."
This is an important distinction, because if their stats were really "Strength"
and "Agility," that would imply dividing by 2 to get Attack and adding 48 to
get Evasion, which is not the case.
001 IMP (Goblin)
HP: 8 SATK: None GOLD: 6
ATK: 4 EATK: None EXP.: 6
ACC: 2 (1) TYPE: Giant
CRT: 1 WEAK: None
DEF: 4 RESI: None
EVA: 6
M.D: 16 MAGIC: 0/128 - None
MOR: 106 SPECIAL: 0/128 - None
002 GrIMP (Goblin Guard)
HP: 16 SATK: None GOLD: 18
ATK: 8 EATK: None EXP.: 18
ACC: 4 (1) TYPE: Giant
CRT: 1 WEAK: None
DEF: 6 RESI: None
EVA: 9
M.D: 23 MAGIC: 0/128 - None
MOR: 120 SPECIAL: 0/128 - None
003 WOLF (Wolf)
HP: 20 SATK: None GOLD: 6
ATK: 8 EATK: None EXP.: 24
ACC: 5 (1) TYPE: None
CRT: 1 WEAK: None
DEF: 0 RESI: None
EVA: 36
M.D: 28 MAGIC: 0/128 - None
MOR: 105 SPECIAL: 0/128 - None
004 GrWOLF (Warg Wolf)
HP: 72 SATK: None GOLD: 22
ATK: 14 EATK: None EXP.: 93
ACC: 18 (1) TYPE: None
CRT: 1 WEAK: None
DEF: 0 RESI: None
EVA: 54
M.D: 46 MAGIC: 0/128 - None
MOR: 108 SPECIAL: 0/128 - None
005 WrWOLF (Werewolf)
HP: 68 SATK: Poison GOLD: 67
ATK: 14 EATK: Psn/Stn EXP.: 135
ACC: 17 (1) TYPE: Magical, Were, Regenerative
CRT: 1 WEAK: None
DEF: 6 RESI: None
EVA: 42
M.D: 45 MAGIC: 0/128 - None
MOR: 120 SPECIAL: 0/128 - None
006 FrWOLF (Winter Wolf)
HP: 92 SATK: None GOLD: 200
ATK: 25 EATK: None EXP.: 402
ACC: 23 (1) TYPE: None
CRT: 1 WEAK: Fire
DEF: 0 RESI: Ice
EVA: 54
M.D: 55 MAGIC: 0/128 - None
MOR: 200 SKILL: 32/128 - FROST-FROST-FROST-FROST (25%)
007 IGUANA (Lizard)
HP: 92 SATK: None GOLD: 50
ATK: 18 EATK: None EXP.: 153
ACC: 23 (1) TYPE: Dragon
CRT: 10 WEAK: None
DEF: 12 RESI: None
EVA: 24
M.D: 55 MAGIC: 0/128 - None
MOR: 134 SKILL: 0/128 - None
008 AGAMA (Fire Lizard)
HP: 296 SATK: None GOLD: 1200
ATK: 31 EATK: None EXP.: 2472
ACC: 74 (2) TYPE: Dragon
CRT: 1 WEAK: Ice
DEF: 18 RESI: Fire
EVA: 36
M.D: 143 MAGIC: 0/128 - None
MOR: 200 SKILL: 32/128 - HEAT-HEAT-HEAT-HEAT
009 SAURIA (Basilisk)
HP: 196 SATK: None GOLD: 658
ATK: 30 EATK: None EXP.: 1977
ACC: 54 (1) TYPE: Dragon
CRT: 1 WEAK: None
DEF: 20 RESI: None
EVA: 24
M.D: 91 MAGIC: 0/128 - None
MOR: 200 SKILL: 64/128 - GLANCE-GLANCE-GLANCE-GLANCE
010 GIANT (Hill Gigas)
HP: 240 SATK: None GOLD: 879
ATK: 38 EATK: None EXP.: 879
ACC: 60 (1) TYPE: Giant
CRT: 1 WEAK: None
DEF: 12 RESI: None
EVA: 48
M.D: 120 MAGIC: 0/128 - None
MOR: 136 SKILL: 0/128 - None
011 FrGIANT (Ice Gigas)
HP: 336 SATK: None GOLD: 1752
ATK: 60 EATK: None EXP.: 1752
ACC: 78 (1) TYPE: Giant
CRT: 1 WEAK: Fire
DEF: 16 RESI: Ice
EVA: 48
M.D: 150 MAGIC: 0/128 - None
MOR: 200 SKILL: 0/128 - None
012 R.GIANT (Fire Gigas)
HP: 300 SATK: None GOLD: 1506
ATK: 73 EATK: None EXP.: 1506
ACC: 83 (1) TYPE: Giant
CRT: 1 WEAK: Ice
DEF: 20 RESI: Fire
EVA: 48
M.D: 135 MAGIC: 0/128 - None
MOR: 200 SKILL: 0/128 - None
013 SAHAG (Sahagin) [Sahuagin]
HP: 28 SATK: None GOLD: 30
ATK: 10 EATK: None EXP.: 30
ACC: 7 (1) TYPE: Aquatic
CRT: 1 WEAK: Lightning
DEF: 4 RESI: Fire, Earth
EVA: 72
M.D: 28 MAGIC: 0/128 - None
MOR: 110 SKILL: 0/128 - None
014 R.SAHAG (Sahagin Chief) [Sahuagin Chief]
HP: 64 SATK: None GOLD: 105
ATK: 15 EATK: None EXP.: 105
ACC: 16 (1) TYPE: Aquatic
CRT: 1 WEAK: Lightning
DEF: 8 RESI: Fire, Earth
EVA: 78
M.D: 46 MAGIC: 0/128 - None
MOR: 142 SKILL: 0/128 - None
015 WzSAHAG (Sahagin Prince) [Sahuagin Prince]
HP: 204 SATK: None GOLD: 882
ATK: 47 EATK: None EXP.: 882
ACC: 51 (1) TYPE: Aquatic
CRT: 1 WEAK: Lightning
DEF: 20 RESI: Fire, Earth
EVA: 96
M.D: 101 MAGIC: 0/128 - None
MOR: 101 SKILL: 0/128 - None
016 PIRATE (Pirate) [Pirate]
HP: 6 SATK: None GOLD: 40
ATK: 8 EATK: None EXP.: 40
ACC: 2 (1) TYPE: None
CRT: 1 WEAK: None
DEF: 0 RESI: None
EVA: 12
M.D: 15 MAGIC: 0/128 - None
MOR: 255 SKILL: 0/128 - None
017 KYZOKU (Privateer) [Pirates]
HP: 50 SATK: None GOLD: 120
ATK: 14 EATK: None EXP.: 60
ACC: 13 (1) TYPE: None
CRT: 1 WEAK: None
DEF: 6 RESI: Earth
EVA: 24
M.D: 37 MAGIC: 0/128 - None
MOR: 106 SKILL: 0/128 - None
018 SHARK (Shark)
HP: 120 SATK: None GOLD: 66
ATK: 22 EATK: None EXP.: 267
ACC: 30 (1) TYPE: Aquatic
CRT: 1 WEAK: Lightning
DEF: 0 RESI: Fire, Earth
EVA: 72
M.D: 70 MAGIC: 0/128 - None
MOR: 121 SKILL: 0/128 - None
019 GrSHARK (White Shark)
HP: 344 SATK: None GOLD: 600
ATK: 50 EATK: None EXP.: 2361
ACC: 86 (1) TYPE: Aquatic
CRT: 1 WEAK: Lightning
DEF: 8 RESI: Fire, Earth
EVA: 72
M.D: 170 MAGIC: 0/128 - None
MOR: 200 SKILL: 0/128 - None
020 OddEYE (Goggler) [Big Eye]
HP: 10 SATK: None GOLD: 10
ATK: 4 EATK: None EXP.: 42
ACC: 2 (1) TYPE: None
CRT: 1 WEAK: Lightning
DEF: 0 RESI: Fire, Earth
EVA: 84
M.D: 14 MAGIC: 0/128 - None
MOR: 110 SKILL: 128/128 - GAZE-GAZE-GAZE-GAZE
021 BigEYE (Deepeyes) [Deep Eye]
HP: 304 SATK: None GOLD: 3591
ATK: 30 EATK: None EXP.: 3591
ACC: 76 (2) TYPE: Aquatic
CRT: 1 WEAK: Lightning
DEF: 16 RESI: Fire, Earth
EVA: 24
M.D: 156 MAGIC: 0/128 - None
MOR: 200 SKILL: 64/128 - GAZE-FLASH-GAZE-FLASH
022 BONE (Skeleton)
HP: 10 SATK: None GOLD: 3
ATK: 10 EATK: None EXP.: 9
ACC: 2 (1) TYPE: Undead
CRT: 1 WEAK: Fire
DEF: 0 RESI: Status, Psn/Stn, Death, Ice
EVA: 12
M.D: 17 MAGIC: 0/128 - None
MOR: 124 SKILL: 0/128 - None
023 R.BONE (Bloodbones) [Bloody Bone]
HP: 144 SATK: None GOLD: 378
ATK: 26 EATK: None EXP.: 378
ACC: 36 (1) TYPE: Undead
CRT: 1 WEAK: Fire
DEF: 12 RESI: Status, Psn/Stn, Death, Ice
EVA: 42
M.D: 76 MAGIC: 0/128 - None
MOR: 156 SKILL: 0/128 - None
024 CREEP (Gigas Worm)
HP: 56 SATK: None GOLD: 15
ATK: 17 EATK: None EXP.: 63
ACC: 14 (1) TYPE: None
CRT: 1 WEAK: Fire
DEF: 8 RESI: None
EVA: 24
M.D: 40 MAGIC: 0/128 - None
MOR: 104 SKILL: 0/128 - None
025 CRAWL (Crawler)
HP: 84 SATK: Paralysis GOLD: 200
ATK: 1 EATK: Status EXP.: 186
ACC: 21 (8) TYPE: None
CRT: 1 WEAK: None
DEF: 8 RESI: None
EVA: 42
M.D: 51 MAGIC: 0/128 - None
MOR: 106 SKILL: 0/128 - None
026 HYENA (Hyenadon) [Hyeanodon]
HP: 120 SATK: None GOLD: 72
ATK: 22 EATK: None EXP.: 288
ACC: 30 (8) TYPE: None
CRT: 1 WEAK: None
DEF: 4 RESI: None
EVA: 48
M.D: 76 MAGIC: 0/128 - None
MOR: 122 SKILL: 0/128 - None
027 CEREBUS (Hellhound) [Hell Hound]
HP: 192 SATK: None GOLD: 600
ATK: 30 EATK: None EXP.: 1182
ACC: 48 (1) TYPE: None
CRT: 1 WEAK: Ice
DEF: 8 RESI: Fire
EVA: 48
M.D: 103 MAGIC: 0/128 - None
MOR: 146 SKILL: 64/128 - SCORCH-SCORCH-SCORCH-SCORCH
028 OGRE (Ogre)
HP: 100 SATK: None GOLD: 195
ATK: 18 EATK: None EXP.: 195
ACC: 25 (1) TYPE: Giant
CRT: 1 WEAK: None
DEF: 10 RESI: None
EVA: 18
M.D: 65 MAGIC: 0/128 - None
MOR: 116 SKILL: 0/128 - None
029 GrOGRE (Ogre Chieftain) [Ogre Chief]
HP: 132 SATK: None GOLD: 300
ATK: 23 EATK: None EXP.: 282
ACC: 33 (1) TYPE: Giant
CRT: 1 WEAK: None
DEF: 14 RESI: None
EVA: 30
M.D: 71 MAGIC: 0/128 - None
MOR: 126 SKILL: 0/128 - None
030 WzOGRE (Ogre Mage)
HP: 144 SATK: None GOLD: 723
ATK: 23 EATK: None EXP.: 723
ACC: 36 (1) TYPE: Giant, Mage, Regenerative
CRT: 1 WEAK: None
DEF: 10 RESI: Earth
EVA: 54
M.D: 80 MAGIC: 64/128 - RUSE-DARK-SLEP-HOLD-ICE2
MOR: 134 SKILL: 0/128 - None
031 ASP (Cobra)
HP: 56 SATK: Poison GOLD: 50
ATK: 6 EATK: Psn/Stn EXP.: 123
ACC: 14 (1) TYPE: Dragon
CRT: 1 WEAK: None
DEF: 6 RESI: None
EVA: 30
M.D: 46 MAGIC: 0/128 - None
MOR: 107 SKILL: 0/128 - None
032 COBRA (Anaconda)
HP: 80 SATK: None GOLD: 50
ATK: 22 EATK: None EXP.: 165
ACC: 20 (1) TYPE: Dragon
CRT: 31 WEAK: None
DEF: 10 RESI: None
EVA: 36
M.D: 56 MAGIC: 0/128 - None
MOR: 110 SKILL: 0/128 - None
033 SeaSNAKE (Sea Snake)
HP: 224 SATK: None GOLD: 600
ATK: 35 EATK: None EXP.: 957
ACC: 56 (1) TYPE: Dragon, Aquatic
CRT: 0 WEAK: Lightning
DEF: 12 RESI: Fire, Earth
EVA: 48
M.D: 116 MAGIC: 0/128 - None
MOR: 200 SKILL: 0/128 - None
034 SCORPION (Scorpion)
HP: 84 SATK: Poison GOLD: 70
ATK: 22 EATK: Psn/Stn EXP.: 225
ACC: 21 (2) TYPE: None
CRT: 1 WEAK: None
DEF: 10 RESI: None
EVA: 54
M.D: 55 MAGIC: 0/128 - None
MOR: 112 SKILL: 0/128 - None
035 LOBSTER (Sea Scorpion)
HP: 148 SATK: Poison GOLD: 300
ATK: 35 EATK: Psn/Stn EXP.: 639
ACC: 37 (3) TYPE: Aquatic
CRT: 1 WEAK: Lightning
DEF: 18 RESI: Fire, Earth
EVA: 60
M.D: 85 MAGIC: 0/128 - None
MOR: 200 SKILL: 0/128 - None
036 BULL (Minotaur)
HP: 164 SATK: None GOLD: 489
ATK: 22 EATK: None EXP.: 489
ACC: 41 (2) TYPE: None
CRT: 1 WEAK: None
DEF: 4 RESI: None
EVA: 48
M.D: 95 MAGIC: 0/128 - None
MOR: 124 SKILL: 0/128 - None
037 ZomBULL (Necrotaur) [Minotaur Zombie]
HP: 224 SATK: None GOLD: 1050
ATK: 40 EATK: None EXP.: 1050
ACC: 56 (1) TYPE: Undead
CRT: 1 WEAK: Fire
DEF: 14 RESI: Status, Psn/Stn, Death, Ice
EVA: 36
M.D: 116 MAGIC: 0/128 - None
MOR: 136 SKILL: 0/128 - None
038 TROLL (Troll)
HP: 184 SATK: None GOLD: 621
ATK: 24 EATK: None EXP.: 621
ACC: 46 (3) TYPE: Regenerative
CRT: 1 WEAK: Fire
DEF: 12 RESI: None
EVA: 48
M.D: 100 MAGIC: 0/128 - None
MOR: 136 SKILL: 0/128 - None
039 SeaTROLL (Sea Troll)
HP: 216 SATK: None GOLD: 852
ATK: 40 EATK: None EXP.: 852
ACC: 54 (1) TYPE: Aquatic, Regenerative
CRT: 1 WEAK: Lightning
DEF: 20 RESI: Earth
EVA: 48
M.D: 110 MAGIC: 0/128 - None
MOR: 200 SKILL: 0/128 - None
040 SHADOW (Shadow)
HP: 50 SATK: Blind GOLD: 45
ATK: 10 EATK: Status EXP.: 90
ACC: 13 (1) TYPE: Magical, Undead
CRT: 1 WEAK: Fire
DEF: 0 RESI: Status, Psn/Stn, Death, Ice, Earth
EVA: 36
M.D: 37 MAGIC: 0/128 - None
MOR: 124 SKILL: 0/128 - None
041 IMAGE (Wraith)
HP: 86 SATK: Paralyze GOLD: 231
ATK: 22 EATK: Status EXP.: 231
ACC: 22 (1) TYPE: Magical, Undead
CRT: 1 WEAK: Fire
DEF: 4 RESI: Status, Psn/Stn, Death, Ice, Earth
EVA: 90
M.D: 52 MAGIC: 0/128 - None
MOR: 160 SKILL: 0/128 - None
042 WRAITH (Specter)
HP: 114 SATK: Paralyze GOLD: 432
ATK: 40 EATK: Status EXP.: 432
ACC: 29 (1) TYPE: Magical, Undead
CRT: 1 WEAK: Fire
DEF: 12 RESI: Status, Psn/Stn, Death, Ice, Earth
EVA: 108
M.D: 67 MAGIC: 0/128 - None
MOR: 160 SKILL: 0/128 - None
043 GHOST (Ghost)
HP: 180 SATK: Paralyze GOLD: 990
ATK: 93 EATK: Status EXP.: 990
ACC: 45 (1) TYPE: Magical, Undead
CRT: 1 WEAK: Fire
DEF: 30 RESI: Status, Psn/Stn, Death, Ice, Earth
EVA: 36
M.D: 85 MAGIC: 0/128 - None
MOR: 184 SKILL: 0/128 - None
044 ZOMBIE (Zombie)
HP: 20 SATK: None GOLD: 12
ATK: 10 EATK: None EXP.: 24
ACC: 5 (1) TYPE: Undead
CRT: 1 WEAK: Fire
DEF: 0 RESI: Status, Psn/Stn, Death, Ice, Earth*
EVA: 6
M.D: 25 MAGIC: 0/128 - None
MOR: 120 SKILL: 0/128 - None
*The Earth resistance here was likely an unintentional carry-over from the
preceding ethereal undead, as it is inconsistent with the following zombie-
type enemies.
045 GHOUL (Ghoul)
HP: 48 SATK: Paralyze GOLD: 50
ATK: 8 EATK: Status EXP.: 93
ACC: 12 (3) TYPE: Undead
CRT: 1 WEAK: Fire
DEF: 6 RESI: Status, Psn/Stn, Death, Ice
EVA: 12
M.D: 36 MAGIC: 0/128 - None
MOR: 124 SKILL: 0/128 - None
046 GEIST (Ghast)
HP: 56 SATK: Paralyze GOLD: 117
ATK: 8 EATK: Status EXP.: 117
ACC: 14 (3) TYPE: Undead
CRT: 1 WEAK: Fire
DEF: 10 RESI: Status, Psn/Stn, Death, Ice
EVA: 46
M.D: 40 MAGIC: 0/128 - None
MOR: 160 SKILL: 0/128 - None
047 SPECTER (Wight)
HP: 52 SATK: Paralyze GOLD: 150
ATK: 20 EATK: Status EXP.: 150
ACC: 13 (1) TYPE: Undead
CRT: 1 WEAK: Fire
DEF: 12 RESI: Status, Psn/Stn, Death, Ice
EVA: 42
M.D: 45 MAGIC: 0/128 - None
MOR: 160 SKILL: 0/128 - None
048 WORM (Purple Worm)
HP: 448 SATK: None GOLD: 1000
ATK: 65 EATK: None EXP.: 4344
ACC: 112 (1) TYPE: None
CRT: 10 WEAK: None
DEF: 10 RESI: Earth
EVA: 36
M.D: 200 MAGIC: 0/128 - None
MOR: 200 SKILL: 0/128 - None
049 Sand W (Sand Worm)
HP: 200 SATK: None GOLD: 900
ATK: 46 EATK: None EXP.: 2683
ACC: 50 (1) TYPE: None
CRT: 1 WEAK: None
DEF: 14 RESI: Earth
EVA: 62
M.D: 103 MAGIC: 0/128 - None
MOR: 124 SKILL: 64/128 - CRACK-CRACK-CRACK-CRACK
050 Grey W (Lava Worm)
HP: 280 SATK: None GOLD: 400
ATK: 50 EATK: None EXP.: 1671
ACC: 70 (1) TYPE: None
CRT: 1 WEAK: Ice
DEF: 31 RESI: Fire, Earth
EVA: 4
M.D: 143 MAGIC: 0/128 - None
MOR: 200 SKILL: 0/128 - None
051 EYE (Evil Eye) [Beholder]
HP: 162 SATK: None GOLD: 3225
ATK: 30 EATK: None EXP.: 3225
ACC: 42 (1) TYPE: Mage
CRT: 1 WEAK: None
DEF: 30 RESI: Earth
EVA: 12
M.D: 92 MAGIC: 80/128 - XXXX-BRAK-RUB -LIT2-HOLD-MUTE-SLOW-SLEP
MOR: 200 SKILL: 80/128 - GLANCE-SQUINT-GAZE-STARE
052 PHANTOM (Death Eye) [Death Beholder]
HP: 360 SATK: Paralyze GOLD: 1
ATK: 120 EATK: Status EXP.: 1
ACC: 150 (1) TYPE: Magical, Undead, Regenerative
CRT: 40 WEAK: Fire
DEF: 60 RESI: Status, Psn/Stn, Death, Ice, Earth
EVA: 24
M.D: 160 MAGIC: 64/128 - STOP-ZAP!-XFER-BRAK-RUB -HOLD-MUTE-SLOW
MOR: 200 SKILL: 64/128 - GLARE-GLARE-GLARE-GLARE
053 MEDUSA (Medusa)
HP: 68 SATK: Poison GOLD: 699
ATK: 20 EATK: Psn/Stn EXP.: 699
ACC: 17 (1) TYPE: None
CRT: 1 WEAK: None
DEF: 10 RESI: None
EVA: 36
M.D: 55 MAGIC: 0/128 - None
MOR: 150 SKILL: 64/128 - GLANCE-GLANCE-GLANCE-GLANCE
054 GrMEDUSA (Earth Medusa)
HP: 96 SATK: Paralyze GOLD: 1218
ATK: 11 EATK: Status EXP.: 1218
ACC: 24 (10) TYPE: Magical
CRT: 1 WEAK: None
DEF: 12 RESI: None
EVA: 72
M.D: 70 MAGIC: 0/128 - None
MOR: 200 SKILL: 64/128 - GLANCE-GLANCE-GLANCE-GLANCE
055 CATMAN (Weretiger)
HP: 160 SATK: Poison GOLD: 780
ATK: 30 EATK: Psn/Stn EXP.: 780
ACC: 40 (2) TYPE: Magical, Were, Regenerative
CRT: 1 WEAK: None
DEF: 16 RESI: None
EVA: 48
M.D: 93 MAGIC: 0/128 - None
MOR: 148 SKILL: 0/128 - None
056 MANCAT (Rakshasa)
HP: 110 SATK: None GOLD: 800
ATK: 20 EATK: None EXP.: 603
ACC: 28 (3) TYPE: Mage
CRT: 1 WEAK: None
DEF: 30 RESI: Status, Psn/Stn, Death, Fire, Ice, Lightning, Earth
EVA: 60
M.D: 62 MAGIC: 96/128 - FIR2-SLOW-DARK-SLEP-FIRE-LIT -CURE-SLEP
MOR: 150 SKILL: 0/128 - None
057 PEDE (Centipede) [Ankheg]
HP: 222 SATK: Poison GOLD: 300
ATK: 39 EATK: Psn/Stn EXP.: 1194
ACC: 56 (1) TYPE: None
CRT: 1 WEAK: None
DEF: 20 RESI: None
EVA: 48
M.D: 116 MAGIC: 0/128 - None
MOR: 111 SKILL: 0/128 - None
058 GrPEDE (Remora) [Remorhaz]
HP: 320 SATK: None GOLD: 1000
ATK: 73 EATK: None EXP.: 2244
ACC: 80 (1) TYPE: None
CRT: 1 WEAK: None
DEF: 24 RESI: Fire, Ice
EVA: 48
M.D: 185 MAGIC: 0/128 - None
MOR: 176 SKILL: 0/128 - None
059 TIGER (Lesser Tiger) [Kitty Tiger]
HP: 132 SATK: None GOLD: 108
ATK: 22 EATK: None EXP.: 438
ACC: 33 (2) TYPE: None
CRT: 25 WEAK: None
DEF: 8 RESI: None
EVA: 48
M.D: 85 MAGIC: 0/128 - None
MOR: 116 SKILL: 0/128 - None
060 SABER T (Sabertooth) [Saber Tiger]
HP: 200 SATK: None GOLD: 500
ATK: 24 EATK: None EXP.: 843
ACC: 50 (2) TYPE: None
CRT: 70 WEAK: None
DEF: 8 RESI: None
EVA: 42
M.D: 106 MAGIC: 0/128 - None
MOR: 180 SKILL: 0/128 - None
061 VAMPIRE (Vampire)
HP: 156 SATK: Paralyze GOLD: 2000
ATK: 76 EATK: Status EXP.: 1200
ACC: 39 (1) TYPE: Magical, Undead, Regenerative
CRT: 1 WEAK: Fire
DEF: 24 RESI: Status, Psn/Stn, Death, Ice, Earth
EVA: 72
M.D: 75 MAGIC: 0/128 - None
MOR: 200 SKILL: 32/128 - DAZZLE-DAZZLE-DAZZLE-DAZZLE
062 WzVAMP (Vampire Lord)
HP: 300 SATK: Paralyze GOLD: 3000
ATK: 90 EATK: Status EXP.: 2385
ACC: 42 (1) TYPE: Magical, Undead, Mage, Regenerative
CRT: 1 WEAK: Fire
DEF: 28 RESI: Status, Psn/Stn, Death, Ice, Earth
EVA: 72
M.D: 84 MAGIC: 32/128 - AFIR-MUTE-ICE2-ICE2-LIT2-LIT2-FIR2-FIR2
MOR: 200 SKILL: 32/128 - DAZZLE-DAZZLE-DAZZLE-DAZZLE
063 GARGOYLE (Gargoyle)
HP: 80 SATK: None GOLD: 80
ATK: 12 EATK: None EXP.: 132
ACC: 20 (4) TYPE: Magical
CRT: 1 WEAK: None
DEF: 8 RESI: Earth
EVA: 45
M.D: 53 MAGIC: 0/128 - None
MOR: 132 SKILL: 0/128 - None
064 R.GOYLE (Horned Devil)
HP: 94 SATK: None GOLD: 387
ATK: 10 EATK: Psn/Stn* EXP.: 387
ACC: 24 (4) TYPE: Magical
CRT: 1 WEAK: None
DEF: 32 RESI: Fire, Ice, Earth
EVA: 72
M.D: 127 MAGIC: 64/128 - FIR2-HOLD-FIRE-FIRE
MOR: 134 SKILL: 0/128 - None
*R.Goyles have something of a quirk, because they are the only enemy with an
attack element, but no status inflicted on-strike. It is unclear whether the
attack element was erroneously added, or whether the status attack was omitted
(based on element, it would probably have been Poison or Petrify, or less
likely, Death).
065 EARTH (Gnoma) [Earth Element]
HP: 288 SATK: None GOLD: 768
ATK: 66 EATK: None EXP.: 1536
ACC: 72 (1) TYPE: Magical
CRT: 1 WEAK: Fire
DEF: 20 RESI: Status, Psn/Stn, Death, Ice, Lightning, Earth
EVA: 18
M.D: 130 MAGIC: 0/128 - None
MOR: 200 SKILL: 0/128 - None
066 FIRE (Pyros) [Fire]
HP: 276 SATK: None GOLD: 800
ATK: 50 EATK: None EXP.: 1620
ACC: 69 (1) TYPE: Magical
CRT: 1 WEAK: Ice
DEF: 20 RESI: Status, Psn/Stn, Death, Fire, Earth
EVA: 42
M.D: 130 MAGIC: 0/128 - None
MOR: 200 SKILL: 0/128 - None
067 Frost D (White Dragon)
HP: 200 SATK: None GOLD: 2000
ATK: 53 EATK: None EXP.: 1701
ACC: 50 (1) TYPE: Dragon
CRT: 1 WEAK: Fire, Lightning
DEF: 8 RESI: Psn/Stn, Ice, Earth
EVA: 120
M.D: 196 MAGIC: 0/128 - None
MOR: 200 SKILL: 64/128 - BLIZZARD-BLIZZARD-BLIZZARD
068 Red D (Red Dragon)
HP: 248 SATK: None GOLD: 4000
ATK: 75 EATK: None EXP.: 2904
ACC: 62 (1) TYPE: Dragon
CRT: 1 WEAK: Psn/Stn, Ice
DEF: 30 RESI: Fire, Earth
EVA: 96
M.D: 200 MAGIC: 0/128 - None
MOR: 200 SKILL: 64/128 - BLAZE-BLAZE-BLAZE
069 Zombie D (Dragon Zombie)
HP: 268 SATK: Paralyze GOLD: 999
ATK: 56 EATK: Status EXP.: 2331
ACC: 67 (1) TYPE: Dragon, Undead
CRT: 1 WEAK: Fire
DEF: 30 RESI: Status, Psn/Stn, Death, Ice, Earth
EVA: 24
M.D: 135 MAGIC: 0/128 - None
MOR: 200 SKILL: 0/128 - None
070 SCUM (Green Slime)
HP: 24 SATK: Poison GOLD: 20
ATK: 1 EATK: Psn/Stn EXP.: 84
ACC: 1 (1) TYPE: None
CRT: 1 WEAK: Fire, Ice
DEF: 255 RESI: Status, Psn/Stn, Death, Lightning, Earth
EVA: 0
M.D: 36 MAGIC: 0/128 - None
MOR: 124 SKILL: 0/128 - None
071 MUCK (Gray Ooze)
HP: 76 SATK: None GOLD: 70
ATK: 30 EATK: None EXP.: 255
ACC: 19 (1) TYPE: None
CRT: 1 WEAK: Lightning
DEF: 7 RESI: Status, Psn/Stn, Death, Fire, Ice, Earth
EVA: 4
M.D: 55 MAGIC: 0/128 - None
MOR: 152 SKILL: 0/128 - None
072 OOZE (Ochre Jelly)
HP: 76 SATK: None GOLD: 70
ATK: 32 EATK: None EXP.: 252
ACC: 19 (1) TYPE: None
CRT: 1 WEAK: Fire, Ice
DEF: 6 RESI: Status, Psn/Stn, Death, Lightning, Earth
EVA: 6
M.D: 55 MAGIC: 0/128 - None
MOR: 144 SKILL: 0/128 - None
073 SLIME (Dark Flan) [Black Pudding]
HP: 156 SATK: Poison GOLD: 900
ATK: 49 EATK: Psn/Stn EXP.: 1101
ACC: 39 (1) TYPE: None
CRT: 1 WEAK: Fire
DEF: 255 RESI: Status, Psn/Stn, Death, Ice, Lightning, Earth
EVA: 24
M.D: 85 MAGIC: 0/128 - None
MOR: 200 SKILL: 0/128 - None
074 SPIDER (Black Widow)
HP: 28 SATK: None GOLD: 8
ATK: 10 EATK: None EXP.: 30
ACC: 7 (1) TYPE: None
CRT: 1 WEAK: None
DEF: 0 RESI: None
EVA: 30
M.D: 28 MAGIC: 0/128 - None
MOR: 109 SKILL: 0/128 - None
075 ARACHNID (Tarantula)
HP: 64 SATK: Poison GOLD: 50
ATK: 5 EATK: Psn/Stn EXP.: 141
ACC: 16 (1) TYPE: None
CRT: 1 WEAK: None
DEF: 12 RESI: None
EVA: 24
M.D: 46 MAGIC: 0/128 - None
MOR: 111 SKILL: 0/128 - None
076 MANTICOR (Manticore)
HP: 164 SATK: None GOLD: 650
ATK: 22 EATK: None EXP.: 1317
ACC: 41 (2) TYPE: None
CRT: 1 WEAK: None
DEF: 8 RESI: Earth
EVA: 72
M.D: 95 MAGIC: 0/128 - None
MOR: 150 SKILL: 64/128 - STINGER-STINGER-STINGER-STINGER
077 SPHINX (Sphinx)
HP: 228 SATK: None GOLD: 1160
ATK: 23 EATK: None EXP.: 1160
ACC: 57 (3) TYPE: None
CRT: 1 WEAK: None
DEF: 12 RESI: Earth
EVA: 120
M.D: 115 MAGIC: 0/128 - None
MOR: 132 SKILL: 0/128 - None
078 R.ANKYLO (Baretta) [Bulette]
HP: 256 SATK: None GOLD: 300
ATK: 60 EATK: None EXP.: 1428
ACC: 64 (3) TYPE: None
CRT: 1 WEAK: None
DEF: 38 RESI: None
EVA: 56
M.D: 130 MAGIC: 0/128 - None
MOR: 146 SKILL: 0/128 - None
079 ANKYLO (Desert Baretta) [Desert Bulette]
HP: 352 SATK: None GOLD: 1
ATK: 98 EATK: None EXP.: 2610
ACC: 88 (1) TYPE: None
CRT: 1 WEAK: None
DEF: 48 RESI: None
EVA: 48
M.D: 156 MAGIC: 0/128 - None
MOR: 144 SKILL: 0/128 - None
080 MUMMY (Mummy)
HP: 80 SATK: Sleep GOLD: 300
ATK: 30 EATK: Status EXP.: 300
ACC: 20 (1) TYPE: Undead
CRT: 1 WEAK: Fire
DEF: 20 RESI: Status, Psn/Stn, Death, Ice
EVA: 24
M.D: 60 MAGIC: 0/128 - None
MOR: 172 SKILL: 0/128 - None
081 WzMUMMY (King Mummy)
HP: 188 SATK: Sleep GOLD: 1000
ATK: 43 EATK: Psn/Stn* EXP.: 984
ACC: 47 (1) TYPE: Undead
CRT: 1 WEAK: Fire
DEF: 24 RESI: Status, Psn/Stn, Death, Ice
EVA: 24
M.D: 95 MAGIC: 0/128 - None
MOR: 148 SKILL: 0/128 - None
*WzMummys have Sleep as a status attack like Mummys, but strangely, use
Poison/Stone as attack element rather than Status. It is unclear if this is an
error, or intentional.
082 COCTRICE (Cockatrice)
HP: 50 SATK: Petrify GOLD: 200
ATK: 1 EATK: Psn/Stn EXP.: 186
ACC: 10 (1) TYPE: None
CRT: 1 WEAK: None
DEF: 4 RESI: Earth
EVA: 72
M.D: 47 MAGIC: 0/128 - None
MOR: 124 SKILL: 0/128 - None
083 PERILISK (Pyrolisk)
HP: 44 SATK: None GOLD: 500
ATK: 20 EATK: None EXP.: 423
ACC: 11 (1) TYPE: None
CRT: 1 WEAK: Ice
DEF: 4 RESI: Fire, Earth
EVA: 72
M.D: 45 MAGIC: 0/128 - None
MOR: 124 SKILL: 32/128 - SQUINT-SQUINT-SQUINT-SQUINT
084 WYVERN (Wyvern)
HP: 212 SATK: Poison GOLD: 50
ATK: 30 EATK: Psn/Stn EXP.: 1173
ACC: 53 (1) TYPE: Dragon
CRT: 1 WEAK: None
DEF: 12 RESI: Earth
EVA: 96
M.D: 115 MAGIC: 0/128 - None
MOR: 150 SKILL: 0/128 - None
085 WYRM (Wyrm)
</pre><pre id="faqspan-4">
HP: 260 SATK: None GOLD: 50
ATK: 40 EATK: None EXP.: 1173
ACC: 65 (1) TYPE: Dragon
CRT: 1 WEAK: None
DEF: 22 RESI: Earth
EVA: 60
M.D: 131 MAGIC: 0/128 - None
MOR: 150 SKILL: 0/128 - None
086 TYRO (Allosaurus)
HP: 480 SATK: None GOLD: 502
ATK: 65 EATK: None EXP.: 3387
ACC: 133 (1) TYPE: Dragon
CRT: 1 WEAK: None
DEF: 10 RESI: None
EVA: 60
M.D: 200 MAGIC: 0/128 - None
MOR: 144 SKILL: 0/128 - None
087 T REX (Tyrannosaur) [Tyrannosaurus]
HP: 600 SATK: None GOLD: 600
ATK: 115 EATK: None EXP.: 7200
ACC: 144 (1) TYPE: Dragon
CRT: 30 WEAK: None
DEF: 10 RESI: None
EVA: 60
M.D: 200 MAGIC: 0/128 - None
MOR: 150 SKILL: 0/128 - None
088 CARIBE (Piranha)
HP: 92 SATK: None GOLD: 20
ATK: 22 EATK: None EXP.: 240
ACC: 23 (1) TYPE: None
CRT: 1 WEAK: Lightning
DEF: 0 RESI: Fire, Earth
EVA: 72
M.D: 68 MAGIC: 0/128 - None
MOR: 138 SKILL: 0/128 - None
089 R.CARIBE (Red Piranha)
HP: 172 SATK: None GOLD: 46
ATK: 37 EATK: None EXP.: 546
ACC: 43 (1) TYPE: None
CRT: 1 WEAK: None
DEF: 20 RESI: None
EVA: 72
M.D: 83 MAGIC: 0/128 - None
MOR: 142 SKILL: 0/128 - None
090 GATOR (Crocodile)
HP: 184 SATK: None GOLD: 900
ATK: 42 EATK: None EXP.: 816
ACC: 46 (2) TYPE: None
CRT: 1 WEAK: Lightning
DEF: 16 RESI: Fire, Earth
EVA: 48
M.D: 103 MAGIC: 0/128 - None
MOR: 138 SKILL: 0/128 - None
091 FrGATOR (White Croc) [White 'dile]
HP: 288 SATK: None GOLD: 2000
ATK: 56 EATK: None EXP.: 1890
ACC: 72 (2) TYPE: Dragon
CRT: 1 WEAK: Lightning
DEF: 20 RESI: Fire, Earth
EVA: 48
M.D: 143 MAGIC: 0/128 - None
MOR: 142 SKILL: 0/128 - None
092 OCHO (Ochu) [Otyugh]
HP: 208 SATK: Poison GOLD: 102
ATK: 20 EATK: Psn/Stn EXP.: 1224
ACC: 52 (3) TYPE: None
CRT: 1 WEAK: Lightning
DEF: 24 RESI: Fire, Earth
EVA: 24
M.D: 116 MAGIC: 0/128 - None
MOR: 176 SKILL: 0/128 - None
093 NAOCHO (Neochu) [Neo-Otyugh]
HP: 344 SATK: Poison GOLD: 500
ATK: 35 EATK: Psn/Stn EXP.: 3189
ACC: 86 (3) TYPE: None
CRT: 1 WEAK: None
DEF: 32 RESI: None
EVA: 24
M.D: 170 MAGIC: 0/128 - None
MOR: 200 SKILL: 0/128 - None
094 HYDRA (Hydra)
HP: 212 SATK: None GOLD: 150
ATK: 30 EATK: None EXP.: 915
ACC: 53 (3) TYPE: Dragon
CRT: 1 WEAK: None
DEF: 14 RESI: None
EVA: 36
M.D: 116 MAGIC: 0/128 - None
MOR: 138 SKILL: 0/128 - None
095 R.HYDRA (Fire Hydra)
HP: 182 SATK: None GOLD: 400
ATK: 20 EATK: None EXP.: 1215
ACC: 46 (3) TYPE: Dragon
CRT: 1 WEAK: Ice
DEF: 14 RESI: Fire
EVA: 36
M.D: 103 MAGIC: 0/128 - None
MOR: 152 SKILL: 64/128 - CREMATE-CREMATE
096 GUARD (Guardian)
HP: 200 SATK: Paralyze GOLD: 400
ATK: 25 EATK: Status EXP.: 1224
ACC: 50 (2) TYPE: None
CRT: 1 WEAK: Lightning
DEF: 40 RESI: Status, Psn/Stn, Death
EVA: 72
M.D: 110 MAGIC: 0/128 - None
MOR: 200 SKILL: 0/128 - None
097 SENTRY (Soldier)
HP: 400 SATK: None GOLD: 2000
ATK: 102 EATK: None EXP.: 4000
ACC: 90 (1) TYPE: None
CRT: 1 WEAK: Lightning
DEF: 48 RESI: Status, Psn/Stn, Death, Fire, Ice, Earth
EVA: 96
M.D: 160 MAGIC: 0/128 - None
MOR: 150 SKILL: 0/128 - None
098 WATER (Aquos) [Water]
HP: 300 SATK: None GOLD: 800
ATK: 69 EATK: None EXP.: 1962
ACC: 68 (1) TYPE: Magical
CRT: 1 WEAK: Ice
DEF: 20 RESI: Status, Psn/Stn, Death, Fire, Earth
EVA: 72
M.D: 130 MAGIC: 0/128 - None
MOR: 200 SKILL: 0/128 - None
099 AIR (Aeros) [Air Elemental]
HP: 358 SATK: None GOLD: 807
ATK: 53 EATK: None EXP.: 1614
ACC: 62 (1) TYPE: Magical
CRT: 1 WEAK: None
DEF: 4 RESI: Status, Psn/Stn, Death, Earth
EVA: 144
M.D: 130 MAGIC: 0/128 - None
MOR: 200 SKILL: 0/128 - None
100 NAGA (Water Naga)
HP: 356 SATK: Poison GOLD: 2355
ATK: 9 EATK: Psn/Stn EXP.: 2355
ACC: 71 (1) TYPE: Aquatic, Mage
CRT: 1 WEAK: Lightning
DEF: 8 RESI: Fire, Earth
EVA: 72
M.D: 116 MAGIC: 96/128 - LIT2-HOLD-SLOW-DARK-LIT -LOCK-SLEP-LIT
MOR: 200 SKILL: 0/128 - None
101 GrNAGA (Spirit Naga)
HP: 420 SATK: Poison GOLD: 4000
ATK: 7 EATK: Psn/Stn EXP.: 3489
ACC: 88 (1) TYPE: Mage
CRT: 1 WEAK: None
DEF: 16 RESI: None
EVA: 48
M.D: 143 MAGIC: 96/128 - RUSE-MUTE-SLOW-DARK-SLEP-FIRE-LIT -HEAL
MOR: 154 SKILL: 0/128 - None
102 CHIMERA (Chimera)
HP: 300 SATK: None GOLD: 2500
ATK: 30 EATK: None EXP.: 2064
ACC: 60 (4) TYPE: Dragon
CRT: 1 WEAK: Ice
DEF: 20 RESI: Fire, Earth
EVA: 72
M.D: 130 MAGIC: 0/128 - None
MOR: 200 SKILL: 64/128 - CREMATE-CREMATE-CREMATE
103 JIMERA (Rhyos) [Gorgimera]
HP: 350 SATK: None GOLD: 5000
ATK: 40 EATK: None EXP.: 4584
ACC: 70 (4) TYPE: Dragon
CRT: 1 WEAK: Ice
DEF: 18 RESI: Fire, Earth
EVA: 60
M.D: 143 MAGIC: 0/128 - None
MOR: 200 SKILL: 64/128 - CREMATE-POISON-CREMATE-POISON
104 WIZARD (Piscodemon)
HP: 84 SATK: None GOLD: 300
ATK: 30 EATK: None EXP.: 276
ACC: 21 (2) TYPE: Magical, Aquatic
CRT: 1 WEAK: None
DEF: 16 RESI: Status, Psn/Stn, Fire, Ice
EVA: 66
M.D: 98 MAGIC: 0/128 - None
MOR: 126 SKILL: 0/128 - None
105 SORCERER (Mindflayer) [Mind Flayer]
HP: 112 SATK: Death GOLD: 999
ATK: 1 EATK: None* EXP.: 822
ACC: 28 (3) TYPE: None
CRT: 1 WEAK: None
DEF: 12 RESI: None
EVA: 48
M.D: 187 MAGIC: 0/128 - None
MOR: 130 SKILL: 64/128 - TRANCE-TRANCE-TRANCE-TRANCE
*Sorcerers are the only enemy with a status attack, but no attack element. It
is unclear if this was intentional, but has the effect of making their attack
unresistable (apart from magic defense).
106 GARLAND (Garland)
HP: 106 SATK: None GOLD: 250
ATK: 15 EATK: None EXP.: 130
ACC: 27 (1) TYPE: None
CRT: 1 WEAK: None
DEF: 10 RESI: None
EVA: 12
M.D: 64 MAGIC: 0/128 - None
MOR: 255 SKILL: 0/128 - None
107 Gas D (Green Dragon)
HP: 352 SATK: None GOLD: 5000
ATK: 72 EATK: None EXP.: 4068
ACC: 68 (1) TYPE: Dragon
CRT: 1 WEAK: Ice
DEF: 16 RESI: Earth
EVA: 96
M.D: 200 MAGIC: 0/128 - None
MOR: 200 SKILL: 64/128 - POISON-POISON-POISON
108 Blue D (Blue Dragon)
HP: 454 SATK: None GOLD: 2000
ATK: 92 EATK: None EXP.: 3274
ACC: 86 (1) TYPE: Dragon
CRT: 1 WEAK: Fire
DEF: 20 RESI: Lightning, Earth
EVA: 96
M.D: 200 MAGIC: 0/128 - None
MOR: 200 SKILL: 64/128 - THUNDER-THUNDER-THUNDER
109 MudGOL (Clay Golem)
HP: 176 SATK: Poison GOLD: 800
ATK: 64 EATK: Psn/Stn EXP.: 1257
ACC: 44 (1) TYPE: Magical, Mage
CRT: 1 WEAK: None
DEF: 7 RESI: Status, Psn/Stn, Death, Fire, Ice, Lightning
EVA: 28
M.D: 93 MAGIC: 32/128 - FAST
MOR: 200 SKILL: 0/128 - None
110 RockGOL (Stone Golem)
HP: 200 SATK: None GOLD: 1000
ATK: 70 EATK: None EXP.: 2385
ACC: 50 (1) TYPE: Magical, Mage
CRT: 1 WEAK: None
DEF: 16 RESI: Status, Psn/Stn, Death, Fire, Ice, Lightning, Earth
EVA: 24
M.D: 110 MAGIC: 48/128 - SLOW-SLOW-SLOW-SLOW-SLOW-SLOW-SLOW-SLOW
MOR: 200 SKILL: 0/128 - None
111 IronGOL (Iron Golem)
HP: 304 SATK: None GOLD: 3000
ATK: 93 EATK: None EXP.: 6717
ACC: 76 (1) TYPE: Magical
CRT: 1 WEAK: None
DEF: 100 RESI: Status, Psn/Stn, Death, Fire, Ice, Earth
EVA: 24
M.D: 143 MAGIC: 0/128 - None
MOR: 200 SKILL: 16/128 - TOXIC-TOXIC-TOXIC-TOXIC
112 BADMAN (Black Knight)
HP: 260 SATK: None GOLD: 1800
ATK: 44 EATK: None EXP.: 1263
ACC: 65 (2) TYPE: None
CRT: 1 WEAK: None
DEF: 38 RESI: None
EVA: 36
M.D: 135 MAGIC: 0/128 - None
MOR: 200 SKILL: 0/128 - None
113 EVILMAN (Doom Knight) [Death Knight]
HP: 190 SATK: None GOLD: 3000
ATK: 55 EATK: None EXP.: 2700
ACC: 48 (1) TYPE: Magical, Mage
CRT: 1 WEAK: None
DEF: 32 RESI: Status, Psn/Stn, Death
EVA: 42
M.D: 173 MAGIC: 32/128 - XFER-NUKE-XFER-XXXX-BLND
MOR: 200 SKILL: 0/128 - None
114 ASTOS (Astos)
HP: 168 SATK: None GOLD: 2000
ATK: 26 EATK: None EXP.: 2250
ACC: 42 (1) TYPE: None
CRT: 1 WEAK: None
DEF: 40 RESI: None
EVA: 78
M.D: 170 MAGIC: 96/128 - RUB -SLO2-FAST-FIR2-LIT2-SLOW-DARK-SLEP
MOR: 255 SKILL: 0/128 - None
115 MAGE (Dark Wizard)
HP: 105 SATK: None GOLD: 1095
ATK: 26 EATK: None EXP.: 1095
ACC: 27 (1) TYPE: Mage
CRT: 1 WEAK: None
DEF: 40 RESI: None
EVA: 78
M.D: 170 MAGIC: 64/128 - RUB -LIT3-FIR3-BANE-SLO2-FIR3-STUN-LIT3
MOR: 200 SKILL: 0/128 - None
116 FIGHTER (Dark Warrior) [Dark Fighter]
HP: 200 SATK: None GOLD: 3420
ATK: 40 EATK: None EXP.: 3420
ACC: 45 (1) TYPE: Mage
CRT: 1 WEAK: None
DEF: 38 RESI: None
EVA: 90
M.D: 186 MAGIC: 48/128 - WALL-XFER-HEL3-FOG2-INV2-CUR4-HEL3-CUR3
MOR: 158 SKILL: 0/128 - None
117 MADPONY (Crazy Horse)
HP: 64 SATK: None GOLD: 15
ATK: 10 EATK: None EXP.: 63
ACC: 16 (2) TYPE: None
CRT: 1 WEAK: None
DEF: 2 RESI: None
EVA: 22
M.D: 40 MAGIC: 0/128 - None
MOR: 106 SKILL: 0/128 - None
118 NITEMARE (Nightmare)
HP: 200 SATK: None GOLD: 700
ATK: 30 EATK: None EXP.: 1272
ACC: 50 (3) TYPE: Magical
CRT: 1 WEAK: Ice
DEF: 24 RESI: Status, Psn/Stn, Death, Fire, Earth
EVA: 132
M.D: 100 MAGIC: 0/128 - None
MOR: 200 SKILL: 32/128 - SNORTING-SNORTING-SNORTING-SNORTING
119 WarMECH (Warmech) [Death Machine]
HP: 1000 SATK: None GOLD: 32000
ATK: 128 EATK: None EXP.: 32000
ACC: 200 (2) TYPE: Regenerative
CRT: 1 WEAK: None
DEF: 80 RESI: Status, Psn/Stn, Death, Fire, Ice, Lightning, Earth
EVA: 96
M.D: 200 MAGIC: 0/128 - None
MOR: 200 SKILL: 32/128 - NUCLEAR-NUCLEAR-NUCLEAR-NUCLEAR
120 LICH (Lich)
HP: 400 SATK: Paralyze GOLD: 3000
ATK: 40 EATK: Status EXP.: 2200
ACC: 49 (1) TYPE: Magical, Undead, Mage
CRT: 1 WEAK: Fire
DEF: 40 RESI: Status, Psn/Stn, Death, Ice
EVA: 24
M.D: 120 MAGIC: 96/128 - ICE2-SLP2-FAST-LIT2-HOLD-FIR2-SLOW-SLEP
MOR: 255 SKILL: 0/128 - None
121 LICH (Lich)
HP: 500 SATK: Paralyze GOLD: 1
ATK: 50 EATK: Status EXP.: 2000
ACC: 64 (1) TYPE: Magical, Undead, Mage
CRT: 1 WEAK: None
DEF: 50 RESI: Status, Psn/Stn, Death, Ice
EVA: 48
M.D: 140 MAGIC: 96/128 - NUKE-STOP-ZAP!-XXXX-NUKE-STOP-ZAP!-XXXX
MOR: 255 SKILL: 0/128 - None
122 KARY (Marilith)
HP: 600 SATK: None GOLD: 3000
ATK: 40 EATK: None EXP.: 2475
ACC: 63 (6) TYPE: Magical, Mage
CRT: 1 WEAK: Status
DEF: 50 RESI: Psn/Stn, Fire, Ice, Lightning
EVA: 48
M.D: 183 MAGIC: 48/128 - FIR2-DARK-FIR2-DARK-FIR2-HOLD-FIR2-HOLD
MOR: 255 SKILL: 0/128 - None
123 KARY (Marilith)
HP: 700 SATK: None GOLD: 1
ATK: 60 EATK: None EXP.: 2000
ACC: 63 (6) TYPE: Magical, Mage
CRT: 1 WEAK: None
DEF: 60 RESI: Psn/Stn, Fire, Ice, Lightning
EVA: 60
M.D: 183 MAGIC: 48/128 - FIR3-RUB -FIR3-RUB -FIR3-STUN-FIR3-STUN
MOR: 255 SKILL: 0/128 - None
124 KRAKEN (Kraken)
HP: 800 SATK: None GOLD: 5000
ATK: 50 EATK: None EXP.: 4245
ACC: 90 (8) TYPE: Aquatic
CRT: 1 WEAK: Lightning
DEF: 60 RESI: Fire, Earth
EVA: 84
M.D: 160 MAGIC: 0/128 - None
MOR: 255 SKILL: 32/128 - INK-INK-INK-INK
125 KRAKEN (Kraken)
HP: 900 SATK: None GOLD: 1
ATK: 70 EATK: None EXP.: 2000
ACC: 114 (8) TYPE: Aquatic
CRT: 1 WEAK: None
DEF: 70 RESI: Fire, Earth
EVA: 98
M.D: 200 MAGIC: 48/128 - LIT2-LIT2-LIT2-LIT2-LIT2-LIT2-LIT2-LIT2
MOR: 255 SKILL: 32/128 - INK-INK-INK-INK
126 TIAMAT (Tiamat)
HP: 1000 SATK: None GOLD: 6000
ATK: 49 EATK: None EXP.: 5496
ACC: 80 (4) TYPE: Dragon
CRT: 1 WEAK: Psn/Stn
DEF: 80 RESI: Fire, Ice, Lightning, Earth
EVA: 72
M.D: 200 MAGIC: 0/128 - None
MOR: 255 SKILL: 64/128 - THUNDER-POISON-BLIZZARD-BLAZE
127 TIAMAT (Tiamat)
HP: 1100 SATK: None GOLD: 1
ATK: 75 EATK: None EXP.: 2000
ACC: 85 (4) TYPE: Dragon
CRT: 1 WEAK: None
DEF: 90 RESI: Fire, Ice, Lightning, Earth
EVA: 90
M.D: 200 MAGIC: 64/128 - BANE-ICE2-LIT2-FIR2-BANE-ICE2-LIT2-FIR2
MOR: 255 SKILL: 64/128 - THUNDER-POISON-BLIZZARD-BLAZE
128 CHAOS (Chaos)
HP: 2000 SATK: Paralyze GOLD: 0
ATK: 100 EATK: Status EXP.: 0
ACC: 200 (2) TYPE: None
CRT: 1 WEAK: None
DEF: 100 RESI: Status, Psn/Stn, Time, Death, Fire, Ice, Lightning, Earth
EVA: 100
M.D: 200 MAGIC: 64/128 - ICE3-LIT3-SLO2-CUR4-FIR3-ICE2-FAST-NUKE
MOR: 255 SKILL: 64/128 - CRACK-INFERNO-SWIRL-TORNADO
C. ENEMY DATA CHARTS [ECHR]
1. Enemy Elemental Resistance Chart
O = Weak X = Resistant - = Neither
Idx Name Status Psn/Stn Time Death Fire Ice Lit Earth
001 IMP - - - - - - - -
002 GrIMP - - - - - - - -
003 WOLF - - - - - - - -
004 GrWOLF - - - - - - - -
005 WrWOLF - - - - - - - -
006 FrWOLF - - - - O X - -
007 IGUANA - - - - - - - -
008 AGAMA - - - - X O - -
009 SAURIA - - - - - - - -
010 GIANT - - - - - - - -
011 FrGIANT - - - - O X - -
012 R.GIANT - - - - X O - -
013 SAHAG - - - - X - O X
014 R.SAHAG - - - - X - O X
015 WzSAHAG - - - - X - O X
016 PIRATE - - - - - - - -
017 KYZOKU - - - - - - - X
018 SHARK - - - - X - O X
019 GrSHARK - - - - X - O X
020 OddEYE - - - - X - O X
021 BigEYE - - - - X - O X
022 BONE X X - X O X - -
023 R.BONE X X - X O X - -
024 CREEP - - - - O - - -
025 CRAWL - - - - - - - -
026 HYENA - - - - - - - -
027 CEREBUS - - - - X O - -
028 OGRE - - - - - - - -
029 GrOGRE - - - - - - - -
030 WzOGRE - - - - - - - X
031 ASP - - - - - - - -
032 COBRA - - - - - - - -
033 SeaSNAKE - - - - X - O X
034 SCORPION - - - - - - - -
035 LOBSTER - - - - X - O X
036 BULL - - - - - - - -
037 ZomBULL X X - X O X - -
038 TROLL - - - - O - - -
039 SeaTROLL - - - - - - O X
040 SHADOW x X - X O X - X
041 IMAGE x X - X O X - X
042 WRAITH x X - X O X - X
043 GHOST x X - X O X - X
044 ZOMBIE x X - X O X - X
045 GHOUL x X - X O X - -
046 GEIST x X - X O X - -
047 SPECTER x X - X O X -
048 WORM - - - - - - - X
049 Sand W - - - - - - - X
050 Grey W - - - - X O - X
051 EYE - - - - - - - X
052 PHANTOM X X - X O X - X
053 MEDUSA - - - - - - - -
054 GrMEDUSA - - - - O X - X
055 CATMAN - - - - - - - -
056 MANCAT X X - X X X X X
057 PEDE - - - - - - - -
058 GrPEDE - - - - X X - -
059 TIGER - - - - - - - -
060 Saber T - - - - - - - -
061 VAMPIRE X X - X O X - X
062 WzVAMP X X - X O X - X
063 GARGOYLE - - - - - - - X
064 R.GOYLE - - - - X X - X
065 EARTH X X - X O X X X
066 FIRE X X - X X O - X
067 Frost D - X - - O X O X
068 Red D - X - - X O - X
069 ZombieD X X - X O X - X
070 SCUM X X - X O O X X
071 MUCK X X - X X X O X
072 OOZE X X - X O O X X
073 SLIME X X - X O X X X
074 SPIDER - - - - - - - -
075 ARACHNID - - - - - - - -
076 MANTICOR - - - - - - - X
077 SPHINX - - - - - - - X
078 R.ANKYLO - - - - - - - -
079 ANKYLO - - - - - - - -
080 MUMMY X X - X O X - -
081 WzMUMMY X X - X O X - -
082 COCTRICE - - - - - - - X
083 PERILISK - - - - X O - X
084 WYVERN - - - - - - - X
085 WYRM - - - - - - - X
086 TYRO - - - - - - - -
087 T REX - - - - - - - -
088 CARIBE - - - - X - O X
089 R.CARIBE - - - - - - - -
090 GATOR - - - - X - O X
091 FrGATOR - - - - X - O X
092 OCHO - - - - X - O X
093 NAOCHO - - - - - - - -
094 HYDRA - - - - - - - -
095 R.HYDRA - - - - X O - -
096 GUARD X X - X - - O -
097 SENTRY X X - X X X O X
098 WATER X X - X X O - X
099 AIR X X - X - - - X
100 NAGA - - - - X - O X
101 GrNAGA - - - - - - - -
102 CHIMERA - - - - X O - X
103 JIMERA - - - - X O - X
104 WIZARD X X - - X X - -
105 SORCERER - - - - - - - -
106 GARLAND - - - - - - - -
107 Gas D - - - - - O - X
108 Blue D - - - - O - X X
109 MudGOL X X - X X X X -
110 RockGOL X X - X X X X X
111 IronGOL X X - X X X - X
112 BADMAN - - - - - - - -
113 EVILMAN X X - X - - - -
114 ASTOS - - - - - - - -
115 MAGE - - - - - - - -
116 FIGHTER - - - - - - - -
117 MADPONY - - - - - - - -
118 NITEMARE X X - X X O - X
119 WarMECH X X - X X X X X
120 LICH X X - X O X - -
121 LICH2 X X - X - X - -
122 Kary O X - - X X X -
123 Kary2 - X - - X X X -
124 KRAKEN - - - - X - O X
125 KRAKEN2 - - - - X - - X
126 TIAMAT - O - - X X X X
127 TIAMAT2 - - - - X X X X
128 CHAOS X X X X X X X X
2. Enemy AI Chart
This chart lists all enemies that use a Spell or Skill. When both are present,
Spells are listed first. The number in parenthesis represents the chance of a
Spell or Skill being used out of 100% - these numbers have already been
computed to account for actual prevalence in an enemy's attack pattern.
01 FrWOLF - (25%) FROSTx4
02 AGAMA - (25%) HEATx4
03 SAURIA - (50%) GLANCEx4
04 OddEYE -(100%) GAZEx4
05 BigEYE - (50%) GAZE-FLASH-GAZE-FLASH
06 CEREBUS - (50%) SCORCHx4
07 WzOGRE - (50%) RUSE-DARK-SLEP-HOLD-ICE2
08 Sand W - (50%) CRACKx4
09 EYE - (62.5%) XXXX-BRAK-RUB -LIT2-HOLD-MUTE-SLOW-SLEP
(23.4%) GLANCE-SQUINT-GAZE-STARE
10 PHANTOM - (50%) STOP-ZAP!-XFER-BRAK-RUB -HOLD-MUTE-SLOW
(25%) GLAREx4
11 MEDUSA - (50%) GLANCEx4
12 GrMEDUSA- (50%) GLANCEx4
13 MANCAT - (75%) FIR2-SLOW-DARK-SLEP-FIRE-LIT -CURE-SLEP
14 VAMPIRE - (25%) DAZZLEx4
15 WzVAMP - (25%) AFIR-MUTE-ICE2-ICE2-LIT2-LIT2-FIR2-FIR2
(18.8%) DAZZLEx4
16 R.GOYLE - (50%) FIR2-HOLD-FIRE-FIRE
17 Frost D - (50%) BLIZZARDx3
18 Red D - (50%) BLAZEx3
19 MANTICOR- (50%) STINGERx4
20 PERILISK- (25%) SQUINTx4
21 R.HYDRA - (50%) CREMATEx2
22 NAGA - (75%) LIT2-HOLD-SLOW-DARK-LIT -LOCK-SLEP-LIT
23 GrNAGA - (75%) RUSE-MUTE-SLOW-DARK-SLEP-FIRE-LIT -HEAL
24 CHIMERA - (50%) CREMATEx3
25 JIMERA - (50%) CREMATE-POISON-CREMATE-POISON
26 SORCERER- (50%) TRANCEx4
27 Gas D - (50%) POISONx3
28 Blue D - (50%) THUNDERx3
29 MudGOL - (25%) FAST
30 RockGOL - (37.5%) SLOWx8
31 IronGOL - (12.5%) TOXICx4
32 EVILMAN - (25%) XFER-NUKE-XFER-XXXX-BLND
33 ASTOS - (75%) RUB -SLO2-FAST-FIR2-LIT2-SLOW-DARK-SLEP
34 MAGE - (50%) RUB -LIT3-FIR3-BANE-SLO2-FIR3-STUN-LIT3
35 FIGHTER - (37.5%) WALL-XFER-HEL3-FOG2-INV2-CUR4-HEL2-CUR3
36 NITEMARE- (25%) SNORTINGx4
37 WarMECH - (25%) NUCLEARx4
38 LICH - (75%) ICE2-SLP2-FAST-LIT2-HOLD-FIR2-SLOW-SLEP
39 LICH2 - (75%) NUKE-STOP-ZAP!-XXXX-NUKE-STOP-ZAP!-XXXX
40 KARY - (37.5%) FIR2-DARK-FIR2-DARK-FIR2-HOLD-FIR2-HOLD
41 KARY2 - (37.5%) FIR3-RUB -FIR3-RUB -FIR3-STUN-FIR3-STUN
42 KRAKEN - (25%) INKx4
43 KRAKEN2 - (37.5%) LIT2x8
(15.6%) INKx4
44 TIAMAT - (50%) THUNDER-POISON-BLIZZARD-BLAZE
45 TIAMAT - (50%) BANE-ICE2-LIT2-FIR2-BANE-ICE2-LIT2-FIR2
(25%) THUNDER-POISON-BLIZZARD-BLAZE
46 CHAOS - (50%) ICE3-LIT3-SLO2-CUR4-FIR3-ICE2-FAST-NUKE
(25%) CRACK-INFERNO-SWIRL-TORNADO
3. Enemy Spell Chart
The following is a list of all the spells in the game that are used by enemies,
and which enemies use them.
CURE - MANCAT
RUSE - WzOGRE, GrNAGA
FIRE - MANCAT, R.GOYLE, GrNAGA
LIT - MANCAT, NAGA, GrNAGA
SLEP - WzOGRE, EYE, MANCAT, NAGA, GrNAGA, ASTOS, LICH
LOCK - NAGA
MUTE - EYE, PHANTOM, WzVAMP, GrNAGA
DARK - WzOGRE, MANCAT, NAGA, GrNAGA, ASTOS, KARY
SLOW - EYE, PHANTOM, MANCAT, NAGA, GrNAGA, RockGOL, ASTOS, LICH
HEAL - GrNAGA
AFIR - WzVAMP
FIR2 - MANCAT, WzVAMP, R.GOYLE, ASTOS, LICH, KARY, TIAMAT(2)
LIT2 - EYE, WzVAMP, NAGA, ASTOS, LICH, KRAKEN(2), TIAMAT(2)
HOLD - WzOGRE, EYE, PHANTOM, R.GOYLE, NAGA, LICH, KARY
ICE2 - WzOGRE, WzVAMP, LICH, TIAMAT(2), CHAOS
FAST - MudGOL, ASTOS, LICH, CHAOS
SLP2 - LICH
CUR3 - FIGHTER
HEL2 - FIGHTER
FIR3 - MAGE, KARY(2), CHAOS
BANE - MAGE, TIAMAT(2)
SLO2 - ASTOS, MAGE, CHAOS
INV2 - FIGHTER
FOG2 - FIGHTER
LIT3 - MAGE, CHAOS
RUB - EYE, PHANTOM, ASTOS, MAGE, KARY(2)
STUN - MAGE, KARY(2)
CUR4 - FIGHTER, CHAOS
HEL3 - FIGHTER
ICE3 - CHAOS
BRAK - EYE, PHANTOM
BLND - EVILMAN
WALL - FIGHTER
XFER - PHANTOM, EVILMAN, FIGHTER
NUKE - EVILMAN, LICH(2), CHAOS
STOP - PHANTOM, LICH(2)
XXXX - EYE, EVILMAN, LICH(2)
ZAP! - PHANTOM, LICH(2)
4. Enemy Skill Chart
The following is a list of all the Enemy Skills in the game and which enemies
use them.
SCORCH - CEREBUS
HEAT - AGAMA
CREMATE - R.HYDRA; CHIMERA; JIMERA
BLAZE - Red D.; TIAMAT
INFERNO - CHAOS
FROST - FrWOLF; Frost D
BLIZZARD - TIAMAT
THUNDER - Blue D; TIAMAT
POISON - Gas D; TIAMAT
STARE - EYE
SWIRL - CHAOS
TORNADO - CHAOS
NUCLEAR - WarMECH
GLANCE - SAURIA; EYE; MEDUSA; GrMEDUSA
GAZE - OddEYE; BigEYE; EYE
FLASH - BigEYE
CRACK - Sand W; CHAOS
SQUINT - EYE; PERILISK
GLARE - PHANTOM
DAZZLE - VAMPIRE; WzVAMP
STINGER - MANTICOR
POISON - JIMERA
TRANCE - SORCERER
TOXIC - IronGOL
SNORTING - NITEMARE
INK - KRAKEN; KRAKEN(2)
-------------------------------------------------------------------------------
| VIII. ENEMY FORMATIONS [SEC8]|
-------------------------------------------------------------------------------
A. FORMATION DYNAMICS [FORM]
There are 256 enemy groups. These can be subdivided into 128 core groups with
2 formations each. Most, but not all, are used in the game. Each group uses a
particular pattern table for enemy graphics which, in practice, restricts the
enemies that may appear together. For example, one pattern table contains the
sprites for Imp enemies, Wolf enemies, Lizard enemies, and Giant enemies. This
is why you may see Imps, Wolves, Lizards, and/or Giants in the same battle.
However, for this very same reason, you will never see an Imp in the same
battle as a Spider, and you will never see Wyvern fighting alongside a Zombie.
While there is no restriction on which enemy data is capable of being present
in a given formation, the restriction on appearance serves as a practical
restriction on which enemies can appear together. These pattern tables are:
Pattern Tables
00 Imp, Wolf, Iguana, Giant
01 Bone, Creep, Hyena, Ogre
02 Ghost, Zombie, Worm, Eye
03 Slime, Spider, Manticore, Ankylo
04 Badman, Astos, Madpony, WarMech
05 Snake, Scorpion, Bull, Troll
06 Vampire, Gargoyle, Element 1, Dragon 1
07 Mummy, Cockatrice, Wyvern, Tyro
08 Medusa, Catman, Pede, Tiger
09 Wizard, Garland, Dragon 2, Golem
0A Caribe, Gator, Ocho, Hydra
0B Sentry, Element 2, Naga, Chimera
0C Sahag, Pirate, Shark, BigEye
0D Lich, Kary
0E Kraken, Tiamat
0F Chaos
Most pattern tables contain 2 small enemies, and 2 large enemies. These are
capable of three formation types:
(Up to) 9 Small Enemies
(Up to) 4 Large Enemies
(Up to) 2 Large Enemies and 6 Small Enemies
Two pattern tables contain 2 fiends each, and one pattern table is devoted
entirely to Chaos. Each of these can only display one enemy sprite at a time.
B. ENEMY FORMATION LIST [EFRM]
Battle Location List
The following is a list of all the battle formations in the game, and where
each of them is located:
[TO BE COMPLETED IN A FUTURE UPDATE]
C. ENEMY DOMAIN MAPPING [EMAP]
1. Overworld (Thanks to Ben Siron for design inspiration)
The World Map is a 256x256 unit grid. Mapping this grid, we have the following
coordinates:
Northwestern Corner: ( 0, 0)
Northeastern Corner: (255, 0)
Southwestern Corner: ( 0,255)
Southeastern Corner: (255,255)
The World Map is further subdivided into an 8x8 grid of 64 domain areas of
32x32 tiles each. Each of these domains has its own random encounter data.
Oceans and Rivers (North and South) each form an overlay. The data for these
overlays is stored in Coneria (Northern Rivers), Pravoka (Southern Rivers),
and Elfland (Oceans). The main World Map chart controls for land-encounters,
and the overlays operate for Ocean and River tiles. The following is a
representation of the Overworld Map and the Ocean and River overlays:
[0,0] World Map [7,0] [0,0] Ocean Overlay [7,0] [0,0] River Overlay [7,0]
A A B C C B A A O O O O O O O O N N N N N N N N
D D E C C F F G O O O O O O O O N N N N N N N N
D D - E - F F G O O O O O O O O N N N N N N N N
- - - H H I - G O O O O O O O O S S S S S S S S
- J I I K L L M O O O O O O O O S S S S S S S S
J J J I - I M M O O O O O O O O S S S S S S S S
- - M I I M P P O O O O O O O O S S S S S S S S
- - - M I M P P O O O O O O O O S S S S S S S S
[0,7] [7,7] [0,7] [7,7] [0,7] [7,7]
OVR -1- -2- -3- -4- -5- -6- -7- -8-
-O- 5Ba 5Cb 5Ca 5Db 5Ea 5Bb 5Da 5Eb
-S- 20a 5Fa 20a 5Fa 25b 60b 5Fb 65b
-N- 20b 20b 65a 41a 65a 62a 62a 62b
A: [0,0] [1,0] [6,0] [7,0]
[KEY TO BE COMPLETED IN A FUTURE UPDATE]
MAP -1- -2- -3- -4- -5- -6- -7- -8-
[0,0] 63b 31a 70a 2Ea 70a 60a 36a 1Fb
[1,0] 63b 31a 70a 2Ea 70a 60a 36a 1Fb
[2,0] 09b 70a 3Ca 60a 3Ca 39a 39a 3Aa
[3,0] 6Fb 60a 67a 39a 67a 3Aa 37b 31b
[4,0] 6Fb 60a 67a 39a 67a 3Aa 37b 31b
[5,0] 09b 70a 3Ca 60a 3Ca 39a 39a 3Aa
[6,0] 63b 31a 70a 2Ea 70a 60a 36a 1Fb
[7,0] 63b 31a 70a 2Ea 70a 60a 36a 1Fb
[0,1] 71a 19b 71a 19b 22b 22b 37b 31b
[1,1] 71a 19b 71a 19b 22b 22b 37b 31b
[2,1] 37a 37a 25a 25a 36a 36a 38a 37b
[3,1] 6Fb 60a 67a 39a 67a 3Aa 37b 31b
[4,1] 6Fb 60a 67a 39a 67a 3Aa 37b 31b
[5,1] 71b 3Db 71b 3Db 38b 38b 3Cb 3Ea
[6,1] 71b 3Db 71b 3Db 38b 38b 3Cb 3Ea
[7,1] 32b 1Eb 32b 1Eb 2Db 2Db 3Da 70b
[0,2] 71a 19b 71a 19b 22b 22b 37b 31b
[1,2] 71a 19b 71a 19b 22b 22b 37b 31b
[2,2] 00a 00a 00a 00a 00a 00a 00a 00a
[3,2] 37a 37a 25a 25a 36a 36a 38a 37b
[4,2] 00a 00a 00a 00a 00a 00a 00a 00a
[5,2] 71b 3Db 71b 3Db 38b 38b 3Cb 3Ea
[6,2] 71b 3Db 71b 3Db 38b 38b 3Cb 3Ea
[7,2] 32b 1Eb 32b 1Eb 2Db 2Db 3Da 70b
[0,3] 00a 00a 00a 00a 00a 00a 00a 00a
[1,3] 00a 00a 00a 00a 00a 00a 00a 00a
[2,3] 00a 00a 00a 00a 00a 00a 00a 00a
[3,3] 01a 05a 02b 00a 06a 07a 00b 06b
[4,3] 01a 05a 02b 00a 06a 07a 00b 06b
[5,3] 03b 0Da 07b 0Ca 07b 0Ba 0Ba 13a
[6,3] 00a 00a 00a 00a 00a 00a 00a 00a
[7,3] 32b 1Eb 32b 1Eb 2Db 2Db 3Da 70b
[0,4] 00a 00a 00a 00a 00a 00a 00a 00a
[1,4] 08b 0Ab 13a 0Ab 0Cb 0Bb 19a 66b
[2,4] 03b 0Da 07b 0Ca 07b 0Ba 12a 13a
[3,4] 03b 0Da 07b 0Ca 07b 0Ba 12a 13a
[4,4] 00a 00a 00a 00a 02b 03a 06a 00b
[5,4] 09a 07a 02a 06b 03b 03b 0Ca 07b
[6,4] 09a 07a 02a 06b 03b 03b 0Ca 07b
[7,4] 0Eb 0Ca 0Eb 0Fa 0Ba 12a 13a 1Aa
[0,5] 08b 0Ab 13a 0Ab 0Cb 0Bb 19a 66b
[1,5] 08b 0Ab 13a 0Ab 0Cb 0Bb 19a 66b
[2,5] 08b 0Ab 13a 0Ab 0Cb 0Bb 19a 66b
[3,5] 03b 0Da 07b 0Ca 07b 0Ba 12a 13a
[4,5] 00a 00a 00a 00a 00a 00a 00a 00a
[5,5] 0Da 14a 03b 0Eb 0Ca 0Ca 0Ba 11a
[6,5] 0Eb 0Ca 0Eb 0Fa 0Ba 12a 13a 1Aa
[7,5] 0Eb 0Ca 0Eb 0Fa 0Ba 12a 13a 1Aa
[0,6] 00a 00a 00a 00a 00a 00a 00a 00a
[1,6] 00a 00a 00a 00a 00a 00a 00a 00a
[2,6] 0Eb 0Ca 0Eb 0Fa 0Ba 12a 13a 1Aa
[3,6] 03b 0Da 07b 0Ca 07b 0Ba 12a 13a
[4,6] 03b 0Da 07b 0Ca 07b 0Ba 12a 13a
[5,6] 0Eb 0Ca 0Eb 0Fa 0Ba 12a 13a 1Aa
[6,6] 17a 63a 15b 1Ea 15b 1Bb 1Bb 1Ab
[7,6] 17a 63a 15b 1Ea 15b 1Bb 1Bb 1Ab
[0,7] 00a 00a 00a 00a 00a 00a 00a 00a
[1,7] 00a 00a 00a 00a 00a 00a 00a 00a
[2,7] 0Eb 0Ca 0Eb 0Fa 0Ba 12a 13a 1Aa
[2,7] 0Eb 0Ca 0Eb 0Fa 0Ba 12a 13a 1Aa
[3,7] 0Eb 0Ca 0Eb 0Fa 0Ba 12a 13a 1Aa
[4,7] 03b 0Da 07b 0Ca 07b 0Ba 12a 13a
[5,7] 0Eb 0Ca 0Eb 0Fa 0Ba 12a 13a 1Aa
[6,7] 17a 63a 15b 1Ea 15b 1Bb 1Bb 1Ab
[7,7] 17a 63a 15b 1Ea 15b 1Bb 1Bb 1Ab
D. LIST OF FORMATION LOCATIONS [FLOC]
1. Random Encounter Locations
00a = World Map [3,3]; [4,3]; [4,4];
00b = World Map [3,3]; [4,3]; [4,4];
01a = World Map [3,3]; [4,3]; TOF
01b = Marsh Cave B1; B2
02a = World Map [0,0]; [5,4]; [6,4]; TOF;
02b = [3,3]; [4,3]; [4,4];
03a = [4,4]
03b = World Map [0,0]; [2,4]; [3,4]; [3,5]; [3,6]; [4,6]; [4,7]; [5,3]; [5,4];
[5,5]; [6,4]; TOF
04a = TOF
04b = Marsh Cave B1; B2
05a = World Map [3,3]; [4,3]; TO
05b = Marsh Cave B1; B2; B3
06a = World Map [3,3]; [4,3]; [4,4]
06b = World Map [0,0]; [3,3]; [4,3]; [5,4]; [6,4]
07a = World Map [0,0]; [3,3]; [4,3]; TOF
07b = World Map [0,0]; [2,4]; [3,4]; [3,5]; [3,6]; [4,6]; [4,7]; [5,3]; [5,4];
[6,4]
08a = [5,4]; [6;4]; TOF
08b = World Map [0,5]; [1,4]; [1,5]; [2,5]
09a = World Map [0,0]; [5,4]; [6,4]
09b = World Map [2,0]; [5,0]
0Aa = Marsh Cave B1
0Ab = World Map [0,5]; [1,4]; [1,5]; [2,5]
0Ba = World Map [2,4]; [2,6]; [2,7]; [3,4]; [3,5]; [3,6]; [3,7]; [4,6]; [4,7];
[5,6]; [5,7]; [6,5]; [7,4]; [7,5]
0Bb = World Map [0,5]; [1,4]; [1,5]; [2,5]; Titan's Tunnel
0Ca = World Map [0,0]; [2,4]; [2,6]; [2,7]; [3,4]; [3,5]; [3,6]; [3,7]; [4,6];
[4,7]; [5,3]; [5,4]; [5,5]; [5,6]; [5,7]; [6,4]; [6,5]; [7,4];
[7,5]
0Cb = World Map [0,5]; [1,4]; [1,5]; [2,5]
0Da = World Map [2,4]; [3,4]; [3,5]; [3,6]; [4,6]; [4,7]; [5,3]; [5,5]
0Db = Earth Cave B1; B2;
0Ea = Earth Cave B4
0Eb = World Map [2,6]; [2,7]; [3,7]; [5,5]; [5,6]; [5,7]; [6,5]; [7,4]; [7,5];
TOF
0Fa = World Map [2,6]; [2,7]; [3,7]; [5,6]; [5,7]; [6,5]; [7,4]; [7,5]
0Fb = Earth Cave B3; B4
10a = Marsh Cave B2; B3
10b = Earth Cave B1; B2
11a = World Map [5,5]; Marsh Cave B1; B3
11b = Marsh Cave B2; B3; Earth Cave B2; B3
12a = World Map [2,4]; [2,6]; [2,7]; [3,4]; [3,5]; [3,6]; [3,7]; [4,6]; [4,7];
[5,6]; [5,7]; [6,5]; [7,4]; [7,5]
12b = Earth Cave B3; B4; B5;
13a = World Map [0,5]; [1,4]; [1,5]; [2,4]; [2,5]; [2,6]; [2,7]; [3,4]; [3,5];
[3,6]; [3,7]; [4,6]; [4,7]; [5,3]; [5,6]; [5,7]; [6,5]; [7,4];
[7,5]; Titan's Tunnel
13b = Earth Cave B1; B2; B3;
14a = World Map [5,5];
14b = Earth Cave B2; B5; Titan's Tunnel;
15a = Earth Cave B1
15b = World Map [6,6]; [6,7]; [7,6]; [7,7];
16a = Earth Cave B3; B4;
16b = Ice Cave B1
17a = World Map [6,6]; [6,7]; [7,6]; [7,7];
17b = Gurgu Volcano B1; B2;
18a = Earth Cave B3; B4; B5;
18b = Ice Cave B2;
19a = World Map [0,5]; [1,4]; [1,5]; [2,5]; Titan's Tunnel;
19b = World Map [0,1]; [0,2]; [1,2];
1Aa = World Map [2,6]; [2,7]; [3,7]; [5,6]; [5,7]; [6,5]; [7,4]; [7,5];
Marsh Cave B2; B3;
1Ab = World Map [6,6]; [6,7]; [7,6]; [7,7]; Gurgu Volcano B1;
1Ba = Earth Cave B2; B5;
1Bb = World Map [6,6]; [6,7]; [7,6]; [7,7];
1Ca = Earth Cave B3; B4;
1Cb = Ice Cave B1
1Da = Earth Cave B1; B3; B5;
1Db = Castle Ordeal 2F; 3F
1Ea = World Map [6,6]; [6,7]; [7,6]; [7,7]; Earth Cave B2; B5;
1Eb = World Map [7,1]; [7,2]; [7,3];
1Fa = Gurgu Volcano B1; B3;
1Fb = World Map [1,0]; [1,1]; [6,0]; [7,0];
20a = S. Half Rivers;
20b = N. Half Rivers;
21a = Earth Cave B5
21b = TOFR Earth;
22a = Gurgu Volcano B3; B5
22b = World Map [0,1]; [0,2]; [1,2];
23a = Gurgu Volcano B2; B3;
23b = Waterfall
24a = Gurgu Volcano B2; B3; B4;
24b = Sky Palace 3F; 5F;
25a = World Map [2,1]; [3,2]
25b = S. Rivers
26a = Gurgu Volcano B4; B5
26b = TOFR Fire;
27a = Gurgu Volcano B2; B3; B5;
27b = TOFR Fire;
28a = Gurgu Volcano B4; B5;
28b = TOFR Fire;
29a = Gurgu Volcano B4; B5;
29b = TOFR Fire
2Aa = Gurgu Volcano B4; B5;
2Ab = TOFR Fire
2Ba = Marsh Cave B2; B3;
2Bb = Ice Cave B1; B3;
2Ca = Ice Cave B2;
2Cb = Ice Cave B1; B2; B3;
2Da = Ice Cave B3;
2Db = World Map [7,1]; [7,2]; [7,3];
2Ea = World Map [1,0]; [1,1]; [6,0]; [7,0]; Ice Cave B2; B3;
2Eb = TOFR 2F;
2Fa = Ice Cave B2; B3;
2Fb = TOFR 3F;
30a = Ice Cave B1; B2; B3;
30b = TOFR 1F
31a = World Map [1,0]; [1,1]; [6,0]; [7,0]; Ice Cave B3;
31b = World Map [0,1]; [0,2]; [1,2]; [3,0]; [3,1]; [4,0]; [4,1];
32a = Castle of Ordeal 2F;
32b = World Map [7,1]; [7,2]; [7,3];
33a = Castle of Ordeals 2F; 3F;
33b = Sky Palace 3F; 4F;
34a = Castle Ordeal 2F; 3F;
34b = Mirage Tower 1F; 3F;
35a = Castle Ordeal 2F; 3F;
35b = Sky Castle 4F; 5F;
36a = World Map [1,0]; [1,1]; [2,1]; [3,2]; [6,0]; [7,0];
36b = Sly Palace 1F; 2F; 3F;
37a = World Map [2,1]; [3,2];
37b = World Map [0,1]; [0,2]; [1,2]; [2,1]; [3,0]; [3,1]; [3,2]; [4,0]; [4,1];
38a = World Map [2,1]; [3,2];
38b = World Map [5,1]; [5,2]; [6,1]; [6,2];
39a = World Map [2,0]; [3,0]; [3,1]; [4,0]; [4,1]; [5,0];
39b = Mirage Tower 1F; 2F;
3Aa = World map [2,0]; [3,0]; [3,1]; [4,0]; [4,1]; [5,0];
3Ab = TOFR Earth
3Ba = Mirage Tower 1F; 2F;
3Bb = TOFR 1F;
3Ca = World Map [2,0]; [5,0];
3Cb = World Map [5,1]; [5,2]; [6,1]; [6,2];
3Da = World Map [7,1]; [7,2]; [7,3];
3Db = World Map [5,1]; [5,2]; [6,1]; [6,2];
3Ea = World Map [5,1]; [5,2]; [6,1]; [6,2];
3Eb = Mirage Tower 3F;
3Fa = Waterfall;
3Fb = TOFR Earth
40a = Sky Palace 1F; 2F;
40b = TOFR Earth;
41a = N. Rivers
41b = Sky Palace 4F; 5F;
42a = Sea Shrine B1; B3;
42b = Sea Shrine B4; B5;
43a = Sea Shrine B1
43b = Sea Shrine B4; B5;
44a = TOFR Water
44b = Sea Shrine B4; B5;
45a = Sea Shrine B1; B3;
45b = TOFR Water
46a = Phantom Spike
46b = Sea Shrine B2; B4;
47a = Sea Shrine B1; B3;
47b = TOFR Water
48a = Sea Shrine B2; B4; B5;
48b = TOFR Water
49a = Sea Shrine B2;
49b = Sea Shrine B5; TOFR Water
4Aa = Mirage Tower 2F; 3F;
4Ab = Waterfall
4Ba = Castle Ordeal 2F; 3F
4Bb = TOFR 2F;
4Ca = Mirage Tower 1F; 2F;
4Cb = Sky Palace 3F; 4F;
4Da = Sky Palace 1F;
4Db = TOFR 3F;
4Ea = Mirage Tower 2F; 3F;
4Eb = UNUSED
4Fa = Waterfall;
4Fb = Mirage Tower 1F;
50a = Sky Palace 1F; 2F; 5F
50b = S. Rivers; TOFR 1F; 2F;
51a = Sky Palace 4F; 5F;
51b = TOFR Air
52a = Sky Palace 1F; 2F;
52b = Sky Palace 4F; 5F
53a = Sky Palace 3F; 4F;
53b = TOFR 2F; 3F; Air
54a = Sky Palace 1F; 2F;
54b = TOFR Air
55a = TOFR 2F;
55b = Sky Palace 2F; 3F;
56a = Sky Palace 5F;
56b = Sky Palace 3F; 4F; 5F
57a = TOFR 1F;
57b = TOFR Air
58a = Sea Shrine B1;
58b = Sky Palace 2F; 3F; TOFR Air
59a = Waterfall
59b = TOFR 3F;
5Aa = Sea Shrine B2; B3;
5Ab = Sea Shrine B2; B3;
5Ba = Ocean
5Bb = Ocean
5Ca = Ocean
5Cb = Ocean
5Da = Ocean
5Db = Ocean
5Ea = Ocean
5Eb = Ocean
5Fa = S. Rivers
5Fb = S. Rivers
60a = World Map [1,0]; [1,1]; [2,0]; [3,0]; [3,1]; [4,0]; [4,1]; [5,0]; [6,0];
[7,0]
60b = UNUSED
61a = Sea Shrine B2; B3;
61b = Sea Shrine B4; B5;
62a = N. Rivers
62b = N. Rivers
63a = World Map [6,6]; [6,7]; [7,6]; [7,7]; Earth Cave B4; B5;
63b = World Map [1,0]; [1,1]; [6,0]; [7,0];
64a = Earth Cave B1; B2;
64b = Gurgu Volcano B4; B5;
65a = N. Rivers
65b = S. Rivers
66a = Marsh Cave B1; B2; B3
66b = World Map [0,5]; [1,4]; [1,5]; [2,5]; Earth Cave B1;
67a = World Map [3,0]; [3,1]; [4,0]; [4,1];
67b = Mirage Tower 1F; 2F; 3F;
68a = Mirage Tower 1F; 2F; 3F;
68b = TOFR Air;
69a = Sky Palace 1F; 2F
69b = UNUSED
6Aa = Gurgu Volcano B1; B2;
6Ab = Castle Ordeal 2F; 3F;
6Ba = Marsh Cave B1; B3;
6Bb = Gurgu Volcano B1; B2;
6Ca = Ice Cave B2; B3
6Cb = TOFR Air
6Da = Gurgu Volcano B3; B4;
6Db = Mirage Tower 2F; 3F
6Ea = Gurgu Volcano B1; B2; B3;
6Eb = Gurgu Volcano B3; 4B; 5B
6Fa = Gurgu Volcano B1;
6Fb = World Map [3,0]; [3,1]; [4,0]; [4,1];
70a = World Map [1,0]; [1,1]; [2,0]; [5,0]; [6,0]; [7,0];
70b = World Map [7,1]; [7,2]; [7,3];
71a = World Map [0,1]; [0,2]; [1,2];
71b = World Map [5,1]; [5,2]; [6,1]; [6,2];
72a = Sea Shrine B1; B2; B3
72b = Sea Shrine B4; B5
..
7Eb = Sea Shrine B2; B3; B4
7Fb = TOFR Air
2. Spiked Square Locations
[List incomplete]
NOTE: These tiles are only capable of using the "a" formations.
Coneria Castle/Northwestern Castle
1D
18
3F
4F
4B
Temple of Fiends/Sea Shrine
04
10
10
44
45
49
4A
Earth Cave
1E
1F
21
6E
6F
27
28
29
2A
Ice Cave
2C
2D
2E
2F
30
69
4A
Marsh Cave
1C
15
4E
50
TOFR
46
77 - Wind Floor
78 - Water Floor
79 - Fire Floor
7A - Earth Floor
3. Sprite Initiated
These battles begin when you talk to a particular sprite.
73a - Earth Cave, B5 (Lich's Orb)
74a - Volcano, B5 (Kary's Orb)
75a - Sea Shrine, B5 (Kraken's Orb)
76a - Sky Castle, F5 (Tiamat's Orb)
7Ba - Temple of Fiends Revisited - Chaos Floor (Garland)
7Ca - Earth Cave, B3 (Vampire)
7Da - Northwest Castle (Astos)
7Ea - Pravoka (Bikke)
7Fa - Temple of Fiends (Garland)
-------------------------------------------------------------------------------
| IX. LIST OF BUGS [SEC9]|
-------------------------------------------------------------------------------
This should be just about every bug in the game. If you know of any bugs you
don't see here, please contact me. For fixes to nearly all of these bugs, see
the Bug Fixes and Enhancements thread over on the boards:
http://www.gamefaqs.com/boards/genmessage.php?board=522595&topic=45575058
*The Ribbon's name has an extra space
*The Airship can land on the caravan.
*There are two Canoe items. One shows up in the menu but doesn't do anything,
and the other works, but doesn't show up in the menu.
*House saves before restoring MP. Also needs message corrected.
*BB Armor bug, it looks at whether a weapon is equipped instead of checking
armor.
*The game never actually calculates Damage Rating from STR, it just
adds/subtracts weapon damage as you equip/unequip things. For the BB/MA, it
does recalculated Damage based on STR when the BB/MA has a weapon equipped,
but rounds *up* instead of *down* when adding STR/2 to the Weapon's Damage.
*BB Magic Defense Growth is +4, while MA Magic Defense Growth is +1. Several
other values are suspect and there is evidence others may be bugged.
*The RM/RW gains a tenth L1 spell charge at Level 35. The bug is probably an
erroneous gained L1 spell charge at Level 22.
*The "swap" function used when character order is rearranged after battle is
passed the original slot numbers rather than the current slot numbers, causing
incorrect ordering in 106 of the 256 possible combinations of statuses.
*A phantom door will appear if you exit the menu while standing in a doorway
and then walk down.
*NPCs can walk through you under certain circumstances.
*The data from the last enemy domain area you were in is used when you get into
a battle (on the Overworld?).
*The Peninsula North East of Pravoka (PNEOP) is the result of overworld
mapping, whereby the monsters from the zone primarily overlaying the area
around Lufein overlaps on a few tiles. There isn't really any fix other than
remapping the terrain.
*Target-dark should not be applied when the target is asleep/stopped.
*Hit% should be applied even if asleep, and not clamped until after evade is
subtracted.
*Weapon category/element attack values are never loaded.
*Weapon index is used for critical value.
*Enemies use their category/element as a category/element attack, and the
warrior's category/element attack as the category/element to attack.
*The player class is used as the creature type when magic is cast. Fortunately,
only HARM uses it and no class has bit 4 set.
*Weapon elemental attack is used as elemental weakness when magic is cast.
*Running looks in the in-battle data instead of the permanent data.
*MUTE status prevents Item and Drink as well. This is likely a bug, as
preventing drink makes no real sense. Whether it should also prevent Item
usage is uncertain.
*If you gain enough experience in one battle for one of your characters to gain
2 or more levels, you only gain one level at a time even if you get enough exp
for 8 levels, and your "For Level Up" value is all wrong until you manage to
gain levels up to your exp.
*Status attacks are attempted on misses after the first successful hit
*Enemies always wake from sleep.
*Enemy-cast all-allies spells (e.g. AFIR) don't hit the caster.
*Poison doesn't work on enemies.
*In the 2-large-6-small enemy formation the third enemy type will use the
palette set for the second enemy type rather than the palette set for itself.
*If an enemy kills itself (because it was Confused), the battle won't actually
end until either one of your warriors tries to attack or cast magic on an
enemy or the round of battle ends.
*INT is never used.
*HEL2 effectivity should be 0x18.
*LOK2 should use effect 0E instead of 10.
*LOCK (and fixed LOK2) always misses.
*TMPR should probably be using effect 0B instead of 0D.
*For PC targets, Damage and Hit% are never loaded/saved for use by magic. Thus,
TMPR and SABR are bugged.
*Absorb for enemy targets is loaded from ROM instead of RAM for magic, making
FOG not work.
*For enemy targets, Hit% is never loaded/saved for use by magic.
*Enemy elemental resistance is not stored in the in-RAM data, so spells like
AFIR and XFER don't work.
*Several caster bytes are loaded for magic, with wrong values. But none are
actually used.
*Spells causing multiple status ailments will claim "Ineffective" if the target
has any of the ailments (all will still be applied though).
*There is an invisible lady in Coneria Castle. Her sprite is set to be visible</pre><pre id="faqspan-5">
inside rooms, when it should be set to visible outside rooms.
*There is a Bat in the Waterfall that starts on a wall, leading it move into
the wall area half of the time.
*There is a Fairy sprite in the black area of the Ice Cave (though this is not
noticeable during normal gameplay).
*The old man next to the submarine in Onrac uses "Wind Orb Lit" as a condition
for changing dialogue when it should probably be "Water Orb Lit"
*The Sage at 3:00 in the Circle of Sages in Crescent Lake is supposed to use
Text 9D, but lacks a condition. This should probably be "All Orbs Lit"
*The routine that looks at the tile data and determines whether to use the
second byte as a message index or not says "not" for far too many values. The
effect is that you can talk to the Earth and Water Altars, but not the Fire
and Wind.
*The Gaia Spring Tile is unused.
*There is an unused Warp Tile in the ToFR Tileset that looks like the Time Warp
in the ToF Tileset. Its absence may or may not be a bug.
This works out to somewhere around ~50, more or less, depending on how you
interpret some of these. That's a lot of bugs!
-------------------------------------------------------------------------------
| X. FREQUENTLY ASKED QUESTIONS [FAQS]|
-------------------------------------------------------------------------------
In this section, I try to tackle questions that frequently come up about this
game. Not all of these are related to mechanics, but I figured it wouldn't hurt
to include them since they really come up a lot.
Q: Why are there so many bugs in this game?
A: Who knows? Probably because it was a last-ditch effort, Nasir Gabrelli was
probably very stressed trying to put it all together quickly, and time for
play-testing was likely limited. Most likely, they shipped it off as soon as it
was deemed playable. And in a sense, who can blame them? Now, why they didn't
bother to fix any of these bugs in the three years between its release in Japan
in 1987 and North America in 1990 is another issue entirely (especially since
they did more than just translate the text before releasing it).
Q: What bugs does Final Fantasy: Origins fix?
A: The vast majority of them. The only ones I know for certain that it does not
fix are the Intelligence Bug and the Critical Hit Bug - which happen to be the
two most game-changing bugs in the game. I'm not sure whether Origins changes
Magic Defense Growth values, to the extent those are (probably) bugged. Running
is "fixed", but it appears to have introduced a new bug because it doesn't work
as expected. There may be others not fixed, but I'm not aware of them. I can
say that they "fixed" the Invisible Lady by removing her rather than make her
visible, but interestingly, seemed to give some of her dialogue to a generic
female sprite in the castle that previously didn't say anything unique.
Q: I thought that Critical hits bypassed evasion?
A: A common misconception is that Critical Hits bypass evasion. This likely
came about because with maximum evasion, the only way a hit can get through is
if a 0 is rolled - which, as explained above, is an automatic critical hit.
Seeing only critical hits connect, combined with the naturally low critical
rate of most enemies (so that the amount of critical hits that got through
roughly matches the general prevalence of critical hits), is probably what led
to the misperception that critical hits ignore evasion.
Q: Is there a damage cap?
A: Interestingly, at least on the original NES version, there isn't really a
damage cap - or at least not much of one. Damage doesn't cap at 9999 like most
Final Fantasies; it keeps on going and successfully registers on enemies. Not
only that, it actually displays properly, too! Things get a little weird when
you get around ~65000, though. I suspect that it has to do with the hex number
of 65535 limiting how high the figure can go. Of course, being as that's over
32 times Chaos' HP and impossible to obtain without changing some of the game's
formulas, this cap has no practical significance.
Q: What is the highest possible damage in this game?
A: If you're talking about the bugged NES version, that would be 8000. Only a
FASTed level 50 Black Belt/Master is capable of doing this, though. It requires
20 Hits on a 0 Defense enemy, with each hit going critical, and each hit
hitting the top of the potential damage range. Of course, the highest amount of
HP an enemy has is 2000 anyway, so this is 4 times what could ever possibly be
needed.
However, in a patched NES version or in FF: Origins, where Temper and Saber
work, this changes. Attack power can go up to 255 in-battle, allowing for
255...510 damage per hit to a 0 defense enemy. With a L50 Master, that's 10
hits for up to 5100 damage. Double that to 20 hits, and you could reach 10200.
Factor in potential for crits, and that's up to 20400 on a patched NES version
(Origins nerfs crits, so that version would not produce the same result).
Q: What's the lowest possible level you can beat the game on?
A: Theoretically? Level 8, with 4 White Mages. It involves using Fear to make
Kary run from you to avoid the experience from that fight. Of course, actually
accomplishing a L8 victory with 4 White Mages relies on unrealistic luck.
For a more realistic approach, try a party comprised of multiple Fighters. The
lowest possible level without avoiding Kary's experience is L9. Even that is
very difficult to accomplish, but being able to use multiple copies of the
game's best class makes it at least somewhat realistic.
Vcimdarf points out that it is possible to beat the game at lower levels -
levels 4-5 - if you split your experience unevenly. This is true, although
will necessarily involve at least one of the four characters being a higher
level than L8.
Q: What is the Kyzoku trick?
A: The Kyzoku trick is a way of exploiting the game's RNG. Every time the game
is powered on, the first number to determine which random battle in a domain
map is generated will always be the same. In Oceans, this corresponds to a
group of 1 to 5 Kyzokus, which are relatively easy enemies that have very high
Gold rewards for early in the game. The trick involves powering on the game,
getting into an ocean battle, beating the Kyzoku's, going back to town, saving,
powering off, powering on again, rinse and repeat.
Q: Why does the Thief suck so much?
A: A complicated question, but let's give it a shot. For one, the bugs in the
game tend to disadvantage Thief considerably (as they do the White and Black
Mages). Running is bugged, making all those stat points the Thief has sunk into
Luck essentially pointless. Thief's nearly guaranteed escape chance is ruined
thanks to the bug, and it doesn't really run much better than any other class
past level 10ish, so it loses that niche role.
The critical hit bug also hits the Ninja fairly hard. Granted, this doesn't
make the Thief any better, but it does make the Ninja less mediocre from a
relativistic standpoint. Critical hit rates were supposed to be fairly low,
with two glaring exceptions - the Vorpal and the Katana, both with a crit rate
of 30. The latter has better Attack and Hit% than the former, and happens to be
a Ninja-exclusive. However, thanks to the bug, the Katana is hardly special.
While it actually receives a boost from the bug (38 vs. 30), every other weapon
receives a substantially bigger boost. So instead of having a crit rate of 5,
the Knight's ultimate weapon, the Excalibur, has a crit rate of 39. That's just
one example. So the Ninja loses a second niche role, that of crit machine.
But even if these bugs were fixed, it wouldn't be enough to save the Thief/
Ninja and make it truly competitive with other classes. This really comes down
to a matter of balance, and the fact that the original designers did a lousy
job at balancing the classes. The Fighter/Knight class is leagues beyond the
rest, and a Ninja would be hard-pressed to even keep up with a Fighter, let
alone a Knight. (In practice, even if crit rates were what they should have
been, a Knight using the Vorpal would be better than a Ninja using the Katana,
in both Attack Power and Number of Hits). A Thief trying to keep pace with a
Fighter is just a joke. In order for the Thief to stand out in any way, it
would have needed a boost of some sort (I'd favor +3 Hit% per level rather than
+2) and the Fighter would need several nerfs of some sort (among them +2 Hit%
rather than +3). But I'm getting into territory better dealt with elsewhere.
Q: What weapon should I use for a solo Thief challenge?
A: Conventional Wisdom holds that the Dragon Sword or the Coral Sword are the
best. Those a bit more knowledgeable might clarify that the Coral Sword is a
better choice, as it has a somewhat higher critical rate. However, the Rune
Sword is another viable option. Technically, the Coral Sword and Dragon Sword
each have 1 more point of Attack than the Rune Sword. True, every point counts
in a solo Thief, but where the Rune Sword shines is in its critical rate.
The entire solo Thief quest is about crits - this is how you bypass boss
defense and actually beat them (barring using Enchanted Items). To this end,
each point of crit rate is even more important than each point of attack,
because getting a crit is the difference between doing 1 damage, or nearly 100.
The Rune Sword trades 1 point of attack for 2 points of crit rate. In my
estimation, this trade is more than worth it.
Of course, if you're playing on Origins, this continues to hold true -
especially since Weapon Elemental/Type attributes are fixed, and the Runeblade
is effective against more enemies than any other weapon except Excalibur -
including Lich, Marilith, and Tiamat. But on Origins, since you have an
unlimited item pool, you'd might as well keep all Thief-usable special swords
and swap them around based on the situation.
For Astos, that same Wisdom holds that the Scimtar is the way to go, because it
gets you to 3 hits faster, which makes beating Astos easier. However, if you
look at the Critical Tables, the Sabre provides a comparable critical chance at
2 hits that the Scimtar provides at 3 hits. As discussed, crit rate is (almost)
everything. I've never done a solo Thief, but I suspect that using the Saber in
the lower 20s might provide comparable odds to using the Scimtar at L26+.
Q: Is the White Mage female?
A: Depends. Do you want to think of her as female? Do you prefer to think of
him as male? Or do you prefer an androgynous conception, or just not knowing?
Realistically speaking, White Mage was probably intended to be male, along with
the other Light Warriors. Male characters were more common than female
characters in early console RPGs, particularly when they were tabula rasa
characters like in FF1 or FF3. Look at it this way: the White Mage sprite in
FFIII looks more feminine than the White Mage sprite in FF1, and all the Onion
Kids in FFIII were originally boys. Add in the White Wizard sprite for more
context, and the case for female weakens further.
And really, what's the basis for people tending to think that the White Mage is
female anyway? The sprite looks a little more androgynous than the others, but
not really feminine. Conscious or subconscious, I think it tends to come from a
stereotype of Healer = female. But while a common stereotype, it doesn't always
bear out. After all, the first FF White Mage archetype character was Ming Wu in
FFII.
But when it comes down to it... does it really matter? These characters have no
defined personalities, they have no back stories - they are whoever you want
them to be. Later versions of this game feature other classes with more
androgynous sprites and an auto-naming system that includes both male and
female names for most classes. So the "it's up to the player" element is not to
be underestimated.
Q: Why don't Wizards or Sorcerers use any magic?
A: Because those aren't their real names. "Wizards" are really "Piscodemons"
and "Sorcerers" are really "Mindflayers," based on Illithids, a tentacled
psychic species in Dungeons and Dragons. While it's possible that something
like "Pisco_demon_" may have been the result of censorship, the more likely
reason is that their names were changed to avoid potential copyright issues.
Q: What other Dungeons and Dragons references are there in this game?
A: A lot. Like, the entire game is loosely based on it, including several of
the mechanics. Never having played D&D, I couldn't point out all of them, but
many of the enemies were based on D&D enemies - one of which, the Beholder, was
given an entirely redesigned sprite and renamed "Eye" for the North American
release.
Q: Why are you using NES terminology?
A: Because this is based on the NES version? Truth be told, I much prefer the
retranslations (lots of elements of the NES translation rub me the wrong way...
for one, all the CAPS get annoying). I'm considering making an Origins-specific
version of this document where all of the terminology is replaced, the bugged
mechanics are made to reflect the way they should (and to my knowledge do)
work, and the stats reflect those that were changed.
Q: Will you make a version of this for the GBA/PSP remake?
A: Probably not. No one has bothered to really dissect that version as
thoroughly as people have here, and I've spent much less time learning about
what is known about those versions. My ability to properly reflect all the
changes (or rather, lack thereof) wouldn't warrant making another version of
this.
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| XI. CREDITS [CRED]|
-------------------------------------------------------------------------------
This is a list of my source for the information in this FAQ, at least when it
could be determined. Some information others may recognize as being available
elsewhere, but if it is commonly available and I did not credit it, odds are I
duplicated the work with my own individual research to avoid reproducing
potential errors. (Of course, if you see I have made errors myself, please let
me know; this is a very large document, and a few are bound to pop up!).
Alex Jackson - Chance to Hit
Status Attack Element
Bug information
General Mechanics Information
anomie - Effect Routine Explanation
Turn Order
Status Attack Functioning
Bug Information
Outline for game mechanics
General Mechanics Information
Ben Siron - Enemy Targeting
Enemy Domain Mapping (formatting reference)
Disch - FFHackster is how I extracted most of my data
Grond - Bug Information
General Mechanics Information?
MightyCollector - Easily Accessible Japanese Name Translation
Patbuns/squpat - Steps to Next Battle (by proxy)
Random Encounter Information (by proxy)
Paulygon - Ambush/Preemptive Chance
Turn Order
Bug information
General Mechanics Information
Rincewind - Random Encounter List
silktail - Steps to Next Battle
silk's Elemental Mini-FAQ was a useful reference to save time
creating my Elements section. Silk has also posted multiple bits of
information that have been helpful in my learning this material.
Bug information
General Mechanics Information
A thank you also to Diamond_Dragon, robertebalmer, shadow_master, and Vcimdarf
for bringing multiple errors in version 0.80 to my attention.