Final Fantasy Legend III In-Depth Guide (GB)
August 13, 2010 v1.2
dammit9x at hotmail dot com
Copyright 2007 - 2010
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TABLE OF CONTENTS
I. ATTACK PROPERTIES
1. ELEMENTALS
2. STATUS CONDITIONS
3. OTHERS
II. WEAPONS
1. MELEE WEAPONS
2. MISSILE WEAPONS
3. MARTIAL ARTS
4. FIXED DAMAGE WEAPONS
III. ARMOR
1. SHIELDS
2. HELMETS
3. ARMOR
4. GLOVES
5. SHOES
6. OTHER
IV. MAGIC
1. ATTACK MAGIC
2. SUPPORT MAGIC
3. TRAVEL MAGIC
4. ITEM MAGIC
V. TALENTS
VI. STATS & UPGRADES
1. CHARACTER STATS
2. CYBORG UPGRADES
3. ROBOT UPGRADES
4. TALON UNITS
VII. CLASSES
1. MONSTERS
2. BEASTS
3. MUTANTS
4. HUMANS
5. CYBORGS
6. ROBOTS
7. SKILL TABLE
VIII. CHANGING CLASS
1. DETERMINING NEW CLASS
2. DETERMINING NEW SPECIES
3. DETERMINING NEW STATS
IX. CHARACTERS
1. MAIN CHARACTERS
2. 5TH CHARACTERS
X. SEE ALSO
CLOSING
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August 13, 2010 v1.2
Weapon corrections: X-Fire staff & Defense sword bonuses (Thanks LancetJades)
Corrections on Selfix & D-Beam talents.
New ATTACK PROPERTIES section.
Added "Damage" as a property.
Merged CHARACTER PROPERTIES and UPGRADES to STATS & UPGRADES.
Lua script reference.
August 11, 2010 v1.1
Added contributions from LancetJades:
* Weapon corrections:
Drain sword, Dragon sword, Sun sword, White spear, Mystic swords, Fire staff,
X-Fire staff, Fast staff, Adamant knife, Psi knife, Gold nunchuck, Rune axe,
Para axe, CatClaw, Poison claw, Petrify hammer, Elven bow, Samurai bow,
Razor whip, Blitz whip, Saw whip, B-Jack, Poison gun, Psi gun, Napalm
* New MAGIC subsection: ITEM MAGIC
(Thanks LancetJades)
Updated advice & skill table in CLASSES.
Copied relevant skill information from skill table to sections I-IV.
New section: TALENTS (Thanks to Ragnarosen's guide for the master list.)
New damage formulas for item magic and talents.
More information on Wall spell, but it's still unclear.
March 5, 2007 v1.0
Initial version.
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I. ATTACK PROPERTIES
Every attack, whether physical, magical or talent, can have a property (no more
than one) that may affect its damage or inflict status ailments.
1. ELEMENTALS
There are four elementals: Fire, Ice, Tornado and Quake. The Thunder elemental
is a combination of Ice and Tornado.
A character or monster may be weak, strong, or neither against each of these,
depending on the talents and equipped armor. If the target is strong against a
certain elemental attack or spell, the attack is performed with half skill, and
if the target is weak, with double skill.
The OChange trait resists all elementals.
2. STATUS CONDITIONS
Good: Normal status condition
Mute: Target cannot cast spells.
Confuse: Target takes random actions against random targets.
Blind: Hit rate is reduced.
Sleep: Target cannot act. Wears off over time.
Paralysis (Para): Target cannot act.
Curse: Target is reduced to half defense and half magic defense.
Petrify (Stone): Target character cannot act; persists after battle.
Target monster dies.
Fatal: Target is instantly killed and becomes Fell.
Fell: Target lost all HP and is killed. Persists after battle.
Characters and enemies may be immune to certain status effects based on their
armor and talents. The OAll trait makes the subject immune to all of the above
problems, except Fell.
If an attack would have caused an ailment but the target is immune, the message
"No effect." will be reported.
3. OTHERS
If the target has the ODamage talent, any attack that has the Damage property,
which includes most weapons and a few talents, does half damage. There is no
advantage to having this property. Toward the end game many opponents have
ODamage so it's important to have alternative attacks that have other traits or
at least don't have the Damage property.
The Drain property causes the attacker to be healed by a random amount if the
attack is successful.
Holy weapons do double damage against undead targets. Undead are defined as
enemies that take damage from healing spells or items.
The Mystic property, named for the Mystic swords, causes double damage against
bosses and undead enemies.
Some attacks have no apparent property. These attacks have no special effects
or weaknesses.
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II. WEAPONS
There are four fundamentally different types of weapons, each of which does
damage by a different formula. Any class can equip any weapon, but some classes
use some weapons better than others.
1. MELEE WEAPONS
Melee weapons do damage based on the wielder's attack and agility and the
weapon's power. All are used with double skill by humans.
Damage = skill x (WP + Att. + Agi.) - Def.
Skill Monster Beast Mutant Human Cyborg Robot
Normal - 1 1* 2 1 1
Mystic swords - 2 2 2 2 2
* Mutants wield the following with skill 2 instead of skill 1:
Psi knife, Psi sword, X-Fire staff, Fast staff
Type: Normal
Name Cost WP Cyb Property Item Bonus
HP+ Magic
Bronze staff 50 6 20 Damage -
Battle hammer 100 7 10 Damage -
Long sword 200 10 10 Damage -
Gold staff 400 10 30 Damage -
Battle sword 400 15 20 Damage -
Fire staff 500 15 50 Damage Fire1
Psi knife 600 17 30 Damage - *; +5 Agility
Battle axe 500 20 10 Damage -
X-Plane staff 1100 20 70 Damage Aero
Thunder staff - 22 60 Thunder Lit1
Iron nunchuck - 23 30 Damage -
Silver sword 700 25 40 Damage -
Razor whip 700 27 30 Damage - 2 hits at 1/2 damage
Gold sword 1100 35 50 Damage -
Tomhawk axe 1700 45 60 Damage -
CatClaw 2400 45 70 Poison Venom +5 Agility
B-Jack whip - 46 70 Damage -
Gold nunchuck - 48 70 Damage -
Laser sword 2400 50 70 Damage -
Adamant knife 3400 50 80 Ice Ice1 +5 Magic
Psi sword 3400 55 90 Damage - *
Drain sword - 60 110 Drain -
X-Fire staff - 60 110 Damage Erase *; +5 Agility, +5 Magic
Fast staff 4000 60 120 Damage Ice2 *; +5 Magic
X-Plane sword 4000 65 90 Damage -
Dragon sword 5500 70 100 - -
Sun sword - 90 120 Holy -
Petrify hammer - 100 110 Stone -
Rune axe 13000 100 120 Damage - +5 Attack
White spear - 130 120 Holy -
Poison claw 18000 140 130 Poison Venom +5 Agility, +5 Magic
Wall staff 18000 140 150 Damage Stone +5 Def, +5 Agi, +5 Mag
Para axe 18000 150 130 Para Para +5 Attack, +5 Magic
Gungnir spear 18000 160 130 Damage -
Defense sword 25000 190 140 Damage - +5 Att, +5 Def, +5 Agi, +5 Mag
Type: Mystic swords
Name Cost WP Cyb Property Other
HP+
Emperor sword - 75 130 Mystic
Durend sword - 90 110 Mystic
Muramas sword - 100 140 Mystic Returns some damage; Uncurses->Masmune
Masmune sword - 120 140 Mystic
Xcalibr sword - 170 150 Mystic
2. MISSILE WEAPONS
Missile weapons do damage based on the wielder's attack and weapon power. Humans
use throwing weapons with double skill.
Damage = skill x (WP + 2 x Att.) - Def.
Skill Monster Beast Mutant Human Cyborg Robot
Bows - 1 1 1 1 1
Throwing - 1 1 2 1 1
Name Cost WP Cyb Property
HP+
Type: Bows
Long bow 100 7 10 Damage
Gold bow 700 25 50 Damage
Elven bow 13000 100 120 Tornado
Samurai bow - 170 140 -
Type: Throwing
Boomrng 2400 40 70 Damage
Ninja - 220 150 Damage
3. MARTIAL ARTS
Martial arts do damage based on attack and weapon power. Beasts use martial arts
with 50% more skill than other classes.
Damage = 1/2 x skill x WP x Att. - Def.
Skill Monster Beast Mutant Human Cyborg Robot
Martial arts - 1.5 1 1 1 1
Name Cost WP Cyb Property
HP+
Punch 700 5 30 Damage
Kick 1700 6 50 Damage
Headbut 2400 7 60 Damage
X-Kick 5500 8 90 Damage
Smother 8500 9 100 Damage
Kneebut 13000 10 110 Damage
Jyudo 25000 11 120 Damage
Karate 28000 12 140 Damage
4. FIXED DAMAGE WEAPONS
Fixed damage weapons do damage independent of the user's stats. All classes use
these weapons with equal skill, except humans use Cripplers with double skill.
Damage = skill x WP - Def.
Skill Monster Beast Mutant Human Cyborg Robot
Cripplers - 4 4 8 4 4
Guns - 4 4** 4** 4 4
Others - 8 8 8 8 8
** Mutants get a damage bonus equal to 2x Magic with the Psi gun. Humans and
mutants use the Poison gun at skill 8.
If targeting a group, damage is divided by the number of enemies in the group.
Targeting single or all enemies does full damage.
Cripplers reduce the target's attack, defense, agility or magic by 10. The
stat seems to depend on the species and the crippler used.
Bombs, Cannons, and most Guns can target either a single enemy or a group of
enemies, and multibombs attack all enemies.
Bombs, Cannons, and Multibombs can only be used once per item. If multiple
items are in inventory, all will be equipped at once.
Name Cost WP Cyb Target Property Bonus
HP+
Type: Cripplers
Blitz 1700 10 60 S Damage Reduce target stats
Saw 18000 35 130 S Damage Reduce target stats
Type: Guns
Poison 8500 30 110 S Poison **
Fire - 30 70 S/G Fire
Magnum - 40 110 S Damage
SMG 3400 40 80 S/G Damage
Psi 5500 50 100 S/G Damage **; +5 Magic
Laser 13000 90 120 S/G Damage
Type: Bombs
Napalm 500 10 30 S/G Fire
Grenade 1100 30 50 S/G Damage
TNT 1700 40 60 S/G Damage
Type: Cannons
ATM 5500 70 110 S/G Damage
Vulkan 8500 80 120 S/G Damage
Laser 18000 90 140 S/G Damage
Missile 25000 100 150 S/G Damage
Type: Multibombs
TearGas 1700 60 110 All Para
Star 5500 60 110 All Blind
Nuke 50000 250 250 All Damage
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III. ARMOR
1. SHIELDS
Name Cost Def Evd MDef MEvd Cyb HP+ Resist Bonus
Bronze 700 2 2 2 2 30 -
Silver 1300 2 4 4 3 40 -
Gold 1700 3 5 5 4 50 -
Fire - 3 6 7 8 60 OIce
Ice - 4 7 8 9 60 OFire
Dragon 3400 4 7 7 8 70 -
X-Plane 5500 5 9 8 9 90 -
Diamond 8500 5 10 10 11 100 OThunder
Mirror 13000 6 12 11 13 120 OMute
Samurai 18000 6 14 12 12 130 OStone
Aegis - 7 14 13 13 150 OChange, OStone +5 Agility
Speed - 7 15 15 15 150 - +5 Agility
2. HELMETS
Name Cost Def Evd MDef MEvd Cyb HP+ Resist Item Bonus
Magic
Leather 50 1 1 1 1 10 - -
Bronze 400 2 2 2 1 30 - -
Silver 1100 3 3 3 2 40 - -
Gold 1700 4 5 3 3 50 - -
SandMan - 5 15 6 15 60 - Sleep
Dragon 2400 6 6 6 7 70 - -
Speed 4000 6 7 8 8 100 - - +5 Agility
X-Plane 5500 7 9 8 9 90 - -
Diamond 8500 8 10 10 11 110 OThunder -
Mirror 13000 8 12 11 13 130 OMute -
Hecate 25000 9 11 15 15 150 - - +5 Magic
Samurai 18000 9 13 12 12 150 OStone -
3. ARMOR
Name Cost Def Evd MDef MEvd Cyb HP+ Resist Bonus
Leather 200 2 2 2 2 10 -
Bronze 700 3 3 2 3 30 -
Silver 1300 4 4 3 5 40 -
Gold 2400 5 6 4 7 50 -
Mage 2600 5 6 6 7 40 OConfuse
Dragon 3400 6 6 6 7 70 -
Psi - 7 7 6 8 100 - +5 Agility
Fur - 8 8 9 9 50 OPara
Speed 5500 9 9 8 8 130 - +5 Agility
Battle - 10 11 9 10 100 - +5 Attack
Diamond 8500 11 11 10 12 110 OThunder
Wizard 18000 11 11 13 14 100 - +5 Magic
Mirror 13000 12 13 12 13 120 OMute
Samurai 18000 13 14 13 12 130 OStone
Power 25000 15 15 12 12 140 - +5 Attack, +5 Agility
Light 25000 17 12 15 15 150 -
4. GLOVES
Name Cost Def Evd MDef MEvd Cyb MP+ Resist Bonus
Leather - 1 1 1 1 10 -
Bronze 400 2 2 1 1 30 -
Silver 1100 3 3 2 3 40 -
Gold 1700 4 4 3 3 50 -
Dragon 2400 5 5 4 4 70 -
Iron 4000 6 7 5 5 100 -
Diamond 8500 7 8 7 6 120 OThunder
Mirror - 8 9 9 9 140 OMute
Samurai 18000 9 10 11 10 150 OStone
Power 18000 9 9 15 15 150 - +5 Attack
5. SHOES
Name Cost Def Evd MDef MEvd Cyb MP+ Resist Bonus
Leather 50 1 1 1 1 10 -
Bronze 500 2 2 2 2 30 -
Iron 1100 3 3 3 2 50 -
Gold 1700 4 5 4 4 70 -
Geta 2400 5 6 6 7 100 - +5 Agility
Dragon 3400 6 7 7 7 90 - +5 Magic
Diamond 5500 7 8 8 8 140 OThunder
Hecate 13000 8 9 9 10 130 OMute
Speed 5500 9 10 10 11 150 - +5 Agility
Hermes 18000 9 9 15 15 150 - +5 Agility
6. OTHER
Name Cost Def Evd MDef MEvd Cyb HP+ Resist Item Bonus
Magic
Belt 100 1 1 3 2 20 - -
Plume 500 1 1 3 4 30 OSleep -
Pendant 700 1 1 7 6 50 OCurse -
Brooch 1600 1 1 8 8 70 OPoison -
Shades 3400 1 1 9 10 110 OBlind -
Cool - 1 1 10 10 100 OFire Ice2
Earring 5500 1 1 10 9 80 OPara -
Scarf 8500 1 1 12 13 130 OStone -
Warm - 1 1 12 13 120 OIce Fire2
Bangle 18000 1 1 14 14 140 OMute -
Armlet - 2 2 14 14 150 OFatal Fatal
Ribbon - 2 2 15 15 150 OAll - +5 Magic
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IV. MAGIC
1. ATTACK MAGIC
Attack magic is used only in combat, and targeted only at enemies. It does
damage based on the caster's Magic and the spell power. Mutants cast with double
skill.
Damage = skill x (SP + Mag.) - M.Def.
Skill Monster Beast Mutant Human Cyborg Robot
Attack magic 1.5 1.5 3 1.5 1.5 -
If targeting a group, damage is divided by the number of enemies in the group.
Targeting single or all enemies does full damage.
Name Cost MP SP Target Property
Ice 1 400 8 18 S Ice
Ice 2 3400 20 64 S/G Ice
Flood - 16 60 All Ice
Fire1 700 12 26 S Fire
Fire2 5500 24 82 S/G Fire
FireX - 32 100 All Fire
Lit 1 1700 16 42 S Thunder
Lit 2 8500 28 130 S/G Thunder
Lit X - 48 160 All Thunder
Aero 700 12 26 S Tornado
Weak 8500 28 130 S/G Tornado
Wind - 24 160 All Tornado
Quake 3400 20 30 All Quake
Shake - 40 130 All Quake
Magma 25000 36 210 S/G Quake
Drain 18000 32 0 S Drain
Virus 18000 32 150 S/G -
White 25000 36 170 All -
Nuke 25000 36 180 All -
Flare - 56 200 All -
2. SUPPORT MAGIC
Support magic is any magic used in combat that doesn't do damage based on the
Magic stat. The Exit spells, healing spells, and spells that can cure Stone and
Fell may also be used outside combat. Most support spells can target either
Allies or Enemies, having curative effects on friends and detrimental effects on
foes. All are cast at single targets, except for CureA, CureB and Exit2.
Name Cost MP Target Effect
Cure1 400 8 E/A Recovers 30% of HP / attacks undead
Cure2 1700 16 E/A Recovers 60% of HP / attacks undead
Cure3 5500 24 E/A Recovers 100% of HP / attacks undead
CureA 10000 8 E/A Recovers 30% of HP / attacks undead (S/G)
CureB 61800 24 E/A Recovers 60% of HP / attacks undead (S/G)
Exit 8500 28 E Escapes from dungeon / removes enemy
Exit2 - 48 E Escapes from dungeon / removes enemy (S/G)
Shell 400 8 A Increases Defense +10
Fast 5500 24 A Increases Attack +10
Erase 5500 24 A/E Returns stats to normal
Wall 18000 32 A Parry effect at double effectiveness (one round only)
Mute 3400 20 E Afflicts Mute
Conf 1700 16 A/E Cures / afflicts Confuse
Spark 700 12 A/E Cures / afflicts Blind
Sleep 400 8 A/E Cures / afflicts Sleep
Venom 700 12 A/E Cures / afflicts Poison
Para 1700 16 A/E Cures / afflicts Para
Pure 10000 8 A/E Cures / afflicts Curse
Stone 3400 20 A/E Cures / afflicts Stone
Heal 8500 28 A Cures status problems
Cycle - 32 A/E Cures status problems / afflicts two random statuses
Fatal 25000 36 E Kills non-undead
Life 18000 32 A/E Cures Fell with 30% HP / kills undead
LifeA - 40 A/E Cures Fell with 60% HP / kills non-undead
LifeB - 56 A/E Cures Fell with 100% HP / kills undead
3. TRAVEL MAGIC
Travel magic is story-related and needed to access new places.
Name Cost MP Effect
Float - 0 Allows travel over water
Dive - 0 Allows travel over water and to the seafloor
Morph - 16 Disguises party as WaterHags or Dwelgs
4. ITEM MAGIC
Item magic is cast by using certain equipment from the Item menu in battle. The
item must be unequipped. Unlike weapons like bombs, these items can be used
endlessly, and can even be used by multiple characters in the same round. Unlike
attack magic, item magic can miss and count as a mighty blow. Item spells can
only target single enemies.
They do damage based on the spell power and the user's Magic. The item's spell
power is the same as the SP of the attack magic they cast. All classes use item
magic with equal skill.
Damage = skill x (SP + Mag.) - M.Def.
Skill Monster Beast Mutant Human Cyborg Robot
Item magic 1.5 1.5 1.5 1.5 1.5 1.5
Item Spell SP
Fire staff Fire1 26
X-plane staff Aero 26
Thunder staff Lit1 42
CatClaw Venom
Adamant knife Ice1 18
X-Fire staff Erase
Fast staff Ice2 64
Poison Claw Venom
Wall staff Stone
Para axe Para
SandMan helmet Sleep
Cool accessory Ice2 64
Warm accessory Fire2 82
Armlet accessory Fatal
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V. TALENTS
Every species outside of the humans/mutant classes has innate abilities called
talents. In this game the available talents depend only on the species and don't
change unless species changes.
Some talents are selected as the action in combat, and some are passive and
cannot be selected. A few talents can be used actively but also automatically
counterattack when the creature is hit by a physical attack. Talents are used
at half power as counterattacks.
Talent damage depends on the user's Attack and maximum HP, the talent power and
base damage, and a skill factor. Robot talents are used with 50% more skill by
robots.
Damage = skill x (1/4 x TP x (Att. + maxHP/10) + base) - Def.
Skill Monster Beast Mutant Human Cyborg Robot
Robot talents 1 1 (1) (1) 1 1.5
Other talents 1 1 (1) (1) 1 1
Except for the Remedy(1) and Remedy(2), all active talents are directed at
enemies. If targeting a group, damage is divided by the number of enemies in the
group. Targeting single or all enemies does full damage. This is the same as
with weapons and magic.
Type: Robot active talents
Talent TP base Target Property Other
Rocket 4 6 S -
Drill 4 15 S -
Slicer 4 20 S -
SpinCut 4 10 S -
Laser 4 16 S -
Beam 4 10 S -
Dash 6 0 S -
LowKick 6 0 S -
Drop 7 0 S Tornado
Freeze 6 0 S/G Ice
Dance 11 0 S Fatal
Tromp 4 0 S/G Mute
Twice 4 40 S Damage 2 hits at 1/2 damage
6times 12 30 S Damage 6 hits at 1/6 damage
Dk-Force 4 10 S - not used by any species
Fluid 1 0 All Poison not used by any species
Type: Other active talents
Talent TP base Target Property Other
Nail 4 15 S -
Tusk 4 23 S -
Tongue 4 17 S -
Horn 4 25 S -
Beak 4 20 S -
Tail 4 30 S -
Fin 4 20 S -
Tentacle 4 20 S -
Acid 4 30 S -
Sunburst 4 25 S Fire
D-Beam 4 20 S Thunder
P-Blast 4 30 S -
Punch 5 0 S -
Kick 6 0 S -
Upper 7 0 S -
Stab 5 0 S -
Headbut 6 0 S -
WindUp 7 0 S -
Crash 7 0 S -
Bash 8 0 S -
Dive 8 0 S -
Breath 3 0 S Paralyze
Bite 5 0 S Paralyze
Sneer 6 0 S Confuse
Dispel 6 0 S Fatal
Scream 4 0 S Confuse
Knife 4 0 S Sleep
W-Attack 10 0 S Damage 2 hits at 1/2 damage
2-Swords 10 0 S Damage 2 hits at 1/2 damage
2-XKick 10 0 S Damage 2 hits at 1/2 damage
2-Tusks 4 40 S Damage 2 hits at 1/2 damage
3-Heads 6 45 S Damage 3 hits at 1/3 damage
4-Heads 8 40 S Damage 4 hits at 1/4 damage
6-Arms 12 30 S Damage 6 hits at 1/6 damage
8-Legs 4 160 S -
Quake 4 30 All Quake
Squirt 4 18 S Ice
Frost 4 25 S/G Ice
Whirl 4 45 All Ice
Flame 4 35 S/G Fire
Burning 4 20 S Fire Automatic counterattack
Glow 4 65 All Fire
Storm 4 45 S/G Tornado
Cyclone 4 55 All Tornado
Thunder 4 65 S Thunder
Explode 0 * S - Damage dealt = Max HP; user dies
Barrier - - S - Effect unknown
Swallow 4 20 S/G Drain Backfires on bosses
Dk-Virus - - All - Afflicts two random statuses; not used
Touch 4 20 S Drain
Dissolv 4 10 S Drain
Absorb 4 10 S Drain
Drain 4 20 S Drain
Remedy(1) 0 30 S - Recovers 30 HP for ally
Remedy(2) 0 50 S - Recovers 50 HP for ally
XPowder - - S Fatal
X-Gaze - - S Fatal
X-Flash - - S Fatal
X-Heat - - S Fatal
StonSkin - - S Stone Automatic counterattack
StonGaze - - S Stone
StoneGas - - S Stone
Petrify - - S Stone
Mute - - S Mute
Silence - - S Mute
Blind - - S Blind
Ink - - S/G Blind
Flash - - All Blind
Poison(1) - - S Poison
Poison(2) - - S Poison
P-Skin - - S Poison Automatic counterattack
Gaze(1) - - S Curse
CursSong - - S/G Curse
ParaSkin - - S Paralyze Automatic counterattack
ParaNail - - S Paralyze
Gaze(2) - - S Paralyze
Paralyze - - S Paralyze
Lullaby - - S Sleep
SleepGas - - S Sleep
Hypnosis - - S Sleep
Sleep - - S Sleep
Decoy - - S Confuse
Riddle - - S Confuse
Charm - - S Confuse
Psych 0 50 S - Reduces Magic by 10
Numb 0 50 S - Reduces Attack by 10
Stench 0 50 S/G - Reduces Defense by 10
Sand 0 50 S/G - Reduces Agility by 5
Blitz 0 100 S - Reduces Agility by 10
Soften 0 100 S - Reduces Defense by 15
Steal - - S - Steals Gold equal to what the enemy drops*
Avenge 4 25 S - Automatic counterattack
Counter 4 25 S - Automatic counterattack
* Successive Steals yield half Gold and may reduce the Gold won after battle.
Type: Passive talents
Talent Effect on user
Multiply Monster duplicates when atacked. No effect on player's characters?
Repair Recover from status ailments at the end of each round
Selfix Recover 1/10 of max HP at the end of each round
OAll Immune to all status ailments
OFatal Immune to Fatal
OStone Immune to Stone
OMute Immune to Mute
OBlind Immune to Blind
OPoison Immune to Poison
OCurse Immune to Curse
OPara Immune to Paralyze
OSleep Immune to Sleep
OConfuse Immune to Confuse
ODamage Strong against physical damage
OChange Strong against all elementals
OQuake Strong against Quake
OIce Strong against Ice
OFire Strong against Fire
OTornado Strong against Tornado
OThunder Strong against Thunder (Ice & Tornado)
XQuake Weak against Quake
XIce Weak against Ice
XFire Weak against Fire
XTornado Weak against Tornado
XThunder Weak against Thunder (Ice & Tornado)
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VI. STATS & UPGRADES
1. CHARACTER STATS
HP: Amount of damage a character or enemy can take before Falling.
MP: All magic spells cost a certain amount of MP to cast.
Attack: Increases the damage caused by most weapons and some talents.
Defense: Decreases the damage caused by the opponent's attack.
Agility: Increases the damage caused by Melee weapons;
determines the order in which characters and enemies act in battle.
Magic: Increases the damage caused by attack magic and some talents.
Hit: Increases the chance of hitting the opponent.
Evade: Increases the chance that the opponent's attack will miss.
M.Def.: Decreases the damage caused by the opponent's magic attacks.
M.Evade: Increases the chance that the opponent's magic attack will miss.
2. CYBORG UPGRADES
Cyborgs depend on equipment for most of their stats. In addition to the same
benefits that other classes get from equipment, cyborgs also get bonuses that
depend on the type and strength of the equipment. The primary stats are raised
by the amounts given in sections I and II. The secondary stats are raised by
1/10 the primary stat bonus.
Equipped item Raises stats
Primary Secondary
Weapon, Shield max HP Attack
Helmet, Armor max HP Defense
Gloves, Shoes max MP Agility
Others, Others max MP Magic
3. ROBOT UPGRADES
Robots depend on capsules for most of their upgrades. Capsules are available
from some item stores. Robot upgrades are permanent, but are only applied when
the character is in robot form. The benefits cannot be transferred to other
characters. The maximum bonus that a robot can get from capsules is 999 for HP
and 99 for Attack, Defense and Agility. This is added to the robot's base stats
and the equipment effects to give the final stats.
Capsule Cost Effect Bought
Attack 1500 +3 Attack Dharm (Present); Elan (Past, Future);
Cirrus, Donmac, Knaya (Pureland)
Defense 1500 +3 Defense Elan (Present); Lae (Past); Viper City (Future);
Knaya, Porle (Pureland)
Speed 1500 +3 Agility Elan (Present), Lae (Past), Viper City (Future);
Knaya, Porle (Pureland)
HP 1500 +24-40 max HP Dharm (Present); Elan (Past, Future);
Cirrus, Donmac, Knaya (Pureland)
On average, an HP capsule contributes as much as an Attack capsule toward the
robot's talent damage output, in addition to improving its survivability.
4. TALON UNITS
Name Effect Found
Type: Engine
Rover Travels over land South Cave (Past)
Hover Travels over land and water Castle of Chaos (Present),
Talonsburg (Pureland)
Soar Travels over land, water, and mountains Eastern Ruins (Pureland)
Type: Warp
Past Warps to and from the Past Elan (Present)
Future Warps to and from the Future Castle of Chaos (Present)
X-Plane Warps to Pureland (one-way travel) Matrieya's Tower (Floatland)
Type: Weapon
Cannon Attacks all enemies: Damage = 200 - Def. Pre-installed
Missile Attacks all enemies: Damage = 400 - Def. Mount Hasbid (Pureland)
Laser Attacks all enemies: Damage = 600 - Def. Cirrus (Pureland)
E-Ray Attacks all enemies: Damage = 800 - Def. Underworld Cave (Underworld)
Shield Prevents random encounters Talonsburg (Pureland)
Type: Option
Berth Recovers party's HP, MP, and status Viper City (Future)
Flushex Changes lead member to original form Lae (Past)
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VII. CLASSES
Some general advice on choosing classes:
* Rather than designating each character as particular class, instead examine
the available species and select the one with the best talents or stats. Some
species are better than others of the same level.
* The exception to the above is robots, because they are too costly to develop
without focusing.
* Species with instant kill or debilitating talents are excellent for fighting
regular enemies.
* Species that have uninteresting talents may make up for it with high stats.
* Non-attack magic is effective cast by any class, not just Mutants.
* Stats can exceed 999 & 99, but will not be displayed any higher on the menus.
1. MONSTERS
Monsters are identical to their enemy counterparts, but can also use magic. They
are useful when money is short, because they are fully functional with no
equipment. The drawback is they get no defensive benefit from armor and can't
use weapons in battle. (They can still hold the equipment though.) Due to their
high stats, they make good healers and meat shields.
+ Fully powered with no investment
+ Can use talents
+ High overall stats
- Cannot use weapons, and talents don't hit as hard as weapons
- No benefit from equipment, and some have elemental weakness
- No combat specialties
2. BEASTS
Beasts get a little bit of everything. They can use weapons, talents, and magic
and are especially good with martial arts. Try to choose a beast with high
Attack, to maximize martial arts damage.
+ 1.5x damage with martial arts
+ Can use both equipment & talents
- Medium overall stats
3. MUTANTS
Mutants are the magic specialists, and are as versatile as their magic
inventory. Optimize spell damage by targeting the enemy's elemental weaknesses
and avoiding their strengths. They can do decent weapon damage by using weapons
with mutant bonuses. Mutants are more useful toward the end of the game, when
powerful spells and MP-restoring items become available.
+ 2x damage with attack spells
+ Can use equipment
- Medium overall stats; low HP and attack power
- Cannot use talents
4. HUMANS
Humans are very good with weapons, and little else. Humans hit hard, and are
typically restricted to attacking a single enemy each round. This makes Humans
optimal for boss battles and weak enemies. Use weapons with an elemental or
status effect properties when fighting enemies with O-Damage to avoid the damage
resistance. Humans lose their advantage toward the end of the game, when Mystic
swords become available.
+ 2x damage with most weapons
+ Can use equipment
- Medium overall stats; low MP and magic power
- Cannot use talents
5. CYBORGS
Cyborgs, like beasts, can use weapons, talents, and magic, but have no
specialties. This can be offset by their high stats. Cyborgs can be good at
anything if given strong equipment. Cyborgs are best when Mystic swords become
available.
+ Can use both equipment & talents
+ Highest overall stats if well equipped
- Requires best available equipment for best results
- No combat specialties
6. ROBOTS
The stats of your robots will be greatly atrophied compared to enemy robots.
However, by consuming capsules, the stats are gradually increased, permanently.
In this way, robots can be made stronger than any other class. Due to the high,
but constant, cost of capsules, robot development is easier later in the game.
The other problem with robots is their inability to use magic.
+ Good damage with Robot talents
+ Can use both equipment & talents
+ Highest non-magic stats if well upgraded
+ Player controls stat growth
- Requires costly capsules; capsule bonuses are non-transferrable
- Cannot use magic
7. SKILL TABLE
Here are all the skill values for the damage equations in sections II - V.
Attack method Type Monster Beast Mutant Human Cyborg Robot
Melee weapons Normal - 1 1* 2 1 1
Mystic swords - 2 2 2 2 2
Missile weapons Bows - 1 1 1 1 1
Throwing - 1 1 2 1 1
Martial arts All - 1.5 1 1 1 1
Fixed dmg weapons Cripplers - 4 4 8 4 4
Guns - 4 4** 4** 4 4
Others - 8 8 8 8 8
Magic Attack magic 1.5 1.5 3 1.5 1.5 -
Item magic 1.5 1.5 1.5 1.5 1.5 1.5
Talents Robot talents 1 1 (1) (1) 1 1.5
Other talents 1 1 (1) (1) 1 1
* Mutants use the Psi knife, Psi sword, X-Fire staff and Fast staff at skill 2.
** Mutants get a damage bonus equal to 2x Magic with the Psi gun. Humans and
mutants use the Poison gun at skill 8.
--------------------------------------------------------------------------------
VIII. CHANGING CLASS
1. DETERMINING NEW CLASS
After battle, meat or parts may be left behind, which you may feed to or install
in one of your characters. The basic continuum is:
Monster <=> Beast <=> Human/Mutant <=> Cyborg <=> Robot
Meat transforms the character toward the left, Parts toward the right. Using the
Flushex unit in the restroom of the Talon transforms the characters toward the
center. Specifically, the changes occur as follows:
+-----------+--------------------------------------------------------------+
|Current |Eats meat from: Installs parts from: Uses Flushex: |
| class: |Monster Beast Cyborg Robot |
+-----------+--------------------------------------------------------------+
|Monster |Monster Beast Beast Beast Beast |
|Beast |Monster Beast Hum./Mut. Hum./Mut. Hum./Mut. |
|Hum./Mut. |Beast Beast Cyborg Cyborg Hum./Mut. |
|Cyborg |Hum./Mut. Hum./Mut. Cyborg Robot Hum./Mut. |
|Robot |Cyborg Cyborg Cyborg Robot Cyborg |
+-----------+--------------------------------------------------------------+
Reaching monster or robot is more difficult than beast or cyborg because two
pieces of meat or parts are required, and the drop rate is rather low.
Sometimes the character spontaneously changes to another class or species after
a battle. This can occurs when the character's level is higher than that of the
current species.
2. DETERMINING NEW SPECIES
For any experience level, there are four possible monster and beast species, and
two possible cyborg and robot species which the character may become. The
species depends on the current element of the character and the element of the
creature being subsumed. This is the only purpose of the intrinsic element; the
names (Earth, Water, Fire or Air) have no meaning.
+------------+-----------------------------+
|Character's | Enemy's element: |
|element: |Earth Water Fire Air|
+------------+-----------------------------+
| Earth |Earth Fire Air Water|
| Water | Air Water Earth Fire|
| Fire |Water Air Fire Earth|
| Air | Fire Earth Water Air|
+------------+-----------------------------+
The above chart is adapted from the instruction manual.
If a character eats meat or installs parts that would not result in any change
in element, class or level (for example, a beast eating meat of the same species
and level), no transformation occurs. Instead, the character's HP is refilled.
Monsters
Level Earth Water Fire Air
1- 2 Worm Turtle F-Drake Raven
3- 4 Wolf Ray Wisper Big Eye
5- 6 Fungus Starfish Baby-D Gargoyle
7- 8 LandWorm Adamant F-Liz. Amprex
9-10 Scorpion Angler Fireball Evil Eye
11-12 Mushroom Pentagon DualMask Ghost
13-14 GigaWorm Igasaur Salamand Griffon
15-16 GreyWolf DrainRay Tire BabyWyrm
17-18 Snake Octopus Young-D Remora
19-20 BlackCat Squid D.Bone Typhoon
21-22 Hunter BulbFish Wheel Wyrm Kid
23-24 Serpent Ammonite EvilMask Specter
25-26 MummyCat Amoeba D.Fossil Tempest
27-28 Romulus BoltRay FireFan Wyrm
29-30 Hydra Kraken Kraken Hydra
31-99 Sei-Ryu Sei-Ryu Garuda Garuda
Beasts
Level Earth Water Fire Air
1- 2 Silver Orc-Orc Diviner Sprite
3- 4 Fighter SeaMonk Broomer Nymph
5- 6 Kelpie Mad Boar Thoth Familiar
7- 8 Mustang Pirate Witch Fairy
9-10 Warrior SaltMonk Magician Pixie
11-12 Centaur Werepig Horus Fiend
13-14 Nitemare Viking Wizard Sylph
15-16 Liz Man Brooder Watcher Thanos
17-18 Medusa Fish Man Osiris Loki
19-20 Lamia Merman Hermit Soarx
21-22 Liz Duke Big Head Mage Siren
23-24 Naga Nix Set Mephisto
25-26 Scylla Selkie Sorcerer Succubus
27-28 Liz King Dagon Warlock Sphinx
29-30 Echidna Gillman Gillman Echidna
31-99 Anubis Anubis Anubis Aeshma
Cyborgs
Level Earth/Water Fire/Air
1- 2 Hooligan Quacky
3- 4 Thief Talker
5- 6 Headless Stranger
7- 8 Burgler Imposter
9-10 Brigand Busybody
11-12 Duke LoonyGuy
13-14 Outlaw Cracker
15-16 Soldier Rumorer
17-18 Dullahan Ronin
19-20 Terorist Samurai
21-22 Commando Tattler
23-24 Brain Hatamoto
25-26 HiredGun Daimyo
27-28 SS Virago
29-30 Shogun Shogun
31-99 Removed Removed
Robots
Level Earth/Water Fire/Air
1- 2 Orb Rat Flower
3- 4 Tomtom Trixter
5- 6 AirMaid Cosmos
7- 8 Jerrit IronRose
9-10 Maitie Con Man
11-12 IronLady Reaper
13-14 Spectrat Cactus
15-16 Guard Beguiler
17-18 Valkyrie Bazooka
19-20 Keeper 75mm
21-22 Monitor Swindler
23-24 Iken 105mm
25-26 Searcher 150mm
27-28 Alert Hustler
29-30 210mm 210mm
31-99 Venus Venus
The above charts are adapted from the instruction manual.
Each species has one and only one intrinsic element. The element of each enemy
species is the same as the element under which its name appears. For high-level
species which appear in more than one column, the element is the same as the
element of lower-level species of the same type. For example, Garuda is Air
element, the same element as its lesser cousin Raven. In the case of cyborgs and
robots, the element is always Water or Air.
3. DETERMINING NEW STATS
The following table shows all of the factors that contribute to a character's
stats given his or her current class. The percentages show how much of the
enemy species's base stats are retained.
HP MP Att. Def. Agi. Mag. Equipment Other contribution
Monster 100% 100% 100% 100% 100% 100% no
Beast 100% 100% 100% 50% 100% 100% yes
Cyborg 40% 40% 70% 20% 70% 70% yes Cyborg equipment bonus
Robot 20% 0% 50% 10% 50% 0% yes Robot capsule bonus
--------------------------------------------------------------------------------
IX. CHARACTERS
1. MAIN CHARACTERS
The advancement of the four main characters each level is as follows:
Class HP MP Att Def Agi Mag
Humans +21 +9 +3 +2 +2 +1
Mutants +19 +21 +1 +2 +2 +3
However, there is a random variation of +/-4 in HP and MP gains.
Arthur
L1, Human, innate element: Fire
Long sword none
none Leather armor
none none
none none
Level EXP HP MP Att Def Agi Mag
1 0 50 5 6 5 4 5
2 20 71 14 9 7 6 6
3 54 92 23 12 9 8 7
4 112 113 32 15 11 10 8
5 200 134 41 18 13 12 9
6 324 155 50 21 15 14 10
7 490 176 59 24 17 16 11
8 704 197 68 27 19 18 12
9 972 218 77 30 21 20 13
10 1300 239 86 33 23 22 14
11 1964 260 95 36 25 24 15
12 2160 281 104 39 27 26 16
13 2704 302 113 42 29 28 17
14 3332 323 122 45 31 30 18
15 4050 344 131 48 33 32 19
16 4864 365 140 51 35 34 20
17 5780 386 149 54 37 36 21
18 6804 407 158 57 39 38 22
19 7942 428 167 60 41 40 23
20 9200 449 176 63 43 42 24
21 10584 470 185 66 45 44 25
22 12100 491 194 69 47 46 26
23 13754 512 203 72 49 48 27
24 15552 533 212 75 51 50 28
25 17500 554 221 78 53 52 29
26 19604 575 230 81 55 54 30
27 21870 596 239 84 57 56 31
28 24304 617 248 87 59 58 32
29 26912 638 257 90 61 60 33
30 29700 659 266 93 63 62 34
Curtis
L1, Mutant, innate element: Air
Battle hammer none
none Leather armor
none none
none none
Level EXP HP MP Att Def Agi Mag
1 0 40 45 5 4 6 11
2 20 59 66 6 6 8 14
3 54 78 87 7 8 10 17
4 112 97 108 8 10 12 20
5 200 116 129 9 12 14 23
6 324 135 150 10 14 16 26
7 490 154 171 11 16 18 29
8 704 173 192 12 18 20 32
9 972 192 213 13 20 22 35
10 1300 211 234 14 22 24 38
11 1964 230 255 15 24 26 41
12 2160 249 276 16 26 28 44
13 2704 268 297 17 28 30 47
14 3332 287 318 18 30 32 50
15 4050 306 339 19 32 34 53
16 4864 325 360 20 34 36 56
17 5780 344 381 21 36 38 59
18 6804 363 402 22 38 40 62
19 7942 382 423 23 40 42 65
20 9200 401 444 24 42 44 68
21 10584 420 465 25 44 46 71
22 12100 439 486 26 46 48 74
23 13754 458 507 27 48 50 77
24 15552 477 528 28 50 52 80
25 17500 496 549 29 52 54 83
26 19604 515 570 30 54 56 86
27 21870 534 591 31 56 58 89
28 24304 553 612 32 58 60 92
29 26912 572 633 33 60 62 95
30 29700 591 654 34 62 64 98
Gloria
L1, Mutant, innate element: Water
Bronze staff none
none none
none Leather shoes
Belt none
Ice
Level EXP HP MP Att Def Agi Mag
1 0 36 50 4 5 5 14
2 20 55 71 5 7 7 17
3 54 74 92 6 9 9 20
4 112 93 113 7 11 11 23
5 200 112 134 8 13 13 26
6 324 131 155 9 15 15 29
7 490 150 176 10 17 17 32
8 704 169 197 11 19 19 35
9 972 188 218 12 21 21 38
10 1300 207 239 13 23 23 41
11 1964 226 260 14 25 25 44
12 2160 245 281 15 27 27 47
13 2704 264 302 16 29 29 50
14 3332 283 323 17 31 31 53
15 4050 302 344 18 33 33 56
16 4864 321 365 19 35 35 59
17 5780 340 386 20 37 37 62
18 6804 359 407 21 39 39 65
19 7942 378 428 22 41 41 68
20 9200 397 449 23 43 43 71
21 10584 416 470 24 45 45 74
22 12100 435 491 25 47 47 77
23 13754 454 512 26 49 49 80
24 15552 473 533 27 51 51 83
25 17500 492 554 28 53 53 86
26 19604 511 575 29 55 55 89
27 21870 530 596 30 57 57 92
28 24304 549 617 31 59 59 95
29 26912 568 638 32 61 61 98
30 29700 587 659 33 63 63 101
Sharon
L1, Human, innate element: Earth
Battle hammer none
Leather helmet none
none Leather shoes
none none
Level EXP HP MP Att Def Agi Mag
1 0 46 5 5 6 5 8
2 20 67 14 8 8 7 9
3 54 88 23 11 10 9 10
4 112 109 32 14 12 11 11
5 200 130 41 17 14 13 12
6 324 151 50 20 16 15 13
7 490 172 59 23 18 17 14
8 704 193 68 26 20 19 15
9 972 214 77 29 22 21 16
10 1300 235 86 32 24 23 17
11 1964 256 95 35 26 25 18
12 2160 277 104 38 28 27 19
13 2704 298 113 41 30 29 20
14 3332 319 122 44 32 31 21
15 4050 340 131 47 34 33 22
16 4864 361 140 50 36 35 23
17 5780 382 149 53 38 37 24
18 6804 403 158 56 40 39 25
19 7942 424 167 59 42 41 26
20 9200 445 176 62 44 43 27
21 10584 466 185 65 46 45 28
22 12100 487 194 68 48 47 29
23 13754 508 203 71 50 49 30
24 15552 529 212 74 52 51 31
25 17500 550 221 77 54 53 32
26 19604 571 230 80 56 55 33
27 21870 592 239 83 58 57 34
28 24304 613 248 86 60 59 35
29 26912 634 257 89 62 61 36
30 29700 655 266 92 64 63 37
2. 5TH CHARACTERS
At certain points a 5th character joins or leaves the party. These characters
are at a sufficiently high level to make them powerful against the monsters and
bosses you will be facing. They do not gain exp or level up, and cannot undergo
class changes. It is possible to give them equipment to fill out the empty
spaces, but you can't change or remove equipment once placed. You cannot add or
remove their magic spells. The stats given are base stats, before equipment
effects.
Myron
L5, Human
Battle axe none
Bronze helm Bronze armor
none none
Plume none
Cure1
Fire1, Ice 1
HP MP Att Def Agi Mag
130 120 18 19 14 17
Joins at the beginning.
Leaves after WaterHag boss.
Lara
L10, Mutant
Gold rod none
none Leather armor
Gold gloves none
Pendant none
Spark Shell Cure1
Lit 1 Venom Fire 1
HP MP Att Def Agi Mag
200 250 15 16 27 30
Joins at the South cave in the past.
Leaves after returning to the present.
Dion
L21, Human
Dragon sword none
Gold helm Dragon armor
none Dragon boots
Shades none
Stone Quake Conf Cure2
Ice 2 Venom Sleep
HP MP Att Def Agi Mag
680 665 71 61 61 57
Joins after giving the password in Viper City.
Leaves after entering Pureland.
Faye
L25, Human
Rune axe none
none Battle armor
Iron gloves Diamond shoes
Scarf Earring
Weak Fast Cure3
Exit Lit 2 Fire2
HP MP Att Def Agi Mag
750 670 70 64 70 66
Joins at the Eitar ruins.
Leaves after giving the Pass in Porle.
Dion
L30, Human
Rune axe none
Diamond helm Battle armor
none Diamond Shoes
Shades none
Weak Fast Cure3 Stone Quake Conf
Ice 2 Venom Sleep
Morph
HP MP Att Def Agi Mag
880 830 78 68 66 63
Joins after Faye leaves.
Leaves before the Agron battle in the Eastern ruins.
Borgin
L40, Mutant
Gungnir spear none
none Wizard armor
none none
Scarf none
White Magma Wall Life Heal Cure3 Shell
Fatal Mute Para Sleep
Lit X Morph CureA Pure Float
HP MP Att Def Agi Mag
990 990 89 74 91 91
Joins after the Agron battle.
Remains till the end.
--------------------------------------------------------------------------------
X. SEE ALSO
This guide was written to correct wrong information and fill out the missing
information that cannot be found in any of the published FFL3 resources. It is
not intended to replace all the others as a stand alone guide and should be used
in conjunction with other resources.
I have prepared maps of all the areas, available at gamefaqs.com and vgmaps.com:
http://www.gamefaqs.com/portable/gameboy/game/563274.html
http://www.vgmaps.com/Atlas/GB-GBC/index.htm#FinalFantasyLegendIII
For a list of enemies and bosses, see the the RPGclassics page:
http://shrines.rpgclassics.com/gb/ffl3/enemies.shtml
http://shrines.rpgclassics.com/gb/ffl3/bosses.shtml
For info on the game's memory map, see Ragnarosen's Save State Hacking Guide:
http://www.gamefaqs.com/gameboy/563274-final-fantasy-legend-iii/faqs/7033
A simple Lua script I used to collect some of this data:
http://lua.pastey.net/139550-4epy
--------------------------------------------------------------------------------
CLOSING
Except for the sources cited, the information here was derived empirically, by
my own work.
Any questions, comments, corrections or complaints should be addressed to
the address below, with clear indication in the subject line that the email is
concerning this FAQ.
dammit9x at hotmail dot com