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\   _____\\ \ \   \ \ \  __ \ \ \        x xx#xx#              ____
 | |       \ \ \ \ \ \ \ \_\ \ \ \       x <xxxxx             \    /
 | |___     \_\ \_\___\ \  __ \ \ \__    x   #xxx              |  |
 |  ___\ ______  ______  \_\ \_\ \____\ _____   ______   _   _ |  |
 | |     \   __\ \  __ \  ___  _  ____  \   _ \ \  ___\ \ \ / /|  |
 | |      \  \__  \ \_\ \ \   \ \ \_  \  \ \_\ \ \ \___  \   / |  | 
 | |       \  __\  \  __ \ \ \ \ \  \ \   \  __ \ \___ \  | |  |  |
/___\       \_\     \_\ \_\ \_\___\  \_\   \_\ \_\ \____\ |_| /____\
                                                                       
FF1 Ultimate FAQ Version 2 (Not Final!)

334 KB
Word Count: 41309 Words                              

Copyright Patbuns17@cs.com
This FAQ should only be on gamefaqs, dont bother asking me cause ill say no.
Ive had problems before cause of letting others use my FAQs

Feel free to email me. Patbuns17@cs.com

Big thanks to:

Disch and FF hackster for alot of stuff
http://disch.zophar.net
Ben Siron and his old FF1 FAQ on Gamefaqs

Rincewind, for almost everything having to do with black mages, the random 
encounter list, and some of the thief stuff.

Paulygon for a few vitality and mag def things.

Celticshiva for finding a few typos.

And me for about everything too !

Contents:

Newbie's Guide to FF1: The Basics
Characters
  - Character Statistics
     - Fighter/Knight
     - Black Belt/Grand Master
     - Thief/Ninja
     - Red Mage/Red Wizard
     - White Mage/White Wizard
     - Black Mage/ Black Wizard
  - Character Strategies
     - Fighter/Knight
     - Black Belt/Grand Master
     - Thief/Ninja
     - Red Mage/Red Wizard
     - White Mage/White Wizard
     - Black Mage/ Black Wizard
  - Stats
  - Level Ups
  - Status effects
Items
  - Weapons
  - Armors
  - Items
  - Treasure Chests
  - Shops
  - Item Listing
Magic
  - White Magic
  - Black Magic
  - White Magic Graphics and Text
  - Black Magic Graphics and Text
  - Enemy Magic
Random Encounters
  - Random Encounter List
  - Enemy Party Locations Guide 
  - Enemy Parties List
     - Group "a"
     - Group "b"
  - PNEOP (Peninsula North East of Provoka)
  - One more note!
Enemies
  - Enemy Data and Statistics Crap
  - Enemy Parties List
     - Group "a"
     - Group "b"
  - Enemy Status
  - Elementals
Battles
  - Beginning of Battle things
  - Player Attacks and Magic Damage:
     - Fight
     - Magic
     - Item
     - Drink
     - Run
  - Player Attack Order
  - Enemy Attacks and other Enemy Related Battle Things
  - Enemy Spell List Information
  - Damage Formulas
  - Character Status
  - Enemy Status
  - Some other stuff you may want to know
  - The End of the Battle
The Geography of FF1
  - Cities and Countries
  - Other Famous Areas
  - Monster Lairs
Misc. Section
  - Enemy Types
  - The Ship mini-game
  - Bugs, Glitches and Mistakes
      - Caravan Bug
      - Enemy Battle Bug
      - Treasure chest Mistake
      - Black Belt Armor Bug
      - Enemy Mapping Domain Mistakes
ASCII Art
Revision History
  - What I Need
Credits
  - Credits
  - Places to Visit  
 __________________________________________________________
|_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-|
|_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-|
|_Newbie's Guide to FF1: The Basics_-_-_-_-_-_-_-_-_-_-_-_-|
|_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-|
 __________________________________________________________     

This section is NOT a walkthough. Its merely to tell you what everything in the
game does and how it works.

A nice party to start out with is Fighter Black Belt White Mage Black Mage
Not the best party, but it works well 

Pros:
- This party will introcduce you to many things about FF1, spells, and power.
- Strong enough to pull you through the game easily
- No thief
- No red mage

Cons:
- Costly
- Not 4 white mages

To start off, buy the best equipment for everoyne, but remember, dont buy 
wooden staves for anyone, every character can always do better than that.
Next buy armor for your characters.
Somethign many peopel forget is to Equip your armors and weapons. Press start
for the menu and then select weapon or armor, then select equip and select the
armors and weapons you want equipped so instead of

    Rapier 
it would say
E - Rapier

Also, buys spells. For usefulness of spells go to the character strategy
section and see what spells you should buy each character.

Some things you may want to know for later on is:

Abuse the PNEOP. It will get you quick levels, and is much better than fighting
Ogres. The PNEOP is a peninsula northeast of Provoka (the second town)
Here you will find ridiculously strong enemies. Buy Fir2 and if you want, Hrm2,
and... hell, just go look at the random encounters section of the FAQ near the
bottom for the PNEOP strategy.

If you want to know about each character's natur, go read 8-bit-theater
www.nuklearpower.com
and click on 8 bit theater and donate some money if you can.

From the magic section, another useful thing, this one about the sometimes
confusing spell points

"Here is an example for how Spell Points work:
Your spell points are 3/2/1/0/0/0/0/0
You cast a level 1 spell such as cure. The level 1 spell charges go down, to:
2/2/1/0/0/0/0/0
And basically, if you have 0 spell charges of a level left, you can't cast any
more spells of that level."

Other good reads would be the entire battling section, and the random encounter
section. Also the monster data can provide help on tough enemies (i.e. figure
out what magic to use, if any, or if you should stall through his strong
spells and such)

Thats basically it. Save often, take 99 Heal potions with you to places like
the Fiend Lairs or the Marsh cave and Ice Cave and Castle of Ordeals.

 __________________________________________________________
|_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_Thanks to:-_-_-_-_-_-_-_-|
|_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-|
|_Characters-_-_-_-_-_-_-_-_-_-_-_-_-Rincewind-_-_-_-_-_-_-|
|_-_-_-_-_-_-_-_-_-_-_Statistics-_-_-(Black Mage)_-_-_-_-_-|
 ______________________Strategies-_(Black Mage and Thief)__

Without Characters, there would be no game to play! lets all thank square for
the great White Mage! w00t w00t! Anyways, Ill go into analysis of about
everything there is to know about the characters of FF1, thier stats, Level 
ups, status inflictions, and even how to use them effectively!

_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_Thanks to:-_-_-_-_-_-_-_-
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_Character Statistics-_-_-_-_-_-_-_-Rincewind-_-_-_-_-_-_-
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-(Black Mage)_-_-_-_-_-
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-

Fighter:

(CLASS CHANGE -----> Knight)

Base Statistics:

HP: 35
Str: 20
Agi: 5
Int: 1
Vit: 10
Luk: 5
Hit%: 10 + 3 Per Level
Magic Defense: 15 + 3 Per level

L 50 Stats

        Average    Minimum    Maximum  Max Stat Rating

HP:      1020       913        1157     1st
Str:     69         69         69       1st  
Agi:     47         40         54       T-4th
Int:     32         15         50       6th
Vit:     47         35         59       T-2nd  
Luk:     41         29         54       T-3rd  
Hit%:    157        157        157      1st  

Level Ups:

Guide: if "Level" is fully capitalized, the level is a strong level up
giving more hp (see leveling up) Letterss after "Level x" are what stats
are guaranteed to increase (A stat never increases by more than 1)
Other stats are gained 50% of the time.

S = Str
A = Agi
I = Int
V = Vit
L = Luk

LEVEL 2: SAV     LEVEL 26: SAV
LEVEL 3: SAVL    Level 27: SVL
LEVEL 4: SAIL    Level 28: SAIL
LEVEL 5: SAV     LEVEL 29: SAV   
LEVEL 6: SAVL    Level 30: SVL
LEVEL 7: SAIL    Level 31: SAIL
LEVEL 8: SAV     LEVEL 32: SV
LEVEL 9: SAVL    Level 33: SAL
LEVEL 10: SAIL   Level 34: SIV
LEVEL 11: SAV    LEVEL 35: SAL
Level 12: SAVL   Level 36: SV
LEVEL 13: SAIL   Level 37: SAIL      
LEVEL 14: SAV    LEVEL 38: SV
Level 15: SAVL   Level 39: SAL
LEVEL 16: SAIL   Level 40: SIV 
LEVEL 17: SAV    LEVEL 41: SA
Level 18: SAVL   Level 42: S
LEVEL 19: SAIL   Level 43: SAI
LEVEL 20: SAV    LEVEL 44: S
Level 21: SVL    Level 45: SA
LEVEL 22: SAIL   Level 46: S
LEVEL 23: SAV    LEVEL 47: SA
Level 24: SVL    Level 48: S 
Level 25: SAIL   Level 49: SA
                 LEVEL 50: S

Notes: HP gains rarely change in pattern, gains alot of high hp gains
and always gains stength. Stat gains are simple near the beginning and
become a complex pattern near the middle then simple at the end.

HP Gains: 
2, 3, 4, 5, 6, 7, 8, 9, 10, 11
13, 14, 16, 17, 19, 20, 22, 23
26, 29, 32, 35, 38, 41, 44, 47, 50

Levels 2-11 are strong, then it goes strong strong weak, and then
for the rest it changes into skipping 2 every time.

Stat Gains:

First 20 levels: SAV SAVL SAIL pattern
Next 23 levels are kinda weird (Levels 21-43)
Levels 44-50 are S SA S SA etc.

MAGIC:

None
      
Spell Chart:

None

EQUIPMENT:

Weapons             Armor

Wooden Staff        All Bracelets
Power Staff         Cloth
Iron Staff          Wooden Armor 
Small Dagger        Chain Armor
Large Dagger        Iron Armor
Silver Dagger       Silver Armor
Iron Hammer         Steel Armor
Silver Hammer       Ice Armor
Hand Axe            Flame Armor
Great Axe           Cap
Silver Axe          Wooden Helmet
Light Axe           Iron Helmet 
Rapier              Silver Helmet 
Scimitar            Buckler 
Falchon             Wooden Shield   
Sabre               Iron Shield 
Short Sword         Silver Shield  
Long Sword          Ice Shield 
Coral Sword         Flame Shield 
Dragon Sword        Gloves 
Rune Sword          Copper Gloves 
Flame Sword         Iron Gloves
Were Sword          Silver Gloves
Giant Sword         Power Floves
Silver Sword        ProRing
Ice Sword           ProCape
Sun Sword           Ribbon      
Masmune             
            

_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-


Knight:

(Fighter<----- CLASS CHANGE)



Spell Charges:

Maximum of 
4 4 4 0 0 0 0 0

Spell Levels 1-3 go up 1 each at every odd number level
(Starting at Level 15)

Spell Chart:

L1: CURE FOG  RUSE 
L2: MUTE LAMP INVS ALIT
L3: CUR2 AFIR
L4:  
L5:  
L6:  
L7:  
L8:  

             
EQUIPMENT:

Weapons             Armor

Wooden Staff        All Bracelets
Power Staff         Cloth
Iron Staff          Wooden Armor 
Small Dagger        Chain Armor
Large Dagger        Iron Armor
Silver Dagger       Silver Armor
CatClaw             Steel Armor
Iron Hammer         Ice Armor
Silver Hammer       Flame Armor
Thor Hammer         Opal Armor
Hand Axe            Dragon Armor
Great Axe           Cap
Silver Axe          Wooden Helmet
Light Axe           Iron Helmet 
Rapier              Silver Helmet 
Scimitar            Opal Helmet 
Falchon             Heal Helmet 
Sabre               Buckler 
Short Sword         Wooden Shield   
Long Sword          Iron Shield 
Coral Sword         Silver Shield  
Dragon Sword        Ice Shield 
Rune Sword          Flame Shield 
Flame Sword         Opal Shield 
Were Sword          Aegis Shield 
Giant Sword         Gloves 
Silver Sword        Copper Gloves 
Ice Sword           Iron Gloves 
Sun Sword           Silver Gloves 
Vorpal              Power Gloves
Bane Sword          Opal Gloves
Defense Sword       Zeus Gauntlet
XCalber             ProRing
Masmune             ProCape
                    Ribbon 


_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-


Thief:

(CLASS CHANGE -----> Ninja)

Base Statistics:

HP: 30
Str: 5
Agi: 10
Int: 5
Vit: 5
Luk: 15
Hit%: 5 + 2 Per Level
Magic Defense: 15 + 2 Per level

L 50 Stats

        Average    Minimum    Maximum  Max Stat Rating

HP:      708        580        866      3rd
Str:     46         38         54       T-3rd
Agi:     50         42         59       T-1st
Int:     38         22         54       T-4th
Vit:     37         21         54       T-4th
Luk:     64         64         64       1st  
Hit%:    103        103        103      4th  

Level Ups:

Guide: if "Level" is fully capitalized, the level is a strong level up
giving more hp (see leveling up) Letterss after "Level x" are what stats
are guaranteed to increase (A stat never increases by more than 1)
Other stats are gained 50% of the time.

S = Str
A = Agi
I = Int
V = Vit
L = Luk

LEVEL 2: SAL     Level 26: AL
LEVEL 3: SIVL    LEVEL 27: SVL
LEVEL 4: SAL     Level 28: SAIL
LEVEL 5: SIL     Level 29: AL    
Level 6: SAVL    LEVEL 30: VL
LEVEL 7: SIL     Level 31: SAIL
Level 8: SAL     Level 32: AL
LEVEL 9: SVL     LEVEL 33: SAVL
Level 10: SAIV   Level 34: SAIL
LEVEL 11: L      Level 35: AL
Level 12: SAVL   Level 36: SAVL
LEVEL 13: SIL    LEVEL 37: SAIL      
Level 14: AL     Level 38: AL
LEVEL 15: SVL    Level 39: SAVL
Level 16: SAIL   Level 40: SAIL 
Level 17: AL     LEVEL 41: AL
LEVEL 18: SVL    Level 42: SVL
Level 19: SAIL   Level 43: AIL
Level 20: AL     Level 44: SL
LEVEL 21: SVL    Level 45: AVL
Level 22: SAIL   LEVEL 46: SIL
Level 23: AL     Level 47: AL
LEVEL 24: SVL    Level 48: SVL 
Level 25: SAIL   Level 49: AIL
                 Level 50: SL

Notes: HP gains go through the standard pattern and stat pattens are visible.

HP Gains: 
2, 3, 4, 5, 
7, 9, 11, 13, 15
18, 21, 24, 27, 30, 33
37, 41
46

See what i mean? It skips a level then skips 2 then 3 eventually 
4 to get high hp gains.

Stat Gains:

The patterns change and go but theyre visible enough for me not 
to need to post.

MAGIC:

None
      
Spell Chart:

None

EQUIPMENT:

Weapons             Armor

Wooden Staff        All Bracelets
Small Dagger        Cloth
Large Dagger        Wooden Armor
Silver Dagger       Cap
Rapier              Gloves
Scimitar            Buckler
Falchon             ProCape
Sabre               ProRing
Coral Sword         Ribbon
Dragon Sword
Rune Sword
Masmune                   
            

_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-


Ninja:

(Thief<----- CLASS CHANGE)



Spell Charges:

Maximum of 
4 4 4 4 0 0 0 0

Spell Levels 1-4 go up 1 each at every odd number level
(Starting at Level 15)

Spell Chart:

L1: FIRE LIT  LOCK SLEP
L2: ICE  DARK TMPR SLOW
L3: FIR2 LIT2 LOK2 HOLD
L4: ICE2 FAST SLP2 CONF
L5:  
L6:  
L7:  
L8:  
                       
  
EQUIPMENT:

Weapons             Armor

All Except:         All Except:
Wizard Staff        Opal Armor
Xcalber             Opal Helmet
                    Opal Gloves
                    Opal Shield
                    Aegis Shield
                    Dragon Armor
                    Steel Armor
                    White Shirt
                    Black Shirt


_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-


Black Belt:

(CLASS CHANGE -----> Grand Master)

Base Statistics:

HP: 33
Str: 5
Agi: 5
Int: 5
Vit: 20
Luk: 5
Hit%: 5 + 3 Per Level
Magic Defense: 10 + 4 Per level

L 50 Stats

        Average    Minimum    Maximum  Max Stat Rating

HP:      1043       1003       1103     2nd
Str:     41         29         54       T-3rd  
Agi:     42         30         54       T-4th
Int:     41         29         54       T-4th
Vit:     69         69         69       1st  
Luk:     44         35         54       T-3rd  
Hit%:    152        152        152      2nd  

Level Ups:

Guide: if "Level" is fully capitalized, the level is a strong level up
giving more hp (see leveling up) Letterss after "Level x" are what stats
are guaranteed to increase (A stat never increases by more than 1)
Other stats are gained 50% of the time.

S = Str
A = Agi
I = Int
V = Vit
L = Luk

LEVEL 2: AVL     LEVEL 26: AVL
Level 3: SIVL    Level 27: SIVL
LEVEL 4: AV      Level 28: AV
Level 5: SIVL    Level 29: SIVL
LEVEL 6: AVL     LEVEL 30: AVL
Level 7: SIV     Level 31: SIV
LEVEL 8: AVL     Level 32: AVL
Level 9: SIVL    Level 33: SIVL
Level 10: AV     Level 34: AV
LEVEL 11: SIVL   LEVEL 35: SIVL
Level 12: AVL    Level 36: AVL
Level 13: SIV    Level 37: SIV      
LEVEL 14: AVL    Level 38: AVL
Level 15: SIVL   Level 39: SIVL
Level 16: AV     Level 40: AV 
Level 17: SIVL   LEVEL 41: SIVL
LEVEL 18: AVL    Level 42: AVL
Level 19: SIV    Level 43: SIV
Level 20: AVL    Level 44: AV
Level 21: SIVL   Level 45: SIVL
LEVEL 22: AV     Level 46: AV
Level 23: SIVL   Level 47: SIV
Level 24: AVL    Level 48: AVL
Level 25: SIV    Level 49: SIV
                 Level 50: AV

Notes: Strong Hp ups aren't common. They go up by 2s, 3s, 4s, 5s, and 6s, then
completely dissapear.


HP Gains: 
2, 4, 6, 8
11, 14
18, 22, 26, 30
35
41

Stat Gains:

Strength and Intelligence go up every odd number level.
Vitality goes up every level.
Agility goes up ever even number level.
Luck goes up 2 levels in a row then skips one, up to level 42... and then it
increases at levels 45 and 48.

MAGIC:

None
      
Spell Chart:

None

EQUIPMENT:

Weapons             Armor

Wooden Staff        All Bracelets
Power Staff         Cloth
Wooden Nunchukas    Wooden Armor 
Iron Nunchukas      Cap 
Masmune             Gloves 
                    ProRing 
                    Ribbon      
            
            
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-


Grand Master:

(Black Belt<----- CLASS CHANGE)
(Mag. Def + 3 per level)


MAGIC:

None
      
Spell Chart:

None

EQUIPMENT:

Weapons             Armor

Wooden Staff        All Bracelets
Power Staff         Cloth
Wooden Nunchukas    Wooden Armor 
Iron Nunchukas      Cap 
Masmune             Gloves 
                    ProRing 
                    Ribbon      


_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-


Red Mage:

(CLASS CHANGE -----> Red Wizard)

Base Statistics:

HP: 30
Str: 5
Agi: 5
Int: 15
Vit: 10
Luk: 5
Hit%: 7 + 2 Per Level
2 Level 1 Spell Charges
Magic Defense: 20 + 2 Per level


L 50 Stats

        Average    Minimum    Maximum  Max Stat Rating

HP:      626        534        741      5th
Str:     47         35         59       2nd   
Agi:     43         27         59       T-1st      
Int:     46         34         59       3rd
Vit:     40         27         54       T-3rd
Luk:     42         30         54       T-4th
Hit%:    105        105        105      3rd



Level Ups:

Guide: if "Level" is fully capitalized, the level is a strong level up
giving more hp (see leveling up) Letterss after "Level x" are what stats
are guaranteed to increase (A stat never increases by more than 1)
Other stats are gained 50% of the time.

S = Str
A = Agi
I = Int
V = Vit
L = Luk

LEVEL 2: SVL     Level 26: SV
Level 3: AIV     LEVEL 27: AIL
LEVEL 4: SVL     Level 28: SL
Level 5: AIV     Level 29: IV    
LEVEL 6: SVL     Level 30: SA
Level 7: AI      Level 31: IL
LEVEL 8: SVL     Level 32: SVL
LEVEL 9: AI      Level 33: AI
LEVEL 10: SL     Level 34: S
Level 11: IV     Level 35: IVL
LEVEL 12: SAL    Level 36: SAL
Level 13: IVL    LEVEL 37: I      
LEVEL 14: S      Level 38: SV
Level 15: AIVL   Level 39: AIL
LEVEL 16: SL     Level 40: SL
LEVEL 17: IV     Level 41: IV
Level 18: SA     Level 42: SA
Level 19: IVL    Level 43: IL
Level 20: SL     Level 44: AL
Level 21: AIV    Level 45: AI
Level 22: S      Level 46: S
Level 23: IVL    LEVEL 47: IVL
Level 24: SAL    Level 48: SAL 
Level 25: I      Level 49: I
                 Level 50: SV

Notes: I think both HP and Stats go up pretty randomly.

High HP Gains: 
2, 4, 6, 8 
9, 10
12, 14
17, 27, 37, 47

HP goes by 2s then stops then goes abck to 2s then eventually goes by 10s of 
levels.

Stat Gains:

Looks very random but it has a few short patterns, like:

Beginning:
SVL, AIV, SVL, AIV
then it quickly changes to
SVL, AI,  SVL, AI

And near the end you see some repititions of the middle
for example...
Levels 22-31 and 34-43 both go:

S   
IVL      
SAL
I
SV
AIL
SL
IV
SA
IL


MAGIC:

THANKS TO BEN SIRON FOR SPELL POINTS

1       2 0 0 0 0 0 0 0       26      9 7 6 6 5 4 1 0     
2       3 1 0 0 0 0 0 0       27      9 7 7 6 5 4 2 0     
3       3 2 0 0 0 0 0 0       28      9 8 7 6 5 4 2 0     
4       4 2 0 0 0 0 0 0       29      9 8 7 6 5 5 3 0     
5       4 3 0 0 0 0 0 0       30      9 8 7 6 6 5 3 0     
6       4 3 1 0 0 0 0 0       31      9 8 7 7 6 5 3 0     
7       5 3 2 0 0 0 0 0       32      9 8 7 7 6 5 3 1     
8       5 4 2 0 0 0 0 0       33      9 8 8 7 6 5 4 2     
9       5 4 3 0 0 0 0 0       34      9 8 8 7 6 6 4 3     
10      6 4 3 1 0 0 0 0       35      9 8 8 7 7 6 5 3     
11      6 4 3 2 0 0 0 0       36      9 8 8 7 7 6 5 4      
12      6 4 4 2 0 0 0 0       37      9 8 8 8 7 6 5 4     
13      6 5 4 3 0 0 0 0       38      9 8 8 8 7 6 6 4     
14      7 5 4 3 0 0 0 0       39      9 8 8 8 7 6 6 5     
15      7 5 4 3 1 0 0 0       40      9 8 8 8 7 7 6 5     
16      7 5 5 4 2 0 0 0       41      9 9 8 8 7 7 6 5     
17      7 6 5 4 2 0 0 0       42      9 9 8 8 8 7 6 5     
18      7 6 5 4 3 0 0 0       43      9 9 8 8 8 7 6 6     
19      7 6 5 5 3 0 0 0       44      9 9 8 8 8 7 7 6     
20      7 6 6 5 3 1 0 0       45      9 9 9 8 8 7 7 6     
21      8 6 6 5 4 2 0 0       46      9 9 9 8 8 8 7 6     
22      9 6 6 5 4 2 0 0       47      9 9 9 8 8 8 7 7     
23      9 6 6 5 4 3 0 0       48      9 9 9 9 8 8 7 7     
24      9 7 6 6 4 3 0 0       49      9 9 9 9 8 8 8 7     
25      9 7 6 6 5 3 0 0       50      9 9 9 9 9 8 8 7     


    

Spell Chart:

     White Magic                      Black Magic

L1: CURE FOG             L1:       FIRE LIT  LOCK SLEP
L2: ALIT INVS LAMP MUTE  L2:       DARK ICE  SLOW TMPR
L3: AFIR CUR2            L3:       FIR2 LIT2 LOK2 HOLD 
L4: AICE PURE            L4:       CONF FAST ICE2 SLP2
L5: CUR3                 L5:       FIR3 SLO2
L6:                      L6: 
L7:                      L7:  
L8:                      L8:    
 
EQUIPMENT:

Weapons             Armor

Wooden Staff        All Bracelets
Small Dagger        Cloth
Large Dagger        Wooden Armor 
Silver Dagger       Chain Armor
Rapier              Silver Armor 
Scimitar            Cap
Sabre               ProRing
Falchon             Buckler   
Short Sword         Gloves
Long Sword          ProCape
Silver Sword        ProRing
Coral Sword         Ribbon
Dragon Sword        
Were Sword                    
Flame Sword
Giant Sword
Ice Sword
Sun Sword
Masmune


_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-


Red Wizard:

(Red Mage<----- CLASS CHANGE)


Spell Chart:


Spell Chart:

     White Magic                      Black Magic

L1: CURE FOG  RUSE       L1:       FIRE LIT  LOCK SLEP
L2: ALIT INVS LAMP MUTE  L2:       DARK ICE  SLOW TMPR
L3: AFIR CUR2            L3:       FIR2 LIT2 LOK2 HOLD 
L4: AICE PURE AMUT       L4:       CONF FAST ICE2 SLP2
L5: CUR3 LIFE            L5:       FIR3 SLO2 BANE WARP
L6: EXIT FOG2 INV2       L6:       LIT3
L7: ARUB                 L7:       ICE3
L8:                      L8:    


EQUIPMENT:

Weapons             Armor

Wooden Staff        All Bracelets
Small Dagger        Cloth
Large Dagger        Wooden Armor 
Silver Dagger       Chain Armor
Rapier              Silver Armor 
Scimitar            Cap 
Falchon             ProRing
Sabre               Buckler
Short Sword         Gloves
Long Sword          Wooden Glove
Silver Sword        Silver Glove
Coral Sword         Power Glove
Dragon Sword        ProCape         
Were Sword          ProRing         
Flame Sword         Ribbon
Giant Sword        
Ice Sword
Sun Sword
Vorpal
Catclaw
Bane Sword
Defense
Masmune


_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-


White Mage:

(CLASS CHANGE -----> White Wizard)

Base Statistics:

HP: 28
Str: 5
Agi: 5
Int: 15
Vit: 10
Luk: 5
Hit%: 5 + 1 Per Level
2 Level 1 Spell Charges
Magic Defense: 20 + 2 Per level

L 50 Stats

        Average    Minimum    Maximum  Max Stat Rating

HP:      717        608        850      4th
Str:     38         23         54       T-3rd
Agi:     38         23         54       T-4th
Int:     54         44         64       2nd
Vit:     44         25         59       3rd
Luk:     39         29         54       T-3rd
Hit%:    54         54         54       T-5th

Level Ups:

Guide: if "Level" is fully capitalized, the level is a strong level up
giving more hp (see leveling up) Letterss after "Level x" are what stats
are guaranteed to increase (A stat never increases by more than 1)
Other stats are gained 50% of the time.

S = Str
A = Agi
I = Int
V = Vit
L = Luk

LEVEL 2: SAIL    Level 26: AIL
Level 3: SAIV    Level 27: IV
LEVEL 4: SIL     LEVEL 28: SI
Level 5: AIV     Level 29: AIL    
LEVEL 6: IL      Level 30: IV
Level 7: SIV     Level 31: S
LEVEL 8: AIL     LEVEL 32: AL
Level 9: IV      Level 33: V
LEVEL 10: SIL    Level 34: S
Level 11: AIV    Level 35: AL
LEVEL 12: IV     Level 36: V
Level 13: SIL    LEVEL 37: S      
LEVEL 14: AIL    Level 38: AL
Level 15: IV     Level 39: V
Level 16: SIL    Level 40: S 
LEVEL 17: AIV    Level 41: AL
Level 18: IL     LEVEL 42: V
Level 19: SIV    Level 43: S
LEVEL 20: AIL    Level 44: AL
Level 21: IV     Level 45: V
Level 22: SI     Level 46: S
Level 23: AIL    LEVEL 47: AL
LEVEL 24: IV     Level 48: V 
Level 25: SI     Level 49: S
                 Level 50: AL

Notes: Seems that the HP Gains seem to go through patterns as well as stat 
gains.

HP Gains: 
2, 4, 6, 8, 10, 12, 14
17, 20
24, 28, 32
37, 42, 47

See what i mean? It skips a level then skips 2 then 3 eventually 4 to get
high hp gains.

Stat Gains:
Goes by patterns of 3, kinda. Very easy to see near the end.
The last 17 or so levels go through a V S AL pattern.
Around Levels 10-30 it goes 

SIL AIV IV 
SIL AIL IV
SIL AIV IL
SIL AIL IV
SIL AIV IV
SIV AIL IL

Many visible traits there. 
Every 2 sets of 3 levels the 3rd part swaps V and L
Every 3 sets of 3 levels the 2nd part swaps V and L
Every 6 sets of 3 levels the 1st part swaps V and L

Whatever. After a while V dissapears from the second set of
every pattern and I dissapears completely.

MAGIC:

THANKS TO BEN SIRON FOR SPELL POINTS

1       2 0 0 0 0 0 0 0       26      9 7 6 6 5 5 4 2
2       3 1 0 0 0 0 0 0       27      9 7 7 6 6 5 4 2
3       3 2 0 0 0 0 0 0       28      9 8 7 6 6 5 4 3       
4       4 2 0 0 0 0 0 0       29      9 8 7 7 6 5 5 3       
5       4 3 1 0 0 0 0 0       30      9 8 7 7 6 6 5 4       
6       4 3 2 0 0 0 0 0       31      9 8 8 7 6 6 5 4       
7       5 3 2 0 0 0 0 0       32      9 8 8 7 7 6 5 4       
8       5 3 3 1 0 0 0 0       33      9 8 8 7 7 6 5 5       
9       5 4 3 2 0 0 0 0       34      9 8 8 7 7 6 6 5       
10      6 4 3 2 0 0 0 0       35      9 8 8 8 7 6 6 5       
11      6 4 4 3 0 0 0 0       36      9 8 8 8 7 7 6 5       
12      6 4 4 3 1 0 0 0       37      9 8 8 8 7 7 6 6       
13      6 5 4 3 2 0 0 0       38      9 9 8 8 7 7 6 6       
14      7 5 4 4 2 0 0 0       39      9 9 8 8 7 7 7 6       
15      7 5 5 4 3 0 0 0       40      9 9 8 8 8 7 7 6       
16      7 5 5 4 3 1 0 0       41      9 9 8 8 8 7 7 7       
17      7 6 5 4 3 2 0 0       42      9 9 8 8 8 8 7 7       
18      7 6 5 5 4 2 0 0       43      9 9 9 8 8 8 7 7        
19      8 6 5 5 4 3 0 0       44      9 9 9 8 8 8 8 7       
20      8 6 6 5 4 3 1 0       45      9 9 9 8 8 8 8 8       
21      8 6 6 5 4 3 2 0       46      9 9 9 9 8 8 8 8       
22      8 6 6 5 5 4 2 0       47      9 9 9 9 9 8 8 8       
23      8 6 6 6 5 4 3 0       48      9 9 9 9 9 9 8 8       
24      9 7 6 6 5 4 3 0       49      9 9 9 9 9 9 9 8       
25      9 7 6 6 5 5 3 1       50      9 9 9 9 9 9 9 9       

Spell Chart:

L1: CURE FOG  HARM RUSE
L2: ALIT INVS LAMP MUTE
L3: AFIR CUR2 HEAL HRM2
L4: AICE AMUT FEAR PURE
L5: CUR3 HEL2 HRM3 LIFE
L6: FOG2 INV2 SOFT
L7: ARUB HEL3  
L8: 

EQUIPMENT:

Weapons             Armor

Wooden Staff        All Bracelets
Heal Staff          Cloth
Power Staff         Cap
Iron Hammer         Gloves
Silver Hammer       ProCape
Masmune             ProRing
                    Ribbon


_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-


White Wizard:

(White Mage<----- CLASS CHANGE)


Spell Chart:

L1: CURE FOG  HARM RUSE
L2: ALIT INVS LAMP MUTE
L3: AFIR CUR2 HEAL HRM2
L4: AICE AMUT FEAR PURE
L5: CUR3 HEL2 HRM3 LIFE
L6: EXIT FOG2 INV2 SOFT
L7: ARUB CUR4 HEL3 HRM4 
L8: FADE LIF2 WALL XFER

EQUIPMENT:

Weapons             Armor

Wooden Staff        All Bracelets
Heal Staff          Cloth
Power Staff         Cap
Iron Hammer         Gloves
Silver Hammer       ProCape
Thor Hammer         ProRing
Masmune             Ribbon
                    White Shirt


_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-


Black Mage:                > Thanks to Rincewind!

(CLASS CHANGE -----> Black Wizard)

Base Statistics:

HP: 25
Str: 1
Agi: 10
Int: 20
Vit: 1
Luk: 10
Hit%: 5 + 1 Per Level
2 Level 1 Spell Charges
Magic Defense: 20 + 2 Per level

L 50 Stats

         Average    Minimum    Maximum  Max Stat Rating

HP:      523        401        662      6th
Str:     32         14         50       6th
Agi:     42         23         59       T-1st
Int:     69         69         69       1st
Vit:     32         15         50       6th
Luk:     41         24         59       2nd
Hit%:    54         54         54       T-5th


Level Ups:

Guide: if "Level" is fully capitalized, the level is a strong 
level up giving
more hp (see leveling up)
lets after "Level x" are what stats are guaranteed. Other stats 
are gained
50% of the time.
S = Str
A = Agi
I = Int
V = Vit
L = Luk

LEVEL 2: I       LEVEL 26: IL
Level 3: AIV     Level 27: AI
LEVEL 4: SIL     Level 28: SIV
Level 5: IV      Level 29: I
LEVEL 6: AIL     LEVEL 30: AIL
Level 7: SIV     Level 31: SI
LEVEL 8: IL      Level 32: IV
Level 9: AIV     Level 33: AI
Level 10: SIL    Level 34: SIL
LEVEL 11: I      LEVEL 35: I
Level 12: AIV    Level 36: AIV
Level 13: SI     Level 37: SI
LEVEL 14: IL     Level 38: IL
Level 15: AI     Level 39: AI
Level 16: SIV    Level 40: SIV
Level 17: I      LEVEL 41: I
LEVEL 18: AIL    Level 42: IL
Level 19: SI     Level 43: I
Level 20: IV     Level 44: IV
Level 21: AI     Level 45: I
LEVEL 22: SIL    Level 46: IL
Level 23: I      Level 47: I
Level 24: AIV    Level 48: IV
Level 25: SI     Level 49: I
                  Level 50: IL

Notes: To sum up:

Strong HP Gains:
  4 patterns:
   a) every 2nd level from 2-8
   b) every 3rd level from 8-14
   c) every 4th level from 18-30
   d) 35, 41
2, 4, 6, 8
11, 14
18, 22, 26, 30
35
41

Given Stat Gain Patterns:
Black Mage/Wizard always gain INT.
Str is every 3rd level from 4-40
Agl is every 3rd level from 3-39
Vit has 2 patterns:
  a) every 2nd level from 3-9
  b) every 4th level from 12-48
  It would be wise to note that the earlier you get VIT, the more HP
  the character will get overall (since it factors in every HP gain)
Luck has 2 patterns:
  a) every 2nd level from 4-10
  b) every 4th level from 10-50
   unlike Vit, the Luck pattern fits together =).


MAGIC:

THANKS TO BEN SIRON FOR SPELL POINTS

1       2 0 0 0 0 0 0 0       26      9 7 6 6 5 5 4 2
2       3 1 0 0 0 0 0 0       27      9 7 7 6 6 5 4 2
3       3 2 0 0 0 0 0 0       28      9 8 7 6 6 5 4 3
4       4 2 0 0 0 0 0 0       29      9 8 7 7 6 5 5 3
5       4 3 1 0 0 0 0 0       30      9 8 7 7 6 6 5 4
6       4 3 2 0 0 0 0 0       31      9 8 8 7 6 6 5 4
7       5 3 2 0 0 0 0 0       32      9 8 8 7 7 6 5 4
8       5 3 3 1 0 0 0 0       33      9 8 8 7 7 6 5 5
9       5 4 3 2 0 0 0 0       34      9 8 8 7 7 6 6 5
10      6 4 3 2 0 0 0 0       35      9 8 8 8 7 6 6 5
11      6 4 4 3 0 0 0 0       36      9 8 8 8 7 7 6 5
12      6 4 4 3 1 0 0 0       37      9 8 8 8 7 7 6 6
13      6 5 4 3 2 0 0 0       38      9 9 8 8 7 7 6 6
14      7 5 4 4 2 0 0 0       39      9 9 8 8 7 7 7 6
15      7 5 5 4 3 0 0 0       40      9 9 8 8 8 7 7 6
16      7 5 5 4 3 1 0 0       41      9 9 8 8 8 7 7 7
17      7 6 5 4 3 2 0 0       42      9 9 8 8 8 8 7 7
18      7 6 5 5 4 2 0 0       43      9 9 9 8 8 8 7 7
19      8 6 5 5 4 3 0 0       44      9 9 9 8 8 8 8 7
20      8 6 6 5 4 3 1 0       45      9 9 9 8 8 8 8 8
21      8 6 6 5 4 3 2 0       46      9 9 9 9 8 8 8 8
22      8 6 6 5 5 4 2 0       47      9 9 9 9 9 8 8 8
23      8 6 6 6 5 4 3 0       48      9 9 9 9 9 9 8 8
24      9 7 6 6 5 4 3 0       49      9 9 9 9 9 9 9 8
25      9 7 6 6 5 5 3 1       50      9 9 9 9 9 9 9 9

Spell Chart:

L1: FIRE LIT  LOCK SLEP
L2: ICE  DARK TMPR SLOW
L3: FIR2 LIT2 LOK2 HOLD
L4: ICE2 FAST SLP2 CONF
L5: FIR3 SLO2 BANE
L6: LIT3 QAKE STUN RUB
L7: ICE3 BLND
L8:

EQUIPMENT:

Weapons             Armor

Small Dagger        All Bracelets
Large Dagger        Cloth
Silver Dagger       Gloves
Mage Staff          Cap
Power Staff         ProRing
Masmune             ProCape
                    Ribbon
Black Wiz Adds:
Wizard Staff
Catclaw



Black Mage:

Copper Bracelet
Silver Bracelet
Gold Bracelet
Opal Bracelet
Gloves
ProRing
ProCape
Cap
Ribbon

Black Wiz Adds:
Black Shirt


_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-


Black Wizard:

(Black Mage<----- CLASS CHANGE)            

MAGIC:

Spell Chart:

L1: FIRE LIT  LOCK SLEP
L2: ICE  DARK TMPR SLOW
L3: FIR2 LIT2 LOK2 HOLD
L4: ICE2 FAST SLP2 CONF
L5: FIR3 SLO2 BANE WARP
L6: LIT3 QAKE STUN RUB
L7: ICE3 BLND BRAK SABR 
L8: NUKE STOP ZAP! XXXX


EQUIPMENT:

Weapons             Armor

Small Dagger        All Bracelets
Large Dagger        Cloth
Silver Dagger       Black Shirt 
Mage Staff          Gloves
Power Staff         Cap
Wizard Staff        ProRing
Cat Claw            ProCape
Masmune             Ribbon

_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_Thanks to:-_-_-_-_-_-_-_-
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_Character Strategies-_-_-_-_-_-_-_-Rincewind-_-_-_-_-_-_-
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_(Thief + Black Mage)-_-_-_-
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-

Fighter/Knight

General:The Fighter is your main sword user, brawler, armor wearer, beat em
upper. After promotion, you can cast a few level 1-3 white magic spells.
Although these are weak spells, the cure charges can work as extra heal
potions, and by this time, you need no more money. The Knight can equip every
sword imaginable, except for the katana, if you count that as a sword. Just
about every piece of armor can be equipped by the knight as well. The only
things he cannot use are things like the white and black shirts. Many armors
are knight exclusive like aegis shield, dragon armor, and all the opal
equipment. And as for the fighter, I would have to say out of the 12 classes,
he ranks 3rd on the total armor and weapon equip list, he uses almost as much
as the ninja.

Physical:

Suggested Equipment:

Standard Knight

E - Xcalber



E - Dragon Armor
E - Aegis Shield
E - Ribbon
E - ProRing

Alternates:
E - Xcalber        <--->   E - Masmune
E - Dragon Armor   <--->   E - Opal Armor
E - Aegis Shield   <--->   E - Opal Shield
E - ProRing        <--->   E - Opal Gauntlet
E - ProRing        <--->   E - Zeus Gauntlet
E - ProRing        <--->   E - Power Gauntlet
E - Ribbon         <--->   E - Heal Helmet
E - Ribbon         <--->   E - Opal Helmet

Solo Knight

E - Masmune
Mage Staff
Defense
Thor Hammer
E - Dragon Armor
E - Aegis Shield
E - Ribbon
E - ProRing


Attack:
This is where the Fighter and Knight pwnz everyone. Start off with a rapier, 
and then buy something like a scimitar and save up for a silver sword, cause
thats what you're going to use for most of the game, until you find the flame
and ice swords or better. The fighter will be your main source of attack, hell
be the guy killing the bosses throughout the game, until the master gets a bit 
stronger, around level 28 when he reaches 8 hits. Anyways, dont expect the 
fighter to hold extra items for you cause he uses up all his armor slots. Once
you get the defense, go ahead and equip it on the Red Mage/Wizard, NOT the
Fighter/Knight. The defense is the Red Mage/Wizard's best weapon. Equip a bane
sword when you find it. Remember to find ADAMANT in the sky palace (i.e. the
higher area of the mirage tower) so you can take it to the dwarf cave and get
the xcalber. If your weapon slots are all too full, the dwarf will say "Don't
be greedy. You have too many items already" or something along those lines. By
end game you will have up to 7 hits (207 hit%, 8 hits would be 224 i think)
with the masmune. With the xcalber you should still be doing 7 hits, too 
(barely) so don't fret.


Defense:
Start off with chain armor which gives you 15 (!) absorb, a humongous amount. 
move on to iron armor from the marsh cave, and then find the rest of your
armor. Make sure that you do not buy the 45000 G steel armor. It is almsot
useless, it gives you good defense and takes away little evade but there are
many armors you will find that are much better than the steel armor. Buy a few
good spells like fir3 instead. Since the knight can use all the good armors
you may want to go to the sea shrine and loot it out to get things like Opal
armor, bracelet (for your mages) and the shield, helmet and gauntlet. After
that the best things you will find are the aegis shield and the dragon armor
which are both great defensive items. The knight should always go in your
front rank as hes an impenitrable guy who absorbs half of the damage :D


Spells:

Suggested Spell Slot Usage:

In order of priority, more useful spells on the left.
Spells may only be bought as a knight.

L1: RUSE CURE
L2: MUTE
L3: CUR2
L4:
L5: 
L6: 
L7: 
L8: 

The only spells that are still useful at the time are these. 


Strategies with other Classes:

with Fighter/Knight:
2 Fighters in one group means the end of bosses. Team up and take out otherwise
tough bosses in a turn or two. If one fighter falls you have another to back 
him up!

with Thief:
If your fighter dies, let your thief run. Thats about allt here is to do with
your thief. Upgrade ASAP.

with Ninja:
The ninja is faster than the fighter so hell usually go first, plus he can cast
fast to make your fighter very powerful.

with Black Belt/Master:
See Fighter, Except keep the black belt in the second slot so he wont die as 
fast.

with Red Mage/Wizard:
Let your red mage take a top spot early on and soak up damage almost like a 
fighter, cast spells like a black mage, and attack like a fighter almost, as 
well. Also, red mage can use fast, making your fighter just too deadly.

With White Mage/Wizard:
If you only have two characters left, fighter and white mage are one of the
best combos. The white mage can inv2 and bring both characters evade up by 80, 
double or triple this and youll be near impossible to hit,then take your time
to cure whoevers been damaged... though the battle wont last that long with a
fighter in your party will it?

with Black Mage/Wizard:
Fighter takes care of big enemies, black mage takes care of groups. Stick the
black mage in a backs lot to not get hit, but dont use all his spell charges.
It would be better to just save up for the boss. Also, dont forget about the 
black mage's fast, do double your attack power.


_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-


Thief/Ninja Strategies:         >- Thanks to rincewind!

General The Thief is the class that gains the most from promotion. Almost 
everything about this guy changes in that event. The Thief is limited in his 
selection of weapons and armor, while the Ninja has nearly every weapon, and 
most of the armor available. A Thief can't even cast magic (or steal!) but a 
Ninja gets the first 4 Levels of Black Magic (FAST!). Due to his paltry weapon
selection, it's hard to think of a Thief as your primary attacker, but the
Ninja's much improved weapon selection gives him a fighting ability that is
about 80% that of a Fighter/Knight. And while not able to equip the absolute
top of the line armor, a Ninja can equip armor that your Knight is ready to
give up on his way to the Opal/Dragon equipment sets. And as a Ninja, he is
no longer compeating with your Mages for armor, freeing up the 
potent Opal Bracelet.

Physical:

Suggested Equipment:

Standard Ninja:

E - Katana
Bane Sword
Defense
E - Ice Armor
E - Flame Shield
E - Ribbon
E - Proring

Alternates:
E - Katana         <--->   E - Sun Sword
E - Katana         <--->   E - Defense
E - Ice Armor      <--->   E - Flame Armor*
E - Flame Shield   <--->   E - Ice Shield*
* You should pair the Ice Armor with Flame Shield and vice
   versa to maximize elemental defenses before you get the
   Ribbon, or if you decide to give the Ninja a Heal Helmet instead
   of a Ribbon.
E - Ribbon         <--->   E - Heal Helmet*
E - Ice Armor      <--->   E - Opal Bracelet
E - Flame Shield   <--->   E - Silver Shield


Attack:
A Thief should generally be commanded to attack monsters that you know he can
kill, or that need to be softened up a bit for someone else to kill. Do not
put the Thief on a priority target, or you'll be disappointed every time. Ninja
however can hold their own, defeating targets that you wouldn't want to waste
your Knight/Master's stronger attack on, but which require a bit of muscle to
take out as well. With the addition of Black Magic a Ninja can become one of
your most versatile party members, with many methods of dealing with dangerous
opponents. Aside from the Masmune, you'll want to get your Ninja a Katana ASAP.
The first one is in the Sky Palace, the second in the Temple of Fiends
Revisited, Fire Floor. If you are sticking it out with a Thief 
however, then know that you won't have anything more powerful than the Dragon 
Sword until you claim the Masmune before fighting Tiamat 2.

Defense:
The Thief is essentially a Mage when it comes to armor, with the curious
exception of being able to equip the Buckler. Since it takes up only one spot
over two for the Cap & Gloves, I'd say pick it up and ditch the other two
when you get the Crescent Lake. Or you can add the Buckler instead, since it
counts as a shield. After that, you'll want to pick up one of the Bracelets
for your Thief, Copper at Elfland, Silver at Melmond, Gold at Gaea, and Opal
found in the Sea Shrine. As a Ninja however, you'll want to wear real armor.
Either the Ice Armor/Flame Shield or Flame Armor/Ice Shield (Ice items in the 
Ice Cave, Flame Items in the Volcano). You'll want to pair them like that to 
take advantage of the fact that the ice items protect from fire, and vice
versa. This is a big advantage until you start finding Ribbons. Decked out as 
above, your Ninja will have an absorb of 54, and a nice Evade % given their 
naturally high agility.

Spells:

L1: SLEP
Nothing on Level 1 is truly useful, but if you _really_ want to, 
you can drop 100G on SLEP. After all, LOCK doesn't work, and FIRE & LIT are 
beyond help at this point in the game.

L2: SLOW
SLOW is still useful at this stage in the game, and in fact some would say that
the spell is just finally coming into it's own. And anyway, at 400G it's
virutally a steal!

L3: FIR2 LIT2
If your party is weak on Magic, or you just want to have a 
backup caster then go ahead and grab the Elemental 2 spells. But you will
probably want to spend your money on other upgrades first.

L4: FAST ICE2
FAST is a must, even if the Ninja is the only attacker in a party of Wizards.
This way when there is a need for FAST, the Ninja can cast it on himself and
let the Wizards break out with attack spells on the first turn. ICE2 is less
required, and is filed away in the same vein as FIR2 & LIT2 - 
get it if you have the extra money, or if you want a backup caster for the 
Elemental 2 spells.

Strategies with other Classes:

as a Thief, with All:
As a Thief, there isn't much you can do for anyone. Your options are to either
RUN, to serve as a human shield, or to kill off the weaker/weakened monsters
in the enemy group.  You will often want your White/Red Mage to cast protective
spells on your Thief in order to raise his life expectancy, as this will also
keep the monsters from looking further down the party line as often.

with Knight, Master:
Since a Ninja can cast FAST, if there isn't a Red or Black Wizard around guess
who's drafted to speed up the Knight or Master =). If there is a Red or Black
Wizard around, then either have one of them cast it on your Ninja (unless there
is a higher priority attacker) or save your spells for the big 
fights. Your Ninja is also going to typically be a supporting attacker, 
killing off the weaker monsters that still pose a threat to your party.

with Red Wizard:
Generally the Ninja is a better attacker, and the Red Mage is a better caster,
but occasionally you will want to have them exchange duties. Since they can
both cast similarly useful Black Magic (basically FAST, SLOW, Elementals) they
can often team up to deal with larger groups of monsters, or if there is a big
fight and you have multiple Attackers on your team then they can both cast FAST
and get your team doing double damage much faster. If only brute force will
take out the target however, you can often team them up to kill 
it quicker than if you put a single Knight or Master on the target.

with White Wizard:
With a White Wizard you will probably want to make sure that the White Wizard
doesn't die. You take out stretegic targets, and she protects and heals you.

with Black Wizard:
A Black Wizard will have more spell charges than the Red Wizard and a weaker
physical attack, but otherwise their paring is quite similar. The Black Wizard
will often come out with a heavy hitting spell, and the Ninja will either
attack the remnants or cast a similar spell that will off any survivors. The
Ninja can also fill in for the Black Wizard's FAST spell, allowing the Black
Wizard to cast something more deadly in it's place (such as NUKE).


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Black Belt/Grand Master

General:The Black Belt has many things different than other classes. It's 
absorb value will be equal to its level as long as you dont go to the armor
equip screen (This is a bug) even if you have equipped stuff. You will still
retain status and elemental protection (i.e. protection from fire) and as long
as he has no weapons, his damage rating is equal to Level x 2. This gives him
a great combo of 100 damage and 50 absorb at level 50. His defense is below
average, as he has the worst max absorb rating in the game, but he will ALWAYS
have 999 HP at level 50. Also, instead of getting 1 hit for every 32 hit%, he
gets that multiplied by 2! Wow, huh? you can fast him for a maximum of 20 hits,
times 100 damage, and if they were all criticals against an enemy with 0
defense... that would be 8000 damage at maximum power. Wow, huh? He fights with
his bare fists and all you will buy for him will be wooden nunchakus, wooden
armor, and iron nunchukas... and a few heal potions! :P Oh and by the way there
is absolutely no difference between the Black Belt and Grand Master except
graphical :P The Black Belt and Grand Master are the only series of classes 
that do not learn any spells. The Black Belt/Grand Master are the focus of a
lot of bashing, sadly. I guess many people try to find every single flaw the 
Black Belt/Grand Master has and point out why its so bad and why thief is 
better >:P

Physical:

Suggested Equipment:

Standard Master

(Nothing)



E - Ribbon
E - ProRing

Attack:
Early on, go ahead and buy him wooden nunchakas and dont unequip until level 6.
However if you get iron nunchakas or in a low level game, a power staff,
by all means use that till level 8. Throughout the rest of the game, the black
belt will be a really great attacker. At level 32 he reaches 8 hits, more than
the fighter will have at level 50 with a masmune! Thats about when you really
see the master's power and he surpasses the knight. Sadly he does not reach 12
hits but comes so close, just 8 hit% away! Many people say the black belt is 
not really as strong as the fighter until levels abover 40 and stuff like that
but that's just not true. Once you reach 6 hits you're doing at much as the
knight at least. Another myth is that Black Belts/Grand Masters are too weak 
against bosses. That is onyl partially true. Although the black belt does have
an ungoldy number of hits to attack with his damage rating is lower than that
of the fighter and thus, against enemies with high defense, the Black Belt will
not do quite as much as the fighter sometimes.. Anyways, for your Black Belt/
Grand Master, attacking or using items is your only option. Youll stay
barehanded after the iron nunchukas and you'll never go back, and you will not
want to, anyways.

                                                                                
Defense:
Not much to talk about here except explaining the whole armor bug. 
Now, the black belt is normally supposed to have armor equal to his absorb,
but going to the armor equip screen will set your armor back to what your
absorb would normally be with what you have equipped. You wont want that to
happen, do you? Cause then youll have a maximum absorb rating of only 43 with
you black belt, if you want to use your only opal bracelet, and if not, hell be
well under 35. Early on you can buy him wooden armor, and after that a cap and
gloves... after level 10 unequip and never go back to armor, I say. Black Belt/
Grand Master is just sooo cheap to equip, and doesent even need equipment for
more than like an hour! Also, the highest magic defense increases in the game
makes the black belt the bets protected against status changing spells, as well
 as death spells.


Spells:

N/A

Strategies with other Classes:

with Fighter/Knight:
Put your fighter in the front to absorb the damage, and then you'll be fine.
Both of these two are heavy fighters.

with Thief:
Your thief can run and your black belt can attack. Period. :/

with Ninja:
Let the ninja fast you up to 20 hits, and nothing will stop you. Go ahead and 
kill your enemies dead, 1500 damage at a time. :D

with Black Belt/Master:
See Fighter :P except more destruction!

with Red Mage/Wizard:
Red Mage Casts Fast and Black Belt/Grand Master Attacks. You > enemies. Enemies
face the evil "WOW! YOU LOSE" screen.

With White Mage/Wizard:
Oh something different than attack? NOPE wrong. INVS up your Black Belt/Grand
Master and (surprise!) attack.

with Black Mage/Wizard:
By now you realize the Black Belt/Grand Master has little strategy. Fast up and
attack. You know im just saying "Black Belt/Grand Master" to increase the size
of this FAQ :D


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Red Mage/Red Strategy  

General:The Red Mage is a jack of all trades early on, the 2nd best fighter and
a respectable spell caster. Over time he loses much of his strength. Class
change brings few changes, a few better spells and some better weapons, but
that is about it. After promotion even the ninja is better than the red 
mage.

Spells:

Suggested Spell Slot Usage:

In order of priority, more useful spells on the left.
Lower Case means buy it as a red mage
Upper Case means buy it as a red wizard

L1: cure fire lit
L2: ice  mute invs
L3: fir2 cur2 lit2
L4: fast ice2
L5: fir3 LIFE cur3
L6: LIT3 EXIT INV2
L7: ICE3
L8: 

Red Mage Stategies:

L1: cure fire lit
The Red Mage's first spell level brings 3 useful spells. Cure is always
great for the extra healing you can get from long dungeons. Fire and Lit
are useful for bosses early on but soon after the red mage's attack passes
that of fire and Lit's attack power. Sadly, the red mage cannot learn ruse
until promotion which is useless by then as you ahve inv2 and ruse in item
form.

L2: ice  mute invs
Ice is stronger than fire and Lit, go ahead and buy it definitely... but
itll become a weak spell later on. Mute can be used on astos and the eye,
rendering them useless, however the eye will still have it's special attacks.
At that point of the game, though, both of these bosses physical attacks are
very weak.

L3: fir2 cur2 lit2

Fir2 is the first black magic attack spell that targets all enemies, and its
pretty strong, too. It can take out large groups of weaker enemies like wolves
and sometimes guys like GrWolves. Its very useful on undead (Think ZomBull!)
doing over 100 damage to them. Cur2 is useful because of its stronger curing 
power. Early on youll use fir2 and lit2 more than cur2 but cur2 will be about
500-600 hp total curing power in this level 3 spot later on in the game, about
20 potions! Lit2 is the same as fir2 except its electricity element which not
as many monsters are weak against. Its best use is while fighting Kyzokus or
large bands of sahags and sharks... Its useful in the Sea Shrine as well, but
by then you have Lit3. Lit2's main use is against the marsh cave's wizards, as
they fall to lit2 in 1-2 shots. Later on fir2 and lit2 are available in item
form for free casting, used by the thor hammer and zeus gauntlet for lit2, and 
mage staff for fir2.

L4: fast ice2
Fast is arguably the best spell in the game, definitely top 3. It doubles an
ally's number of attacks for that battle. Using this on your heavy attackers
(Fighter/Knight, BlackBelt/Grand Master and Ninja as well as Red Mage earlier
on) can kill bosses as easily as in one or two attacks! A must for low level
games. Ice2 is like fir2 and lit2 except stronger. best used in the Gurgu
Volcano, and on enemies with no weaknesses to spells, cause ice spells are
stronger than fire and lighting spells.

L5: fir3 LIFE cur3
Fir3 is the weakest of the elemental level 3 spells. Its fire elemental which
is the best in the game cause many many enemies are weak to it. Very useful
for the earth cave cause it can killt he vampire in one shot and lich in about
2-4 if you're lucky. Life is usefuul as life and lif2 are the only ways to
bring back fallen characters outside of the clinic. Cur3 is well, a cure spell.
'Nuff Said. 

L6: LIT3 EXIT INV2
Lit3. Stronger than fir3 and very useful for the sea shrine, can kill kraken
in a few shots. Great spell for packs of enemies, and EXIT is great for getting
the masmune and exiting out as well as getting out of deep places like the
mirage tower when you're not able to go further. INV2 means 80 evade to all
allies so you will want to pick that up.

L7: ICE3
ICE3 is the 3rd strongest available attack spell in the game, and an enemy weak
to ice will take more damage from this than NUKE! But then again, who is weak 
vs. ice?

L8: 
The Red mage has no available level 8 spells, and still gets the spell charges.
Strange, eh? 

Physical:

Suggested Equipment:

Standard Red Mage

E - Defense
Bane Sword


E - Opal Bracelet
E - Proring
E - Ribbon
E - Procape

Alternates:
E - Defense        <--->   E - Masmune
E - Opal Bracelet  <--->   E - Gold Bracelet


Attack:
The Red Mage can acess the best of the weapons early on, till elfland when the 
silver sword becomes available. The red mage can weild this mighty weapon for 
the hefty price of 4000 G. You would do better buying FAST, however, and using
a weaker weapon, or buying ice2 to get rid of bigger pest, or hell, Fir2 AND 
lit2 and havign 1000 G left over! The red mage cna equip most of those weapons
you find with the mystic key (i.e. dragon sword and were sword) however the
silver sword still tops these. Go ahead and sell these when you find them and
equip a silver sword, its better than keeping the dragon sword which is weaker
than the silver sword and can sell for the price of a silver sword by itself.
After the silver sword there is little more the red mage can get that is
better, but after class change you can get sword such as the defense which you
should stick on your red mage immediately, its his best weapon till the
masmune, which can be put on either your red mage or white mage if you're smart
enough to not waste it on a fighter :P But it usually better for the white
mage, however it makes the red mage a force ot reckon with.

Defense:
Early on the red mage may equip the best of armors but soon you realize he has
nothing to use and he basically becomes a mage that can equip a buckler. He can
equip silver armor at one point but its kinda costly. Later on you can go ahead
and buy it or buy a gold bracelet which is his strongest armor, other than the 
opal bracelet. He usually has to be stuck with the opal bracelet though, as the
other mages have their shirts. 

Strategies with other Classes:

with Fighter/Knight:
Cast Fast on him and watch him wreak havoc... Or go ahead and cast a level 3
spell and wreak all kinds of havoc on the enemies. Other choices include just
plain mindless attacking with both characters and fasting yourself and then 
attacking.

with Thief:
Dont wait for the thief. Let him attack while you fast up and attack.

with Ninja:
Ninja and red wiz both have fast so  fast yourselves and then go all out with 
your attacks cause at this point you wont be bothering too much with attack 
spells.

with Black Belt/Master:
Fast him and his attack damage doubles, and hell kill chaos in one shot if
you're lucky. This dude is just unstoppable, hell have way more attacks than 
fighter throughout the game, you can nail 8-12 hits on lich, even, depending on
whether you level up or not.

with Red Mage/Wizard:
Early on two red mages = two black mages so you can fir2 or lit2 or even ice2 
yoru enemies to death or you can dual fast and go all out. Later on just send 
out lit3 or ice3 or fir3, or fast yourselves and kill the enemies.

With White Mage/Wizard:
Let the white mage heal you up and protect you with spells, whilst you 
makesthth minceeth meateth outeth ofeth thoueth enemieseth.

with Black Mage/Wizard:
Combine Red Mage and white mage strategy to get black mage strategy.

_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-

 
White Mage/Wizard Strategy  

General: My (sqpat17) Favorite Class. She can cast every white magic spell.
In the game's early stages she'll have to go through with her defensive
spells as her guard, but with spells like fade and weapons like the thor
hammer and masmune she can hit powerfully, as well. High HP, 3rd best in
the game. 2nd best vitality which means she wont be paralyzed and stunned as
much as the ninja and the other mages. High INT  supposedly helps with spells,
i guess. Other stats are below average :/

Suggested Spell Slot Usage:

In order of priority, more useful spells on the left.
Lower Case means buy it as a white mage
Upper Case means buy it as a white wizard

L1: cure ruse harm
L2: mute invs
L3: cur2 hrm2
L4: aice
L5: hel2 life
L6: inv2 EXIT fog2 
L7: CUR4 HRM4
L8: FADE LIF2

L1: cure ruse harm
Cure is very useful, it heals about the same amount and a heal potion
does and doesent cost 60 G a charge. Use it when someone needs about 20 HP
of healing. It can also work later on as 9 extra refillable heal potions
when you go to places like ToF: Revisited. Ruse is very useful throughout most
of the game until inv2 becomes available. It raises the white mages evade by
80. Very useful for pirates and kraken. A few uses of this and only critical
hits will get you. Harm is useful for the groups of Bone and ghouls you fight
early on.

L2: mute invs
Mute is key for taking on people like astos and eye easily, at low levels.
An enemy affected by mute will not be able to cast spells, and when it tries
it will waste a turn. Very useful, but AMUT can protect against it. AMUT isnt
too common however. Invs adds 20 evade to an allys evade. Usually you wont use
this much but in some cases where you're no match for the enemy, like a hard
boss in low level games, but other than that, maybe PNEOP (Peninsula North
East Of Provoka)

L3: cur2 hrm2
Cur2 will be used s a stronger level of cure, and hrm2 is for the stronger
undead enemies. Cur2 is very useful in the marsh cave and in PNEOP, and hrm2
is very useful vs. zombulls of PNEOP as well as red bones and ghouls and
specters.

L4: aice
Aice is the only useful spell here, because of its use against frost wolves
and Frost giants plus, ice is the strongest element in the game. 

L5: hel2 life
Cur3, hel2, and life. 3 very good healing spells. Cur3 can heal over 100 HP
back to a character, very useful to save peopl in and out of battle. Hel2 is
as strong and hel3 in battle... About as strong as cur3 itself. Life is the
only way to revive fallen characters outside of the clinic, but cannot be 
used in battle. Reviving someone with life gives them 1 hp... At this point,
extra spells are wastes of money.. dont bother with cur3, but hel2 and life.
If you want, though, but hrm3... however you can get hrm4 not too much later
on.

L6: inv2 EXIT fog2 
Inv2 is one of the white mage's most useful spells. It adds 80 evade to all
alies. Very useful for kraken and good against kary. Later on it can be
mimiced with a white shirt. Exit takes you out of dungeon, unlike warp it
doesn't just take you up one floor. Fog2 adds a bit of defense to all allies.
This is another great spell to use in pair with inv2, but since the onyl hits
that willg et through are critical hits, and they ignore critical hits, its
not as useful :/

L7: CUR4 HRM4

Cur4 is tied with Fade for best white magic spells. It completely heals an ally
to fully power. this is great to get you out of a pickle or a sa kind of max
potion you cna refill. Hrm4 is there for undead enemies you don't want to waste
Fade charges on. it can deal more than 250 damage to undead creatures.

L8: FADE LIF2

Fade is right under the black mage's nuke for strongest spells in the game...
it does 80-320 damage instead of 100-400 damage. It hits all enemies and is
useful for that reason. Lif2 heals a fallen ally to full hp, also a useful 
spell. Youll start using these alot at level 25 when you get your first 
charges. 

Physical:

Suggested Equip Setups: 


Standard White Mage 

E - Masmune
Thor hammer
[Nothing]
[Nothing]
E - White Shirt
E - ProRing
E - Ribbon
E - Procape 

Alternates:
E - Masmune        <--->   E - Thor Hammer 
E - White Shirt    <--->   E - Opal Bracelet
E - Procape        <--->   Heal Helmet


White Mage in a Mage team

E - Thor Hammer
[Nothing]
[Nothing]
[Nothing]
E - White Shirt
E - ProRing
E - Ribbon
E - Procape 

Alternates:
E - Thor Hammer    <--->   E - Masmune
E - White Shirt    <--->   E - Opal Bracelet
E - White Shirt    <--->   E - Gold Bracelet
E - Procape        <--->   Heal Helmet


Attack: 
The White Mage cannot use any pointed weapons, except for the masmune.
Against her oath to use sharp things? :/ Wahtevr.. Early on you should equip
her with the iron hammer, not the wooden staff.. everyone can do better than
the staff.. You can use this to take out imps and a few levels later, the low
defense wolves. Youll have to stick with the iron hammer till a bit later, when
you get the KEY so you can get the power staff! 12 attack power and 0 hit% a
weak weapon but still good enough. Once you reach Crescent Lake, buy a silver
hammer for 2500. same as the power staff with an additional 5 hit% on it.. and
sell the power staff and buy a spell. Now youll have an actual chance to hit 
twice!.. at level 23 >:P Well keep going cause thats all you can really do till
class change, where the thor hammer becomes available, in Mirage Tower. Now, at
the end of the game, the question is "Who'll get the Masmune?" Mostly everyone
prefers a white mage ro Red Mage, usually white mage though. Why? The White
Mage can survive longer, and can end up denting the enemy for longer, plus, 
the red mage has more attack spells and the defense which is good, while the WM
would be stuck with the thor hammer... You dot want the black mage to have the
Masmune either cause he has NUKE :D

Defense:
The White Mage is really hurting in the start with physical defense, where it
can only get ahold of a cloth. When you get to the cap in temple of fiends you
want to give it to your black mag however, because the white mage has more HP
and has cure and RUSE. Onc eyou get to provoka and elfland you can buy the cap
and gloves for the White Mage as well as a copper bracelet... However you may
also find one in the marsh cave if you'd like. You wont get anythign to fill
up the shield slot until the procape much later on. Once you get to Crescent
Lake try to ge yourself a Silver Bracelet, but dont bother with the Gold 
bracelet of gaia, 20000 G is too much, but go ahead and buy the ProRing. Equip
a White Shirt or the opal bracelet when you find them. Also equip a procape if
you find one. Maximum absorb is 51, average, and max for 4 classes.

with Fighter/Knight:
The knight will usually be in the front spot taking the most damage, so fog and
cure him and hell do his buisiness meanwhile.

with Thief:
Thief is quite weak, same def and less hp than WM so youll have to have him
well protected with white magic. Fog and invs and dont stick him in the second
slot..

with Chewbacca

RUUUUUHHHHHHHHHHHNGHHHHHHHHHH! Wookie Smash attack ! w00t

with Ninja:
Ninjas should be able to take care of themsevles at this point of the game, so
just attack or FADE with your WM and cur4 or cur3 the ninja when you need to.

with Black Belt/Master:
A better fighter than the fighter, with high HPs as well. Cast INV2 on big guys
like kraken and send him off into battle...

with Red Mage/Wizard:
Cast white magic with the red mage/wiz while you do the same with the white
mage/wiz. The red mage cant survive as well as the white mage so take care 
and treat it like a little brother :P

With White Mage/Wizard:
Two white mages = dual fade or 160 evade to all alies... max out evade and
hell even defense if you want, and then fire away with harm fade or hammers.

with Black Mage/Wizard:
White mage has every white magic spell available. Black mage has every black
magic spell available. Together they can cast Bahamut's Holy Flare. "But hey!
Theres no Bahamut in the game!" Holy is Fade's name in the Japan version, and
flare is nuke. :P


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Black Mage/Black Wizard Strategy            >- By Rincewind

The basic purpose of the black mage is to rain fiery (or icy, or electrical)
death on anything that threatens you (i.e. everything). Trying to attack with
a Black Mage is going to be an excersize in futility, as his prowess with
weapons sucks hard. The Black Mage also gets weak armor to compliment his low
HP, so always be sure to keep him up to date on the latest in protective gear.

Spells:

Suggested Spell Slot Usage:

In order of priority, more useful spells on the left.
Lower Case means buy it as a black mage
Upper Case means buy it as a black wizard

L1: fire lit  slep
L2: ice  slow
L3: fir2 lit2
L4: fast ice2
L5: fir3 WARP
L6: lir3
L7: ice3 BRAK
L8: NUKE

Black Mage Stategies:
L1: fire lit  slep
If you are playing with a party that already has a lot of physical prowess,
then you may want to just skip the L1 spell group altogether. You'll use
these spells basically to just kill off lots of smaller monsters in the
early part of the game. If you have a party that is weaker physically then
SLEP can save you lots of trouble against the Pirates, as they tend to fall
under it's effect.

L2: ice  slow
Unlike FIRE & LIT, ICE is actually useful among the single-hit 
elementals.Since it does twice as much damage as either of them, 
it's a good substitute spell when your fighting sea monsters (who tend to 
resist FIRE) for LIT (which will only do 15-60 vs 20-80). Also ICE is a good
spell for taking on Ogres, as it will generally cut their HP in half with a
single casting, making for short work by a Fighter or Red Mage. Slow is a spell
better suited for mid to late game when the monsters start doing multiple hits.
I find it superior to SLO2 since it will hit multiple targets.

L3: fir2 lit2
FIR2 is useful for taking out undead monsters, and a good general destruction
spell for the Black Mage. LIT2 is useful against Sea Monsters of all kinds as
well. The usefulness of these spells will shine throughout the middle part of
the game, as you will find many monsters that will fall to at last one of
these spells.

L4: fast ice2
If you have any physical fighters in your party (Fighter, Thief, Black Belt)
then FAST is the spell for you (Red Mage can generally take care of his own
FAST spell). The spell basically doubles the damage that your physical party
members can dish out, and you only need to cast it once. ICE2 is a good
compliment to your other elemental spells, and does 40-160, vs the 30-120 that
FIR2 & LIT2 do. But in general you'll have to weight the advantages of
ICE2 vs FAST on an encounter basis.

L5: fir3 WARP
FIR3 can be a huge help against the Vampire and LICH, but unfortunately, you'll
probably be at the point where you are running out undead to kill with your
fire spells. WARP is only a necessity if you don't have a White or Red Wizard
in your party, since either of them can learn EXIT which will take you 
completely out of the dungeon. There is actually only one place where you will
find WARP more useful than EXIT, and that is if you are trying to fight the EYE
in the Ice Cave for EXP. Just fall down a hole that will let you step up to the
EYE encounter square, and cast WARP and you can fight him without going through
the rest of the Ice Cave.

L6: lit3
There isn't much that I can say about this spell level. LIT3 comes with the
same recommendatations as LIT2, just much more powerful. But unlike LIT2 since
it occupies it's spell level by itself (at least in my recommendation) it
can be cast more often for it's own purposes. Useful against Frost D(ragons)
in the Temple of Fiends Revisited too.

L7: ice3 BRAK
ICE3 is the final elemental damage spell to round out your inventory. I find
that it is more useful than the other elemental spells however since you
use it against Gas D(ragon)s in the Temple of Fiends Revisited. BRAK is a
moderately useful spell for your Black Wizard. It will kill Tiamat without
having to deal with his nasty breath attacks. However, you will often find that
against groups the Bane Sword (Prefered over the spell BANE by far) will do the
same job. I'll leave this to your call, as BRAK works more often than BANE.

L8: NUKE
The one fries is the only one you need. It slices, it dices, it makes crispy
critters in groups as large as 9. at 100-400 damage its hard to top it's
destructive power (only ICE3 comes close, and only can top NUKE against
critters that we weak against ICE). The only downside to the spell is how long
it takes you to get L8 spell points, with your first one coming relatively late
at Charcter Level 25.

Physical:

Suggested Equipment:

Standard Black Mage

E - Catclaw
Mage Staff
Defense
Bane Sword
E - Opal Bracelet
E - Proring
E - Ribbon
E - Procape

Alternates:
Defense            <--->   Wizard Staff
E - Opal Bracelet  <--->   E - Gold Bracelet
E - Opal Bracelet  <--->   E - Black Shirt
E - Procape        <--->   Heal Helmet
E - Procape        <--->   White Shirt


Attack:
The Black Mage will generally use a Knife of some sort, but can also use some
staves. The Black Mage can also use the Masmune, but in general you'll be doing
more damage with your spells than you would by attacking. The Black Mage should
start with the Small Knife, a meager start, but at least he'll have a chance
at wacking half the HP off an Imp. You'll get a Large Knife in the Marsh Cave
and a Silver Knife after defeating ASTOS and getting the Mystic Key. You may
find the Mage Staff useful, however the extra 5% hit on the Silver Knife will
probably make you stick to that. When you get the Black Wizard Catclaws are
your best weapon, and actually makes the Black Wizard a decent fighter (as the
Catclaw has the 2nd highest Hit% in the game and a damage rating near that of
the Silver Sword). However, if you are relying on the Black Wizard to kill
something with his weapon, then I hope that you have a contingency plan.

In general your best bet for attacking with a Black Mage/Wizard will be your
magic, afterall, that is what they are there for!

Defense:
The Black Mage has the lowest HP, coupled with the Lowest Vitality, and the
weakest armor thrown in for good measure. Buy this man a Cloth and equip it.
Head up to the Temple of Fiends, and grab the Cap out of the treasure chest and
give that guy a hat. When you get to Pravoka, you can buy him Gloves too.
Congradulations, now your Black Mage has an absorb of 3. Before you get too
excited remember to always keep your Black Mage as far back in your party as
you can (which means the last slot unless you have more than one of them).
Now, round up 1000G (You can take a quick trip to the Dwarf Cave for some quick
cash) and head down to Elfland to pick up a Copper Bracelet. Absorb is now 6.0
When you get to Melmond, you can pick up a Silver Bracelet (there is also one
in on of the KEY rooms in the Marsh Cave). Absorb is up to 17. Once you get the
Airship, pick up a ProRing (replacing the Gloves) and eventually a Ribbon.
Absorb is now a wopping 24 (33 if you could find the cash to pick up a Gold
Bracelet too). Eventually you will also find the Black Shirt, and the Opal
Braclet, both find pieces of equipment for the Black Mage trying to survive.
(NOTE: You must be a Black Wizard to use the Black Shirt) equiped with an Opal
Bracelet, Proring, Ribbon, and Procape will bring your overall absorb up to
a respectable 51.

Strategies with other Classes:
                                                                               
with Fighter/Knight:
Your Black Mage can help the Fighter best with one spell: FAST. Of course
you can also do well by casting SLOW on monsters, and just raining down
death with your various damage spells too, but for any fight where the critter
is too big for your Fighter to take down with one fell swoop, FAST is the spell
to cast.

with Thief:
If you have a Fighter or Black Belt in the party, then you will probably be
looking to help the Thief after you help the others. But if your lucky enough
to have a Thief as your primary fighter (snicker) then you'll want to treat
him like them, dropping a FAST spell on him. You'll probably get much more
mileage out of casting FIR2, LIT2, or ICE2 to soften up the opponents enough
for the Thief to kill them in one smack.

with Ninja:
Ninjas are almost a completely different class from Thief, making it hard to
believe that one is decended from the other. With a Ninja you are going to want
to consider casting FAST on him, but then remember that he can do it himself.
Recommendation is to cast FAST on him if you have considerably more spell
charges than your Ninja, otherwise support him as you would a Thief. If the
monster is big enough that it warrants a casting of FAST, then you can have
the Ninja cast it on himself, and give your Black Mage an extra turn to murder
the enemy with his stronger magic.

with Black Belt/Master:
This guy is already a death machine, so why not add to his power? Drop FAST on
him and watch everything he touches die a horrible horrible death.
For examples of this horrible death check out
http://www.nuklearpower.com/comic/134.htm and
http://www.nuklearpower.com/comic/135.htm

with Red Mage/Wizard:
In general a Red Mage/Wizard can do everything that you would have your Black
Mage do for him, himself. So unless you have nothing better to do, cast your
own attack spells rather than cast FAST on the Red Mage/Wizard. 

With White Mage/Wizard:
Since the White Mage is a healer, not a fighter, then there isn't much that you
can do to help other than hurting the baddies. So go at it with your typical
Black Mage flair of death and destruction in one of it's many forms.

with Black Mage/Wizard:
One Black Mage is a recipe for trouble. Two are destructive. More and you can
kill monsters goodbye. Do you have any questions?


_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_Stats_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
 

5 Main Stats:

STRENGTH(Str)     : Affects how much damage you do by increasing your DAMAGE 
                    Rating. Base DAMAGE rating is equal to Str. / 2, except for
                    the Black Mage where you add an additional 1 DAMAGE to his
                    base DAMAGE stat.
AGILITY(Agi)      : After testing, i have determined agility does not determine
                    who goes first, although enemies seem to have an AGILITY
                    like stat. AGILITY basically affects your evade. Do 
                    Agi + 48 and you've got your base EVADE stat. Equipping
                    armor decreases EVADE, but not AGILITY.
INTELLIGENCE(Int) : For a long itme everyone assumed this makes your spells do
                    more damage, but that just isnt the case. This does not
                    affect magic damage, nor does it affect damage taken from
                    magic... It doesent effect hit% of status or death giving
                    spells either... Quite a pickle, huh? I had a theory that
                    it would work with the MAG. DEF stat the AGILITY works with
                    EVADE, everytime you increase INTELLIGENCE, you increase
                    MAG. DEF. but i found that was wrong when Rincewind figured
                    out each calss gains a certain amount per level. What's 
                    this stat do???
VITALITY(Vit)     : Directly affects hp gained per level. Refer to the leveling
                    up section to see exactly how.
                    poison, etc.) Probably the msot important stat.
LUCK(Luc)         : The thief has a high Luc amount, and runs the best, thus a
                    genius said "Hey! Luck affects how easily you run!" and
                    everyone believed it, THE END!

Secondary Stats:

HIT%              : A very important stat for physical attacks. The number of
                    attacks you can do in one turn is equal to 1 + (HIT% / 32)
                    Or in other words, you attack once, plus an additional time
                    for every 32 HIT% you have. Weapons add on to this stat.
                    This stat supposedly helps you not to miss the enemy.
EVADE%            : You get this stat by adding 48 to your agility stat. It is
                    supposedly what helps you to evade physical attacks. There
                    are spells that increase this, like RUSE, adding 80 EVADE%
                    for the rest of the battle, and using it 3 times makes you
                    impossible to hit, except for critical hits, which 
                    completely ignore EVADE%. Armors, except for shields,
                    decrease your evade.
DAMAGE            : Basically, this is whats used as attack power for physical
                    attacks. Increase your DAMAGE to deal more damage to
                    enemies physically. The equation can be found in the
                    battle section under physical attacks. How to figure out
                    your DAMAGE rating is simple, though. STRENGTH / 2 + weapon
                    power, except of
                    course for that Black Belt/Grand Master whom has DAMAGE
                    equal to twice his level, providing he is unarmed.
ABSORB            : ABSORB is your defense rating. Everyone has a base ABSORB
                    of zero, and this cannot be changed. You can increase
                    ABSORB by equipping armors. The Black Belt/Grand Master is
                    supposed to have ABSORB equal to his level, but there is a
                    big bug about the equation, so its really screwed up. If 
                    you want to know more about this bug, refer to the Black 
                    Belt/Grand Master Character Strategy Section.
MAG. DEF          : Although there isn't a way in-game to check this value,
                    each character has a set MAG. DEF Value and you gain a
                    certain amount per level depending on your class. A high
                    Magic Defense makes enemies have less of a chance to hit
                    you with status changing spells, as well as death spells. 
                    it also protects against Magic Damage

Other Stats:

Hit Points (HP)   : I'm sure you know what this is. This is your life, once you
                    reach 0 HP your character dies.
Spell Charges     : in the form of X/X/X/X/X/X/X/X
                    There are 8 levels of Spell Charges. There are 8 levels of
                    spells to cast. By gaining levels, maximimum Spell Charges
                    increase. How do Spell Charges work? If you cast a level 3
                    spell, you lose a level 3 spell charge. If you have no
                    charges of a certain Spell Level, you cannot cast spells of
                    that level.
 
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_Level Ups_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-

The following EXP are needed for a level up to that level:
2     40	                 18    69617                    34    464849
3     196	                 19    82253                    35    497648
4     547	                 20    96332                    36    530448
5     1171	                 21    111932                   37    563247
6     2146	                 22    129131                   38    596047
7     3550	                 23    148007                   39    628846
8     5461	                 24    168639                   40    661646
9     7957	                 25    191103                   41    694445
10	11116	                 26    215478                   42    727245
11    15016	                 27    241843                   43    760044
12    19735	                 28    270275                   44    792844
13    25331	                 29    300851                   45    825643
14    31942	                 30    333651                   46    858443
15    39586	                 31    366450                   47    891242
16    48361	                 32    399250                   48    924042
17    58345	                 33    432049                   49    956841
                                                            50    989641
Other things that happen at level ups:

Stats and Spell Charges may increase. If you want the list, look in character
data.

HP increases. Now there are two types of HP gains. The first is strong, and is
less common. The formula for the HP gained is:

20 + (Random # 1-6) + Vit / 4

Vitality always rounds down in the above equation. Hp ups are done before stat
ups, so vitality gains wont affect hp ups for that level, only the next.
A Weak HP gain is as follows:

( Vit / 4 )+ 1

For lists of what levels are strong HP ups for each character, refer to the
individual character stats.


_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_Status-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-

Helpful Status:
                   In Battle Effect                Out of Battle effect

Fast:        Doubles the number of attacks        None, ends when battle
             possible by the character.           ends
AFir:        Gives protection from FIRE           None, ends when battle
             element.                             ends
AIce:        Gives protection from ICE            None, ends when battle
             element.                             ends
ALit:        Gives protection from LIT            None, ends when battle
             element.                             ends
ARub:        Gives protection from RUB,           None, ends when battle
             XXXX, and SQUINT.                    ends
Wall:        Gives protection from FIRE,          None, ends when battle
             ICE, LIT, and POISON elements,       ends
             RUB, XXXX, SQUINT, BRAK,
             GLANCE, HOLD, SLOW, SLO2, 
             SLEP, GAZE, and MUTE.

Harmful Status:
                   In Battle Effect                Out of Battle effect

Poison:      Lose 2 HP every turn.                Lose 1 HP per step you
                                                  take
Paralyzed:   Lose all your turns until            None, ends when battle
             it wears off (randomly)              ends
Dark:        Lose 5 hit% (this can cause          None, ends when battle
             you to do less attacks or miss       ends
             more though the latter is rare
             cause 5 hit% isnt much.)      
Stoned:      Feel goofy and act weird...          Same as Death
             actually this is more like
             petrification :P
             basically you're dead.                 
Sleep:       Put to sleep, you do nothing your
             next attack, except for waking up
             and losing this status. Basically
             a 1 turn set back.
Mute:        Cannot cast spells                   
Death:       Death. Cannot attack.                Death.
Fear:        Does not work on your characters.
Conf:        Does not work on your characters.
Slow:        Reduces number of hits to 1          None
 

How to cure bad Status:

Poison:          Pure potion, or PURE                
Paralyzed:       End of battle, or wait a few turns.
Dark:            LAMP or end of battle.                       
Stoned:          SOFT spell or soft potion.
Sleep:           Wait one turn.
Mute:            AMUT or end of battle.
Death:           Clinic, LIFE, or LIF2
Fear:            N/A
Conf:            N/A
Slow:            End of battle

 __________________________________________________________
|_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_Thanks to:-_-_-_-_-_-_-_-|
|_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-|
|_Items_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-Hackster:-_-_-_-_-_-_-|
|_-_-_-_-_-_-_-_-_-_-_-_-_-Disch-_-_-_-_-_-_-For Data_-_-_-|
 __________________________________________________________       



_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_Weapons_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-

The weapons here are organized by weapon grpahic, or what the weapon looks like
when you attack with it in battle, as well as in game data listing. Some of
these groups are complex like the swords and knives, there are 5 swords
graphics and a knife graphic to look through, but it isnt that bad, so dont
worry. Most of the stuff is simple like how theres only one nunchukas group,
one axes group or one hammer group. This list has just about all the weapon
data there is in the game. 

Abbreviations: 
Li. = Light
Rgn = Regenerative
And basic Class Abbreviations

        Buying     Attack Who Can        Element   Type      Grphc     Spell
Name    Price  Hit%       Equip          Strength  Strength  Color     Cast

Nunchukas                                                         

Wooden  10     0     12 Ni/BB/Ma           None    None       Brown      None
Iron    200    0     16 Ni/BB/Ma           None    None       Li.Grey    None

Hammers

Iron    10     0     9  Fi/Kn/Ni/WM/WW     None    None       Brown      None
Silver  2500   5     12 Fi/Kn/Ni/WM/WW     None    None       Turquiose  None
Thor    40000  15    18 Kn/Ni/WW           None    None       Pink       LIT2

Axes

Hand    550    5     16 Fi/Kn/Ni           None    None       Li.Grey    None
Great   2000   5     22 Fi/Kn/Ni           None    None       Red        None
Silver  4500   10    25 Fi/Kn/Ni           None    None       Turquoise  None
Light   10000  15    28 Fi/Kn/Ni           None    Undead     Purple     HRM2

Staffs (1)

Wooden  5      0     6  No Th              None    None       Brown      None
Power   12345  0     12 No Th/RM/RW        None    None       Green      None

Staffs (2)

Iron    200    0     14 Fi/Kn/Ni/Bb/Ma     None    None       Li.Grey    None
Mage    25000  10    12 Ni/BM/BW           None    None       Red        FIR2
Wizard  50000  15    15 BW                 None    None       Turquoise  CONF

Knives

Small   5      10    5  No BB/Ma/WM/WW     None    None       Li.Grey    None
Large   175    10    7  No BB/Ma/WM/WW     None    None       Li.Grey    None
Silver  800    15    10 No BB/Ma/WM/WW     None    None       Turquoise  None
CatClaw 65000  35    22 Kn/Ni/RW/BW        None    None       Turquoise  None
Katana  60000  35    33 Ni                 None    None       Brown      None

Swords (1)

Short   550    10    15 Fi/Kn/Ni/RM/RW     None    None       Li.Grey    None
Giant   8000   20    21 Fi/Kn/Ni/RM/RW     None    Giant      Blue       None
Were    6000   15    18 Fi/Kn/Ni/RM/RW     None    Half-Human Purple     None
Defense 40000  35    30 Kn/Ni/RW           None    None       Brown      RUSE

Swords (2)

Scimtar 200    10    10 Fi/Kn/Th/Ni/RM/RW  None    None       Li.Green   None
Masmune 60000  50    56 All                None    None       Li.Grey    None

Swords (3)

Falchon 450    10    15 Fi/Kn/Th/Ni/RM/RW  None    None       Li.Grey    None
Flame   10000  20    26 Fi/Kn/Ni/RM/RW     Fire    Rgn,Undead Red-Orange None
Rune    5000   15    18 Fi/Kn/Th/Ni/RM/RW  None    Evil,Mage  Purple     None
Vorpal  30000  25    24 Kn/Ni/RW           None    None       Li.Blue    None

Swords (4)

Long    1500   10    20 Fi/Kn/Ni/RM/RW     None    None       Li.Grey    None
Silver  4000   15    23 Fi/Kn/Ni/RM/RW     None    None       Turquoise  None
Ice     15000  25    29 Fi/Kn/Ni/RM/RW     Ice     None       Li.Blue    None
Sun     20000  30    32 Fi/Kn/Ni/RM/RW     None    Undead     Orange     None
XCalber 60000  35    45 Kn                 All     All        Gold       None

Swords (5)

Rapier  10     5     9  Fi/Kn/Th/Ni/RM/RW  None    None       Li.Grey    None
Sabre   450    5     13 Fi/Kn/Th/Ni/RM/RW  None    None       Li.Grey    None
Dragon  8000   15    19 Fi/Kn/Th/Ni/RM/RW  None    Dragon     Li.Green   None
Coral   8000   15    19 Fi/Kn/Th/Ni/RM/RW  None    Water      Red        None
Bane    60000  20    22 Kn/Ni/RW           None    None       Blue       BANE  


_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_Armors-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-


Armor data is in this section of the FAQ. The armor is organized by types, and
this should show all there is to know about each armors including the spells
they cast and any elemental strengths they may have... Not just the absorb and
evade% lost (keep in mind armors do not give you evade they make you lose it!)
Oh yeah, also.. defenses arent all just elemental defense that you gain...
You gain defenses to elements as well as certain effects or spells.
Abbreviations: 
Basic Class Abbreviations

        Buying Lost             Who Can            Special              Spell
Name    Price  Evade%   Absorb   Equip             Defenses             Cast

Bracelets                                                                   

Copper  1000   1        4       All                  None               None
Silver  5000   1        15      All                  None               None
Gold    50000  1        24      All                  None               None
Opal    65000  1        34      All                  None               None
 
Armors                                                                       

Cloth   10     2        1       All                  None               None
Wooden  50     4        8       All Cept WM/WW/BM/BW
Chain   80     15       15      Fi/Kn/Ni/RM/RW       None               None
Iron    800    23       24      Fi/Kn/Ni             None               None
Steel   45000  33       34      Fi/Kn                None               None
Silver  7500   8        18      Fi/Kn/Ni/RM/RW       None               None
Flame   30000  10       34      Fi/Kn/Ni             Ice                None
Ice     30000  10       34      Fi/Kn/Ni             Fire               None
Opal    60000  10       42      Kn                   Lit                None
Dragon  60000  10       42      Kn                   Fire, Ice, Lit     None

Shirts

White   2      2        24      WW                   InstantDeath, Fire Inv2
Black   2      2        24      BW                   Poison, Ice        Ice2

Shields (Light)

Buckler 2500   0        2       Fi/Kn/Th/Ni/RM/RW    None               None
ProCape 20000  2        8       All except BB/Ma     None               None

Shields (Heavy)

Wooden  15     0        2       Fi/Kn/Ni             None               None
Iron    100    0        4       Fi/Kn/Ni             None               None
Silver  2500   0        8       Fi/Kn/Ni             None               None
Fire    10000          12       Fi/Kn/Ni             Ice                None
Ice     10000  0       12       Fi/Kn/Ni             Fire               None
Opal    15000  0       16       Kn                   Lit                None
Aegis   40000  0       16       Kn                   Stun/Squint        None

Hats    

Cap     80     1       1        All                  None               None
Ribbon  2      1       1        All                  All                None

Helmet

Wooden  100    3       3        Fi/Kn/Ni             None               None
Iron    450    5       5        Fi/Kn/Ni             None               None
Silver  2500   3       6        Fi/Kn/Ni             None               None
Opal    10000  3       8        Kn                   None               None
Heal    20000  3       6        Kn/Ni                None               HEAL

Gloves (Light)

Gloves  60     1       1        All                  None               None
ProRing 20000  1       8        All                  InstantDeath       None

Gloves (Heavy)

Copper  200    3       2        Fi/Kn/Ni             None               None
Iron    750    5       4        Fi/Kn/Ni             None               None
Silver  2500   3       6        Fi/Kn/Ni/RW          None               None
Zeus    15000  3       6        Kn/Ni/RW             None               LIT2
Power   10000  3       6        Fi/Kn/Ni/RW          None               SABR
Opal    20000  3       8        Kn                   None               None



_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_Items_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-


Items arent a big part of FF1 because there simply arent many. Most of the
items that you will find a use for are items that are used to progress through
the game like the LUTE. Only two items may actually be used in battle. 

Unique/Story Items

Name     Get From:                        Usage

LUTE     Princess Sara (after Garland)    Opens up passage in ToF:R 
CROWN    Marsh Cave                       Makes battle with ASTOS possible
CRYSTAL  ASTOS                            Gets you HERB from Matoya
HERB     Matoya                           Wakes prince, gets KEY from Prince
KEY      Prince                           Opens locked doors*
TNT      Coneria Treasure Room            Dwarf in Dwarf Cave opens canal
ADAMANT  Sky Castle                       Give to Blacksmith for XCalber
SLAB     Sea Shrine chest                 Give to Dr.Unne to learn Lefeinish
RUBY     Vampire's Room (Earth Cave)      Move Titan in Titan's Tunnel
ROD      Sarda the Sage                   Breaks plate behind Vampire's Room
FLOATER  Ice Cave Behind EYE              Use in Ryukahn desert to find airship
CHIME    Lefeinish Man in Lefein          Lets you enter Mirage Tower
TAIL     Castle of Ordeals                Give to Bahamut for Upgrade/Promotion
CUBE     Robot in Waterfall               Lets you enter Sky Castle
BOTTLE   Caravan                          Makes Fairy appear in Gaia
OXYALE   Fairy in Gaia                    Lets you enter Sea Shrine
CANOE    Crescent Lake Sages (after LICH) Lets you cross Rivers

* Check the Misc. Section of the FAQ if you wanna know which doors are locked
and need the KEY.

Saving Items (Used on World Map only, Give option to save game)

Name  Cost    MP restored?      HP restored:

Tent    75    No                30 to all
Cabin  250    No                60 to all
House 3000    Yes*              120 to all

* The MP is restored after the game is saved so if you turn the game off after
using a house you wont have the MP restored after turning the game on. To
correct this bug use a tent after a house.

Potions

Name    Cost    Outside of Battle         Inside of Battle

Heal     60     Heals 30 HP                Heals 16-32 HP
Pure     75     Heals POISON               Heals POISON
Soft    800     Heals STONE                Cant be used


_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_Treasure Chests_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-


I think this section can be ver useful to some people. It will list all the
treasure chests in the game, where they are and whats in em. Use this knowledge
wisely... Also remember, some treasure chests contain the same item, literally.
If you open one of the chests... the other will lose its item as well! There
treasure chests are usually in the same dungeon and this chart will not tell
you them... This is basically straight out of hackster :P So the order is just
like it is in hackster (in other words, this is the order it is in from the
actual game data) Thanks again Disch!


Chest                    Contents       Chest                    Contents
  #   Location                            #   Location   

001   Coneria Castle    Iron Armor      128   Castle of Ordeals Heal Staff   
002   Coneria Castle    Iron Shield     129   Castle of Ordeals TAIL
003   Coneria Castle    TNT             130   Cardia            1455 G
004   Coneria Castle    Iron Staff      131   Cardia            2000 G
005   Coneria Castle    Sabre           132   Cardia            2750 G
006   Coneria Castle    Silver Knife    133   Cardia            2750 G
007   Temple of Fiends  CABIN           134   Cardia            1520 G
008   Temple of Fiends  HEAL Potion     135   Cardia            10 G
009   Temple of Fiends  Cap             136   Cardia            500 G
010   Temple of Fiends  Rune Sword      137   Cardia            HOUSE
011   Temple of Fiends  Were Sword      138   Cardia            575 G
012   Temple of Fiends  Soft Potion     139   Cardia            SOFT Potion
013   Elfland Castle    Silver Hammer   140   Cardia            CABIN
014   Elfland Castle    400 G           141   Cardia            9500 G
015   Elfland Castle    330 G           142   Cardia            160 G
016   Elfland Castle    Copper Gauntlet 144   (Unused)          530 G
017   Northwest Castle  Power Staff     145   (Unused)          Small Knife
018   Northwest Castle  Iron Gauntlet   146   (Unused)          Cap
019   Northwest Castle  Falchon         147   (Unused)          Zeus Gauntlet
020   Marsh Cave        295 G           148   Sea Shrine        Ribbon
021   Marsh Cave        Copper Bracelet 149   Sea Shrine        9900 G
022   Marsh Cave        HOUSE           150   Sea Shrine        7340 G
023   Marsh Cave        385 G           151   Sea Shrine        2750 G
024   Marsh Cave        620 G           152   Sea Shrine        7690 G
025   Marsh Cave        Short Sword     153   Sea Shrine        8135 G
026   Marsh Cave        680 G           154   Sea Shrine        5450 G
027   Marsh Cave        Large Knife     155   Sea Shrine        385 G
028   Marsh Cave        CROWN           156   Sea Shrine        Power Gauntlet
029   Marsh Cave        Iron Armor      157   Sea Shrine        Light Axe
030   Marsh Cave        Silver Bracelet 158   Sea Shrine        9900 G
031   Marsh Cave        Silver Knife    159   Sea Shrine        2000 G
032   Marsh Cave        1020 G          160   Sea Shrine        450 G
033   Dwarf Cave        450 G           161   Sea Shrine        110 G
034   Dwarf Cave        575 G           162   Sea Shrine        Light Axe
035   Dwarf Cave        CABIN           163   Sea Shrine        Opal Armor
036   Dwarf Cave        Iron Helmet     164   Sea Shrine        20 G
037   Dwarf Cave        Wooden Helmet   165   Sea Shrine        Mage Staff
038   Dwarf Cave        Dragon Sword    166   Sea Shrine        12350 G
039   Dwarf Cave        Silver Knife    167   Sea Shrine        9000 G 
040   Dwarf Cave        Silver Armor    168   Sea Shrine        1760 G
041   Dwarf Cave        575 G           169   Sea Shrine        Opal Bracelet
042   Dwarf Cave        HOUSE           170   Sea Shrine        2750 G
043   Matoya's Cave     HEAL Potion     171   Sea Shrine        10000 G
044   Matoya's Cave     PURE Potion     172   Sea Shrine        10 G
045   Matoya's Cave     HEAL Potion     173   Sea Shrine        4150 G
046   Earth Cave        880 G           174   Sea Shrine        5000 G
047   Earth Cave        HEAL Potion     175   Sea Shrine        PURE Potion
048   Earth Cave        PURE Potion     176   Sea Shrine        Opal Shield
049   Earth Cave        795 G           177   Sea Shrine        Opal Helmet  
050   Earth Cave        1975 G          178   Sea Shrine        Opal Gauntlet
051   Earth Cave        Coral Sword     179   Sea Shrine        SLAB
052   Earth Cave        CABIN           180   Waterfall         Wizard Staff
053   Earth Cave        330 G           181   Waterfall         Ribbon
054   Earth Cave        5000 G          182   Waterfall         13450 G
055   Earth Cave        Wooden Shield   183   Waterfall         6400 G
056   Earth Cave        575 G           184   Waterfall         5000 G
057   Earth Cave        1020 G          185   Waterfall         Defense
058   Earth Cave        3400 G          186   (Unused)          HEAL Potion
059   Earth Cave        TENT            187   (Unused)          HEAL Potion
060   Earth Cave        HEAL Potion     188   (Unused)          HEAL Potion
061   Earth Cave        RUBY            189   (Unused)          HEAL Potion
062   Earth Cave        1250 G          190   (Unused)          HEAL Potion
063   Earth Cave        Silver Shield   191   (Unused)          HEAL Potion
064   Earth Cave        CABIN           192   (Unused)          HEAL Potion
065   Earth Cave        5450 G          193   (Unused)          HEAL Potion
066   Earth Cave        1520 G          194   (Unused)          HEAL Potion
067   Earth Cave        Wooden Staff    195   Mirage Tower      Aegis Shield
068   Earth Cave        3400 G          196   Mirage Tower      2750 G
069   Earth Cave        1455 G          197   Mirage Tower      3400 G
070   Titan's Tunnel    Silver Helmet   198   Mirage Tower      18010 G
071   Titan's Tunnel    450 G           199   Mirage Tower      CABIN
072   Titan's Tunnel    620 G           200   Mirage Tower      Heal Helmet
073   Titan's Tunnel    Great Axe       201   Mirage Tower      880 G
074   Gurgu Volcano     HEAL Potion     202   Mirage Tower      Vorpal
075   Gurgu Volcano     CABIN           203   Mirage Tower      HOUSE
076   Gurgu Volcano     1975 G          204   Mirage Tower      7690 G
077   Gurgu Volcano     PURE Potion     205   Mirage Tower      Sun Sword
078   Gurgu Volcano     HEAL Potion     206   Mirage Tower      10000 G
079   Gurgu Volcano     1455 G          207   Mirage Tower      Dragon Armor
080   Gurgu Volcano     Silver Shield   208   Mirage Tower      8135 G
081   Gurgu Volcano     1520 G          209   Mirage Tower      7900 G
082   Gurgu Volcano     Silver Helmet   200   Mirage Tower      Thor Hammer
083   Gurgu Volcano     Silver Gauntlet 211   Mirage Tower      12350 G
084   Gurgu Volcano     1760 G          212   Mirage Tower      13000 G
085   Gurgu Volcano     Silver Axe      213   Sky Palace        9900 G
086   Gurgu Volcano     795 G           214   Sky Palace        Heal Potion
087   Gurgu Volcano     750 G           215   Sky Palace        4150 G
088   Gurgu Volcano     Giant Sword     216   Sky Palace        7900 G
089   Gurgu Volcano     4150 G          217   Sky Palace        5000 G
090   Gurgu Volcano     1520 G          218   Sky Palace        ProRing
091   Gurgu Volcano     Silver Hammer   219   Sky Palace        6720 G
092   Gurgu Volcano     SOFT Potion     220   Sky Palace        Heal Helmet
093   Gurgu Volcano     2750 G          221   Sky Palace        180 G
094   Gurgu Volcano     1760 G          222   Sky Palace        Bane Sword
095   Gurgu Volcano     Wooden Staff    223   Sky Palace        White Shirt
096   Gurgu Volcano     1250 G          224   Sky Palace        Black Shirt
097   Gurgu Volcano     10 G            225   Sky Palace        Ribbon
098   Gurgu Volcano     155 G           226   Sky Palace        Opal Gauntlet
099   Gurgu Volcano     HOUSE           227   Sky Palace        Opal Shield
100   Gurgu Volcano     2000 G          228   Sky Palace        Silver Helmet  
101   Gurgu Volcano     Ice Sword       229   Sky Palace        HOUSE
102   Gurgu Volcano     880 G           230   Sky Palace        880 G
103   Gurgu Volcano     PURE Potion     231   Sky Palace        13000 G
104   Gurgu Volcano     Flame Shield    232   Sky Palace        ADAMANT
105   Gurgu Volcano     7340 G          233   Sky Palace        4150 G
106   Ice Cave          HEAL Potion     234   Sky Palace        SOFT Potion
107   Ice Cave          10000 G         235   Sky Palace        3400 G
108   Ice Cave          9500 G          236   Sky Palace        Katana
109   Ice Cave          TENT            237   Sky Palace        ProCape
110   Ice Cave          Ice Shield      238   Sky Palace        Cloth
111   Ice Cave          Cloth           239   Sky Palace        9500 G
112   Ice Cave          Flame Sword     240   Sky Palace        Cloth
113   Ice Cave          FLOATER         241   Sky Palace        6400 G
114   Ice Cave          7900 G          242   Sky Palace        8135 G
115   Ice Cave          5450 G          243   Sky Palace        9000 G
116   Ice Cave          9900 G          244   Sky Palace        HEAL Potion
117   Ice Cave          5000 G          245   Sky Palace        ProRing
118   Ice Cave          180 G           246   Sky Palace        5450 G
119   Ice Cave          12350 G         247   ToF: Revisited    
120   Ice Cave          Silver Gauntlet 248   ToF: Revisited    
121   Ice Cave          Ice Armor       249   ToF: Revisited    
122   Castle of Ordeals Zeus Gauntlet   250   ToF: Revisited    
123   Castle of Ordeals HOUSE           251   ToF: Revisited    
124   Castle of Ordeals 1455 G          252   ToF: Revisited    
125   Castle of Ordeals 7340 G          253   ToF: Revisited    
126   Castle of Ordeals Gold Bracelet   
127   Castle of Ordeals Ice Sword       
128   Castle of Ordeals Iron Gauntlet   


_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_Shops_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-

There are many shops in the game and many types too. There are Weapon shops,
Armor Shops, Item Shops, and Magic Shops. Weapons bought at weapon shops are
put into the character's weapon slots, and you may sell weapons as well. Armor
shops sell you types of armor that are put into your armor slot, and you can
sell your armors to the armor shop. Item shops only sell, they wont buy things
from you, theres only 6 things theyll really sell, unless youc ount the
Caravan and the OXYALE it sells. Items bought at the item shop go to your item
list. The 6 Items are the 3 Potions and the 3 saving items: Heal Potion, Pure
Potion, Soft Potion, Tent, Cabin, and House. Magic Shops cant buy things from
you, and items bought from them arent put anywhere really, but are converted
to the characters spell list... There are white and black magic shops, but in
reality theres no real difference, just the items(spells) they sell... Strange
huh, how the spells are actually items.. :P 
Oh yes lets not forget the INNs where you restore all warriors to MAX Spell
Potions and HP but don not cure their status... and if you want you can save
the game.
Oh yeah and the Clinic! Other than LIFE and LIF2, this is the only way to
revive dead warriors! Very useful... it revives them to 1 HP though.
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-

Weapon Shops                Armor Shops                Item Shops


Weapon         Cost         Armor        Cost          Item             Cost

Corneria

Wooden Staff      5     Cloth              10          HEAL              60
Small Knife       5     Wooden Armor       50          PURE              75
Wooden Nunchukas 10     Chain Armor        80          TENT              75
Rapier           10     ---------------------          --------------------
Iron Hammer      10     ---------------------          --------------------

Provoka

Iron Hammer      10     Wooden Armor       50          HEAL              60
Short Sword     550     Chain Armor        80          PURE              75
Hand Axe        550     Iron Armor        800          TENT              75
Scimitar        200     Wooden Shield      15          CABIN            250
-------------------     Gloves             60          --------------------
Elfland

Iron Nunchukas  200     Iron Armor        800          HEAL              60
Large Knife     175     Copper Bracelet  1000          PURE              75
Iron Staff      200     Iron Shield       100          CABIN            250
Sabre           450     Cap                80          HOUSE           3000
Silver Sword   4000     Wooden Helmet     100          SOFT             800

Melmond

Iron Staff      200     Steel Armor     45000          --------------------
Sabre           450     Silver Bracelet  5000          --------------------
Long Sword     1500     Iron Helmet       450          --------------------
Falchon         450     Copper Gauntlet   200          --------------------
-------------------     Iron Gauntlet     750          --------------------

Crescent Lake

Silver Knife    800     Silver Armor     7500          HEAL              60
Silver Sword   4000     Silver Shield    2500          PURE              75
Silver Hammer  2500     Buckler          2500          CABIN            250
Silver Axe     4500     Silver Helmet    2500          HOUSE           3000
-------------------     Silver Gauntlet  2500          --------------------

Gaia

CatClaw       65000     Gold Bracelet   50000          CABIN            250
-------------------     ProRing         20000          HOUSE           3000
-------------------     ---------------------          HEAL              60
-------------------     ---------------------          PURE              75
-------------------     ---------------------          --------------------

Onrac

-------------------     ---------------------          CABIN            250
-------------------     ---------------------          HOUSE           3000
-------------------     ---------------------          HEAL              60
-------------------     ---------------------          PURE              75
-------------------     ---------------------          SOFT             800

Caravan

-------------------     ---------------------          BOTTLE         50000
-------------------     ---------------------          --------------------
-------------------     ---------------------          --------------------
-------------------     ---------------------          --------------------
-------------------     ---------------------          --------------------

_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-

White Magic                                             Black Magic

Quick Reference

Level 1: 100 G
Level 2: 400 G
Level 3: 1500 G
Level 4: 4000 G
Level 5: 8000 G
Level 6: 20000 G
Level 7: 45000 G
Level 8: 60000 G


Name              Cost                          Name                    Cost

Coneria: Level 1 Magic

CURE              100                           FIRE                     100
HARM              100                           SLEP                     100
FOG               100                           LOCK                     100
RUSE              100                           LIT                      100

Provoka: Level 2 Magic

LAMP              400                           ICE                      400
MUTE              400                           DARK                     400
ALIT              400                           TMPR                     400
INVS              400                           SLOW                     400

Elfland: Level 3 and 4 Magic

CUR2             1500                           FIR2                    1500
HAR2             1500                           HOLD                    1500
AFIR             1500                           LIT2                    1500
HEAL             1500                           LOK2                    1500
PURE             4000                           SLP2                    4000
FEAR             4000                           FAST                    4000
AICE             4000                           CONF                    4000
AMUT             4000                           ICE2                    4000

Melmond: Level 5 Magic

CUR3             8000                           FIR3                    8000
LIFE             8000                           BANE                    8000
HRM3             8000                           WARP                    8000
HEL2             8000                           SLO2                    8000

Crescent Lake: Level 6 Magic

SOFT            20000                           LIT3                   20000
EXIT            20000                           RUB                    20000
FOG2            20000                           WAKE                   20000
INV2            20000                           STUN                   20000

Onrac: Level 7 Magic

ARUB            45000                           SABR                   45000
HEL3            45000                           BLND                   45000

Gaia: Level 7 and 8 Magic

CUR4            45000                           ICE3                   45000
HRM4            45000                           BRAK                   45000
FADE            60000                           STOP                   60000
WALL            60000                           ZAP!                   60000
XFER            60000                           XXXX                   60000

Lefein: Level 8 Magic (Ultimate Spells)

LIF2            60000                           NUKE                   60000

_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-

Clinic and Inn Prices

Town/City:   Clinic         Inn         Town/City:   Clinic         Inn         

Corneria       40            30         Crescent Lake  400          200
Provoka        80            50         Gaia           750          500
Elfland       200           100         Onrac          750          300
Melmond       ---           100         

_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_Item Listing-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-

This is basically the list of all the 255 Items in FF1
Not as organized as everything else but ah well >:P Live with it

 
---------------------22---Key Items
000 LUTE
001 CROWN
002 CRYSTAL
003 HERB
004 KEY
005 TNT
006 ADAMANT
007 SLAB
008 RUBY
009 ROD
011 FLOATER
012 CHIME
013 TAIL
014 CUBE
015 BOTTLE
016 OXYALE
017 CANOE
018 
019
020
021
---------------------3----Save Items
022 TENT
023 CABIN
024 HOUSE
---------------------3----Potions
025 HEAL Potion
026 PURE Potion
027 SOFT Potion
---------------------40---Weapons
028 Wooden Nunchukas
029 Small Knife
030 Wooden Staff
031 Rapier
032 Iron Hammer
033 Short Sword
034 Hand Axe
035 Scimitar
036 Iron Nunchukas
037 Large Knife
038 Iron Staff
039 Sabre
040 Long Sword
041 Great Axe
042 Falchon
043 Silver Knife
044 Silver Sword
045 Silver Hammer
046 Silver Axe
047 Flame Sword
048 Ice Sword
049 Dragon Sword
050 Giant Sword
051 Sun Sword
052 Coral Sword
053 Were Sword
054 Rune Sword
055 Power Staff
056 Light Axe
057 Heal Staff
058 Mage Staff
059 Defense
060 Wizard Staff
061 Vorpal
062 CatClaw
063 Thor Hammer
064 Bane Sword
065 Katana
066 Xcalber
067 Masmune
---------------------40---Armors 
069 Cloth
070 Wooden Armor
071 Chain Armor
072 Iron Armor
073 Steel Armor
074 Silver Armor
075 Flame Armor
076 Ice Armor
077 Opal Armor
078 Dragon Armor
079 Copper Bracelet
080 Silver Bracelet
081 Gold Bracelet
082 Opal Bracelet
083 White Shirt
084 Black Shirt
085 Wooden Shield
086 Iron Shield
087 Silver Shield
088 Flame Shield
089 Ice Shield
090 Opal Shield
091 Aegis Shield
092 Buckler
093 ProCape
094 Cap
095 Wooden Helmet
096 Iron Helmet
097 Silver Helmet
098 Opal Helmet
099 Heal Helmet
100 Ribbon
101 Gloves
102 Cooper Gauntlet
103 Iron Gauntlet
104 Silver Gauntlet
105 Zeus Gauntlet
106 Power Gauntlet
107 Opal Gauntlet
108 ProRing
---------------------68---Amounts of Gold (Used in Treasure Chests)
109 10 G
110 20 G
111 25 G
112 30 G
113 55 G
114 70 G
115 85 G
116 110 G
117 135 G
118 155 G
119 160 G
120 180 G
121 240 G
122 255 G
123 260 G
124 295 G
125 300 G
126 315 G
127 330 G
128 350 G
129 385 G
130 400 G
131 450 G
132 500 G
133 530 G
134 575 G
135 620 G
136 680 G
137 750 G
138 795 G
139 880 G
140 1020 G
141 1250 G
142 1455 G
143 1520 G
144 1760 G
145 1975 G
146 2000 G
147 2750 G
148 3400 G
149 4150 G
150 5000 G
151 5450 G
152 6400 G
153 6720 G
154 7340 G
155 7690 G
156 7900 G
157 8135 G
158 9000 G
159 9300 G
160 9500 G
161 9900 G
162 10000 G
162 12350 G
163 13000 G
164 13450 G
165 14050 G
166 14720 G
167 15000 G
168 17490 G
169 18010 G
170 19990 G
171 20000 G
172 20010 G
173 26000 G
174 45000 G
175 65000 G
---------------------64---Magic Spells(White and Black)            
177 CURE
178 HARM
179 FOG
180 RUSE
181 FIRE
182 SLEP
183 LOCK
184 LIT
185 LAMP
186 MUTE
187 ALIT
188 INVS
189 ICE
190 DARK
191 TMPR
192 SLOW
193 CUR2
194 HRM2
195 AFIR
196 HEAL
197 FIR2
198 HOLD
199 LIT2
200 LOK2
201 PURE
202 FEAR
203 AICE
204 AMUT
205 SLP2
206 FAST
207 CONF
208 ICE2
209 CUR3
210 LIFE
211 HRM3
212 HEL2
213 FIR3
214 BANE
215 WARP
216 SLO2
217 SOFT
218 EXIT
219 FOG2
220 INV2
221 LIT3
222 RUB
223 QAKE
224 STUN
225 CUR4
226 HRM4
227 ARUB
228 HEL3
229 ICE3
230 BRAK
231 SABR
232 BLND
233 LIF2
234 FADE
235 WALL
236 XFER
237 NUKE
238 STOP
239 ZAP!
240 XXXX

                                                                               

 __________________________________________________________
|_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_Thanks to:-_-_-_-_-_-_-_-|
|_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-|
|_Magic_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-Rincewind-_-_-_-_-_-_-|
|_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-Black Magic-_-_-_-_-_-|
 __________________________________________________________

Magic can be cast my all the cahracters except the fighter, thief, and the
Black Belt series. Spell Points are probably the most confusing part about
spells (other than spell uses :P)

Here is an example for how Spell Points work:
Your spell points are 3/2/1/0/0/0/0/0
You cast a level 1 spell such as cure. The level 1 spell charges go down, to:
2/2/1/0/0/0/0/0
And basically, if you have 0 spell charges of a level left, you can't cast any
more spells of that level.

_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_White Magic_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-

Abbreviations: 

Kn = Knight
Ni = Ninja
Wm = White Mage
Ww = White Wizard
Bm = Black Mage
Bw = Black Wizard
Rm = Red Mage
Rw = Red Wizard

Spell Level 1

COST: 100 G

        Who Can Learn        Use(s)

CURE    Kn Wm Wz Rm Rz      Restore 16-32 HP to an ally, In and out of battle
RUSE    Kn Wm Wz    Rz      +80 EVADE% to Self, Repeatable
FOG     Kn Wm Wz Rm Rz      +8 ABSORB to any Ally, Repeatable
HARM       Wm Wz            Deal 20-80 Damage on all undead Enemies

Spell Level 2

COST: 400 G

LAMP    Kn Wm Wz Rm Rz      Cure DARK on any ally
INVS    Kn Wm Wz Rm Rz      +20 EVADE% to any ally, Repeatable
ALIT    Kn Wm Wz Rm Rz      Protect all allies from lightning
MUTE    Kn Wm Wz Rm Rz      Inflict MUTE on all enemies

Spell Level 3

COST: 1500 G

CUR2    Kn Wm Wz Rm Rz      Restore 33-66 HP, In and out of battle
HEAL       Wm Wz            Restore 12-24 HP to all allies,In and out of battle
AFIR    Kn Wm Wz Rm Rz      Protect all allies from fire
HRM2       Wm Wz            Deal 40-160 Damage on all undead Enemies

Spell Level 4

COST: 4000 G

PURE       Wm Wz Rm Rz      Cure POIS on any ally
FEAR       Wm Wz            Inflict FEAR to an enemy                          
AICE       Wm Wz Rm Rz      Protect all allies from ice 
AMUT       Wm Wz    Rz      Cure MUTE on any ally             

Spell Level 5

COST: 8000 G

CUR3       Wm Wz Rm Rz      Restore 66-132 HP, In and out of battle
HEL2       Wm Wz            Restore 24-48 HP to all allies,In and out of battle
LIFE       Wm Wz    Rz      Cure a fallen enemy to 1 HP, only out of battle
HRM3       Wm Wz            Deal 60-240 Damage on all undead Enemies

Spell Level 6

COST: 20000 G

FOG2       Wm Wz    Rz      Increase all allies ABSORB by 12, Repeatable
INV2       Wm Wz    Rz      Increase all allies EVADE by 40, Repeatable
SOFT       Wm Wz            Cure STON on any ally, only out of battle
EXIT       Wm Wz            Teleport out of a dungeon, only out of battle

Spell Level 7

COST: 45000 G

CUR4          Wz            Heal 999 HP to one ally, in and out of battle
HEL3       Wm Wz            Restore 48-96 HP to all allies,In and out of battle
ARUB       Wm Wz            Protect all allies from RUB
HRM4          Wz            Deal 80-320 Damage on all undead Enemies


Spell Level 8

COST: 60000 G

WALL          Wz            Protect all allies from fire, ice, lightning, % RUB
XFER          Wz            Remove all resistances from any enemy
LIF2          Wz            Cure a fallen enemy to Max HP, only out of battle
FADE          Wz            Deal 80-320 Damage on all enemies 

NOTES: Outside of battle, the HP healed by HEAL spells is the same for all
characters affectedby the spell.
Also, HEL2 has the same effect as HEL3 in battle!

_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_Black Magic_-_-_-_-_-_-_-_-_-_-_Thanks to Rincewind_-_-_-
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-(Again)-_-_-_-_-


Abbreviations: 

Kn = Knight
Ni = Ninja
Wm = White Mage
Ww = White Wizard
Bm = Black Mage
Bw = Black Wizard
Rm = Red Mage
Rw = Red Wizard


Spell Level 1

Cost: 100G

FIRE    Ni Bm Bz Rm Rz       10-40 Fire Damage, Single Enemy
SLEP    Ni Bm Bz Rm Rz       Inflicts SLEP on all enemies             
LOCK    Ni Bm Bz Rm Rz       Decreases Target's Agility by 20 
LIT     Ni Bm Bz Rm Rz       10-40 Lightning Damage, Single Enemy

Spell Level 2

Cost: 400G

ICE     Ni Bm Bz Rm Rz       20-80 Ice Damage, Single Enemy
DARK    Ni Bm Bz Rm Rz       Reduce Target Hit%, All Enemies
TMPR    Ni Bm Bz Rm Rz       Increase Target Damage, Single Ally
SLOW    Ni Bm Bz Rm Rz       Reduce Target to 1 Hit/Attack, All Enemies

Spell Level 3

Cost: 1500G

FIR2    Ni Bm Bz Rm Rz       30-120 Fire Damage, All Enemies
HOLD    Ni Bm Bz Rm Rz       Inflict STUN on an enemy 
LIT2    Ni Bm Bz Rm Rz       30-120 Lightning Damage, All Enemies
LOK2    Ni Bm Bz Rm Rz       Increase all enemies agility by 20
Single Enemy

Spell Level 4

Cost: 4000G

SLP2    Ni Bm Bz Rm Rz       Causes Target to fall asleep, Single Enemy
FAST    Ni Bm Bz Rm Rz       Double Target Hits/Attack, Single Ally
CONF    Ni Bm Bz Rm Rz       Inflicts CONF on all enemies           
ICE2    Ni Bm Bz Rm Rz       40-160 Ice Damage, All Enemies

Spell Level 5

Cost: 8000G

FIR3       Bm Bz Rm Rz       50-200 Fire Damage, All Enemies
BANE       Bm Bz Rm Rz       Instant Death, Poison Elemental, All Enemies
WARP          Bz    Rz       Warp up one level in dungeon, only out of battle
SLO2       Bm Bz Rm Rz       Reduce Targ