\
XX X \
w00tness XX X xxx \
ASCII art by me XXX X xxxx@@# \
xxxxxxxx@@@@@## x##
X xxxxxx@@@@##### xxxx
xxx@@@###### ## xx( )
xx@###### XX #xxxx
XX xxx@## XXX Xx Vxxx
X xx@## X #x xx
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| | X xx@## X X X
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| x \ ##@xxx xx@@# X@@x#xxxx##xx
x| x |@@xxxx xx@## @xx#xx@@@xx#x# X
# x\ | xxxxx# Xxx@## #@##x#@@###@xx#x X
## xx\ x#xxxxx # xx@#@@@xx#x@### #@x#xx
x## xxxx #xxx # xx@@^@^@x#@## @###x
xx#xxxx#xx# ## Xxx@@^@@@@@## | @xx# /
##x##xxx##x ### xx@@@x#x@@# | @xxx# /
x###@x( )## ## xx@^@x#xxx \ @#xx# |
xx@xxxxxxx x Xx#@^@@x#xx# \ @### |
#Xxx xxxx xx x#@@^@x##x#x x \ @##@|
XX xx xxx xx #@x@^#xx#xx #x | @@@/@##
x V x #@xx @xx@xxx@#xx ###X@x@x@#x
x V #@@xxx@xxX x# ##x #xx#@xxxxx@##
x ##@@@@ x X #xx # x#x#x#xxxxx
## # # # X#xxx #x ######xx#x
# ## # #xXX xx x #x# #x#x
# # x X## # #x( ) #( )
_________ _ ___ _ _____ _ #xx xx
\ _____\\ \ \ \ \ \ __ \ \ \ x xx#xx# ____
| | \ \ \ \ \ \ \ \_\ \ \ \ x <xxxxx \ /
| |___ \_\ \_\___\ \ __ \ \ \__ x #xxx | |
| ___\ ______ ______ \_\ \_\ \____\ _____ ______ _ _ | |
| | \ __\ \ __ \ ___ _ ____ \ _ \ \ ___\ \ \ / /| |
| | \ \__ \ \_\ \ \ \ \ \_ \ \ \_\ \ \ \___ \ / | |
| | \ __\ \ __ \ \ \ \ \ \ \ \ __ \ \___ \ | | | |
/___\ \_\ \_\ \_\ \_\___\ \_\ \_\ \_\ \____\ |_| /____\
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).
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
Black Belt/Grand Master
General:The Black Belt has many things different than other classes. It's
absorb value will be equal to its level as long as you dont go to the armor
equip screen (This is a bug) even if you have equipped stuff. You will still
retain status and elemental protection (i.e. protection from fire) and as long
as he has no weapons, his damage rating is equal to Level x 2. This gives him
a great combo of 100 damage and 50 absorb at level 50. His defense is below
average, as he has the worst max absorb rating in the game, but he will ALWAYS
have 999 HP at level 50. Also, instead of getting 1 hit for every 32 hit%, he
gets that multiplied by 2! Wow, huh? you can fast him for a maximum of 20 hits,
times 100 damage, and if they were all criticals against an enemy with 0
defense... that would be 8000 damage at maximum power. Wow, huh? He fights with
his bare fists and all you will buy for him will be wooden nunchakus, wooden
armor, and iron nunchukas... and a few heal potions! :P Oh and by the way there
is absolutely no difference between the Black Belt and Grand Master except
graphical :P The Black Belt and Grand Master are the only series of classes
that do not learn any spells. The Black Belt/Grand Master are the focus of a
lot of bashing, sadly. I guess many people try to find every single flaw the
Black Belt/Grand Master has and point out why its so bad and why thief is
better >:P
Physical:
Suggested Equipment:
Standard Master
(Nothing)
E - Ribbon
E - ProRing
Attack:
Early on, go ahead and buy him wooden nunchakas and dont unequip until level 6.
However if you get iron nunchakas or in a low level game, a power staff,
by all means use that till level 8. Throughout the rest of the game, the black
belt will be a really great attacker. At level 32 he reaches 8 hits, more than
the fighter will have at level 50 with a masmune! Thats about when you really
see the master's power and he surpasses the knight. Sadly he does not reach 12
hits but comes so close, just 8 hit% away! Many people say the black belt is
not really as strong as the fighter until levels abover 40 and stuff like that
but that's just not true. Once you reach 6 hits you're doing at much as the
knight at least. Another myth is that Black Belts/Grand Masters are too weak
against bosses. That is onyl partially true. Although the black belt does have
an ungoldy number of hits to attack with his damage rating is lower than that
of the fighter and thus, against enemies with high defense, the Black Belt will
not do quite as much as the fighter sometimes.. Anyways, for your Black Belt/
Grand Master, attacking or using items is your only option. Youll stay
barehanded after the iron nunchukas and you'll never go back, and you will not
want to, anyways.
Defense:
Not much to talk about here except explaining the whole armor bug.
Now, the black belt is normally supposed to have armor equal to his absorb,
but going to the armor equip screen will set your armor back to what your
absorb would normally be with what you have equipped. You wont want that to
happen, do you? Cause then youll have a maximum absorb rating of only 43 with
you black belt, if you want to use your only opal bracelet, and if not, hell be
well under 35. Early on you can buy him wooden armor, and after that a cap and
gloves... after level 10 unequip and never go back to armor, I say. Black Belt/
Grand Master is just sooo cheap to equip, and doesent even need equipment for
more than like an hour! Also, the highest magic defense increases in the game
makes the black belt the bets protected against status changing spells, as well
as death spells.
Spells:
N/A
Strategies with other Classes:
with Fighter/Knight:
Put your fighter in the front to absorb the damage, and then you'll be fine.
Both of these two are heavy fighters.
with Thief:
Your thief can run and your black belt can attack. Period. :/
with Ninja:
Let the ninja fast you up to 20 hits, and nothing will stop you. Go ahead and
kill your enemies dead, 1500 damage at a time. :D
with Black Belt/Master:
See Fighter :P except more destruction!
with Red Mage/Wizard:
Red Mage Casts Fast and Black Belt/Grand Master Attacks. You > enemies. Enemies
face the evil "WOW! YOU LOSE" screen.
With White Mage/Wizard:
Oh something different than attack? NOPE wrong. INVS up your Black Belt/Grand
Master and (surprise!) attack.
with Black Mage/Wizard:
By now you realize the Black Belt/Grand Master has little strategy. Fast up and
attack. You know im just saying "Black Belt/Grand Master" to increase the size
of this FAQ :D
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Red Mage/Red Strategy
General:The Red Mage is a jack of all trades early on, the 2nd best fighter and
a respectable spell caster. Over time he loses much of his strength. Class
change brings few changes, a few better spells and some better weapons, but
that is about it. After promotion even the ninja is better than the red
mage.
Spells:
Suggested Spell Slot Usage:
In order of priority, more useful spells on the left.
Lower Case means buy it as a red mage
Upper Case means buy it as a red wizard
L1: cure fire lit
L2: ice mute invs
L3: fir2 cur2 lit2
L4: fast ice2
L5: fir3 LIFE cur3
L6: LIT3 EXIT INV2
L7: ICE3
L8:
Red Mage Stategies:
L1: cure fire lit
The Red Mage's first spell level brings 3 useful spells. Cure is always
great for the extra healing you can get from long dungeons. Fire and Lit
are useful for bosses early on but soon after the red mage's attack passes
that of fire and Lit's attack power. Sadly, the red mage cannot learn ruse
until promotion which is useless by then as you ahve inv2 and ruse in item
form.
L2: ice mute invs
Ice is stronger than fire and Lit, go ahead and buy it definitely... but
itll become a weak spell later on. Mute can be used on astos and the eye,
rendering them useless, however the eye will still have it's special attacks.
At that point of the game, though, both of these bosses physical attacks are
very weak.
L3: fir2 cur2 lit2
Fir2 is the first black magic attack spell that targets all enemies, and its
pretty strong, too. It can take out large groups of weaker enemies like wolves
and sometimes guys like GrWolves. Its very useful on undead (Think ZomBull!)
doing over 100 damage to them. Cur2 is useful because of its stronger curing
power. Early on youll use fir2 and lit2 more than cur2 but cur2 will be about
500-600 hp total curing power in this level 3 spot later on in the game, about
20 potions! Lit2 is the same as fir2 except its electricity element which not
as many monsters are weak against. Its best use is while fighting Kyzokus or
large bands of sahags and sharks... Its useful in the Sea Shrine as well, but
by then you have Lit3. Lit2's main use is against the marsh cave's wizards, as
they fall to lit2 in 1-2 shots. Later on fir2 and lit2 are available in item
form for free casting, used by the thor hammer and zeus gauntlet for lit2, and
mage staff for fir2.
L4: fast ice2
Fast is arguably the best spell in the game, definitely top 3. It doubles an
ally's number of attacks for that battle. Using this on your heavy attackers
(Fighter/Knight, BlackBelt/Grand Master and Ninja as well as Red Mage earlier
on) can kill bosses as easily as in one or two attacks! A must for low level
games. Ice2 is like fir2 and lit2 except stronger. best used in the Gurgu
Volcano, and on enemies with no weaknesses to spells, cause ice spells are
stronger than fire and lighting spells.
L5: fir3 LIFE cur3
Fir3 is the weakest of the elemental level 3 spells. Its fire elemental which
is the best in the game cause many many enemies are weak to it. Very useful
for the earth cave cause it can killt he vampire in one shot and lich in about
2-4 if you're lucky. Life is usefuul as life and lif2 are the only ways to
bring back fallen characters outside of the clinic. Cur3 is well, a cure spell.
'Nuff Said.
L6: LIT3 EXIT INV2
Lit3. Stronger than fir3 and very useful for the sea shrine, can kill kraken
in a few shots. Great spell for packs of enemies, and EXIT is great for getting
the masmune and exiting out as well as getting out of deep places like the
mirage tower when you're not able to go further. INV2 means 80 evade to all
allies so you will want to pick that up.
L7: ICE3
ICE3 is the 3rd strongest available attack spell in the game, and an enemy weak
to ice will take more damage from this than NUKE! But then again, who is weak
vs. ice?
L8:
The Red mage has no available level 8 spells, and still gets the spell charges.
Strange, eh?
Physical:
Suggested Equipment:
Standard Red Mage
E - Defense
Bane Sword
E - Opal Bracelet
E - Proring
E - Ribbon
E - Procape
Alternates:
E - Defense <---> E - Masmune
E - Opal Bracelet <---> E - Gold Bracelet
Attack:
The Red Mage can acess the best of the weapons early on, till elfland when the
silver sword becomes available. The red mage can weild this mighty weapon for
the hefty price of 4000 G. You would do better buying FAST, however, and using
a weaker weapon, or buying ice2 to get rid of bigger pest, or hell, Fir2 AND
lit2 and havign 1000 G left over! The red mage cna equip most of those weapons
you find with the mystic key (i.e. dragon sword and were sword) however the
silver sword still tops these. Go ahead and sell these when you find them and
equip a silver sword, its better than keeping the dragon sword which is weaker
than the silver sword and can sell for the price of a silver sword by itself.
After the silver sword there is little more the red mage can get that is
better, but after class change you can get sword such as the defense which you
should stick on your red mage immediately, its his best weapon till the
masmune, which can be put on either your red mage or white mage if you're smart
enough to not waste it on a fighter :P But it usually better for the white
mage, however it makes the red mage a force ot reckon with.
Defense:
Early on the red mage may equip the best of armors but soon you realize he has
nothing to use and he basically becomes a mage that can equip a buckler. He can
equip silver armor at one point but its kinda costly. Later on you can go ahead
and buy it or buy a gold bracelet which is his strongest armor, other than the
opal bracelet. He usually has to be stuck with the opal bracelet though, as the
other mages have their shirts.
Strategies with other Classes:
with Fighter/Knight:
Cast Fast on him and watch him wreak havoc... Or go ahead and cast a level 3
spell and wreak all kinds of havoc on the enemies. Other choices include just
plain mindless attacking with both characters and fasting yourself and then
attacking.
with Thief:
Dont wait for the thief. Let him attack while you fast up and attack.
with Ninja:
Ninja and red wiz both have fast so fast yourselves and then go all out with
your attacks cause at this point you wont be bothering too much with attack
spells.
with Black Belt/Master:
Fast him and his attack damage doubles, and hell kill chaos in one shot if
you're lucky. This dude is just unstoppable, hell have way more attacks than
fighter throughout the game, you can nail 8-12 hits on lich, even, depending on
whether you level up or not.
with Red Mage/Wizard:
Early on two red mages = two black mages so you can fir2 or lit2 or even ice2
yoru enemies to death or you can dual fast and go all out. Later on just send
out lit3 or ice3 or fir3, or fast yourselves and kill the enemies.
With White Mage/Wizard:
Let the white mage heal you up and protect you with spells, whilst you
makesthth minceeth meateth outeth ofeth thoueth enemieseth.
with Black Mage/Wizard:
Combine Red Mage and white mage strategy to get black mage strategy.
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White Mage/Wizard Strategy
General: My (sqpat17) Favorite Class. She can cast every white magic spell.
In the game's early stages she'll have to go through with her defensive
spells as her guard, but with spells like fade and weapons like the thor
hammer and masmune she can hit powerfully, as well. High HP, 3rd best in
the game. 2nd best vitality which means she wont be paralyzed and stunned as
much as the ninja and the other mages. High INT supposedly helps with spells,
i guess. Other stats are below average :/
Suggested Spell Slot Usage:
In order of priority, more useful spells on the left.
Lower Case means buy it as a white mage
Upper Case means buy it as a white wizard
L1: cure ruse harm
L2: mute invs
L3: cur2 hrm2
L4: aice
L5: hel2 life
L6: inv2 EXIT fog2
L7: CUR4 HRM4
L8: FADE LIF2
L1: cure ruse harm
Cure is very useful, it heals about the same amount and a heal potion
does and doesent cost 60 G a charge. Use it when someone needs about 20 HP
of healing. It can also work later on as 9 extra refillable heal potions
when you go to places like ToF: Revisited. Ruse is very useful throughout most
of the game until inv2 becomes available. It raises the white mages evade by
80. Very useful for pirates and kraken. A few uses of this and only critical
hits will get you. Harm is useful for the groups of Bone and ghouls you fight
early on.
L2: mute invs
Mute is key for taking on people like astos and eye easily, at low levels.
An enemy affected by mute will not be able to cast spells, and when it tries
it will waste a turn. Very useful, but AMUT can protect against it. AMUT isnt
too common however. Invs adds 20 evade to an allys evade. Usually you wont use
this much but in some cases where you're no match for the enemy, like a hard
boss in low level games, but other than that, maybe PNEOP (Peninsula North
East Of Provoka)
L3: cur2 hrm2
Cur2 will be used s a stronger level of cure, and hrm2 is for the stronger
undead enemies. Cur2 is very useful in the marsh cave and in PNEOP, and hrm2
is very useful vs. zombulls of PNEOP as well as red bones and ghouls and
specters.
L4: aice
Aice is the only useful spell here, because of its use against frost wolves
and Frost giants plus, ice is the strongest element in the game.
L5: hel2 life
Cur3, hel2, and life. 3 very good healing spells. Cur3 can heal over 100 HP
back to a character, very useful to save peopl in and out of battle. Hel2 is
as strong and hel3 in battle... About as strong as cur3 itself. Life is the
only way to revive fallen characters outside of the clinic, but cannot be
used in battle. Reviving someone with life gives them 1 hp... At this point,
extra spells are wastes of money.. dont bother with cur3, but hel2 and life.
If you want, though, but hrm3... however you can get hrm4 not too much later
on.
L6: inv2 EXIT fog2
Inv2 is one of the white mage's most useful spells. It adds 80 evade to all
alies. Very useful for kraken and good against kary. Later on it can be
mimiced with a white shirt. Exit takes you out of dungeon, unlike warp it
doesn't just take you up one floor. Fog2 adds a bit of defense to all allies.
This is another great spell to use in pair with inv2, but since the onyl hits
that willg et through are critical hits, and they ignore critical hits, its
not as useful :/
L7: CUR4 HRM4
Cur4 is tied with Fade for best white magic spells. It completely heals an ally
to fully power. this is great to get you out of a pickle or a sa kind of max
potion you cna refill. Hrm4 is there for undead enemies you don't want to waste
Fade charges on. it can deal more than 250 damage to undead creatures.
L8: FADE LIF2
Fade is right under the black mage's nuke for strongest spells in the game...
it does 80-320 damage instead of 100-400 damage. It hits all enemies and is
useful for that reason. Lif2 heals a fallen ally to full hp, also a useful
spell. Youll start using these alot at level 25 when you get your first
charges.
Physical:
Suggested Equip Setups:
Standard White Mage
E - Masmune
Thor hammer
[Nothing]
[Nothing]
E - White Shirt
E - ProRing
E - Ribbon
E - Procape
Alternates:
E - Masmune <---> E - Thor Hammer
E - White Shirt <---> E - Opal Bracelet
E - Procape <---> Heal Helmet
White Mage in a Mage team
E - Thor Hammer
[Nothing]
[Nothing]
[Nothing]
E - White Shirt
E - ProRing
E - Ribbon
E - Procape
Alternates:
E - Thor Hammer <---> E - Masmune
E - White Shirt <---> E - Opal Bracelet
E - White Shirt <---> E - Gold Bracelet
E - Procape <---> Heal Helmet
Attack:
The White Mage cannot use any pointed weapons, except for the masmune.
Against her oath to use sharp things? :/ Wahtevr.. Early on you should equip
her with the iron hammer, not the wooden staff.. everyone can do better than
the staff.. You can use this to take out imps and a few levels later, the low
defense wolves. Youll have to stick with the iron hammer till a bit later, when
you get the KEY so you can get the power staff! 12 attack power and 0 hit% a
weak weapon but still good enough. Once you reach Crescent Lake, buy a silver
hammer for 2500. same as the power staff with an additional 5 hit% on it.. and
sell the power staff and buy a spell. Now youll have an actual chance to hit
twice!.. at level 23 >:P Well keep going cause thats all you can really do till
class change, where the thor hammer becomes available, in Mirage Tower. Now, at
the end of the game, the question is "Who'll get the Masmune?" Mostly everyone
prefers a white mage ro Red Mage, usually white mage though. Why? The White
Mage can survive longer, and can end up denting the enemy for longer, plus,
the red mage has more attack spells and the defense which is good, while the WM
would be stuck with the thor hammer... You dot want the black mage to have the
Masmune either cause he has NUKE :D
Defense:
The White Mage is really hurting in the start with physical defense, where it
can only get ahold of a cloth. When you get to the cap in temple of fiends you
want to give it to your black mag however, because the white mage has more HP
and has cure and RUSE. Onc eyou get to provoka and elfland you can buy the cap
and gloves for the White Mage as well as a copper bracelet... However you may
also find one in the marsh cave if you'd like. You wont get anythign to fill
up the shield slot until the procape much later on. Once you get to Crescent
Lake try to ge yourself a Silver Bracelet, but dont bother with the Gold
bracelet of gaia, 20000 G is too much, but go ahead and buy the ProRing. Equip
a White Shirt or the opal bracelet when you find them. Also equip a procape if
you find one. Maximum absorb is 51, average, and max for 4 classes.
with Fighter/Knight:
The knight will usually be in the front spot taking the most damage, so fog and
cure him and hell do his buisiness meanwhile.
with Thief:
Thief is quite weak, same def and less hp than WM so youll have to have him
well protected with white magic. Fog and invs and dont stick him in the second
slot..
with Chewbacca
RUUUUUHHHHHHHHHHHNGHHHHHHHHHH! Wookie Smash attack ! w00t
with Ninja:
Ninjas should be able to take care of themsevles at this point of the game, so
just attack or FADE with your WM and cur4 or cur3 the ninja when you need to.
with Black Belt/Master:
A better fighter than the fighter, with high HPs as well. Cast INV2 on big guys
like kraken and send him off into battle...
with Red Mage/Wizard:
Cast white magic with the red mage/wiz while you do the same with the white
mage/wiz. The red mage cant survive as well as the white mage so take care
and treat it like a little brother :P
With White Mage/Wizard:
Two white mages = dual fade or 160 evade to all alies... max out evade and
hell even defense if you want, and then fire away with harm fade or hammers.
with Black Mage/Wizard:
White mage has every white magic spell available. Black mage has every black
magic spell available. Together they can cast Bahamut's Holy Flare. "But hey!
Theres no Bahamut in the game!" Holy is Fade's name in the Japan version, and
flare is nuke. :P
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Black Mage/Black Wizard Strategy >- By Rincewind
The basic purpose of the black mage is to rain fiery (or icy, or electrical)
death on anything that threatens you (i.e. everything). Trying to attack with
a Black Mage is going to be an excersize in futility, as his prowess with
weapons sucks hard. The Black Mage also gets weak armor to compliment his low
HP, so always be sure to keep him up to date on the latest in protective gear.
Spells:
Suggested Spell Slot Usage:
In order of priority, more useful spells on the left.
Lower Case means buy it as a black mage
Upper Case means buy it as a black wizard
L1: fire lit slep
L2: ice slow
L3: fir2 lit2
L4: fast ice2
L5: fir3 WARP
L6: lir3
L7: ice3 BRAK
L8: NUKE
Black Mage Stategies:
L1: fire lit slep
If you are playing with a party that already has a lot of physical prowess,
then you may want to just skip the L1 spell group altogether. You'll use
these spells basically to just kill off lots of smaller monsters in the
early part of the game. If you have a party that is weaker physically then
SLEP can save you lots of trouble against the Pirates, as they tend to fall
under it's effect.
L2: ice slow
Unlike FIRE & LIT, ICE is actually useful among the single-hit
elementals.Since it does twice as much damage as either of them,
it's a good substitute spell when your fighting sea monsters (who tend to
resist FIRE) for LIT (which will only do 15-60 vs 20-80). Also ICE is a good
spell for taking on Ogres, as it will generally cut their HP in half with a
single casting, making for short work by a Fighter or Red Mage. Slow is a spell
better suited for mid to late game when the monsters start doing multiple hits.
I find it superior to SLO2 since it will hit multiple targets.
L3: fir2 lit2
FIR2 is useful for taking out undead monsters, and a good general destruction
spell for the Black Mage. LIT2 is useful against Sea Monsters of all kinds as
well. The usefulness of these spells will shine throughout the middle part of
the game, as you will find many monsters that will fall to at last one of
these spells.
L4: fast ice2
If you have any physical fighters in your party (Fighter, Thief, Black Belt)
then FAST is the spell for you (Red Mage can generally take care of his own
FAST spell). The spell basically doubles the damage that your physical party
members can dish out, and you only need to cast it once. ICE2 is a good
compliment to your other elemental spells, and does 40-160, vs the 30-120 that
FIR2 & LIT2 do. But in general you'll have to weight the advantages of
ICE2 vs FAST on an encounter basis.
L5: fir3 WARP
FIR3 can be a huge help against the Vampire and LICH, but unfortunately, you'll
probably be at the point where you are running out undead to kill with your
fire spells. WARP is only a necessity if you don't have a White or Red Wizard
in your party, since either of them can learn EXIT which will take you
completely out of the dungeon. There is actually only one place where you will
find WARP more useful than EXIT, and that is if you are trying to fight the EYE
in the Ice Cave for EXP. Just fall down a hole that will let you step up to the
EYE encounter square, and cast WARP and you can fight him without going through
the rest of the Ice Cave.
L6: lit3
There isn't much that I can say about this spell level. LIT3 comes with the
same recommendatations as LIT2, just much more powerful. But unlike LIT2 since
it occupies it's spell level by itself (at least in my recommendation) it
can be cast more often for it's own purposes. Useful against Frost D(ragons)
in the Temple of Fiends Revisited too.
L7: ice3 BRAK
ICE3 is the final elemental damage spell to round out your inventory. I find
that it is more useful than the other elemental spells however since you
use it against Gas D(ragon)s in the Temple of Fiends Revisited. BRAK is a
moderately useful spell for your Black Wizard. It will kill Tiamat without
having to deal with his nasty breath attacks. However, you will often find that
against groups the Bane Sword (Prefered over the spell BANE by far) will do the
same job. I'll leave this to your call, as BRAK works more often than BANE.
L8: NUKE
The one fries is the only one you need. It slices, it dices, it makes crispy
critters in groups as large as 9. at 100-400 damage its hard to top it's
destructive power (only ICE3 comes close, and only can top NUKE against
critters that we weak against ICE). The only downside to the spell is how long
it takes you to get L8 spell points, with your first one coming relatively late
at Charcter Level 25.
Physical:
Suggested Equipment:
Standard Black Mage
E - Catclaw
Mage Staff
Defense
Bane Sword
E - Opal Bracelet
E - Proring
E - Ribbon
E - Procape
Alternates:
Defense <---> Wizard Staff
E - Opal Bracelet <---> E - Gold Bracelet
E - Opal Bracelet <---> E - Black Shirt
E - Procape <---> Heal Helmet
E - Procape <---> White Shirt
Attack:
The Black Mage will generally use a Knife of some sort, but can also use some
staves. The Black Mage can also use the Masmune, but in general you'll be doing
more damage with your spells than you would by attacking. The Black Mage should
start with the Small Knife, a meager start, but at least he'll have a chance
at wacking half the HP off an Imp. You'll get a Large Knife in the Marsh Cave
and a Silver Knife after defeating ASTOS and getting the Mystic Key. You may
find the Mage Staff useful, however the extra 5% hit on the Silver Knife will
probably make you stick to that. When you get the Black Wizard Catclaws are
your best weapon, and actually makes the Black Wizard a decent fighter (as the
Catclaw has the 2nd highest Hit% in the game and a damage rating near that of
the Silver Sword). However, if you are relying on the Black Wizard to kill
something with his weapon, then I hope that you have a contingency plan.
In general your best bet for attacking with a Black Mage/Wizard will be your
magic, afterall, that is what they are there for!
Defense:
The Black Mage has the lowest HP, coupled with the Lowest Vitality, and the
weakest armor thrown in for good measure. Buy this man a Cloth and equip it.
Head up to the Temple of Fiends, and grab the Cap out of the treasure chest and
give that guy a hat. When you get to Pravoka, you can buy him Gloves too.
Congradulations, now your Black Mage has an absorb of 3. Before you get too
excited remember to always keep your Black Mage as far back in your party as
you can (which means the last slot unless you have more than one of them).
Now, round up 1000G (You can take a quick trip to the Dwarf Cave for some quick
cash) and head down to Elfland to pick up a Copper Bracelet. Absorb is now 6.0
When you get to Melmond, you can pick up a Silver Bracelet (there is also one
in on of the KEY rooms in the Marsh Cave). Absorb is up to 17. Once you get the
Airship, pick up a ProRing (replacing the Gloves) and eventually a Ribbon.
Absorb is now a wopping 24 (33 if you could find the cash to pick up a Gold
Bracelet too). Eventually you will also find the Black Shirt, and the Opal
Braclet, both find pieces of equipment for the Black Mage trying to survive.
(NOTE: You must be a Black Wizard to use the Black Shirt) equiped with an Opal
Bracelet, Proring, Ribbon, and Procape will bring your overall absorb up to
a respectable 51.
Strategies with other Classes:
with Fighter/Knight:
Your Black Mage can help the Fighter best with one spell: FAST. Of course
you can also do well by casting SLOW on monsters, and just raining down
death with your various damage spells too, but for any fight where the critter
is too big for your Fighter to take down with one fell swoop, FAST is the spell
to cast.
with Thief:
If you have a Fighter or Black Belt in the party, then you will probably be
looking to help the Thief after you help the others. But if your lucky enough
to have a Thief as your primary fighter (snicker) then you'll want to treat
him like them, dropping a FAST spell on him. You'll probably get much more
mileage out of casting FIR2, LIT2, or ICE2 to soften up the opponents enough
for the Thief to kill them in one smack.
with Ninja:
Ninjas are almost a completely different class from Thief, making it hard to
believe that one is decended from the other. With a Ninja you are going to want
to consider casting FAST on him, but then remember that he can do it himself.
Recommendation is to cast FAST on him if you have considerably more spell
charges than your Ninja, otherwise support him as you would a Thief. If the
monster is big enough that it warrants a casting of FAST, then you can have
the Ninja cast it on himself, and give your Black Mage an extra turn to murder
the enemy with his stronger magic.
with Black Belt/Master:
This guy is already a death machine, so why not add to his power? Drop FAST on
him and watch everything he touches die a horrible horrible death.
For examples of this horrible death check out
http://www.nuklearpower.com/comic/134.htm and
http://www.nuklearpower.com/comic/135.htm
with Red Mage/Wizard:
In general a Red Mage/Wizard can do everything that you would have your Black
Mage do for him, himself. So unless you have nothing better to do, cast your
own attack spells rather than cast FAST on the Red Mage/Wizard.
With White Mage/Wizard:
Since the White Mage is a healer, not a fighter, then there isn't much that you
can do to help other than hurting the baddies. So go at it with your typical
Black Mage flair of death and destruction in one of it's many forms.
with Black Mage/Wizard:
One Black Mage is a recipe for trouble. Two are destructive. More and you can
kill monsters goodbye. Do you have any questions?
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_-_Stats_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
5 Main Stats:
STRENGTH(Str) : Affects how much damage you do by increasing your DAMAGE
Rating. Base DAMAGE rating is equal to Str. / 2, except for
the Black Mage where you add an additional 1 DAMAGE to his
base DAMAGE stat.
AGILITY(Agi) : After testing, i have determined agility does not determine
who goes first, although enemies seem to have an AGILITY
like stat. AGILITY basically affects your evade. Do
Agi + 48 and you've got your base EVADE stat. Equipping
armor decreases EVADE, but not AGILITY.
INTELLIGENCE(Int) : For a long itme everyone assumed this makes your spells do
more damage, but that just isnt the case. This does not
affect magic damage, nor does it affect damage taken from
magic... It doesent effect hit% of status or death giving
spells either... Quite a pickle, huh? I had a theory that
it would work with the MAG. DEF stat the AGILITY works with
EVADE, everytime you increase INTELLIGENCE, you increase
MAG. DEF. but i found that was wrong when Rincewind figured
out each calss gains a certain amount per level. What's
this stat do???
VITALITY(Vit) : Directly affects hp gained per level. Refer to the leveling
up section to see exactly how.
poison, etc.) Probably the msot important stat.
LUCK(Luc) : The thief has a high Luc amount, and runs the best, thus a
genius said "Hey! Luck affects how easily you run!" and
everyone believed it, THE END!
Secondary Stats:
HIT% : A very important stat for physical attacks. The number of
attacks you can do in one turn is equal to 1 + (HIT% / 32)
Or in other words, you attack once, plus an additional time
for every 32 HIT% you have. Weapons add on to this stat.
This stat supposedly helps you not to miss the enemy.
EVADE% : You get this stat by adding 48 to your agility stat. It is
supposedly what helps you to evade physical attacks. There
are spells that increase this, like RUSE, adding 80 EVADE%
for the rest of the battle, and using it 3 times makes you
impossible to hit, except for critical hits, which
completely ignore EVADE%. Armors, except for shields,
decrease your evade.
DAMAGE : Basically, this is whats used as attack power for physical
attacks. Increase your DAMAGE to deal more damage to
enemies physically. The equation can be found in the
battle section under physical attacks. How to figure out
your DAMAGE rating is simple, though. STRENGTH / 2 + weapon
power, except of
course for that Black Belt/Grand Master whom has DAMAGE
equal to twice his level, providing he is unarmed.
ABSORB : ABSORB is your defense rating. Everyone has a base ABSORB
of zero, and this cannot be changed. You can increase
ABSORB by equipping armors. The Black Belt/Grand Master is
supposed to have ABSORB equal to his level, but there is a
big bug about the equation, so its really screwed up. If
you want to know more about this bug, refer to the Black
Belt/Grand Master Character Strategy Section.
MAG. DEF : Although there isn't a way in-game to check this value,
each character has a set MAG. DEF Value and you gain a
certain amount per level depending on your class. A high
Magic Defense makes enemies have less of a chance to hit
you with status changing spells, as well as death spells.
it also protects against Magic Damage
Other Stats:
Hit Points (HP) : I'm sure you know what this is. This is your life, once you
reach 0 HP your character dies.
Spell Charges : in the form of X/X/X/X/X/X/X/X
There are 8 levels of Spell Charges. There are 8 levels of
spells to cast. By gaining levels, maximimum Spell Charges
increase. How do Spell Charges work? If you cast a level 3
spell, you lose a level 3 spell charge. If you have no
charges of a certain Spell Level, you cannot cast spells of
that level.
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_Level Ups_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
The following EXP are needed for a level up to that level:
2 40 18 69617 34 464849
3 196 19 82253 35 497648
4 547 20 96332 36 530448
5 1171 21 111932 37 563247
6 2146 22 129131 38 596047
7 3550 23 148007 39 628846
8 5461 24 168639 40 661646
9 7957 25 191103 41 694445
10 11116 26 215478 42 727245
11 15016 27 241843 43 760044
12 19735 28 270275 44 792844
13 25331 29 300851 45 825643
14 31942 30 333651 46 858443
15 39586 31 366450 47 891242
16 48361 32 399250 48 924042
17 58345 33 432049 49 956841
50 989641
Other things that happen at level ups:
Stats and Spell Charges may increase. If you want the list, look in character
data.
HP increases. Now there are two types of HP gains. The first is strong, and is
less common. The formula for the HP gained is:
20 + (Random # 1-6) + Vit / 4
Vitality always rounds down in the above equation. Hp ups are done before stat
ups, so vitality gains wont affect hp ups for that level, only the next.
A Weak HP gain is as follows:
( Vit / 4 )+ 1
For lists of what levels are strong HP ups for each character, refer to the
individual character stats.
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_Status-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
Helpful Status:
In Battle Effect Out of Battle effect
Fast: Doubles the number of attacks None, ends when battle
possible by the character. ends
AFir: Gives protection from FIRE None, ends when battle
element. ends
AIce: Gives protection from ICE None, ends when battle
element. ends
ALit: Gives protection from LIT None, ends when battle
element. ends
ARub: Gives protection from RUB, None, ends when battle
XXXX, and SQUINT. ends
Wall: Gives protection from FIRE, None, ends when battle
ICE, LIT, and POISON elements, ends
RUB, XXXX, SQUINT, BRAK,
GLANCE, HOLD, SLOW, SLO2,
SLEP, GAZE, and MUTE.
Harmful Status:
In Battle Effect Out of Battle effect
Poison: Lose 2 HP every turn. Lose 1 HP per step you
take
Paralyzed: Lose all your turns until None, ends when battle
it wears off (randomly) ends
Dark: Lose 5 hit% (this can cause None, ends when battle
you to do less attacks or miss ends
more though the latter is rare
cause 5 hit% isnt much.)
Stoned: Feel goofy and act weird... Same as Death
actually this is more like
petrification :P
basically you're dead.
Sleep: Put to sleep, you do nothing your
next attack, except for waking up
and losing this status. Basically
a 1 turn set back.
Mute: Cannot cast spells
Death: Death. Cannot attack. Death.
Fear: Does not work on your characters.
Conf: Does not work on your characters.
Slow: Reduces number of hits to 1 None
How to cure bad Status:
Poison: Pure potion, or PURE
Paralyzed: End of battle, or wait a few turns.
Dark: LAMP or end of battle.
Stoned: SOFT spell or soft potion.
Sleep: Wait one turn.
Mute: AMUT or end of battle.
Death: Clinic, LIFE, or LIF2
Fear: N/A
Conf: N/A
Slow: End of battle
__________________________________________________________
|_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_Thanks to:-_-_-_-_-_-_-_-|
|_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-|
|_Items_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-Hackster:-_-_-_-_-_-_-|
|_-_-_-_-_-_-_-_-_-_-_-_-_-Disch-_-_-_-_-_-_-For Data_-_-_-|
__________________________________________________________
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_Weapons_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
The weapons here are organized by weapon grpahic, or what the weapon looks like
when you attack with it in battle, as well as in game data listing. Some of
these groups are complex like the swords and knives, there are 5 swords
graphics and a knife graphic to look through, but it isnt that bad, so dont
worry. Most of the stuff is simple like how theres only one nunchukas group,
one axes group or one hammer group. This list has just about all the weapon
data there is in the game.
Abbreviations:
Li. = Light
Rgn = Regenerative
And basic Class Abbreviations
Buying Attack Who Can Element Type Grphc Spell
Name Price Hit% Equip Strength Strength Color Cast
Nunchukas
Wooden 10 0 12 Ni/BB/Ma None None Brown None
Iron 200 0 16 Ni/BB/Ma None None Li.Grey None
Hammers
Iron 10 0 9 Fi/Kn/Ni/WM/WW None None Brown None
Silver 2500 5 12 Fi/Kn/Ni/WM/WW None None Turquiose None
Thor 40000 15 18 Kn/Ni/WW None None Pink LIT2
Axes
Hand 550 5 16 Fi/Kn/Ni None None Li.Grey None
Great 2000 5 22 Fi/Kn/Ni None None Red None
Silver 4500 10 25 Fi/Kn/Ni None None Turquoise None
Light 10000 15 28 Fi/Kn/Ni None Undead Purple HRM2
Staffs (1)
Wooden 5 0 6 No Th None None Brown None
Power 12345 0 12 No Th/RM/RW None None Green None
Staffs (2)
Iron 200 0 14 Fi/Kn/Ni/Bb/Ma None None Li.Grey None
Mage 25000 10 12 Ni/BM/BW None None Red FIR2
Wizard 50000 15 15 BW None None Turquoise CONF
Knives
Small 5 10 5 No BB/Ma/WM/WW None None Li.Grey None
Large 175 10 7 No BB/Ma/WM/WW None None Li.Grey None
Silver 800 15 10 No BB/Ma/WM/WW None None Turquoise None
CatClaw 65000 35 22 Kn/Ni/RW/BW None None Turquoise None
Katana 60000 35 33 Ni None None Brown None
Swords (1)
Short 550 10 15 Fi/Kn/Ni/RM/RW None None Li.Grey None
Giant 8000 20 21 Fi/Kn/Ni/RM/RW None Giant Blue None
Were 6000 15 18 Fi/Kn/Ni/RM/RW None Half-Human Purple None
Defense 40000 35 30 Kn/Ni/RW None None Brown RUSE
Swords (2)
Scimtar 200 10 10 Fi/Kn/Th/Ni/RM/RW None None Li.Green None
Masmune 60000 50 56 All None None Li.Grey None
Swords (3)
Falchon 450 10 15 Fi/Kn/Th/Ni/RM/RW None None Li.Grey None
Flame 10000 20 26 Fi/Kn/Ni/RM/RW Fire Rgn,Undead Red-Orange None
Rune 5000 15 18 Fi/Kn/Th/Ni/RM/RW None Evil,Mage Purple None
Vorpal 30000 25 24 Kn/Ni/RW None None Li.Blue None
Swords (4)
Long 1500 10 20 Fi/Kn/Ni/RM/RW None None Li.Grey None
Silver 4000 15 23 Fi/Kn/Ni/RM/RW None None Turquoise None
Ice 15000 25 29 Fi/Kn/Ni/RM/RW Ice None Li.Blue None
Sun 20000 30 32 Fi/Kn/Ni/RM/RW None Undead Orange None
XCalber 60000 35 45 Kn All All Gold None
Swords (5)
Rapier 10 5 9 Fi/Kn/Th/Ni/RM/RW None None Li.Grey None
Sabre 450 5 13 Fi/Kn/Th/Ni/RM/RW None None Li.Grey None
Dragon 8000 15 19 Fi/Kn/Th/Ni/RM/RW None Dragon Li.Green None
Coral 8000 15 19 Fi/Kn/Th/Ni/RM/RW None Water Red None
Bane 60000 20 22 Kn/Ni/RW None None Blue BANE
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_Armors-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
Armor data is in this section of the FAQ. The armor is organized by types, and
this should show all there is to know about each armors including the spells
they cast and any elemental strengths they may have... Not just the absorb and
evade% lost (keep in mind armors do not give you evade they make you lose it!)
Oh yeah, also.. defenses arent all just elemental defense that you gain...
You gain defenses to elements as well as certain effects or spells.
Abbreviations:
Basic Class Abbreviations
Buying Lost Who Can Special Spell
Name Price Evade% Absorb Equip Defenses Cast
Bracelets
Copper 1000 1 4 All None None
Silver 5000 1 15 All None None
Gold 50000 1 24 All None None
Opal 65000 1 34 All None None
Armors
Cloth 10 2 1 All None None
Wooden 50 4 8 All Cept WM/WW/BM/BW
Chain 80 15 15 Fi/Kn/Ni/RM/RW None None
Iron 800 23 24 Fi/Kn/Ni None None
Steel 45000 33 34 Fi/Kn None None
Silver 7500 8 18 Fi/Kn/Ni/RM/RW None None
Flame 30000 10 34 Fi/Kn/Ni Ice None
Ice 30000 10 34 Fi/Kn/Ni Fire None
Opal 60000 10 42 Kn Lit None
Dragon 60000 10 42 Kn Fire, Ice, Lit None
Shirts
White 2 2 24 WW InstantDeath, Fire Inv2
Black 2 2 24 BW Poison, Ice Ice2
Shields (Light)
Buckler 2500 0 2 Fi/Kn/Th/Ni/RM/RW None None
ProCape 20000 2 8 All except BB/Ma None None
Shields (Heavy)
Wooden 15 0 2 Fi/Kn/Ni None None
Iron 100 0 4 Fi/Kn/Ni None None
Silver 2500 0 8 Fi/Kn/Ni None None
Fire 10000 12 Fi/Kn/Ni Ice None
Ice 10000 0 12 Fi/Kn/Ni Fire None
Opal 15000 0 16 Kn Lit None
Aegis 40000 0 16 Kn Stun/Squint None
Hats
Cap 80 1 1 All None None
Ribbon 2 1 1 All All None
Helmet
Wooden 100 3 3 Fi/Kn/Ni None None
Iron 450 5 5 Fi/Kn/Ni None None
Silver 2500 3 6 Fi/Kn/Ni None None
Opal 10000 3 8 Kn None None
Heal 20000 3 6 Kn/Ni None HEAL
Gloves (Light)
Gloves 60 1 1 All None None
ProRing 20000 1 8 All InstantDeath None
Gloves (Heavy)
Copper 200 3 2 Fi/Kn/Ni None None
Iron 750 5 4 Fi/Kn/Ni None None
Silver 2500 3 6 Fi/Kn/Ni/RW None None
Zeus 15000 3 6 Kn/Ni/RW None LIT2
Power 10000 3 6 Fi/Kn/Ni/RW None SABR
Opal 20000 3 8 Kn None None
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_Items_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
Items arent a big part of FF1 because there simply arent many. Most of the
items that you will find a use for are items that are used to progress through
the game like the LUTE. Only two items may actually be used in battle.
Unique/Story Items
Name Get From: Usage
LUTE Princess Sara (after Garland) Opens up passage in ToF:R
CROWN Marsh Cave Makes battle with ASTOS possible
CRYSTAL ASTOS Gets you HERB from Matoya
HERB Matoya Wakes prince, gets KEY from Prince
KEY Prince Opens locked doors*
TNT Coneria Treasure Room Dwarf in Dwarf Cave opens canal
ADAMANT Sky Castle Give to Blacksmith for XCalber
SLAB Sea Shrine chest Give to Dr.Unne to learn Lefeinish
RUBY Vampire's Room (Earth Cave) Move Titan in Titan's Tunnel
ROD Sarda the Sage Breaks plate behind Vampire's Room
FLOATER Ice Cave Behind EYE Use in Ryukahn desert to find airship
CHIME Lefeinish Man in Lefein Lets you enter Mirage Tower
TAIL Castle of Ordeals Give to Bahamut for Upgrade/Promotion
CUBE Robot in Waterfall Lets you enter Sky Castle
BOTTLE Caravan Makes Fairy appear in Gaia
OXYALE Fairy in Gaia Lets you enter Sea Shrine
CANOE Crescent Lake Sages (after LICH) Lets you cross Rivers
* Check the Misc. Section of the FAQ if you wanna know which doors are locked
and need the KEY.
Saving Items (Used on World Map only, Give option to save game)
Name Cost MP restored? HP restored:
Tent 75 No 30 to all
Cabin 250 No 60 to all
House 3000 Yes* 120 to all
* The MP is restored after the game is saved so if you turn the game off after
using a house you wont have the MP restored after turning the game on. To
correct this bug use a tent after a house.
Potions
Name Cost Outside of Battle Inside of Battle
Heal 60 Heals 30 HP Heals 16-32 HP
Pure 75 Heals POISON Heals POISON
Soft 800 Heals STONE Cant be used
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_Treasure Chests_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
I think this section can be ver useful to some people. It will list all the
treasure chests in the game, where they are and whats in em. Use this knowledge
wisely... Also remember, some treasure chests contain the same item, literally.
If you open one of the chests... the other will lose its item as well! There
treasure chests are usually in the same dungeon and this chart will not tell
you them... This is basically straight out of hackster :P So the order is just
like it is in hackster (in other words, this is the order it is in from the
actual game data) Thanks again Disch!
Chest Contents Chest Contents
# Location # Location
001 Coneria Castle Iron Armor 128 Castle of Ordeals Heal Staff
002 Coneria Castle Iron Shield 129 Castle of Ordeals TAIL
003 Coneria Castle TNT 130 Cardia 1455 G
004 Coneria Castle Iron Staff 131 Cardia 2000 G
005 Coneria Castle Sabre 132 Cardia 2750 G
006 Coneria Castle Silver Knife 133 Cardia 2750 G
007 Temple of Fiends CABIN 134 Cardia 1520 G
008 Temple of Fiends HEAL Potion 135 Cardia 10 G
009 Temple of Fiends Cap 136 Cardia 500 G
010 Temple of Fiends Rune Sword 137 Cardia HOUSE
011 Temple of Fiends Were Sword 138 Cardia 575 G
012 Temple of Fiends Soft Potion 139 Cardia SOFT Potion
013 Elfland Castle Silver Hammer 140 Cardia CABIN
014 Elfland Castle 400 G 141 Cardia 9500 G
015 Elfland Castle 330 G 142 Cardia 160 G
016 Elfland Castle Copper Gauntlet 144 (Unused) 530 G
017 Northwest Castle Power Staff 145 (Unused) Small Knife
018 Northwest Castle Iron Gauntlet 146 (Unused) Cap
019 Northwest Castle Falchon 147 (Unused) Zeus Gauntlet
020 Marsh Cave 295 G 148 Sea Shrine Ribbon
021 Marsh Cave Copper Bracelet 149 Sea Shrine 9900 G
022 Marsh Cave HOUSE 150 Sea Shrine 7340 G
023 Marsh Cave 385 G 151 Sea Shrine 2750 G
024 Marsh Cave 620 G 152 Sea Shrine 7690 G
025 Marsh Cave Short Sword 153 Sea Shrine 8135 G
026 Marsh Cave 680 G 154 Sea Shrine 5450 G
027 Marsh Cave Large Knife 155 Sea Shrine 385 G
028 Marsh Cave CROWN 156 Sea Shrine Power Gauntlet
029 Marsh Cave Iron Armor 157 Sea Shrine Light Axe
030 Marsh Cave Silver Bracelet 158 Sea Shrine 9900 G
031 Marsh Cave Silver Knife 159 Sea Shrine 2000 G
032 Marsh Cave 1020 G 160 Sea Shrine 450 G
033 Dwarf Cave 450 G 161 Sea Shrine 110 G
034 Dwarf Cave 575 G 162 Sea Shrine Light Axe
035 Dwarf Cave CABIN 163 Sea Shrine Opal Armor
036 Dwarf Cave Iron Helmet 164 Sea Shrine 20 G
037 Dwarf Cave Wooden Helmet 165 Sea Shrine Mage Staff
038 Dwarf Cave Dragon Sword 166 Sea Shrine 12350 G
039 Dwarf Cave Silver Knife 167 Sea Shrine 9000 G
040 Dwarf Cave Silver Armor 168 Sea Shrine 1760 G
041 Dwarf Cave 575 G 169 Sea Shrine Opal Bracelet
042 Dwarf Cave HOUSE 170 Sea Shrine 2750 G
043 Matoya's Cave HEAL Potion 171 Sea Shrine 10000 G
044 Matoya's Cave PURE Potion 172 Sea Shrine 10 G
045 Matoya's Cave HEAL Potion 173 Sea Shrine 4150 G
046 Earth Cave 880 G 174 Sea Shrine 5000 G
047 Earth Cave HEAL Potion 175 Sea Shrine PURE Potion
048 Earth Cave PURE Potion 176 Sea Shrine Opal Shield
049 Earth Cave 795 G 177 Sea Shrine Opal Helmet
050 Earth Cave 1975 G 178 Sea Shrine Opal Gauntlet
051 Earth Cave Coral Sword 179 Sea Shrine SLAB
052 Earth Cave CABIN 180 Waterfall Wizard Staff
053 Earth Cave 330 G 181 Waterfall Ribbon
054 Earth Cave 5000 G 182 Waterfall 13450 G
055 Earth Cave Wooden Shield 183 Waterfall 6400 G
056 Earth Cave 575 G 184 Waterfall 5000 G
057 Earth Cave 1020 G 185 Waterfall Defense
058 Earth Cave 3400 G 186 (Unused) HEAL Potion
059 Earth Cave TENT 187 (Unused) HEAL Potion
060 Earth Cave HEAL Potion 188 (Unused) HEAL Potion
061 Earth Cave RUBY 189 (Unused) HEAL Potion
062 Earth Cave 1250 G 190 (Unused) HEAL Potion
063 Earth Cave Silver Shield 191 (Unused) HEAL Potion
064 Earth Cave CABIN 192 (Unused) HEAL Potion
065 Earth Cave 5450 G 193 (Unused) HEAL Potion
066 Earth Cave 1520 G 194 (Unused) HEAL Potion
067 Earth Cave Wooden Staff 195 Mirage Tower Aegis Shield
068 Earth Cave 3400 G 196 Mirage Tower 2750 G
069 Earth Cave 1455 G 197 Mirage Tower 3400 G
070 Titan's Tunnel Silver Helmet 198 Mirage Tower 18010 G
071 Titan's Tunnel 450 G 199 Mirage Tower CABIN
072 Titan's Tunnel 620 G 200 Mirage Tower Heal Helmet
073 Titan's Tunnel Great Axe 201 Mirage Tower 880 G
074 Gurgu Volcano HEAL Potion 202 Mirage Tower Vorpal
075 Gurgu Volcano CABIN 203 Mirage Tower HOUSE
076 Gurgu Volcano 1975 G 204 Mirage Tower 7690 G
077 Gurgu Volcano PURE Potion 205 Mirage Tower Sun Sword
078 Gurgu Volcano HEAL Potion 206 Mirage Tower 10000 G
079 Gurgu Volcano 1455 G 207 Mirage Tower Dragon Armor
080 Gurgu Volcano Silver Shield 208 Mirage Tower 8135 G
081 Gurgu Volcano 1520 G 209 Mirage Tower 7900 G
082 Gurgu Volcano Silver Helmet 200 Mirage Tower Thor Hammer
083 Gurgu Volcano Silver Gauntlet 211 Mirage Tower 12350 G
084 Gurgu Volcano 1760 G 212 Mirage Tower 13000 G
085 Gurgu Volcano Silver Axe 213 Sky Palace 9900 G
086 Gurgu Volcano 795 G 214 Sky Palace Heal Potion
087 Gurgu Volcano 750 G 215 Sky Palace 4150 G
088 Gurgu Volcano Giant Sword 216 Sky Palace 7900 G
089 Gurgu Volcano 4150 G 217 Sky Palace 5000 G
090 Gurgu Volcano 1520 G 218 Sky Palace ProRing
091 Gurgu Volcano Silver Hammer 219 Sky Palace 6720 G
092 Gurgu Volcano SOFT Potion 220 Sky Palace Heal Helmet
093 Gurgu Volcano 2750 G 221 Sky Palace 180 G
094 Gurgu Volcano 1760 G 222 Sky Palace Bane Sword
095 Gurgu Volcano Wooden Staff 223 Sky Palace White Shirt
096 Gurgu Volcano 1250 G 224 Sky Palace Black Shirt
097 Gurgu Volcano 10 G 225 Sky Palace Ribbon
098 Gurgu Volcano 155 G 226 Sky Palace Opal Gauntlet
099 Gurgu Volcano HOUSE 227 Sky Palace Opal Shield
100 Gurgu Volcano 2000 G 228 Sky Palace Silver Helmet
101 Gurgu Volcano Ice Sword 229 Sky Palace HOUSE
102 Gurgu Volcano 880 G 230 Sky Palace 880 G
103 Gurgu Volcano PURE Potion 231 Sky Palace 13000 G
104 Gurgu Volcano Flame Shield 232 Sky Palace ADAMANT
105 Gurgu Volcano 7340 G 233 Sky Palace 4150 G
106 Ice Cave HEAL Potion 234 Sky Palace SOFT Potion
107 Ice Cave 10000 G 235 Sky Palace 3400 G
108 Ice Cave 9500 G 236 Sky Palace Katana
109 Ice Cave TENT 237 Sky Palace ProCape
110 Ice Cave Ice Shield 238 Sky Palace Cloth
111 Ice Cave Cloth 239 Sky Palace 9500 G
112 Ice Cave Flame Sword 240 Sky Palace Cloth
113 Ice Cave FLOATER 241 Sky Palace 6400 G
114 Ice Cave 7900 G 242 Sky Palace 8135 G
115 Ice Cave 5450 G 243 Sky Palace 9000 G
116 Ice Cave 9900 G 244 Sky Palace HEAL Potion
117 Ice Cave 5000 G 245 Sky Palace ProRing
118 Ice Cave 180 G 246 Sky Palace 5450 G
119 Ice Cave 12350 G 247 ToF: Revisited
120 Ice Cave Silver Gauntlet 248 ToF: Revisited
121 Ice Cave Ice Armor 249 ToF: Revisited
122 Castle of Ordeals Zeus Gauntlet 250 ToF: Revisited
123 Castle of Ordeals HOUSE 251 ToF: Revisited
124 Castle of Ordeals 1455 G 252 ToF: Revisited
125 Castle of Ordeals 7340 G 253 ToF: Revisited
126 Castle of Ordeals Gold Bracelet
127 Castle of Ordeals Ice Sword
128 Castle of Ordeals Iron Gauntlet
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_Shops_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
There are many shops in the game and many types too. There are Weapon shops,
Armor Shops, Item Shops, and Magic Shops. Weapons bought at weapon shops are
put into the character's weapon slots, and you may sell weapons as well. Armor
shops sell you types of armor that are put into your armor slot, and you can
sell your armors to the armor shop. Item shops only sell, they wont buy things
from you, theres only 6 things theyll really sell, unless youc ount the
Caravan and the OXYALE it sells. Items bought at the item shop go to your item
list. The 6 Items are the 3 Potions and the 3 saving items: Heal Potion, Pure
Potion, Soft Potion, Tent, Cabin, and House. Magic Shops cant buy things from
you, and items bought from them arent put anywhere really, but are converted
to the characters spell list... There are white and black magic shops, but in
reality theres no real difference, just the items(spells) they sell... Strange
huh, how the spells are actually items.. :P
Oh yes lets not forget the INNs where you restore all warriors to MAX Spell
Potions and HP but don not cure their status... and if you want you can save
the game.
Oh yeah and the Clinic! Other than LIFE and LIF2, this is the only way to
revive dead warriors! Very useful... it revives them to 1 HP though.
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
Weapon Shops Armor Shops Item Shops
Weapon Cost Armor Cost Item Cost
Corneria
Wooden Staff 5 Cloth 10 HEAL 60
Small Knife 5 Wooden Armor 50 PURE 75
Wooden Nunchukas 10 Chain Armor 80 TENT 75
Rapier 10 --------------------- --------------------
Iron Hammer 10 --------------------- --------------------
Provoka
Iron Hammer 10 Wooden Armor 50 HEAL 60
Short Sword 550 Chain Armor 80 PURE 75
Hand Axe 550 Iron Armor 800 TENT 75
Scimitar 200 Wooden Shield 15 CABIN 250
------------------- Gloves 60 --------------------
Elfland
Iron Nunchukas 200 Iron Armor 800 HEAL 60
Large Knife 175 Copper Bracelet 1000 PURE 75
Iron Staff 200 Iron Shield 100 CABIN 250
Sabre 450 Cap 80 HOUSE 3000
Silver Sword 4000 Wooden Helmet 100 SOFT 800
Melmond
Iron Staff 200 Steel Armor 45000 --------------------
Sabre 450 Silver Bracelet 5000 --------------------
Long Sword 1500 Iron Helmet 450 --------------------
Falchon 450 Copper Gauntlet 200 --------------------
------------------- Iron Gauntlet 750 --------------------
Crescent Lake
Silver Knife 800 Silver Armor 7500 HEAL 60
Silver Sword 4000 Silver Shield 2500 PURE 75
Silver Hammer 2500 Buckler 2500 CABIN 250
Silver Axe 4500 Silver Helmet 2500 HOUSE 3000
------------------- Silver Gauntlet 2500 --------------------
Gaia
CatClaw 65000 Gold Bracelet 50000 CABIN 250
------------------- ProRing 20000 HOUSE 3000
------------------- --------------------- HEAL 60
------------------- --------------------- PURE 75
------------------- --------------------- --------------------
Onrac
------------------- --------------------- CABIN 250
------------------- --------------------- HOUSE 3000
------------------- --------------------- HEAL 60
------------------- --------------------- PURE 75
------------------- --------------------- SOFT 800
Caravan
------------------- --------------------- BOTTLE 50000
------------------- --------------------- --------------------
------------------- --------------------- --------------------
------------------- --------------------- --------------------
------------------- --------------------- --------------------
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
White Magic Black Magic
Quick Reference
Level 1: 100 G
Level 2: 400 G
Level 3: 1500 G
Level 4: 4000 G
Level 5: 8000 G
Level 6: 20000 G
Level 7: 45000 G
Level 8: 60000 G
Name Cost Name Cost
Coneria: Level 1 Magic
CURE 100 FIRE 100
HARM 100 SLEP 100
FOG 100 LOCK 100
RUSE 100 LIT 100
Provoka: Level 2 Magic
LAMP 400 ICE 400
MUTE 400 DARK 400
ALIT 400 TMPR 400
INVS 400 SLOW 400
Elfland: Level 3 and 4 Magic
CUR2 1500 FIR2 1500
HAR2 1500 HOLD 1500
AFIR 1500 LIT2 1500
HEAL 1500 LOK2 1500
PURE 4000 SLP2 4000
FEAR 4000 FAST 4000
AICE 4000 CONF 4000
AMUT 4000 ICE2 4000
Melmond: Level 5 Magic
CUR3 8000 FIR3 8000
LIFE 8000 BANE 8000
HRM3 8000 WARP 8000
HEL2 8000 SLO2 8000
Crescent Lake: Level 6 Magic
SOFT 20000 LIT3 20000
EXIT 20000 RUB 20000
FOG2 20000 WAKE 20000
INV2 20000 STUN 20000
Onrac: Level 7 Magic
ARUB 45000 SABR 45000
HEL3 45000 BLND 45000
Gaia: Level 7 and 8 Magic
CUR4 45000 ICE3 45000
HRM4 45000 BRAK 45000
FADE 60000 STOP 60000
WALL 60000 ZAP! 60000
XFER 60000 XXXX 60000
Lefein: Level 8 Magic (Ultimate Spells)
LIF2 60000 NUKE 60000
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
Clinic and Inn Prices
Town/City: Clinic Inn Town/City: Clinic Inn
Corneria 40 30 Crescent Lake 400 200
Provoka 80 50 Gaia 750 500
Elfland 200 100 Onrac 750 300
Melmond --- 100
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_Item Listing-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
This is basically the list of all the 255 Items in FF1
Not as organized as everything else but ah well >:P Live with it
---------------------22---Key Items
000 LUTE
001 CROWN
002 CRYSTAL
003 HERB
004 KEY
005 TNT
006 ADAMANT
007 SLAB
008 RUBY
009 ROD
011 FLOATER
012 CHIME
013 TAIL
014 CUBE
015 BOTTLE
016 OXYALE
017 CANOE
018
019
020
021
---------------------3----Save Items
022 TENT
023 CABIN
024 HOUSE
---------------------3----Potions
025 HEAL Potion
026 PURE Potion
027 SOFT Potion
---------------------40---Weapons
028 Wooden Nunchukas
029 Small Knife
030 Wooden Staff
031 Rapier
032 Iron Hammer
033 Short Sword
034 Hand Axe
035 Scimitar
036 Iron Nunchukas
037 Large Knife
038 Iron Staff
039 Sabre
040 Long Sword
041 Great Axe
042 Falchon
043 Silver Knife
044 Silver Sword
045 Silver Hammer
046 Silver Axe
047 Flame Sword
048 Ice Sword
049 Dragon Sword
050 Giant Sword
051 Sun Sword
052 Coral Sword
053 Were Sword
054 Rune Sword
055 Power Staff
056 Light Axe
057 Heal Staff
058 Mage Staff
059 Defense
060 Wizard Staff
061 Vorpal
062 CatClaw
063 Thor Hammer
064 Bane Sword
065 Katana
066 Xcalber
067 Masmune
---------------------40---Armors
069 Cloth
070 Wooden Armor
071 Chain Armor
072 Iron Armor
073 Steel Armor
074 Silver Armor
075 Flame Armor
076 Ice Armor
077 Opal Armor
078 Dragon Armor
079 Copper Bracelet
080 Silver Bracelet
081 Gold Bracelet
082 Opal Bracelet
083 White Shirt
084 Black Shirt
085 Wooden Shield
086 Iron Shield
087 Silver Shield
088 Flame Shield
089 Ice Shield
090 Opal Shield
091 Aegis Shield
092 Buckler
093 ProCape
094 Cap
095 Wooden Helmet
096 Iron Helmet
097 Silver Helmet
098 Opal Helmet
099 Heal Helmet
100 Ribbon
101 Gloves
102 Cooper Gauntlet
103 Iron Gauntlet
104 Silver Gauntlet
105 Zeus Gauntlet
106 Power Gauntlet
107 Opal Gauntlet
108 ProRing
---------------------68---Amounts of Gold (Used in Treasure Chests)
109 10 G
110 20 G
111 25 G
112 30 G
113 55 G
114 70 G
115 85 G
116 110 G
117 135 G
118 155 G
119 160 G
120 180 G
121 240 G
122 255 G
123 260 G
124 295 G
125 300 G
126 315 G
127 330 G
128 350 G
129 385 G
130 400 G
131 450 G
132 500 G
133 530 G
134 575 G
135 620 G
136 680 G
137 750 G
138 795 G
139 880 G
140 1020 G
141 1250 G
142 1455 G
143 1520 G
144 1760 G
145 1975 G
146 2000 G
147 2750 G
148 3400 G
149 4150 G
150 5000 G
151 5450 G
152 6400 G
153 6720 G
154 7340 G
155 7690 G
156 7900 G
157 8135 G
158 9000 G
159 9300 G
160 9500 G
161 9900 G
162 10000 G
162 12350 G
163 13000 G
164 13450 G
165 14050 G
166 14720 G
167 15000 G
168 17490 G
169 18010 G
170 19990 G
171 20000 G
172 20010 G
173 26000 G
174 45000 G
175 65000 G
---------------------64---Magic Spells(White and Black)
177 CURE
178 HARM
179 FOG
180 RUSE
181 FIRE
182 SLEP
183 LOCK
184 LIT
185 LAMP
186 MUTE
187 ALIT
188 INVS
189 ICE
190 DARK
191 TMPR
192 SLOW
193 CUR2
194 HRM2
195 AFIR
196 HEAL
197 FIR2
198 HOLD
199 LIT2
200 LOK2
201 PURE
202 FEAR
203 AICE
204 AMUT
205 SLP2
206 FAST
207 CONF
208 ICE2
209 CUR3
210 LIFE
211 HRM3
212 HEL2
213 FIR3
214 BANE
215 WARP
216 SLO2
217 SOFT
218 EXIT
219 FOG2
220 INV2
221 LIT3
222 RUB
223 QAKE
224 STUN
225 CUR4
226 HRM4
227 ARUB
228 HEL3
229 ICE3
230 BRAK
231 SABR
232 BLND
233 LIF2
234 FADE
235 WALL
236 XFER
237 NUKE
238 STOP
239 ZAP!
240 XXXX
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|_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_Thanks to:-_-_-_-_-_-_-_-|
|_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-|
|_Magic_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-Rincewind-_-_-_-_-_-_-|
|_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-Black Magic-_-_-_-_-_-|
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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_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
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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!
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_-_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