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