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The Final Fantasy II Handbook



The second edition FF2 'handbook'     -courtesy of Ben Siron  9/19/95
a.k.a. '[email protected]'

thanks to Adam Lederman for all of the information in his FF2 guide.  it gave
me a lot of ideas on things to research, which I present in this new guide in
addition to all the non-game genie information which he originally compiled

recent thanks to 'D', who can be contacted using the email address
'[email protected]'.  'D' gave me corrected physical and magical damage
algorithms, although I still can't verify how any of the defense and % abilities
work. 'D' also gave me useful info about the effects of conditions like 'curse'
and the special abilities of certain classes, and this was enough of a headstart
to attempt and exhaustive list of conditions and special abilities. finally,
there are numerous other corrections to damage ranges and special items in this
version which are due to 'D'

if you find anything amiss, missing, or badly explained (however trivial) with
this guide, E-mail me, and I'll take note of it. E-mail me also if you find out
any really cool tips, strategies, etc...

(this listing was made in an evenly spaced font, lines 80 characters wide,
with 8 characters per tab)



- - - -=- -=-  -=< CONTENTS >=- -=- -=- - - -

0: DEFINITIONS & ABBREVIATIONS..................03%

1: STATISTICAL & DAMAGE ALGORITHMS..............09%
        damage algorithms       .       .       09%
        statistic algorithms    .       .       13%

2: ACTIONS & CHARACTER CLASSES..................16%

3: CONDITIONS...................................22%

4: MAGIC........................................36%
        black   .       .       .       .       39%
        white   .       .       .       .       42%
        call    .       .       .       .       45%
        ninja   .       .       .       .       47%
        other   .       .       .       .       48%

5: ITEMS........................................49%
        weapons .       .       .       .       49%
        armor   .       .       .       .       58%
        other   .       .       .       .       66%

6: MONSTERS.....................................72%
        special attacks .       .       .       73%
        monster stats   .       .       .       78%

7: TIPS, TRICKS, ETC. ..........................93%




======================== 0: DEFINITIONS & ABBREVIATIONS ========================

Character classes:K - dark knight (cecil)       D - dragoon (kain)
                @ - caller (young) (rydia)      C - caller (matured) (rydia)
                S - sage (tellah)               P - paladin (cecil)
                T - karate man (yang)           B - bard (edward)
                Z - black wizard (porom)        E - engineer (cid)
                N - ninja (edge)                L - lunarian (fusoya)
                W - white wizard (palom, rosa)

Damage attributes:      A - arrow               F - fire
(elementals)            S - sacred              D - darkness
                        I - ice                 L - lit

Statistics:     STR - strength          AGI - agility
                VIT - vitality          WIS - wisdom
                WILL - willpower        MHP - maximum hit points
                MMP - maximum magic points
                RHP - remaining hit points (current health value)
                ATT - attack value      A% - hit %
                xA - attack multiplier
                DEF - defense value     D% - defend %
                xD - defense mutiplier  M% - magic evasion %
                MD - magic resistance value
                xM - magic resistance multipler
                LV - level

basic stats - the statistics of STR, AGI, VIT, WIS, and WILL.  these are not
                derived from any other statistic, but they can be modified by
                equipment

derived stats - the statistics of ATT, A%, xA, DEF, xD, D%, MD, xM, and M%.
                these are completely determined by basic stats, LV, and what is
                being equipped

(DMG) - this special effect means that the attack ignores the effects of
                target's armor or resistance.

(secret) - this item is very hard to find: you have to be lucky and win it
                in battle.  very likely, you will play through an entire game
                without ever finding this item

(sneak) - if you have a ninja in your party, he can 'sneak' items from the
                enemies.  the success rate of this depends on relative agility
                ratings

(dummy) - this item was taken out of the american or later versions of the
                game (for some unknown reason), and you can't get it unless you
                have a game genie (the code still exists to handle the item,
                though)

Mathematical notation:
        [x] = the greatest integer less than or equal to x.
                        for instance, [ (57/4) ] = [ 14.25 ] = 14, 
                        where  /  indicates division.
        (x,y) represents a range of possible point values,
                        not less than (x) and not more than (y)
                        for instance (200,300) means anything between 200 and
                        300, including 200 and 300 (the endpoints)
        (...)k represents that amount in thousands. for example, 100k
                        means 100,000

target - some place that you can cast a spell to, attack, use an item on, etc...
                ex. - your allies and your enemies are targets in a battle

enemy - a target in battle which is on the left side or on the right side if you
                are attacked from behind.  a charmed enemy is still an enemy.
                an enemy of an enemy is an ally.  an ally of an enemy is an
                enemy

ally - a target which is not an enemy.  a charmed ally is still an ally.

phase - the unit of time inside of a battle during which the 'count' condition
                is decremented (very short; 1-2 of these happen between actions
                of each character

turn - the unit of time inside of a battle required for all participants to take
                an action

HP leak - target creature continues to lose HP after the initial attack at a
                rate of (1,16) HP per phase for about 4 turns

attack - any action taken inside of a battle, except for COVER/OFF, HIDE/SHOW,
                CHANGE, (run away), and PARRY

physical attack - any attack which is carried out by using the ATTACK, JUMP,
                KICK, AIM, or DART option

magical attack - any attack which is carried out by using the BLACK, WHITE,
                CALL, NINJA, ITEM, SING, PEEP, or TWIN option

c.a. - counterattack: this technique will be used immediately(even if the game
                is paused) by the creature whenever it is attacked in a certain
                way, but is not eliminated by the attack.  the target of the
                counterattack doesn't have to be the original attacker

ca:p - counterattack to physical attacks

ca:m - counterattack to magical attacks

outside - the state of wandering around on the overland map (not being in a
                town, dungeon, in battle, etc...)

heal - when this word is in lowercase, it means that any damage this attack
                inflicts is instead added to the target's HP, unless the target
                is undead, in which case the heal attack does damage like any
                other attack.  when this word is used in uppercase, it refers
                to either the spell or the item called 'HEAL', which has a
                totally different effect



======================= 1: STATISTICAL & DAMAGE ALGORITHMS =====================

- - - -=- -=- DAMAGE CALCULATION ALGORITHMS -=- -=- - - -
the results of nearly all attacks which produce damage are derived from a
few numbers, the base, the 'damage multiplier' ('d.m.'), xA, and the defense of
the target (MD or DEF)

exceptions: the DART ability which is available to your ninja, and special
        attacks which do damage based on the MHP of the target

Physical Attacks:
the base is the attacking character's ATT.  if using the dragoon's 'JUMP'
option, double the base.  double the base again if the target of the attack is
'small' or a 'toad'.  if the attacker is 'berserk', multiply the base by 3/2.
finally, if the attacker has 'curse', cut the base power in half
to get the 'd.m.' for a physical attack, start with 1.  if the weapons being
used have elements associated with them which apply to the elemental multipliers
of the target, take the biggest such one and multiply the 'd.m.' by that number
(if the biggest such one is negative, ignore it completely).  if the weapons
being used have race multipliers (such as x4 vs.dragons), take the biggest such
one and multiply the 'd.m.' again by that number.

Magical Attacks:
every spell or item has a base peculiar to it, as listed in the following parts.
to get the 'd.m.' for a magical attack, also start with 1.  if the
attack has an element associated with it which applies to the elemental
multipliers of the target, multiply the 'd.m.' again by this number
(if this number is negative, ignore it for now, but at the end of this
algorithm, change the sign of the damage to be negative).  an ally which is the
target of an elemental magic attack from another ally always takes x4 damage, so
the elemental multiplier is always 4 in this case

from this, let Z = ( base, [ base x 3/2 ] ) x 'd.m.'
*BUG: if the attack is magical and the base is derived from the RHP of the
caster, the random range of Z cannot be more than 255.  Formally speaking,
Z would be ( base, Max{ [ base x 3/2 ], base + 255 } ) x 'd.m.'.  so, if you
cast 'MIST' with an RHP of 3500, the random range of Z would be (1750,2005), and
NOT (1750,2625)

if the attack is (DMG), the target does not get a chance to stop it and we let
N = Z.  otherwise,
for a magical attack, let N = Z - (0,MD), unless the attack is made by an ally
against an ally, in which case the target does not resist and N = Z
for a physical attack, let N = Z - (0,DEF)

in the case of a magical attack, let xP = either the effective black or white
magic multiplier (as explained in the 'magic' section), or the constant
multiplier which is peculiar to an item being used.  multiply N by a number
between 0 and xP.  this function eludes me, but it is close to
xP - ((xM) x (M%)).  if the attack is made by an ally against an ally, the
target does not resist, and we multiply N by xP

if N < 1 then N = 1

in the case of a physical attack, multiply N by a number between 0 and xA.  the
exact function also eludes me, but it depends on xA, xD, %A, %D, and bonuses for
being in the front rows or not.  on average, it is ((xA) x (A%)) - ((xD) x (D%))

if N > 9999, then N = 9999, except in rare circumstances which are explained
individually

finally, if the attack is a draining type attack (such as casting PSYCH or
swinging the DRAIN sword), and the target is undead, make the sign of N
negative (DON'T DRAIN UNDEAD!!).

the effective damage done by the attack to the target is N.  if N is negative,
then most likely the attack will heal the target

sometimes during a physical attack the screen will flash, indicating a critical
hit.  I don't know what effect this has in the algorithm


- - - -=- -=- STATISTICAL ALGORITHMS -=- -=- - - -
here are the ways in which derived stats are obtained from LV and the basic
stats; consider the value of the basic stats to be what they are after being
modified by equipment (as is shown to you on the statistical info subscreen):

let the level bonus be known as 'LB' = [ LV/4 ], except for the karate man, for
which 'LB' = (LV + 1) x 2.  let the strength bonus be known as 'SB' = [ STR/4 ].
let the vitality bonus be known as 'VB' = [ VIT/2 ].

ATT = LB + SB + (weapon power).  if the character is ambidextrous and is
equipping a different weapon in either hand, ATT = LB + SB + (left weapon power)
+ LB + SB + (right weapon power).  if the character is equipping a bow & arrows
and the arrows are in that character's good hand, ATT = (arrow power) + (bow
power) + SB; if the arrows are in the weak hand multiply this ATT value by 4/5
(this penalty does not apply to ambidextrous characters).  if the character is
equpping a two-handed weapon, it does not matter what hand the weapon is in, or
whether the character is ambidextrous or not: ATT = LB + SB + (weapon power)

xA = [ STR/8 ] + [ AGI/16 ] + 1

A% = 50% + [ LV/4 ] + (weapon bonus to A%.  if the character is ambidextrous and
is equipping two weapons, the bonus to A% is the average of the two bonuses)

DEF = VB + (sum of all DEF armor ratings)

xD = [ AGI/8 ] + ( [ LV/16 ] if a shield is equipped)

D% = 30% + (sum of all D% armor bonuses)

MD = (sum of all MD armor ratings)

xM = [ (WIS + WILL)/32 ] + [ AGI/32 ]

M% = [ (WIS + WILL)/8 ] + (sum of all M% armor bonuses)



======================= 2: ACTIONS AND CHARACTER CLASSES =======================

character classes are the main way in which the characters in your party have
differing abilities.  classes determine what weapons and armor can be equipped,
what spells the character can cast and learn, how the character gains in
statistics at every level up, and what other miscellaneous special actions that
the character can use

- - - -=- -=- AVAILABLE ACTIONS -=- -=- - - - 

all classes may use ATTACK, PARRY, (run away), ITEM, or CHANGE as an action in
battle.  in addition to this, certain classes have the following special actions
available to them:

PALADIN (P):            WHITE           COVER/OFF
DRAGOON (D):            JUMP
DK.KNIGHT (K):
CALLER(young) (@):      WHITE           BLACK           CALL
CALLER(mature) (C):     BLACK           CALL
SAGE (S):               WHITE           BLACK
KARATE MAN (K):         KICK
BARD (B):               HIDE/SHOW       SING
ENGINEER(chief) (E):    PEEP
WH.WIZ (W):             WHITE           AIM(rosa only)  TWIN(palom only)
BL.WIZ (B):             BLACK           TWIN
LUNARIAN (L):           WHITE           BLACK
NINJA (N):              DART            SNEAK           NINJA

ATTACK - launch a basic physical attack at any available target
PARRY - do nothing; during this time and until this character gets another
  prompt to take an action, defense in increased in some way i'm not sure of
CHANGE - all allies in the back row move to the front row and vice versa
ITEM - use an item in the party's inventory, change equipment in the left and/or
  right hand of the character taking this action, move items around, and/or use
  an equipped weapon as an item
(run away) - this option is not listed, but it can be used at any time by
  holding down the left & right buttons.  this will only be successful if at
  least one ally is available to take an action(or is already taking an action),
  you are not in a subcreen of the main action window, and the game is not
  paused.  you can also quit trying to run away at any time by releasing the
  left & right buttons, at which time you may give the ally who is ready a
  different action.  if (run away) is successful, the battle will be aborted and
  you may lose an amount of gold exactly equal to 1/4 what you would have won if
  you had stayed and fought
WHITE - shows a listing of all white spells that the character knows
BLACK - shows a listing of all black spells that the character knows
NINJA - shows a listing of all ninja spells ...
CALL - shows a listing of all call spells ...
COVER - attempt to intercept most physical attacks aimed at a chosen ally by an
  enemy and become the target of the attack instead.  the paladin will
  automatically COVER any fatigued ally (one with HP =< [ MHP/4 ])
OFF - cancels the previous COVER directive
JUMP - leap high into the air to launch a physical attack against a single enemy
  target with double the normal base ATT value.  a JUMP takes a full turn to
  execute, and while in the air the dragoon may not be the target of any kind
  attack.  all attacks which are directed to target the dragoon before a JUMP,
  but are not executed until the dragoon is already in the air will be
  ineffective or will target a different ally
PEEP - this has the same effect as the white spell of PEEP, but it's free
AIM - a bow & arrow must be equipped to be able to use this action.  AIM makes a
  physical attack as is normally done at single target, except that A% becomes
  99%.  AIM has no extra side costs that I can see, so it seems to be superior
  to the ATTACK option in every way
DART - sacrifice a weapon in the party's inventory to cause exactly
  LV(of ninja) x (power of weapon) + (1,100) points of (DMG) to a single target.
  the special abilities and elemental attributes of the weapon that you use as a
  dart are irrelevant.  you could target an ally with this action, but the
  attack would be ineffective, and you would still lose the weapon forever
SNEAK - attempt to steal an item from a target.  if the target is slow, has
  'stop','paralyze', or 'sleep', or your ninja is fast, the chances of this
  attack being successful are increased.  the type of item stolen will always be
  the same for a given type of monster, and is listed further on.  a successful
  SNEAK from a given monster does not in any way decrease the chances of being
  able to SNEAK from that same monster again.  you can potentially SNEAK an
  infinite number of items from a given monster.  SNEAK may be targetted against
  an ally or an enemy boss, but it is never effective in these instances.  the
  SNEAK attack is neither magical nor physical
TWIN - either palom or porom may initate this action if both characters are in
  your party and have the capability to cast at least a 10 point magic spell
  (i.e. neither has 'mute','swoon','stone','pig', etc...).  once chosen, the
  other ally will terminate whatever action that has been started, and they will
  both begin casting either FLARE or COMET.  if either ally is incapacitated
  in the process of casting, TWIN will be aborted.  the effects of TWIN when
  cast successfully are listed in the magic section
HIDE - if HIDE is used, the ally may not be the target of any attack, and any 
  attack that was targetted at the hidden ally before HIDE was executed will
  fail or be redirected to another ally, as is the case with JUMP.  the only
  action available to a hidden ally is SHOW
SHOW - cancels the previous hide directive
KICK - launches a physical attack against all enemy targets.  i'm not sure
  exactly how this works
SING - ?



================================= 3: CONDITIONS ================================

there are 19 different ways to alter a character so that the change appears
as a change in status (that I know of):

                        WALL
                        D
                        PETRIFY
                        COUNT
                        STOP
                        BERSERK
                        CHARM
                        SLEEP
                        PARALYZE
                        FLOAT
                        CURSE
                        POISON
                        DARKNESS
                        MUTE
                        PIG
                        SMALL
                        TOAD
                        STONE
                        SWOON

a character may have several of these conditions simultaneously, but the status
window will only show the one that is lowest (most severe) on the list.  the
other reason I have given the 19 conditions in a specific order is that for the
most part, one condition cannot be set if the target already has a condition
that is more severe (lower on the list).  ex- if the target is 'mute', and you
try to cast BERSK on it, the spell will be ineffective because you can't set the
'berserk' condition once 'mute' has already been set.  you can however remove
conditions which are less severe than ones the target already has.  ex- if the
target is a 'toad' and a 'pig' at the same time (this is possible if you first
cast PIGGY on it, and then TOAD), you can still use PIGGY to remove the 'pig'
condition.  there are a few exceptions to this severity rule:
  - stop, wall, count and poison may be set over anything but stone or swoon
  - any condition may be set over float
  - any permanent condition may be set over any other permanent condition if
    the action is done outside of battle 

in the explanation of these conditions, 'nP' means non-permanent.  it may not
  exist or persist outside of battle. 'Pm' means permanent.  this condition will
  stay with the target until it is actively removed, and may even persist if the
  target swoons and is revived later

WALL:nP: a 'wall' lasts for about 1-2 turns and will reflect many kinds of
  magical attacks so that the spell ends up targetting an enemy of the original
  target instead.  a wall will not reflect an attack which already been
  reflected once.  most attacks which only target multiple targets may not be
  reflected.  Reflectable: all black & white spells except PEEP,QUAKE,METEO,
  the special monster attacks of MEGANUKE,EMISSION,COUNT(fataleye),DISRUPT, the
  ninja magic of PIN, all weapons used as items except DANCING(knife).
  Not Reflectable: all call spells, all other ninja spells, all other black &
  white spells, the special monster attacks of ENTANGLE,(2xattack),
  BLIZZARD(blue d.),CURSE(d.fossil),PETRIFY(blackliz), NEEDLE(swordrat), and all
  other item use.
  any other special monster attacks which I have not listed as either
  Reflectable or not I am not sure about.
  a 'wall' is only visible when it is cast or triggered and appears as a round
  crystal shield in front of the target.

D:nP: 'D' is probably a bug resulting in a mismatched character string for this
  condition.  if a target has 'D', it is 1/3 of the way to becoming 'stone', and
  will gradually move on to the 'petrify' condition by waiting long enough.  'D'
  has no ill side effects and is visible by the target being gray below the
  waist

PETRIFY:nP: 'petrify' means that the target is 2/3 of the way to becoming
  'stone', and will gradually move on to the 'stone' condition by waiting long
  enough.  'petrify' has no ill side effects and is visible by the target being
  either totally grey or grey below the shoulders

COUNT:nP: a 'count' begins at 10 and is decremented at every phase, unless the
  target also has 'stop'.  if it is decremented while at zero, the target will
  'swoon'.  'count' is visible as a green two-digit number which sits over the
  target's head and is updated as count as decremented

STOP:nP: 'stop' means that the target may take no actions and is also more
  vulnerable to magical and physical attacks, as well as the ninja ability of
  SNEAK.  the target may spontaneously break out of this condition without
  outside help.  'stop' is only visible when it is cast, and appears as a green
  clock with the minute hands going through four freeze-frames

BERSERK:nP: a 'berserk' target may not be controlled.  the target takes twice as
  many actions as is normal and uses them all for basic physical attacks.  as
  mentioned before, the base power of these physical attacks is multipled by
  3/2.  'berserk' is only visible when it is cast, and appears as a cosmic ray
  which envelops the target from above

CHARM:nP: a target with 'charm' is confused and cannot be controlled.  the
  target will begin to take random actions at a rate twice as often as is
  normal to benefit its enemies and harm its allies.  if the target takes damage
  from a physical attack, 'charm' is removed.  if 'charm' is set, the target
  is freed from the conditions of stop, and berserk.  'charm' is visible as a
  rotating green aura overhead of the target

SLEEP:nP: 'sleep' means that the target may take no actions.  the target may
  spontaneously break out of this condition without outside help.  'sleep' is
  visible as a blue tear dripping out of the eye of the target

PARALYZE:nP: a target with 'paralyze' may take no actions.  the target may
  spontaneously break out of this condition without outside help, unless this
  condition has been automatically imposed by being in cave Magnes with metal
  items equipped before defeating the Dark Elf.  if all characters have
  'paralyze' for this reason, your party will automatically perish immediately
  upon entering battle.  'paralyze' is visible as colorful electricity buzzing
  to either side of the target

FLOAT:quasi-Pm: 'float' disappears if you return to the outside from a battle,
  dungeon, or town, or enter/exit any map.  'float' means that the target is
  immune to QUAKE and TITAN, and does not take damage from floor squares outside
  of battle.  'float' does not grant immunity to stairways or pitfalls.  some
  enemies such as 'eagle' float naturally.  'float' is visible because the
  target will bob up and down in mid-air above an oval shadow

CURSE:Pm: a target with a 'curse' has its base power for physical attacks
  halved, as mentioned before.  'curse' is visible as a black cloud floating 
  overhead

POISON:Pm: a target with 'poison' will lose 1 HP for every step taken outside of
  battle, and inside of battle the target will lose [ MHP/8 ] HP once every
  ( 5+[ VIT/2 ] ) phases.  a target with 'poison' has a purple face

DARKNESS:Pm: 'darkness' means that the target's A% is halved.  a character with
  'darkness' wears shades

MUTE:Pm: 'mute' prevents the target from casting spells.  the target may still
  use items or special monster attacks.  if a target is 'mute', yellow dialogue
  will blink overhead

PIG:Pm: 'pig' prevents the target from casting anything but PIGGY, and prevents
  using the special ability of AIM.  a 'pig' will look like a pig

SMALL:Pm: 'small' reduces the target's ATT to 0.  DEF, Dx, and D% all go
  to 0, and as mentioned before, the bases of all physical attacks against
  'small' targets are doubled.  'small' targets may not use the special
  abilities of DART,COVER,JUMP, or AIM.  a 'small' target will look like a tiny
  doll

TOAD:Pm: 'toad' reduces the target's attack and defenses in the same manner as
  'small'.  in addition, a 'toad' may not cast anything but TOAD, and may not
  use any special abilities peculiar to certain classes.  a 'toad' will look
  like a toad

STONE:Pm: a character with 'stone' may take no actions and may not be target of
  any action besides the HEAL item or spell.  a 'stone' enemy is automatically
  eliminated.  setting the 'stone' condition removes the conditions of count
  and berserk.  if all allies in your party become either 'stone', 'swoon' or
  have automatic 'paralyze' as mentioned before, your entire party perishes
  immediately.  a 'stone' target is completely grey and hunched over, immobile

SWOON:Pm: a character with 'swoon' may take no actions and may not be the target
  of any action besides LIFE1, LIFE2, the LIFE item, or ASURA.  setting the
  'swoon' condition means that HP = 0, and that the conditions of wall, charm,
  count, stop, berserk, paralyze, sleep, and poison are removed.  to 'swoon' is
  to be on the edge of death, face down to the ground



=================================== 4: MAGIC ===================================

BLACK:
the effectiveness of black magic is dependent on the WIS stat of the caster.
some spells have a base damage, which is then multiplied by the black magic
multiplier, B, which is determined as B = [ WIS / 4 ] + 1.

WHITE:
likewise for white magic, the power of the spell is dependent only on WILL.
there is a similar white magic multiplier, W = [ WILL / 4 ] + 1.

some spells can only be cast on a single character (S), some can only be cast on
all allies or all enemies (A), and others you can choose between one target and
multiple ones (S/A).

if you choose to split a (S/A) spell to multiple targets, the total effect will
be divided up equally among the targets by supposing that you had cast the same
spell to each of the targets individually.  if the spell has a multiplier
associated with it, each target recieves the spell with a multipler of the
original divided by the number of targets.  ex.- you cast FIRE3 on 5 targets,
and your caster has WIS = 30.  so B = [ 30/4 ]+1 = 8.  each of the 5 targets
will recieve a FIRE3 spell with a B multiplier of 8/5

certain spells have elemental attributes and/or base numbers associated with
them.  this is indicated in the 'Attribute/Effect' column.  ex- F:24 x B means
that the spell will attack the targets it is aimed at with the element of fire,
a base of 24, and in this case the black magic multiplier will apply to the
damage that is done

an 'nC' abbreviation in the effects column means that the preceding result only
applies outside of combat. a 'Cb' abbreviation means that the preceding result
only applies inside of combat situations.  if the explanation omits to provide a
result for one of the two situations, then this means that the spell is not
available to cast in that situation

other miscellany: the column 'who learns it/when' gives only approximate
levels at which the spell is learned. Z-13 means that a Bl.Wiz would learn the
spell at around level 13. S-(MO) means that the sage learns the spell at mount
ordeals.  C-(SM) means that the caller learns this in the land of summoned
monsters.  # means that the spell is known by the character at the time that
they join your party.  any black or call spell that the young Caller learns is
retained until you meet her in her matured state, but all of the white spell
that the young Caller learns are lost

DONT DRAIN UNDEAD!  PSYCH and DRAIN are draining type spells; if you cast them
on undead, you will give away lots of MP or HP to your enemies!


- - - -=- -=- BLACK MAGIC -=- -=- - - -
Spell/Cost      to:     Attribute/Effect            Who learns it/when

FIRE1 - 5       S/A     F:16 x B        -Cb         @-near Fabul,Z-#,S-#,L-#
FIRE2 - 15      S/A     F:64 x B        -Cb         C-#,Z-12,S-(MO),L-#
FIRE3 - 30      S/A     F:256 x B       -Cb         C-40,Z-?,S-(MO),L-#
ICE 1 - 5       S/A     I:16 x B        -Cb         @-2,Z-#,S-#,L-#
ICE 2 - 15      S/A     I:64 x B        -Cb         C-#,Z-11,S-(MO),L-#
ICE 3 - 30      S/A     I:256 x B       -Cb         C-38,Z-?,S-(MO),L-#
LIT 1 - 5       S/A     L:16 x B        -Cb         @-5,Z-#,S-#,L-#
LIT 2 - 15      S/A     L:64 x B        -Cb         C-#,Z-13,S-(MO),L-#
LIT 3 - 30      S/A     L:256 x B       -Cb         C-42,Z-?,S-(MO),L-#
SLEEP - 12      S/A     make target 'sleep'  -Cb    @-9,Z-#,S-(MO),L-#
VENOM - 2       S/A     0 x B ;'poison' the
                          target        -Cb         @-10,Z-#,S-(MO),L-#
WARP - 4        A       jump back one floor from
                          inside a dungeon.  -Cb;
                          no effect     -nC         @-12,Z-?,S-(MO),L-#
TOAD - 7        S/A     switch the 'toad' condition on/off for
                          each target   -nC/Cb      @-13,Z-22,S-(MO),L-#
PIGGY - 1       S/A     switch the 'pig' condition on/off for
                          each target   -nC/Cb      C-#,Z-11,S-(MO),L-#
STOP - 15       S       'stop' the target    -Cb    C-#,Z-14,S-#,L-#
PSYCH - 0       S       16 x B ; damage is removed from the
                          target's MP and then added to
                          your own MP   -Cb         C-31,Z-?,S-#,L-#
STONE - 15      S/A     'stone' the target   -Cb    C-46,Z-?,S-(MO),L-#
DRAIN - 18      S       20 x B ; damage done to the
                          target is added to your
                          own HP        -Cb         C-35,Z-?,S-(MO),L-#
VIRUS - 20      S/A     128 x B ; target will then
                          have an HP leak    -Cb    C-26,Z-19,S-(MO),L-#
QUAKE - 30      A       200 x B to each target -Cb  C-44,Z-23,L-#
WEAK - 25       S       reduce target to (1,9) HP,
                          unless this would cause the
                          target to gain HP  -Cb    C-48,Z-?,S-(MO),L-#
FATAL - 35      S       'swoon' the target   -Cb    C-49,Z-?,L-#
NUKE - 50       S       400 x B              -Cb    C-50,Z-?,L-#
METEO - 99      A       800 x B to each target -Cb  C-60,Z-?,L-#


- - - -=- -=- WHITE MAGIC -=- -=- - - -
Spell/Cost      to:     Attribute/Effect            Who learns it / when

CURE1 - 3       S/A     heal 16 x W     -Cb,
                          see below     -nC         W-#,@-3,P-#,S-(MO),L-#
CURE2 - 9       S/A     heal 48 x W     -Cb,
                          see below     -nC         W-14,P-14,S-#,L-#
CURE3 - 18      S/A     heal 144 x W    -Cb,
                          see below     -nC         W-27,S-(MO),L-#
CURE4 - 40      S/A     heal 288 x W if the spell is
                          split among multiple targets,
                          otherwise heal to MHP (this
                          gain may exceed 9999) -Cb,
                          see below     -nC         W-38,S-(MO),L-#
SIGHT - 2               view your surroundings
                          if you're outside -nC,
                          no effect     -Cb         W-#,@-4,P-3,S-(MO),L-#
PEEP - 1        S       view target's HP/MHP and
                          elemental weaknesses,
                          does not work against
                          enemy bosses         -Cb  W-#,P-8,S-(MO),L-#
HOLD - 5        S       'paralyze' the target  -Cb  W-#,@-7,S-(MO),L-#
SLOW - 14       S/A     slow down target       -Cb  W-#,S-(MO),L-#
MUTE - 6        S/A     'mute' the target      -Cb  W-15,S-(MO),L-#
BERSK - 18      S       'berserk' the target   -Cb  W-18,S-(MO),L-#
EXIT - 10       A       force an escape from battle -Cb,
                          jump out of a town or other
                          area completely to the same place
                          that you left the outside
                          originally    -nC         W-19,P-20,S-#,L-#
HEAL - 20       S       heal all conditions except
                          'swoon','count','float',
                          and 'berserk' -nC/Cb      W-20,P-16,S-#,L-#
BLINK - 8       S       make target hard to hit -Cb W-23,S-#,L-#
CHARM - 10      S       'charm' the target      -Cb W-25,S-#,L-#
SIZE - 6        S/A     make target 'small'     -Cb W-29,S-(MO),L-#
FAST - 25       S       speed up target         -Cb W-30,S-(MO),L-#
FLOAT - 8       S/A     make target 'float'     -Cb W-32,S-(MO),L-#
WALL - 30       S       give target a 'wall'    -Cb W-34,S-(MO),L-#
LIFE1 - 8       S       remove 'swoon' and restore the
                          target's HP to the target's
                          VIT x 5       -nC/Cb      W-12,S-#,L-#
LIFE2 - 52      S       remove 'swoon' and heal the target
                          to its MHP (target may gain more
                          than 9999 HP) -nC/Cb      W-42,S-(MO),L-#
WHITE - 46      S       S:336 x W       -Cb         W-48,L-#

unique effect - if you use a cure spell outside of battle to heal a single
  target, that target will gain exactly ([WILL/8]+2) x ([WILL/2]+Z) HP, where
  Z is the base power that the spell would have in combat.  if you choose to
  divide the spell, the total healing amount is the same, but it is
  divided equally among all allies.  the only exception is CURE4, which will
  have the same effect outside of combat as it does in combat, if it is cast on
  a single target


- - - -=- -=- CALL MAGIC -=- -=- - - -
Spell/Cost      to:     Attribute/Effect            Who learns it / when

CHOCB - 7       S       40 x B          -Cb         @-1
MIST - 20       A       RHP of caster to each
                          target (DMG)  -Cb         C-#
SHIVA - 30      A       I:80 x B to each target -Cb C-#
JINN - 30       A       F:80 x B to each target -Cb C-#
INDRA - 30      A       L:80 x B to each target -Cb C-#
TITAN - 40      A       160 x B to each target
                          (a weaker and more expensive
                          version of QUAKE)     -Cb C-#
ASURA-50        A       one of 3 effects, chosen randomly:
                          tan face: heal 160 x B to each target
                          brown face: heal 240 x B to each target
                          black face: cast LIFE1 to 
                            each target         -Cb C-(SM)
LEVIA - 50      A       280 x B to each target  -Cb C-(SM)
ODIN - 45       A       'swoon' each target (this either
                          works completely, or not
                          not at all)   -Cb         C-(basement of Baron)
SYLPH - 0 (25)  S       120 x B ; damage done to target
                          is divided evenly and used to 
                          heal all allies.  *BUG: although
                          spell infromation says otherwise,
                          casting of this spell is free
                          (gotta love it)       -Cb C-(sylvan cave)
BAHAM-60        A       480 x B to each target  -Cb C-(bahamut's cave)
IMP - 1         S       (secret) i'm not sure how
                          this works, but it only 
                          does about 100 damage -Cb C-(fight imp types)
MAGE - ?        S       (secret) 'paralyze' the target
                          and cause an HP leak  -Cb C-(fight a 'Mage')
BOMB - ?        ?       (secret) RHP of caster? -Cb C-(fight 'Balloon' or
                                                'Grenade' on the moon's surface)
ROC - ?         S       (dummy) (secret)            C-(fight 'Roc Baby' or
                          'stone' the target    -Cb         'Cocktric')


- - - -=- -=- NINJA MAGIC -=- -=- - - -
Spell/Cost      to:     Attribute/Effect            Who learns it / when

FLAME - 15      A       F:80 x B to each target -Cb N-#
FLOOD - 20      A       I:120 x B to each target-Cb N-(before Rubicant)
BLITZ - 25      A       L:160 x B to each target-Cb N-(before Rubicant)
PIN - 5         S       'paralyze' the target   -Cb N-27
SMOKE - 10      A       force an escape from
                          battle                -Cb N-35
IMAGE - 6       self    makes caster hard to hit-Cb N-40


- - - -=- -=- OTHER MAGICS -=- -=- - - -
Spell/Cost      to:     Attribute/Effect            Who learns it / when

TWIN - one of two things happens randomly:    -Cb   Porom,Palom-#
    FLARE - 10  A       120 x B* divided evenly among all targets
    COMET - 20  A       80 x B* to each target
                        (B* = black magic multiplier of one of two twins,
                                 chosen randomly.)



=================================== 5: ITEMS ===================================

item cost represents how much you have to spend to buy the item.  in most
cases, the resale value of an item is half of its original cost

a '!' in the cost column means that the item can't be traded, dropped
or sold. 

- - - -=- -=- WEAPONS -=- -=- - - -

some weapons are two handed, and you can equip them in either hand without
penalty, but you can't use a shield at the same time.  these are indicated with
a prefix of '2.' before the name

some weapons can be used as items to cast spells.  for instance, using the white
spear as a item casts white at x2, meaning that the white magic multiplier is
effectively 2, no matter what the WILL stat of the character using it is

as advised before, draining undead creatures will work in reverse.  so
for the love of god, don't attack them with the drain spear or drain sword.
(please?....)

Sword/Cost      Who     Attrib/pwr      A%      Special stuff

SHADOW - 700    K       D:10            30              
DARKNESS - 1200 K       D:20            35
BLACK - 2k      K       D:30            40      hit to swoon,
                                                  STR,AGI,VIT,WIS +5, WILL -5
LEGEND - !      P       S:40            50      WILL +3
ANCIENT - 19k   PD      35              27
SILVER - 6k     PD      50              30      x4 vs. spirits
FIRE - 14k      PD      F:65            30
ICEBRAND - 26k  PD      I:65            30
SLUMBER - 26k   PD      55              27      hit to sleep
DRAIN - 13k     PD      45              0       all damage done to target is
                                                  added to the HP of the
                                                  attacker,  ALL basic stats -5
2.AVENGER - 10  P       S:80            50      if equipped you will be berserk
                                                  automatically in battle.
                                                  STR,AGI,VIT +10,WIS,WILL -10
LIGHT - 42k     P       S:99            50      STR, WILL +3
DEFENSE - 57k   PD      105             40      VIT +15
EXCALIBUR - 80k P       S:160           50      STR +10
CRYSTAL - 10k   P       S:200           50      STR,VIT,WILL +15
MEDUSA - ?      ?       ?               ?       (secret - fight a 'BlackLiz')


Spear/Cost      Who     Attrib/pwr      A%      Special stuff

SPEAR - 60      D       A:9             50
WIND - 7k       D       A:55            30
FLAME - 11k     D       A,F:66          30      use to cast FIRE2 (x4)
BLIZZARD - 21k  D       A,I:77  30              use to cast ICE 2 (x4)
DRAIN - 130     D       A:88            -28     all damage done to target is
                                                  added to the HP of the
                                                  attacker,  ALL basic stats -10
GUNGNIR - 100k  D       A:92            30      VIT +15
DRAGOON - ?     D       A:99            ?       (secret - fight a 'Red Dragon')
WHITE - 74k     D       A,S:109         40      use to cast WHITE (x2)


Blade/Cost      Who     Attrib/pwr      A%      Special stuff

SHORT - 4k      N       25              40
MIDDLE - 7k     N       32              40
LONG - 11k      N       40              40
NINJA - 18k     N       48              40      STR +5
MURASAME-22k    N       55              50      STR,VIT,WIS +5, AGI,WILL -5
MASAMUNE-23k    N       65              50      AGI +3, use to cast FAST


Axe/Cost        Who     Attrib/pwr      A%      Special stuff

HANDAXE - ?     ?       35              ?       ?
DWARF - 15k     PD      62              19      STR,VIT +5, AGI,WIS,WILL -5
OGRE - 45k      PD      80              45      x4 vs. giants, and 'screamer'
2.POISON - 94k  PD      95              10      x4 vs. giants, hit to poison
RUNEAXE - ?     ?       100             ?       (secret - fight a pair of 
                                                  'macgiant' or 'redgiant')     

Claw/Cost       Who     Attrib/pwr      A%      Special stuff

FIRECLAW - 350  TN      F:0             30
ICECLAW - 450   TN      I:0             30
THUNDER - 550   TN      L:0             30
CHARM - 600     TN      0               0       AGI +3, hit to charm
                                                  x4 vs. giants
POISON - 650    TN      0               40      STR +3, hit to poison
CATCLAW - 700   TN      0               55      STR,AGI +5, hit to sleep, 
                                      multiplies the damage multiplier from the
                                        weapon in your other hand by itself


Whip/Cost       Who     Attrib/pwr      A%      Special stuff

WHIP - 3k       C       20              0       hit to paralyze
CHAIN - 6k      C       30              5       hit to paralyze
BLITZ - 10k     C       L:40            10      hit to paralyze
FLAME - 16k     C       F:50            15      hit to paralyze, WIS,WILL -5
                                                  STR,AGI,VIT +5
DRAGON - ?      C       ?               ?       hit to paralyze, ?
                                                  (secret - fight 'Blue D.')


Wrench/Cost     Who     Attrib/pwr      A%      Special stuff

2.WOODEN - 80   E       45              25
2.SILVER - 8k   E       55              25      x4 vs. spirits
2.EARTH - 12k   E       F:65            25      STR +5, use to cast QUAKE (x1)


Bow/Cost        Who             Attrib/pwr      A%      Special stuff

SHORTBOW-220    @CPZWELB        5               -20
CROSSBOW-700    @CPZWELB        10              -15
GREATBOW - 2k   @CPZWELB        15              -10     STR +3
ARCHER - 3k     @CPZWELB        20              0       STR +5
ELVENBOW - 5k   @CPZWELB        25              25      WIS +5, 
                                                          x4 vs. magic users
SAMURAI - 11k   @CPZWELB        30              10      STR +10
ARTEMIS - ?     ?               ?               ?       (secret - fight 'Kary')


Arrow/Cost      Who                     Attrib/pwr      Special stuff

IRON - 10       @CPZWELB                A: 5
WHITE - 20      @CPZWELB                A,S:10  
FIRE - 30       @CPZWELB                A,F:15
ICE - 30        @CPZWELB                A,I:15
LIT - 30        @CPZWELB                A,L:15
DARKNESS - 40   @CPZWELB                A:20            hit to cause darkness
POISON - 70     @CPZWELB                A:30            hit to poison
MEDUSA - 10     @CPZWELB                A:1             hit to stone, (sneak
                                                   from 'BlackLiz' or 'Medusa')
MUTE - 100      @CPZWELB                A:35            hit to mute, 
                                                          x4 vs. magic users
CHARM - 110     @CPZWELB                A:40            hit to charm, 
                                                          x4 vs. giants
SAMURAI - 140   @CPZWELB                A:50
ARTEMIS - 200   @CPZWELB                A:75            x4 vs. dragons, 
                                                          (sneak from 'Kary')


Knife/Cost      Who             Attrib/pwr      A%      Special stuff

SILVER - 3k     PDCN            20              45      x4 vs. spirits
DANCING - 5k    PDCN            28              44      use for a base 40 (x8)
                                                       attack to a single target
MUTE - 13k      PDCN            35              25      WIS +5, hit to mute,
                                                          x4 vs. magic users


Boomerang/Cost  Who             Attrib/pwr      A%      Special stuff

BOOMERANG-3k    N               A:20            30
FULLMOON - 9k   N               A:40            45


Harp/Cost       Who             Attrib/pwr      A%      Special stuff

DREAMER - 480   B               8               35      hit to sleep
CHARM - 1200    B               18              40      hit to charm


Rod/Cost        Who     Attrib/pwr      A%      Special stuff

ROD - 100       @CSZL   3               -10     use for a base 28 attack to a
                                                  single target
ICEROD - 220    @CSZL   I:5             0       use to cast ICE 1 (x2)
FLAMEROD - 380  @CSZL   F:7             -5      WIS +3, use to cast FIRE1 (x2)
THUNDER - 700   @CSZL   L:20            0       WIS +3, use to cast LIT 1 (x2)
CHANGE - 1250   @CSZL   15              0       WIS +5, use to cast PIGGY
CHARM - 5k      @CSZL   30              5       WIS +10, hit to charm,
                                                  use to cast charm
STARDUST - 11k  @CSZL   45              10      WIS +15, use to cast COMET (x7)
LILLITH - ?     ?       ?               ?       (secret - fight 'Lillith'), use
                                                  to cast PSYCH (x8)


Staff/Cost      Who     Attrib/pwr      A%      Special stuff

STAFF - 160     @PSWL   4               -5      use to remove poison from a
                                                  single target
CURE - 480      @PSWL   8               0       use to heal HP w/a base 12 (x2)
                                                  attack to all allies
SILVER - 4k     @PSWL   12              5       WILL +3, x4 vs. undead
POWER - 2k      @PSWL   30              50      STR +10
LUNAR - 7k      @PSWL   36              10      WILL +10
LIFE - 22k      @PSWL   48              15      WILL +15, use to cast LIFE1
SILENCE - 15k   @PSWL   52              10      WILL +10, use to cast MUTE,
                                                  (secret - fight a 'conjuror')
                                                  x4 vs. magic users


Dart/Cost               Power           Dart/Cost               Power

SILVER(knife)           20              SHORT(blade)            25
DANCING(knife)          28              MUTE(knife)             35
ANCIENT(sword)          35              SHURIKEN - 20k          40
DRAIN(sword)            45              NINJA(blade)            48
MURASAME(blade)         55              SLUMBER(sword)          55
MASAMUNE(blade)         65              AVENGER(sword)          80
NINJA - 50k             80              DRAIN(spear)            88
GUNGNIR(spear)          92              LIGHT(sword)            99
DEFENSE(sword)          105             WHITE(spear)            109
EXCALIBUR(sword)        160             SPOON - 10k             255


- - - -=- -=- ARMOR -=- -=- - - -

some armors have the ability to defend certain elements very well.  for example,
the ice armor defends fire, as indicated in the attributes column with an F
before the defensive value

some armors will stop certain conditions, as might be indicated in the 'special
stuff' column.  this means that inside of battle, the character is immune to
status changes in this condition


Robe/Cost       Who     Def     %D      MD      M%      Special stuff

CLOTH - 50      all-K   1       0       0       0
PRISONER - 70   all             1       0       1       0
BARD - 70       all-K   2       0       1       0       stops mute
LEATHER - 200   all-K   2       0       1       1
GAEA - 500      PCWZSL  3       0       3       3
KARATE - 4k     all     5       10      2       1       STR +3
WIZARD - 1200   PCWZSL  5       0       5       5       WILL +5
BL.BELT - 14k   PDCWNL  10      20      3       2       STR,VIT +5
BLACK - 10k     CL      8       0       7       7       WILL +5
POWER - 4k      PDCWN   5       0       0       0       STR +15
SORCEROR - 30k  PCWZSL  L:12    0       9       9       WIS,WILL +5
NINJA - 64k     N       24      16      50      8       AGI +3
WHITE - 10      PW      D:18    0       10      4       WILL +15
HEROINE - 40k   WC      20      30      5       5       stops paralyze,
                                                          WIS,WILL -15,
                                                          STR,AGI, VIT +15


Ring/Cost       Who     Def     %D      MD      M%      Special stuff

IRONRING - 100  @CSWZTNB  2     0       2       1
RUBYRING - 1k   all-K   0       0       3       2       stops pig
SILVER - 650    NWZCTS  4       0       4       4
RUNE - 2k       CTNWL   5       0       8       8       WIS,WILL +3, stops mute
STRENGTH - 760  PCTND   2       0       2       2       STR +5
DIAMOND - 4k    LWCN    L:6     0       8       6
CURSED - ?      ?       ?       ?       ?       ?       (secret - fight a
                                                          'Ghost')
CRYSTAL - ?     ?       ?       ?       ?       ?       (secret - fight a                                                         'Behemoth')
PROTECT - 6k    PDNWC   all:10  5       12      10      VIT +15


Helmet/Cost     Who     Def     %D      MD      M%      Special stuff

CAP - 100       all-K   1       -5      1       1
LEATHER - 330   all-K   2       -4      3       3
IRON - 150      PDE     3       -10     0       0
SHADOW - 360    K       4       -10     0       0
DARKNESS - 640  K       5       -10     1       0
BLACK - 980     K       6       -10     1       1


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