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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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