In Depth NTSC Quest 64 Combat Faq by Fire_Embliem Version 1.4 Contact Information ------------------------------------------------------------------------------- Ligerzero97@aol.com Killer Instinct at TASVideos Intro ------------------------------------------------------------------------------- If you guys want to post this information somewhere else, then please give credit for it. I would greatly appreciate some feedback if you liked this guide, found a mistake, or want me to add something. If you want to learn more about the stats and how they work, read the basics. Please read the things to note section before taking a look at the spell list, otherwise you might not understand some of the information I presented. Check out my rng and formula sections, if you want to master this game. Table of Contents ------------------------------------------------------------------------------- --Basics (bsc) --Item list (itm) --Monster list (mnst) --Boss list (bsl) --Experience Chart (epc) --Club attack (clba) --Things to note (ttn) --Formulas (fms) --Random # Generation (rng) --Spell list (splt) --Credits (crdt) --Version History (v1.3) Basics (bsc) ------------------------------------------------------------------------------- Quest 64 is a unique turn based rpg. There are 4 stats and 4 elements to level up. 1. Agility increases accuracy, evasion, determines who goes first, and determines how far you can move around in 1 turn. Under perfect conditions, it takes roughly 33.33 seconds to get 1 exp in agility when running inside of a town or house. It takes about half as long to get 1 exp when running in battle zones. If you decide to use this method to level up, I suggest that you run inside a safe spot within a battle zone. One good example of this is the cave entrance to Cull Hazard, in West Carmagh. There are other good places as well. Unfortunately if your analog stick can't do full range, then you won't get the maximum exp possible from this method. Running against objects also significantly slows the exp rate, so do not run against any objects such as walls or trees. Another way to get agility exp is to run around in battle. It's much faster than running outside of a battle. The exp you get is based on the distance between your starting position and your ending position for your turn. My favorite method is run around vs Man Eater. You can run while spamming the A button. You're able to run around during their turn while easily dodging their attack. Many people think you get agility exp when the enemy misses their attack, but that's not true. If you stand still while they miss all day, you won't get any exp for it. The higher your movement range, the more exp you can get per turn. In battle, there is a counter that keeps track of your running during the battle. It goes up to 50 and once the number is > 50, it subtracts 50 from the counter and adds 1 to your agility experience. For example if your agility counter started at 0 and have level 10 agility, you can get up to 19.857 partial exp, so after 3 turns, you would have 59.571, which will go down to 9.571, but your agility experience will go up by one. 2. Hp is the amount of hit points you have. You get 1 exp in hp for successfully hitting an enemy with your club attack. You also get 1 exp in hp for each successful hit received from enemy attacks. 3. Defense reduces the amount damage taken. You get 1 exp in defense for each successful hit received from the enemy. A good way to train defense and hp is to purposely let an enemy with an attack that hits multiple times constantly attack you. I like to train my hp and defense on Lamia since her attack hits 6 times. 4. MP is the amount of magic points you have. You get 1 exp in MP for every successful hit with magic spells. You also get 1 exp in MP for every successful hit on enemies with items like Celine's Bell. A good way to train mp is to constantly use spells that hit many times and use Celine's Bell when you are fighting multiple enemies. My favorite method, is to purposely keep wind at level 12 and use wind cutter level 3 on wind monsters since the damage will be very low. Elements - The more you have, the more damage you can do, the more spells you can use, and the more you can heal (if you level up water). The max level in each element is 50. There are two ways to increase the amount of elements you have. Winning battles give you combat experience. When you get enough combat experience to level up, you can choose which element to level up. The other way is to find spirits and walk up to them, then press A after seeing a question mark. There are only 98 spirits so to get the other 98 elements, you have to win battles. Also, you can only level up 98 times from battles. It might be a good idea to keep track of the amount spirits you have collected and where you found them. Some people say the game is too easy, while others say it's too hard. It really depends on the choices you make. The more you level up your character, the easier it gets. Also if you only use the best spells, then the game will also be easier. Another very important factor is the elements you focus on. If you do Water and Earth, the game is really easy, but if you pick Fire and Wind, the game is a lot more challenging. Once you learn enough about the game, it does become really easy, but a lot of other games are the same way. For the battle system, it's you vs 1 or more enemies. Who gets the first turn is based off agility levels as I mentioned earlier. What's interesting about this game is when fighting multiple enemies, they don't all attack you at once. The way it works is, it's the 1st enemies turn, then it's your turn, then it's the 2nd enemies turn, then your turn, then the 3rd enemies turn and so on. As far as your options in battle go, you can hit your enemy with your club, use spells, use items, or run away. Another interesting thing about this game is, it lets you move around which gives you the opportunity to dodge enemy attacks and aim your attacks in whatever direction you want. Sometimes after winning a battle, you can get items from enemies. There is a 1/4 chance of getting an item, but unfortunately you can only get items from monsters if you don't already have that item in your inventory. Starting Stats 50 Hp 15 Mp 4 Defense 5 Agility 1 Fire 1 Earth 1 Water 1 Wind Item list (itm) ------------------------------------------------------------------------------- 1. Spirit Light - Full Hp recovery 2. Fresh Bread - 50 HP recovery 3. Honey Bread - 100 HP recovery 4. Healing Potion - 150 MP recovery 5 Dragon's Potion - Full Mp recovery 6. Dew Drop - 10 MP recovery 7. Mint Leaves - 20 MP recovery 8. Heroes Drink - 40 MP recovery 9. Silent Flute - Prevents enemy spells 10.Celine's Bell - Freezes enemy 11.Replica - Substitute this doll to escape fights 12.Giant's Shoes - Doubles your range of movement in battle 13.Silver Amulet - Multiplies your defense by 1.5 14.Golden Amulet - Multiplies your defense by 2 15.White Wings - Teleports you to Melrode 16.Yellow Wings - Teleports you to Dondoran 17.Blue Wings - Teleports you to Larapool 18.Green Wings - Teleports you to Normoon 19.Red Wings - Teleports you to Limelin 20.Black Wings - Teleports you to Brannoch 21.Earth Orb - Crystal ball holds great power of the Earth Spirit 22.Wind Jade - Green jade holds great power of the Wind Spirit 23.Water Jewel - Aquamarine holds great power of the Water Spirit 24.Fire Ruby - Blood ruby holds great power of the Fire Spirit 25.Eletale's Book - Book written about the power that exceeds the spirit 26.Dark Goal Key - King Mammon's prison key Monster List (mnst) A = Wind ------------------------------------------------------------------------------- Monster Name |Elem|-HP-|Def|Agi|Atk|EXP.|Item Drop | -----------------+----+----+---+---+---+----+---------------+ Were Hare | A| 9| 1| 5| 3| 2|Fresh Bread | Hell Hound |F | 10| 2| 8| 3| 3|Dew Drops | Man Eater | E | 24| 4| 6| 5| 4| | Big Mouth | W | 28| 2| 4| 2| 4|Fresh Bread | Bumpershoot |F | 9| 2| 6| 3| 3|Fresh Bread | Parassault | W | 13| 2| 6| 2| 3|Dew Drops | Bat | A| 24| 3| 11| 5| 4|Celine's Bell | Man Trap | E | 65| 4| 8| 11| 8| | Kobold | A| 40| 6| 16| 7| 5|Fresh Bread | Marionasty | E | 28| 6| 10| 6| 4|Fresh Bread | Frog Knight | W | 38| 8| 10| 5| 6|Silver Amulet | Death Hugger | A| 50| 9| 20| 10| 6| | Cockatrice | E | 140| 10| 16| 19| 30| | Mad Doll | E | 70| 11| 17| 10| 8|Dew Drops | Frog King | W | 108| 11| 18| 9| 12|Silver Amulet | Goblin |F | 83| 12| 19| 20| 9|Fresh Bread | Apophis | A| 128| 12| 21| 14| 15|Spirit Light | Hot Lips |F | 125| 6| 30| 14| 24|Celine's Bell | Treant | W | 160| 7| 24| 14| 28|Dew Drops | Dark Goblin | A| 80| 14| 35| 12| 20|Replica | Ghost Stalker | E | 75| 18| 28| 11| 20| | Orc Jr | E | 63| 14| 16| 12| 22|Fresh Bread | Gremlin | A| 83| 15| 46| 13| 24|Silent Flute | Skeleton |F | 80| 20| 40| 12| 32|Fresh Bread | Ghost Hound | A| 99| 16| 43| 12| 25| | Merrow | W | 77| 14| 36| 12| 24|Replica | Wolf Goat | E | 95| 17| 39| 14| 36|Honey Bread | Skelebat | A| 79| 9| 46| 15| 30|Honey Bread | Blood Jell | E | 97| 11| 32| 20| 40| | Scare Crow | A| 120| 10| 38| 19| 42|Honey Bread | Wyvern | A| 310| 15| 54| 20| 62|Healing Potion | Ork | E | 198| 14| 33| 25| 65|Honey Bread | Jack-O'-Lantern | E | 160| 30| 30| 24| 60|Silver Amulet | Arachnoid |F | 148| 17| 36| 22| 60|Celine's Bell | Lamia | A| 220| 17| 34| 24| 80|Silver Amulet | Temptress | W | 132| 16| 28| 19| 58|Fresh Bread | Thunder Jell | E | 198| 15| 25| 26| 80|Honey Bread | Termant | W | 165| 12| 30| 20| 60|Honey Bread | Scorpion | W | 175| 19| 62| 28| 80|Dew Drops | Crawler | W | 150| 20| 53| 18| 70| | Multi Optics | W | 175| 23| 56| 28| 72|Dew Drops | Mimic | W | 143| 26| 45| 26| 65| | Pixie | A| 231| 26| 70| 28| 90|Mint Leaves | Grangach | W | 230| 30| 75| 30| 110|Dew Drops | Cryshell | W | 275| 32| 68| 29| 155| | Caterpillar |F | 230| 28| 65| 27| 140|Dew Drops | Fish Man | W | 275| 27| 27| 35| 175|Honey Bread | Will-O'-Wisp |F | 160| 33| 80| 33| 190| | Sprite | A| 242| 38| 78| 30| 220|Spirit Light | Ghost |F | 260| 42| 84| 37| 250|Heroes Drink | Sandman | E | 340| 70| 80| 40| 420|Honey Bread | Were Cat |F | 230| 50| 95| 32| 340|Dragon's Potion| Blue Man | W | 264| 32| 80| 31| 380|Mint Leaves | Nightmare |F | 245| 56| 92| 32| 290|Dew Drops | Magma Fish |F | 242| 80| 90| 34| 320|Mint Leaves | Red Wyvern |F | 550| 85|120| 40| 650|Healing Potion | Flamed Mane |F | 360| 60| 80| 36| 450| | Rocky | E | 350| 80| 90| 35| 450|Honey Bread | Winged Sunfish | A| 320| 70| 95| 34| 420|Honey Bread | Gloom Wing |F | 320| 68|100| 34| 440|Dew Drops | Ogre | W | 440| 72| 85| 37| 560|Giant's Boots | Red Rose Knight |F | 260| 70| 95| 38| 600|Mint Leaves | White Rose Knight|F | 299| 76| 90| 54| 600|Honey Bread | Judgement | E | 322| 78|100| 44| 800|Golden Amulet | Pale Rider | A| 480| 63|120| 45| 850|Healing Potion | Pin Head |F | 580| 70|130| 46| 900|Celine's Bell | Spriggan | W | 462| 62|110| 46| 820|Heroes Drink | -----------------+----+----+---+---+---+----+---------------+ Killing bosses give you a bonus to your max HP. Boss List (bsl) ------------------------------------------------------------------------------- Monster Name |Elem|-HP-|Def|Agi|Atk|EXP.|Item Drop |HP Bonus| -----------------+----+----+---+---+---+----+-----------+--------+ Solvaring | E | 200| 15| 17| 6| 100|Earth Orb | 10| Zelse | A| 680| 30| 60| 22|1200|Wind Jade | 10| Nepty | W | 880| 65| 80| 24|2000|Water Jewel| 15| Shilf | A|1000| 77| 90| 27|2800|None | 20| Fargo |F |1500| 88|100| 32|3600|Fire Ruby | 20| Guilty |none|1800| 88|120| 34|5000|None | 25| Beigis |F |1900|100|140| 36|7000|None | 25| Mammon |none|2300|100|150| 41| |None | | -----------------+----+----+---+---+---+----+-----------+--------+ Experience Chart (epc) ------------------------------------------------------------------------------- Agility----------------------------------------------------------------- |AGL:EXP:Total|AGL:EXP:Total|AGL:EXP:Total|AGL:EXP:Total| AGL:EXP:Total| +---:---:-----+---:---:-----+---:---:-----+---:---:-----+----:---:-----+ | 6: 10: 10| 17: 14: 145| 28: 18: 321| 39: 23: 549| 50: 31: 848| | 7: 11: 21| 18: 14: 159| 29: 18: 339| 40: 24: 573| 51: 31: 879| | 8: 11: 32| 19: 14: 173| 30: 19: 358| 41: 25: 598| 52: 32: 911| | 9: 11: 43| 20: 15: 188| 31: 19: 377| 42: 25: 623| 53: 33: 944| | 10: 12: 55| 21: 15: 203| 32: 20: 397| 43: 26: 649| 54: 34: 978| | 11: 12: 67| 22: 16: 219| 33: 20: 417| 44: 26: 675| 55: 35: 1013| | 12: 12: 79| 23: 16: 235| 34: 21: 438| 45: 27: 702| 56: 35: 1048| | 13: 13: 92| 24: 16: 251| 35: 21: 459| 46: 28: 730| 57: 36: 1084| | 14: 13: 105| 25: 17: 268| 36: 22: 481| 47: 28: 758| 58: 37: 1121| | 15: 13: 118| 26: 17: 285| 37: 22: 503| 48: 29: 787| 59: 38: 1159| | 16: 13: 131| 27: 18: 303| 38: 23: 526| 49: 30: 817| 60: 39: 1198| +---:---:-----+---:---:-----+---:---:-----+---:---:-----+----:---:-----+ 39 exp per HP at 61 – 255. Total needed for 255: 8803 EXP Defense---------------------------------------------------------------- |DEF:EXP:Total|DEF:EXP:Total|DEF:EXP:Total|DEF:EXP:Total|DEF:EXP:Total| +---:---:-----+---:---:-----+---:---:-----+---:---:-----+---:---:-----+ | 5: 20: 20| 16: 28: 290| 27: 36: 642| 38: 46: 1098| 49: 62: 1696| | 6: 22: 42| 17: 28: 318| 28: 36: 678| 39: 48: 1146| 50: 62: 1758| | 7: 22: 64| 18: 28: 346| 29: 38: 716| 40: 50: 1196| 51: 64: 1822| | 8: 22: 86| 19: 30: 376| 30: 38: 754| 41: 50: 1246| 52: 66: 1888| | 9: 24: 110| 20: 30: 406| 31: 40: 794| 42: 52: 1298| 53: 68: 1956| | 10: 24: 134| 21: 32: 438| 32: 40: 834| 43: 52: 1350| 54: 70: 2026| | 11: 24: 158| 22: 32: 470| 33: 42: 876| 44: 54: 1404| 55: 70: 2096| | 12: 26: 184| 23: 32: 502| 34: 42: 918| 45: 56: 1460| 56: 72: 2168| | 13: 26: 210| 24: 34: 536| 35: 44: 962| 46: 56: 1516| 57: 74: 2242| | 14: 26: 236| 25: 34: 570| 36: 44: 1006| 47: 58: 1574| 58: 76: 2318| | 15: 26: 262| 26: 36: 606| 37: 46: 1052| 48: 60: 1634| 59: 78: 2396| +---:---:-----+---:---:-----+---:---:-----+---:---:-----+---:---:-----+ 78 exp per DEF at 60 – 255. Total needed for 255: 17684 The chart for HP excludes bonus hp you get from beating Bosses. All you do is subtract the bonus hp from your total health to see what level you are at. 10 Hp for Solvaring, 10 for Zelse, 15 for Nepty, 20 for Shilf, 20 for Fargo, 25 for Guilty, and 25 for Beigis. Hp---------------------------------------------------------------------- | Hp:EXP:Total| Hp:EXP:Total| Hp:EXP:Total| Hp:EXP:Total| Hp:EXP:Total| +---:---:-----+---:---:-----+---:---:-----+---:---:-----+----:---:-----+ | 51: 10: 10| 62: 14: 145| 73: 18: 321| 84: 23: 549| 95: 31: 848| | 52: 11: 21| 63: 14: 159| 74: 18: 339| 85: 24: 573| 96: 31: 879| | 53: 11: 32| 64: 14: 173| 75: 19: 358| 86: 25: 598| 97: 32: 911| | 54: 11: 43| 65: 15: 188| 76: 19: 377| 87: 25: 623| 98: 33: 944| | 55: 12: 55| 66: 15: 203| 77: 20: 397| 88: 26: 649| 99: 34: 978| | 56: 12: 67| 67: 16: 219| 78: 20: 417| 89: 26: 675| 100: 35: 1013| | 57: 12: 79| 68: 16: 235| 79: 21: 438| 90: 27: 702| 101: 35: 1048| | 58: 13: 92| 69: 16: 251| 80: 21: 459| 91: 28: 730| 102: 36: 1084| | 59: 13: 105| 70: 17: 268| 81: 22: 481| 92: 28: 758| 103: 37: 1121| | 60: 13: 118| 71: 17: 285| 82: 22: 503| 93: 29: 787| 104: 38: 1159| | 61: 13: 131| 72: 18: 303| 83: 23: 526| 94: 30: 817| 105: 39: 1198| +---:---:-----+---:---:-----+---:---:-----+---:---:-----+----:---:-----+ 39 exp per HP at 106 – 500. Total needed for 500: 11728 - 16603 EXP MP----------------------------------------------------------------------- | Mp:EXP:Total| Mp:EXP:Total| Mp:EXP:Total| Mp: EXP:Total| Mp: EXP:Total| +---:---:-----+---:---:-----+---:---:-----+---:----:-----+---:----:-----+ | 16: 40: 40| 27: 56: 580| 38: 72: 1284| 49: 92: 2196| 60: 124: 3392| | 17: 44: 84| 28: 56: 636| 39: 72: 1356| 50: 96: 2292| 61: 124: 3516| | 18: 44: 128| 29: 56: 692| 40: 76: 1432| 51: 100: 2392| 62: 128: 3644| | 19: 44: 172| 30: 60: 752| 41: 76: 1508| 52: 100: 2492| 63: 132: 3776| | 20: 48: 220| 31: 60: 812| 42: 80: 1588| 53: 104: 2596| 64: 136: 3912| | 21: 48: 268| 32: 64: 876| 43: 80: 1668| 54: 104: 2700| 65: 140: 4052| | 22: 48: 316| 33: 64: 940| 44: 84: 1752| 55: 108: 2808| 66: 140: 4192| | 23: 52: 368| 34: 64: 1004| 45: 84: 1836| 56: 112: 2920| 67: 144: 4336| | 24: 52: 420| 35: 68: 1072| 46: 88: 1924| 57: 112: 3032| 68: 148: 4484| | 25: 52: 472| 36: 68: 1140| 47: 88: 2012| 58: 116: 3148| 69: 152: 4636| | 26: 52: 524| 37: 72: 1212| 48: 92: 2104| 59: 120: 3268| 70: 156: 4792| +---:---:-----+---:---:-----+---:---:-----+---:----:-----+---:----:-----+ 156 exp per MP at 70 – 500. Total needed for 500: 71872 EXP Combat------------------------------------------------------------------------ | CB: EXP:Total| CB: EXP: Total| CB: EXP: Total| CB: EXP: Total| +---:-----:-----+---:------:-------+---:------:--------+---:-------:---------+ | 1: 8: 8| 26: 1263: 8029| 51: 21151: 217650| 76: 98378: 1609986| | 2: 10: 18| 27: 1464: 9493| 52: 22940: 240590| 77: 102798: 1712784| | 3: 13: 31| 28: 1691: 11184| 53: 24832: 265422| 78: 107300: 1820084| | 4: 17: 48| 29: 1947: 13131| 54: 26829: 292251| 79: 111883: 1931967| | 5: 22: 70| 30: 2235: 15366| 55: 28933: 321184| 80: 116541: 2048508| | 6: 28: 98| 31: 2557: 17923| 56: 31145: 352329| 81: 121272: 2169780| | 7: 35: 133| 32: 2916: 20839| 57: 33466: 385795| 82: 126072: 2295852| | 8: 44: 177| 33: 3315: 24154| 58: 35898: 421693| 83: 130938: 2426790| | 9: 55: 232| 34: 3757: 27911| 59: 38442: 460135| 84: 135865: 2562655| | 10: 69: 301| 35: 4246: 32157| 60: 41098: 501233| 85: 140849: 2703504| | 11: 86: 387| 36: 4785: 36942| 61: 43866: 545099| 86: 145887: 2849391| | 12: 106: 493| 37: 5377: 42319| 62: 46747: 591846| 87: 150975: 3000366| | 13: 130: 623| 38: 6025: 48344| 63: 49740: 641586| 88: 156109: 3156475| | 14: 159: 782| 39: 6733: 55077| 64: 52846: 694432| 89: 161284: 3317759| | 15: 193: 975| 40: 7505: 62582| 65: 56063: 750495| 90: 166497: 3484256| | 16: 234: 1209| 41: 8344: 70926| 66: 59390: 809885| 91: 171745: 3656001| | 17: 282: 1491| 42: 9253: 80179| 67: 62826: 872711| 92: 177022: 3833023| | 18: 338: 1829| 43: 10237: 90416| 68: 66371: 939082| 93: 182326: 4015349| | 19: 404: 2233| 44: 11297: 101713| 69: 70022: 1009104| 94: 187652: 4203001| | 20: 481: 2714| 45: 12438: 114151| 70: 73778: 1082882| 95: 192996: 4395997| | 21: 571: 3285| 46: 13663: 127814| 71: 77636: 1160518| 96: 198356: 4594353| | 22: 674: 3959| 47: 14975: 142789| 72: 81594: 1242112| 97: 203726: 4798079| | 23: 793: 4752| 48: 16377: 159166| 73: 85650: 1327762| 98: 209104: 5007183| | 24: 929: 5681| 49: 17871: 177037| 74: 89801: 1417563| : : | | 25: 1085: 6766| 50: 19462: 196499| 75: 94045: 1511608| : : | +---:-----:-----+---:------:-------+---:------:--------+---:-------:---------+ Total needed for 98 Combat: 5,007,183 EXP Club attack (clba) ------------------------------------------------------------------------------- Club attacks have a very short range. You have to stand right next to the enemy to be able to hit them. Every successful hit you do with the club restores 1 MP. The damage is based on the total number of elements you have. An interesting thing about club attacks is that it rewards you for balancing out your element distribution. They count as physical attacks so not only, does it skip the spell accuracy check, but it also hits through magic barrier. Things to note (ttn) ------------------------------------------------------------------------------- When you level up agility or defense in battle, it won't take effect until after the battle is over or after a stat changing effect. For stat changing effects it is based on your real level. For example, you start the battle with 10 defense and you keep letting the enemy attack you until you reach 20 defense. They will do the exact same damage as when you started the battle, but if you decide to use spirit armor lvl. 2, you will have 40 defense then when it runs out, it will become 20. When I write "always hits all targets" I mean this it hits everyone regardless of their distance. This has nothing to do with accuracy. A Delay = number of (frames delayed / 2) between the start of the attack and the moment the attack starts to activate. H Delay = number of (frames delayed / 2) between hits. This is only relevant for spells that hit more than once. For example, 60 H Delay = 2 second delay. I believe the NTSC version plays video at 30fps, while audio and other things are at 60 fps. Which is why the real delay is twice as much as the numbers provided. Neither of these delays factor in travel speed. Range does not factor in how far the enemy can walk around. The numbers I provide are the actual variable values for the spell, but there are other variables that factor in the range too, like the travel speed of the spell, whether or not the spell even travels, and the direction of the projectile. When it comes to range, some spells are solely based on the size, so there are no real numbers to measure by, other than it's size which I have no clue how the measurements work. When I write Max for range, it means it can hit at any distance. Base Damage is simply the damage variable for each spell. You can compare the damage of each spell, based off the Base Damage. RD = Rounded Down, AOE = Area of Effect, TE = Total Elements, OE = Opposite Element, NE1 = Neutral Element 1, NE2 = Neutral Element 2 EOS = Element of Spell, MOD = remainder (5 MOD 2 = 1) Formulas (fms) ------------------------------------------------------------------------------- Movement Range formula The formula for movement range per turn (size of the circle in battle) is agility level x 0.2857 + 17. The value is in floating point, in case you're interested in finding it. You can get a general idea of how it works by plugging in the formula to see the difference between different agility levels. chance of dodging an attack (simplified) Spell accuracy / 100 x your AGL x 100 / (your AGL + ((enemy AGL + 7) / 8 RD)) for physical attacks, you can ignore the (spell accuracy / 100) part Compression cuts damage in half and is calculated before you round the damage formula down. Club damage formula At the start of a battle, the game adds up your element levels. Then it checks your individual elements. Then multiplies your total elements by 1.5 RD For example on a 0 defense monster, 10 in all elements = 40 x 1.5 So you will do a minimum of 60 damage on a 0 defense monster. If any of your elements is greater than (total elements / 4 RD) You subtract 1 damage for every number higher than (TE / 4 RD) . So if you have 43 Fire & 0 in the other elements, minimum damage = 64 - (43-10) = 31 . Then the game checks your battle attack which is 16 by default, 24 if Power Staff Lvl.1 is used, and 32 if Power Staff Lvl. 2 is used. So the next part of the formula is Current damage x battle attack / 16 RD . Then you factor in Defense. Defense formula = (damage calculation RD) x TE / (TE + Enemy Def) RD Keep in mind, if the damage was above 1, before factoring defense, and becomes less than 1 after factoring in defense, your min & max damage = 1. Spell damage formula (damage given to enemies) First you count the bonus element levels. The formula for the bonus is (OE / 16 RD) + (NE1 / 8 RD) + (NE2 / 8 RD) . For example if you have 20 Fire, 16 water, 8 wind, and 8 Earth, your bonus for fire spells would be 3. On a 0 defense monster it would be like having 23 fire, instead of 20 fire. Max element level is 65. Here is a percentage chart that you use to multiply with base damage | _1 = _2.40% | 14 = _8.83% | 27 = 18.28% | 40 = 32.16% | 53 = 52.54% | | _2 = _2.81% | 15 = _9.44% | 28 = 19.17% | 41 = 33.47% | 54 = 54.45% | | _3 = _3.24% | 16 = 10.06% | 29 = 20.09% | 42 = 34.81% | 55 = 56.43% | | _4 = _3.67% | 17 = 10.70% | 30 = 21.03% | 43 = 36.19% | 56 = 58.46% | | _5 = _4.12% | 18 = 11.37% | 31 = 22.00% | 44 = 37.62% | 57 = 60.56% | | _6 = _4.59% | 19 = 12.05% | 32 = 23.00% | 45 = 39.09% | 58 = 62.71% | | _7 = _5.06% | 20 = 12.75% | 33 = 24.03% | 46 = 40.60% | 59 = 64.93% | | _8 = _5.56% | 21 = 13.47% | 34 = 25.09% | 47 = 42.16% | 60 = 67.22% | | _9 = _6.06% | 22 = 14.21% | 35 = 26.18% | 48 = 43.76% | 61 = 69.58% | | 10 = _6.59% | 23 = 14.98% | 36 = 27.31% | 49 = 45.42% | 62 = 72.01% | | 11 = _7.12% | 24 = 15.77% | 37 = 28.47% | 50 = 47.12% | 63 = 74.51% | | 12 = _7.68% | 25 = 16.58% | 38 = 29.66% | 51 = 48.87% | 64 = 77.08% | | 13 = _8.25% | 26 = 17.42% | 39 = 30.89% | 52 = 50.68% | 65 = 79.73% | At max elements, you do 79.73% of the base damage of the spell. Next, you then factor in element multiplier. Element Multiplier formula. Mammon & Guilty always take half spell damage. Fire spells = 1.25 vs Water 0.5 vs Fire 1.0 vs Earth & Wind Water spells = 1.25 vs Fire 0.5 vs Water 1.0 vs Earth & Wind Earth spells = 1.25 vs Wind 0.5 vs Earth 1.0 vs Fire & Water Wind spells = 1.25 vs Earth 0.5 vs Wind 1.0 vs Fire & Water Once you factor in the elemental multiplier, you then round down and factor in defense. Spell damage formula (damage received from enemies) The developers of this game decided to just give enemies 1 stat that determine damage. You just take their attack as the Element level for all spells and there's no bonuses. So a monster doing Fireball Lvl. 1 with 20 attack is equivalent to having 20 fire and 0 in everything else. Their total element count would also be 20. For example, Pin Head has 46 atk. To calculate it's damage when it's using Fire Ball Lvl. 3, you multiply 0.406 with 168 (base damage of Fire 3) and end up with 68 after rounding down. Then you factor in your own defense. So the minimum damage it can do, is 68 x 46 / (46 + your defense) . Keep in mind Brian doesn't have an element. Physical Damage formula (damage received from enemies using physical attacks) Min damage = attack x attack / (attack + your defense) Max damage formula (for all attacks that deal damage) Max damage = min damage + square root(min damage) Rounded down Healing formula. Healing Lvl.1 bonus = 0.02 hpPct . Lvl.2 = 0.08 Min Heal = (Water Lvl / 2 RD) + (Max HP x bonus RD) Max Heal = Min Heal x 1.25 - 1 Rounded Down. Drain Magic formula = Enemy's current MP x 0.171875 Rounded up Vampire's Touch heals (club damage + 7) / 4 RD Random Number Generation (rng) ------------------------------------------------------------------------------- Keep in mind, this section is incomplete. There's a lot more to learn. This guide shows you how to know the exact outcome of for accuracy, damage, heal, item drop, and status effects, assuming you know your seed value and aren't using a buggy emulator to play the game. h = hex, d = decimal . 64h = 100d The formula to get the next seed value = seed x 41C64E6D + 3039h . The reason I use hex here is because it will be a lot easier to calculate the next seed. In most cases, the result of the seed equation would be bigger than 4 bytes, your next seed will be the last 8 digits of the result. For example, if your seed value is D41EF, then the equation looks like this, D41EF x 41C64E6D + 3039h = 36802BD9614FC . Your new seed will be BD9614FC. Do not forget that new seed cannot exceed the unsigned 4 byte value limit. The following spells below have extra steps. 2 seed advances before start of accuracy Avalanche 30 seed advances after end of status effect Ice Wall, Ice Knife, Compression, Power Staff Lv2, Spirit Armor Lv2, Confusion, Healing, Drain Magic, Weakness, Wind Walk, Rolling Rock, Walking Water, Fire Bomb, Confusion 30 seed advances before start of accuracy Silence, Water Pillar, Vamps Touch, Magic Barrier Here is the priority for the order of seed advancing if target = enemy. 1. Spell accuracy (if it's a spell) 2. Agility factor 3. Healing / Damage 4. Stat Effect Percentage 5. Number of turns (if status effect is successful) Here is the priority for the order of seed advancing if target = yourself. 1. Spell accuracy (if it's a spell) 2. Healing / damage 3. Number of turns (if there is a stat effect) Note, the first step uses the seed after the one you selected the attack on. For example if you hit the enemy, while your seed value was 0, the seed used for step 1 will be 3039h. Keep in mind, some spells have additional effects, which mean the seed advance an extra amount of times, after going through these steps. For example Healing Lvl 1 and 2, advances the seed 32 times, while the first 2 deal with spell accuracy and the randomness of healing. This simply means that it's a lot harder to plan for future turns rather than current turn. Here are some rules, if the attack is physical, it skips spell accuracy, and you also skip stat effect and number of turns. In other words club attacks only have 2 seed advancements, 1st Seed determines hit or miss, if it hits, then the 2nd seed will determine the randomness of the damage. Another important rule is that if the damage or healing you do is so low that it's no longer random, then you skip damage/healing step. For spells that target your enemy, the 1 seed determine spell accuracy check, then 2nd determines hit or miss, 3rd would be damage / heal, if it skips damage/heal it will be status effect %. If the spell had a stat effect and the effect misses, then it will skip the RNG routine for number of turns. Accuracy The way accuracy works is, if you use a spell against an enemy, it's a double elimination process. The game first looks at the accuracy of the spell. Then generates a random number between 0 & 63h. If your spell accuracy is greater than the random number, it moves on to the next step, otherwise you miss. Here are the steps for the seed calculation to Accuracy. 1.new Seed = seed x 41C64E6Dh + 3039h (don't worry about 4byte limit here) 2.Stores new seed value 3.Result = new Seed / 10000h RD 4.Rand value = Result MOD 64h. Ex: 4555 MOD 100 = remainder of 55 5.if Rand value < Spell accuracy, move to next step. Otherwise it misses. In the next step, it multiplies your AGL by 100d then divides it by (your AGL + ((enemy AGL + 7) / 8 RD)). Then generates a random number between 0 and 99d. If the random number is less than the result of the formula, then you hit and it moves on to the damage calculation, otherwise you miss. For spells that target yourself (like healing or escape), the accuracy is solely determined by the accuracy given to the spell. So escape has a 55% chance of working, regardless of your AGL and your opponent's AGL. Physical attacks skip the spell accuracy check. If the spell or atk you're using, targets yourself. then skip this. 1.new Seed = seed 41C64E6Dh + 3039h 2.Stores new seed value 3.Result = new Seed / 10000h RD 4.Rand value = Result MOD 64h 5.if Rand value < (your AGL x 64h / (your AGL + ((enemy AGL + 7) / 8 RD))) then go to next step, otherwise it misses and skips the rest of the steps. Damage For damage it takes the square root of your minimum damage (RD) and adds 1. Then it divides new seed value by (sqrt(min dmg) + 1) and the remainder of that equation becomes your additional damage. 1.new Seed = seed x 41C64E6D + 3039h 2.Stores new seed value 3.Result = new Seed / 10000h RD 4.Rand value = Result MOD (sqrt(min dmg) + 1) 5.Adds Rand value to your minimum damage. Healing Healing is similar damage, besides the slight variable difference. 1.new Seed = seed x 41C64E6D + 3039h 2.Stores new seed value 3.Result = new Seed / 10000h RD 4.Rand value = Result MOD (min heal / 4) 5.Adds Rand value to your minimum heal. Status effects If the spell targets an enemy, Silence and Restriction (this includes freeze) have a 10/32 chance of succeeding and all the other status effects have a 20/32 chance. If the spell targets yourself, you skip this routine entirely. Even if you pass both accuracy checks, status effect spells can still miss, although you will still get exp for it, if it passed both accuracy checks. If Silence or Restriction, T4 = A (10d), otherwise T4 = 14h (20d) 1.new Seed = seed x 41C64E6D + 3039h 2.Stores new seed value 3.Result = new Seed / 10000h RD 4.Rand value = Result MOD 20h 5.If Rand value < T4 , then status effect worked, otherwise it didn't Item Drop You basically have a 1/4 chance of getting the item. 1.new Seed = seed x 41C64E6Dh + 3039h 2.Stores new seed value 3.Result = new Seed / 10000h RD 4.Rand value = Result MOD 4. 5.If Rand Value = 0, you get an item (assuming you don't already have one). otherwise you don't. Then it moves to the next step, which I don't fully understand yet. I just know that it determines which item you get. Spell List (splt) =============================================================================== ###Lv|Spell name |Prj|Pow|Acc| Notes -----+----------------+---+---+---+-------------------------------------------- ^ 1|Fire Ball LV1 | 1|240|100|Mid( 9), stream of fire homing to one foe ^^ 4|Fire Ball LV2 | 2|190|100|Mid(10), streams of fire toward one foe ^< 7|Power Staff LV1 |You| |100|2-6 turns, staff damage x1.5 ^> 10|Homing Arrow LV1| 3| 50|100|Far(25) reaching yellow arrows ^v 13|Hot Steam LV1 |* 1|320|100|Hit nearby surrounding enemies w/ steam ^^^16|Fire Ball LV3 | 3|168|100|Mid(11), streams of fire toward one foe ^^>19|Compression |One| | 75|1-5 turns, enemy attack x0.5 ^<<22|Power Staff LV2 |You| |100|2-6 turns, staff damage x2.0 ^^v24|Fire Pillar |* 1|390|100|Burst of fire right in front of you ^>>28|Homing Arrow LV2| 5| 50|100|Far(30) reaching yellow arrows ^^<30|Fire Bomb |* 1|320|100|Mid, launched bomb hits mid-range foes ^36|Magma Ball |* 3|180|100|Rolling magma, destroys status effects ^v>40|Extinction |One| | 60|One-hit kill. No EXP for it. ^vv44|Hot Steam LV2 |* 1|330|100|Hit nearby surrounding enemies w/ steam < 1|Rock LV1 |* 1|290|100|Mid, small overhead rock dropping forward << 4|Rock LV2 |* 1|310|100|Mid, overhead rock dropping forward 13|Weakness LV1 |One| | 90|2-6 turns, Defense x0.8 <<<16|Rock LV3 |* 1|320|100|Mid, large overhead rock dropping forward <31|Weakness LV2 |One| | 90|2-6 turns, Defense x0.5 <<>34|Rock Shower |All|150|100|Shower of rocks strikes all enemies <^>36|Magic Barrier |You| | 90|2-3 turns, immune to enemy magic <^^39|Rolling Rock LV2|* 1|280|100|Large rock rolls across in front <>>43|Weaken All |All| | 90|1-5 turns, Defense x0.8 v 1|Water Pillar LV1|* 1|365|100|Small pillar to strike foes in front vv 4|Water Pillar LV2|* 1|374|100|Medium pillar to strike foes in front v< 7|Healing Lvl. 1 |You| |100|Heals 2% HP + 50% Water, RNG for 25% more v^ 10|Soul Searcher L1|One| |100|1-5 turns, reveals stats vvv13|Water Pillar LV3|* 1|382|100|Large pillar to strike foes in front v17|Ice Knife |One|200|100|No need to aim, 31.25% chance to freeze v> 19|Exit |You| | |Non-combat, return to forest/cave entry v<>23|Escape |You| | 55|Escape from combat v>>24|Return |You| | |Non-combat, return to last town v<<25|Healing LV2 |You| |100|Heals 8% HP + 50% Water, RNG for 25% more v^^33|Soul Searcher L2|All| |100|1-5 turns, reveals stats v^v35|Walking Water |* 1|250|100|Far(50), Pillars of water in a line v^<40|Drain Magic |One| | 70|Get 11/64 of enemy MP v^>46|Invalidity |You| | 95|Destroys status effects > 1|Wind Cutter LV1 | 1|120|100|Far(30), homing projectile >> 4|Wind Cutter LV2 | 3|100|100|Far(30), homing projectiles >^ 6|Restriction LV1 |One| | 80|1-5 turns, no movement >v 8|Evade LV1 |You| | 90|2-6 turns, Agility x2.0 >< 10|Silence LV1 |One| | 80|1-5 turns, stops magic >>>12|Wind Cutter LV3 | 6| 80|100|Far(30), homing projectiles >^>13|Large Cutter |* 1|420|100|Mid, hits enemies in a wide line >^^16|Restriction LV2 |All| | 80|1-5 turns, no movement >v>20|Wind Bomb |* 1|180|100|62.50% chance to reduce Agility >vv24|Evade LV2 |You| | 90|2-6 turns, Agility x4.0 ><>28|Cyclone |* 1|250|100|Hits enemies in a long line >^<32|Slow Enemy |One| | 90|1-5 turns, reduces movement >v<37|Wind Walk |You| | 90|2-6 turns, doubles movement ><<42|Silence LV2 |All| | 80|1-5 turns, stops magic >^v47|Ultimate Wind |All|100|100|Wind burst strikes all enemies Boss Spells ------------------------------------------------------------------------------- Spell Name: Fire Blast Base Damage: 550 AOE: Hits anyone it touches Range: Far (50) Accuracy: 100 A Delay: 5 Homing: None. Easily dodgeable because of the delay in the attack. Spell Name: Earth Spikes Base Damage: 850 AOE: Always hits all enemies Range: Max Accuracy: 100 A Delay: 30 Homing: Perfect. Impossible to dodge Spell Name: Wind Razor (5 hits) Base Damage: 50 Effect: The receiver of this attack loses all status effects. AOE: Hits anyone it touches Range: Far (50) Accuracy: 90 A Delay: 3 H Delay: 7 Homing: Very Good. Very hard to dodge. You can dodge at least 1 hit. Spell Name: Wind Zipper Base Damage: 500 AOE: Hits anyone it touches Range: Far (50). Only moves horizontally. Short vertical distance. Accuracy: 100 A Delay: 13 Homing: None. It's easy to dodge, just run straight vertically. Spell Name: Bubble Shot (3 hits) Base Damage: 200 AOE: Single target only Range: Mid (15). Nepty walks far, so it's longer than 15 Accuracy: 90 A Delay: 0 H Delay: 14 Homing: Good. It's dodgeable at a good enough distance. Spell Name: Bubble Shield Base Damage: 500 Effect: The receiver of this attack loses all status effects. AOE: Always hits all enemies Range: Max . Nepty only uses this attack close range. Accuracy: 100 A Delay: 10 Homing: None. Still impossible to dodge. Spell Name: Lava Ball Base Damage: 280 AOE: Hits anyone it touches Range: Far (35) . Fargo walks far, so it rarely doesn't reach. Accuracy: 100 A Delay: 0 Homing: Very Good. Impossible to dodge without speed hacking. Spell Name: Explosion Base Damage: 380 Effect: The receiver of this attack loses all status effects. AOE: Hits anyone it touches Range: Close Accuracy: 100 A Delay: 0 Homing: None. Impossible to dodge if within range. Spell Name: Laser Beam Base Damage: 500 Effect: The receiver of this attack loses all status effects. AOE: Hits anyone it touches Range: Far (40) Accuracy: 100 A Delay: 0 Homing: None. Takes practice but still dodgeable. Spell Name: Dove Razor (5 hits) Base Damage: 100 Effect: The receiver of this attack loses all status effects. AOE: Hits anyone it touches Range: Far (40) . Shilf stands in middle so it can hit anywhere. Accuracy: 90 A Delay: 0 H Delay: 4 Homing: Good. Hard to dodge. The best I did was dodging 4/5 hits. Spell Name: Ground Pound Base Damage: 600 Effect: The receiver of this attack loses all status effects. AOE: Always hits all enemies Range: Max. It hits anywhere, but Guilty only uses it close range. Accuracy: 100 A Delay: 0 Homing: None. Impossible to dodge, regardless of where you are. Spell Name: Slash Base Damage: 300 AOE: Single target only Range: Max. If you're on opposite ends, Guilty can't attack. Accuracy: 85 A Delay: 0 Homing: Perfect. Impossible to Dodge. Spell Name: Spirit Sword Base Damage: 500 Effect: The receiver of this attack loses all status effects. AOE: Hits anyone it touches Range: Mid. Beigis only uses it up close. Accuracy: 90 A Delay: 0 Homing: None. Impossible to dodge due to 0 delay. Spell Name: Green Laser Base Damage: 600 AOE: Hits anyone it touches Range: Max Accuracy: 100 A Delay: 0 Homing: Perfect. Impossible to dodge. Spell Name: Solar Blast Base Damage: 320 Effect: The receiver of this attack loses all status effects. AOE: Always hits all targets Range: Max Accuracy: 85 A Delay: 0 Homing: Perfect. No escape at all. Spell Name: Fire Wave (3 hits) Base Damage: 480 AOE: Hits anyone it touches Range: Far (60) Accuracy: 100 A Delay: 0 H Delay: 0 Homing: None. Very easy to dodge. Spell Name: Flame Arrows (8 hits) Base Damage: 50 AOE: Hits anyone it touches Range: Far (60) Accuracy: 100 A Delay: 0 H Delay: 0 Homing: Good. It's dodgeable. Credits (crdt) ------------------------------------------------------------------------------- orbitaldecay - Made an excellent memory editing tutorial. Kirkq - Helped me find the values for stats during battles and step counter. Hydrozor - Tested my formulas and posted about items giving MP. shrines.rpgclassics - I used some of their boss spell names. Viper187 - Taught me very useful info about N64 ASM. FatRatKnight - Gave me great suggestions and helped me neaten up my faq. Version History (v1.4) ------------------------------------------------------------------------------- 1.0 - Wrote the basics, item list, monster list, boss list, exp chart, club attack, and an incomplete spell list. 1.1 - Added more information to the basics and explanation. Found the real formula for MP drain and made minor changes to spell list. I also added formulas for agility. Started neatening up my faq, but not done. 1.2 - Included more information about agility leveling mechanics. Corrected some typos. Added a formula section, and RNG section. 1.3 - Added more to RNG and formula sections. Fixed some mistakes. 1.4 - Organized and simplified things. Added info to RNG section.