===============================FINAL FANTASY================================== ===============================GAME MECHANICS================================== Version 0.85 - 7/3/2012 I. Introduction [SEC1] A. Foreword [FRWD] B. Acknowledgments [ACKN] C. Legal Stuff [LEGL] D. Version History [HIST] E. To-Do List [TODO] II. Terms, Elements and Statuses [SEC2] A. Terminology [TERM] B. Stats [STAT] 1. Character Stats 2. Equipment/Spell Stats C. Elements [ELEM] 01 - Status 02 - Poison/Stone 04 - Time 08 - Death 10 - Fire 20 - Ice 40 - Lightning 80 - Earth 00 - Non-Elemental D. Statuses [STUS] 01 - Death 02 - Petrifaction 04 - Poison 08 - Blind 10 - Paralysis 20 - Sleep 40 - Silence 80 - Confusion E. Enemy Types [ETYP] 01 - Magical 02 - Dragon 04 - Giant 08 - Undead 10 - Were 20 - Aquatic 40 - Mage 80 - Regenerative III. Character Stats [SEC3] A. Gaining Stats [STGN] 1. Hit Points 2. SAIVL 3. Hit% and Magic Defense B. Class Breakdown [CLAS] 1. Fighter/Knight 2. Thief/Ninja 3. Black Belt/Master 4. Red Mage/Wizard 5. White Mage/Wizard 6. Black Mage/Wizard C. Class Stat Growth Charts [GROW] 1. Guaranteed Stat Gains By Level 2. Total Minimum Stat Gains by Class and Stat D. Spell Charges By Level [CHRG] 1. Knight 2. Ninja 3. Red Mage/Wizard 4. White/Black Mage/Wizard E. Experience Table [EXPT] IV. Physical Attacks [SEC4] A. Variables [PVAR] 1. Attack Rate Formula 2. Defense Formula 3. Hit Rate Formula 4. Evasion Formula 5. Number of Hits Formula 6. Critical Hit Rate Formula B. Damage Formulas [DFRM] 1. Physical Damage 2. Critical Hits C. Accuracy Formulas [AFRM] 1. Base Chance to Hit 2. Chance to Hit 3. Critical Hit Chance D. Status Attacks [SFRM] 1. Base Chance to Inflict 2. Chance to Inflict E. Equipment Charts [EQUP] 1. Weapon Chart 2. Armor Chart F. Weapon Critical Hit Chance Table [CRIT] V. Magic [SEC5] A. Variables [MVAR] B. Healing and Damage [HEDA] 1. Healing Magic 2. Attack Magic C. Chance to Hit (Double) [MHIT] 1. Base Chance to Hit 2. Chance to Hit 3. Exceptions D. Effect Routines [EFFC] E. Magic Battle Data [MBDT] 1. Spell Data 2. Item Data 3. Skill Data F. Magic Out-of-Battle Data [MODT] 1. Out-of-Battle Spell List 2. Out-of-Battle Item List G. User-Friendly Magic Lists [FLIS] VI. Battle Formulas [SEC6] A. Encounters [ENCT] 1. Random Encounter Frequency 2. Random Encounter List 3. "Spiked" Squares 4. Sprite-Initiated Encounters 5. Damage Tiles B. Ambush/Preemptive [AMBU] 1. Variables 2. Ambush/Preemptive Chance 3. Group Surprise Factors 4. Unrunnable Battles C. Turn Order [TURN] D. Running [RUN ] E. Party Reordering [ORDR] VII. Enemies [SEC7] A. Enemy Behavior [BEHA] 1. Choosing an Action 2. Targeting B. Enemy Data [EDAT] C. Enemy Charts [ECHR] 1. Enemy Elemental Resistance Chart 2. Enemy AI Chart 3. Enemy Spell Chart 4. Enemy Skill Chart VIII.Formations [SEC8] A. Formation Dynamics [FORM] B. Enemy Formation List [EFRM] C. Formation Domain Mapping [FMAP] D. List of Formation Locations [FLOC] 1. Domain Locations 2. Spiked Square Locations 3. Sprite-Initated IX. List of Bugs [SEC9] X. Frequently Asked Questions [FAQS] XI. Credits [CRED] ------------------------------------------------------------------------------- | I. INTRODUCTION [SEC1]| ------------------------------------------------------------------------------- A. FOREWORD [FRWD] I feel that I should mention that I am by no means the best person to write such a document; the extent of my programming abilities are basic HTML and an extremely rudimentary grasp of hexadecimal. But I'm the one that actually got around to writing this, so I guess you're stuck with me, eh? In any event though, I've applied myself to doing the best job I can in conveying this information. The overall tone of this FAQ is meant to be accessible to someone who is not familiar with hex editing or any sort of computer programming. First and foremost, I seek to convey mechanics that would be of interest and practical use to a player - though I may add information on aspects not related to gameplay as such information becomes known to me. This document is written primarily with the NES version in mind, but is also largely applicable to the PSX version. I may create a version of this for Origins specifically in the future. Particularly in the earlier versions, the organization might not be ideal (and may indeed change later),and there may be some incomplete information about the more obscure mechanics of the game. I'm trying to cover the basics at the very least, though, and provide some potentially useful charts. If you know of any information that is not included here, and _especially_ if you see any errors, please contact me. You can reach me at pravoka[AT]hotmail[DOT]com B. ACKNOWLEDGEMENTS [ACKN] This is the part of the FAQ where I have to extend credit and my gratitude to more people than I can properly quantify. While I compiled many of the charts in this document and did (mostly) original research in making them, most of the base knowledge of mechanics must be attributed to other sources. I would be remiss if I did not begin with the triad of Alex Jackson, anomie, and Paulygon who have done so much to reveal the inner workings of the game, and all of whom I've had at least some opportunity to interact with in learning about how this game works - particularly Paulygon in my first year of learning, and anomie in the last year or two. Grond has also lent a hand in increasing my understanding, and silktail has always been quick to answer questions covering a number of topics. Thanks also go to patbuns/sqpat for the Character Lists FAQ, and to BSiron's FAQ - while they have become somewhat outdated over the years, together they have been a great resource for FF1 players seeking to understand the game, and a resource for a couple things in this document. To a similar end, great thanks are due to Disch, the creator of FFHackster. This program has given me access to an astounding amount of raw data in the game, and is an indispensable resource. And finally, I wish to extend my thanks to the Final Fantasy NES board, the community of which has been one of the most welcoming and interesting boards on GFAQs, to the point where it led me to hang out here more and sparked an interest in learning more about the progenitor of the Final Fantasy series. I have attempted to properly credit the sources of my information in the credits section. Unfortunately, in many cases I cannot separate out who discovered what (and often who taught me what), so I am collectively crediting the individuals responsible (to my knowledge) for mechanics/formula sections. If you are responsible for any of the discoveries in this document but are not mentioned in the acknowledgments or credits or know anyone who is, please let me know and I will add mention of you! C. LEGAL STUFF [LEGL] This document is copyright 2009-2012 by Jeanne Mevnais. As of now, only Gamefaqs has permission to post this document. This document may not be reproduced under any circumstances, with the exception that individuals may reproduce it in unchanged form for personal, private use. It may not be placed on any website or otherwise distributed publicly without advance written permission. If for some odd reason you want to post this document elsewhere, contact me and I'll consider it (although until the document is more or less finalized, I want the only version to remain where I can easily update it. Yes, I am aware that it has been three years since I first posted it. I'm working slowly!). If you see it elsewhere, please inform me about it. Generally, just use this for your own benefit and give credit where credit is due. Sound good? D. VERSION HISTORY [HIST] 0.85 (7/3/12) - Realized it's been three years - far too long. Removed tabs so the document will display properly in all browsers, and corrected many errors. Added quick look-up identifies throughout the document. Still a lot to do, but at least many errors have been corrected. 0.80 (7/3/09) - Finally got enough time together to get a tentative version of this to be available until I have the time and acquire the information to properly complete it. Submitted it and hoped for the best. 0.11-0.50 (2008) - Made various charts and such. Posted the FF Formulas thread (now sticky) on 3/1/2008, which was the first readily accessible source for much of the information that would form the basis of this document. Dallied about a lot with school and never got around to finishing this. 0.01 (7/14/07) - Made the Weapon Critical Tables because I thought it might be interesting. 0.10 (?/??/07) - Decided to go ahead and actually make a mechanics FAQ. I made the word document to do it on and formatted it and stuff! E. TO-DO LIST [TODO] *Add Bugged Status Element in Elements section *Add in enemy locations and formations *Complete formation list *Get Random Number List *Add in hex offset references *Include Key Item Information *Include Treasure Data, Explain Duplicate Chests *Incorporate Ship Game *Incorporate Respond Rate, figure out delay rates *Include music data? *Include graphic data? *Develop a better layout (make subpoints stand out more) *Clean stuff up and correct any mistakes identified *Other stuff I've no doubt forgotten ------------------------------------------------------------------------------- | II. TERMS, ELEMENTS, & STATUSES [SEC2]| ------------------------------------------------------------------------------- A. TERMINOLOGY [TERM] A...B = Random number from A to B inclusive that division rounds down unless otherwise specified. R = Random Number PC = Player Character (one of the four Light Warriors) Enchanted Item = A Weapon or Armor that casts a magic spell when used as an item in battle. FI = Fighter KN = Knight TH = Thief NI = Ninja BB = Black Belt MA = Master RM = Red Mage RW = Red Wizard WM = White Mage WW = White Wizard BM = Black Mage BW = Black Wizard B. STATS [STAT] 1. Character Stats LV = Level. Stats increase on level up, and it is used for some BB/MA formulas EXP.= Experience Points. Gain these for level-ups. HP = Hit Points. Your character's health. MP = Magic Points ("Spell Charges"). The amount of times you can use a given spell level. STR = Strength. Increases Attack Power by [STR/2]. AGL = Agility. Increases Evasion by [AGI]. INT = Intelligence. SHOULD probably increase Magic Accuracy, but does nothing. VIT = Vitality. Increases HP gained upon level-up by [VIT/4]. LCK = Luck. Increases chance to run (but has little influence due to a bug) ATK = Attack (the game calls this stat "Damage," but this guide will refer to it as "Attack" for clarity) DEF = Defense (the game class this stat "Absorb," but this guide will refer to it as "Defense" for clarity) HIT%= Hit %. Increases Accuracy, and increases Number of Hits by [Hit%/32] EVA%= Evade %. Chance to avoid attacks. MD = Magic Defense. Chance to avoid magic attacks. This stat is hidden. 2. Equipment/Spell Stats WATK = Weapon Attack. This increases your Attack Power. CRIT = Critical Rate. This determines your chance of a Critical Hit. TYPE = Enemy Family Type. Hurt category for weapons on specific enemies. DEF = Defense. This is the Defense boost from a piece of armor. WGT = Weight. This is the Evasion penalty from armor. E = Effectivity. This determines the damage a spell does, or its effect. SA = Spell Accuracy. This increases a spell's chance to hit. ELEM = Element. The elemental affinity for Weapon/Armor/Magic. C. ELEMENTS [ELEM] There are eight elements of this game. While not referred to specifically by name in the NES version, they each represent a general theme, and indeed have been identified in subsequent version of the game. The element names that I'll be using, combined with the identifying hexadecimal value, are: 01 - Status 10 - Fire 02 - Poison/Stone 20 - Ice 04 - Time 40 - Lightning 08 - Death 80 - Earth Elemental affinities can apply to Weapons, Armor, Magic, Enemy Resistance and Weakness, and Enemy Status Attacks. The combination of Poison and Stone attacks into a single element is somewhat curious; I suspect that they were combined due to lack of a ninth element, though why these particular elements were tied together is beyond me. Elements are relevant in that they affect the Power and Accuracy of attacks, both physical and magical. They have the ability to increase Attack and Chance to Hit of Weapons (though this is bugged and doesn't work on the NES), and may increase OR decrease the Effectivity and Chance to Hit for Magic (and, for some spells, prevent functioning altogether). For example, attacking a ZOMBIE with the Flame Sword (should) give you +4 Attack and increase Chance to Hit by 40, and getting hit with RUB while wearing a Pro Ring will reduce its Base Chance to Hit to 0. If something is non-elemental, it just behaves as normal without any bonuses or penalties. Also, according to anomie, "There's also a bug in the player's elemental weaknesses, the player is "weak" against any element their weapon is strong against. Fortunately, the bug that prevents the weapon elemental strengths from ever being loaded makes this bug never do anything." Thanks to silktail's Elemental Mini-FAQ; it made collecting the following data a little easier. 01 - Status ===Attacks=== Weapon: Xcalbur Spells: SLEP, MUTE, DARK, SLOW, HOLD, FEAR, CONF, STUN, BLND Skills: GAZE, FLASH, SNORTING, INK, DAZZLE ===Defenses=== Armor : Ribbon Spells: ARUB, WALL ===Enemies=== Atk.E.: SHADOW, MUMMY, WzMUMMY, CRAWL, IMAGE, WRAITH, GHOST, GEIST, SPECTER, PHANTOM, GrMEDUSA, VAMPIRE, WzVAMP, Zombie D, GUARD, LICH(1), LICH(2), CHAOS Weak : KARY(1) Resist: BONE, R.BONE, ZomBULL, SHADOW, IMAGE, WRAITH, GHOST, ZOMBIE, GHOUL, GEIST, SPECTER, PHANTOM, MANCAT, VAMPIRE, WzVAMP, EARTH, FIRE, Zombie D, SCUM, MUCK, OOZE, SLIME, MUMMY, WzMUMMY, GUARD, SENTRY, WATER, AIR, WIZARD, MudGOL, RockGOL, IronGOL, EVILMAN, NITEMARE, WarMECH, LICH(1), LICH(2), CHAOS 02 - Poison/Stone ===Attacks=== Weapon: Xcalbur Spells: BANE, BRAK Skills: GLANCE, POISON (Petrify), POISON (Damage), STINGER ===Defenses=== Armor : Aegis Shield, Ribbon Spells: WALL ===Enemies=== Atk.E.: WrWOLF, ASP, SCORPION, LOBSTER, MEDUSA, CATMAN, PEDE, SCUM, SLIME, ARACHNID, WYVERN, OCHO, NAOCHO, NAGA, GrNAGA, MudGOL, COCTRICE Weak : Red D, TIAMAT(1) Resist: BONE, R.BONE, ZomBULL, SHADOW, IMAGE, WRAITH, GHOST, ZOMBIE, GHOUL, GEIST, SPECTER, PHANTOM, MANCAT, VAMPIRE, WzVAMP, EARTH, FIRE, Frost D, Zombie D, SCUM, MUCK, OOZE, SLIME, MUMMY, WzMUMMY, GUARD, SENTRY, WATER, AIR, WIZARD, MudGOL, RockGOL, IronGOL, EVILMAN, NITEMARE, WarMECH, LICH(1), LICH(2), KARY(1), KARY(2), CHAOS. 04 - Time ===Attacks=== Weapon: Xcalbur Spells: STOP, ZAP! Skills: GLARE ===Defenses=== Armor : Black Robe, Ribbon Spells: WALL ===Enemies=== Atk.E.: None Weak : None Resist: Chaos 08 - Death ===Attacks=== Weapon: Xcalbur Spells: RUB, XXXX Skills: SQUINT, TOXIC ===Defenses=== Armor : ProRing, White Robe, Ribbon Spells: ARUB, WALL ===Enemies=== Atk.E.: None Weak : None Resist: BONE, R.BONE, ZomBULL, SHADOW, IMAGE, WRAITH, GHOST, ZOMBIE, GHOUL, GEIST, SPECTER, PHANTOM, MANCAT, VAMPIRE, WzVAMP, EARTH, FIRE, Zombie D, SCUM, MUCK, OOZE, SLIME, MUMMY, WzMUMMY, GUARD, SENTRY, WATER, AIR, MudGOL, RockGOL, IronGOL, EVILMAN, NITEMARE, WarMECH, LICH(1), LICH(2), CHAOS 10 - Fire ===Attacks=== Weapon: Flame Sword, Xcalbur Spells: FIRE, FIR2, FIR3 Skills: HEAT, SCORCH, BLAZE, INFERNO, CREMATE ===Defenses=== Armor : Ice Shield, Ice Armor, Dragon Armor, White Robe, Ribbon Spells: AFIR, WALL ===Enemies=== Atk.E.: None Weak : FrWOLF, FrGIANT, BONE, R.BONE, CREEP, ZomBULL, TROLL, SHADOW, IMAGE, WRAITH, GHOST, ZOMBIE, GHOUL, GEIST, SPECTRE, PHANTOM, GrMEDUSA, VAMPIRE, WzVAMP, EARTH, Frost D, Zombie D, SCUM, OOZE, SLIME, MUMMY, WzMUMMY, Blue D, LICH(1) Resist: AGAMA, R.GIANT, SAHAG, R.SAHAG, WzSAHAG, SHARK, GrSHARK, OddEYE, BigEYE, CEREBUS, SeaSNAKE, LOBSTER, Grey W, MANCAT, GrPEDE, R.GOYLE, FIRE, Red D, MUCK, PERILISK, CARBIE, GATOR, FrGATOR, OCHO, R.HYDRA, SENTRY, WATER, NAGA, CHIMERA, JIMERA, WIZARD, MudGOL, RockGOL, IronGOL, NITEMARE, WarMECH, KARY(1), KARY(2), KRAKEN(1), KRAKEN(2), TIAMAT(1), TIAMAT(2), CHAOS 20 - Ice ===Attacks=== Weapon: Ice Sword, Xcalbur Spells: ICE, ICE2, ICE3 Skills: FROST, BLIZZARD ===Defenses=== Armor : Flame Shield, Flame Armor, Dragon Armor, Black Robe, Ribbon Spells: AICE, WALL ===Enemies=== Atk.E.: None Weak : AGAMA, R.GIANT, CEREBUS, Grey W, FIRE, Red D, SCUM, OOZE, PERILISK, R.HYDRA, WATER, CHIMERA, JIMERA, Gas D, NITEMARE Resist: FrWOLF, FrGIANT, BONE, R.BONE, ZomBULL, SHADOW, IMAGE, WRAITH, GHOST, ZOMBIE, GHOUL, GEIST, SPECTER, PHANTOM, GrMEDUSA, MANCAT, GrPEDE, VAMPIRE, WzVAMP, R.GOYLE, EARTH, Frost D, Zombie D, MUCK, SLIME, MUMMY, WzMUMMY, SENTRY, WIZARD, MudGOL, RockGOL, IronGOL, WarMECH, LICH(1), LICH(2), KARY(1), KARY(2), TIAMAT(1), TIAMAT(2), CHAOS 40 - Lightning ===Attacks=== Weapon: Xcalbur Spells: LIT, LIT2, LIT3 Skills: THUNDER ===Defenses=== Armor : Opal Shield, Opal Armor, Dragon Armor, Ribbon Spells: ALIT, WALL ===Enemies=== Atk.E.: None Weak : SAHAG, R.SAHAG, WSAHAG, SHARK, GrSHARK, OddEYE, BigEYE, SeaSNAKE, LOBSTER, SeaTROLL, Frost D, MUCK, CARIBE, GATOR, FrGATOR, OCHO, GUARD, SENTRY, NAGA, KRAKEN(1) Resist: MANCAT, EARTH, SCUM, OOZE, SLIME, MudGOL, RockGOL, WarMECH, KARY(1), KARY(2), TIAMAT(1), TIAMAT(2), CHAOS 80 - Earth ===Attacks=== Weapon: Xcalbur Spells: QAKE Skills: CRACK ===Defenses=== Armor : Ribbon Spells: ARUB, WALL ===Enemies=== Atk.E.: None Weak : None Resist: SAHAG, R.SAHAG, WzSAHAG, KYZOKU, SHARK, GrSHARK, OddEYE, BigEYE, WzOGRE, SeaSNAKE, LOBSTER, SeaTROLL, SHADOW, IMAGE, WRAITH, GHOST, ZOMBIE, WORM, Sand W, Grey W, EYE, PHANTOM, GrMEDUSA, MANCAT, VAMPIRE, WzVAMP, GARGOYLE, R.GOYLE, EARTH, FIRE, Frost D, Red D, Zombie D, SCUM, MUCK, OOZE, SLIME, MATICOR, SPHINX, COCTRICE, PERILISK, WYVERN, WYRM, CARIBE, GATOR, FrGATOR, OCHO, SENTRY, WATER, AIR, NAGA, CHIMERA, JIMERA, Gas D, RockGOL, IronGOL, NITEMARE, WarMECH, KRAKEN(1), KRAKEN(2), TIAMAT(1), TIAMAT(2), CHAOS 00 - Non-Elemental ===Attacks=== Weapon: [Most, including Unarmed] Spells: CURE, HARM, FOG, RUSE, LOCK, LAMP, ALIT, INVS, TMPR, CUR2, HRM2, AFIR, HEAL, LOK2, PURE, AICE, AMUT, SLP2, FAST, CUR3, LIFE, HRM3, HEL2, WARP, SLO2, SOFT, EXIT, FOG2, INV2, CUR4, HRM4, ARUB, HEL3, SABR, LIF2, FADE, WALL, XFER, NUKE Skills: STARE, TRANCE, NUCLEAR, SWIRL, TORNADO ===Enemies=== Atk.E.: SORCERER D. STATUSES [STUS] Like elements, there are eight statuses in this game: 01 - Dead 10 - Paralyzed 02 - Petrified 20 - Asleep 04 - Poisoned 40 - Silenced 08 - Blind 80 - Confused Party Formation will change when a character is dead, petrified, or poisoned at the end of a battle (See: Party Reordering) There are two additional "statuses" not covered by the status byte: Regeneration - Character recovers 2HP per turn (bugged and does not work on the NES, recovers 5% MaxHP on FF: Origins). Only enemies can have this status, which is set when the "Enemy Type" byte is set to 80 (Regenerative - see E. Enemy Types below). Critical - Character kneels down. This is triggered when a character's current HP drops below MaxHP/4. Unlike subsequent games, this has no practical significance apart from being a visual cue. 1. Status Explanations 01 - Death Explanation: This bit is set when a character dies, either from having HP reduced to 0, or by having the status directly applied through a status attack or a spell (which also sets HP to 0). A character cannot do anything, receive any damage or healing, or receive any other statuses while in this state (although, due to a quirk of programming, characters CAN recover from statuses previously set in-battle while dead (e.g., Paralysis)) Inflicted By Spells: BANE, RUB, QAKE, XXXX, ZAP! Skills: CRACK, SQUINT, GLARE, TOXIC Status Attack: SORCERER Cure: Using a Clinic or LIFE (Revive at 1HP), or LIF2 (Revive at Max HP) NOTE: This status cannot be cured in-battle. 02 - Petrifaction Explanation: While petrified, a character cannot do anything, receive damage or healing, or receive any other statuses (however, characters will lose HP when walking over Lava or Ice Damage Tiles). Unlike the Death status, HP is not set to 0 when a character is petrified. Enemies however are removed from battle when petrified, so it functions the same way as instant death against them. Inflicted By Spells: BRAK Skills: GLANCE, POISON Status Attack: COCTRICE Cure: SOFT [Potion], SOFT (Spell) NOTE: Like Death, this status cannot be cured in-battle. 04 - Poison Explanation: While poisoned, a character receives 2HP of damage at the end of every round, and takes 1HP of damage for each step in the world map. Poison will not reduce a character's HP below 1 outside of battle, but can kill a character in-battle. Enemies cannot be poisoned (due to a bug?), though there is no PC-accessible Spell to inflict it in any event. Inflicted By Spells: None Skills: STINGER Status Attack: WrWOLF, ASP, SCORPION, LOBSTER, MEDUSA, CATMAN, PEDE, SCUM, SLIME, ARACHNID, WYVERN, OCHO, NAOCHO, NAGA, GrNAGA, MudGOL Cure: PURE [Potion], PURE (Spell) 08 - Blind Explanation: While blind, a character's base chance to hit when attacking is reduced by 40, and an enemy attacking that character's base chance to hit is increased by 40. Note that this is different from decreasing Hit% or Evasion, which are not statuses and instead act on a character's stats which plug into the formula, rather than altering the formula directly. To illustrate, if a character with 22 Evasion has a spell cast on them to reduce Evasion by 40 (ignoring the fact that no such spell exists), they have their Evasion reduced by 40. Since a stat cannot be negative, Evasion would equal 0. This works out to a reduction of 22 Evasion, resulting in a +22/201 (+~11%) increase in the enemy's overall chance to hit. However, if a character with 22 Evasion is instead blinded, the enemy's _base_ chance to hit is directly increased by 40, resulting instead in a +40/201 (+~20%) increase in the enemy's overall chance to hit. Inflicted By Spells: DARK, BLND Skills: FLASH, SNORTING, INK Status Attack: SHADOW Cure: LAMP, Automatically at the end of battle. 10 - Paralysis Explanation: While paralyzed, a character cannot do anything, but can receive damage and healing. When attacking a paralyzed target, the target's evade is not factored in to chance to hit, and the attacker's Attack rating will be multiplied by 5/4. A paralyzed character is still scheduled for a turn each round, and on that turn will either continue to be "Paralyzed" or will be "Cured!" Inflicted By Spells: HOLD, STUN, STOP Skills: GAZE, TRANCE, DAZZLE Status Attack: CRAWL, IMAGE, WRAITH, GHOST, GEIST, SPECTER, PHANTOM, GrMEDUSA, VAMPIRE, WzVAMP, Zombie D, GUARD, LICH(1), LICH(2), CHAOS Cure: PCs - 25% Chance each turn, Automatically at the end of battle Enemies - 9.8% Chance each turn 20 - Sleep Explanation: While asleep, a character cannot do anything, but can receive damage and healing. When attacking a sleeping target, the target's evade is not factored in to chance to hit, and the attacker's Attack rating will be multiplied by 5/4. A sleeping character is still scheduled for a turn each round, and on that turn will either stay "Asleep" or will be "Cured!" Inflicted By Spells: SLEP, SLP2 Skills: None Status Attack: MUMMY, WzMUMMY Cure: PCs - Wake if R = 0...80 is less than Max HP, Automatically at the end of battle. Enemies - Bugged. It is supposed to be the same as PCs, but enemies always wake on their first turn. 40 - Silence Explanation: While silenced, a character cannot use the Magic Command (Spells), Equip Command (Enchanted Items), or the Drink Command (Potions). It is arguable as to whether this is a bug or not, given it doesn't make much conceptual sense for being silenced to prevent you from drinking a potion unless, as anomie put it, Mute literally removes your mouth. Whether it should prevent usage of Enchanted Items is also somewhat unclear, but makes a little more sense. In any event, all three of these commands are treated as "magic" by in-battle operations, so that's probably why they're all prohibited. By the same token, enemies are prevented from using their special attacks, which are also effectively "Magic." If a character has a command pending that Silence would ordinarily prevent in the round they are silenced, the message "Silenced" will appear when their turn comes up, and no action will be taken. In future rounds, you will be unable to select one of the prohibited commands. By contrast, enemies will still attempt to cast spells and waste turns on them after being silenced. Inflicted By Spells: MUTE Skills: None Status Attack: None Cure: AMUT, Automatically at the end of battle 80 - Confuse Explanation: When confused, an enemy will either attack another enemy or itself on its turn, or recover from confusion. Enemies do not actually "attack" each other however, but rather, are programmed to cast the "FIRE" spell. This is true regardless of which enemy it is. PCs cannot be confused. Inflicted By Spells: CONF Skills: None Status Attack: None Cure: 25% Chance each turn E. ENEMY TYPES [ETYP] Just like elements and statuses, there are 8 enemy families: 01 - Magical 10 - Were 02 - Dragon 20 - Aquatic 04 - Giant 40 - Mage 08 - Undead 80 - Regenerative An enemy may be any combination of these, or none of them. Enemy families are relevant for 3 purposes: 1) Weapon Damage/Accuracy Bonuses (bugged and does not work) 2) HARM (only Undead are set to be affected) 3) Setting regenerative status (bugged and does not work) So in practice, enemy types are largely irrelevant in the bugged NES version (aside from Undead for HARM purposes). Nevertheless, here's a breakdown of which enemies belong to which family. 01 - Magical (26 Enemies) WrWOLF, SHADOW, IMAGE, WRAITH, GHOST, PHANTOM, GrMEDUSA, CATMAN, VAMPIRE, WzVAMP, GARGOYLE, R.GOYLE, EARTH, FIRE, WATER, AIR, WIZARD, MudGOL, RockGOL, IronGOL, EVILMAN, NITEMARE, LICH, LICH 2, KARY, KARY 2 These enemies tend to have a "supernatural" or "magical" feel about them. 02 - Dragon (22 Enemies) IGUANA, AGAMA, SAURIA, ASP, COBRA, SeaSNAKE, Frost D, Red D, Zombie D, WYVERN, WYRM, TYRO, T Rex, FrGATOR, HYDRA, R.HYDRA, CHIMERA, JIMERA, Gas D, Blue D, TIAMAT, TIAMAT 2 These enemies tend to be draconian or reptillian in nature. 04 - Giant (8 Enemies) IMP, GrIMP, GIANT, FrGIANT, R.GIANT, OGRE, GrOGRE, WzOGRE This may arguably be better rendered as "humanoid" 08 - Undead (19 Enemies) BONE, R.BONE, ZomBULL, SHADOW, IMAGE, WRAITH, GHOST, ZOMBIE, GHOUL, GEIST, SPECTER, PHANTOM, VAMPIRE, WzVAMP, Zombie D, MUMMY, WzMUMMY, LICH, LICH 2 Incorporates zombies, skeletons, vampires, mummies, ghosts, etc. 10 - Were (2 Enemies) WrWOLF, CATMAN That's right, 2 enemies. Easily the most pointless enemy group. 20 - Aquatic (13 Enemies) SAHAG, R.SAHAG, WzSAHAG, GrSHARK, BigEYE, SeaSNAKE, LOBSTER, SeaTROLL, NAGA, WIZARD, KRAKEN, KRAKEN 2 Enemies you would expect to find in the water, including "Wizards" but not "Sorcerers" 40 - Mage (16 Enemies) WzOGRE, EYE, MANCAT, WzVAMP, NAGA, GrNAGA, MudGOL, RockGOL, EVILMAN, MAGE, FIGHTER, LICH, LICH 2, KARY, KARY 2, TIAMAT, TIAMAT 2 Enemies that use magic spells (plus Tiamat) 80 - Regenerative (9 Enemies) WrWOLF, WzOGRE, TROLL, SeaTROLL, PHANTOM, CATMAN, VAMPIRE, WzVAMP, WARMECH Regenerative enemies have an extra feature: they regenerate a portion of their HP after every round. Or at least they _would_ regenerate HP, if regeneration weren't bugged. I believe that they were supposed to regenerate 2 HP per round, as an opposite to Poison. In FF: Origins this was changed to 5% and works. ------------------------------------------------------------------------------- | III. CHARACTER STATISTICS [SEC3]| ------------------------------------------------------------------------------- A. GAINING STATS [STGN] 1. Hit Points HP goes up by VIT/4 per level. On designated level-ups for each class, a "Strong" HP-up will occur, adding a bonus 20-25 HP on top of that. These are specified for certain levels for each class and will not occur randomly. 2. SAIVL Strength, Agility, Intelligence, Vitality, and Luck gains may be guaranteed upon level up for a class. When one of these stats increases, it always does so by 1 point. Each class has preset minimum gains for each stat, with some levels guaranteed to have an increase in a particular stat(s). For any stat that is not guaranteed upon level up, there is a 25% chance to gain that stat. So for example, Odds for Stat Increase Level 2 Black Belt Level 3 Black Belt Level 4 Black Belt STR: 25% STR: 100% STR: 25% AGI: 100% AGI: 25% AGI: 100% INT: 25% INT: 100% INT: 25% VIT: 100% VIT: 100% VIT: 100% LCK: 100% LCK: 100% LCK: 25% 3. Hit % and Magic Defense Each of these stats increases linearly at a fixed rate for each class. The Magic Defense stat is, however, hidden and cannot be observed in-game. B. CLASS BREAKDOWN [CLAS] 1. FIGHTER/KNIGHT Starting Stats Average L25 Stats Average L50 Stats HP: 35 HP: ~557 HP: ~993 STR: 20 STR: 44 STR: 69 AGI: 5 AGI: ~27 AGI: ~43 INT: 1 INT: ~13 INT: ~23 VIT: 10 VIT: ~28 VIT: ~41 LCK: 5 LCK: ~23 LCK: ~35 Hit%: 10 (+3 Per Level) Hit%: 82 Hit%:157 MDef: 15 (+3 Per Level) MDef: 87 MDef:162 2. THIEF/NINJA Starting Stats Average L25 Stats Average L50 Stats HP: 30 HP: ~371 HP: ~660 STR: 5 STR: ~25 STR: ~42 AGI: 10 AGI: ~26 AGI: ~46 INT: 5 INT: ~17 INT: ~30 VIT: 5 VIT: ~17 VIT: ~29 LCK: 15 LCK: 39 LCK: 64 Hit%: 5 (+2 Per Level) Hit%: 53 Hit%:103 MDef: 15 (+2 Per Level) MDef: 63 MDef:113 3. BLACK BELT/MASTER Starting Stats Average L25 Stats Average L50 Stats HP: 33 HP: ~457 HP: 999 STR: 5 STR: ~20 STR: ~35 AGI: 5 AGI: ~20 AGI: ~36 INT: 5 INT: ~20 INT: ~35 VIT: 20 VIT: ~44 VIT: 69 LCK: 5 LCK: ~23 LCK: ~39 Hit%: 5 (+3 Per Level) Hit%: 77 Hit%:152 MDef: 10 (+4 Per Level) [BB] MDef: 34-106 MDef: 59-206 (+1 Per Level) [MA] Due to a bug, Black Belts gain +4 Magic Defense per level, but Master actually gain considerably less, +1. It is thus advantageous to hold off on class change for a Black Belt. 4. RED MAGE/RED WIZARD Starting Stats Average L25 Stats Average L50 Stats HP: 30 HP: ~343 HP: ~591 STR: 10 STR: ~25 STR: ~41 AGI: 10 AGI: ~22 AGI: ~35 INT: 10 INT: ~25 INT: ~40 VIT: 5 VIT: ~20 VIT: ~33 LCK: 5 LCK: ~20 LCK: ~36 Hit%: 7 (+2 Per Level) Hit%: 55 Hit%:105 MDef: 20 (+2 Per Level) MDef: 68 MDef:118 5. WHITE MAGE/WHITE WIZARD Starting Stats Average L25 Stats Average L50 Stats HP: 28 HP: ~363 HP: ~676 STR: 5 STR: ~18 STR: ~30 AGI: 5 AGI: ~17 AGI: ~30 INT: 15 INT: ~38 INT: ~49 VIT: 10 VIT: ~24 VIT: ~36 LCK: 5 LCK: ~19 LCK: ~32 Hit%: 5 (+1 Per Level) Hit%: 29 Hit%: 54 MDef: 20 (+2 Per Level) MDef: 68 MDef:118 6. BLACK MAGE/BLACK WIZARD Starting Stats Average L25 Stats Average L50 Stats HP: 25 HP: ~255 HP: ~470 STR: 1 STR: ~13 STR: ~23 AGI: 10 AGI: ~22 AGI: ~32 INT: 20 INT: 44 INT: 69 VIT: 1 VIT: ~13 VIT: ~23 LCK: 10 LCK: ~21 LCK: ~32 Hit%: 5 (+1 Per Level) Hit%: 29 Hit%: 54 MDef: 20 (+2 Per Level) MDef: 68 MDef:118 C. CLASS STAT GROWTH CHARTS [GROW] S = Strength A = Agility I = Intelligence V = Vitality L = Luck + = Strong HP-up 1. Guaranteed Stat Gains By Level LV Fighter Thief B. Belt R. Mage W. Mage B. Mage L02 +SA V +SA L + A VL +S VL +SAI L + I L03 +SA VL +S IVL S IVL AIV SAIV AIV L04 +SAI L +SA L + A V +S VL +S I L +S I L L05 +SA V +S I L S IVL AIV AIV IV L06 +SA VL SA VL A VL +S VL + I L + AI L L07 +SAI L +S I L +S IV AI S IV S IV L08 +SA V SA L A VL +S VL + AI L + I L L09 +SA VL +S VL S IVL + AI IV AIV L10 +SAI L SAI L + A V +S L +S I L S I L L11 +SA V + L S IVL IV AIV + I L12 SA VL SA VL A VL +SA L + I L AIV L13 +SAI L +S I L +S IV IVL S IV S I L14 +SA V A L A VL +S + AI L + I L L15 SA VL +S VL S IVL AIVL IV AI L16 +SAI L SAI L + A V +S L S I L S IV L17 +SA V A L +S IVL + IV + AIV I L18 SA VL +S VL A VL SA I L + AI L L19 +SAI L SAI L +S IV IVL S IV S I L20 +SA V A L A VL S L + AI L IV L21 S VL +S VL S IVL AIV IV AI L22 +SAI L SAI L + A V S S I +S I L L23 +SA V A L S IVL IVL AI L I L24 S VL +S VL A VL SA L + IV AIV L25 SAI L SAI L +S IV I S I S I L26 +SA V A L A VL S V AI L + I L L27 S VL +S VL S IVL + AI L IV AI L28 SAI L SAI L + A V S L +S I S IV L29 +SA V A L S IVL IV AI L I L30 S VL + VL A VL SA IV + AI L L31 SAI L SAI L +S IV I L S S I L32 +S V A L + A VL S VL + A L IV L33 SA L +SA VL S IVL AI V AI L34 S IV SAI L + A V S S S I L L35 +SA L A L S IVL IVL A L + I L36 S V SA VL A VL SA L V AIV L37 SAI L +SAI L +S IV + I +S S I L38 +S V A L A VL S V A L I L L39 SA L SA VL S IVL AI L V AI L40 S IV SAI L + A V S L S S IV L41 +SA + A L S IVL IV A L + I L42 S S VL A VL SA + V I L L43 SAI AI L +S IV I L S I L44 +S S L A V S VL A L IV L45 SA A VL S IVL AI V I L46 S +S I L + A V S S I L L47 +SA A L +S IV + IVL + A L I L48 S S VL A VL SA L V IV L49 SA AI L +S IV I S I L50 +S S L A V S V A L I L 2. Total Minimum Stat Gains by Class and Stat STAT Fighter Thief B. Belt R. Mage W. Mage B. Mage STR 49 33 24 25 18 13 AGI 35 32 25 17 18 13 INT 14 17 24 24 29 49 VIT 25 16 49 22 20 14 LCK 24 49 30 25 19 14 TOTAL 147 147 152 113 104 103 SHP 27 18 20 13 15 12 D. SPELL CHARGES BY LEVEL [CHRG] 1. Knight Starting at L15, gain a charge for L1, L2, and L3 every odd numbered level. Cap charges at all levels at 4. NOTE: A Fighter must class change before level 43 in order to gain all 4 charges. 2. Ninja Starting at L15, gain a charge for L1, L2, L3, and L4 every odd numbered level. Cap charges at all levels at 4. NOTE: A Thief must class change before level 43 in order to gain all 4 charges. 3. Red Mage/Wizard L 2: 3/1/0/0/0/0/0/0 L18: 7/6/5/4/3/0/0/0 *L35: 9/8/8/7/7/6/5/3 L 3: 3/2/0/0/0/0/0/0 L19: 7/6/5/5/3/0/0/0 L36: 9/8/8/7/7/6/5/4 L 4: 4/2/0/0/0/0/0/0 L20: 7/6/6/5/3/1/0/0 L37: 9/8/8/8/7/6/5/4 L 5: 4/3/0/0/0/0/0/0 L21: 8/6/6/5/4/2/0/0 L38: 9/8/8/8/7/6/6/4 L 6: 4/3/1/0/0/0/0/0 *L22: 9/6/6/5/4/2/0/0 L39: 9/8/8/8/7/6/6/5 L 7: 5/3/2/0/0/0/0/0 L23: 9/6/6/5/4/3/0/0 L40: 9/8/8/8/7/7/6/5 L 8: 5/4/2/0/0/0/0/0 L24: 9/7/6/6/4/3/0/0 L41: 9/9/8/8/7/7/6/5 L 9: 5/4/3/0/0/0/0/0 L25: 9/7/6/6/5/3/0/0 L42: 9/9/8/8/8/7/6/5 L10: 6/4/3/1/0/0/0/0 L26: 9/7/6/6/5/4/1/0 L43: 9/9/8/8/8/7/6/6 L11: 6/4/3/2/0/0/0/0 L27: 9/7/7/6/5/4/2/0 L44: 9/9/8/8/8/7/7/6 L12: 6/4/4/2/0/0/0/0 L28: 9/8/7/6/5/4/2/0 L45: 9/9/9/8/8/7/7/6 L13: 6/5/4/3/0/0/0/0 L29: 9/8/7/6/5/5/3/0 L46: 9/9/9/8/8/8/7/6 L14: 7/5/4/3/0/0/0/0 L30: 9/8/7/7/6/5/3/0 L47: 9/9/9/8/8/8/7/7 L15: 7/5/4/3/1/0/0/0 L31: 9/8/7/7/6/5/3/1 L48: 9/9/9/9/8/8/7/7 L16: 7/5/5/4/2/0/0/0 L32: 9/8/8/7/6/5/4/2 L49: 9/9/9/9/8/8/8/7 L17: 7/6/5/4/2/0/0/0 L33: 9/8/8/7/6/6/4/2 L50: 9/9/9/9/9/8/8/7 L34: 9/8/8/7/6/6/4/3 *The L1 Spell charge gain at level 22 comes suspiciously soon and breaks the pattern of spell charge gains for the Red Mage. In light of the fact that the RM gains a tenth L1 spell charge at level 35, this one in keeping with the pattern, and the fact that no other class gets a tenth spell charge for any spell level, nor does the Red Mage gain a tenth charge for any other level, and that spell charges are capped at nine making the tenth charge ineffectual, strongly suggests that the gain at L22 was unintentional and qualifies as a bug. 4. White/Black Mage/Wizard L 2: 3/1/0/0/0/0/0/0 L18: 7/6/5/5/4/2/0/0 L35: 9/8/8/8/7/6/6/5 L 3: 3/2/0/0/0/0/0/0 L19: 8/6/5/5/4/3/0/0 L36: 9/8/8/8/7/7/6/5 L 4: 4/2/0/0/0/0/0/0 L20: 8/6/6/5/4/3/1/0 L37: 9/8/8/8/7/7/6/6 L 5: 4/3/1/0/0/0/0/0 L21: 8/6/6/5/4/3/2/0 L38: 9/9/8/8/7/7/6/6 L 6: 4/3/2/0/0/0/0/0 L22: 8/6/6/5/5/4/2/0 L39: 9/9/8/8/7/7/7/6 L 7: 5/3/2/0/0/0/0/0 L23: 8/6/6/6/5/4/3/0 L40: 9/9/8/8/8/7/7/6 L 8: 5/3/3/1/0/0/0/0 L24: 9/7/6/6/5/4/3/0 L41: 9/9/8/8/8/7/7/7 L 9: 5/4/3/2/0/0/0/0 L25: 9/7/6/6/5/5/3/1 L42: 9/9/8/8/8/8/7/7 L10: 6/4/3/2/0/0/0/0 L26: 9/7/6/6/5/5/4/2 L43: 9/9/9/8/8/8/7/7 L11: 6/4/4/3/0/0/0/0 L27: 9/7/7/6/6/5/4/2 L44: 9/9/9/8/8/8/8/7 L12: 6/4/4/3/1/0/0/0 L28: 9/8/7/6/6/5/4/3 L45: 9/9/9/8/8/8/8/8 L13: 6/5/4/3/2/0/0/0 L29: 9/8/7/7/6/5/5/3 L46: 9/9/9/9/8/8/8/8 L14: 7/5/4/4/2/0/0/0 L30: 9/8/7/7/6/6/5/4 L47: 9/9/9/9/9/8/8/8 L15: 7/5/5/4/3/0/0/0 L31: 9/8/8/7/6/6/5/4 L48: 9/9/9/9/9/9/8/8 L16: 7/5/5/4/3/1/0/0 L32: 9/8/8/7/7/6/5/4 L49: 9/9/9/9/9/9/9/8 L17: 7/6/5/4/3/2/0/0 L33: 9/8/8/7/7/6/5/5 L50: 9/9/9/9/9/9/9/9 L34: 9/8/8/7/7/6/6/5 E. EXPERIENCE TABLE [EXPT] All classes require the same amount of experience to level up on any given level. Total experience required to reach each level is listed, along with experience to reach a particular level from the previous level in parenthesis. L 2: 40 (+ 40) L18: 69617 (+11272) L35: 497648 (+32799) L 3: 196 (+ 156) L19: 82253 (+12636) L36: 530448 (+32800) L 4: 547 (+ 351) L20: 96332 (+14079) L37: 563247 (+32759) L 5: 1171 (+ 624) L21: 111932 (+15600) L38: 596047 (+32800) L 6: 2146 (+ 975) L22: 129131 (+17199) L39: 628846 (+32799) L 7: 3550 (+ 1404) L23: 148008 (+18877) L40: 661646 (+32800) L 8: 5461 (+ 1911) L24: 168639 (+20631) L41: 694445 (+32799) L 9: 7957 (+ 2496) L25: 191103 (+22464) L42: 727245 (+32800) L10: 11116 (+ 3159) L26: 215479 (+24376) L43: 760044 (+32799) L11: 15016 (+ 3900) L27: 241843 (+26364) L44: 792844 (+32800) L12: 19735 (+ 4719) L28: 270275 (+28432) L45: 825643 (+32799) L13: 25351 (+ 5616) L29: 300851 (+30576) L46: 858443 (+32800) L14: 31942 (+ 6591) L30: 333651 (+32800) L47: 891242 (+32799) L15: 39586 (+ 7644) L31: 366450 (+32799) L48: 924042 (+32800) L16: 48361 (+ 8775) L32: 399250 (+32800) L49: 956841 (+32799) L17: 58345 (+ 9984) L33: 432049 (+32799) L50: 989641 (+32800) L34: 464849 (+32800) ------------------------------------------------------------------------------- | IV. PHYSICAL ATTACKS [SEC4]| ------------------------------------------------------------------------------- A. VARIABLES [PVAR] A = Attack (Listed in the game as "Damage") D = Defense (Listed in the game as "Absorb") H = Hit % (Accuracy) E = Evasion BC = Base Chance to Hit 1. The formula for a character's Attack ("Damage") rating is: Standard Attack = Weapon Attack + STR/2 Armed BB/MA or BM/BW Attack = Weapon Attack + STR/2 + 1 Unarmed BB/MA Attack = Level*2 NOTE: Attack power cannot be higher than 255. It will "roll over" to 0 and continue to climb from there if it goes higher. (This is not possible during normal gameplay). 2. The formula for a character's Defense ("Absorb") rating is: Standard Defense = Sum of Equipped Armor Unequipped* BB/MA Defense = Level *NOTE: The game is supposed to check to see if the BB is wearing armor, and if not, to set Defense = Level. However, the game is bugged to check whether a Weapon is equipped, rather than armor, upon level-up. As a result, if a BB is unarmed but wearing armor and levels up, the level is used for defense rather than armor. This can be dangerous later in the game, where a BB is likely to be using armor but not a weapon. However, it can be fixed simply by entering the Armor screen in the menu. It may be worth noting that at very high levels, this bug can be exploited to give a BB the benefits of a Ribbon without having to sacrifice the good natural Defense that comes with a high level. 3. The formula for a character's Hit% is: Hit% = Weapon Accuracy + Character's Hit% 4. The formula for a character's Evasion is: Evasion = 48 + AGL - Armor Weight 5. The formula for determining a character's # of Hits is: Standard # of Hits = [1+(Hit%/32)]*Hit Multiplier Unarmed BB/MA # of Hits = 2([1+(Hit%/32)]*Hit Multiplier) *Hit Multiplier = 1 by default, and ranges from 0 to 2 *FAST increases Hit Multiplier by 1 *SLOW decreases Hit Multiplier by 1 *Minimum number of hits is 1 6. A Character's Critical Hit Rate is determined by: Standard Critical Rate = Weapon Index Number* Unarmed BB/MA Critical Rate = Level*2 Unarmed non-BB/MA Critical Rate = 0 *This is a bug. Critical rates were supposed to use another variable. B. DAMAGE FORMULAS [DFRM] NOTES: *Calculate Damage separately for each hit *Minimum Value of Damage for each hit is 1 *Total Damage from an Attack is the sum of all damage from successful hits 1. The formula for Physical Damage is: Damage = A...2A - D --If the Target is weak to an Elemental or Enemy-Type attribute of the weapon, add +4 to A (this is bugged and doesn't work on the NES version) --If the target is Asleep or Paralyzed, A = A*5/4 2. For Critical Hits, the formula is: Damage = (A...2A) + (A...2A - D) NOTE: Both sets of A...2A are the same value On FF: Origins, the formula for Critical Hits appears to be different. C) ACCURACY FORMULAS [AFRM] 1. Base Chance to Hit (BC) Base Chance to Hit = 168 --If the Attacker is blind, subtract -40 --If the Target is blind, add +40 --If the Target is weak to an attack, add +40* *This occurs if a Weapon Attribute matches an Elemental Weakness or Enemy Type characteristic on the enemy. This property is bugged and does not work on the NES version. 2. Chance to Hit Chance to Hit = (BC + H)* - E --If the Target is Asleep or Paralyzed, Chance to Hit = BC *The value in parenthesis is capped at 255 _before_ Evasion is subtracted A Hit Roll is done and a random number is selected from 0 to 200. If that number is less than or equal to the Chance to Hit, the Hit connects. 0 is an automatic hit, and 200 is an automatic miss. The % chance of hitting may be expressed by: Percentage Chance to Hit = [Chance to Hit + 1]/201 NOTE: The _proper_ Chance to Hit Formula _should_ be: BC + H - E --If the Target is Asleep or Paralyzed, Chance to Hit = BC + H However, a bug in the NES version clamps Base Chance to Hit and Hit% at 255 before Evasion can be subtracted (and ignores Hit% when asleep or paralyzed). This means that as a practical matter, Hit% greater than 87 is irrelevant for Accuracy. This is also what allows a character to become virtually un-hittable by repeatedly using RUSE or INVS to reach max evasion. I believe this bug is fixed on Origins. 3. Critical Hit Chance Standard Critical Rate = Weapon Index Number For Unarmed BB/MAs Critical Rate = Level*2 For Unarmed Non-BB/MA Critical Rate = 0 If the random number selected for the Hit Roll is less than or equal to the Critical Rate, then that hit is a Critical Hit. 0 is an automatic Critical, and 200 is an automatic Non-Critical. The % chance of getting a Critical Hit may be expressed by: Percentage Chance for Critical = [CRT + 1]/201 NOTES: *Even with a Critical Rate of 0, there is a default 1/201 chance of a 0 being generated, which is an automatic critical hit. *It is possible (albeit very unlikely) for the Chance to Hit to be LOWER than the Critical Rate. If this happens, it is possible for a roll that qualifies as a Critical Hit to ALSO qualify as a miss, which results in the attack missing (a "Critical Miss" if you will). D. STATUS ATTACKS [SFRM] This represents an enemy's chance to inflict status ailments with a Physical Attack. 1. Base Chance to Inflict Base Chance = 100 --If the Target is resistant to an enemy's Weakness*, Base Chance = 0 *This is a bug. It should use the Enemy's Attack Element instead of its weakness. I believe this is fixed in Origins. 2. Chance to Inflict Chance to Inflict = BC - MD Select a random number from 0...200. If the number is equal to or less than the Chance to Inflict, the status is applied. This is calculated separately for each hit. NOTE: This is bugged on the NES so that (most) misses following a successful hit get a chance to inflict the status as well. Misses because of rolling a 200 do not get a chance to inflict the status however. anomie has come up with the following to illustrate this: H = Hit M = Normal Miss X = Miss from rolling 200 * = Chance to inflict status M M H* M* M* X M* H* X This _should_ be: M M H* M M X M H* X E. EQUIPMENT CHARTS [EQUP] --KEY-- --Classes-- --Elements-- --Enemy Type-- FI = Fighter KN = Knight S = Status X = Magical TH = Thief NI = Ninja P = Poison/Stone D = Dragon BB = Black Belt MA = Master T = Time G = Giant RM = Red Mage RW = Red Wizard D = Death U = Undead WM = White Mage WW = White Wizard F = Fire W = Were BM = Black Mage BW = Black Wizard I = Ice A = Aquatic (Water) NOTE: If only the advanced class can L = Lightning M = Mage equip something, that symbol is used. E = Earth R = Regenerative --Weapons-- --Armor-- [S] = Sword [A] = Armor [K] = Knife [R] = Robe [A] = Axe [B] = Bracelet [H] = Hammer [S] = Shield [R] = Staff/Rod [H] = Helmet [N] = Nunchucks [G] = Gauntlet 1. WEAPON CHART Index# WEAPON Attack Hit% Crit Type Spell Price Equippable By 01 Wooden[N] 12 0 10 -- ---- 10 NI BB 02 Small [K] 5 10 5 -- ---- 5 FI TH RM BM 03 Wooden[R] 6 0 1 -- ---- 5 FI NI BB RM WM BM 04 Rapier 9 5 10 -- ---- 10 FI TH RM 05 Iron [H] 9 0 1 -- ---- 10 FI NI WM 06 Short [S] 15 10 5 -- ---- 550 FI NI RM 07 Hand [A] 16 5 3 -- ---- 550 FI NI 08 Scimtar 10 10 5 -- ---- 200 FI TH RM 09 Iron [N] 16 0 10 -- ---- 200 NI BB 10 Large [K] 7 10 5 -- ---- 175 FI TH RM BM 11 Iron [S] 14 0 1 -- ---- 200 FI NI BB 12 Sabre 13 5 10 -- ---- 450 FI TH RM 13 Long [S] 20 10 5 -- ---- 1500 FI NI RM 14 Great [A] 22 5 3 -- ---- 2000 FI NI 15 Falchon 15 10 5 -- ---- 450 FI TH RM 16 Silver[K] 10 15 5 -- ---- 800 FI TH RM BM 17 Silver[S] 23 15 5 -- ---- 4000 FI NI RM 18 Silver[H] 12 5 1 -- ---- 2500 FI NI WM 19 Silver[A] 25 10 4 -- ---- 4500 FI NI 20 Flame [S] 26 20 5 F/U/R ---- 10000 FI NI RM 21 Ice [S] 29 25 5 Ice ---- 15000 FI NI RM 22 Dragon[S] 19 15 10 Dragon ---- 8000 FI TH RM 23 Giant [S] 21 20 5 Giant ---- 8000 FI NI RM 24 Sun [S] 32 30 5 Undead ---- 20000 FI NI RM 25 Coral [S] 19 15 10 Aquatic ---- 8000 FI TH RM 26 Were [S] 18 15 5 Were ---- 6000 FI NI RM 27 Rune [S] 18 15 5 X/M ---- 5000 FI TH RM 28 Power [R] 12 0 1 -- ---- 12345 FI NI BB WM BM 29 Light [A] 28 15 3 Undead HRM2 10000 FI NI 30 Heal [R] 6 0 1 -- HEAL 25000 NI WM 31 Mage [R] 12 10 1 -- FIR2 25000 NI BM 32 Defense 30 35 5 -- RUSE 40000 KN NI RW 33 Wizard[R] 15 15 1 -- CONF 50000 BW 34 Vorpal 24 25 30 -- ---- 30000 KN NI RW 35 CatClaw 22 35 5 -- ---- 65000 KN NI RW BW 36 Thor [H] 18 15 1 -- LIT2 40000 KN NI WW 37 Bane [S] 22 20 10 -- BANE 60000 KN NI RW 38 Katana 33 35 30 -- ---- 60000 NI 39 Xcalber 45 35 5 ALL ---- 60000 KN 40 Masmune 56 50 10 -- ---- 60000 FI TH BB RM WM BM 2. ARMOR CHART Index# Armor Defense Weight Resist Spell Price Equippable By 01 Cloth 1 2 --- ---- 10 FI TH BB RM WM BM 02 Wooden[A] 4 8 --- ---- 50 FI TH BB RM 03 Chain [A] 15 15 --- ---- 80 FI NI RM 04 Iron [A] 24 23 --- ---- 800 FI NI 05 Steel [A] 34 33 --- ---- 45000 FI 06 Silver[A] 18 8 --- ---- 7500 FI NI RM 07 Flame [A] 34 10 Ice ---- 30000 FI NI 08 Ice [A] 34 10 Fire ---- 30000 FI NI 09 Opal [A] 42 10 Lit ---- 60000 KN 10 Dragon[A] 42 10 F/I/L ---- 60000 KN 11 Copper[B] 4 1 --- ---- 100 FI TH BB RM WM BM 12 Silver[B] 15 1 --- ---- 5000 FI TH BB RM WM BM 13 Gold [B] 24 1 --- ---- 50000 FI TH BB RM WM BM 14 Opal [B] 34 1 --- ---- 65000 FI TH BB RM WM BM 15 White [R] 24 2 F/D INV2 2 WW 16 Black [R] 24 2 I/T ICE2 2 BW 17 Wooden[S] 2 0 --- ---- 15 FI NI 18 Iron [S] 4 0 --- ---- 100 FI NI 19 Silver[S] 8 0 --- ---- 2500 FI NI 20 Flame [S] 12 0 Ice ---- 10000 FI NI 21 Ice [S] 12 0 Fire ---- 10000 FI NI 22 Opal [S] 16 0 Lit ---- 15000 KN 23 Aegis [S] 16 0 Poison ---- 40000 KN 24 Buckler 2 0 --- ---- 2500 FI TH RM 25 ProCape 8 2 --- ---- 20000 FI TH RM WM BM 26 Cap 1 1 --- ---- 80 FI TH BB RM WM BM 27 Wooden[H] 3 3 --- ---- 100 FI NI 28 Iron [H] 5 5 --- ---- 450 FI NI 29 Silver[H] 6 3 --- ---- 2500 FI NI 30 Opal [H] 8 3 --- ---- 10000 KN 31 Heal [H] 6 3 --- HEAL 20000 KN NI 32 Ribbon 1 1 ALL ---- 2 FI TH BB RM WM BM 33 Gloves 1 1 --- ---- 60 FI TH BB RM WM BM 34 Copper[G] 2 3 --- ---- 200 FI NI 35 Iron [G] 4 5 --- ---- 750 FI NI 36 Silver[G] 6 3 --- ---- 2500 FI NI RW 37 Zeus [G] 6 3 --- LIT2 15000 KN NI RW 38 Power [G] 6 3 --- SABR 10000 FI NI RW 39 Opal [G] 8 3 --- ---- 20000 KN 40 ProRing 8 1 Death ---- 20000 FI TH BB RM WM BM F. WEAPON CRITICAL HIT CHANCE TABLE [CRIT] The following chart lists each weapon with its critical hit rate, along with data showing the frequency of critical hits with each number of hits it is capable of, and the level at which each class that can equip the weapon will attain those hits. [Index#] [Chance of at Least 1 Critical Hit] Weapon 1 2 3 4 5 6 <- Hit# Potential 0 Crits [Chance of specified number of Critical Hits] 1 | 2 | 3 | 4 | 5 | 6 ^ [Classes Capable of that Many Hits and Level Available] * = below 0.01% 01 1.00% 1.98% 2.96% 3.92% 4.88% W.Nunchuck 1 2 3 4 5 1 1.00% 1.97% 2.93% 3.86% 4.78% 2 0.01% 0.03% 0.06% 0.10% 3 * * * 4 * * 5 * NI 1 NI 15 NI 31 NI 47 BB 1 BB 10 BB 21 BB 32 BB 42 02 1.49% 2.96% 4.41% 5.84% 7.24% 8.63% Small K. 1 2 3 4 5 6 1 1.49% 2.94% 4.34% 5.71% 7.03% 8.30% 2 0.02% 0.07% 0.13% 0.21% 0.31% 3 * * * 0.01% 4 * * * 5 * * 6 * FI 1 FI 5 FI 16 FI 27 FI 37 FI 48 TH 1 TH 10 TH 26 TH 42 RM 1 RM 9 RM 25 RM 41 BM 1 BM 18 BM 50 03 1.99% 3.94% 5.85% 7.73% 9.56% W. Staff 1 2 3 4 5 1 1.99% 3.90% 5.73% 7.49% 9.18% 2 0.04% 0.12% 0.23% 0.37% 3 * * 0.01% 4 * * 5 * FI 1 FI 9 FI 19 FI 30 FI 41 NI 1 NI 15 NI 31 NI 47 BB 1 BB 10 BB 21 BB 32 BB 42 RM 1 RM 14 RM 30 RM 46 WM 1 WM 28 BM 1 BM 28 04 2.49% 4.91% 7.28% 9.59% 11.83% 14.03% Rapier 1 2 3 4 5 6 1 2.49% 4.85% 7.10% 9.23% 11.25% 13.16% 2 0.06% 0.18% 0.35% 0.57% 0.84% 3 * 0.01% 0.01% 0.03% 4 * * * 5 * * 6 * FI 1 FI 7 FI 18 FI 28 FI 39 FI 50 TH 1 TH 12 TH 28 TH 44 RM 1 RM 11 RM 27 RM 43 05 2.99% 5.88% 8.69% 11.42% 14.06% Iron H. 1 2 3 4 5 1 2.99% 5.79% 8.43% 10.90% 13.22% 2 0.09% 0.26% 0.50% 0.81% 3 * 0.01% 0.03% 4 * * 5 * FI 1 FI 9 FI 19 FI 30 FI 41 NI 1 NI 15 NI 31 NI 47 WM 1 WM 28 06 3.48% 6.84% 10.09% 13.22% 16.24% 19.16% Short S. 1 2 3 4 5 6 1 3.48% 6.72% 9.73% 12.53% 15.11% 17.50% 2 0.12% 0.35% 0.68% 1.09% 1.58% 3 * 0.02% 0.04% 0.08% 4 * * * 5 * * 6 * FI 1 FI 5 FI 16 FI 27 FI 37 FI 48 NI 1 NI 10 NI 26 NI 42 RM 1 RM 9 RM 25 RM 41 07 3.98% 7.80% 11.47% 14.99% 18.38% 21.63% Hand Axe 1 2 3 4 5 6 1 3.98% 7.64% 11.01% 14.09% 16.92% 19.49% 2 0.16% 0.46% 0.88% 1.40% 2.02% 3 0.01% 0.02% 0.06% 0.11% 4 * * * 5 * * 6 * FI 1 FI 7 FI 18 FI 28 FI 39 FI 50 NI 1 NI 12 NI 28 NI 44 08 4.48% 8.75% 12.84% 16.74% 20.47% 24.03% Scimitar 1 2 3 4 5 6 1 4.48% 8.55% 12.26% 15.61% 18.64% 21.37% 2 0.20% 0.57% 1.10% 1.75% 2.50% 3 0.01% 0.03% 0.08% 0.16% 4 * * 0.01% 5 * * 6 * FI 1 FI 5 FI 16 FI 27 FI 37 FI 48 TH 1 TH 10 TH 26 TH 42 RM 1 RM 9 RM 25 RM 41 09 4.98% 9.70% 14.20% 18.46% 22.52% I.Nunchuck 1 2 3 4 5 1 4.98% 9.46% 13.48% 17.08% 20.28% 2 0.25% 0.71% 1.34% 2.12% 3 0.01% 0.05% 0.11% 4 * * 5 * NI 1 NI 15 NI 31 NI 47 BB 1 BB 10 BB 21 BB 32 BB 42 10 5.47% 10.65% 15.54% 20.16% 24.53% 28.66% Large K. 1 2 3 4 5 6 1 5.47% 10.35% 14.67% 18.49% 21.85% 24.78% 2 0.30% 0.85% 1.61% 2.53% 3.59% 3 0.02% 0.06% 0.15% 0.28% 4 * * 0.01% 5 * * 6 * FI 1 FI 5 FI 16 FI 27 FI 37 FI 48 TH 1 TH 10 TH 26 TH 42 RM 1 RM 9 RM 25 RM 41 BM 1 BM 18 BM 50 11 5.97% 11.58% 16.86% 21.83% 26.49% Iron Rod 1 2 3 4 5 1 5.97% 11.23% 15.84% 19.85% 23.34% 2 0.36% 1.00% 1.89% 2.96% 3 0.02% 0.08% 0.19% 4 * 0.01% 5 * FI 1 FI 9 FI 19 FI 30 FI 41 NI 1 NI 15 NI 31 NI 47 BB 1 BB 10 BB 21 BB 32 BB 42 12 6.47% 12.52% 18.18% 23.47% 28.42% 33.05% Sabre 1 2 3 4 5 6 1 6.47% 12.10% 16.97% 21.17% 24.75% 27.78% 2 0.42% 1.17% 2.20% 3.42% 4.80% 3 0.03% 0.10% 0.24% 0.44% 4 * 0.01% 0.02% 5 * * 6 * FI 1 FI 7 FI 18 FI 28 FI 39 FI 50 TH 1 TH 12 TH 28 TH 44 RM 1 RM 11 RM 27 RM 43 13 6.97% 13.45% 19.47% 25.08% 30.30% 35.15% Long Sword 1 2 3 4 5 6 1 6.97% 12.96% 18.09% 22.44% 26.09% 29.13% 2 0.49% 1.35% 2.52% 3.91% 5.45% 3 0.03% 0.13% 0.29% 0.54% 4 * 0.01% 0.03% 5 * * 6 * FI 1 FI 5 FI 16 FI 27 FI 37 FI 48 NI 1 NI 10 NI 26 NI 42 RM 1 RM 9 RM 25 RM 41 14 7.46% 14.37% 20.76% 26.67% 32.14% 37.21% Great Axe 1 2 3 4 5 6 1 7.46% 13.81% 19.17% 23.65% 27.36% 30.38% 2 0.56% 1.55% 2.86% 4.41% 6.13% 3 0.04% 0.15% 0.36% 0.66% 4 * 0.01% 0.04% 5 * * 6 * FI 1 FI 7 FI 18 FI 28 FI 39 FI 50 NI 1 NI 12 NI 28 NI 44 15 7.96% 15.29% 22.03% 28.24% 33.95% 39.21% Falchon 1 2 3 4 5 6 1 7.96% 14.65% 20.23% 24.83% 28.56% 31.55% 2 0.63% 1.75% 3.22% 4.94% 6.82% 3 0.05% 0.19% 0.43% 0.79% 4 * 0.02% 0.05% 5 * * 6 * FI 1 FI 5 FI 16 FI 27 FI 37 FI 48 TH 1 TH 10 TH 26 TH 42 RM 1 RM 9 RM 25 RM 41 16 8.46% 16.20% 23.28% 29.78% 35.72% 41.15% Silver K. 1 2 3 4 5 6 1 8.46% 15.48% 21.26% 25.95% 29.70% 32.62% 2 0.72% 1.96% 3.60% 5.49% 7.54% 3 0.06% 0.22% 0.51% 0.93% 4 0.01% 0.02% 0.06% 5 * * 6 * FI 1 FI 4 FI 14 FI 25 FI 36 FI 46 TH 1 TH 7 TH 23 TH 39 RM 1 RM 6 RM 22 RM 38 BM 1 BM 13 BM 45 17 8.96% 17.11% 24.53% 31.29% 37.44% 43.05% Silver S. 1 2 3 4 5 6 1 8.96% 16.31% 22.27% 27.03% 30.77% 33.61% 2 0.80% 2.19% 3.99% 6.05% 8.27% 3 0.07% 0.26% 0.60% 1.08% 4 0.01% 0.03% 0.08% 5 * * 6 * FI 1 FI 4 FI 14 FI 25 FI 36 FI 46 NI 1 NI 7 NI 23 NI 39 RM 1 RM 6 RM 22 RM 38 18 9.45% 18.01% 25.76% 32.78% 39.13% 44.89% Silver H. 1 2 3 4 5 6 1 9.45% 17.12% 23.25% 28.07% 31.77% 34.52% 2 0.89% 2.43% 4.40% 6.63% 9.01% 3 0.08% 0.31% 0.69% 1.25% 4 0.01% 0.04% 0.10% 5 * * 6 * FI 1 FI 7 FI 18 FI 28 FI 39 FI 50 NI 1 NI 12 NI 28 NI 44 WM 1 WM 23 19 9.95% 18.91% 26.98% 34.24% 40.79% 46.68% Silver A. 1 2 3 4 5 6 1 9.95% 17.92% 24.21% 29.06% 32.71% 35.35% 2 0.99% 2.67% 4.82% 7.23% 9.77% 3 0.10% 0.35% 0.80% 1.44% 4 0.01% 0.04% 0.12% 5 * 0.01% 6 * FI 1 FI 5 FI 16 FI 27 FI 37 FI 48 NI 1 NI 10 NI 26 NI 42 20 10.45% 19.80% 28.18% 35.69% 42.41% 48.42% Flame S. 1 2 3 4 5 6 1 10.45% 18.71% 25.14% 30.01% 33.60% 36.10% 2 1.09% 2.93% 5.25% 7.84% 10.53% 3 0.11% 0.41% 0.91% 1.64% 4 0.01% 0.05% 0.14% 5 * 0.01% 6 * FI 1 FI 2 FI 13 FI 23 FI 34 FI 45 NI 1 NI 5 NI 21 NI 37 RM 1 RM 4 RM 20 RM 36 21 10.95% 20.69% 29.37% 37.10% 43.99% 50.12% Ice Sword 1 2 3 4 5 6 1 10.95% 19.49% 26.04% 30.92% 34.42% 36.78% 2 1.20% 3.20% 5.70% 8.46% 11.30% 3 0.13% 0.47% 1.04% 1.85% 4 0.01% 0.06% 0.17% 5 * 0.01% 6 * FI 1 FI 1 FI 11 FI 22 FI 32 FI 43 NI 1 NI 2 NI 18 NI 34 NI 50 RM 1 RM 1 RM 17 RM 33 RM 49 22 11.44% 21.58% 30.55% 38.50% 45.53% 51.77% Dragon S. 1 2 3 4 5 6 1 11.44% 20.27% 26.92% 31.79% 35.19% 37.39% 2 1.31% 3.48% 6.16% 9.09% 12.08% 3 0.15% 0.53% 1.18% 2.08% 4 0.02% 0.08% 0.20% 5 * 0.01% 6 * FI 1 FI 4 FI 14 FI 25 FI 36 FI 46 TH 1 TH 7 TH 23 TH 39 RM 1 RM 6 RM 22 RM 38 23 11.94% 22.46% 31.71% 39.87% 47.05% 53.37% Giant S. 1 2 3 4 5 6 1 11.94% 21.03% 27.78% 32.61% 35.90% 37.94% 2 1.43% 3.77% 6.63% 9.74% 12.86% 3 0.17% 0.60% 1.32% 2.32% 4 0.02% 0.09% 0.24% 5 * 0.01% 6 * FI 1 FI 2 FI 13 FI 23 FI 34 FI 45 NI 1 NI 5 NI 21 NI 37 RM 1 RM 4 RM 20 RM 36 24 12.44% 23.33% 32.86% 41.22% 48.53% 54.93% Sun Sword 1 2 3 4 5 6 1 12.44% 21.78% 28.61% 33.40% 36.56% 38.41% 2 1.55% 4.06% 7.12% 10.39% 13.64% 3 0.19% 0.67% 1.48% 2.58% 4 0.02% 0.10% 0.28% 5 * 0.02% 6 * FI 1 FI 1 FI 9 FI 20 FI 31 FI 41 NI 1 NI 1 NI 16 NI 32 NI 48 RM 1 RM 1 RM 15 RM 31 RM 47 25 12.94% 24.19% 34.00% 42.54% 49.97% 56.44% Coral S. 1 2 3 4 5 6 1 12.94% 22.52% 29.42% 34.15% 37.16% 38.83% 2 1.67% 4.37% 7.61% 11.04% 14.42% 3 0.22% 0.75% 1.64% 2.86% 4 0.03% 0.12% 0.32% 5 * 0.02% 6 * FI 1 FI 4 FI 14 FI 25 FI 36 FI 46 TH 1 TH 7 TH 23 TH 39 RM 1 RM 6 RM 22 RM 38 26 13.43% 25.06% 35.13% 43.84% 51.39% 57.92% Were Sword 1 2 3 4 5 6 1 13.43% 23.26% 30.20% 34.86% 37.72% 39.18% 2 1.80% 4.69% 8.11% 11.71% 15.20% 3 0.24% 0.84% 1.82% 3.14% 4 0.03% 0.14% 0.37% 5 * 0.02% 6 * FI 1 FI 4 FI 14 FI 25 FI 36 FI 46 NI 1 NI 7 NI 23 NI 39 RM 1 RM 6 RM 22 RM 38 27 13.93% 25.92% 36.24% 45.12% 52.77% 59.35% Rune Sword 1 2 3 4 5 6 1 13.93% 23.98% 30.96% 35.53% 38.22% 39.48% 2 1.94% 5.01% 8.63% 12.37% 15.97% 3 0.27% 0.93% 2.00% 3.45% 4 0.04% 0.16% 0.42% 5 * 0.03% 6 * FI 1 FI 4 FI 14 FI 25 FI 36 FI 46 TH 1 TH 7 TH 23 TH 39 RM 1 RM 6 RM 22 RM 38 28 14.43% 26.77% 37.33% 46.38% 54.12% Power S. 1 2 3 4 5 1 14.43% 24.69% 31.69% 36.16% 38.68% 2 2.08% 5.34% 9.15% 13.04% 3 0.30% 1.03% 2.20% 4 0.04% 0.19% 5 * FI 1 FI 9 FI 19 FI 30 FI 41 NI 1 NI 15 NI 31 NI 47 BB 1 BB 10 BB 21 BB 32 BB 42 WM 1 WM 28 BM 1 BM 28 29 14.93% 27.63% 38.43% 47.62% 55.43% 62.09% Light Axe 1 2 3 4 5 6 1 14.93% 25.40% 32.41% 36.76% 39.09% 39.91% 2 2.23% 5.69% 9.67% 13.72% 17.50% 3 0.33% 1.13% 2.41% 4.09% 4 0.05% 0.21% 0.54% 5 * 0.04% 6 * FI 1 FI 4 FI 14 FI 25 FI 36 FI 46 NI 1 NI 7 NI 23 NI 39 30 15.42% 27.47% 39.51% 48.83% Heal Staff 1 2 3 4 1 15.42% 26.09% 33.10% 37.32% 2 2.38% 6.04% 10.21% 3 0.37% 1.24% 4 0.06% NI 1 NI 15 NI 31 NI 47 WM 1 WM 28 31 15.92% 29.30% 40.55% 50.02% Mage Staff 1 2 3 4 1 15.92% 26.77% 33.76% 37.85% 2 2.53% 6.39% 10.75% 3 0.40% 1.36% 4 0.06% NI 1 NI 10 NI 26 NI 42 BM 1 BM 18 BM 50 32 16.42% 30.14% 41.61% 51.20% 59.21% 65.91% 71.50% Defense 1 2 3 4 5 6 7 1 16.42% 27.44% 34.41% 38.35% 40.06% 40.18% 39.18% 2 2.70% 6.76% 11.30% 15.74% 19.73% 23.09% 3 0.44% 1.48% 3.09% 5.17% 7.56% 4 0.07% 0.30% 0.76% 1.48% 5 0.01% 0.06% 0.17% 6 * 0.01% 7 * KN 1 KN 1 KN 8 KN 18 KN 29 KN 40 KN 50 NI 1 NI 1 NI 13 NI 29 NI 45 RW 1 RW 1 RW 12 RW 28 RW 44 33 16.92% 30.97% 42.64% Wizard S. 1 2 3 1 16.92% 28.11% 35.03% 2 2.86% 7.13% 3 0.48% BW 1 BW 13 BW 45 34 17.41% 31.79% 43.67% 53.48% 61.58% 68.27% Vorpal 1 2 3 4 5 6 1 17.41% 28.76% 35.63% 39.23% 40.50% 40.14% 2 3.03% 7.51% 12.41% 17.08% 21.16% 3 0.53% 1.74% 3.60% 5.95% 4 0.09% 0.38% 0.94% 5 0.02% 0.08% 6 * KN 1 KN 1 KN 11 KN 22 KN 32 KN 43 NI 1 NI 2 NI 18 NI 34 NI 50 RW 1 RW 1 RW 17 RW 33 RW 49 35 17.91% 32.62% 44.68% 54.59% 62.72% 69.40% 74.88% CatClaw 1 2 3 4 5 6 7 1 17.91% 29.41% 36.21% 39.63% 40.67% 40.06% 38.36% 2 3.21% 7.90% 12.97% 17.75% 21.85% 25.11% 3 0.57% 1.89% 3.87% 6.36% 9.13% 4 0.10% 0.42% 1.04% 1.99% 5 0.02% 0.09% 0.26% 6 * 0.02% 7 * KN 1 KN 1 KN 8 KN 18 KN 29 KN 40 KN 50 NI 1 NI 1 NI 13 NI 29 NI 45 RW 1 RW 1 RW 12 RW 28 RW 44 BW 1 BW 1 BW 25 36 18.41% 33.43% 45.32% 55.68% 63.84% 70.50% Thor H. 1 2 3 4 5 6 1 18.41% 30.04% 36.76% 40.00% 40.79% 39.94% 2 3.39% 8.29% 13.53% 18.41% 22.53% 3 0.62% 2.04% 4.15% 6.78% 4 0.11% 0.47% 1.15% 5 0.02% 0.10% 6 * KN 1 KN 4 KN 14 KN 25 KN 36 KN 46 NI 1 NI 7 NI 23 NI 39 WW 1 WW 13 WW 45 37 18.91% 34.23% 46.68% 56.75% 64.93% 71.56% Bane Sword 1 2 3 4 5 6 1 18.91% 30.66% 37.30% 40.33% 40.88% 39.78% 2 3.57% 8.70% 14.10% 19.06% 23.19% 3 0.68% 2.19% 4.44% 7.21% 4 0.13% 0.52% 1.26% 5 0.02% 0.12% 6 * KN 1 KN 2 KN 13 KN 23 KN 34 KN 45 NI 1 NI 5 NI 21 NI 37 RW 1 RW 4 RW 20 RW 36 38 19.40% 35.04% 47.65% 57.80% 65.99% Katana 1 2 3 4 5 1 19.40% 31.28% 37.81% 40.63% 40.94% 2 3.76% 9.10% 14.67% 19.71% 3 0.73% 2.35% 4.75% 4 0.14% 0.57% 5 0.03% NI 1 NI 1 NI 13 NI 29 NI 45 39 19.90% 35.84% 48.61% 58.85% 67.03% 73.59% 78.85% Xcalbur 1 2 3 4 5 6 7 1 19.90% 31.88% 38.30% 40.91% 40.96% 39.37% 36.79% 2 3.96% 9.52% 15.25% 20.35% 24.45% 27.42% 3 0.79% 2.53% 5.06% 8.10% 11.35% 4 0.16% 0.63% 1.51% 2.82% 5 0.03% 0.15% 0.42% 6 * 0.03% 7 * KN 1 KN 1 KN 8 KN 18 KN 29 KN 40 KN 50 40 20.40% 36.63% 49.57% 59.85% 68.04% 74.56% 79.75% Masmune 1 2 3 4 5 6 7 1 20.40% 32.47% 38.78% 41.15% 40.95% 39.12% 36.33% 2 4.16% 9.94% 15.82% 20.99% 25.06% 27.93% 3 0.85% 2.70% 5.38% 8.56% 11.93% 4 0.17% 0.69% 1.65% 3.06% 5 0.04% 0.17% 0.47% 6 * 0.04% 7 * FI 1 FI 1 FI 3 FI 13 FI 24 FI 35 FI 45 BB 1 BB 1 BB 4 BB 15 BB 26 BB 36 BB 47 TH 1 TH 1 TH 6 TH 22 TH 38 RM 1 RM 1 RM 5 RM 21 RM 37 WM 1 WM 1 WM 10 WM 42 BM 1 BM 1 BM 10 BM 42 ------------------------------------------------------------------------------- | V. MAGIC [SEC5]| ------------------------------------------------------------------------------- Spells, Enemy Skills, Spells used through Enchanted Items, and Items used through the Drink command all operate as "Magic." A. VARIABLES [MVAR] E = Effectivity. Determined by Spell. (Effectively capped at 255) SA = Spell Accuracy. Determined by Spell. MD = Magic Defense. Determined by Target. BC = Base Chance to Hit = 148 B. HEALING AND DAMAGE [HEDA] 1) Healing Magic HP Recovered = E...2E (max 255) CUR4 does not use this formula, but rather, sets HP to max and clears negative status. Note that out-of-battle, healing magic does not use these formulas. Rather, each spell is programmed to restore a set amount of HP, plus a variable range. These values are listing in F(1) below. 2) Attack Magic Resisted Attack Spell Damage = E...2E Unresisted Attack Spell Damage = 2(E...2E) --If target is resistant to spell element, divide effectivity by 2 --If the target is weak to spell element, multiply effectivity by 1.5 To determine whether a spell is resisted, look to whether the hit roll (described in B below) succeeds. If it does, the E...2E value is doubled. If it does not, the value remains E...2E. C. CHANCE TO HIT (DOUBLE) [MHIT] NOTE: Status spells can hit or miss, which is determined by this calculation. Damaging spells always "hit," but may be "resisted," in which case the doubling component of the damage calculation does not occur, and the spell does only half of its potential damage. 1) Base Chance to Hit = 148 --If the target is Resistant to the spell's element, set BC to 0 --If the target is Weak to the spell's element, add +40 to BC NOTE: If a target is both Resistant and Weak, the base chance is set to 0, but 40 is still added, resulting in BC = 40. 2) Chance to Hit = BC + SA - MD A Hit Roll is done where a random number is selected from 0...200. If the number is equal or less than the Chance to Hit, the spell hits (or doubles). A 0 is always a successful hit, and a 200 is always a miss. 3) Exceptions *Positive Effects (Effect Routines 07, 08, 09, 0A, OB, OC, OD, OF, 10) automatically hit. *If an enemy is weak to XFER's element, set BC to 188 rather than adding +40. This is immaterial however as XFER has no element. *300HP Threshold Spells (STUN, BLND, and XXXX) always hit if the target is not resistant and its current HP is equal to or less than 300, and always miss otherwise. D. EFFECT ROUTINES (thanks to anomie) [EFFC] Magic operates depending upon which effect routine is assigned. An explanation of the routines the game uses follows below: 00 - Nothing 01 - Damage - This is used for Attack Magic 02 - Undead Damage - This is identical to 01, but only hits Undead 03 - Status Ailment - Inflicts status ailment(s) indicated by bitmask in Effectivity 04 - Hit Multiplier Down - Subtracts 1 from target's Hit Multiplier 05 - Morale Down - Subtracts Effectivity from the target's Morale 06 - [Unused] - Points to HP Recovery Routine 07 - HP Recovery - Increases target's HP by E...2E, max 255 08 - Restore Status - Undoes status ailment(s) indicated by bitmask in Effectivity. (All actions are "ineffective" against Dead or Petrified targets, so this effect cannot cure them) 09 - Defense Up* - Adds Effectivity to target's Defense 0A - Resist Element* - Grants Elemental Resistance 0B - Attack Up** - Adds Effectivity to Attack 0C - Hit Multiplier Up - Adds 1 to target's Hit Multiplier 0D - Attack/Accuracy Up** - Adds Effectivity to Attack, and Spell Accuracy to Hit% 0E - Evasion Down - Subtracts Effectivity from Evade. Bugged to always miss. 0F - Full HP/Status Recovery - Restores HP to Max and clears negative status. 10 - Evasion Up - Adds Effectivity to Evade. 11 - Remove Resistance* - Clears Elemental Resistance 12 - 300HP Status - Set status to bitmask in Effectivity if not resistant and HP is 300 or less. *Effect Routine is bugged and spells that use it will not work on enemies. (Effect 0A misses Enemy Caster, but may hit other enemies) **Effect Routine is bugged and spells that use it will not work on PCs. E. MAGIC BATTLE DATA [MBDT] Effectivity - Spell Effectivity value. Deca value is used when Effectivity is used to calculate something (or unused), but the symbolic representation of the bitmask is identified for Statuses and Elements. -S- = Single Target S-A = Single Ally S-E = Single Enemy -A- = All Targets A-A = All Allies A-E = All Enemies -C- = Caster 1. Spell Data ID Name Efctvty Accuracy Element Tgt Effect Price Usable 01 CURE 16 0 -- S-A HP Recovery 100 WM RM KN 02 HARM 20 24 -- A-E Damage Undead 100 WM 03 FOG 8 0 -- S-A Defense Up 100 WM RM KN 04 RUSE 80 0 -- -C- Evasion Up 100 WM RW KN 05 FIRE 10 24 Fire S-E Damage 100 BM RM NI 06 SLEP Sleep 24 Status A-E Status Ailment 100 BM RM NI 07 LOCK 20 64 -- S-E Evasion Down 100 BM RM NI 08 LIT 10 24 Lightng S-E Damage 100 BM RM NI 09 LAMP Blind 0 -- S-A Restore Status 400 WM RM KN 0A MUTE Silence 64 Status A-E Status Ailment 400 WM RM KN 0B ALIT Lightng 0 -- A-A Resist Element 400 WM RM KN 0C INVS 40 0 -- S-A Evasion Up 400 WM RM KN 0D ICE 20 24 Ice S-E Damage 400 BM RM NI 0E DARK Blind 24 Status A-E Status Ailment 400 BM RM NI 0F TMPR 14 0 -- S-A Attack/Accuracy Up 400 BM RM NI 10 SLOW 0 64 Status A-E Hit Multiplier Down 400 BM RM NI 11 CUR2 33 0 -- S-A HP Recovery 1500 WM RM KN 12 HRM2 40 24 -- A-E Damage Undead 1500 WM 13 AFIR Fire 0 -- A-A Resist Element 1500 WM RM KN 14 HEAL 12 0 -- A-A HP Recovery 1500 WM 15 FIR2 30 24 Fire A-E Damage 1500 BM RM NI 16 HOLD Paralyze 64 Status S-E Status Ailment 1500 BM RM NI 17 LIT2 30 24 Lightng A-E Damage 1500 BM RM NI 18 LOK2 20 40 -- A-E Evasion Up 1500 BM RM NI 19 PURE Poison 0 -- S-A Restore Status 4000 WM RM 1A FEAR 40 24 Status A-E Morale Down 4000 WM 1B AICE Ice 0 -- A-A Resist Element 4000 WM RM 1C AMUT Silence 0 -- S-A Restore Status 4000 WM RW 1D SLP2 Sleep 64 -- S-E Status Ailment 4000 BM RM NI 1E FAST 0 0 -- S-A Hit Multiplier Up 4000 BM RM NI 1F CONF Confuse 64 Status A-E Status Ailment 4000 BM RM NI 20 ICE2 40 24 Ice A-E Damage 4000 BM RM NI 21 CUR3 66 0 -- S-A HP Recovery 8000 WM RM 22 LIFE 0 255 -- S-A None 8000 WM RW 23 HRM3 60 24 -- A-E Damage Undead 8000 WM 24 HEL2 48 0 -- A-A HP Recovery 8000 WM 25 FIR3 50 24 Fire A-E Damage 8000 BM RM 26 BANE Death 40 Psn/Stn A-E Status Ailment 8000 BM RW 27 WARP 0 255 -- A-A None 8000 BW RW 28 SLO2 0 64 -- S-E Hit Multiplier Down 8000 BM RM 29 SOFT 0 255 -- S-A None 20000 WM 2A EXIT 0 255 -- A-A None 20000 WW RW 2B FOG2 12 0 -- A-A Defense Up 20000 WM RW 2C INV2 40 0 -- A-A Evasion Up 20000 WM RW 2D LIT3 60 24 Lightng A-E Damage 20000 BM RW 2E RUB Death 24 Death S-E Status Ailment 20000 BM 2F QAKE Death 40 Earth A-E Status Ailment 20000 BM 30 STUN Paralyze 0 Status S-E 300HP Status Ail 20000 BM 31 CUR4 0 0 -- S-A Full HP/Stat Rec. 45000 WW 32 HRM4 80 48 -- A-E Damage Undead 45000 WW 33 ARUB S/P/E 0 -- A-A Resist Element 45000 WM RW 34 HEL3 48 48 -- A-A HP Recovery 45000 WM 35 ICE3 70 24 Ice A-E Damage 45000 BM RW 36 BRAK Petrify 64 Psn/Stn S-E Status Ailment 45000 BW 37 SABR 16 0 -- -C- Attack/Accuracy Up 45000 BW 38 BLND Blind 0 Status S-E 300HP Status Ail 45000 BM 39 LIF2 0 255 -- S-E None 60000 WW 3A FADE 80 107 -- A-E Damage 60000 WW 3B WALL ALL 0 -- S-A Resist Element 60000 WW 3C XFER 0 107 -- S-E Remove Resistance 60000 WW 3D NUKE 100 107 -- A-E Damage 60000 BW 3E STOP Paralyze 48 Time A-E Status Ailment 60000 BW 3F ZAP! Death 32 Time A-E Status Ailment 60000 BW 40 XXXX Death 0 Death S-E Status Ailment 60000 BW BUGS *TMPR should use OB (Attack Up) rather than 0D (Attack/Accuracy Up) *LOK2 should use 0E (Evasion Down) rather than 10 (Evasion Up) *HEL2 should have 24 Effectivity, rather than 48 *SABR should have a spell accuracy value; what value is uncertain. **From a Player standpoint, LOCK, TMPR, SABR, and XFER do not work, and LOK2 actually helps the enemy. 2. Item Data ID Name Effectivity Accuracy Tgt Effect 41 HEAL [P] 16 0 -S- HP Recovery 42 PURE [P] Poison 0 -S- Status Recovery - Poison 3. Skill Data ID Name Effectivity Accuracy Element TGT Effect 43 FROST 24 32 Ice -A- Damage 44 HEAT 12 32 Fire -A- Damage 45 GLANCE Petrify 5 Poison/Stone -S- Status Ailment 46 GAZE Paralyze 0 Status -S- Status Ailment 47 FLASH Blind 24 Status -A- Status Ailment 48 SCORCH 7 32 Fire -A- Damage 49 CRACK Death 16 Earth -A- Status Ailment 4A SQUINT Death 0 Death -S- Status Ailment 4B STARE 17 24 -- -S- Damage 4C GLARE Death 16 Time -S- Status Ailment 4D BLIZZARD 50 32 Ice -A- Damage 4E BLAZE 64 32 Fire -A- Damage 4F INFERNO 96 32 Fire -A- Damage 50 CREMATE 24 32 Fire -A- Damage 51 POISON Petrify 5 Poison/Stone -A- Status Ailment 52 TRANCE Paralyze 0 -- -A- Status Ailment 53 POISON 68 32 Poison/Stone -A- Damage 54 THUNDER 76 32 Lightning -A- Damage 55 TOXIC Death 0 Death -A- Status Ailment 56 SNORTING Blind 24 Status -S- Status Ailment 57 NUCLEAR 80 48 -- -A- Damage 58 INK Blind 24 Status -A- Status Ailment 59 STINGER Poison 0 Poison/Stone -A- Status Ailment 5A DAZZLE Paralyze 32 Status -S- Status Ailment 5B SWIRL 64 32 -- -A- Damage 5C TORNADO 64 32 -- -A- Damage F. MAGIC OUT-OF-BATTLE DATA [MODT] 1. Out-of-Battle Spell List Name TGT - Effect CURE [S] - Restores 16 + 0...15 HP CUR2 [S] - Restores 32 + 0...31 HP CUR3 [S] - Restores 64 + 0...63 HP CUR4 [S] - Restores all HP HEAL [A] - Restores 16 + 0...7 HP HEL2 [A] - Restores 32 + 0...15 HP HEL3 [A] - Restores 64 + 0...31 HP PURE [S] - Cures Poison SOFT [S] - Cures Petrifaction LIFE [S] - Revives with 1 HP LIF2 [S] - Revives with Full HP WARP [A] - Teleports Party 1 Floor Towards Entrance of a Dungeon EXIT [A] - Teleports Party to the Entrance of a Dungeon 2. Out-of-Battle Item List Name TGT - Effect Limitation HEAL [P] [S] - Restores 30 HP PURE [P] [S] - Cures Poison SOFT [P] [S] - Cures Petrifaction TENT [A] - Restores 30 HP, Permits Save Usable only on World Map CABIN [A] - Restores 60 HP, Permits Save Usable only on World Map HOUSE [A] - Restores 120 HP, All MP, Permits Save Usable only on World Map NOTE: The House is bugged so that it restores MP AFTER saving, rather than before. This can be circumvented by utilizing a Tent afterwards and saving again. G. USER-FRIENDLY MAGIC LISTS [FLIS] [FUTURE UPDATE] ------------------------------------------------------------------------------- | VI. BATTLE FORMULAS [SEC6]| ------------------------------------------------------------------------------- A. ENCOUNTERS [ENCT] NOTE: FF: Origins utilizes a different Random Number Generator than the NES. As such, the following will probably not apply to that version of the game. 1. Encounter Frequency (thanks to silktail and sqpat) [This section is flagged for further investigation and potential rewrite] A random number R is generated that determines the amount of steps before the next battle is initiated. This number decreases with each step on a tile set for random encounters, and when it reaches 0, a battle is initiated. At this point, another number is generated to determine the number of steps before the next battle. This number is only reset once it has reached 0, or when the game is reset or powered on. Otherwise, it is merely suspended if an area where random battles are not possible is entered. This random number, however, like many "random" things in this game, is not really random. There is a preset table of values that are drawn in sequence as the value for R, that vary depending on whether the number is generated on the Overworld, on the Ocean, or in a Dungeon. The following is a list that sets out the sequence of values for each area. The starting point of each list is dependent on whether the game is played on an NES or an Emulator (because of differences in how each calculates the random numbers). For an Emulator, begin at the first value and go from there. For the NES, begin at 41 for the Overworld (I am uncertain as to the starting points for Dungeons, though there is no difference for Ocean battles). Finally, the first number generated after powering on the game is 15 less than it normally is. So, whichever number you start at in the list, subtract 15 steps from. If you make it all the way through the list, though, do not subtract 15 the second time around. ---------Overworld---------- --Ocean-- ----Dungeons----- 1: 30 31: 30 61: 30 1: 76 1: 30 29: 44 2: 19 32: 24 62: 24 2: 124 2: 24 30: 40 3: 27 33: 32 63: 32 3: 56 3: 32 31: 11 4: 11 34: 29 64: 29 4: 30 4: 29 32: 46 5: 49 35: 17 65: 17 5: 56 5: 44 33: 30 6: 27 36: 27 66: 27 6: 124 6: 40 34: 24 7: 17 37: 40 67: 40 7: 122 7: 11 35: 32 8: 29 38: 11 68: 11 8: 124 8: 46 36: 29 9: 32 39: 27 69: 27 9: 56 9: 30 37: 44 10: 24 40: 19 70: 19 10: 30 10: 24 38: 40 11: 30 41: 30 71: 30 11: 56 11: 32 39: 11 12: 24 42: 24 72: 19 12: 124 12: 29 40: 46 13: 32 43: 32 73: 27 13: 76 13: 44 41: 30 14: 29 44: 29 74: 11 14: 56 14: 40 42: 46 15: 17 45: 17 75: 40 15: 124 15: 11 43: 11 16: 27 46: 27 76: 27 16: 122 16: 46 44: 40 17: 40 47: 40 77: 17 17: 124 17: 30 45: 44 18: 11 48: 11 78: 29 18: 56 18: 46 46: 29 19: 27 49: 27 79: 32 19: 30 19: 11 47: 32 20: 19 50: 19 80: 24 20: 56 20: 40 48: 24 21: 30 51: 30 81: 30 21: 124 21: 44 49: 30 22: 19 52: 19 82: 19 22: 122 22: 29 50: 24 23: 27 53: 27 83: 27 23: 124 23: 32 51: 32 24: 11 54: 11 84: 11 24: 56 24: 24 52: 29 25: 40 55: 40 85: 40 25: 30 53: 44 26: 27 56: 27 86: 27 26: 24 54: 40 27: 17 57: 17 87: 17 27: 32 55: 11 28: 29 58: 29 88: 29 28: 29 56: 46 29: 32 59: 32 89: 32 30: 24 60: 24 90: 24 2. Random Encounter List (thanks to Rincewind and sqpat) Each domain map has eight different Enemy Formations. A "random" number is generated to determine which one of these battles is chosen when a random battle is initiated. In reality, this "random" number is drawn from a table of 256 numbers, with values ranging from 1 to 8, corresponding to the eight random encounters available in each domain map. The occurrence of these numbers is: 1: 48/256 5: 24/256 2: 48/256 6: 24/256 3: 48/256 7: 12/256 4: 48/256 8: 4/256 However, these numbers are not proportionally distributed across all 256 numbers (for example, the first "8" appears on the 129th battle after power-on, making it much rarer in practice than a "1/64" chance would tend to imply). This list resets after Power-Off, but _not_ after Resetting. This is what makes the infamous Kyzoku trick possible (at least on the NES - it may not work on some emulators). The first number in the encounter list is a "3". A Formation of up to 5 Kyzokus (which are known for high Gold rewards early in the game for relatively low difficulty) happens to be the 3rd Encounter in the Ocean Domain. The trick involves Powering On, going to sea, fighting Kyzokus, going back to town, saving, powering off, and then powering on again, rinse and repeat. NOTE: Sometimes different cartridges or NES consoles or emulators will produce different starting points. This may have to do with how the memory (SRAM?) is initialized when the game is started. 1: 3 33: 3 65: 1 97: 4 129: 8 161: 5 193: 2 225: 1 2: 4 34: 7 66: 4 98: 3 130: 4 162: 3 194: 1 226: 4 3: 3 35: 1 67: 3 99: 6 131: 4 163: 2 195: 2 227: 3 4: 6 36: 2 68: 2 100: 5 132: 2 164: 2 196: 6 228: 1 5: 2 37: 7 69: 6 101: 4 133: 7 165: 4 197: 8 229: 4 6: 2 38: 1 70: 4 102: 1 134: 4 166: 4 198: 4 230: 3 7: 7 39: 4 71: 3 103: 1 135: 2 167: 3 199: 1 231: 2 8: 5 40: 5 72: 2 104: 3 136: 2 168: 3 200: 1 232: 3 9: 3 41: 3 73: 1 105: 4 137: 2 169: 1 201: 4 233: 1 10: 5 42: 3 74: 4 106: 2 138: 7 170: 4 202: 3 234: 6 11: 5 43: 5 75: 5 107: 3 139: 6 171: 3 203: 1 235: 1 12: 1 44: 4 76: 5 108: 4 140: 1 172: 2 204: 3 236: 5 13: 6 45: 4 77: 2 109: 3 141: 5 173: 5 205: 5 237: 3 14: 2 46: 6 78: 3 110: 2 142: 3 174: 1 206: 8 238: 2 15: 5 47: 6 79: 3 111: 5 143: 4 175: 3 207: 5 239: 4 16: 1 48: 1 80: 6 112: 3 144: 1 176: 1 208: 2 240: 1 17: 2 49: 4 81: 2 113: 1 145: 3 177: 4 209: 2 241: 1 18: 4 50: 6 82: 3 114: 2 146: 5 178: 3 210: 2 242: 1 19: 5 51: 1 83: 5 115: 6 147: 2 179: 4 211: 7 243: 4 20: 7 52: 1 84: 1 116: 2 148: 3 180: 3 212: 8 244: 6 21: 4 53: 6 85: 6 117: 2 149: 5 181: 5 213: 3 245: 6 22: 2 54: 3 86: 2 118: 5 150: 4 182: 4 214: 5 246: 4 23: 4 55: 6 87: 3 119: 4 151: 1 183: 2 215: 4 247: 3 24: 7 56: 3 88: 1 120: 7 152: 6 184: 1 216: 2 248: 3 25: 1 57: 4 89: 2 121: 2 153: 2 185: 4 217: 2 249: 6 26: 4 58: 3 90: 4 122: 2 154: 1 186: 1 218: 1 250: 5 27: 2 59: 7 91: 1 123: 4 155: 1 187: 2 219: 3 251: 6 28: 1 60: 2 92: 3 124: 3 156: 4 188: 1 220: 3 252: 2 29: 1 61: 2 93: 4 125: 4 157: 1 189: 2 221: 1 253: 2 30: 4 62: 1 94: 2 126: 4 158: 3 190: 7 222: 1 254: 3 31: 6 63: 4 95: 3 127: 2 159: 4 191: 2 223: 3 255: 4 32: 6 64: 6 96: 6 128: 3 160: 1 192: 7 224: 1 256: 1 3. "Spiked" Squares Some tiles are "spiked" to have an automatically trigger a pre-programmed encounter. This encounter is not limited to the 8 Formations listed in the domain data, and is always the same. A spiked square always remains spiked, and the battle on it can be triggered each time it is stepped on, ad infinitum. This does not affect the counter for the next random battle. 4. Sprite-Initiated Encounters There are some encounters that are initiated by conversing with a character sprite (specifically, Garland, Bikke, Astos, the Vampire, each of the Fiends (first iteration), and Garland again). These are only available once, and cannot be fought again. They do not affect the counter for the next random battle. 5. Damage Tiles Lava and Ice tiles inflict 1HP Damage/Step, but will not drop a character below 1HP. They do not have random encounters enabled, and the Step Counter is suspended while walking over them. Interestingly, they will still drain HP from Petrified characters. B. AMBUSH/PREEMPTIVE (Thanks to Paulygon) [AMBU] 1) Variables V = Ambush/Preemptive Chance (if V < 0, V = 0) I = Initiative (Leader's Agility + Luck)/8 S = Surprise Factor R = Random number from I...100 2) Ambush/Preemptive Chance V = R + I - S Ambush: V <= 10 Normal: 10 < V < 90 Preemptive: V >= 90 If the Ambush/Preemptive Chance is 10 or less, the encounter is an Ambush. If the value is greater than 10 but less than 90, then the encounter is Normal. Finally, if the value is 90 or greater, the encounter is a Preemptive Attack. NOTES: *Non-Runnable Battles can only be Normal *Surprise Factor depends on enemy groups. 3) Group Surprise Factors The vast majority of groups have values of 4 The following Groups have values of 27 --Battle 19 (1-3 Tigers / 1-3 Saber Ts, 0-2 Tigers) --Battle 1A (2-4 Scorpions / 2-6 Scorpions, 1-2 Bulls) --Battle 1B (1-2 Trolls, 0-1 Bulls / 1-2 Trolls, 0-2 Bulls) --Battle 20 (1-2 Hydras / 1-4 Hydras, 0-3 Gators) --Battle 34 (2-5 Medusas / 3-6 Medusas, 1-2 Saber Ts) --Battle 39 (2-4 Catmen / 3-6 Catmen, 1-2 Saber Ts) --Battle 3A (1-2 Saurias / 2-4 Saurias) --Battle 64 (1-2 Bulls / 2-4 Bulls) --Battle 67 (1-3 Catmen, 0-2 Saber Ts / 4-7 Catmen) The following Group has a value of 30 --Battle 65 (0-2 Caribes, 0-2 Gators, 1 Ochu / 2-4 Caribes, 0-2 Gators) The following Groups have values of 33 --Battle 11 (3-6 WrWolves / 2-5 WrWolves, 0-5 GrWolves) **Battle 1C (2-4 Wizards / 3-7 Wizards) --Battle 25 (1-3 Ochos / 1 Ocho, 0-2 Caribes) --Battle 41 (1 NaOcho / 1-2 NaOchos) --Battle 60 (1-2 Hydras, 0-2 Ochus / 1 Hydra, 0-1 Ochos) The following Groups have values of 55 --Battle 05 (1-2 Spider / 2-4 Scum) --Battle 12 (1-4 Arachnids / 2-5 Oozes, 0-5 Arachnids) **Battle 22 (01 Cerebus, 1-2 WzOgre / 1-3 Cerebus, 0-2 WzOgre) --Battle 66 (1-2 Arachnids, 0-2 Spiders, 0-1 Scums, 0-1 Mucks / 3-6 Arachnids, 0-2 Spiders) --Battle 6D (1-2 Cerebus / 3-4 Cerebus) The following Groups have values of 75 --Battle 0E (0-5 GrImp, 1-3 WrWolf, 0-2 Giants / 2-5 GrImp, 0-2 WrWolf) --Battle 2F (1-4 Mages / 2-3 Mages, 1 Fighter) --Battle 56 (1 WarMech / 1-2 Fighters) The following Group has a value of 90 --Battle 0A (2-4 Shadow / 3-7 Shadow) **These battles are also flagged to be unrunnable, and so will never be an ambush or preemptive. 4. Unrunnable Battles Battle 1C (2-4 Wizards / 3-7 Wizards) Battle 21 (1 Earth / 2-4 Earths) Battle 22 (0-1 Cerebus, 1-2 WzOgres / 1-3 Cerebus, 0-2 WzOgres) Battle 27 (1-2 Fires / 3-4 Fires) Battle 2E (1 FrGiant, 0-2 FrWolves / 2 FrGiants, 2-6 FrWolves) Battle 32 (1-3 ZomBulls / 1-4 ZomBulls, 0-2 Trolls) Battle 46 (1 Phantom / 2-5 Ghosts) Battle 49 (1-3 Waters / 3-6 Waters) Battle 4B (1-2 Zombie Ds / 2-4 Zombie Ds) Battle 4E (1 Blue D / 2-3 Blue Ds) Battle 57 (1-2 Worms / 3-4 Worms) Battle 59 (1 Gas D / 2-4 Gas Ds) Battle 69 (1 Eye / 2-3 Eyes) Battle 73 (1 Lich) Battle 74 (1 Kary) Battle 75 (1 Kraken) Battle 76 (1 Tiamat) Battle 77 (1 Tiamat [2]) Battle 78 (1 Kraken [2]) Battle 79 (1 Kary [2]) Battle 7A (1 Lich [2]) Battle 7B (1 Chaos) Battle 7C (1 Vampire) Battle 7D (1 Astos) Battle 7E (9 Pirates / 1-2 WzSahags, 8 R.Sahags) Battle 7F (1 Garland / 1-2 IronGols) C. TURN ORDER (thanks to anomie and Paulygon) [TURN] Every PC and every enemy is scheduled for a turn, whether they are dead or alive, and whether they are present or not (in the case of enemies, where all nine slots are scheduled even if there are fewer than nine enemies). Any character that is dead, petrified, or doesn't exist is simply skipped when its turn comes up. Scheduling is done by starting with: 00 01 02 03 04 05 06 07 08 80 81 82 83 00-08 Represent Enemies 80-83 Represent PCs Pick two random numbers 0...12 and swap the numbers at those two positions. Do this 17 times. The resulting sequence is the order in which characters and enemies act. You may notice that this process is advantageous to enemies and disadvantageous to PCs, so perceptions that PCs act later disproportionately would probably be correct. D. RUNNING [RUN ] 1. PCs Running is always successful in a preemptive attack, and never possible in unrunnable battles. Running is successful if: Luck > 0...[Level + 15] However, running is bugged on the NES and it loads something else instead of the runner's level: Slot 1: Slot 3's Status byte Slot 2: Slot 4's Status byte Slot 3: Identifier for entity that attacks third, either 0-8 or 128-131 Slot 4: Depending on the one's digit of Slot 4's HP, 128-137 So, someone in Slot 1 or 2 will usually be able to run if their Luck is 15 or higher and the character in slot 3 or 4 has normal status. Running was supposed to have been fixed on the Origins version, but it succeeds much less frequently than one would expect given the formula above, and without apparent regard for luck. It appears that running is bugged in a different, unknown way on Origins. 2. Enemies Enemies can always run in any battle. They will if: Morale - 2*[Leader's Level] + (0...50) < 80 E. PARTY REORDERING (thanks to anomie) [ORDR] When a character is dead, petrified, or poisoned at the conclusion of a battle, party order is automatically adjusted. The intent is to move characters that have these statuses to the back of the party line, giving priority in the following order: Poisoned > Petrified > Dead. So, if character A is poisoned, character B is dead, character C is normal, and character D is petrified, the party order would normally be: C A D B HOWEVER, sorting is bugged. The following is a directly copied explanation from anomie: "The background: after a battle, the game re-sorts your warriors based on their status ailments. It does this by "tagging" each warrior with a number made up of the warrior's current slot (0-3) plus a number based on the status (dead=64, stone=32, poison=16, normal=0). Then it performs a simple bubble sort. It's supposed to end up with the afflicted warriors moved to the end, but otherwise maintain the original order. But in 106 of the 256 possible combinations of statuses, it gets the order screwed up. The cause of the bug is that the "swap" function is passed the original slot numbers rather than the current slot numbers. So for example, if the numbers start out as "00 41 12 03" (i.e. second warrior dead, third poisoned), the bubble sort will proceed as follows: 00 41 12 03 ; Compare 00 and 41: no swap 00 41 12 03 ; Compare 41 and 12: Swap slots 1 and 2 00 12 41 03 ; Compare 41 and 03: Swap slots 1 and 3 (instead of 2 and 3) 00 03 41 12 ; Compare 00 and 03: no swap 00 03 41 12 ; Compare 03 and 41: no swap 00 03 41 12 ; Compare 41 and 12: Swap slots 1 and 2 (instead of 2 and 3) 00 41 03 12 ; Compare 00 and 41: no swap 00 41 03 12 ; Compare 41 and 03: Swap slots 1 and 3 (instead of 1 and 2) 00 12 03 41 ; Compare 03 and 41: no swap 00 12 03 41 ; Compare 00 and 12: no swap 00 12 03 41 ; Compare 12 and 03: Swap slots 2 and 3 (instead of 1 and 2) 00 12 41 03 ; Compare 41 and 03: Swap slots 1 and 3 (instead of 2 and 3) 00 03 41 12 ; Final order: your poisoned guy is after your dead guy" ------------------------------------------------------------------------------- | VII. ENEMIES [SEC7]| ------------------------------------------------------------------------------- A. ENEMY BEHAVIOR [BEHA] 1. Choosing an Action All enemies may use a basic attack, and will always do so unless another action takes priority. Depending on whether the enemy has AI set, it may also use Spells and/or Enemy Skills. Finally, enemies may run (any enemy may run from any battle). This has the highest priority. So the four actions an enemy may take, and the order of priority amongst them, are: 1. Run 2. Spell 3. Skill 4. Attack 1. First, an enemy determines whether or not to run. An enemy will run if: Morale - 2*[Leader's Level] + (0...50) < 80 2. Assuming the enemy determines not to run, it then checks for AI. If there is none, it proceeds directly to a regular attack. If it finds AI, it moves on to check for Spell AI first. If there is Spell AI, it chooses a random number from 0...128. If that number is equal to or less than the spell chance number for that enemy, it casts a Spell. If not, it then proceeds to check for Skill AI. 3. If an enemy has not run and has not cast a spell, it checks for Skill AI. If there is Skill AI, it chooses a random number from 0...128. If that number is equal to or less than the skill chance number for that enemy, the enemy uses a Skill. If not, it Attacks. 4. If the enemy does not run, use a spell, or a skill, it will attack. If an enemy decides to use a Spell or a Skill, it chooses the next one in its spell list. An enemy may have up to 8 Spells and up to 4 Skills. These lists are separate and independent. It always begins with the first spell or skill in its list, and then moves on sequentially. This order never varies. If it reaches the end of the list, it starts over from the beginning. Enemies have no SP, and there is no limit to the number of Spells or Skills an enemy can use in a given battle. 2. Targeting (Thanks to Ben Siron) If an enemy's action is single-target in nature (regular attack or appropriate Spell/Skill), the enemy generates a random number, R = 1...8. This number determines that enemy's target: Slot 1: 1-4 (50% Chance) Slot 2: 5-6 (25% Chance) Slot 3: 7 (12.5% Chance) Slot 4: 8 (12.5% Chance) If the target chosen is Dead or Petrified, it generates a new random number until a valid target is selected. B. ENEMY DATA [EDAT] 000 NAME (ORIGINS NAME) [TRANSLATED JAPANESE NAME, IF DIFFERENT FROM ORIGINS] HP: Hit Points SATK: Status Attack GOLD: Gold ATK: Attack ELEM: S. Attack Element EXP.: Experience ACC: Accuracy (#Hits)* TYPE: Enemy Family CRT: Critical Rate WEAK: Weakness(es) FORM: Formations DEF: Defense RESI: Resistances LCTN: Locations EVA: Evasion M.D: Magic Defense MAGIC: X/128 - SPELLS MOR: Morale SPECIAL: X/128 - SKILLS *Number of hits is displayed next to accuracy simply because it is a convenient place to do so. Number of hits are NOT linked to Hit% with enemies as they are with PCs; they are two completely different stats. NOTES: *Gold from each enemy defeated is added together, and given to the party collectively in the amount shown. *Experience from each enemy defeated is added together, and divided evenly by the number of living, non-petrified PCs at the end of the battle (usually by 4, assuming no one is petrified or dead). Minimum experience from any battle is 1, even if all enemies run away. *Status Attack Element is not used. Instead, the enemy's weakness is used in its place. *Many sources refer to enemy "Strength" and "Agility." However, this terminology can be confusing because enemies do not have "Strength" or "Agility" in the same way that PCs do. The stats that enemies possess are analogous to the derived stats of "Attack" (or "Damage" in-game) and "Evasion." This is an important distinction, because if their stats were really "Strength" and "Agility," that would imply dividing by 2 to get Attack and adding 48 to get Evasion, which is not the case. 001 IMP (Goblin) HP: 8 SATK: None GOLD: 6 ATK: 4 EATK: None EXP.: 6 ACC: 2 (1) TYPE: Giant CRT: 1 WEAK: None DEF: 4 RESI: None EVA: 6 M.D: 16 MAGIC: 0/128 - None MOR: 106 SPECIAL: 0/128 - None 002 GrIMP (Goblin Guard) HP: 16 SATK: None GOLD: 18 ATK: 8 EATK: None EXP.: 18 ACC: 4 (1) TYPE: Giant CRT: 1 WEAK: None DEF: 6 RESI: None EVA: 9 M.D: 23 MAGIC: 0/128 - None MOR: 120 SPECIAL: 0/128 - None 003 WOLF (Wolf) HP: 20 SATK: None GOLD: 6 ATK: 8 EATK: None EXP.: 24 ACC: 5 (1) TYPE: None CRT: 1 WEAK: None DEF: 0 RESI: None EVA: 36 M.D: 28 MAGIC: 0/128 - None MOR: 105 SPECIAL: 0/128 - None 004 GrWOLF (Warg Wolf) HP: 72 SATK: None GOLD: 22 ATK: 14 EATK: None EXP.: 93 ACC: 18 (1) TYPE: None CRT: 1 WEAK: None DEF: 0 RESI: None EVA: 54 M.D: 46 MAGIC: 0/128 - None MOR: 108 SPECIAL: 0/128 - None 005 WrWOLF (Werewolf) HP: 68 SATK: Poison GOLD: 67 ATK: 14 EATK: Psn/Stn EXP.: 135 ACC: 17 (1) TYPE: Magical, Were, Regenerative CRT: 1 WEAK: None DEF: 6 RESI: None EVA: 42 M.D: 45 MAGIC: 0/128 - None MOR: 120 SPECIAL: 0/128 - None 006 FrWOLF (Winter Wolf) HP: 92 SATK: None GOLD: 200 ATK: 25 EATK: None EXP.: 402 ACC: 23 (1) TYPE: None CRT: 1 WEAK: Fire DEF: 0 RESI: Ice EVA: 54 M.D: 55 MAGIC: 0/128 - None MOR: 200 SKILL: 32/128 - FROST-FROST-FROST-FROST (25%) 007 IGUANA (Lizard) HP: 92 SATK: None GOLD: 50 ATK: 18 EATK: None EXP.: 153 ACC: 23 (1) TYPE: Dragon CRT: 10 WEAK: None DEF: 12 RESI: None EVA: 24 M.D: 55 MAGIC: 0/128 - None MOR: 134 SKILL: 0/128 - None 008 AGAMA (Fire Lizard) HP: 296 SATK: None GOLD: 1200 ATK: 31 EATK: None EXP.: 2472 ACC: 74 (2) TYPE: Dragon CRT: 1 WEAK: Ice DEF: 18 RESI: Fire EVA: 36 M.D: 143 MAGIC: 0/128 - None MOR: 200 SKILL: 32/128 - HEAT-HEAT-HEAT-HEAT 009 SAURIA (Basilisk) HP: 196 SATK: None GOLD: 658 ATK: 30 EATK: None EXP.: 1977 ACC: 54 (1) TYPE: Dragon CRT: 1 WEAK: None DEF: 20 RESI: None EVA: 24 M.D: 91 MAGIC: 0/128 - None MOR: 200 SKILL: 64/128 - GLANCE-GLANCE-GLANCE-GLANCE 010 GIANT (Hill Gigas) HP: 240 SATK: None GOLD: 879 ATK: 38 EATK: None EXP.: 879 ACC: 60 (1) TYPE: Giant CRT: 1 WEAK: None DEF: 12 RESI: None EVA: 48 M.D: 120 MAGIC: 0/128 - None MOR: 136 SKILL: 0/128 - None 011 FrGIANT (Ice Gigas) HP: 336 SATK: None GOLD: 1752 ATK: 60 EATK: None EXP.: 1752 ACC: 78 (1) TYPE: Giant CRT: 1 WEAK: Fire DEF: 16 RESI: Ice EVA: 48 M.D: 150 MAGIC: 0/128 - None MOR: 200 SKILL: 0/128 - None 012 R.GIANT (Fire Gigas) HP: 300 SATK: None GOLD: 1506 ATK: 73 EATK: None EXP.: 1506 ACC: 83 (1) TYPE: Giant CRT: 1 WEAK: Ice DEF: 20 RESI: Fire EVA: 48 M.D: 135 MAGIC: 0/128 - None MOR: 200 SKILL: 0/128 - None 013 SAHAG (Sahagin) [Sahuagin] HP: 28 SATK: None GOLD: 30 ATK: 10 EATK: None EXP.: 30 ACC: 7 (1) TYPE: Aquatic CRT: 1 WEAK: Lightning DEF: 4 RESI: Fire, Earth EVA: 72 M.D: 28 MAGIC: 0/128 - None MOR: 110 SKILL: 0/128 - None 014 R.SAHAG (Sahagin Chief) [Sahuagin Chief] HP: 64 SATK: None GOLD: 105 ATK: 15 EATK: None EXP.: 105 ACC: 16 (1) TYPE: Aquatic CRT: 1 WEAK: Lightning DEF: 8 RESI: Fire, Earth EVA: 78 M.D: 46 MAGIC: 0/128 - None MOR: 142 SKILL: 0/128 - None 015 WzSAHAG (Sahagin Prince) [Sahuagin Prince] HP: 204 SATK: None GOLD: 882 ATK: 47 EATK: None EXP.: 882 ACC: 51 (1) TYPE: Aquatic CRT: 1 WEAK: Lightning DEF: 20 RESI: Fire, Earth EVA: 96 M.D: 101 MAGIC: 0/128 - None MOR: 101 SKILL: 0/128 - None 016 PIRATE (Pirate) [Pirate] HP: 6 SATK: None GOLD: 40 ATK: 8 EATK: None EXP.: 40 ACC: 2 (1) TYPE: None CRT: 1 WEAK: None DEF: 0 RESI: None EVA: 12 M.D: 15 MAGIC: 0/128 - None MOR: 255 SKILL: 0/128 - None 017 KYZOKU (Privateer) [Pirates] HP: 50 SATK: None GOLD: 120 ATK: 14 EATK: None EXP.: 60 ACC: 13 (1) TYPE: None CRT: 1 WEAK: None DEF: 6 RESI: Earth EVA: 24 M.D: 37 MAGIC: 0/128 - None MOR: 106 SKILL: 0/128 - None 018 SHARK (Shark) HP: 120 SATK: None GOLD: 66 ATK: 22 EATK: None EXP.: 267 ACC: 30 (1) TYPE: Aquatic CRT: 1 WEAK: Lightning DEF: 0 RESI: Fire, Earth EVA: 72 M.D: 70 MAGIC: 0/128 - None MOR: 121 SKILL: 0/128 - None 019 GrSHARK (White Shark) HP: 344 SATK: None GOLD: 600 ATK: 50 EATK: None EXP.: 2361 ACC: 86 (1) TYPE: Aquatic CRT: 1 WEAK: Lightning DEF: 8 RESI: Fire, Earth EVA: 72 M.D: 170 MAGIC: 0/128 - None MOR: 200 SKILL: 0/128 - None 020 OddEYE (Goggler) [Big Eye] HP: 10 SATK: None GOLD: 10 ATK: 4 EATK: None EXP.: 42 ACC: 2 (1) TYPE: None CRT: 1 WEAK: Lightning DEF: 0 RESI: Fire, Earth EVA: 84 M.D: 14 MAGIC: 0/128 - None MOR: 110 SKILL: 128/128 - GAZE-GAZE-GAZE-GAZE 021 BigEYE (Deepeyes) [Deep Eye] HP: 304 SATK: None GOLD: 3591 ATK: 30 EATK: None EXP.: 3591 ACC: 76 (2) TYPE: Aquatic CRT: 1 WEAK: Lightning DEF: 16 RESI: Fire, Earth EVA: 24 M.D: 156 MAGIC: 0/128 - None MOR: 200 SKILL: 64/128 - GAZE-FLASH-GAZE-FLASH 022 BONE (Skeleton) HP: 10 SATK: None GOLD: 3 ATK: 10 EATK: None EXP.: 9 ACC: 2 (1) TYPE: Undead CRT: 1 WEAK: Fire DEF: 0 RESI: Status, Psn/Stn, Death, Ice EVA: 12 M.D: 17 MAGIC: 0/128 - None MOR: 124 SKILL: 0/128 - None 023 R.BONE (Bloodbones) [Bloody Bone] HP: 144 SATK: None GOLD: 378 ATK: 26 EATK: None EXP.: 378 ACC: 36 (1) TYPE: Undead CRT: 1 WEAK: Fire DEF: 12 RESI: Status, Psn/Stn, Death, Ice EVA: 42 M.D: 76 MAGIC: 0/128 - None MOR: 156 SKILL: 0/128 - None 024 CREEP (Gigas Worm) HP: 56 SATK: None GOLD: 15 ATK: 17 EATK: None EXP.: 63 ACC: 14 (1) TYPE: None CRT: 1 WEAK: Fire DEF: 8 RESI: None EVA: 24 M.D: 40 MAGIC: 0/128 - None MOR: 104 SKILL: 0/128 - None 025 CRAWL (Crawler) HP: 84 SATK: Paralysis GOLD: 200 ATK: 1 EATK: Status EXP.: 186 ACC: 21 (8) TYPE: None CRT: 1 WEAK: None DEF: 8 RESI: None EVA: 42 M.D: 51 MAGIC: 0/128 - None MOR: 106 SKILL: 0/128 - None 026 HYENA (Hyenadon) [Hyeanodon] HP: 120 SATK: None GOLD: 72 ATK: 22 EATK: None EXP.: 288 ACC: 30 (8) TYPE: None CRT: 1 WEAK: None DEF: 4 RESI: None EVA: 48 M.D: 76 MAGIC: 0/128 - None MOR: 122 SKILL: 0/128 - None 027 CEREBUS (Hellhound) [Hell Hound] HP: 192 SATK: None GOLD: 600 ATK: 30 EATK: None EXP.: 1182 ACC: 48 (1) TYPE: None CRT: 1 WEAK: Ice DEF: 8 RESI: Fire EVA: 48 M.D: 103 MAGIC: 0/128 - None MOR: 146 SKILL: 64/128 - SCORCH-SCORCH-SCORCH-SCORCH 028 OGRE (Ogre) HP: 100 SATK: None GOLD: 195 ATK: 18 EATK: None EXP.: 195 ACC: 25 (1) TYPE: Giant CRT: 1 WEAK: None DEF: 10 RESI: None EVA: 18 M.D: 65 MAGIC: 0/128 - None MOR: 116 SKILL: 0/128 - None 029 GrOGRE (Ogre Chieftain) [Ogre Chief] HP: 132 SATK: None GOLD: 300 ATK: 23 EATK: None EXP.: 282 ACC: 33 (1) TYPE: Giant CRT: 1 WEAK: None DEF: 14 RESI: None EVA: 30 M.D: 71 MAGIC: 0/128 - None MOR: 126 SKILL: 0/128 - None 030 WzOGRE (Ogre Mage) HP: 144 SATK: None GOLD: 723 ATK: 23 EATK: None EXP.: 723 ACC: 36 (1) TYPE: Giant, Mage, Regenerative CRT: 1 WEAK: None DEF: 10 RESI: Earth EVA: 54 M.D: 80 MAGIC: 64/128 - RUSE-DARK-SLEP-HOLD-ICE2 MOR: 134 SKILL: 0/128 - None 031 ASP (Cobra) HP: 56 SATK: Poison GOLD: 50 ATK: 6 EATK: Psn/Stn EXP.: 123 ACC: 14 (1) TYPE: Dragon CRT: 1 WEAK: None DEF: 6 RESI: None EVA: 30 M.D: 46 MAGIC: 0/128 - None MOR: 107 SKILL: 0/128 - None 032 COBRA (Anaconda) HP: 80 SATK: None GOLD: 50 ATK: 22 EATK: None EXP.: 165 ACC: 20 (1) TYPE: Dragon CRT: 31 WEAK: None DEF: 10 RESI: None EVA: 36 M.D: 56 MAGIC: 0/128 - None MOR: 110 SKILL: 0/128 - None 033 SeaSNAKE (Sea Snake) HP: 224 SATK: None GOLD: 600 ATK: 35 EATK: None EXP.: 957 ACC: 56 (1) TYPE: Dragon, Aquatic CRT: 0 WEAK: Lightning DEF: 12 RESI: Fire, Earth EVA: 48 M.D: 116 MAGIC: 0/128 - None MOR: 200 SKILL: 0/128 - None 034 SCORPION (Scorpion) HP: 84 SATK: Poison GOLD: 70 ATK: 22 EATK: Psn/Stn EXP.: 225 ACC: 21 (2) TYPE: None CRT: 1 WEAK: None DEF: 10 RESI: None EVA: 54 M.D: 55 MAGIC: 0/128 - None MOR: 112 SKILL: 0/128 - None 035 LOBSTER (Sea Scorpion) HP: 148 SATK: Poison GOLD: 300 ATK: 35 EATK: Psn/Stn EXP.: 639 ACC: 37 (3) TYPE: Aquatic CRT: 1 WEAK: Lightning DEF: 18 RESI: Fire, Earth EVA: 60 M.D: 85 MAGIC: 0/128 - None MOR: 200 SKILL: 0/128 - None 036 BULL (Minotaur) HP: 164 SATK: None GOLD: 489 ATK: 22 EATK: None EXP.: 489 ACC: 41 (2) TYPE: None CRT: 1 WEAK: None DEF: 4 RESI: None EVA: 48 M.D: 95 MAGIC: 0/128 - None MOR: 124 SKILL: 0/128 - None 037 ZomBULL (Necrotaur) [Minotaur Zombie] HP: 224 SATK: None GOLD: 1050 ATK: 40 EATK: None EXP.: 1050 ACC: 56 (1) TYPE: Undead CRT: 1 WEAK: Fire DEF: 14 RESI: Status, Psn/Stn, Death, Ice EVA: 36 M.D: 116 MAGIC: 0/128 - None MOR: 136 SKILL: 0/128 - None 038 TROLL (Troll) HP: 184 SATK: None GOLD: 621 ATK: 24 EATK: None EXP.: 621 ACC: 46 (3) TYPE: Regenerative CRT: 1 WEAK: Fire DEF: 12 RESI: None EVA: 48 M.D: 100 MAGIC: 0/128 - None MOR: 136 SKILL: 0/128 - None 039 SeaTROLL (Sea Troll) HP: 216 SATK: None GOLD: 852 ATK: 40 EATK: None EXP.: 852 ACC: 54 (1) TYPE: Aquatic, Regenerative CRT: 1 WEAK: Lightning DEF: 20 RESI: Earth EVA: 48 M.D: 110 MAGIC: 0/128 - None MOR: 200 SKILL: 0/128 - None 040 SHADOW (Shadow) HP: 50 SATK: Blind GOLD: 45 ATK: 10 EATK: Status EXP.: 90 ACC: 13 (1) TYPE: Magical, Undead CRT: 1 WEAK: Fire DEF: 0 RESI: Status, Psn/Stn, Death, Ice, Earth EVA: 36 M.D: 37 MAGIC: 0/128 - None MOR: 124 SKILL: 0/128 - None 041 IMAGE (Wraith) HP: 86 SATK: Paralyze GOLD: 231 ATK: 22 EATK: Status EXP.: 231 ACC: 22 (1) TYPE: Magical, Undead CRT: 1 WEAK: Fire DEF: 4 RESI: Status, Psn/Stn, Death, Ice, Earth EVA: 90 M.D: 52 MAGIC: 0/128 - None MOR: 160 SKILL: 0/128 - None 042 WRAITH (Specter) HP: 114 SATK: Paralyze GOLD: 432 ATK: 40 EATK: Status EXP.: 432 ACC: 29 (1) TYPE: Magical, Undead CRT: 1 WEAK: Fire DEF: 12 RESI: Status, Psn/Stn, Death, Ice, Earth EVA: 108 M.D: 67 MAGIC: 0/128 - None MOR: 160 SKILL: 0/128 - None 043 GHOST (Ghost) HP: 180 SATK: Paralyze GOLD: 990 ATK: 93 EATK: Status EXP.: 990 ACC: 45 (1) TYPE: Magical, Undead CRT: 1 WEAK: Fire DEF: 30 RESI: Status, Psn/Stn, Death, Ice, Earth EVA: 36 M.D: 85 MAGIC: 0/128 - None MOR: 184 SKILL: 0/128 - None 044 ZOMBIE (Zombie) HP: 20 SATK: None GOLD: 12 ATK: 10 EATK: None EXP.: 24 ACC: 5 (1) TYPE: Undead CRT: 1 WEAK: Fire DEF: 0 RESI: Status, Psn/Stn, Death, Ice, Earth* EVA: 6 M.D: 25 MAGIC: 0/128 - None MOR: 120 SKILL: 0/128 - None *The Earth resistance here was likely an unintentional carry-over from the preceding ethereal undead, as it is inconsistent with the following zombie- type enemies. 045 GHOUL (Ghoul) HP: 48 SATK: Paralyze GOLD: 50 ATK: 8 EATK: Status EXP.: 93 ACC: 12 (3) TYPE: Undead CRT: 1 WEAK: Fire DEF: 6 RESI: Status, Psn/Stn, Death, Ice EVA: 12 M.D: 36 MAGIC: 0/128 - None MOR: 124 SKILL: 0/128 - None 046 GEIST (Ghast) HP: 56 SATK: Paralyze GOLD: 117 ATK: 8 EATK: Status EXP.: 117 ACC: 14 (3) TYPE: Undead CRT: 1 WEAK: Fire DEF: 10 RESI: Status, Psn/Stn, Death, Ice EVA: 46 M.D: 40 MAGIC: 0/128 - None MOR: 160 SKILL: 0/128 - None 047 SPECTER (Wight) HP: 52 SATK: Paralyze GOLD: 150 ATK: 20 EATK: Status EXP.: 150 ACC: 13 (1) TYPE: Undead CRT: 1 WEAK: Fire DEF: 12 RESI: Status, Psn/Stn, Death, Ice EVA: 42 M.D: 45 MAGIC: 0/128 - None MOR: 160 SKILL: 0/128 - None 048 WORM (Purple Worm) HP: 448 SATK: None GOLD: 1000 ATK: 65 EATK: None EXP.: 4344 ACC: 112 (1) TYPE: None CRT: 10 WEAK: None DEF: 10 RESI: Earth EVA: 36 M.D: 200 MAGIC: 0/128 - None MOR: 200 SKILL: 0/128 - None 049 Sand W (Sand Worm) HP: 200 SATK: None GOLD: 900 ATK: 46 EATK: None EXP.: 2683 ACC: 50 (1) TYPE: None CRT: 1 WEAK: None DEF: 14 RESI: Earth EVA: 62 M.D: 103 MAGIC: 0/128 - None MOR: 124 SKILL: 64/128 - CRACK-CRACK-CRACK-CRACK 050 Grey W (Lava Worm) HP: 280 SATK: None GOLD: 400 ATK: 50 EATK: None EXP.: 1671 ACC: 70 (1) TYPE: None CRT: 1 WEAK: Ice DEF: 31 RESI: Fire, Earth EVA: 4 M.D: 143 MAGIC: 0/128 - None MOR: 200 SKILL: 0/128 - None 051 EYE (Evil Eye) [Beholder] HP: 162 SATK: None GOLD: 3225 ATK: 30 EATK: None EXP.: 3225 ACC: 42 (1) TYPE: Mage CRT: 1 WEAK: None DEF: 30 RESI: Earth EVA: 12 M.D: 92 MAGIC: 80/128 - XXXX-BRAK-RUB -LIT2-HOLD-MUTE-SLOW-SLEP MOR: 200 SKILL: 80/128 - GLANCE-SQUINT-GAZE-STARE 052 PHANTOM (Death Eye) [Death Beholder] HP: 360 SATK: Paralyze GOLD: 1 ATK: 120 EATK: Status EXP.: 1 ACC: 150 (1) TYPE: Magical, Undead, Regenerative CRT: 40 WEAK: Fire DEF: 60 RESI: Status, Psn/Stn, Death, Ice, Earth EVA: 24 M.D: 160 MAGIC: 64/128 - STOP-ZAP!-XFER-BRAK-RUB -HOLD-MUTE-SLOW MOR: 200 SKILL: 64/128 - GLARE-GLARE-GLARE-GLARE 053 MEDUSA (Medusa) HP: 68 SATK: Poison GOLD: 699 ATK: 20 EATK: Psn/Stn EXP.: 699 ACC: 17 (1) TYPE: None CRT: 1 WEAK: None DEF: 10 RESI: None EVA: 36 M.D: 55 MAGIC: 0/128 - None MOR: 150 SKILL: 64/128 - GLANCE-GLANCE-GLANCE-GLANCE 054 GrMEDUSA (Earth Medusa) HP: 96 SATK: Paralyze GOLD: 1218 ATK: 11 EATK: Status EXP.: 1218 ACC: 24 (10) TYPE: Magical CRT: 1 WEAK: None DEF: 12 RESI: None EVA: 72 M.D: 70 MAGIC: 0/128 - None MOR: 200 SKILL: 64/128 - GLANCE-GLANCE-GLANCE-GLANCE 055 CATMAN (Weretiger) HP: 160 SATK: Poison GOLD: 780 ATK: 30 EATK: Psn/Stn EXP.: 780 ACC: 40 (2) TYPE: Magical, Were, Regenerative CRT: 1 WEAK: None DEF: 16 RESI: None EVA: 48 M.D: 93 MAGIC: 0/128 - None MOR: 148 SKILL: 0/128 - None 056 MANCAT (Rakshasa) HP: 110 SATK: None GOLD: 800 ATK: 20 EATK: None EXP.: 603 ACC: 28 (3) TYPE: Mage CRT: 1 WEAK: None DEF: 30 RESI: Status, Psn/Stn, Death, Fire, Ice, Lightning, Earth EVA: 60 M.D: 62 MAGIC: 96/128 - FIR2-SLOW-DARK-SLEP-FIRE-LIT -CURE-SLEP MOR: 150 SKILL: 0/128 - None 057 PEDE (Centipede) [Ankheg] HP: 222 SATK: Poison GOLD: 300 ATK: 39 EATK: Psn/Stn EXP.: 1194 ACC: 56 (1) TYPE: None CRT: 1 WEAK: None DEF: 20 RESI: None EVA: 48 M.D: 116 MAGIC: 0/128 - None MOR: 111 SKILL: 0/128 - None 058 GrPEDE (Remora) [Remorhaz] HP: 320 SATK: None GOLD: 1000 ATK: 73 EATK: None EXP.: 2244 ACC: 80 (1) TYPE: None CRT: 1 WEAK: None DEF: 24 RESI: Fire, Ice EVA: 48 M.D: 185 MAGIC: 0/128 - None MOR: 176 SKILL: 0/128 - None 059 TIGER (Lesser Tiger) [Kitty Tiger] HP: 132 SATK: None GOLD: 108 ATK: 22 EATK: None EXP.: 438 ACC: 33 (2) TYPE: None CRT: 25 WEAK: None DEF: 8 RESI: None EVA: 48 M.D: 85 MAGIC: 0/128 - None MOR: 116 SKILL: 0/128 - None 060 SABER T (Sabertooth) [Saber Tiger] HP: 200 SATK: None GOLD: 500 ATK: 24 EATK: None EXP.: 843 ACC: 50 (2) TYPE: None CRT: 70 WEAK: None DEF: 8 RESI: None EVA: 42 M.D: 106 MAGIC: 0/128 - None MOR: 180 SKILL: 0/128 - None 061 VAMPIRE (Vampire) HP: 156 SATK: Paralyze GOLD: 2000 ATK: 76 EATK: Status EXP.: 1200 ACC: 39 (1) TYPE: Magical, Undead, Regenerative CRT: 1 WEAK: Fire DEF: 24 RESI: Status, Psn/Stn, Death, Ice, Earth EVA: 72 M.D: 75 MAGIC: 0/128 - None MOR: 200 SKILL: 32/128 - DAZZLE-DAZZLE-DAZZLE-DAZZLE 062 WzVAMP (Vampire Lord) HP: 300 SATK: Paralyze GOLD: 3000 ATK: 90 EATK: Status EXP.: 2385 ACC: 42 (1) TYPE: Magical, Undead, Mage, Regenerative CRT: 1 WEAK: Fire DEF: 28 RESI: Status, Psn/Stn, Death, Ice, Earth EVA: 72 M.D: 84 MAGIC: 32/128 - AFIR-MUTE-ICE2-ICE2-LIT2-LIT2-FIR2-FIR2 MOR: 200 SKILL: 32/128 - DAZZLE-DAZZLE-DAZZLE-DAZZLE 063 GARGOYLE (Gargoyle) HP: 80 SATK: None GOLD: 80 ATK: 12 EATK: None EXP.: 132 ACC: 20 (4) TYPE: Magical CRT: 1 WEAK: None DEF: 8 RESI: Earth EVA: 45 M.D: 53 MAGIC: 0/128 - None MOR: 132 SKILL: 0/128 - None 064 R.GOYLE (Horned Devil) HP: 94 SATK: None GOLD: 387 ATK: 10 EATK: Psn/Stn* EXP.: 387 ACC: 24 (4) TYPE: Magical CRT: 1 WEAK: None DEF: 32 RESI: Fire, Ice, Earth EVA: 72 M.D: 127 MAGIC: 64/128 - FIR2-HOLD-FIRE-FIRE MOR: 134 SKILL: 0/128 - None *R.Goyles have something of a quirk, because they are the only enemy with an attack element, but no status inflicted on-strike. It is unclear whether the attack element was erroneously added, or whether the status attack was omitted (based on element, it would probably have been Poison or Petrify, or less likely, Death). 065 EARTH (Gnoma) [Earth Element] HP: 288 SATK: None GOLD: 768 ATK: 66 EATK: None EXP.: 1536 ACC: 72 (1) TYPE: Magical CRT: 1 WEAK: Fire DEF: 20 RESI: Status, Psn/Stn, Death, Ice, Lightning, Earth EVA: 18 M.D: 130 MAGIC: 0/128 - None MOR: 200 SKILL: 0/128 - None 066 FIRE (Pyros) [Fire] HP: 276 SATK: None GOLD: 800 ATK: 50 EATK: None EXP.: 1620 ACC: 69 (1) TYPE: Magical CRT: 1 WEAK: Ice DEF: 20 RESI: Status, Psn/Stn, Death, Fire, Earth EVA: 42 M.D: 130 MAGIC: 0/128 - None MOR: 200 SKILL: 0/128 - None 067 Frost D (White Dragon) HP: 200 SATK: None GOLD: 2000 ATK: 53 EATK: None EXP.: 1701 ACC: 50 (1) TYPE: Dragon CRT: 1 WEAK: Fire, Lightning DEF: 8 RESI: Psn/Stn, Ice, Earth EVA: 120 M.D: 196 MAGIC: 0/128 - None MOR: 200 SKILL: 64/128 - BLIZZARD-BLIZZARD-BLIZZARD 068 Red D (Red Dragon) HP: 248 SATK: None GOLD: 4000 ATK: 75 EATK: None EXP.: 2904 ACC: 62 (1) TYPE: Dragon CRT: 1 WEAK: Psn/Stn, Ice DEF: 30 RESI: Fire, Earth EVA: 96 M.D: 200 MAGIC: 0/128 - None MOR: 200 SKILL: 64/128 - BLAZE-BLAZE-BLAZE 069 Zombie D (Dragon Zombie) HP: 268 SATK: Paralyze GOLD: 999 ATK: 56 EATK: Status EXP.: 2331 ACC: 67 (1) TYPE: Dragon, Undead CRT: 1 WEAK: Fire DEF: 30 RESI: Status, Psn/Stn, Death, Ice, Earth EVA: 24 M.D: 135 MAGIC: 0/128 - None MOR: 200 SKILL: 0/128 - None 070 SCUM (Green Slime) HP: 24 SATK: Poison GOLD: 20 ATK: 1 EATK: Psn/Stn EXP.: 84 ACC: 1 (1) TYPE: None CRT: 1 WEAK: Fire, Ice DEF: 255 RESI: Status, Psn/Stn, Death, Lightning, Earth EVA: 0 M.D: 36 MAGIC: 0/128 - None MOR: 124 SKILL: 0/128 - None 071 MUCK (Gray Ooze) HP: 76 SATK: None GOLD: 70 ATK: 30 EATK: None EXP.: 255 ACC: 19 (1) TYPE: None CRT: 1 WEAK: Lightning DEF: 7 RESI: Status, Psn/Stn, Death, Fire, Ice, Earth EVA: 4 M.D: 55 MAGIC: 0/128 - None MOR: 152 SKILL: 0/128 - None 072 OOZE (Ochre Jelly) HP: 76 SATK: None GOLD: 70 ATK: 32 EATK: None EXP.: 252 ACC: 19 (1) TYPE: None CRT: 1 WEAK: Fire, Ice DEF: 6 RESI: Status, Psn/Stn, Death, Lightning, Earth EVA: 6 M.D: 55 MAGIC: 0/128 - None MOR: 144 SKILL: 0/128 - None 073 SLIME (Dark Flan) [Black Pudding] HP: 156 SATK: Poison GOLD: 900 ATK: 49 EATK: Psn/Stn EXP.: 1101 ACC: 39 (1) TYPE: None CRT: 1 WEAK: Fire DEF: 255 RESI: Status, Psn/Stn, Death, Ice, Lightning, Earth EVA: 24 M.D: 85 MAGIC: 0/128 - None MOR: 200 SKILL: 0/128 - None 074 SPIDER (Black Widow) HP: 28 SATK: None GOLD: 8 ATK: 10 EATK: None EXP.: 30 ACC: 7 (1) TYPE: None CRT: 1 WEAK: None DEF: 0 RESI: None EVA: 30 M.D: 28 MAGIC: 0/128 - None MOR: 109 SKILL: 0/128 - None 075 ARACHNID (Tarantula) HP: 64 SATK: Poison GOLD: 50 ATK: 5 EATK: Psn/Stn EXP.: 141 ACC: 16 (1) TYPE: None CRT: 1 WEAK: None DEF: 12 RESI: None EVA: 24 M.D: 46 MAGIC: 0/128 - None MOR: 111 SKILL: 0/128 - None 076 MANTICOR (Manticore) HP: 164 SATK: None GOLD: 650 ATK: 22 EATK: None EXP.: 1317 ACC: 41 (2) TYPE: None CRT: 1 WEAK: None DEF: 8 RESI: Earth EVA: 72 M.D: 95 MAGIC: 0/128 - None MOR: 150 SKILL: 64/128 - STINGER-STINGER-STINGER-STINGER 077 SPHINX (Sphinx) HP: 228 SATK: None GOLD: 1160 ATK: 23 EATK: None EXP.: 1160 ACC: 57 (3) TYPE: None CRT: 1 WEAK: None DEF: 12 RESI: Earth EVA: 120 M.D: 115 MAGIC: 0/128 - None MOR: 132 SKILL: 0/128 - None 078 R.ANKYLO (Baretta) [Bulette] HP: 256 SATK: None GOLD: 300 ATK: 60 EATK: None EXP.: 1428 ACC: 64 (3) TYPE: None CRT: 1 WEAK: None DEF: 38 RESI: None EVA: 56 M.D: 130 MAGIC: 0/128 - None MOR: 146 SKILL: 0/128 - None 079 ANKYLO (Desert Baretta) [Desert Bulette] HP: 352 SATK: None GOLD: 1 ATK: 98 EATK: None EXP.: 2610 ACC: 88 (1) TYPE: None CRT: 1 WEAK: None DEF: 48 RESI: None EVA: 48 M.D: 156 MAGIC: 0/128 - None MOR: 144 SKILL: 0/128 - None 080 MUMMY (Mummy) HP: 80 SATK: Sleep GOLD: 300 ATK: 30 EATK: Status EXP.: 300 ACC: 20 (1) TYPE: Undead CRT: 1 WEAK: Fire DEF: 20 RESI: Status, Psn/Stn, Death, Ice EVA: 24 M.D: 60 MAGIC: 0/128 - None MOR: 172 SKILL: 0/128 - None 081 WzMUMMY (King Mummy) HP: 188 SATK: Sleep GOLD: 1000 ATK: 43 EATK: Psn/Stn* EXP.: 984 ACC: 47 (1) TYPE: Undead CRT: 1 WEAK: Fire DEF: 24 RESI: Status, Psn/Stn, Death, Ice EVA: 24 M.D: 95 MAGIC: 0/128 - None MOR: 148 SKILL: 0/128 - None *WzMummys have Sleep as a status attack like Mummys, but strangely, use Poison/Stone as attack element rather than Status. It is unclear if this is an error, or intentional. 082 COCTRICE (Cockatrice) HP: 50 SATK: Petrify GOLD: 200 ATK: 1 EATK: Psn/Stn EXP.: 186 ACC: 10 (1) TYPE: None CRT: 1 WEAK: None DEF: 4 RESI: Earth EVA: 72 M.D: 47 MAGIC: 0/128 - None MOR: 124 SKILL: 0/128 - None 083 PERILISK (Pyrolisk) HP: 44 SATK: None GOLD: 500 ATK: 20 EATK: None EXP.: 423 ACC: 11 (1) TYPE: None CRT: 1 WEAK: Ice DEF: 4 RESI: Fire, Earth EVA: 72 M.D: 45 MAGIC: 0/128 - None MOR: 124 SKILL: 32/128 - SQUINT-SQUINT-SQUINT-SQUINT 084 WYVERN (Wyvern) HP: 212 SATK: Poison GOLD: 50 ATK: 30 EATK: Psn/Stn EXP.: 1173 ACC: 53 (1) TYPE: Dragon CRT: 1 WEAK: None DEF: 12 RESI: Earth EVA: 96 M.D: 115 MAGIC: 0/128 - None MOR: 150 SKILL: 0/128 - None 085 WYRM (Wyrm) HP: 260 SATK: None GOLD: 50 ATK: 40 EATK: None EXP.: 1173 ACC: 65 (1) TYPE: Dragon CRT: 1 WEAK: None DEF: 22 RESI: Earth EVA: 60 M.D: 131 MAGIC: 0/128 - None MOR: 150 SKILL: 0/128 - None 086 TYRO (Allosaurus) HP: 480 SATK: None GOLD: 502 ATK: 65 EATK: None EXP.: 3387 ACC: 133 (1) TYPE: Dragon CRT: 1 WEAK: None DEF: 10 RESI: None EVA: 60 M.D: 200 MAGIC: 0/128 - None MOR: 144 SKILL: 0/128 - None 087 T REX (Tyrannosaur) [Tyrannosaurus] HP: 600 SATK: None GOLD: 600 ATK: 115 EATK: None EXP.: 7200 ACC: 144 (1) TYPE: Dragon CRT: 30 WEAK: None DEF: 10 RESI: None EVA: 60 M.D: 200 MAGIC: 0/128 - None MOR: 150 SKILL: 0/128 - None 088 CARIBE (Piranha) HP: 92 SATK: None GOLD: 20 ATK: 22 EATK: None EXP.: 240 ACC: 23 (1) TYPE: None CRT: 1 WEAK: Lightning DEF: 0 RESI: Fire, Earth EVA: 72 M.D: 68 MAGIC: 0/128 - None MOR: 138 SKILL: 0/128 - None 089 R.CARIBE (Red Piranha) HP: 172 SATK: None GOLD: 46 ATK: 37 EATK: None EXP.: 546 ACC: 43 (1) TYPE: None CRT: 1 WEAK: None DEF: 20 RESI: None EVA: 72 M.D: 83 MAGIC: 0/128 - None MOR: 142 SKILL: 0/128 - None 090 GATOR (Crocodile) HP: 184 SATK: None GOLD: 900 ATK: 42 EATK: None EXP.: 816 ACC: 46 (2) TYPE: None CRT: 1 WEAK: Lightning DEF: 16 RESI: Fire, Earth EVA: 48 M.D: 103 MAGIC: 0/128 - None MOR: 138 SKILL: 0/128 - None 091 FrGATOR (White Croc) [White 'dile] HP: 288 SATK: None GOLD: 2000 ATK: 56 EATK: None EXP.: 1890 ACC: 72 (2) TYPE: Dragon CRT: 1 WEAK: Lightning DEF: 20 RESI: Fire, Earth EVA: 48 M.D: 143 MAGIC: 0/128 - None MOR: 142 SKILL: 0/128 - None 092 OCHO (Ochu) [Otyugh] HP: 208 SATK: Poison GOLD: 102 ATK: 20 EATK: Psn/Stn EXP.: 1224 ACC: 52 (3) TYPE: None CRT: 1 WEAK: Lightning DEF: 24 RESI: Fire, Earth EVA: 24 M.D: 116 MAGIC: 0/128 - None MOR: 176 SKILL: 0/128 - None 093 NAOCHO (Neochu) [Neo-Otyugh] HP: 344 SATK: Poison GOLD: 500 ATK: 35 EATK: Psn/Stn EXP.: 3189 ACC: 86 (3) TYPE: None CRT: 1 WEAK: None DEF: 32 RESI: None EVA: 24 M.D: 170 MAGIC: 0/128 - None MOR: 200 SKILL: 0/128 - None 094 HYDRA (Hydra) HP: 212 SATK: None GOLD: 150 ATK: 30 EATK: None EXP.: 915 ACC: 53 (3) TYPE: Dragon CRT: 1 WEAK: None DEF: 14 RESI: None EVA: 36 M.D: 116 MAGIC: 0/128 - None MOR: 138 SKILL: 0/128 - None 095 R.HYDRA (Fire Hydra) HP: 182 SATK: None GOLD: 400 ATK: 20 EATK: None EXP.: 1215 ACC: 46 (3) TYPE: Dragon CRT: 1 WEAK: Ice DEF: 14 RESI: Fire EVA: 36 M.D: 103 MAGIC: 0/128 - None MOR: 152 SKILL: 64/128 - CREMATE-CREMATE 096 GUARD (Guardian) HP: 200 SATK: Paralyze GOLD: 400 ATK: 25 EATK: Status EXP.: 1224 ACC: 50 (2) TYPE: None CRT: 1 WEAK: Lightning DEF: 40 RESI: Status, Psn/Stn, Death EVA: 72 M.D: 110 MAGIC: 0/128 - None MOR: 200 SKILL: 0/128 - None 097 SENTRY (Soldier) HP: 400 SATK: None GOLD: 2000 ATK: 102 EATK: None EXP.: 4000 ACC: 90 (1) TYPE: None CRT: 1 WEAK: Lightning DEF: 48 RESI: Status, Psn/Stn, Death, Fire, Ice, Earth EVA: 96 M.D: 160 MAGIC: 0/128 - None MOR: 150 SKILL: 0/128 - None 098 WATER (Aquos) [Water] HP: 300 SATK: None GOLD: 800 ATK: 69 EATK: None EXP.: 1962 ACC: 68 (1) TYPE: Magical CRT: 1 WEAK: Ice DEF: 20 RESI: Status, Psn/Stn, Death, Fire, Earth EVA: 72 M.D: 130 MAGIC: 0/128 - None MOR: 200 SKILL: 0/128 - None 099 AIR (Aeros) [Air Elemental] HP: 358 SATK: None GOLD: 807 ATK: 53 EATK: None EXP.: 1614 ACC: 62 (1) TYPE: Magical CRT: 1 WEAK: None DEF: 4 RESI: Status, Psn/Stn, Death, Earth EVA: 144 M.D: 130 MAGIC: 0/128 - None MOR: 200 SKILL: 0/128 - None 100 NAGA (Water Naga) HP: 356 SATK: Poison GOLD: 2355 ATK: 9 EATK: Psn/Stn EXP.: 2355 ACC: 71 (1) TYPE: Aquatic, Mage CRT: 1 WEAK: Lightning DEF: 8 RESI: Fire, Earth EVA: 72 M.D: 116 MAGIC: 96/128 - LIT2-HOLD-SLOW-DARK-LIT -LOCK-SLEP-LIT MOR: 200 SKILL: 0/128 - None 101 GrNAGA (Spirit Naga) HP: 420 SATK: Poison GOLD: 4000 ATK: 7 EATK: Psn/Stn EXP.: 3489 ACC: 88 (1) TYPE: Mage CRT: 1 WEAK: None DEF: 16 RESI: None EVA: 48 M.D: 143 MAGIC: 96/128 - RUSE-MUTE-SLOW-DARK-SLEP-FIRE-LIT -HEAL MOR: 154 SKILL: 0/128 - None 102 CHIMERA (Chimera) HP: 300 SATK: None GOLD: 2500 ATK: 30 EATK: None EXP.: 2064 ACC: 60 (4) TYPE: Dragon CRT: 1 WEAK: Ice DEF: 20 RESI: Fire, Earth EVA: 72 M.D: 130 MAGIC: 0/128 - None MOR: 200 SKILL: 64/128 - CREMATE-CREMATE-CREMATE 103 JIMERA (Rhyos) [Gorgimera] HP: 350 SATK: None GOLD: 5000 ATK: 40 EATK: None EXP.: 4584 ACC: 70 (4) TYPE: Dragon CRT: 1 WEAK: Ice DEF: 18 RESI: Fire, Earth EVA: 60 M.D: 143 MAGIC: 0/128 - None MOR: 200 SKILL: 64/128 - CREMATE-POISON-CREMATE-POISON 104 WIZARD (Piscodemon) HP: 84 SATK: None GOLD: 300 ATK: 30 EATK: None EXP.: 276 ACC: 21 (2) TYPE: Magical, Aquatic CRT: 1 WEAK: None DEF: 16 RESI: Status, Psn/Stn, Fire, Ice EVA: 66 M.D: 98 MAGIC: 0/128 - None MOR: 126 SKILL: 0/128 - None 105 SORCERER (Mindflayer) [Mind Flayer] HP: 112 SATK: Death GOLD: 999 ATK: 1 EATK: None* EXP.: 822 ACC: 28 (3) TYPE: None CRT: 1 WEAK: None DEF: 12 RESI: None EVA: 48 M.D: 187 MAGIC: 0/128 - None MOR: 130 SKILL: 64/128 - TRANCE-TRANCE-TRANCE-TRANCE *Sorcerers are the only enemy with a status attack, but no attack element. It is unclear if this was intentional, but has the effect of making their attack unresistable (apart from magic defense). 106 GARLAND (Garland) HP: 106 SATK: None GOLD: 250 ATK: 15 EATK: None EXP.: 130 ACC: 27 (1) TYPE: None CRT: 1 WEAK: None DEF: 10 RESI: None EVA: 12 M.D: 64 MAGIC: 0/128 - None MOR: 255 SKILL: 0/128 - None 107 Gas D (Green Dragon) HP: 352 SATK: None GOLD: 5000 ATK: 72 EATK: None EXP.: 4068 ACC: 68 (1) TYPE: Dragon CRT: 1 WEAK: Ice DEF: 16 RESI: Earth EVA: 96 M.D: 200 MAGIC: 0/128 - None MOR: 200 SKILL: 64/128 - POISON-POISON-POISON 108 Blue D (Blue Dragon) HP: 454 SATK: None GOLD: 2000 ATK: 92 EATK: None EXP.: 3274 ACC: 86 (1) TYPE: Dragon CRT: 1 WEAK: Fire DEF: 20 RESI: Lightning, Earth EVA: 96 M.D: 200 MAGIC: 0/128 - None MOR: 200 SKILL: 64/128 - THUNDER-THUNDER-THUNDER 109 MudGOL (Clay Golem) HP: 176 SATK: Poison GOLD: 800 ATK: 64 EATK: Psn/Stn EXP.: 1257 ACC: 44 (1) TYPE: Magical, Mage CRT: 1 WEAK: None DEF: 7 RESI: Status, Psn/Stn, Death, Fire, Ice, Lightning EVA: 28 M.D: 93 MAGIC: 32/128 - FAST MOR: 200 SKILL: 0/128 - None 110 RockGOL (Stone Golem) HP: 200 SATK: None GOLD: 1000 ATK: 70 EATK: None EXP.: 2385 ACC: 50 (1) TYPE: Magical, Mage CRT: 1 WEAK: None DEF: 16 RESI: Status, Psn/Stn, Death, Fire, Ice, Lightning, Earth EVA: 24 M.D: 110 MAGIC: 48/128 - SLOW-SLOW-SLOW-SLOW-SLOW-SLOW-SLOW-SLOW MOR: 200 SKILL: 0/128 - None 111 IronGOL (Iron Golem) HP: 304 SATK: None GOLD: 3000 ATK: 93 EATK: None EXP.: 6717 ACC: 76 (1) TYPE: Magical CRT: 1 WEAK: None DEF: 100 RESI: Status, Psn/Stn, Death, Fire, Ice, Earth EVA: 24 M.D: 143 MAGIC: 0/128 - None MOR: 200 SKILL: 16/128 - TOXIC-TOXIC-TOXIC-TOXIC 112 BADMAN (Black Knight) HP: 260 SATK: None GOLD: 1800 ATK: 44 EATK: None EXP.: 1263 ACC: 65 (2) TYPE: None CRT: 1 WEAK: None DEF: 38 RESI: None EVA: 36 M.D: 135 MAGIC: 0/128 - None MOR: 200 SKILL: 0/128 - None 113 EVILMAN (Doom Knight) [Death Knight] HP: 190 SATK: None GOLD: 3000 ATK: 55 EATK: None EXP.: 2700 ACC: 48 (1) TYPE: Magical, Mage CRT: 1 WEAK: None DEF: 32 RESI: Status, Psn/Stn, Death EVA: 42 M.D: 173 MAGIC: 32/128 - XFER-NUKE-XFER-XXXX-BLND MOR: 200 SKILL: 0/128 - None 114 ASTOS (Astos) HP: 168 SATK: None GOLD: 2000 ATK: 26 EATK: None EXP.: 2250 ACC: 42 (1) TYPE: None CRT: 1 WEAK: None DEF: 40 RESI: None EVA: 78 M.D: 170 MAGIC: 96/128 - RUB -SLO2-FAST-FIR2-LIT2-SLOW-DARK-SLEP MOR: 255 SKILL: 0/128 - None 115 MAGE (Dark Wizard) HP: 105 SATK: None GOLD: 1095 ATK: 26 EATK: None EXP.: 1095 ACC: 27 (1) TYPE: Mage CRT: 1 WEAK: None DEF: 40 RESI: None EVA: 78 M.D: 170 MAGIC: 64/128 - RUB -LIT3-FIR3-BANE-SLO2-FIR3-STUN-LIT3 MOR: 200 SKILL: 0/128 - None 116 FIGHTER (Dark Warrior) [Dark Fighter] HP: 200 SATK: None GOLD: 3420 ATK: 40 EATK: None EXP.: 3420 ACC: 45 (1) TYPE: Mage CRT: 1 WEAK: None DEF: 38 RESI: None EVA: 90 M.D: 186 MAGIC: 48/128 - WALL-XFER-HEL3-FOG2-INV2-CUR4-HEL3-CUR3 MOR: 158 SKILL: 0/128 - None 117 MADPONY (Crazy Horse) HP: 64 SATK: None GOLD: 15 ATK: 10 EATK: None EXP.: 63 ACC: 16 (2) TYPE: None CRT: 1 WEAK: None DEF: 2 RESI: None EVA: 22 M.D: 40 MAGIC: 0/128 - None MOR: 106 SKILL: 0/128 - None 118 NITEMARE (Nightmare) HP: 200 SATK: None GOLD: 700 ATK: 30 EATK: None EXP.: 1272 ACC: 50 (3) TYPE: Magical CRT: 1 WEAK: Ice DEF: 24 RESI: Status, Psn/Stn, Death, Fire, Earth EVA: 132 M.D: 100 MAGIC: 0/128 - None MOR: 200 SKILL: 32/128 - SNORTING-SNORTING-SNORTING-SNORTING 119 WarMECH (Warmech) [Death Machine] HP: 1000 SATK: None GOLD: 32000 ATK: 128 EATK: None EXP.: 32000 ACC: 200 (2) TYPE: Regenerative CRT: 1 WEAK: None DEF: 80 RESI: Status, Psn/Stn, Death, Fire, Ice, Lightning, Earth EVA: 96 M.D: 200 MAGIC: 0/128 - None MOR: 200 SKILL: 32/128 - NUCLEAR-NUCLEAR-NUCLEAR-NUCLEAR 120 LICH (Lich) HP: 400 SATK: Paralyze GOLD: 3000 ATK: 40 EATK: Status EXP.: 2200 ACC: 49 (1) TYPE: Magical, Undead, Mage CRT: 1 WEAK: Fire DEF: 40 RESI: Status, Psn/Stn, Death, Ice EVA: 24 M.D: 120 MAGIC: 96/128 - ICE2-SLP2-FAST-LIT2-HOLD-FIR2-SLOW-SLEP MOR: 255 SKILL: 0/128 - None 121 LICH (Lich) HP: 500 SATK: Paralyze GOLD: 1 ATK: 50 EATK: Status EXP.: 2000 ACC: 64 (1) TYPE: Magical, Undead, Mage CRT: 1 WEAK: None DEF: 50 RESI: Status, Psn/Stn, Death, Ice EVA: 48 M.D: 140 MAGIC: 96/128 - NUKE-STOP-ZAP!-XXXX-NUKE-STOP-ZAP!-XXXX MOR: 255 SKILL: 0/128 - None 122 KARY (Marilith) HP: 600 SATK: None GOLD: 3000 ATK: 40 EATK: None EXP.: 2475 ACC: 63 (6) TYPE: Magical, Mage CRT: 1 WEAK: Status DEF: 50 RESI: Psn/Stn, Fire, Ice, Lightning EVA: 48 M.D: 183 MAGIC: 48/128 - FIR2-DARK-FIR2-DARK-FIR2-HOLD-FIR2-HOLD MOR: 255 SKILL: 0/128 - None 123 KARY (Marilith) HP: 700 SATK: None GOLD: 1 ATK: 60 EATK: None EXP.: 2000 ACC: 63 (6) TYPE: Magical, Mage CRT: 1 WEAK: None DEF: 60 RESI: Psn/Stn, Fire, Ice, Lightning EVA: 60 M.D: 183 MAGIC: 48/128 - FIR3-RUB -FIR3-RUB -FIR3-STUN-FIR3-STUN MOR: 255 SKILL: 0/128 - None 124 KRAKEN (Kraken) HP: 800 SATK: None GOLD: 5000 ATK: 50 EATK: None EXP.: 4245 ACC: 90 (8) TYPE: Aquatic CRT: 1 WEAK: Lightning DEF: 60 RESI: Fire, Earth EVA: 84 M.D: 160 MAGIC: 0/128 - None MOR: 255 SKILL: 32/128 - INK-INK-INK-INK 125 KRAKEN (Kraken) HP: 900 SATK: None GOLD: 1 ATK: 70 EATK: None EXP.: 2000 ACC: 114 (8) TYPE: Aquatic CRT: 1 WEAK: None DEF: 70 RESI: Fire, Earth EVA: 98 M.D: 200 MAGIC: 48/128 - LIT2-LIT2-LIT2-LIT2-LIT2-LIT2-LIT2-LIT2 MOR: 255 SKILL: 32/128 - INK-INK-INK-INK 126 TIAMAT (Tiamat) HP: 1000 SATK: None GOLD: 6000 ATK: 49 EATK: None EXP.: 5496 ACC: 80 (4) TYPE: Dragon CRT: 1 WEAK: Psn/Stn DEF: 80 RESI: Fire, Ice, Lightning, Earth EVA: 72 M.D: 200 MAGIC: 0/128 - None MOR: 255 SKILL: 64/128 - THUNDER-POISON-BLIZZARD-BLAZE 127 TIAMAT (Tiamat) HP: 1100 SATK: None GOLD: 1 ATK: 75 EATK: None EXP.: 2000 ACC: 85 (4) TYPE: Dragon CRT: 1 WEAK: None DEF: 90 RESI: Fire, Ice, Lightning, Earth EVA: 90 M.D: 200 MAGIC: 64/128 - BANE-ICE2-LIT2-FIR2-BANE-ICE2-LIT2-FIR2 MOR: 255 SKILL: 64/128 - THUNDER-POISON-BLIZZARD-BLAZE 128 CHAOS (Chaos) HP: 2000 SATK: Paralyze GOLD: 0 ATK: 100 EATK: Status EXP.: 0 ACC: 200 (2) TYPE: None CRT: 1 WEAK: None DEF: 100 RESI: Status, Psn/Stn, Time, Death, Fire, Ice, Lightning, Earth EVA: 100 M.D: 200 MAGIC: 64/128 - ICE3-LIT3-SLO2-CUR4-FIR3-ICE2-FAST-NUKE MOR: 255 SKILL: 64/128 - CRACK-INFERNO-SWIRL-TORNADO C. ENEMY DATA CHARTS [ECHR] 1. Enemy Elemental Resistance Chart O = Weak X = Resistant - = Neither Idx Name Status Psn/Stn Time Death Fire Ice Lit Earth 001 IMP - - - - - - - - 002 GrIMP - - - - - - - - 003 WOLF - - - - - - - - 004 GrWOLF - - - - - - - - 005 WrWOLF - - - - - - - - 006 FrWOLF - - - - O X - - 007 IGUANA - - - - - - - - 008 AGAMA - - - - X O - - 009 SAURIA - - - - - - - - 010 GIANT - - - - - - - - 011 FrGIANT - - - - O X - - 012 R.GIANT - - - - X O - - 013 SAHAG - - - - X - O X 014 R.SAHAG - - - - X - O X 015 WzSAHAG - - - - X - O X 016 PIRATE - - - - - - - - 017 KYZOKU - - - - - - - X 018 SHARK - - - - X - O X 019 GrSHARK - - - - X - O X 020 OddEYE - - - - X - O X 021 BigEYE - - - - X - O X 022 BONE X X - X O X - - 023 R.BONE X X - X O X - - 024 CREEP - - - - O - - - 025 CRAWL - - - - - - - - 026 HYENA - - - - - - - - 027 CEREBUS - - - - X O - - 028 OGRE - - - - - - - - 029 GrOGRE - - - - - - - - 030 WzOGRE - - - - - - - X 031 ASP - - - - - - - - 032 COBRA - - - - - - - - 033 SeaSNAKE - - - - X - O X 034 SCORPION - - - - - - - - 035 LOBSTER - - - - X - O X 036 BULL - - - - - - - - 037 ZomBULL X X - X O X - - 038 TROLL - - - - O - - - 039 SeaTROLL - - - - - - O X 040 SHADOW x X - X O X - X 041 IMAGE x X - X O X - X 042 WRAITH x X - X O X - X 043 GHOST x X - X O X - X 044 ZOMBIE x X - X O X - X 045 GHOUL x X - X O X - - 046 GEIST x X - X O X - - 047 SPECTER x X - X O X - 048 WORM - - - - - - - X 049 Sand W - - - - - - - X 050 Grey W - - - - X O - X 051 EYE - - - - - - - X 052 PHANTOM X X - X O X - X 053 MEDUSA - - - - - - - - 054 GrMEDUSA - - - - O X - X 055 CATMAN - - - - - - - - 056 MANCAT X X - X X X X X 057 PEDE - - - - - - - - 058 GrPEDE - - - - X X - - 059 TIGER - - - - - - - - 060 Saber T - - - - - - - - 061 VAMPIRE X X - X O X - X 062 WzVAMP X X - X O X - X 063 GARGOYLE - - - - - - - X 064 R.GOYLE - - - - X X - X 065 EARTH X X - X O X X X 066 FIRE X X - X X O - X 067 Frost D - X - - O X O X 068 Red D - X - - X O - X 069 ZombieD X X - X O X - X 070 SCUM X X - X O O X X 071 MUCK X X - X X X O X 072 OOZE X X - X O O X X 073 SLIME X X - X O X X X 074 SPIDER - - - - - - - - 075 ARACHNID - - - - - - - - 076 MANTICOR - - - - - - - X 077 SPHINX - - - - - - - X 078 R.ANKYLO - - - - - - - - 079 ANKYLO - - - - - - - - 080 MUMMY X X - X O X - - 081 WzMUMMY X X - X O X - - 082 COCTRICE - - - - - - - X 083 PERILISK - - - - X O - X 084 WYVERN - - - - - - - X 085 WYRM - - - - - - - X 086 TYRO - - - - - - - - 087 T REX - - - - - - - - 088 CARIBE - - - - X - O X 089 R.CARIBE - - - - - - - - 090 GATOR - - - - X - O X 091 FrGATOR - - - - X - O X 092 OCHO - - - - X - O X 093 NAOCHO - - - - - - - - 094 HYDRA - - - - - - - - 095 R.HYDRA - - - - X O - - 096 GUARD X X - X - - O - 097 SENTRY X X - X X X O X 098 WATER X X - X X O - X 099 AIR X X - X - - - X 100 NAGA - - - - X - O X 101 GrNAGA - - - - - - - - 102 CHIMERA - - - - X O - X 103 JIMERA - - - - X O - X 104 WIZARD X X - - X X - - 105 SORCERER - - - - - - - - 106 GARLAND - - - - - - - - 107 Gas D - - - - - O - X 108 Blue D - - - - O - X X 109 MudGOL X X - X X X X - 110 RockGOL X X - X X X X X 111 IronGOL X X - X X X - X 112 BADMAN - - - - - - - - 113 EVILMAN X X - X - - - - 114 ASTOS - - - - - - - - 115 MAGE - - - - - - - - 116 FIGHTER - - - - - - - - 117 MADPONY - - - - - - - - 118 NITEMARE X X - X X O - X 119 WarMECH X X - X X X X X 120 LICH X X - X O X - - 121 LICH2 X X - X - X - - 122 Kary O X - - X X X - 123 Kary2 - X - - X X X - 124 KRAKEN - - - - X - O X 125 KRAKEN2 - - - - X - - X 126 TIAMAT - O - - X X X X 127 TIAMAT2 - - - - X X X X 128 CHAOS X X X X X X X X 2. Enemy AI Chart This chart lists all enemies that use a Spell or Skill. When both are present, Spells are listed first. The number in parenthesis represents the chance of a Spell or Skill being used out of 100% - these numbers have already been computed to account for actual prevalence in an enemy's attack pattern. 01 FrWOLF - (25%) FROSTx4 02 AGAMA - (25%) HEATx4 03 SAURIA - (50%) GLANCEx4 04 OddEYE -(100%) GAZEx4 05 BigEYE - (50%) GAZE-FLASH-GAZE-FLASH 06 CEREBUS - (50%) SCORCHx4 07 WzOGRE - (50%) RUSE-DARK-SLEP-HOLD-ICE2 08 Sand W - (50%) CRACKx4 09 EYE - (62.5%) XXXX-BRAK-RUB -LIT2-HOLD-MUTE-SLOW-SLEP (23.4%) GLANCE-SQUINT-GAZE-STARE 10 PHANTOM - (50%) STOP-ZAP!-XFER-BRAK-RUB -HOLD-MUTE-SLOW (25%) GLAREx4 11 MEDUSA - (50%) GLANCEx4 12 GrMEDUSA- (50%) GLANCEx4 13 MANCAT - (75%) FIR2-SLOW-DARK-SLEP-FIRE-LIT -CURE-SLEP 14 VAMPIRE - (25%) DAZZLEx4 15 WzVAMP - (25%) AFIR-MUTE-ICE2-ICE2-LIT2-LIT2-FIR2-FIR2 (18.8%) DAZZLEx4 16 R.GOYLE - (50%) FIR2-HOLD-FIRE-FIRE 17 Frost D - (50%) BLIZZARDx3 18 Red D - (50%) BLAZEx3 19 MANTICOR- (50%) STINGERx4 20 PERILISK- (25%) SQUINTx4 21 R.HYDRA - (50%) CREMATEx2 22 NAGA - (75%) LIT2-HOLD-SLOW-DARK-LIT -LOCK-SLEP-LIT 23 GrNAGA - (75%) RUSE-MUTE-SLOW-DARK-SLEP-FIRE-LIT -HEAL 24 CHIMERA - (50%) CREMATEx3 25 JIMERA - (50%) CREMATE-POISON-CREMATE-POISON 26 SORCERER- (50%) TRANCEx4 27 Gas D - (50%) POISONx3 28 Blue D - (50%) THUNDERx3 29 MudGOL - (25%) FAST 30 RockGOL - (37.5%) SLOWx8 31 IronGOL - (12.5%) TOXICx4 32 EVILMAN - (25%) XFER-NUKE-XFER-XXXX-BLND 33 ASTOS - (75%) RUB -SLO2-FAST-FIR2-LIT2-SLOW-DARK-SLEP 34 MAGE - (50%) RUB -LIT3-FIR3-BANE-SLO2-FIR3-STUN-LIT3 35 FIGHTER - (37.5%) WALL-XFER-HEL3-FOG2-INV2-CUR4-HEL2-CUR3 36 NITEMARE- (25%) SNORTINGx4 37 WarMECH - (25%) NUCLEARx4 38 LICH - (75%) ICE2-SLP2-FAST-LIT2-HOLD-FIR2-SLOW-SLEP 39 LICH2 - (75%) NUKE-STOP-ZAP!-XXXX-NUKE-STOP-ZAP!-XXXX 40 KARY - (37.5%) FIR2-DARK-FIR2-DARK-FIR2-HOLD-FIR2-HOLD 41 KARY2 - (37.5%) FIR3-RUB -FIR3-RUB -FIR3-STUN-FIR3-STUN 42 KRAKEN - (25%) INKx4 43 KRAKEN2 - (37.5%) LIT2x8 (15.6%) INKx4 44 TIAMAT - (50%) THUNDER-POISON-BLIZZARD-BLAZE 45 TIAMAT - (50%) BANE-ICE2-LIT2-FIR2-BANE-ICE2-LIT2-FIR2 (25%) THUNDER-POISON-BLIZZARD-BLAZE 46 CHAOS - (50%) ICE3-LIT3-SLO2-CUR4-FIR3-ICE2-FAST-NUKE (25%) CRACK-INFERNO-SWIRL-TORNADO 3. Enemy Spell Chart The following is a list of all the spells in the game that are used by enemies, and which enemies use them. CURE - MANCAT RUSE - WzOGRE, GrNAGA FIRE - MANCAT, R.GOYLE, GrNAGA LIT - MANCAT, NAGA, GrNAGA SLEP - WzOGRE, EYE, MANCAT, NAGA, GrNAGA, ASTOS, LICH LOCK - NAGA MUTE - EYE, PHANTOM, WzVAMP, GrNAGA DARK - WzOGRE, MANCAT, NAGA, GrNAGA, ASTOS, KARY SLOW - EYE, PHANTOM, MANCAT, NAGA, GrNAGA, RockGOL, ASTOS, LICH HEAL - GrNAGA AFIR - WzVAMP FIR2 - MANCAT, WzVAMP, R.GOYLE, ASTOS, LICH, KARY, TIAMAT(2) LIT2 - EYE, WzVAMP, NAGA, ASTOS, LICH, KRAKEN(2), TIAMAT(2) HOLD - WzOGRE, EYE, PHANTOM, R.GOYLE, NAGA, LICH, KARY ICE2 - WzOGRE, WzVAMP, LICH, TIAMAT(2), CHAOS FAST - MudGOL, ASTOS, LICH, CHAOS SLP2 - LICH CUR3 - FIGHTER HEL2 - FIGHTER FIR3 - MAGE, KARY(2), CHAOS BANE - MAGE, TIAMAT(2) SLO2 - ASTOS, MAGE, CHAOS INV2 - FIGHTER FOG2 - FIGHTER LIT3 - MAGE, CHAOS RUB - EYE, PHANTOM, ASTOS, MAGE, KARY(2) STUN - MAGE, KARY(2) CUR4 - FIGHTER, CHAOS HEL3 - FIGHTER ICE3 - CHAOS BRAK - EYE, PHANTOM BLND - EVILMAN WALL - FIGHTER XFER - PHANTOM, EVILMAN, FIGHTER NUKE - EVILMAN, LICH(2), CHAOS STOP - PHANTOM, LICH(2) XXXX - EYE, EVILMAN, LICH(2) ZAP! - PHANTOM, LICH(2) 4. Enemy Skill Chart The following is a list of all the Enemy Skills in the game and which enemies use them. SCORCH - CEREBUS HEAT - AGAMA CREMATE - R.HYDRA; CHIMERA; JIMERA BLAZE - Red D.; TIAMAT INFERNO - CHAOS FROST - FrWOLF; Frost D BLIZZARD - TIAMAT THUNDER - Blue D; TIAMAT POISON - Gas D; TIAMAT STARE - EYE SWIRL - CHAOS TORNADO - CHAOS NUCLEAR - WarMECH GLANCE - SAURIA; EYE; MEDUSA; GrMEDUSA GAZE - OddEYE; BigEYE; EYE FLASH - BigEYE CRACK - Sand W; CHAOS SQUINT - EYE; PERILISK GLARE - PHANTOM DAZZLE - VAMPIRE; WzVAMP STINGER - MANTICOR POISON - JIMERA TRANCE - SORCERER TOXIC - IronGOL SNORTING - NITEMARE INK - KRAKEN; KRAKEN(2) ------------------------------------------------------------------------------- | VIII. ENEMY FORMATIONS [SEC8]| ------------------------------------------------------------------------------- A. FORMATION DYNAMICS [FORM] There are 256 enemy groups. These can be subdivided into 128 core groups with 2 formations each. Most, but not all, are used in the game. Each group uses a particular pattern table for enemy graphics which, in practice, restricts the enemies that may appear together. For example, one pattern table contains the sprites for Imp enemies, Wolf enemies, Lizard enemies, and Giant enemies. This is why you may see Imps, Wolves, Lizards, and/or Giants in the same battle. However, for this very same reason, you will never see an Imp in the same battle as a Spider, and you will never see Wyvern fighting alongside a Zombie. While there is no restriction on which enemy data is capable of being present in a given formation, the restriction on appearance serves as a practical restriction on which enemies can appear together. These pattern tables are: Pattern Tables 00 Imp, Wolf, Iguana, Giant 01 Bone, Creep, Hyena, Ogre 02 Ghost, Zombie, Worm, Eye 03 Slime, Spider, Manticore, Ankylo 04 Badman, Astos, Madpony, WarMech 05 Snake, Scorpion, Bull, Troll 06 Vampire, Gargoyle, Element 1, Dragon 1 07 Mummy, Cockatrice, Wyvern, Tyro 08 Medusa, Catman, Pede, Tiger 09 Wizard, Garland, Dragon 2, Golem 0A Caribe, Gator, Ocho, Hydra 0B Sentry, Element 2, Naga, Chimera 0C Sahag, Pirate, Shark, BigEye 0D Lich, Kary 0E Kraken, Tiamat 0F Chaos Most pattern tables contain 2 small enemies, and 2 large enemies. These are capable of three formation types: (Up to) 9 Small Enemies (Up to) 4 Large Enemies (Up to) 2 Large Enemies and 6 Small Enemies Two pattern tables contain 2 fiends each, and one pattern table is devoted entirely to Chaos. Each of these can only display one enemy sprite at a time. B. ENEMY FORMATION LIST [EFRM] Battle Location List The following is a list of all the battle formations in the game, and where each of them is located: [TO BE COMPLETED IN A FUTURE UPDATE] C. ENEMY DOMAIN MAPPING [EMAP] 1. Overworld (Thanks to Ben Siron for design inspiration) The World Map is a 256x256 unit grid. Mapping this grid, we have the following coordinates: Northwestern Corner: ( 0, 0) Northeastern Corner: (255, 0) Southwestern Corner: ( 0,255) Southeastern Corner: (255,255) The World Map is further subdivided into an 8x8 grid of 64 domain areas of 32x32 tiles each. Each of these domains has its own random encounter data. Oceans and Rivers (North and South) each form an overlay. The data for these overlays is stored in Coneria (Northern Rivers), Pravoka (Southern Rivers), and Elfland (Oceans). The main World Map chart controls for land-encounters, and the overlays operate for Ocean and River tiles. The following is a representation of the Overworld Map and the Ocean and River overlays: [0,0] World Map [7,0] [0,0] Ocean Overlay [7,0] [0,0] River Overlay [7,0] A A B C C B A A O O O O O O O O N N N N N N N N D D E C C F F G O O O O O O O O N N N N N N N N D D - E - F F G O O O O O O O O N N N N N N N N - - - H H I - G O O O O O O O O S S S S S S S S - J I I K L L M O O O O O O O O S S S S S S S S J J J I - I M M O O O O O O O O S S S S S S S S - - M I I M P P O O O O O O O O S S S S S S S S - - - M I M P P O O O O O O O O S S S S S S S S [0,7] [7,7] [0,7] [7,7] [0,7] [7,7] OVR -1- -2- -3- -4- -5- -6- -7- -8- -O- 5Ba 5Cb 5Ca 5Db 5Ea 5Bb 5Da 5Eb -S- 20a 5Fa 20a 5Fa 25b 60b 5Fb 65b -N- 20b 20b 65a 41a 65a 62a 62a 62b A: [0,0] [1,0] [6,0] [7,0] [KEY TO BE COMPLETED IN A FUTURE UPDATE] MAP -1- -2- -3- -4- -5- -6- -7- -8- [0,0] 63b 31a 70a 2Ea 70a 60a 36a 1Fb [1,0] 63b 31a 70a 2Ea 70a 60a 36a 1Fb [2,0] 09b 70a 3Ca 60a 3Ca 39a 39a 3Aa [3,0] 6Fb 60a 67a 39a 67a 3Aa 37b 31b [4,0] 6Fb 60a 67a 39a 67a 3Aa 37b 31b [5,0] 09b 70a 3Ca 60a 3Ca 39a 39a 3Aa [6,0] 63b 31a 70a 2Ea 70a 60a 36a 1Fb [7,0] 63b 31a 70a 2Ea 70a 60a 36a 1Fb [0,1] 71a 19b 71a 19b 22b 22b 37b 31b [1,1] 71a 19b 71a 19b 22b 22b 37b 31b [2,1] 37a 37a 25a 25a 36a 36a 38a 37b [3,1] 6Fb 60a 67a 39a 67a 3Aa 37b 31b [4,1] 6Fb 60a 67a 39a 67a 3Aa 37b 31b [5,1] 71b 3Db 71b 3Db 38b 38b 3Cb 3Ea [6,1] 71b 3Db 71b 3Db 38b 38b 3Cb 3Ea [7,1] 32b 1Eb 32b 1Eb 2Db 2Db 3Da 70b [0,2] 71a 19b 71a 19b 22b 22b 37b 31b [1,2] 71a 19b 71a 19b 22b 22b 37b 31b [2,2] 00a 00a 00a 00a 00a 00a 00a 00a [3,2] 37a 37a 25a 25a 36a 36a 38a 37b [4,2] 00a 00a 00a 00a 00a 00a 00a 00a [5,2] 71b 3Db 71b 3Db 38b 38b 3Cb 3Ea [6,2] 71b 3Db 71b 3Db 38b 38b 3Cb 3Ea [7,2] 32b 1Eb 32b 1Eb 2Db 2Db 3Da 70b [0,3] 00a 00a 00a 00a 00a 00a 00a 00a [1,3] 00a 00a 00a 00a 00a 00a 00a 00a [2,3] 00a 00a 00a 00a 00a 00a 00a 00a [3,3] 01a 05a 02b 00a 06a 07a 00b 06b [4,3] 01a 05a 02b 00a 06a 07a 00b 06b [5,3] 03b 0Da 07b 0Ca 07b 0Ba 0Ba 13a [6,3] 00a 00a 00a 00a 00a 00a 00a 00a [7,3] 32b 1Eb 32b 1Eb 2Db 2Db 3Da 70b [0,4] 00a 00a 00a 00a 00a 00a 00a 00a [1,4] 08b 0Ab 13a 0Ab 0Cb 0Bb 19a 66b [2,4] 03b 0Da 07b 0Ca 07b 0Ba 12a 13a [3,4] 03b 0Da 07b 0Ca 07b 0Ba 12a 13a [4,4] 00a 00a 00a 00a 02b 03a 06a 00b [5,4] 09a 07a 02a 06b 03b 03b 0Ca 07b [6,4] 09a 07a 02a 06b 03b 03b 0Ca 07b [7,4] 0Eb 0Ca 0Eb 0Fa 0Ba 12a 13a 1Aa [0,5] 08b 0Ab 13a 0Ab 0Cb 0Bb 19a 66b [1,5] 08b 0Ab 13a 0Ab 0Cb 0Bb 19a 66b [2,5] 08b 0Ab 13a 0Ab 0Cb 0Bb 19a 66b [3,5] 03b 0Da 07b 0Ca 07b 0Ba 12a 13a [4,5] 00a 00a 00a 00a 00a 00a 00a 00a [5,5] 0Da 14a 03b 0Eb 0Ca 0Ca 0Ba 11a [6,5] 0Eb 0Ca 0Eb 0Fa 0Ba 12a 13a 1Aa [7,5] 0Eb 0Ca 0Eb 0Fa 0Ba 12a 13a 1Aa [0,6] 00a 00a 00a 00a 00a 00a 00a 00a [1,6] 00a 00a 00a 00a 00a 00a 00a 00a [2,6] 0Eb 0Ca 0Eb 0Fa 0Ba 12a 13a 1Aa [3,6] 03b 0Da 07b 0Ca 07b 0Ba 12a 13a [4,6] 03b 0Da 07b 0Ca 07b 0Ba 12a 13a [5,6] 0Eb 0Ca 0Eb 0Fa 0Ba 12a 13a 1Aa [6,6] 17a 63a 15b 1Ea 15b 1Bb 1Bb 1Ab [7,6] 17a 63a 15b 1Ea 15b 1Bb 1Bb 1Ab [0,7] 00a 00a 00a 00a 00a 00a 00a 00a [1,7] 00a 00a 00a 00a 00a 00a 00a 00a [2,7] 0Eb 0Ca 0Eb 0Fa 0Ba 12a 13a 1Aa [2,7] 0Eb 0Ca 0Eb 0Fa 0Ba 12a 13a 1Aa [3,7] 0Eb 0Ca 0Eb 0Fa 0Ba 12a 13a 1Aa [4,7] 03b 0Da 07b 0Ca 07b 0Ba 12a 13a [5,7] 0Eb 0Ca 0Eb 0Fa 0Ba 12a 13a 1Aa [6,7] 17a 63a 15b 1Ea 15b 1Bb 1Bb 1Ab [7,7] 17a 63a 15b 1Ea 15b 1Bb 1Bb 1Ab D. LIST OF FORMATION LOCATIONS [FLOC] 1. Random Encounter Locations 00a = World Map [3,3]; [4,3]; [4,4]; 00b = World Map [3,3]; [4,3]; [4,4]; 01a = World Map [3,3]; [4,3]; TOF 01b = Marsh Cave B1; B2 02a = World Map [0,0]; [5,4]; [6,4]; TOF; 02b = [3,3]; [4,3]; [4,4]; 03a = [4,4] 03b = World Map [0,0]; [2,4]; [3,4]; [3,5]; [3,6]; [4,6]; [4,7]; [5,3]; [5,4]; [5,5]; [6,4]; TOF 04a = TOF 04b = Marsh Cave B1; B2 05a = World Map [3,3]; [4,3]; TO 05b = Marsh Cave B1; B2; B3 06a = World Map [3,3]; [4,3]; [4,4] 06b = World Map [0,0]; [3,3]; [4,3]; [5,4]; [6,4] 07a = World Map [0,0]; [3,3]; [4,3]; TOF 07b = World Map [0,0]; [2,4]; [3,4]; [3,5]; [3,6]; [4,6]; [4,7]; [5,3]; [5,4]; [6,4] 08a = [5,4]; [6;4]; TOF 08b = World Map [0,5]; [1,4]; [1,5]; [2,5] 09a = World Map [0,0]; [5,4]; [6,4] 09b = World Map [2,0]; [5,0] 0Aa = Marsh Cave B1 0Ab = World Map [0,5]; [1,4]; [1,5]; [2,5] 0Ba = World Map [2,4]; [2,6]; [2,7]; [3,4]; [3,5]; [3,6]; [3,7]; [4,6]; [4,7]; [5,6]; [5,7]; [6,5]; [7,4]; [7,5] 0Bb = World Map [0,5]; [1,4]; [1,5]; [2,5]; Titan's Tunnel 0Ca = World Map [0,0]; [2,4]; [2,6]; [2,7]; [3,4]; [3,5]; [3,6]; [3,7]; [4,6]; [4,7]; [5,3]; [5,4]; [5,5]; [5,6]; [5,7]; [6,4]; [6,5]; [7,4]; [7,5] 0Cb = World Map [0,5]; [1,4]; [1,5]; [2,5] 0Da = World Map [2,4]; [3,4]; [3,5]; [3,6]; [4,6]; [4,7]; [5,3]; [5,5] 0Db = Earth Cave B1; B2; 0Ea = Earth Cave B4 0Eb = World Map [2,6]; [2,7]; [3,7]; [5,5]; [5,6]; [5,7]; [6,5]; [7,4]; [7,5]; TOF 0Fa = World Map [2,6]; [2,7]; [3,7]; [5,6]; [5,7]; [6,5]; [7,4]; [7,5] 0Fb = Earth Cave B3; B4 10a = Marsh Cave B2; B3 10b = Earth Cave B1; B2 11a = World Map [5,5]; Marsh Cave B1; B3 11b = Marsh Cave B2; B3; Earth Cave B2; B3 12a = World Map [2,4]; [2,6]; [2,7]; [3,4]; [3,5]; [3,6]; [3,7]; [4,6]; [4,7]; [5,6]; [5,7]; [6,5]; [7,4]; [7,5] 12b = Earth Cave B3; B4; B5; 13a = World Map [0,5]; [1,4]; [1,5]; [2,4]; [2,5]; [2,6]; [2,7]; [3,4]; [3,5]; [3,6]; [3,7]; [4,6]; [4,7]; [5,3]; [5,6]; [5,7]; [6,5]; [7,4]; [7,5]; Titan's Tunnel 13b = Earth Cave B1; B2; B3; 14a = World Map [5,5]; 14b = Earth Cave B2; B5; Titan's Tunnel; 15a = Earth Cave B1 15b = World Map [6,6]; [6,7]; [7,6]; [7,7]; 16a = Earth Cave B3; B4; 16b = Ice Cave B1 17a = World Map [6,6]; [6,7]; [7,6]; [7,7]; 17b = Gurgu Volcano B1; B2; 18a = Earth Cave B3; B4; B5; 18b = Ice Cave B2; 19a = World Map [0,5]; [1,4]; [1,5]; [2,5]; Titan's Tunnel; 19b = World Map [0,1]; [0,2]; [1,2]; 1Aa = World Map [2,6]; [2,7]; [3,7]; [5,6]; [5,7]; [6,5]; [7,4]; [7,5]; Marsh Cave B2; B3; 1Ab = World Map [6,6]; [6,7]; [7,6]; [7,7]; Gurgu Volcano B1; 1Ba = Earth Cave B2; B5; 1Bb = World Map [6,6]; [6,7]; [7,6]; [7,7]; 1Ca = Earth Cave B3; B4; 1Cb = Ice Cave B1 1Da = Earth Cave B1; B3; B5; 1Db = Castle Ordeal 2F; 3F 1Ea = World Map [6,6]; [6,7]; [7,6]; [7,7]; Earth Cave B2; B5; 1Eb = World Map [7,1]; [7,2]; [7,3]; 1Fa = Gurgu Volcano B1; B3; 1Fb = World Map [1,0]; [1,1]; [6,0]; [7,0]; 20a = S. Half Rivers; 20b = N. Half Rivers; 21a = Earth Cave B5 21b = TOFR Earth; 22a = Gurgu Volcano B3; B5 22b = World Map [0,1]; [0,2]; [1,2]; 23a = Gurgu Volcano B2; B3; 23b = Waterfall 24a = Gurgu Volcano B2; B3; B4; 24b = Sky Palace 3F; 5F; 25a = World Map [2,1]; [3,2] 25b = S. Rivers 26a = Gurgu Volcano B4; B5 26b = TOFR Fire; 27a = Gurgu Volcano B2; B3; B5; 27b = TOFR Fire; 28a = Gurgu Volcano B4; B5; 28b = TOFR Fire; 29a = Gurgu Volcano B4; B5; 29b = TOFR Fire 2Aa = Gurgu Volcano B4; B5; 2Ab = TOFR Fire 2Ba = Marsh Cave B2; B3; 2Bb = Ice Cave B1; B3; 2Ca = Ice Cave B2; 2Cb = Ice Cave B1; B2; B3; 2Da = Ice Cave B3; 2Db = World Map [7,1]; [7,2]; [7,3]; 2Ea = World Map [1,0]; [1,1]; [6,0]; [7,0]; Ice Cave B2; B3; 2Eb = TOFR 2F; 2Fa = Ice Cave B2; B3; 2Fb = TOFR 3F; 30a = Ice Cave B1; B2; B3; 30b = TOFR 1F 31a = World Map [1,0]; [1,1]; [6,0]; [7,0]; Ice Cave B3; 31b = World Map [0,1]; [0,2]; [1,2]; [3,0]; [3,1]; [4,0]; [4,1]; 32a = Castle of Ordeal 2F; 32b = World Map [7,1]; [7,2]; [7,3]; 33a = Castle of Ordeals 2F; 3F; 33b = Sky Palace 3F; 4F; 34a = Castle Ordeal 2F; 3F; 34b = Mirage Tower 1F; 3F; 35a = Castle Ordeal 2F; 3F; 35b = Sky Castle 4F; 5F; 36a = World Map [1,0]; [1,1]; [2,1]; [3,2]; [6,0]; [7,0]; 36b = Sly Palace 1F; 2F; 3F; 37a = World Map [2,1]; [3,2]; 37b = World Map [0,1]; [0,2]; [1,2]; [2,1]; [3,0]; [3,1]; [3,2]; [4,0]; [4,1]; 38a = World Map [2,1]; [3,2]; 38b = World Map [5,1]; [5,2]; [6,1]; [6,2]; 39a = World Map [2,0]; [3,0]; [3,1]; [4,0]; [4,1]; [5,0]; 39b = Mirage Tower 1F; 2F; 3Aa = World map [2,0]; [3,0]; [3,1]; [4,0]; [4,1]; [5,0]; 3Ab = TOFR Earth 3Ba = Mirage Tower 1F; 2F; 3Bb = TOFR 1F; 3Ca = World Map [2,0]; [5,0]; 3Cb = World Map [5,1]; [5,2]; [6,1]; [6,2]; 3Da = World Map [7,1]; [7,2]; [7,3]; 3Db = World Map [5,1]; [5,2]; [6,1]; [6,2]; 3Ea = World Map [5,1]; [5,2]; [6,1]; [6,2]; 3Eb = Mirage Tower 3F; 3Fa = Waterfall; 3Fb = TOFR Earth 40a = Sky Palace 1F; 2F; 40b = TOFR Earth; 41a = N. Rivers 41b = Sky Palace 4F; 5F; 42a = Sea Shrine B1; B3; 42b = Sea Shrine B4; B5; 43a = Sea Shrine B1 43b = Sea Shrine B4; B5; 44a = TOFR Water 44b = Sea Shrine B4; B5; 45a = Sea Shrine B1; B3; 45b = TOFR Water 46a = Phantom Spike 46b = Sea Shrine B2; B4; 47a = Sea Shrine B1; B3; 47b = TOFR Water 48a = Sea Shrine B2; B4; B5; 48b = TOFR Water 49a = Sea Shrine B2; 49b = Sea Shrine B5; TOFR Water 4Aa = Mirage Tower 2F; 3F; 4Ab = Waterfall 4Ba = Castle Ordeal 2F; 3F 4Bb = TOFR 2F; 4Ca = Mirage Tower 1F; 2F; 4Cb = Sky Palace 3F; 4F; 4Da = Sky Palace 1F; 4Db = TOFR 3F; 4Ea = Mirage Tower 2F; 3F; 4Eb = UNUSED 4Fa = Waterfall; 4Fb = Mirage Tower 1F; 50a = Sky Palace 1F; 2F; 5F 50b = S. Rivers; TOFR 1F; 2F; 51a = Sky Palace 4F; 5F; 51b = TOFR Air 52a = Sky Palace 1F; 2F; 52b = Sky Palace 4F; 5F 53a = Sky Palace 3F; 4F; 53b = TOFR 2F; 3F; Air 54a = Sky Palace 1F; 2F; 54b = TOFR Air 55a = TOFR 2F; 55b = Sky Palace 2F; 3F; 56a = Sky Palace 5F; 56b = Sky Palace 3F; 4F; 5F 57a = TOFR 1F; 57b = TOFR Air 58a = Sea Shrine B1; 58b = Sky Palace 2F; 3F; TOFR Air 59a = Waterfall 59b = TOFR 3F; 5Aa = Sea Shrine B2; B3; 5Ab = Sea Shrine B2; B3; 5Ba = Ocean 5Bb = Ocean 5Ca = Ocean 5Cb = Ocean 5Da = Ocean 5Db = Ocean 5Ea = Ocean 5Eb = Ocean 5Fa = S. Rivers 5Fb = S. Rivers 60a = World Map [1,0]; [1,1]; [2,0]; [3,0]; [3,1]; [4,0]; [4,1]; [5,0]; [6,0]; [7,0] 60b = UNUSED 61a = Sea Shrine B2; B3; 61b = Sea Shrine B4; B5; 62a = N. Rivers 62b = N. Rivers 63a = World Map [6,6]; [6,7]; [7,6]; [7,7]; Earth Cave B4; B5; 63b = World Map [1,0]; [1,1]; [6,0]; [7,0]; 64a = Earth Cave B1; B2; 64b = Gurgu Volcano B4; B5; 65a = N. Rivers 65b = S. Rivers 66a = Marsh Cave B1; B2; B3 66b = World Map [0,5]; [1,4]; [1,5]; [2,5]; Earth Cave B1; 67a = World Map [3,0]; [3,1]; [4,0]; [4,1]; 67b = Mirage Tower 1F; 2F; 3F; 68a = Mirage Tower 1F; 2F; 3F; 68b = TOFR Air; 69a = Sky Palace 1F; 2F 69b = UNUSED 6Aa = Gurgu Volcano B1; B2; 6Ab = Castle Ordeal 2F; 3F; 6Ba = Marsh Cave B1; B3; 6Bb = Gurgu Volcano B1; B2; 6Ca = Ice Cave B2; B3 6Cb = TOFR Air 6Da = Gurgu Volcano B3; B4; 6Db = Mirage Tower 2F; 3F 6Ea = Gurgu Volcano B1; B2; B3; 6Eb = Gurgu Volcano B3; 4B; 5B 6Fa = Gurgu Volcano B1; 6Fb = World Map [3,0]; [3,1]; [4,0]; [4,1]; 70a = World Map [1,0]; [1,1]; [2,0]; [5,0]; [6,0]; [7,0]; 70b = World Map [7,1]; [7,2]; [7,3]; 71a = World Map [0,1]; [0,2]; [1,2]; 71b = World Map [5,1]; [5,2]; [6,1]; [6,2]; 72a = Sea Shrine B1; B2; B3 72b = Sea Shrine B4; B5 ... 7Eb = Sea Shrine B2; B3; B4 7Fb = TOFR Air 2. Spiked Square Locations [List incomplete] NOTE: These tiles are only capable of using the "a" formations. Coneria Castle/Northwestern Castle 1D 18 3F 4F 4B Temple of Fiends/Sea Shrine 04 10 10 44 45 49 4A Earth Cave 1E 1F 21 6E 6F 27 28 29 2A Ice Cave 2C 2D 2E 2F 30 69 4A Marsh Cave 1C 15 4E 50 TOFR 46 77 - Wind Floor 78 - Water Floor 79 - Fire Floor 7A - Earth Floor 3. Sprite Initiated These battles begin when you talk to a particular sprite. 73a - Earth Cave, B5 (Lich's Orb) 74a - Volcano, B5 (Kary's Orb) 75a - Sea Shrine, B5 (Kraken's Orb) 76a - Sky Castle, F5 (Tiamat's Orb) 7Ba - Temple of Fiends Revisited - Chaos Floor (Garland) 7Ca - Earth Cave, B3 (Vampire) 7Da - Northwest Castle (Astos) 7Ea - Pravoka (Bikke) 7Fa - Temple of Fiends (Garland) ------------------------------------------------------------------------------- | IX. LIST OF BUGS [SEC9]| ------------------------------------------------------------------------------- This should be just about every bug in the game. If you know of any bugs you don't see here, please contact me. For fixes to nearly all of these bugs, see the Bug Fixes and Enhancements thread over on the boards: http://www.gamefaqs.com/boards/genmessage.php?board=522595&topic=45575058 *The Ribbon's name has an extra space *The Airship can land on the caravan. *There are two Canoe items. One shows up in the menu but doesn't do anything, and the other works, but doesn't show up in the menu. *House saves before restoring MP. Also needs message corrected. *BB Armor bug, it looks at whether a weapon is equipped instead of checking armor. *The game never actually calculates Damage Rating from STR, it just adds/subtracts weapon damage as you equip/unequip things. For the BB/MA, it does recalculated Damage based on STR when the BB/MA has a weapon equipped, but rounds *up* instead of *down* when adding STR/2 to the Weapon's Damage. *BB Magic Defense Growth is +4, while MA Magic Defense Growth is +1. Several other values are suspect and there is evidence others may be bugged. *The RM/RW gains a tenth L1 spell charge at Level 35. The bug is probably an erroneous gained L1 spell charge at Level 22. *The "swap" function used when character order is rearranged after battle is passed the original slot numbers rather than the current slot numbers, causing incorrect ordering in 106 of the 256 possible combinations of statuses. *A phantom door will appear if you exit the menu while standing in a doorway and then walk down. *NPCs can walk through you under certain circumstances. *The data from the last enemy domain area you were in is used when you get into a battle (on the Overworld?). *The Peninsula North East of Pravoka (PNEOP) is the result of overworld mapping, whereby the monsters from the zone primarily overlaying the area around Lufein overlaps on a few tiles. There isn't really any fix other than remapping the terrain. *Target-dark should not be applied when the target is asleep/stopped. *Hit% should be applied even if asleep, and not clamped until after evade is subtracted. *Weapon category/element attack values are never loaded. *Weapon index is used for critical value. *Enemies use their category/element as a category/element attack, and the warrior's category/element attack as the category/element to attack. *The player class is used as the creature type when magic is cast. Fortunately, only HARM uses it and no class has bit 4 set. *Weapon elemental attack is used as elemental weakness when magic is cast. *Running looks in the in-battle data instead of the permanent data. *MUTE status prevents Item and Drink as well. This is likely a bug, as preventing drink makes no real sense. Whether it should also prevent Item usage is uncertain. *If you gain enough experience in one battle for one of your characters to gain 2 or more levels, you only gain one level at a time even if you get enough exp for 8 levels, and your "For Level Up" value is all wrong until you manage to gain levels up to your exp. *Status attacks are attempted on misses after the first successful hit *Enemies always wake from sleep. *Enemy-cast all-allies spells (e.g. AFIR) don't hit the caster. *Poison doesn't work on enemies. *In the 2-large-6-small enemy formation the third enemy type will use the palette set for the second enemy type rather than the palette set for itself. *If an enemy kills itself (because it was Confused), the battle won't actually end until either one of your warriors tries to attack or cast magic on an enemy or the round of battle ends. *INT is never used. *HEL2 effectivity should be 0x18. *LOK2 should use effect 0E instead of 10. *LOCK (and fixed LOK2) always misses. *TMPR should probably be using effect 0B instead of 0D. *For PC targets, Damage and Hit% are never loaded/saved for use by magic. Thus, TMPR and SABR are bugged. *Absorb for enemy targets is loaded from ROM instead of RAM for magic, making FOG not work. *For enemy targets, Hit% is never loaded/saved for use by magic. *Enemy elemental resistance is not stored in the in-RAM data, so spells like AFIR and XFER don't work. *Several caster bytes are loaded for magic, with wrong values. But none are actually used. *Spells causing multiple status ailments will claim "Ineffective" if the target has any of the ailments (all will still be applied though). *There is an invisible lady in Coneria Castle. Her sprite is set to be visible inside rooms, when it should be set to visible outside rooms. *There is a Bat in the Waterfall that starts on a wall, leading it move into the wall area half of the time. *There is a Fairy sprite in the black area of the Ice Cave (though this is not noticeable during normal gameplay). *The old man next to the submarine in Onrac uses "Wind Orb Lit" as a condition for changing dialogue when it should probably be "Water Orb Lit" *The Sage at 3:00 in the Circle of Sages in Crescent Lake is supposed to use Text 9D, but lacks a condition. This should probably be "All Orbs Lit" *The routine that looks at the tile data and determines whether to use the second byte as a message index or not says "not" for far too many values. The effect is that you can talk to the Earth and Water Altars, but not the Fire and Wind. *The Gaia Spring Tile is unused. *There is an unused Warp Tile in the ToFR Tileset that looks like the Time Warp in the ToF Tileset. Its absence may or may not be a bug. This works out to somewhere around ~50, more or less, depending on how you interpret some of these. That's a lot of bugs! ------------------------------------------------------------------------------- | X. FREQUENTLY ASKED QUESTIONS [FAQS]| ------------------------------------------------------------------------------- In this section, I try to tackle questions that frequently come up about this game. Not all of these are related to mechanics, but I figured it wouldn't hurt to include them since they really come up a lot. Q: Why are there so many bugs in this game? A: Who knows? Probably because it was a last-ditch effort, Nasir Gabrelli was probably very stressed trying to put it all together quickly, and time for play-testing was likely limited. Most likely, they shipped it off as soon as it was deemed playable. And in a sense, who can blame them? Now, why they didn't bother to fix any of these bugs in the three years between its release in Japan in 1987 and North America in 1990 is another issue entirely (especially since they did more than just translate the text before releasing it). Q: What bugs does Final Fantasy: Origins fix? A: The vast majority of them. The only ones I know for certain that it does not fix are the Intelligence Bug and the Critical Hit Bug - which happen to be the two most game-changing bugs in the game. I'm not sure whether Origins changes Magic Defense Growth values, to the extent those are (probably) bugged. Running is "fixed", but it appears to have introduced a new bug because it doesn't work as expected. There may be others not fixed, but I'm not aware of them. I can say that they "fixed" the Invisible Lady by removing her rather than make her visible, but interestingly, seemed to give some of her dialogue to a generic female sprite in the castle that previously didn't say anything unique. Q: I thought that Critical hits bypassed evasion? A: A common misconception is that Critical Hits bypass evasion. This likely came about because with maximum evasion, the only way a hit can get through is if a 0 is rolled - which, as explained above, is an automatic critical hit. Seeing only critical hits connect, combined with the naturally low critical rate of most enemies (so that the amount of critical hits that got through roughly matches the general prevalence of critical hits), is probably what led to the misperception that critical hits ignore evasion. Q: Is there a damage cap? A: Interestingly, at least on the original NES version, there isn't really a damage cap - or at least not much of one. Damage doesn't cap at 9999 like most Final Fantasies; it keeps on going and successfully registers on enemies. Not only that, it actually displays properly, too! Things get a little weird when you get around ~65000, though. I suspect that it has to do with the hex number of 65535 limiting how high the figure can go. Of course, being as that's over 32 times Chaos' HP and impossible to obtain without changing some of the game's formulas, this cap has no practical significance. Q: What is the highest possible damage in this game? A: If you're talking about the bugged NES version, that would be 8000. Only a FASTed level 50 Black Belt/Master is capable of doing this, though. It requires 20 Hits on a 0 Defense enemy, with each hit going critical, and each hit hitting the top of the potential damage range. Of course, the highest amount of HP an enemy has is 2000 anyway, so this is 4 times what could ever possibly be needed. However, in a patched NES version or in FF: Origins, where Temper and Saber work, this changes. Attack power can go up to 255 in-battle, allowing for 255...510 damage per hit to a 0 defense enemy. With a L50 Master, that's 10 hits for up to 5100 damage. Double that to 20 hits, and you could reach 10200. Factor in potential for crits, and that's up to 20400 on a patched NES version (Origins nerfs crits, so that version would not produce the same result). Q: What's the lowest possible level you can beat the game on? A: Theoretically? Level 8, with 4 White Mages. It involves using Fear to make Kary run from you to avoid the experience from that fight. Of course, actually accomplishing a L8 victory with 4 White Mages relies on unrealistic luck. For a more realistic approach, try a party comprised of multiple Fighters. The lowest possible level without avoiding Kary's experience is L9. Even that is very difficult to accomplish, but being able to use multiple copies of the game's best class makes it at least somewhat realistic. Vcimdarf points out that it is possible to beat the game at lower levels - levels 4-5 - if you split your experience unevenly. This is true, although will necessarily involve at least one of the four characters being a higher level than L8. Q: What is the Kyzoku trick? A: The Kyzoku trick is a way of exploiting the game's RNG. Every time the game is powered on, the first number to determine which random battle in a domain map is generated will always be the same. In Oceans, this corresponds to a group of 1 to 5 Kyzokus, which are relatively easy enemies that have very high Gold rewards for early in the game. The trick involves powering on the game, getting into an ocean battle, beating the Kyzoku's, going back to town, saving, powering off, powering on again, rinse and repeat. Q: Why does the Thief suck so much? A: A complicated question, but let's give it a shot. For one, the bugs in the game tend to disadvantage Thief considerably (as they do the White and Black Mages). Running is bugged, making all those stat points the Thief has sunk into Luck essentially pointless. Thief's nearly guaranteed escape chance is ruined thanks to the bug, and it doesn't really run much better than any other class past level 10ish, so it loses that niche role. The critical hit bug also hits the Ninja fairly hard. Granted, this doesn't make the Thief any better, but it does make the Ninja less mediocre from a relativistic standpoint. Critical hit rates were supposed to be fairly low, with two glaring exceptions - the Vorpal and the Katana, both with a crit rate of 30. The latter has better Attack and Hit% than the former, and happens to be a Ninja-exclusive. However, thanks to the bug, the Katana is hardly special. While it actually receives a boost from the bug (38 vs. 30), every other weapon receives a substantially bigger boost. So instead of having a crit rate of 5, the Knight's ultimate weapon, the Excalibur, has a crit rate of 39. That's just one example. So the Ninja loses a second niche role, that of crit machine. But even if these bugs were fixed, it wouldn't be enough to save the Thief/ Ninja and make it truly competitive with other classes. This really comes down to a matter of balance, and the fact that the original designers did a lousy job at balancing the classes. The Fighter/Knight class is leagues beyond the rest, and a Ninja would be hard-pressed to even keep up with a Fighter, let alone a Knight. (In practice, even if crit rates were what they should have been, a Knight using the Vorpal would be better than a Ninja using the Katana, in both Attack Power and Number of Hits). A Thief trying to keep pace with a Fighter is just a joke. In order for the Thief to stand out in any way, it would have needed a boost of some sort (I'd favor +3 Hit% per level rather than +2) and the Fighter would need several nerfs of some sort (among them +2 Hit% rather than +3). But I'm getting into territory better dealt with elsewhere. Q: What weapon should I use for a solo Thief challenge? A: Conventional Wisdom holds that the Dragon Sword or the Coral Sword are the best. Those a bit more knowledgeable might clarify that the Coral Sword is a better choice, as it has a somewhat higher critical rate. However, the Rune Sword is another viable option. Technically, the Coral Sword and Dragon Sword each have 1 more point of Attack than the Rune Sword. True, every point counts in a solo Thief, but where the Rune Sword shines is in its critical rate. The entire solo Thief quest is about crits - this is how you bypass boss defense and actually beat them (barring using Enchanted Items). To this end, each point of crit rate is even more important than each point of attack, because getting a crit is the difference between doing 1 damage, or nearly 100. The Rune Sword trades 1 point of attack for 2 points of crit rate. In my estimation, this trade is more than worth it. Of course, if you're playing on Origins, this continues to hold true - especially since Weapon Elemental/Type attributes are fixed, and the Runeblade is effective against more enemies than any other weapon except Excalibur - including Lich, Marilith, and Tiamat. But on Origins, since you have an unlimited item pool, you'd might as well keep all Thief-usable special swords and swap them around based on the situation. For Astos, that same Wisdom holds that the Scimtar is the way to go, because it gets you to 3 hits faster, which makes beating Astos easier. However, if you look at the Critical Tables, the Sabre provides a comparable critical chance at 2 hits that the Scimtar provides at 3 hits. As discussed, crit rate is (almost) everything. I've never done a solo Thief, but I suspect that using the Saber in the lower 20s might provide comparable odds to using the Scimtar at L26+. Q: Is the White Mage female? A: Depends. Do you want to think of her as female? Do you prefer to think of him as male? Or do you prefer an androgynous conception, or just not knowing? Realistically speaking, White Mage was probably intended to be male, along with the other Light Warriors. Male characters were more common than female characters in early console RPGs, particularly when they were tabula rasa characters like in FF1 or FF3. Look at it this way: the White Mage sprite in FFIII looks more feminine than the White Mage sprite in FF1, and all the Onion Kids in FFIII were originally boys. Add in the White Wizard sprite for more context, and the case for female weakens further. And really, what's the basis for people tending to think that the White Mage is female anyway? The sprite looks a little more androgynous than the others, but not really feminine. Conscious or subconscious, I think it tends to come from a stereotype of Healer = female. But while a common stereotype, it doesn't always bear out. After all, the first FF White Mage archetype character was Ming Wu in FFII. But when it comes down to it... does it really matter? These characters have no defined personalities, they have no back stories - they are whoever you want them to be. Later versions of this game feature other classes with more androgynous sprites and an auto-naming system that includes both male and female names for most classes. So the "it's up to the player" element is not to be underestimated. Q: Why don't Wizards or Sorcerers use any magic? A: Because those aren't their real names. "Wizards" are really "Piscodemons" and "Sorcerers" are really "Mindflayers," based on Illithids, a tentacled psychic species in Dungeons and Dragons. While it's possible that something like "Pisco_demon_" may have been the result of censorship, the more likely reason is that their names were changed to avoid potential copyright issues. Q: What other Dungeons and Dragons references are there in this game? A: A lot. Like, the entire game is loosely based on it, including several of the mechanics. Never having played D&D, I couldn't point out all of them, but many of the enemies were based on D&D enemies - one of which, the Beholder, was given an entirely redesigned sprite and renamed "Eye" for the North American release. Q: Why are you using NES terminology? A: Because this is based on the NES version? Truth be told, I much prefer the retranslations (lots of elements of the NES translation rub me the wrong way... for one, all the CAPS get annoying). I'm considering making an Origins-specific version of this document where all of the terminology is replaced, the bugged mechanics are made to reflect the way they should (and to my knowledge do) work, and the stats reflect those that were changed. Q: Will you make a version of this for the GBA/PSP remake? A: Probably not. No one has bothered to really dissect that version as thoroughly as people have here, and I've spent much less time learning about what is known about those versions. My ability to properly reflect all the changes (or rather, lack thereof) wouldn't warrant making another version of this. ------------------------------------------------------------------------------- | XI. CREDITS [CRED]| ------------------------------------------------------------------------------- This is a list of my source for the information in this FAQ, at least when it could be determined. Some information others may recognize as being available elsewhere, but if it is commonly available and I did not credit it, odds are I duplicated the work with my own individual research to avoid reproducing potential errors. (Of course, if you see I have made errors myself, please let me know; this is a very large document, and a few are bound to pop up!). Alex Jackson - Chance to Hit Status Attack Element Bug information General Mechanics Information anomie - Effect Routine Explanation Turn Order Status Attack Functioning Bug Information Outline for game mechanics General Mechanics Information Ben Siron - Enemy Targeting Enemy Domain Mapping (formatting reference) Disch - FFHackster is how I extracted most of my data Grond - Bug Information General Mechanics Information? MightyCollector - Easily Accessible Japanese Name Translation Patbuns/squpat - Steps to Next Battle (by proxy) Random Encounter Information (by proxy) Paulygon - Ambush/Preemptive Chance Turn Order Bug information General Mechanics Information Rincewind - Random Encounter List silktail - Steps to Next Battle silk's Elemental Mini-FAQ was a useful reference to save time creating my Elements section. Silk has also posted multiple bits of information that have been helpful in my learning this material. Bug information General Mechanics Information A thank you also to Diamond_Dragon, robertebalmer, shadow_master, and Vcimdarf for bringing multiple errors in version 0.80 to my attention.