Baixar a Rom Hack do Final Fantasy Zz Hard Type

Final Fantasy Zz Hard Type Jogo
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Parâmetro Informações
Console: NES
Jogo Original: Final Fantasy
Tipo: Improvement
Gênero: Role Playing
Modificações: L,T,GP,Other
Criador: Zzonkmiles
Data da Criação: 12/17/2016
Última Modificação: 12/18/2016
Parâmetro Informações
Nome do arquivo: ffzz23.zip
Downloads: 7
Requisitos: No Special Requirements
Versão: 2.3
Avaliação:

Descrição - Final Fantasy Zz Hard Type

Don’t think this is gonna be a 100% Gold Remake, it’ll have its differences. Extra battles (some’ll be optionals, tough but rewarding), Hoenn Pokemon (in every area, and hard to find) New areas, Remapped some dungeons (so your old guides wont work) , Extra recurring characters (some’ll hate you, some’ll help you)

Note that the hack is incomplete but feel free to enjoy the hack as-is.

Leia-me - Final Fantasy Zz Hard Type

??FINAL FANTASY Zz

(A Final Fantasy Hard-Type Hack)

-by Zzonkmiles (zzonkmiles@gmail.com)



Copyright 2007 by Zzonkmiles

Copyright 1990 by Square and Nintendo



(Updated: 12-16-16)



Version 2.3

COPYRIGHT WARNING: THIS README FILE IS FOR USE WITH FINAL FANTASY ZZ. THE FINAL FANTASY ZZ HACK AND ITS README FILE ARE TO BE AVAILABLE FOR DOWNLOAD ONLY AT WWW.ROMHACKING.NET. THIS HACK IS FREEWARE. APPLYING YOUR OWN MODIFICATIONS TO THIS HACK AND SUBSEQUENTLY REDISTRIBUTING IT IS STRICTLY PROHIBITED. ALL RIGHTS RESERVED.



Again, this hack is freeware. It took more than eight years, hundreds of hours of work, and multiple public releases to get this far. If you are feeling generous and wish to send a donation for my efforts, you can send funds via PayPal to zzonkmiles@gmail.com. Your support is very much appreciated.



If you have any questions or wish to provide feedback on this hack, I encourage you to do so at the Final Fantasy board on GameFAQs.com. If you believe you have found a bug, you may email me at the address listed at the beginning of this readme.



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TABLE OF CONTENTS

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0. GENERAL INFORMATION AND PATCHING INSTRUCTIONS

1. VERSION HISTORY

2. LIST OF MODIFICATIONS

3. LIST OF BUG FIXES

4. LIST OF ENHANCEMENTS

5. CHARACTER LIST

6. ENEMY ABILITIES

7. WEAPONS LIST

8. ARMOR LIST

9. ITEM LIST

10. MAGIC LIST

11. SPECIAL THANKS

12. ENEMY INFORMATION

13. ENEMY ENCOUNTER TABLES



Thank you for playing Final Fantasy Zz! This game is based on the original Final Fantasy for the NES, but there are a few changes that make the game significantly more difficult and will definitely keep you on your toes. Perhaps you'll never want to play the original Final Fantasy again!



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0. GENERAL INFORMATION AND PATCHING INSTRUCTIONS

----------------------



Final Fantasy Zz is a much more difficult version of Final Fantasy with a few enhancements designed to make the game more enjoyable and much more challenging. It is designed for veteran players who are looking for a new challenge. This project was started in November 2007 and initially released in September 2011.  After several interim updates (Versions 1.1, 1.51, 1.6, 1.8, 2.0, 2.1, and 2.2), the final version (Version 2.3) was released in December 2016.



The emphasis of FFZz is on challenge. Very little has been changed in terms of aesthetic enhancements, although there have been a few relatively changes in the script. The enhancements in this hack concern applying bug fixes, adding a few conveniences, rebalancing the characters, and creating new equipment.



To see the evolution of this hack and to see which ideas have been tried, which ideas didn't work out so well, and which ideas simply couldn't work at all because of coding restrictions, please consult these earlier threads:



Part 1: www.gamefaqs.com/boards/522595-final-fantasy/39827648



Part 2: www.gamefaqs.com/boards/522595-final-fantasy/43420661



Part 3: www.gamefaqs.com/boards/522595-final-fantasy/47838245



Part 4: www.gamefaqs.com/boards/522595-final-fantasy/49589301



Part 5: www.gamefaqs.com/boards/522595-final-fantasy/52667240



Part 6: www.gamefaqs.com/boards/522595-final-fantasy/57221744



Part 7: www.gamefaqs.com/boards/522595-final-fantasy/65876899



Part 8: www.gamefaqs.com/boards/522595-final-fantasy/68903536



Part 9: www.gamefaqs.com/boards/522595-final-fantasy/69661515



Part 10: www.gamefaqs.com/boards/522595-final-fantasy/71553883



Part 11: www.gamefaqs.com/boards/522595-final-fantasy/73170803



Part 12: www.gamefaqs.com/boards/522595-final-fantasy/74475062



FFZz is available as a downloadable ".ips" patch at romhacking.net. You need to apply this patch to a CLEAN Final Fantasy ROM in order to play it. I recommend using a program called LUNAR IPS to apply the patch. If the patch is successfully applied, you can play FFZz by opening the patched ROM. Do not ask me where to find a Final Fantasy ROM. Remember that owning the ROM for a game you do not already own may be illegal. I cannot be held liable for any damages resulting from applying this patch or possessing any ROMs needed for this patch to work.





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1. VERSION HISTORY

----------------------



Version 2.3 (December 2016)



a. Enemy changes: Made some slight changes to some enemy stats, enemy AI, enemy names, enemy locations, and battle formations. Agamas in particular are more reasonable. Cetus is somewhat more difficult. Slightly lowered the absorb of some late-game bosses. The advanced Fang/Medusa encounter in the Volcano has been removed.



b. Treasure changes: Added two more Atlas Gauntlets and improved the treasures in the Ice Cave and a few other areas.



c. Magic and equipment changes: Replaced the Holy Sword with the Holy Mace, which can only be equipped by the RM and RW. The RM/RW can now equip the Iron Gauntlet. The Red Shield can now cast CALM when used as an item in battle. The Rogue Knife can now cast LOCK when used as an item in battle. The Shadow Armor now resists fire in addition to status magic. The Atlas Gauntlet now protects against poison in addition to earth, which should make this armor quite useful for Fighters and Black Belts in the Earth Cave and Gurgu Volcano. Increased the prices of a few items and pieces of equipment. Increased the power of POWR from +28 to +32.



d. Readme fixes: Corrected the Aegis Shield entry to show that it can cast XBAR as an item in battle. Corrected the QAKE entry to show that it can only be learned by the BM and BW.



e. Character changes: The RM/RW has been significantly improved. The RW can now learn HEL3 and BANE. The RM can now learn BOMB, but he can no longer learn ESNA until after the class change. The availability of the Holy Mace gives the RM a very good upgrade mid-game.



------------------------------



Version 2.2 (August 2016)



a. Readme changes: Added accuracy ratings to all spells and enemy abilities. Added a list of all possible enemy encounters. Added a list of all enemies and their stats, including AI cycles and resistance information. Note that the enemy data and battle formation information are located at the very end of the readme with a spoiler warning. Players are encouraged to refrain from consulting this information when playing.



b. Bug fixes: Fixed the overflow bug involving the ZzomBULL enemy. Fixed the CONF bug involving randomly disappearing monsters.



c. General changes: Made some slight changes to a few dialog boxes, treasure chests, enemy formations, and enemies' stats.



------------------------------



Version 2.1 (March 2016)



a. Bug/error/miscellaneous fixes: Fixed the Ghoul/Geist encounter around Pravoka. Corrected the readme error that listed the Long Sword (which no longer exists) and did not list the Sabre (which still exists). Made some slight changes to the treasure chests.



b. Enemy changes: Lowered Astos's magic defense. Raised Garland's evasion. Removed the Cerebus/Green Ogre battle in the Gurgu Volcano. Made some very slight changes regarding the number of enemies that can appear in a few formations. Slightly decreased the number of unrunnable battles, especially in the overworld.



c. Magic/ability changes: Gave the WM access to STOP so he can cast one Level 7 spell before the class change. Restored CUR4's original out-of-battle functionality. HEL4 now casts LIF2 out of battle. Increased the base damage of HOLY from 20 to 30 and increased its accuracy from 30 to 40 (hex). Increased the base damage of VORTEX from 100 to 110 and increased its accuracy from 14 to 20 (hex).



d. Readme changes: Rewrote the character descriptions. Removed the information about enemy encounters to prevent this information from spoiling the game. A supplemental readme will be created soon with this information as well as information about all enemies including resistances, HP, spell cycles, and more.



------------------------------



Version 2.0 (January 2016)



a. General changes: The Sea Shrine, Mirage Tower, and TOFR are significantly more difficult now. Some treasure chests have been moved as well. Some spiked squares have also been changed.



b. Magic changes: There are some new spells (CALM, STOP). Some spells have been removed (LIF2, FOG3). Several spells have been moved to new levels (FOG, FOG2, XPEL, STUN, WALL, XXXX, POWR, MIST and MEGA). XXXX now has no element associated with it. CUR4 now casts LIF2 outside of battle. EXIT now casts a death-elemental XXXX spell in battle (note that the new black magic XXXX spell has no element at all). The effectiveness of some spells has also been changed (LOCK, MIST, WALL, SABR). Consult the magic section of this readme for more details.



c. Text changes: I changed some of the dialogue boxes. Some enemies, equipment, and magic spells have also been renamed (SeaSNAKE > EEL, NeoMECH > OMEGA, Death D > Bone D, EXIT > XPEL, FOG2 > FOG, FOG3 > FOG2, Thief Knife > Rogue Knife).



d. Enemy changes: The WOLF, ASP, and LOBSTER enemies have been removed. (It's up to you to find what replaced them!) Several other monsters have been strengthened or have had their AI changed, especially in the second half of the game. Some existing battle configurations have been changed or removed altogether.



e. Map changes: You no longer need to hike as far to get to the Earth Cave. I also fixed the overworld area near Lefein where you could fight some "secret" monsters unintentionally. I also removed the Imps from the area near the Earth Cave.



f. Shop changes: The White Staff and Magic Shield are now available for purchase.



g. Character changes: The Red Mage can learn HEL2.



h. Equipment changes: Excalibur now casts XDTH when used as an item in battle. The Hyper Knife is slightly stronger and now casts SLOW. The Long Sword has been replaced by the Silent Staff, which casts MUTE in battle. The Dragon Armor and Opal Armor have been strengthened.



------------------------------



Version 1.8 (March 2015)



a. Enhancement: A battle message now appears at the beginning of all unrunnable encounters warning you that you cannot escape. Now you don't have to worry about remembering this stuff anymore! (Thanks, Slartifer!)



b. General changes: Significantly decreased the amount of gold some of the monsters are worth. Made slight changes to the party status screen by replacing "Hit %" with "Acc" (for "Accuracy").



c. Text changes: Bandit Helmet > Shadow Helmet, Ninja Armor > Genji Armor, War Hammer > Thor Hammer, Defense Sword > White Sword, Raijin Nunchaku > Dragon Nunchaku



d. Dungeon changes: The Marsh Cave, Earth Cave, Gurgu Volcano, and TOFR have had some slight to moderate changes in their layouts on a few floors. The contents of various treasure chests have also been changed to make them more useful. The treasure room in B3 of the Ice Cave in particular has significant upgrades. There is also a second suit of Genji Armor. Some treasure chests have been switched around.



e. Character changes: The Black Belt's HP was increased, the Fighter's HP was increased, and the Red Mage's HP was decreased. The Black Belt and Master can now equip the Atlas Gauntlet and Shadow Helmet. The Master can now equip the ProCape.



f. Equipment changes: New weapons and armor include the Red Shield, Holy Sword and Heal Staff. The Red Sword and Catclaw were removed. Increased the stats of all axes. Increased the critical hit rate of the Hyper Knife, Mage Staff, Wizard Staff and Chaos Staff. Increased the absorb ratings of various pieces of armor, especially gauntlets.



g. Bug fixes: LOCK now uses the correct routine. (Previously it was coded as an "agility down" spell, but it is now an "evade down" spell.) Also fixed a few typos in the text boxes. Fixed one of the random encounters on B5 of the Earth Cave. Slightly lowered the accuracy of the Hyper Knife to prevent the Ninja's accuracy rating from exceeding 255. Corrected the inaccuracies in the readme, especially regarding WALL.



h. Monster changes: Several monsters, especially late-game monsters, have higher HP. Some monster stats and AI sequences have been changed. The Bull/Asp/Cobra and Sentry/Guard fights have been replaced. Other battles have been made more difficult by increasing the number of monsters that can appear in any given fight. The Green Ogre/Crawl group in the Marsh Cave has been toned down slightly. Chaos is a bit more difficult. All undead enemies are now regenerative. Air elementals now have no elemental weaknesses. You can no longer run from the Lamia/Air fight.



i. Monster ability changes: There is a new enemy ability called CURSE, which inflicts poison, dark and stun status on one ally. TREMOR is now a single-target earth-elemental attack. CRACK no longer exists.



j. Magic changes: SABR was strengthened and is now a Level 8 black magic spell. POWR is a new Level 8 white magic spell that functions like SABR (but is weaker) and can be used by the Red Wizard. The Red Mage can now learn HEAL and HOLY. The Red Wizard can now learn BOOM and HEL2. The Red Wizard can no longer use WALL or SABR. MIST was significantly strengthened and moved to Level 7 black magic. The Level 5 white magic spell HRM3 now has the strength of the old HRM4 spell, which was removed. FOG3 has been moved from Level 8 to Level 7 white magic. Increased the power of BOOM, LIFE, LIF2, BLZD, FLAR, HLY2, FOG2 and FOG3.



------------------------------



Version 1.51 (March 2014)



a. TOFR changes: Made the TOFR shortcut and the path to Chaos appropriately more difficult. The Chaos Staff is more heavily guarded. Added a secret warp portal. (I wonder where it leads?)



b. Enemy-mapping changes: Fixed the enemy mapping problem in the northwest corner of the northwest continent. (No, WarMECH should NOT be a random encounter there!) Fixed the enemy mapping problem near Matoya's Cave. (No, Red Dragons should NOT be a random encounter there.) Changed one of the "bonus" formations so that it is now possible to fight up to 4 WarMECHs.



c. Monster changes: Changed the stats of several monsters. Rebalanced Kraken, Tiamat, Kary2, Kraken2, Tiamat2 and Chaos to make them more difficult.



d. Treasure changes: Added a treasure chest to the Earth Cave's Hall of Giants. Changed the contents of chests in the TOFR, Sky Castle, Mirage Tower and a few other locations.



e. Equipment changes: Changed the stats of various staffs to make them progressively more powerful. Significantly increased the crit rate of all axes. Increased the absorb ratings of most Opal equipment to allow the Knight to become a better tank. Gave the Atlas Gauntlet earth resistance. Gave the Opal Bracelet fire resistance. The Chaos Staff has a lower damage rating and a higher critical hit and hit % rating. Added poison and earth elemental resistance to the Opal equipment (excluding the Opal Bracelet).



f. Text changes: REAPER > DEATH, Q. NAGA > LILITH, SEAHAG > CETUS, TORNADO > VORTEX, UNICORN > DARKMARE, REGN > MEND. Also made several changes to the dialog boxes. Added some shoutouts for the new testers. Fixed yet more readme errors.



g. Character changes: Increased the RM's hit % growth rate from 2 to 3 (The RW's growth rate remains at 3). This should make him a better fighter. Also gave the RW access to SABR and WALL magic. The Ninja can now equip all the Opal equipment (except the Opal Armor).



h. Magic changes: Nerfed SABR from 30 to 24. Increased INVS from 30 to 40. Increased INV2 from 50 to 60. Nerfed QAKE from 90 to 70 (there are some enemies that can use this spell against YOU). Increased the accuracy of BOOM. Increased the effectiveness of MEGA and LOCK by making them nonelemental spells. Removed HOLE and replaced it with MIST, a BW-only defensive spell.



------------------------------



Version 1.1 (April 2013):



a. TOFR changes: Added a second RUBY and a shortcut to the Temple of Fiends Revisited. This will allow you to head straight to Chaos's floor from the TOFR entrance once all the other floors have been completed.



b. Created more "bonus" areas, including one which has the ultimate challenge.



c. Equipment changes: The Defense Sword casts MEND in battle (not RUSE anymore). Replaced the Dart Knife with the Hyper Knife (high crit rate, low power). Fixed some equipment bugs. Changed some equipment stats.



d. Magic changes: Removed the RUSE spell. Made LOCK a white magic spell. Created a new black magic spell called DART. Nerfed INVS, INV2 and SABR. Increased the potency of MEND and QAKE. WALL is now only a single-target spell.



f. Text changes: Updated the script. Corrected multiple readme errors.



g. Enemy changes: Increased the potency of the following enemy skills: NUCLEAR, SINGE, BOULDER, STARE, INFERNO, TOXIC, KICK, and TORNADO. Removed HEAT and replaced it with MEGANUKE, which hurts A LOT. Changed some enemy formations, particularly the harder ones. Changed some enemy stats. Replaced the Steel Sword with the Free Staff, which casts MOVE in battle. Removed the CREEP and BONE enemies and replaced them with new enemies (MUTANT and HAUNT).



------------------------------



Version 1.0 (September 2011): Initial release





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2. LIST OF MODIFICATIONS FROM ORIGINAL GAME

----------------------



a. This game is MUCH MORE DIFFICULT than the original. This doesn't mean that Gas Dragons are in the Marsh Cave, but there should be a lot more heart-stopping moments as you progress. Enemies are much stronger now. Some of their AI has been changed, and some enemies who didn't have AI before have it now. They also appear in new and more difficult formations.



b. The characters have been rebalanced. Spell growth and stat growth gains have been altered. All three mages now have three distinct roles because their access to magic and available equipment has been changed. The Red Mage is now a less credible substitute for a White Mage or Black Mage. The Black Mage has greater survivability.



c. Some plot items now serve different purposes.



d. There are some new magic spells, weapons, and pieces of armor. This means others were deleted. Many of the text boxes have also been changed.



e. The towns have been slightly redesigned to make them easier to navigate. Some towns have new shops, some shops sell new equipment, and some magic shops sell multiple levels of magic.



f. The overworld map and several dungeon maps have changed. There are also new treasure rooms with new treasure chests, some of which may be guarded on multiple sides.





----------------------

3. LIST OF BUG FIXES

----------------------



The following patches/bug fixes/enhancements have been applied (thanks to anomieX, Astral Esper, Paulygon, and Silktail!):



a. Houses restore magic before asking if you want to save

b. The BB armor bug has been fixed

c. Broken spells (TMPR, SABR, HEL2, etc.) now function correctly

d. You cannot land the airship on the caravan anymore

e. Enemies that cast target-all defensive spells also cast it on themselves

f. Invisible characters and characters in unreachable places have been fixed

g. The text boxes for the altars have been fixed

h. The door bug has been fixed

i. The multiple level-up bug has been fixed

j. INT has been enabled, thus making your magic spells much more powerful and accurate as your level increases





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4. LIST OF ENHANCEMENTS (THIS IS IMPORTANT!!!)

----------------------



a. You can run by holding the B button

b. Poison drains 1/15 of your max HP per round

c. Regenerative enemies recover 1/15 of their max HP per round

d. The ship game can be accessed by pressing A+B 5 times

e. Magic defense now appears on the status screen

f. The default response rate is 8

g. The RNG has been improved, thus making dungeon crawling less predictable

h. You can buy 9 items at a time in an item shop

i. There are no elemental weapons, such as the Ice Sword or Rune Sword

j. Cabins restore 120HP and Houses restore 240HP

k. The BM can use WARP before the class change

l. The threshold for sleeping enemies is 200HP

m. You can see the contents of a treasure chest without having to drop an item

n. Confused enemies inflict nonelemental damage on themselves

o. There are no longer any duplicate treasure chests

p. Heal Potions restore 40HP outside of battle

q. The Fiends' dungeons and the TOFR all have at least one hidden warp portal that lets you escape, but not without a fight

r. The Knight and Ninja can now cast a maximum of six spells per level, not four





----------------------

5. CHARACTER LIST

----------------------



Fighter: The most reliable damage dealer. He can equip the most weapons and armor and has the highest strength rating. His armor is also the heaviest, however, thus reducing his evasion. He has the second-highest HP growth rate.



Thief: He is a much better fighter now than in the original game. While his strength is not as high as the Fighter's, he does have the highest accuracy, thus letting him inflict more damage through more hits. He has the best luck stat, making him good at running.



Black Belt: He has the highest HP growth and can inflict the most critical hits. The variance of his damage output is the widest of the melee classes. His inconsistency may frustrate you at first, but like all martial artists, steady training will turn him into an absolute monster.



Red Mage: A character who is decent at everything, but great at nothing. He is a decent fighter, but not a consistent one. He can cast various lower-level magic spells, but not as many as the other mages. His HP does not grow as fast as the melee characters' and his magic spell charges do not grow as fast as the other mages'.



White Mage: A critical addition for almost any party, this character can cast a variety of healing and indirect attack spells to keep the party healthy or from receiving as much damage as they otherwise could. This character is the worst fighter.



Black Mage: This character specializes in using magic to inflict mass damage. He can also cast indirect attack spells to neutralize enemies or augment your party's offense. He even has access to limited self-targeting defensive spells. His HP growth rate is the slowest.



Knight: The Knight is the second-strongest damage dealer who can equip the most powerful armor and learn a few low-level white magic spells. Has high HP.



Ninja: Like the new Thief, the Ninja is a much better fighter who inflicts heavy damage through a greater number of hits. He has some specialty armor available as well and can use a wide variety of black magic spells and an occasional white magic spell, such as INVS. Has considerably less HP than the other melee classes.



Master: All that training paid off for Black Belts because their promotion to Masters gives them double hits, both armed and unarmed, even without FAST. Because they have the highest number of hits, spells that augment their offense will turn them into weapons of mass destruction. Has the highest HP.



Red Wizard: The biggest change is that he can use a little more upper level magic, including two L8 spells. He also has some specialty equipment available to him. Because of his lower intelligence stat (compared to the other two wizards'), his spells are not as reliable. While he remains the most versatile character, you will find his lack of mastery of anything to be his greatest weakness.



White Wizard: Access to higher-level healing and indirect attack spells makes him more versatile and probably a must-have member of any team in the later dungeons.



Black Wizard: Improved magic and a high intelligence stat make him the strongest damage dealer of all wizards. He also has a better ability to fight and protect himself, but his max HP is still the lowest.



----------------------

6. ENEMY ABILITIES

----------------------



Format: SKILL NAME, element (base damage or affliction), target



DAZZLE	  None (stun), one ally

TRANCE	  None (stun), party

STONE	  None (stone), one ally

GLANCE	  Poison (stone), one ally

SQUINT	  Death (death), one ally

GLARE	  None (death), one ally

CURSE	  None (poison, dark, stun), one ally

INK	  None (poison, dark, stun), party

FROST	  Ice (24), party

BLIZZARD  Ice (50), party

BOLT	  Lightning (66), party

THUNDER	  Lightning (78), party

SINGE	  Fire (50), one ally

CREMATE	  Fire (36), party

BLAZE	  Fire (64), party

INFERNO	  Fire (130), party

POISON	  Poison (72), party

TREMOR	  Earth (100), one ally

TOXIC	  Death (82), party

WAVE	  None (20), party

KICK	  None (50), one ally

STARE	  None (75), one ally

SWIRL	  None (150), one ally

NUCLEAR	  None (90), party

VORTEX	  None (110), party

MEGANUKE  None (140), party



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7. WEAPONS LIST

-----------------------



Weapon format: Name, strength/accuracy/crit rate [in decimal], who can equip it, (magic spell cast in battle)



---NUNCHAKU---

Nunchaku have high crit rates. Give these to your BB to make them good fighters for the first half of the game.



Wooden Nunchaku: 17/9/32 NJ, BB, MA

Iron Nunchaku: 20/23/35 NJ, BB, MA

Dragon Nunchaku: 26/20/38 NJ, BB, MA



---KNIVES---

Knives have low power, high accuracy, and high crit rates.



Silver Knife: 12/16/10 FI, KN, TH, NJ, RM, RW, BM, BW

Rogue Knife: 22/20/20 TH, NJ, BW (LOCK)

Hyper Knife: 23/43/48 TH, NJ, RW, BW (SLOW)

Katana: 33/36/58 NJ (HOLD)



---SWORDS---

Swords have average power, average accuracy, and average crit rates.



Rapier: 9/5/10 FI, KN, TH, NJ, RM, RW

Sabre: 13/8/10 FI, KN, TH, NJ, RM, RW

Falchon: 17/20/10 FI, KN, TH, NJ, RM, RW

Silver Sword: 23/15/14 FI, KN, NJ, RM, RW

Battle Sword: 32/23/20 FI, KN, NJ, RW

Bane Sword: 25/25/64 KN, NJ, RW (BANE)

White Sword: 35/30/15 FI, KN, NJ, RW (MEND)

Xcalber: 45/35/25 KN (XDTH)

Masmune: 60/40/30 everyone (HEL2)



---AXES---

Axes have high power, low accuracy, and high crit rates.



Hand Axe: 18/4/18 FI, KN, NJ

Great Axe: 26/9/30 FI, KN, NJ

Silver Axe: 32/10/36 FI, KN, NJ

Light Axe: 40/18/40 FI, KN, NJ (HRM2)



---HAMMERS AND MACES---

Hammers have low power, low accuracy, and low crit rates.



Wooden Hammer: 9/0/1 FI, KN, NJ, WM, WW

Silver Hammer: 14/16/4 FI, KN, NJ, WM, WW

Thor Hammer: 18/15/8 KN, NJ, WW (LIT2)

Holy Mace: 27/27/24 RM, RW (HOLY)



---STAFFS---

Staffs have terrible stats, but almost all of them have magical properties.



Wooden Staff: 7/15/6 everyone except FI, TH, WM and WW

Coward Staff: 2/2/2 RM, RW, WM, WW, BM, BW (????)

Dream Staff: 8/16/2 KN, NJ, RM, RW, WM, WW (SLEP)

Silent Staff: 8/8/8 RM, RW, WM, WW (MUTE)

Flame Staff: 8/8/5 NJ, RM, RW, BM, BW (FIRE)

White Staff: 10/10/5 KN, RM, RW, WM, WW (CURE)

Sun Staff: 12/12/5 WM, WW (HARM)

Free Staff: 12/18/8 KN, RM, RW, WM, WW (MOVE)

Snow Staff: 16/12/6 NJ, RM, RW, BM, BW (ICE)

Heal Staff: 14/18/10 RM, RW, WM, WW (HEAL)

Cure Staff: 18/18/10 KN, WM, WW (CUR2)

Mage Staff: 18/18/18 NJ, BM, BW (FIR2)

Wizard Staff: 21/15/32 BW (CONF)

Rain Staff: 22/16/16 KN, NJ, RM, RW, WM, WW (FOG)

Sage Staff: 20/20/20 RW, WW (ESNA)

Chaos Staff: 20/54/96 BW (STUN)

 

-----------------------

8. ARMOR LIST

-----------------------



Armor format: Name, absorb/weight, [resistances] (magic spell cast in battle)



---BODY ARMOR---

Tunic 2/2 everyone

Scale Armor 5/8 everyone except WM, WW, BM, BW

Chain Armor 13/15 FI, KN, NJ, RM, RW

Iron Armor 22/20 FI, KN, NJ

Silver Armor 26/8 FI, KN, NJ, RM, RW

Shadow Armor 25/5 TH, NJ, BB, MA [status, fire]

Axis Armor 34/16 FI, KN, NJ, RW [fire, ice]

Opal Armor 48/21 KN [lightning, poison]

Dragon Armor 60/28 KN [fire, ice, lightning]

Genji Armor 45/3 NJ, MA [everything except time] (QUIK)



---BRACELETS (can be equipped by everyone)---

Copper Bracelet 7/1

Silver Bracelet 17/1

Gold Bracelet 27/1

Opal Bracelet 37/1 [fire]



---SHIRTS---

White Shirt 32/2 WW [fire, death] (INVS)

Black Shirt 32/2 BW [ice, time] (ICE2)



---SHIELDS---

Scale Shield 3/0 FI, KN, TH, NJ, RM, RW, WW, BW

Iron Shield 5/0 FI, KN, NJ

Silver Shield 8/0 FI, KN, NJ

Axis Shield 12/0 FI, KN, TH, NJ, RW [fire, ice]

Magic Shield 2/0 RM, RW, WM, WW, BM, BW [fire, ice]

Red Shield 12/0 RM, RW [status, death, ice] (CALM)

Opal Shield 16/0 KN, NJ [lightning, poison]

Aegis Shield 16/0 KN [status, poison, earth, death] (XBAR)

Black Shield 10/0 NJ, BW [status, poison, death, fire, earth]

ProCape 20/2 everyone except BB



---HELMETS---

Turban 3/1 everyone

Shadow Helmet 7/1 TH, NJ, BB, MA

Silver Helmet 8/3 FI, KN, NJ

Opal Helmet 15/3 KN, NJ [status, poison, lightning, earth]

Heal Helmet 10/3 KN, NJ, RW (HEAL)

Circlet 5/2 RW, WW, BW [status, poison, lightning]

Ribbon 1/1 everyone [everything]



---GAUNTLETS---

Gloves 2/1 everyone

Iron Gauntlet 5/5 FI, KN, NJ, RM, RW

Mage Gauntlet 4/0 RM, RW, WM, WW, BM, BW

Silver Gauntlet 8/3 FI, KN, NJ, RW

Zeus Gauntlet 10/3, FI, KN, NJ, RW [lightning] (LIT2)

Atlas Gauntlet 12/6, FI, KN, NJ, BB, MA, RW [poison, earth] (TMPR)

Opal Gauntlet 15/3 KN, NJ [poison, lightning, earth]

ProRing 8/1 everyone [death]





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9. ITEM AND STATUS AFFLICTION LIST

-----------------------



Sleep:	Ally is temporarily incapacitated.

Stun:	Ally is incapacitated for a longer time.

Poison:	Ally loses 1/15 of his max HP at the end of each round in battle and 1HP per step taken outside of battle.

Mute:	Ally cannot cast magic or use items. Can use potions.

Dark:	Ally s attacking accuracy decreases by 40.

Stone:	Ally can no longer fight until a Soft Potion is used outside of battle.

Death:	Ally can no longer fight until revived outside of battle.



The game ends if all four characters have stone or death status.



Heal Potion: Restores about 40HP to one ally.



Pure Potion: Cures poison, dark, sleep, and mute status in battle; cures poison status outside of battle. NOTE: PURE POTIONS DO NOT CURE STUN STATUS IN BATTLE.



Soft Potion: Cures stone status outside of battle. Cannot be used in battle.



Tent/Cabin: Tents restore 30HP for all warriors. Cabins restore 120HP for all warriors. Both items let you save the game.



House: Restores 240HP and all MP for all warriors. Lets you save the game.





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10. MAGIC LIST

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Format: SPELL NAME [decimal accuracy rating], element (effect or base damage), target, who can learn it



---L1 WHITE MAGIC---



CURE [16] HP up (20), one ally, KN, RM, RW, WM, WW

HARM [24] None (20), all undead enemies, WM, WW

LOCK [80] None (Evasion -50), all enemies, KN, NJ, RW, WM, WW

CALM [64] Earth (Morale -50), all enemies, KN, RW, WM, WW



NOTE: If an enemy's morale is sufficiently low, it will run away from the battle.



---L1 BLACK MAGIC---



FIRE [24] Fire (10), all enemies, NJ, RM, RW, BM, BW

LIT  [24] Lightning (10), all enemies, NJ, RM, RW, BM, BW

DART [79] Time (25), one enemy, NJ, RW, BM, BW

RUN! [00] Run from battle (not including unrunnable encounters), NJ, RW, BM, BW



NOTE: FIRE and LIT are target-all spells.



---L2 WHITE MAGIC---



HEAL [16] HP up (12), party, KN, RM, RW, WM, WW

MUTE [64] Status (silence), all enemies, KN, RM, RW, WM, WW

MOVE [00] Cures stun and sleep status, party, KN, RM, RW, WM, WW

SLEP [40] Status (dark, sleep), all enemies, KN, NJ, RW, WM, WW

	

---L2 BLACK MAGIC---



ICE  [24] Ice (20), all enemies, NJ, RM, RW, BM, BW

CONF [48] Poison (confusion), all enemies, NJ, RW, BM, BW

TMPR [16] None (Attack +10), one ally, NJ, RW, BM, BW

SLOW [64] None (Hit multiplier -1), all enemies, NJ, RM, RW, BM, BW



NOTE: ICE is a target-all spell.



---L3 WHITE MAGIC---



CUR2 [24] HP up (40), one ally, KN, RM, RW, WM, WW

HRM2 [36] None (40), all undead enemies, WM, WW

XBAR [00] Add resistance (fire, lit, ice), party, KN, RM, RW, WM, WW

FOG  [00] None (Absorb +20), party, KN, RM, RW, WM, WW	



---L3 BLACK MAGIC---



FIR2 [36] Fire (30), all enemies, NJ, RM, RW, BM, BW

LIT2 [36] Lightning (30), all enemies, NJ, RM, RW, BM, BW

QUIK [00] None (Hit multiplier +1), caster, NJ, RM, RW, BM, BW

HOLD [64] Status (stun), all enemies, NJ, RW, BM, BW



NOTE: QUIK is similar to FAST, but only affects the spell caster.



---L4 WHITE MAGIC---



INVS [00] None (Evasion +40), party, NJ, RM, RW, WM, WW

HEL2 [24] HP up (24), party, RM, RW, WM, WW

HOLY [48] In battle: None (30), all enemies

          Out of battle: cures poison status, one ally, RM, RW, WM, WW

ESNA [00] In battle: cures stun, sleep, mute, dark and poison status; party

          Out of battle: cures stone status, one ally, RW, WM, WW



---L4 BLACK MAGIC---



BOMB [64] None (75), one enemy, RM, RW, BM, BW

FAST [00] None (Hit multiplier +1), one ally, NJ, RW, BM, BW

MEND [24] HP up (75), caster, NJ, RM, RW, BM, BW

ICE2 [36] Ice (40), all