Final Fantasy III (VI) Algorithms FAQ V 1.6 By Terii Senshi (teriisenshi@aol.com) ***************** Table of Contents ***************** 1.0 Introduction 2.0 Basic Algorithms 2.1 Damage Calculation 2.2 Hit Determination 2.3 Random encounters 2.4 Averaging levels 2.5 Desperation attacks 2.6 Character Stats 2.7 Status Effects 2.8 Battle Timing 2.9 Dropped Items 2.10 Veldt 3.0 Weapons 3.1 Atma Weapon 3.2 Assassin 3.3 Dice 3.4 Drainer 3.5 Fixed Dice 3.6 Hawk Eye 3.7 Heal Rod 3.8 Illumina 3.9 Man Eater 3.10 Ogre Nix 3.11 Punisher 3.12 Ragnarok 3.13 Rune Edge 3.14 Scimitar 3.15 Sniper 3.16 Soul Sabre 3.17 Striker 3.18 Thief Knife 3.19 Trump 3.20 Valiant Knife 3.21 Wing Edge 4.0 Armors 4.1 Beret 4.2 Coronet 4.3 Cursed Shield 4.4 Force Shield 4.5 Mirage Vest 4.6 Thornlet 5.0 Relics 5.1 Atlas Armlet 5.2 Charm Bangle 5.3 Cure Ring 5.4 Cursed Ring 5.5 Dragon Horn 5.6 Earrings 5.7 Gauntlet 5.8 Genji Glove 5.9 Hero Ring 5.10 Hyper Wrist 5.11 Marvel Shoes 5.12 Offering 5.12 Relic Ring 5.13 Ribbon 5.14 Sneak Ring 5.15 Sniper Sight 5.16 Tintinibar 5.17 True Knight 6.0 Commands 6.1 Capture 6.2 Dance 6.3 GP Rain 6.4 Morph 6.5 Steal 6.6 Throw 6.7 Sketch 6.8 Control 7.0 Espers 7.1 Earth Wall (Golem) 7.2 Metamorph (Ragnarok) 8.0 Lores 8.1 Dischord 8.2 Exploder 8.3 L.4 Flare 8.4 L.5 Doom 8.5 L.3 Muddle 8.6 L.? Pearl 8.7 Pearl Wind 8.8 Pep Up 8.9 Reflect??? 8.10 Revenge 8.11 Step Mine 8.12 Stone 9.0 Blitzes 9.1 Mantra 9.2 Spiraler 9.3 Suplex 10.0 Enemy Attacks 10.1 Flare Star 10.2 N. Cross 11.0 Spell Listings Version Changes: 1.6 6/3/2002. Added a section for the Veldt, a section for enemy attacks, and a section for dropped items. Added Dispatch to the spell stats list (it was blank before). Made corrections and/or additions to: Damage Determination, Hit Determination, Desperation Attacks, Steal, Morph, Atma Weapon, Spell Stats list. 1.5 2/11/2002. Added Character stats, status effects, and battle timing sections. Added Morph, Dance, and Capture. Made corrections and/or additions to: Desperation attacks, Atma Weapon, Tintinibar, and True Knight. Added a listing of spell powers for all attacks. 1.4 10/29/2001. Pretty much changed everything. Added averaging levels and desperation attacks sections. Added many more weapons. Added armors, lores, and blitzes sections. Made many changes and minor corrections to the other sections 1.3 9/10/2001. Added Genji Glove, Earth Wall, and Stone. Corrected or added to Physical Damage Calculation, Random Encounters, Chance to Hit, Dice, Fixed Dice, Gauntlet, and Metamorph. 1.2 Added chance to hit calculation, steal command, sneak ring, and Metamorph. Changed the layout slightly 1.1 Added a 100% accurate physical damage formula. Fixed a few other errors 1.0 The original version. Credits and Acknowledgements: Squaresoft For making this game :) GameFAQs For giving me a place other than my website to post my FAQ Everyone at FF3 Message Boards on GameFAQS, especially Master Zed, Assassin17, Mech Gouki, Mnrogar, and anyone else who figured out some of the things I put in this FAQ. Copyright notice: This document is Copyright 2001 by Kris DeHart. I do not authorize any part of this FAQ to be copied or used in anyone else's FAQ without my explicit permission. The most recent version of this FAQ and all my other FAQS can always be found at GameFAQs (http://www.gamefaqs.com) or my website (http://www.geocities.com/teriisenshi) ****************** 1.0 Introduction ****************** These FAQ explains how the algorithms and calculations for Final Fantasy III work. It contains details on how damage is calculated, how random encounters are determined, as well as how other items and things work. It's not meant to be detail everything, but simply contains things have been figured out so far. NOTE: All divisions done in all calculations are integer division. This means the result after the division is truncated (rounded down), so (4 / 2) = 2, (8 / 3) = 2, and ((17 / 2) / 5) = (8 / 5) = 1. [A..B] is used to indicate a random number between A and B inclusive. For example [2..4] is a random number, either 2, 3, or 4. ********************** 2.0 Basic Algorithms ********************** ************************ 2.1 Damage calculation ************************ Step 1. Maximum damage calculation For magical attacks: Damage = Spell Power * 4 + (Level * Magic Power * Spell Power / 32) For physical attacks: For characters: Step 1a. Vigor2 = Vigor * 2 If Vigor >= 128 then Vigor2 = 255 instead Step 1b. Attack = Battle Power + Vigor2 * 2 Step 1c. If equipped with Gauntlet, Attack = Attack + Battle Power * 3 / 4 Step 1d. Damage = Battle Power + ((Level * Level * Attack) / 256)) * 3 / 2 Step 1e. If character is equipped with an Offering: Damage = Damage / 2 Step 1f. If the attack is a standard fight attack and the character is equipped with a Genji Glove, but only one weapon: Damage = ceil(Damage * 3 / 4) For monsters: s Step 1a. Damage = Level * Level * (Battle Power * 4 + Vigor) / 256 Note that vigor for each monster is randomly determined at the beginning of the battle as [58..65] Step 2. Atlas Armlet / Earring Step 2a. If physical attack and attacker is equipped with Atlas Armlet or Hero Ring: Damage = Damage * 5 / 4 Step 2b. If magical attack and attacker is equipped with 1 Earring or Hero Ring: Damage = Damage * 5/4 Step 2c. If magical attack and attacker is equipped with 2 Earrings / Hero Rings: Damage = Damage * 3/2 Step 3. Multiple targets If magical attack and the attack is targeting more than one target: Damage = Damage / 2 Note: Some spells skip this step Step 4. Attacker's row If physical attack and the attacker is in the back row: Damage = Damage / 2 Step 5. Damage modification Step 5a. Random Variance Damage = (Damage * [224..255] / 256) + 1 Step 5b. Defense modification Damage = (Damage * (255 - Defense) / 256) + 1 Magical attacks use Magic defense Step 5c. Safe / Shell If magical attack and target has shell status, or physical attack and target has safe status: Damage = (Damage * 170 / 256) + 1 Step 5d. Target's row If physical attack and target is in back row: Damage = Damage / 2 Step 5e. Morph (target) If magical attack and target has morph status: Damage = Damage / 2 Step 5f. Self Damage If the attacker and target are both characters: Damage = Damage / 2 Step 5g. Morph (attacker) attacker has morph status: Damage = Damage * 2 Step 5h. Berserk If physical attack and attacker has berserk status: Damage = Damage * 3 / 2 Step 5i. Critical hit Standard attacks have a 1 in 32 chance of being a critical hit. If attack is a critical hit: Damage = Damage * 2 Step 6. Stone damage If the target has stone status, then damage is set to 0. Step 7. Elemental resistance If target absorbs the element of the attack, then damage is unchanged but it heals HP instead of dealing damage If target is immune to the element of the attack: Damage = 0 If target is resistant to the element of the attack: Damage = Damage / 2 If target is weak to the element of the attack: Damage = Damage * 2 *********************** 2.2 Hit Determination *********************** If at any step, the attack always hits or always misses then any further steps are skipped Step 1. Vanish If physical attack and the target is vanished, the attack always misses If magical attack and the target is vanished, the attack always hits Step 2. Death Protection If the target is protected from death status, and the attack misses death protected targets, then the attack misses Step 3. Unblockable attacks If the spell is unblockable, then it always hits Step 4. Check to hit for normal attacks Attacks which can be blocked by Stamina skip this step, and instead use step 5. Step 4a. If target has Sleep, Stone, Freeze, or Stop status, then the attack always hits. Step 4b. If perfect hit rate (Illumina), then the attack always hits Step 4c. If physical attack, and target has Image status, then the attack always misses, and there is a 1 in 4 chance of removing the Image status. Step 4d. Chance to hit 1. BlockValue = (255 - MBlock * 2) + 1 2. If BlockValue > 255 then BlockValue = 255 If BlockValue < 1 then BlockValue = 1 3. If ((Hit Rate * BlockValue) / 256) >= [0..99] then you hit, otherwise you miss. Step 5. Check to hit for attacks that can be blocked by Stamina Most attacks use step 4 instead of this step. Only Break, Doom, Demi, Quartr, X-Zone, W Wind, Shoat, Odin, Raiden, Antlion, Snare, X-Fer, and Grav Bomb use this step. Step 5a. Chance to hit 1. BlockValue = (255 - MBlock * 2) + 1 2. If BlockValue > 255 then BlockValue = 255 If BlockValue < 1 then BlockValue = 1 3. If ((Hit Rate * BlockValue) / 256) >= [0..99] then you hit, otherwise you miss. Step 5b. Check if Stamina blocks If target's stamina > [0..127] then the attack misses (even if it hit in step 5a) otherwise the attack hits *********************** 2.3 Random Encounters *********************** The game keeps a counter that increases each time you take a step. Each step a random number is picked from 0 to 255, if this number is less than (counter / 256 ) then a fight occurs. When a random encounter occurs the counter is reset to 0. If the lead party member has a Charm Bangle equipped, then the number added is cut in half. Values added to counter by terrain: Terrain Value Caves 112 Grass 96 Desert 192 Forest 192 Snow 112 Town 112 Mountain 112 ********************** 2.4 Averaging levels ********************** When a character first joins your party (in the World of Balance, or the World of Ruin), their level is calculated based on the average level of your current party members. The level for characters is also recalculated at a few other points in the game as well. When you first start the game with Terra, her level is always 3. The new character's level = Average of all current member's level (rounded down) If a character is joining in the WoR, then the new level will never be lower than their old level. If a character is joining for the first time, then a value is added to the average party level to determine their new level, as follows for each character: Terra : +0 Locke : +2 Cyan : +2 Shadow : +0 Edgar : +2 Sabin : +2 Celes : +0 Strago : +2 Relm : +0 Setzer : +0 Mog : +5 Gau : +2 Gogo : +2 Umaro : +0 Banon : -3 Leo : +5 ************************* 2.5 Desperation Attacks ************************* If you attack while the character's current HP < their max HP / 8, then there is a 1 in 16 chance of doing a desperation attack, instead of a normal attack. Gau and Umaro do not have desperation attacks. If the character has any of the following statuses, then they will never do a desperation attack: Confuse, Image, Vanish, Zombie Characters will never use their desperation attack more than once each combat. While the Battle Time Counter (See section 2.8 Battle Timing) is less than 768, characters won't use their desperation attacks. (i.e Characters will never use Desperation Attacks during the first 12.8 seconds of combat) All Desperation attacks are unblockable (see step 3 in hit determination) All Desperation attacks are magical attacks, that ignore defense (skip steps 5b, 5c, 5d, and 5e in damage calculation.) Sabre Soul and Star Prism are instant death attacks, rather than damage dealing attacks like the others. Here is every character's desperation attack: Char Attack Power Locke Mirager 139 Terra Riot Blade 142 Celes Spin Edge 143 Edgar Royal Shock 143 Sabin Tiger Break 140 Cyan Back Blade 140 Mog Moogle Rush 150 Strago Sabre Soul 0 Relm Star Prism 0 Shadow Shadow Fang 140 Setzer Red Card 147 Gogo X-Meteor 146 ********************* 2.6 Character Stats ********************* Vigor: Higher vigor increases damage done by physical attacks (see section 2.1 Damage calculation). Raising Vigor over 128 with relics and equipment, does no more damage than having a Vigor of 128. Monsters do not have individual Vigor stats, instead their vigor is randomly determined at the beginning of combat as : [58..65] Speed: The higher speed a character has, the faster their ATB gauge increases in combat. (see section 2.8 Battle Timing) Stamina: Stamina increases you chance of blocking most instant death attacks. (see section 2.2 Hit Determination, step 5) Stamina increases the amount of HP gained by Tintinibar (see section 5.16), and Regen (see section 5.3), as well as the damage done by poison (see section 2.7 Status Effects) As with Vigor, monsters do not have individual Stamina stats, a monster's Stamina is figured as follows: Stamina = (Max HP / 512) + 16. If this number is greater than 40, then the monster's stamina is 39 instead. Mag. Pwr: Mag. Pwr increases damage done by magical attacks (see section 2.1 Damage Calculation). Unlike Vigor, increasing Mag. Pwr over 128 is more effective. Evade%: Evade% is supposed to increase the chance of dodging physical attacks, but due to a bug in the game, Evade% has no effect, so don't bothering trying to increase it. MBlock%: MBlock% increases the chance of dodging attacks (due to a bug in the game this effects both magical and physical attacks) ******************** 2.7 Status Effects ******************** Blind: Blind is supposed to make it harder to hit with physical attacks, but due to the same bug that makes Evade useless, Blind does not decrease your chance to hit with physical attacks. The only effect Blind has is that Strago can't learn new lores while blinded. Zombie: While in Zombie status, a character is uncontrollable and automatically attacks. Characters in Zombie status do not die when reduced to 0 HP. When a zombie character hits, they have a 1 in 16 chance of inflicting dark status on the target, and a 1 in 16 chance of inflicting poison status on the target. Poison: While a character is poisoned, they will periodically take poison damage. The amount of damage done by poison is calculated as follows: Max Damage = (Max HP * stamina / 1024) + 2 (if this value is greater than 255 it is set to 255) Damage = Max Damage * ([224..255]) / 256 If a character is poisoned (instead of a monster), Damage = Damage / 2 This damage is the amount of damage taken from poison the first time in combat. The second time, the damage is double, the third time it is tripled, etc. Outside of combat the amount of damage done per step is : (Max HP / 32). This will never reduce HP below 1 M-Tek: While in this status, the character is wearing Magitek Armor, they can't used their normal commands and instead can only use M-Tek. Terra has extra M-Tek commands that other characters don't. This status is only used twice in the game, in the beginning and in a part of Cyan's Dream. Invizible: This status is inflicted by casting Vanish. While in this status, physical attacks will always miss the target, and magical attacks will always hit. Any magical attack will remove the inivizible status. Imp: While in Imp status a character can only use fight, item, and magic commands. The only magic that can be cast is Imp. While an Imp, the Battle Power of the character's weapon is not added to their base battle power when determining damage, unless equipped with an Imp Halberd. For monsters, their battle power is instead considered to be 1, while an Imp. Some monsters however, retain their full battle power while imped, and do automatic critical hits as well. Stone: While in stone status, the character cannot act. Their HP is reduced to 0, but they don't die. All damage done to a stone character is reduced to 0 (see step 6 in damage calculation). Note that the Atma weapon adds 1 to the damage after this and thus can do 1 damage to a stoned character. Attacks always hit a character with stone status (see step 4a in hit determination). If a monster is ever inflicted with stone status, then they are automatically killed. Death: This means the character is dead, and cannot act until revived Count: In count status, the character has a countdown over their head. When this countdown reaches 0, the character dies. Weak: This status means the character is below 1/8 of their max HP. Characters can use desperation attacks while in weak status (see section 2.5 Desperation Attacks) Image: While in image status, all physical attacks will miss the character. Every time the character is missed by a physical attack, there is a 1 in 4 chance of the image status being removed. Mute: While in mute status, a character can't cast spells or lores. Berserk: While in berserk status, a character is uncontrollable, and will automatically attack the enemy. In berserk status characters do more damage (see step 5h in damage determination) Confuse: Confused characters are uncontrollable and will take random actions. If the action would normally target the enemy, it targets you characters instead. If the action would normally target your characters, it targets the enemies instead. Being hit by a physical attack will remove confuse status. Seizure: Seizure status causes periodic damage to the character just like poison. The amound of damage done is the same as poison, except the damage does not increase over time. Since seizure status is not poison, spells / relics that prevent or cure poison will have no effect against seizure Sleep: While asleep characters can not select commands. While aslepp, the character's ATB gauge does not increase. (see section 2.8 Battle Timing) All attacks will automatically hit a character with sleep status, and any physical attack will remove sleep status. After a short while the sleep status will be removed on its own. Dance: This is the status you receive when you succesfully dance. While in dance status, a character is uncontrollable and instead randomly uses dance moves. Regen: While in regen status, a character will be periodically healed. The amount of HP healed is calculated as follows: Max HP Gained = (Max HP * stamina / 1024) + 2 (if this value is greater than 255 it is set to 255) HP Gained = Max HP Gained * ([224..255]) / 256 Slow: Slow status causes the character's ATB gauge increase at a slower than normal rate (See section 2.8 Battle Timing) Haste: Haste status causes the character's ATB gauge increase at a faster than normal rate (See section 2.8 Battle Timing) Stop: While stopped, a character's ATB gauge does not increase. Wears off after a short period of time. Shell: Shell status causes a character to take 170/256 normal damage from magical attacks. (see step 5c in Damage Calculation) Defense ignoring spells ignore shell status. Safe: Safe status causes a character to take 170/256 normal damage from physical attacks (see step 5c in Damage Calculation) Defense ignoring spells ignore safe status Wall: Wall status causes spells to be reflected back at the caster's party. Not all spells are reflectable. ******************* 2.8 Battle Timing ******************* In battle the game keeps track of an invisible battle time counter. This counter is incremented by 1 every frame (60 times a second). Every time this counter is incremented each character's and monster's ATB gauge is increased by the following amount: Normal speed: (96 * (Speed + 20)) / 16 If Hasted: (126 * (Speed + 20)) / 16 If Slowed: (48 * (Speed + 20)) / 16 Once a character's ATB gauge has reached 65536, then they are able to select a command. The battle time counter and ATB gauges will increase during attack animations as well as while you select a command. ******************* 2.9 Dropped Items ******************* At the end of combat, the game checks each monster to see which item it will drop. Each monster has a 1 in 8 chance of dropping their rare item, otherwise they drop their common item. If the monster doesn't have an item in that slot then it doesn't drop anything. Note that most monsters only have a rare item, and some monster don't have either, which means they'll never drop an item. ************ 2.10 Veldt ************ When fighting on the veldt, the monsters you run into are not completely random. Instead you run into 1 battle from a group, and then the next time you run into a battle from the next group (the group are listed below). When you first start a new game, the first group you'll run into a battle from is group 1. To determine which battle in the group you run into, the game picks a random number from 0 to 7, and that determines which battle you'll encounter. However, you can only run into battles that you've run into before (you don't need to have won the battle, if you escape you can encounter it on the Veldt as well). If the game determines that you should run into a battle that you haven't encountered, then you encounter the next battle in the group instead. It keeps doing this until it finds a battle that you've encountered. If you're on battle 7 of a group and haven't encountered that battle, it starts over at battle 0 from the group and keeps checking. Some battles can't ever be encountered on the Veldt (these are mostly boss battles). These are marked as "Empty" in the list. If a battle is empty it's treated exactly the same as if you have never encountered it. After you fight a battle, the next time you fight on the veldt you'll fight a battle from the next group, or if you're on group 64, then the next fight will be from group 1. If a group is entirely empty and/or you haven't encountered any battles from the group, it skips that group and moves on to the next group. It keeps doing this until it runs into a group which has 1 or more battles that you have encountered. When you reload a game, it adds 10 to the group number that you'll fight next. A special note about the 2 SrBehmoth battles (in groups 54 and 56): After you beat the SrBehemoth in the Veldt Cave, then you can encounter the SrBehemoth (undead) battle in group 54. After you've fought the SrBehemoth once on the Veldt, you can then also encounter the SrBehemoth (undead) battle in group 56. Group 1: 0 Lobo 1 Lobo,Lobo 2 Guard,Guard 3 Bleary,Bleary,Crawly 4 Lobo,Lobo,Marshal 5 Hornet,Bleary,Bleary,Bleary,Hornet 6 Leafer 7 Leafer,Leafer,Dark Wind Group 2: 0 Leafer,Leafer,Dark Wind,Dark Wind 1 Sand Ray,Areneid,Areneid,Areneid 2 Sand Ray,Sand Ray 3 Areneid,Areneid,Areneid 4 Sand Ray,Areneid,Areneid 5 Hornet,Hornet 6 Were-Rat,Were-Rat,Were-Rat 7 Hornet,Crawly,Crawly Group 3: 0 Tusker,Tusker 1 Vomammoth,Lobo 2 Crawly,Crawly,Crawly 3 Rhinotaur 4 Rhinotaur,Rhodox,Rhodox 5 Rhodox,Rhodox,GreaseMonk 6 Rhinotaur,GreaseMonk,Rhodox,Rhodox 7 GreaseMonk,GreaseMonk Group 4: 0 Rhodox,Rhodox,Rhodox,Rhodox 1 Soldier,Soldier,M-TekArmor 2 Repo Man,Vaporite 3 M-TekArmor 4 Trilium,Tusker,Cirpius,Cirpius 5 Cirpius,Cirpius,Cirpius 6 Trilium,Trilium 7 Tusker,Cirpius,Cirpius,Cirpius Group 5: 0 Brawler,Brawler 1 Brawler,Trilium,Vaporite,Vaporite 2 M-TekArmor,M-TekArmor 3 Pterodon,Pterodon 4 Zombone,Zombone 5 Nautiloid,Exocite,Pterodon 6 Nautiloid,Exocite 7 Pterodon,Exocite,Exocite Group 6: 0 Empty 1 Lobo,Guard,Guard 2 Empty 3 Empty 4 Were-Rat,Repo Man 5 Were-Rat,Were-Rat 6 Doberman,Doberman 7 Actaneon,Actaneon,Actaneon Group 7: 0 Doberman,Doberman,Soldier 1 Stray Cat,Stray Cat,Stray Cat 2 CrassHoppr,CrassHoppr,Stray Cat,Stray Cat 3 CrassHoppr,CrassHoppr,CrassHoppr 4 Rhobite,Rhobite,Rhobite,Rhobite,Rhobite 5 Beakor 6 Beakor,Beakor,Stray Cat 7 Beakor,Rhobite,Rhobite Group 8: 0 Rhobite,Rhobite,Rhobite 1 Beakor,Stray Cat,CrassHoppr,CrassHoppr 2 Templar,Templar 3 Empty 4 Empty 5 Telstar,Soldier,Soldier,Soldier,Soldier 6 Doberman,Doberman,Doberman 7 Empty Group 9: 0 HeavyArmor 1 Ghost 2 Ghost,Ghost,Ghost 3 Actaneon,Actaneon,Actaneon,Aspik,Aspik 4 Ghost,Poplium,Poplium 5 Ghost,Ghost,Poplium,Poplium,Poplium 6 Whisper,Whisper,Hazer 7 Vaporite,Vaporite Group 10: 0 Bomb,Bomb,Hazer,Hazer 1 Apparite,Apparite,Lich,Lich 2 Whisper,Whisper,Whisper,Whisper 3 Over-Mind,Over-Mind 4 Bomb,Bomb,Bomb 5 Bomb 6 Over-Mind,StillGoing,StillGoing 7 Empty Group 11: 0 Whisper,StillGoing,Hazer,Hazer 1 Whisper,Hazer,Hazer,Hazer 2 Anguiform 3 Anguiform,Anguiform 4 Vomammoth,Vomammoth,Guard,Guard 5 StillGoing,StillGoing,StillGoing 6 Anguiform,Actaneon,Aspik 7 Rider Group 12: 0 HeavyArmor,Trooper,Trooper 1 Fidor,Trooper 2 Whisper 3 Trooper,Trooper,Trooper,Trooper 4 Bounty Man,Trooper,Trooper 5 FossilFang 6 Red Fang,Red Fang 7 Over Grunk,Vulture,Iron Fist Group 13: 0 Iron Fist,Iron Fist,Mind Candy,Mind Candy 1 Red Fang,Vulture,Red Fang 2 Over Grunk,Over Grunk,Mind Candy,Mind Candy,Mind Candy 3 Vulture,Vulture 4 Vulture,Iron Fist 5 Mind Candy,Mind Candy,Mind Candy,Mind Candy 6 HadesGigas 7 Crawler Group 14: 0 Gabbldegak,Gabbldegak,Gabbldegak,Gabbldegak 1 SlamDancer 2 SlamDancer,Gabbldegak,Gabbldegak,Gabbldegak 3 Harvester 4 SlamDancer,Harvester,Harvester 5 Harvester,Gabbldegak,Gabbldegak 6 HadesGigas,Harvester 7 Mag Roader Group 15: 0 Vermin,Sewer Rat,Sewer Rat 1 Sewer Rat,Vermin,Sewer Rat,Sewer Rat,Vermin 2 Crawler,Crawler,Crawler,Crawler 3 Garm,Garm,Commando,Commando 4 Garm,Garm,Commando 5 Mag Roader,Mag Roader 6 Trapper,Trapper,Trapper 7 General,General Group 16: 0 General,Pipsqueak,Pipsqueak 1 Pipsqueak,Pipsqueak,Pipsqueak,Pipsqueak 2 Chaser,Trapper,Trapper,Trapper 3 Chaser,Pipsqueak,Pipsqueak,Pipsqueak 4 Gobbler 5 Commander,Commander,Commander 6 Allo Ver 7 Wizard Group 17: 0 Nastidon,Nastidon 1 Sprinter,Lunaris 2 Chitonid,Sprinter 3 Sprinter,Sprinter,Sprinter 4 Chitonid,Woolly 5 Chitonid,Lunaris,Lunaris 6 Nohrabbit,Nohrabbit,Nohrabbit 7 Bomb Group 18: 0 Bomb,Bomb,Bomb,Bomb,Bomb,Bomb 1 Io 2 Maliga,Maliga,Maliga 3 FossilFang,FossilFang 4 FossilFang,Bug,Bug,Bug 5 Bug,Bug,Bug 6 Bug,Bug,Bug,Bug,Bug,Bug 7 Ralph,Ralph Group 19: 0 Ralph,Wyvern,Wyvern 1 Ralph,Wyvern,ChickenLip,ChickenLip 2 WeedFeeder,WeedFeeder,WeedFeeder 3 Ralph,Joker 4 Joker,Joker,Joker 5 ChickenLip,ChickenLip,ChickenLip,ChickenLip,ChickenLip 6 Zombone 7 Zombone,Ing,Ing Group 20: 0 Ing,Ing,Ing 1 Apparite,Apparite 2 Coelecite,Coelecite,Coelecite 3 Lich,Apparite,Coelecite 4 Lich,Lich,Lich 5 Sp Forces,Sp Forces,Sp Forces 6 Balloon,Balloon,Balloon 7 Balloon,Balloon,Balloon,Balloon,Balloon,Balloon Group 21: 0 Baskervor 1 Chimera 2 Cephaler,Baskervor 3 Cephaler,Cephaler,Cephaler 4 Adamanchyt,Slurm,Slurm 5 Adamanchyt,Adamanchyt 6 Slurm,Slurm,Slurm,Slurm,Slurm 7 Mandrake,Mandrake,Mandrake Group 22: 0 Mandrake,Insecare,Insecare 1 Abolisher,Abolisher 2 Gigantos 3 Empty 4 Empty 5 Empty 6 Empty 7 Sky Armor,Sky Armor,Spit Fire Group 23: 0 Sky Armor,Spit Fire 1 Behemoth 2 Apokryphos,Misfit,Misfit 3 Apokryphos 4 Ninja,Ninja 5 Wirey Drgn,Wirey Drgn,Wirey Drgn 6 Apokryphos,Apokryphos,Apokryphos 7 Brainpan,Misfit,Apokryphos,Brainpan Group 24: 0 Brainpan,Brainpan,Brainpan 1 Dragon 2 Behemoth,Misfit,Misfit 3 Behemoth,Behemoth 4 Ninja,Ninja,Wirey Drgn 5 Grenade 6 Chimera,Cephaler,Cephaler 7 Baskervor,Baskervor Group 25: 0 Peepers,Peepers 1 Peepers,Peepers,Peepers 2 EarthGuard,Peepers,Peepers 3 Black Drgn 4 Didalos,Veteran 5 Mesosaur,Mesosaur 6 Mesosaur,Mesosaur,Mesosaur,Mesosaur 7 Gilomantis,Mesosaur Group 26: 0 Gilomantis,Gilomantis,Mesosaur 1 Chitonid,Gigan Toad,Gigan Toad 2 Lunaris,Osprey 3 Lunaris,Lunaris 4 Osprey,Chitonid,Gigan Toad 5 Madam,Veteran,Veteran 6 Veteran,Veteran,Veteran 7 HermitCrab,HermitCrab,Pm Stalker Group 27: 0 HermitCrab,Scorpion 1 Scorpion,Scorpion,Scorpion 2 Intangir 3 Pm Stalker,Pm Stalker,Pm Stalker,Pm Stalker 4 Vectagoyle,Vectagoyle 5 Buffalax 6 Buffalax,Delta Bug,Delta Bug 7 Bloompire,Bloompire,Lizard Group 28: 0 Bloompire,Bloompire 1 Delta Bug,Delta Bug,Delta Bug,Delta Bug 2 Bloompire,Bloompire,Delta Bug 3 Buffalax,Lizard 4 Maliga,Maliga,Nohrabbit,Nohrabbit 5 Cactrot 6 Sand Horse,Sand Horse 7 Sand Horse,Maliga,Maliga Group 29: 0 Latimeria 1 Latimeria,Nohrabbit,Nohrabbit,Nohrabbit 2 Doom Drgn,Doom Drgn 3 Land Worm 4 Humpty,Humpty,Humpty 5 Cruller,Humpty,Humpty 6 Humpty,Humpty,Humpty,Humpty 7 NeckHunter,NeckHunter Group 30: 0 NeckHunter,Cruller,Humpty,Humpty 1 Dante 2 Drop,Drop,Drop 3 4 Harpiai 5 Hoover 6 Harpiai,Deep Eye,Deep Eye 7 Bogy,Bogy Group 31: 0 Deep Eye,Deep Eye,Deep Eye,Deep Eye,Deep Eye,Deep Eye 1 Deep Eye,Muus,Muus,Deep Eye 2 Muus,Muus,Muus 3 Muus 4 Orog,Orog 5 Orog,PowerDemon,PowerDemon 6 Osteosaur 7 PowerDemon Group 32: 0 PowerDemon,Exoray,Exoray 1 Exoray,Exoray,Exoray 2 Mad Oscar,Exoray 3 Mad Oscar 4 Empty 5 Pug 6 Poppers,Poppers,Poppers,Poppers 7 Kiwok,Ceritops Group 33: 0 Kiwok,Poppers,Poppers,Poppers 1 Ceritops,Ceritops,Ceritops 2 Anemone,Anemone,Tomb Thumb 3 Anemone,Anemone,Anemone,Anemone 4 Ceritops,Tomb Thumb,Tomb Thumb 5 Luridan,Luridan,Luridan 6 Punisher,Scrapper,Punisher 7 Borras Group 34: 0 Borras,Ursus,Scrapper 1 Ursus 2 Luridan,Luridan,Luridan,Luridan,Luridan,Luridan 3 Ursus,Punisher 4 Toe Cutter 5 Toe Cutter,Toe Cutter 6 Rhyos 7 Vectaur,Vectaur,Vectaur,Vectaur Group 35: 0 Brontaur,Evil Oscar 1 Red Wolf,Red Wolf,Red Wolf 2 Test Rider 3 Nastidon,Red Wolf,Red Wolf 4 Wizard,Wizard,Wizard 5 Wizard,Wizard,Psychot,Psychot,Psychot 6 Red Wolf,Red Wolf,Psychot,Psychot 7 Psychot,Psychot,Psychot,Psychot,Psychot,Psychot Group 36: 0 Mag Roader,Mag Roader,Mag Roader 1 Mag Roader,Mag Roader,Mag Roader 2 Brontaur,Brontaur 3 SoulDancer,Vindr,Vindr 4 SoulDancer,SoulDancer,Crusher,Crusher 5 Vindr,Vindr,Wild Cat,Crusher,Crusher 6 Vindr,Vindr 7 SoulDancer,Wild Cat,Wild Cat,Wild Cat,Wild Cat Group 37: 0 Dahling,Dahling 1 Nightshade,Nightshade,Nightshade 2 Still Life 3 Opinicus,Opinicus 4 Displayer 5 Opinicus,Hipocampus,Eland 6 Hipocampus,Hipocampus,Hipocampus 7 Hipocampus,Cluck,Cluck,Cluck Group 38: 0 Slatter,Warlock,Eland 1 Slatter,Slatter 2 Warlock,Cluck,Cluck,Eland,Eland 3 GtBehemoth,Vectaur,Vectaur 4 Doom Drgn 5 Goblin,Goblin 6 Goblin,Figaliz,Figaliz 7 Boxed Set,Boxed Set,Figaliz,Figaliz Group 39: 0 Boxed Set 1 Lethal Wpn 2 Enuo,Enuo 3 Enuo,Goblin,Figaliz 4 Boxed Set,Boxed Set,Boxed Set,Boxed Set 5 Rain Man,Rain Man 6 Samurai,Rain Man,Rain Man 7 PlutoArmor,PlutoArmor Group 40: 0 Barb-e,Critic 1 PlutoArmor,Sky Cap 2 Allosaurus,Parasite,Parasite,Parasite 3 Critic,Pan Dora,Pan Dora,Pan Dora 4 Allosaurus 5 Barb-e,Samurai,Suriander 6 Suriander,Pan Dora,Parasite,Parasite 7 Crawler,Crawler,Crawler Group 41: 0 Tyranosaur,Tyranosaur 1 Tyranosaur 2 Brachosaur 3 Mantodea,Sprinter,Spek Tor,Spek Tor 4 Reach Frog,Reach Frog,Reach Frog,Reach Frog 5 Mantodea,Mantodea 6 Geckorex,Geckorex,Reach Frog 7 TumbleWeed,TumbleWeed,TumbleWeed,TumbleWeed Group 42: 0 Sprinter,Sprinter,Spek Tor,Spek Tor 1 GtBehemoth,Evil Oscar,Vectaur 2 Evil Oscar,Evil Oscar,Evil Oscar 3 Harpy 4 Harpy,Prussian 5 Prussian,GloomShell 6 GloomShell,GloomShell,GloomShell 7 Empty Group 43: 0 Phase,Phase 1 Trixter,Trixter,Trixter 2 Phase,Parasoul,Necromancr,Necromancr 3 Trixter,Trixter,Necromancr 4 Sea Flower,Sea Flower,Sea Flower,Sea Flower,Sea Flower 5 Uroburos,Sea Flower,Sea Flower 6 Chaos Drgn,Uroburos,Sea Flower,Sea Flower 7 Aquila,Chaos Drgn,Chaos Drgn Group 44: 0 Aquila 1 Trixter,Necromancr,Necromancr,Necromancr 2 Ogor,Ogor 3 Covert,Ogor 4 Wart Puck,Wart Puck 5 Karkass,Karkass 6 Tap Dancer,Covert,Covert 7 Tap Dancer,Woolly Group 45: 0 Woolly,Woolly,Karkass,Karkass 1 Wart Puck,Ogor 2 Empty 3 Magic Urn,Magic Urn 4 Flan,Flan,Flan,Flan,Flan,Flan 5 Flan,Flan,Flan,Flan 6 Gobbler,Flan,Flan,Flan 7 Chimera,Gobbler Group 46: 0 Rhinox,Rhinox 1 Gobbler,Rhinox,Gobbler 2 Empty 3 Empty 4 Empty 5 Empty 6 Empty 7 Empty Group 47: 0 Empty 1 Empty 2 Empty 3 Empty 4 Empty 5 Vector Pup,Vector Pup,Commander 6 Vector Pup,Vector Pup 7 Trilobiter,Primordite,Primordite Group 48: 0 Gold Bear,Primordite 1 Trilobiter,Trilobiter,Trilobiter 2 Primordite,Primordite 3 Dark Side,Dark Side 4 Dark Side,Spectre,Rinn,Rinn,Rinn 5 1st Class,Wild Rat 6 1st Class,1st Class,1st Class 7 Wild Rat,1st Class,1st Class,Wild Rat,Wild Rat Group 49: Empty Group 50: 0 Empty 1 Empty 2 Empty 3 Innoc,Fortis 4 Fortis,Fortis 5 Empty 6 Dueller,Dueller,Sky Base 7 Scullion Group 51: 0 Innoc,Innoc,Innoc 1 Junk,Junk,Junk 2 Empty 3 Empty 4 ProtoArmor,Pipsqueak,Pipsqueak 5 Pipsqueak,Pipsqueak,Pipsqueak,Pipsqueak,Pipsqueak 6 Mag Roader,Mag Roader 7 Mag Roader,Mag Roader,Mag Roader,Mag Roader Group 52: 0 Empty 1 Empty 2 Templar,Templar,Soldier,Soldier 3 Balloon,Balloon,Balloon,Balloon 4 Soldier,Soldier 5 Sky Base,IronHitman,IronHitman,IronHitman,IronHitman 6 IronHitman,IronHitman,IronHitman 7 Dueller,Fortis Group 53: 0 Commando,Commando,Commando,Commando 1 Empty 2 Commando 3 Empty 4 Empty 5 Empty 6 Empty 7 Empty Group 54: 0 SrBehemoth 1 Dark Force,Dark Force 2 Retainer,Retainer,Dark Force 3 Hemophyte,Retainer 4 Outsider,Outsider,Madam 5 Mover,Mover,Mover 6 Steroidite 7 Didalos,Didalos Group 55: Empty Group 56: 0 Empty 1 Empty 2 Empty 3 Empty 4 SrBehemoth 5 Empty 6 Empty 7 Empty Group 57: Empty Group 58: Empty Group 59: Empty Group 60: Empty Group 61: 0 Empty 1 White Drgn 2 Empty 3 Empty 4 Empty 5 Empty 6 Empty 7 Empty Group 62: Empty Group 63: Empty Group 64: Empty ************* 3.0 Weapons ************* ****************** 3.1 Atma Weapon: ****************** Deals damage as normal weapon with the following exception: After step 7 in damage calculation, the damage is modified as follows: step 7a. damage = damage * level step 7b. damage = damage * ((current HP / 256) + 1) / ((max HP / 256) + 1) step 7c. damage = (damage / 64) + 1 Is defense ignoring, so it skips steps 5b, 5c, 5d, and 5e in damage calculation. The length of the Atma Weapon is determined solely by the damage you do as follows: Damage Length 0 - 500 Shortest 501 - 1000 Medium 1001 - 9999 Longest ************** 3.2 Assassin ************** If the target is undead, then it is always killed, and then revived. If the target is not undead, there is a 25% chance that the Assassin will attempt to kill it. Stamina can block this (see step 5b in hit determination) *********** 3.3 Dice: *********** damage = Dice Roll 1 * Dice Roll 2 * Level * 2 Skips all normal steps for physical damage calculation. Is defense ignoring, so it skips steps 5b, 5c, 5d, and 5e in damage calculation. For determining the dice rolls, each number does not have an equal chance of coming up. 1, 2, 3, and 4 each have a 18.75% chance of coming up. 5, and 6 only have a 12.5% chance of coming up. ************* 3.4 Drainer ************* Heals the attacker an amount equal to the damage dealt. Cannot do more damage than the attacker's max HP - current HP. If the target is undead, then it heals the target, and hurts the attacker instead. ***************** 3.5 Fixed Dice: ***************** damage = Dice Roll 1 * Dice Roll 2 * Dice Roll 3 * Level * 2 if all Dice Rolls are the same then: damage = damage * Dice Roll Skips all normal steps for physical damage calculation. Is defense ignoring, so it skips steps 5b, 5c, 5d, and 5e in damage calculation. For determining the dice rolls, each number does not have an equal chance of coming up. 1, 2, 3, and 4 each have a 18.75% chance of coming up. 5, and 6 only have a 12.5% chance of coming up. ************** 3.6 Hawk Eye ************** Does full damage from the back row (skips step 4 of damage calculation) Has a 50% chance of having additional effect. If the target has float status, then the Hawk eye is thrown at the target, and Damage = Damage * 3 (after step 5i of damage calculation, but before step 6). If the target does not have the float status then damage = damage * 1.5 (after step 5i of damage calculation, but before step 6). ************** 3.7 Heal Rod ************** Heals HP instead of dealing damage. Ignores self damage (see step 5f in damage calculation) Has a perfect hit rate (see step 4b. in hit determination). ************** 3.8 Illumina ************** Uses MP to do automatic critical hits. Amount of MP used = [12..19]. If the attacker does not have that many MP, then no MP are used, but the attack is not a critical hit either (although it still has the standard 1 in 32 chance of doing a critical) Has a perfect hit rate (see step 4b. in hit determination). *************** 3.9 Man Eater *************** If the target is human: Damage = Damage * 2 (after step 5i of damage calculation, but before step 6) *************** 3.10 Ogre Nix *************** Uses MP to do automatic critical hits. Amount of MP used = [12..19]. If the attacker does not have that many MP, then no MP are used, but the attack is not a critical hit either (although it still has the standard 1 in 32 chance of doing a critical) Also has a chance of breaking every time you attack. The chance of breaking is calculated as follows: if [0..(last digit of attacker's HP + 1)] = 0 then the Ogre Nix breaks *************** 3.11 Punisher *************** Uses MP to do automatic critical hits. Amount of MP used = [12..19]. If the attacker does not have that many MP, then no MP are used, but the attack is not a critical hit either (although it still has the standard 1 in 32 chance of doing a critical) *************** 3.12 Ragnarok *************** Uses MP to do automatic critical hits. Amount of MP used = [12..19]. If the attacker does not have that many MP, then no MP are used, but the attack is not a critical hit either (although it still has the standard 1 in 32 chance of doing a critical) **************** 3.13 Rune Edge **************** Uses MP to do automatic critical hits. Amount of MP used = [12..19]. If the attacker does not have that many MP, then no MP are used, but the attack is not a critical hit either (although it still has the standard 1 in 32 chance of doing a critical) *************** 3.14 Scimitar *************** Has a 25% chance of slicing the target (killing it) Stamina can block this (see step 5b in hit determination) ************* 3.15 Sniper ************* Does full damage from the back row (skips step 4 of damage calculation) Has a 50% chance of having an additional effect. If the target has float status, then the Hawk eye is thrown at the target, and Damage = Damage * 3 (after step 5i of damage calculation, but before step 6). If the target does not have the float status then damage = damage * 1.5 (after step 5i of damage calculation, but before step 6). ***************** 3.16 Soul Sabre ***************** Does MP damage instead of HP damage. Heals the attacker an amount equal to the damage dealt. Cannot do more damage than the attacker's max MP - current MP. If the target is undead, then it heals the target, and hurts the attacker instead. ************** 3.17 Striker ************** If the target is undead, then it is always killed, and then revived. If the target is not undead, there is a 25% chance that the Striker will attempt to kill it. Stamina can block this (see step 5b in hit determination) ****************** 3.18 Thief Knife ****************** Has a 50% chance of attempting to steal as well as dealing it's normal damage. ************ 3.19 Trump ************ If the target is undead, then it is always killed, and then revived. If the target is not undead, there is a 25% chance that the Wing Edge will attempt to kill it. Stamina can block this (see step 5b in hit determination) ********************* 3.20 Valiant Knife: ********************* Deals damage as normal weapon with the following exception: After step 1 in damage calculation, the damage is modified as follows: damage = damage + (Max HP - Current HP) Is defense ignoring, so it skips steps 5b, 5c, 5d, and 5e in damage calculation. **************** 3.21 Wing Edge **************** If the target is undead, then it is always killed, and then revived. If the target is not undead, there is a 25% chance that the Wing Edge will attempt to kill it. Stamina can block this (see step 5b in hit determination) ************ 4.0 Armors ************ *********** 4.1 Beret *********** Increases success chance of sketch. (see section 6.4) ************* 4.2 Coronet ************* Increases success chance of control. (see section 6.5) ******************* 4.3 Cursed Shield ******************* Gives the wearer the following statuses: Count, Mute, Berserk, Muddle, Seizure. To uncurse it you must fight 256 fights (yes, 256 not 255). The character equipped with the shield must be alive at the end of the battle, and Gogo cannot uncurse it. ****************** 4.4 Force Shield ****************** Gives the wearer Shell status. ***************** 4.5 Mirage Vest ***************** Gives the wearer image status (see step 4c in hit determination) ************** 4.6 Thornlet ************** Gives the wearer Seizure status ************ 5.0 Relics ************ ****************** 5.1 Atlas Armlet ****************** See damage calculation step 2. ****************** 5.2 Charm Bangle ****************** Decreases amount of random encounters by 25%. See random encounters (2.3) for more information. **************** 5.3 Cure Ring: **************** Max HP Gained = (Max HP * stamina / 1024) + 2 (if this value is greater than 255 it is set to 255) HP Gained = Max HP Gained * ([224..255]) / 256 Regen works the same way ***************** 5.4 Cursed Ring ***************** Gives the wearer count status. And, no you can't uncurse it. Teaches X-Zone at a rate of 5 ***************** 5.5 Dragon Horn ***************** When you land from a jump, does extra attacks as follows: 75% chance for 2 attacks 18.75% chance for 3 attacks 6.25% chance for 4 attacks ************** 5.6 Earrings ************** See damage calculation step 2. ************** 5.7 Gauntlet ************** Increases your attack power, see step 1c in damage calculation ***************** 5.8 Genji Glove ***************** Allows you to attack with a weapon in both hands. If you only have one weapon equipped the attack does only 75% of normal damage, does full damage if you have 2 weapons equipped. *************** 5.8 Hero Ring *************** See damage calculation step 2. ***************** 5.9 Hyper Wrist ***************** Increases Vigor by 50%. Note: because of step 1 in physical damage calculation increasing vigor over 128 is worthless. ******************* 5.10 Marvel Shoes ******************* Gives the wearer Regen, Safe, Shell, and Haste status. *************** 5.11 Offering *************** Allows you to attack 4 times. For each attack damage = damage / 2 (see step 1e in damage calculation). Disables critical hits (even automatic criticals from weapons like Rune Edge) Makes all attacks unblockable (see step 3 in hit determination) Disables magic from randomly being cast when the weapon hits (for weapons like Flame Sabre, Illumina, etc.) ***************** 5.12 Relic Ring ***************** Makes the wearer undead ************* 5.13 Ribbon ************* Blocks the following statuses: Blind, Zombie, Poison, Imp, Stone, Mute, Berserk, Muddle, Seizure, Sleep. ***************** 5.14 Sneak Ring ***************** Doubles your chance of successfully stealing. Does not affect the chance of getting a rare item instead of a common item. See Steal (5.3) for more information. ******************* 5.15 Sniper Sight ******************* Makes standard attacks unblockable (see step 3 in hit determination) ***************** 5.16 Tintinabar: ***************** HP gained per step = Stamina / 4 Base stamina, not modified by equipment, is used to determine how much HP is gained. ****************** 5.17 True Knight ****************** If any other party member is in weak status (below 1/8 max HP), then a character will take damage from any physical attack that hits the weak character. If the weak character is invisible, then you won't take damage for them. If the character with the True Knight has any of the following statuses, they won't take damage for the weak character: Stone, Invisible, Zombie, Sleep, Confuse, Stop, Freeze, Spell, Hide ************** 6.0 Commands ************** ************* 6.1 Capture ************* Catpure attempts to steal an item as well as dealing damage. The chance to steal is the same as for the steal command. (see section 6.6) Capture disables the special effects from the following weapons: ThiefKnife, Assassin, Man Eater, ValiantKnife, Rune Edge, Drainer, Soul Sabre, Ogre Nix, Scimitar, Illumina, Ragnarok, Atma Weapon, Striker, Heal Rod, Punisher, Hawkeye, Sniper, Wing Edge, Trump, Dice, and Fixed Dice. *********** 6.2 Dance *********** If you are in the correct terrain for the dance automatically succeeds. If you attempt to dance in a terrain which is different from the dance you are performing, you have a 50% chance of stumbling. If you succeed, the terrain is changed to the correct terain for the dance. Every time a dancing character gets an action, they randomly pick a dance move. Each dance has four different moves. Here is a list of of each move for the dances with the random chance of that move being picked: Wind Song: Wind Slash - 7 in 16 Sun Bath - 6 in 16 Plasma - 2 in 16 Cockatrice - 1 in 16 Forest Suite: Rage - 7 in 16 Harvester - 6 in 16 Elf Fire - 2 in 16 Wombat - 1 in 16 Love Sonata: Elf Fire - 7 in 16 Specter - 6 in 16 Snare - 2 in 16 Tapir - 1 in 16 Earth Blues: Land Slide - 7 in 16 Sonic Boom - 6 in 16 Sun Bath - 2 in 16 Whump - 1 in 16 Water Rondo: El Nino - 7 in 16 Plasma - 6 in 16 Specter - 2 in 16 Wild Bear - 1 in 16 Dusk Requiem: Cave In - 7 in 16 Snare - 6 in 16 Elf Fire - 2 in 16 Pois. Frog - 1 in 16 Snowman Jazz: Snowball - 7 in 16 Surge - 6 in 16 Snare - 2 in 16 Ice Rabbit - 1 in 16 ************** 6.3 GP Rain: ************** Amount of gold used = Level * 30 If the party doesn't have that much gold, then all remaining gold is used. Damage = Gold Thrown * 2 / # of enemies hit Monsters use the gold you get when defeating them, rather than the party's gold *********** 6.4 Morph *********** The morph command causes the character to morph into an esper. While morphed the characters deals double normal damage. and receives half normal damage from magical attacks. The length of time you can stay morphed is based on the number of magic points you have gained (the kind of magic points that are gained after battles). The game keeps an invisible morph duration counter to determine how long morph will last. At the beginning of the game, this counter 0. Every time you win a battle with Terra in your party this counter is increased by 2x the amount of MP you earned. If this counter is less than 16 then you can't morph. This counter has a maximum value of 255. Once you morph, there is another morph time counter to determine when morph will wear off. When you morph this counter is set to 65535. Every time the battle time counter (see section 2.8 Battle Timimg) is increased the morph time counter is reduced by an amount as follows: ((65535 / morph duration counter) / 16) + 1 When this counter reaches 0, morph wears off and you return to normal, with the morph duration counter reset to 0. If the battle ends, or you revert before the counter runs out, then the morph duration counter is modified as follows: new morph duration counter = original morph duration counter * morph time counter / 65535. ************ 6.5 Throw: ************ Deals damage as a normal physical attack with these exceptions: After step 1: damage = damage * 2 Is defense ignoring, so it skips steps 5b, 5c, 5d, and 5e in damage calculation. Ignores row (steps 4 and 5d) Is Unblockable (see step 3 in hit determination) The Battle Power used is the Battle Power of the thrown weapon. The elemental property of the weapon counts, but all other special properties of the thrown weapon are ignored. *********** 6.6 Steal *********** 1 .If monster has no items then you automatically fail to steal 2. StealValue = Your level + 50 - monster's level 3. If StealValue <= 0 then you fail to steal 4. If you have a Sneak Ring equipped: StealValue = StealValue * 2 6. If StealValue >= 128 then you automatically steal 6. If StealValue <= [0..99] then you fail to steal 7. You have 1 in 8 chance of getting a rare item, otherwise you get a common item. 8. If the monster doesn't have an item to steal in that slot, then you fail to steal, otherwise you successfully steal that item. ************ 6.7 Sketch ************ The chance to successfully sketch an enemy is calculated as follows: If (Sketcher's level * 256) / Target's level > [0..255] then you successfully sketch, otherwise you miss. If you are equipped with a Beret, then the chance to sketch is: If (Sketcher's level * 256) / (Target's level * 170 / 256) > [0..255] then you successfully sketch, otherwise you miss. NOTE: Some monsters can never be sketched. If you successfully sketch the enemy then there 2 possible attacks that will occur. The first attack has 75% chance of happening, the other attack has a 25% chance of happening. ************* 6.8 Control ************* The chance to successfully control an enemy is calculated as follows: If (Controller's level * 256) / Target's level > [0..255] then you successfully control the enemy, otherwise you miss. If you are equipped with a Coronet, then the chance to control is: If (Controller's level * 256) / (Target's level * 170 / 256) > [0..255] then you successfully control the enemy, otherwise you miss. If the monster has any of the following statuses, then any attempt to control them will fail: Vanish, Zombie, Sleep, Confuse, Rage, Morph, Hide NOTE: Some monsters can never be controlled. Once an enemy is controlled, every time Relm's turn comes around you can select one of 4 commands to use. Each monster has their own list of commands. Once the monster if hit with a physical attack, the control stops. ************ 7.0 Espers ************ ************************ 7.1 Earth Wall (Golem) ************************ Will block physical damage for all party members. The amount of damage it can block is equal to the HP of the caster when it was cast. Once it has blocked that much damage it will no longer block attacks for the rest of combat. ************************** 7.2 Metamorph (Ragnarok) ************************** Each enemy has a number 0 to 7 that determines how hard it is to morph. For each value, The chance to morph is: 0: 100% 1: 75% 2: 50% 3: 25% 4: 12.5% 5: 6.25% 6: 3.125% 7: 0% Each monster has 4 items it can be morphed into. The item you get is randomly determined from among the items, each having a 1 in 4 chance of being the item you get. *********** 8.0 Lores *********** In order to learn Lores Strago must be in the party when a lore is cast (Gogo can't learn lores). If Strago has any of the following statuses when the lore is cast, then he won't learn the lore: Death, Stone, Zombie, Blind, Sleep, Confuse, Stop, Hide, Rage, Freeze. Strago's status at the end of battle doesn't matter (he can even be dead) ************** 8.1 Dischord ************** For the remainder of the combat, the target's level = (current level + 1) / 2 ************** 8.2 Exploder ************** Deals an amount of damage equal to caster's current HP. Kills the caster. *************** 8.3 L.4 Flare *************** Caste Flare on any target if their level is evenly divisible by 4. Ignores the automatic hit caused by Vanish at step 1 in Hit Determination. Removes Vanish from the target whether it hits or not. ************** 8.4 L.5 Doom ************** Kills any target if their level is evenly divisible by 5. Ignores the automatic hit caused by Vanish at step 1 in Hit Determination. Removes Vanish from the target whether it hits or not. **************** 8.5 L.3 Muddle **************** Confuses any target if their level is evenly divisible by 3. Ignores the automatic hit caused by Vanish at step 1 in Hit Determination. Removes Vanish from the target whether it hits or not. **************** 8.6 L.? Pearl **************** Casts any target if their level is evenly divisible by the last digit in the party's gold. Ignores the automatic hit caused by Vanish at step 1 in Hit Determination. Removes Vanish from the target whether it hits or not. **************** 8.7 Pearl Wind **************** Heals all allies (including the caster) by an amount equal to the casters' current HP. ************ 8.8 Pep Up ************ Restores the target to Max HP. Removes the caster from combat, killing them, and leaving them with 0 Hp, and 0 MP. Also removes the following statuses: Blind, Zombie, Poison, Imp, Stone, Count, Mute, Berserk, Confuse, Seizure, Sleep, Slow, Stop, and Freeze. **************** 8.9 Reflect??? **************** If any target has reflect status, then it sets the following statuses: Blind, Mute, Slow. ************** 8.10 Revenge ************** Deals an amount of damage equal to Caster's Max HP - Current HP. **************** 8.11 Step Mine **************** Damage dealt = Number of steps taken / 32 MP Used = Minutes played / 30 ************ 8.12 Stone ************ If the caster and target are the same level, then Damage = Damage * 7.5 (after step 5i of damage calculation, but before step 6). ************* 9.0 Blitzes ************* ************ 9.1 Mantra ************ Heals every character except the caster. Heals an amount of HP equal to the caster's (current HP / (number of targets - 1). Sabin is considered to be a target for purposes for determining damage. Also removes the following statuses: Blind, Poison, Mute, and Seizure. ************** 9.2 Spiraler ************** Heals all characters except the caster. Removes the caster from combat, killing them, and leaving them with 0 Hp, and 0 MP. Also removes the following statuses: Blind, Zombie, Poison, Imp, Stone, Count, Mute, Berserk, Confuse, Seizure, Sleep, Slow, Stop, and Freeze. ************ 9.3 Suplex ************ Deals double damage, if the target is the only enemy remaining. Is defense ignoring, so it skips steps 5b, 5c, 5d, and 5e in damage calculation. Is Unblockable (see step 3 in hit determination) Some monsters can't be affected by Suplex ******************** 10.0 Enemy Attacks ******************** ***************** 10.1 Flare Star ***************** Ignores all normal steps in damage calculation and instead damage is calculated as follows: Damage = 80 * (level of a random character that is hit) / Number of characters hit *************** 10.2 N. Cross *************** N. Cross gives freeze status to any charcter that is hit. It determines which characters are hit normally, but then has an additional step as follows: After determining which characters are hit, it randomly makes N. Cross not hit 0, 1, 2, 3, or all 4 characters. Which character(s) it sets as not hit is completely random. After this step, any characters that are still hit are frozen. ******************** 11.0 Spell Listing ******************** For these listings: Power = the spell power or battle poewr used for determining damage in step 1 of damage determination Physical = whether the attack is physical (if it's not physical it's a magical attack) Ign. Def = whether the attack ignores defense (skips steps 5b, 5c, 5d, and 5e in damage determination) Unblock = whether the attack is unblockable ((see step 3 in hit determination) Hit Rate = the hit rate used in step 4d or 5a of hit determination Spells: Black Magic: Spell Power Physical Ign. Def. Unblock Hit Rate Bio 53 No No No 120 Bolt 20 No No No 150 Bolt 2 61 No No No 150 Bolt 3 120 No No No 150 Break 0 No No No 120 Demi 8 No No No 120 Doom 0 No No No 95 Drain 38 No No No 120 Fire 21 No No No 150 Fire 2 60 No No No 150 Fire 3 121 No No No 150 Flare 60 No Yes No 150 Ice 22 No No No 150 Ice 2 62 No No No 150 Ice 3 122 No No No 150 Merton 138 No Yes Yes n/a Meteor 36 No Yes Yes n/a Pearl 108 No No No 150 Poison 25 No No No 100 Quake 111 No Yes Yes n/a Quartr 12 No No No 100 Ultima 150 No Yes Yes n/a W Wind 15 No No No 100 X-Zone 0 No No No 85 Gray Magic: Spell Power Physical Ign. Def. Unblock Hit Rate Bserk 0 No No No 150 Dispel 0 No No Yes n/a Float 0 No No Yes n/a Haste 0 No No Yes n/a Haste2 0 No No Yes n/a Imp 0 No No No 100 Muddle 0 No No No 94 Mute 0 No No No 100 Osmose 26 No No No 150 Quick 0 No No Yes n/a Rasp 10 No No No 150 Rflect 0 No No Yes n/a Safe 0 No No Yes n/a Scan 0 No No No 222 Shell 0 No No Yes n/a Sleep 0 No No No 111 Slow 0 No No No 120 Slow 2 0 No No No 150 Stop 0 No No No 100 Vanish 0 No No Yes n/a Warp 0 No No Yes n/a White Magic: Spell Power Physical Ign. Def. Unblock Hit Rate Antdot 0 No No Yes n/a Cure 10 No Yes Yes n/a Cure 2 28 No Yes Yes n/a Cure 3 66 No Yes Yes n/a Life 2 No Yes Yes n/a Life 2 16 No Yes Yes n/a Life 3 0 No No Yes n/a Regen 0 No No Yes n/a Remedy 0 No No Yes n/a Espers: Esper Power Physical Ign. Def. Unblock Hit Rate Alexander 114 No No Yes n/a Bahamut 92 No Yes Yes n/a Bismark 58 No No Yes n/a Carbunkl 0 No No Yes n/a Crusader 190 No No Yes n/a Fenrir 0 No No Yes n/a Golem 0 No No Yes n/a Ifrit 51 No No Yes n/a Kirin 0 No NO Yes n/a Ramuh 50 No No Yes n/a Shiva 52 No No Yes n/a Shoat 0 No No No 96 Siren 0 No No No 136 Stray 0 No No No n/a Maduin 55 No No Yes n/a Odin 0 No No No 110 Palidor 0 No Yes Yes n/a Phantom 0 No No Yes n/a Phoenix 4 No No Yes n/a Ragnarok 0 No No No n/a Raiden 0 No No No 140 Sraphim 18 No Yes Yes n/a Starlet 34 No Yes Yes n/a Terrato 93 No No Yes 150 Tritoch 110 No No Yes n/a Unicorn 0 No No Yes n/a Zoneseek 0 No No Yes n/a SwdTech: SwdTech Power Physical Ign. Def. Unblock Hit Rate Dispatch 120 Yes Yes Yes n/a Retort 56 No Yes Yes n/a Slash 8 Yes No Yes n/a Quadra Slam 72 Yes No Yes n/a Empowerer 49 No Yes Yes n/a Stunner 97 No No Yes n/a Quadra Slice 70 Yes Yes Yes n/a Cleave 0 No Yes No 182 Blitzes: Blitz Power Physical Ign. Def. Unblock Hit Rate Pummel 110 Yes Yes Yes n/a Aurabolt 68 No No Yes n/a Suplex 180 Yes Yes Yes n/a Fire Dance 42 No No Yes n/a Mantra 1 No Yes Yes n/a Air Blade 78 No No Yes n/a Spiraler 200 No Yes Yes n/a Bum Rush 128 No Yes Yes n/a Dance moves: Dance move Power Physical Ign. Def Unblock Hit Rate Antlion 0 No No No 100 Cave In 12 No No Yes n/a Cockatrice 50 No Yes No 96 Elf Fire 72 No No Yes n/a El Nino 61 No No Yes n/a Harvester 0 No No Yes n/a Ice Rabbit 60 No Yes Yes n/a Kitty 0 No No Yes n/a Land Slide 65 No Yes Yes n/a Plasma 70 No No Yes n/a Pois. Frog 56 No No Yes n/a Rage 50 No No Yes n/a Sand Storm 45 No No Yes n/a Snare 0 No No No 100 Snowball 8 No No Yes n/a Sonic Boom 10 No No Yes n/a Specter 0 No No No 120 Surge 55 No No Yes n/a Sun Bath 50 No Yes Yes n/a Tapir 0 No No Yes n/a Whump 53 No Yes Yes n/a Wild Bear 100 No Yes Yes n/a Wind Slash 48 No No Yes n/a Wombat 88 No Yes Yes n/a Lores: Lore Power Physical Ign. Def Unblock Hit Rate Aero 125 No No No 150 Aqua Rake 71 No No No 150 Big Guard 0 No No Yes n/a Blow Fish 1 No Yes Yes n/a Cleansweep 50 No No No 150 Condemned 0 No No Yes n/a Dischord 0 No No No 100 Exploder 1 No Yes Yes n/a ForceField 0 No No Yes n/a GrandTrain 84 No Yes Yes n/a L.3 Muddle 0 No No No n/a L.4 Flare 66 No Yes No n/a L.5 Doom 0 No No No n/a L? Pearl 120 No No No n/a Pearl Wind 1 No Yes Yes n/a Pep Up 16 No No Yes n/a Quasar 57 No Yes Yes n/a Reflect??? 0 No No Yes n/a Revenge 1 No Yes Yes n/a Rippler 0 No No No 111 Roulette 0 No No Yes n/a Sour Mouth 0 No No No 100 Step Mine 32 No Yes Yes n/a Stone 40 No No No 75 Magitek: Attack Power Physical Ign. Def Unblock Hit Rate Bio Blast 60 No No Yes n/a Bolt Beam 62 No No Yes n/a Confuser 0 No No No 128 Fire Beam 60 No No Yes n/a Heal Force 50 No Yes Yes n/a Ice Beam 61 No No Yes n/a TekMissile 58 No Yes Yes n/a X-Fer 0 No No No 120 Desparation attacks: Attack Power Physical Ign. Def Unblock Hit Rate Back Blade 140 No Yes Yes n/a Mirager 139 No Yes Yes n/a MoogleRush 150 No Yes Yes n/a Red Card 147 No Yes Yes n/a Riot Blade 142 No Yes Yes n/a Royal Shock 143 No Yes Yes n/a SabreSoul 0 No No Yes n/a ShadowFang 140 No Yes Yes n/a Spin Edge 143 No Yes Yes n/a StarPrism 0 No No Yes n/a TigerBreak 140 No Yes Yes n/a X-Meteo 146 No Yes Yes n/a Miscellaneous: Attack Power Physical Ign. Def Unblock Hit Rate 50 Gs 0 No No Yes n/a 7-Flush 84 No No Yes n/a Absolute 0 110 No No No 140 Acid Rain 25 No No No 100 Atomic Ray 80 No No No 150 BabaBreath 0 No No Yes n/a Bio Blast 20 No No Yes n/a Blaster 0 No No No 70 Blaze 68 No No No 120 Blizzard 25 No No No 140 Bolt Edge 100 No No Yes n/a Bomblet 0 No No Yes n/a Charm 0 No No No 80 Chocobop 36 No Yes Yes n/a Chokesmoke 0 No No Yes n/a Cold Dust 0 No No Yes n/a Cyclonic 15 No No No 75 Delta Hit 0 No No Yes n/a Diffuser 62 No No No 150 Disaster 0 No No No 62 Discard 0 No No Yes n/a Dread 0 No No No 75 Engulf 0 No No Yes n/a Entwine 0 No No Yes n/a Escape 0 No No Yes n/a Evil Toot 0 No No No 120 Fallen One 0 No No Yes n/a Fire Ball 50 No No No 150 Fire Skean 100 No No Yes n/a Fire Wall 50 No No Yes n/a Flare Star 80 No Yes Yes n/a Flash 42 No No No 128 Flash Rain 60 No No No 140 Gale Cut 15 No No Yes n/a Giga Volt 110 No No No 130 Goner 220 No No Yes n/a Grav Bomb 8 No No No 100 H-Bomb 130 No No Yes n/a Heart Burn 30 No No No 120 HyperDrive 118 No Yes Yes n/a Imp Song 0 No No No 100 Lagomorph 10 No No Yes n/a Launcher 8 No Yes No 100 LifeShaver 84 No No Yes n/a Lode Stone 12 No No Yes n/a Love Token 0 No No Yes n/a Lullaby 0 No No No 90 Magnitude 8 100 No No No 130 Megahit 128 No No Yes n/a Megazerk 0 No No Yes n/a Mega Volt 20 No No No 150 Meteo 60 No Yes No 80 Mind Blast 0 No No No 110 Missile 4 No No No 126 Mute 0 No No No 90 N. Cross 0 No No No 90 Net 0 No No No 100 Overcast 0 No No Yes n/a Phantasm 0 No No Yes n/a R. Polarity 0 No No Yes n/a Raid 40 No No No 100 Revenger 0 No No Yes n/a S. Cross 120 No No No 120 Scar Beam 28 No No Yes n/a Schiller 0 No No No 80 Seize 0 No No Yes n/a Shimsham 8 No No Yes n/a Shock Wave 25 No No No 120 Shrapnel 120 No No No 120 Slide 75 No No Yes n/a Slimer 0 No No No 100 Sneeze 0 No No Yes n/a Soul Out 0 No No Yes n/a Storm 100 No No Yes n/a Takedown 55 No Yes Yes n/a Targetting 0 No No Yes n/a TekBarrier 0 No No Yes n/a Tek Laser 20 No No No 150 Tentacle 146 Yes No Yes n/a Train 0 No No Yes n/a Virite 20 No No No 80 WallChange 0 No No Yes n/a Water Edge 100 No No Yes n/a WaveCannon 110 No No No 150 Wild Fang 66 No Yes Yes n/a Zinger 0 No No Yes n/a