Final Fantasy I Walkthrough and Information

Walkthrough, Magic info, Character info, and other stuff.

If you have any questions, concerns, comments, spelling errors, complaining, bitching, just e-mail me at bellerophon@canada.com (I do not live in Canada).

First off you and I both know how old this game is. However I decided to put out this guide again due to the recent release of Final Fantasy Origins. (This guide has, of course, been severely updated) I will not put up version number crap becuase I do not understand why anyone would want to actually read it. I am also not going to say anything about not copying my stuff. If you want to steel this and put your name on it and take all of the credit, fine. Actually, if someone did that, it would please me to see that you find my information usefull and good enough to claim your own. Enough of that.

 

UPDATES!

This is now the second version of this guide. There is still much for me to do on it. I really need to finish the walkthrough and fix the names of spells and monsters to fit the new version from Final Fantasy Origins. Sometimes I may use names from the old version because some of this document came from my old version. Here are the things that I plan on getting done VERY soon:

- Maybe add other party mixes
- FINISH THE WALKTHROUGH
- Clean up the magic spell descriptions
- Add things that help those of us playing the new version from Final Fantasy Origins.
-Finish changing the names of the spells to match the names of the new version of the game.

 

Contents

I. Character descriptions
II. What party mix should I use?
III. Walkthrough
IV. Monster chart
V. Boss chart
VI. Chart of the magic spells
VII. Description of what each magic spell does.

 

 

PART I. Character Descriptions

Here is the list of characters and a little bit about them. After getting the airship, you can go to the pillar maze and get the rats tail, then go to Buhamut to get you character "upgrade". Then your characters will be a little stronger, be able to use more weapons, and possibly use more magic.

WARRIOR (FIGHER in old version)
Upgrades to KNIGHT
He is the strongest character. He can use almost any weapon or armor in the game. The most expensive weapons and armor can only be used by the warrior. When he is upgraded to a knight, he can use most of the white magic in levels 1-3(wouldn't’t this mean he is a paladin?). He will not get more than 3 spell levels and he can not use any harm or heal spells. Every party should have one of these.

MONK (BLACK BELT in old version)
Upgrades to MASTER
The monk is a very cheap character. He has a very powerful physical attack but he can not use any magic, EVER. The reason I said he is cheap is because around level 8 or 10, he starts to fight better without a weapon at all. At level 20 or so, he will attack a lot better than a knight without a weapon which makes him a KICK ASS CHARACTER! Monks/masters can not use very much armor in this game. In gerneral, the monk sucks for the first part of the game, but he ends up being one of the best characters if you give him time.

THIEF
Upgrades to NINJA
Thieves can’t actually steal but they are not bad fighters. The one thing that they are the best at is running from battles. When he becomes a ninja, he will be able to use most black magic in levels 1-4.

BLACK MAGE
Upgrades to BLACK WIZARD
This little guy can use ANY black magic in the game. However, he is the most crappy physical fighter. He must be upgraded to a wizard before he can learn some of the level 5 spells or and any level 7 and 8 spells.

WHITE MAGE
Upgrades to WHITE WIZARD
Ditto. Except the white mage/wizard can use ANY white magic, no black magic. The only other difference is that the white mage's attack power is somewhat higher than a black mage/wizard.

RED MAGE
Upgrades to RED WIZARD
This is a weird one. His physical attack is about as good as a thief. He can use both black and white magic but only so much. He can not use the most powerful spells. He also learns each level of magic slower than a black or white mage/wizard. This is actually not a very good character to use. He is really only good if you want lots of magic users in you party, such as a black mage, white mage, red mage sort of mix.

 

 

PART II. What party mix should I use?

When you start a new game, you will need to select your four characters out of the six different classes. This may be a very hard choice considering that you will be using these characters for the whole game. Remember that there aren't’t really any wrong combinations, but some are a lot better than others. Every party should have a fighter. Having 4 white mage's would be impossible. If you can beat the game with that party, then you don’t need to be reading this or Any other information on the game.
Here is what I recommend:

WARRIOR— MONK— BLACK MAGE — WHITE MAGE
This is a good party for the first time you play the game. You have a good balance of physical fighting and magic.

WARRIOR— THIEF — BLACK MAGE — WHITE MAGE
Another good one for the fist time playing the game. However, your physical force will not be quite as great.

WARRIOR— WARRIOR— BLACK MAGE — WHITE MAGE
This is another good combination but it would be very expensive. I would find this to be kind of a boring party myself. Some people, however, swear by this party.

WARRIOR— MONK— THIEF — RED MAGE
Try this if you want lots of physical fighting and little magic. Playing a game with this party may be a little tricky though.

WARRIOR— THIEF — RED MAGE — WHITE MAGE
This is an interesting mix if you already beat the game before with a Warrior, Monk, Black Mage, White Mage.

WARRIOR— BLACK MAGE - BLACK MAGE - BLACK MAGE
Uh… you may wish you had a white mage latter in the game.

MONK - MONK - MONK - MONK
Well… if you feel adventurous.

 

 

PART III. The Walkthrough

Well here it is. I have tried to make this walkthrough as logical as possible. Please keep in mind about the two versions. Fighters from the old version are now called warriors, the black belt is now called a monk(which it should be), and so on. I am more used to the names of the old version, but at the same time I am also playing the new version for the first time as write this walkthrough, so I may call things by different names every now and then. I will however try to use the new, more correct names. Also keep in mind that I will be writing this walkthrough assuming that you are playing the FF Origins version with a party of Warrior, Monk, Black Mage, White Mage.

 
CORNELIA (Corneria)

You will now start out in the middle of a field in front of a town along with a castle. The name of the town is Corneria and you will be stuck here for a little while. Go ahead and enter the town. Head to the weapon shop. Purchase a rapier for your warrior, thief, or red mage. Get a staff for your black mage, a hammer for your white mage and wooden nunchucks for your monk. Now lets head to the armor shop. Chain mail for any warrior or red mage. Wooden armor for your monk and thief, and cloth for the black mage and white mage. Now it is time for some magic. For now you really only need to get one spell for each mage, besides, you are probably low on dough by now anyway. I suggest FIRE and CURE. Now lets go outside and gain some experience. Almost all the enemies out here are Goblins (or Imps if you are playing the old version). Unfortunately they will not use "Goblin Punch" from Final Fantasy 5 and 9. Try to make your way to level 3, but level 2 will do if you do not want to spend all the time on Goblins. When you are ready, go back to town and head for the inn. The inns are the only places where you can save your game to memory card. If you are playing the old version, then you will not even get to even use the memo feature of the PSX version. After taking a rest and saving your game, head to the temple of fiends. It is north-west of Corneria. When you get there, do not bother to explore because the rooms because they are locked for now. Instead, head forward towards the princess. You will now get in a fight with Garland.(remember him from Final Fantasy 9?) Garland has about 100 HP and should not be too much of a problem. Just do not let any characters HP get too low. After the fight you will find yourself back in Corneria castle. The king is happy so he builds a bridge for you just north of the town. The princess will give you a flute or something. It is useless for now, but hang on to it because you will need it later in the game. Rest up and start your trek north. Watch out for the new monsters. The ogre is probably quite hard for you right now, as they are about as strong as Garland, if not stronger. Also watch out for the snakes, as they can poison your. You do not want to ever be poisoned in this game. Keep heading north and around some water until you hit Matoya's house. She bitches about her missing crystal eye, which she needs to see. Loot the place and leave. Before you leave, however, notice the dancing brooms say something weird. If you are playing the old version, they say: TCELES B HSUP. That is PUSH B SELECT backwards. Try this outside and you will get a world map. Yippee! For those of us playing Final Fantasy Origins, the brooms will say elcric d'na trats. That is start and circle backwards. Hold the circle button and press start to see the map. Now head down back to the bridge. When the bridge is in sight again, head south right under the mountains. Walk a long ways (and watch out for the tough enemies) and you will reach the next town: Provoka.

 
PRAVOCA (provoka)

When you enter town, there is one thing you must do first. Go to the upper left side of the town and you will find a big bad asshole with a patch over his eye. That guy is Bikke the pirate and he has been causing problems for people in the town (actually, I think the guy with the green mohawk is scarier). It is you job to kick his ass. When you talk to him, he will not actually fight you himself, but sick some of his pirates on you. You will get in a fight with 9 pirates, which may look hard but they are not. These guys are about as strong as Goblins. Wipe the floor with them and Bikke will give you his ship. You will be using this ship for quite a while. The ship is waiting outside the town for you, so don't worry about it right now. You need to visit some of the shops. I know you will not have enough money to buy everything that I am going to tell you to buy, so you are expected to go and fight for some money whenever needed. Anywho, lets go to the black magic shop first. Buy ice1. Nothing else here is good. Do not even bother to go to the white magic shop. It is all crap. Get those spells later in the game when you have money to spend. Now, lets go to the weapon shop. Get a broadsword for your Warrior. You do not need the other stuff. At the armor shop buy leather gloves for all of your characters. A leather shield would not hurt for your Warrior. See that steel plate armor? That is good armor, and you will need it but that price tag seems a little steep. Do not worry. You should have enough to buy it latter when you will really need it. Now you need to spend some time gaining a few levels and gaining a lot of Gil. You can use your boat now to get around between three different towns now. If you want to spend as little money as possible at the inn, use the one at corneria. Head south from corneria and you will hit elf land. I will talk about elfland in the next section, but now I want to point out a great place to gain experience and gil. To reach this area, head east from Provoka. Walk north as soon as you are past the mountains. You should end up at the tip of a peninsula. Walk back and fourth across this tip of land and you will get in battles with some very tough monsters. You will probably need to level up some elsewhere before fighting these guys. However, if you can defeat them, you will dish out a lot of experience and Gil. Before you are able to succeed there however, you should probably gain experience and Gil near elf land.
 

ELFHEIM (Elfland)

Time to go to elf land. To get there from Provoka, go west and then south until you find a port to park your boat. To find this town from corneria, simply take your boat south and you will almost run right in to the port for elf land. (well not almost, but pretty close.) Walk south through the forest a little and you will find elf land along with a castle. Go to the actual town first. Lets take a look at the weapon shop first. Iron nunchucks are not really needed for your monk since he will eventually fight without a weapon, but if you have the money, go for it. A dagger would be good for your black mage. The crosier is crap. You will definitely need that mythril sword though. Ahhhhhhh!!! Look at that price tag!! 4000??? Yes that's right. You NEED this sword. Do not worry however. Keep fighting and gaining experience and you should have enough to buy that sword in the not too distant future. I should also note that this sword should be your highest priority. You will be using this sword for a very long time before you come across a newer, better one. Off to the armor shop! There is the steel plate again at the same price. The expensive copper armlet is good to have, but you will not really need it for a while, and they are not as important as the mythril sword. Get the iron shield and a helmet for your warrior. Leather caps for everyone else. This town has four magic shops rather than the usual two. In the level 3 black magic shop you will want fire2 and bolt2 as soon as you can afford it. In the level 3 white magic shop, you will want cure2, dia2 (hurts the undead), and nulfire. Now lets look at the level 4 black magic. You will need Haste and ice2. In the level 4 white magic shop you will want Esuna and nulice. Remember that you do not need these spell right away. I am just telling you what I recommend you have before moving on in the game. If you care, go to the castle to find the sleeping elf. He needs a special herb to wake up. For now, there is much "leveling up" to do. I suggest leveling up quite a lot now. Ogres are all over the place, especially around elf land, and they offer good experience and lots of gil. Another good monster to get gil from are the privateers or whatever (Kyzoku in the old version). You fight them when you are on your boat, and they offer a butt load of Gil (but not much experience). When you reach level 6 or 7 or so and also have some decent spells like fire2 and bolt2, try the area I mentioned earlier with the really tough monsters on the tip of the peninsula. Once you reach level 10, or close to it, it is time to move on and go the the marsh cave.

 
MARSH CAVE

Before going to the marsh cave, I suggest loading up on antidotes because where you are going, you are going to be poisoned constantly. Head west from elfland. Go up, west a little, up a little more until you see some water, west under the water, go south along the ocean edge a ways until you see a hole in the ground. That is the marsh hole... I mean the marsh cave, excuse me. I hate this place. If you want to get this place over with fast, then run from the battles, that is what I always do here. However, this place really is not that hard except for all the poisoning. From the entrance, go up if you want to reach a dead end with a broadsword, a dagger, and 1300 gil. Go down to continue on with this place. When the path forks, go down. The other way is a dead end. When you reach the next floor, do not go left. It is a dead end with an empty treasure chest. Go right. There is nothing on this floor. Go to the bottom right of this floor to go to the next. On this floor, the first room you see has a steel plate in it. The next two rooms to the right have nothing but the third has 295 gil. The first two rooms from the left in the second row have a Copper Armlet and a cottage. The third and the fourth have nothing. As for the third row: the first room from the left is empty, the second room has what you have come to this hell hole for in the first place. When you approach the chest, you will fight four piscodemons (wizards in old version). They should not be to much of a problem, just blow bolt2 all over them. Now you have your crown. The third room has 385 gil. The fourth room has nothing. All the doors on the bottom row of rooms are locked by the mystic key, so forget them for now. Now it is time to get the hell out of here. Head for the surface. If you are in any bad shape at all, go back to elfland and rest up. Otherwise, head north all along the ocean from the marsh cave until you find a castle. When you find the king inside, he turns out to really be astos, the dark elf. Remember this guy from Final Fantasy 4 in the cave where you can not use heavy weapons? Anyway, kick his ass. This guy may be kind of hard. Hope he does not use reaper on you, or that it does not work, because it is an instant death attack. Cast haste on one or two of your characters. Then use ice and bolt attacks. Have the white mage cast invis on characters if he/she is not busy curing. When he dies, you get matoya's crystal eye. Other doors in this place are locked with the mystic key.
 

UNLOCKING SPREE

Go all the way back to matoya's. Give her eye back so she quit's bitching. She is so grateful that she gives you an herb to wake up the prince. Can you guess what to do next? When the elf prince wakes up, he gives the mystic key to you because he loves you so much. Time to unlock a lot of doors. Lets to corneria castle first. You will find a saber, mythril knife, a crosier, an iron shield, steel plate, and last but not least, some nitro powder. You need the nitro powder to move on in the game. But there are some more rooms to unlock first. Head to the temple of fiends. You will find a leather cap, a tent, a potion, werebane, a gold needle, and a rune blade. Now go to the elfland castle. When you get there, walk around the outside walls on the left until you reach a room. You will get a mythril hammer, bronze gloves, and 730 gil. Now go to astos castle. In the treasure room you will find a falchion, steel gloves, and a power staff. There in now one place with locked up treasure left. Marsh cave. If you want to go back there for treasure, here is what you will find: at the bottom floor of the cave, go to the far southern row of rooms that were locked before. In the first one form the left, you will fight another group of piscodemons for a silver armlet. In the second room, more piscodemons and a mythril knife. The third room has nothing. The fourth room has more piscodemons and 1020 gil. Now get out of that damn place!
 

DWARF CAVE

Now it is time to put that nitro powder to use. From corneria, head west until you hit land. Then travel up along the land till you find a port. Park at the port and walk south to the left of the port. You should find a cave. It is the dwarf cave. Rally-ho! Wait, I thought it was lali-ho from FF4? Or is it really rally-ho like in FF9? Talk to the black smith and he says something about adamantine. Worry about that later in the game. Search around the place and loot any rooms with treasure. Pretty much all the weapons and armor you will find are crap, but it is worth good money if you sell it all. Talk to the dwarf who is looking for the nitro powder and he will blow away a canal for you so you can take your boat to the outside sea. Go ahead and take your boat through this new canal and keep going south just a bit to reach and new town: Melmond
 

MELMOND

This town is really beaten up. Lets go to the weapons shop first. This shop has nothing good. But you should sell all of that crap you picked up in the dwarf cave and anything else sitting around in your inventory. You may think some of these weapons are good because they are worth so much, but believe me, they are not... sell them. Go to the armor shop. See that knight's armor? Better start making 45000 gil right away. Also try to get silver armlets for your mage's. Lets look at the white magic shop. You must work on getting cure3, life1, and dia3. Now to the black magic shop. You will need Fire3 and warp1. Actually you will not be able to get warp until your characters are upgraded later in the game. Also get poison if you want. It does not actually poison monsters. It is actually an instant death spell. I think they should have kept the old name of the spell, bane. Poison is confusing. Now is a good time to do some more leveling up. For now, it would probably be best to go back to the peninsula tip near provoka. However, there is an area in the next section that I will explain where you fight giants with every step you take. Just level up until you have enough gil to buy the stuff in melmond, or more if you need to. If you get sick of the peninsula tip, try the area full of giants that I will explain in the next section.
 

TERRA CAVERN

Coming soon!

Rub - reaper

1459

PART IV. Monster Chart

Here are all the monsters form the whole damn game. Sorry, but these are the names from the old version. It would be very hard to change all of them for Final Fantasy Origins.

Monster

HP

Experience

Gil

Weakness

Agama

296

2472

1200

ICE

Air

358

1614

807

 

Ankylo

352

2610

1

 

Arachnid

64

141

50

 

Asp

56

123

50

 

Badman

260

1263

1800

 

Big Eye

304

3591

3591

LIT

Blue Dragon

454

3274

2000

FIRE

Bone

10

9

3

FIRE, HARM

Bull

164

489

489

 

Caribe

92

240

20

LIT

Catman

160

780

780

 

Cerebus

192

1182

600

ICE

Chimera

300

2064

780

ICE

Cobra

80

165

50

 

Coctrice

50

186

200

ICE

Crawl

84

186

200

 

Creep

56

63

15

FIRE

Earth

288

1536

768

FIRE

Evilman

190

2700

3000

 

Eye

162

3225

3225

 

Fighter

200

3420

3420

 

Fire

276

1620

800

ICE

Frost Dragon

200

1701

2000

FIRE, LIT

Frost Gator

142

1890

2000

LIT

Frost Giant

336

1752

1752

FIRE

Frost Wolf

92

402

200

FIRE

Gargoyle

80

132

80

 

Gas Dragon

352

4068

5000

ICE

Gator

184

816

900

LIT

Geist

56

117

117

FIRE, HARM

Ghost

180

990

990

FIRE, HARM

Ghoul

48

93

50

FIRE, HARM

Giant

240

879

879

 

Great Pede

320

2244

1000

ICE, FIRE

Green Medusa

96

1218

1218

FIRE

Green Ogre

132

282

300

 

Grey Imp

16

18

18

 

Grey Naga

420

3489

4000

 

Grey Shark

344

2361

600

LIT

Grey Wolf

72

93

22

 

Grey Worm

280

1671

400

ICE

Guard

200

1224

400

 

Hydra

212

915

150

 

Hyena

120

288

72

 

Iguana

92

153

50

 

Image

86

231

231

FIRE,HARM

Imp

8

6

6

 

Iron Gol

304

6717

3000

 

Jimera

350

4584

5000

ICE

Kyzoku

50

60

120

 

Lobster

148

639

300

LIT

Mad Pony

64

63

15

 

Mage

105

1095

1095

 

Mancat

110

603

800

 

Manticor

164

1317

650

 

Medusa

68

699

699

 

Muck

76

255

70

LIT

Mud Gol

176

1257

800

 

Mummy

80

300

300

FIRE, HARM

Naga

356

2355

2355

LIT

Naocho

344

3189

500

 

Nitemare

200

1272

700

ICE

Ocho

208

1224

102

LIT

Odd Eye

10

42

10

LIT

Ogre

100

195

195

 

Ooze

76

252

70

ICE, FIRE

Pede

222

1194

300

 

Perilisk

44

423

500

ICE

Phantom

360

1

1

FIRE, HARM

Pirate

6

40

40

 

Red Ankylo

256

1428

300

 

Red Bone

144

378

378

FIRE, HARM

Red Caribe

172

546

46

 

Red Dragon

248

2904

4000

ICE, BANE, BRAK

Red Gargoyle

94

387

387

 

Red Giant

300

1506

1506

ICE

Red Hydra

182

1215

400

ICE

Red Sahag

64

105

105

LIT

Rock Gol

200

2385

1000

 

SabT. Tiger

200

834

500

 

Sahag

28

30

30

LIT

Sand Worm

200

2683

900

 

Sauria

196

1977

658

 

Scorpion

84

225

70

 

Scum

24

84

20

ICE, FIRE

Sea Snake

224

957

600

LIT

Sea Troll

216

852

852

LIT

Sentry

400

4000

2000

LIT

Shadow

50

90

45

FIRE, HARM

Shark

120

267

66

 

Slime

156

1101

900

FIRE

Sorceror

112

822

999

 

Specter

52

150

150

FIRE, HARM

Sphinx

228

1160

1160

 

Spider

28

30

8

 

Tiger

132

438

108

 

T Rex

600

7200

600

 

Troll

184

621

621

FIRE

Tyro

480

3387

502

 

WarMech

1000

32000

32000

 

Water

300

1962

800

ICE

Werewolf

68

135

67

 

Wizard

84

276

300

LIT

Wizard Mummy

188

984

1000

FIRE, HARM

Wizard Ogre

144

723

723

 

Wizard Sahag

204

882

882

LIT

Wizard Vampire

300

2385

3000

FIRE, HARM

Wolf

20

24

6

 

Worm

448

4344

1000

 

Wraith

114

432

432

FIRE, HARM

Wyrm

260

1218

502

 

Wyvern

212

1173

50

 

Zombie

20

24

12

FIRE, HARM

Zombie Dragon

268

2331

999

FIRE, HARM

Zombull

224

1050

1050

FIRE, HARM

 

 

PART V. Boss Chart

And now the big bad guys.

Boss Name

HP

Experience

Gil

Weakness

Astos

168

2250

2000

 

Chaos

2000

0

0

 

Garland

106

130

250

 

Kary

600

2475

3000

STUN, SLEP

Kraken

800

4245

5000

LIT

Lich

400

2200

3000

FIRE, HARM

Tiamat

1000

5496

6000

BANE, BRAK

Vampire

156

1200

2000

FIRE, HARM

 

 

PART VI. Magic Spells Chart

Magic spells, what they cost, and who can use them. Who can use what may be different in the old version of the game. This table is also not complete as far as level 4 magic. I still need to update level 5 magic and above. (paratheses are old version names):

Level 1 (100Gil) Level 2 (400Gil) Level 3 (1500Gil) Level 4 (4000Gil) Level 5 (8000Gil) Level 6 (20000Gil) Level 7 (45000Gil) Level 8 (60000Gil)

FIRE1

ICE1

FIRE2

SLP2

FIRE3

LIT3

SABR*

STOP

SLEEP

FOG (DARK)

BIND (HOLD)

FAST

POISON (BANE)*

RUB*

BLND*

ZAP!

FOCUS1 (LOCK)

STEEL (TMPR)

BOLT2

CONF

WARP1*

QAKE*

ICE3

XXXX

BOLT1

SLOW1

FOCUS2 (LOK2)

ICE2

SLOW2

STUN*

BRAK*

NUKE

CURE1

LAMP

CURE2

ESUNA (PURE)

CURE3

SOFT*

ARUB

FADE*

DIA (HARM)**

SILENCE (MUTE)

DIA2 (HRM2)**

FEAR*

LIFE1*

EXIT

HEL3*

WALL*

SHLD1 (FOG)

NULBOLT (ALIT)

NULFIRE (AFIR)

NULICE (AICE)

DIA3 (HRM3)*

FOG2

CUR4*

XFER*

BLINK (RUSE)*

INVS1

HEAL1**

VOX (AMUT)*

HEAL3*

INV2

HRM4*

LIF2*

*(black) Can not be learned by a Ninja (Ninja's can not learn anything past level 4)
*(white) Can not be learned by a Knight (Knights can not learn anything past level 3)
* Can not be learned by a Red Mage but can be learned by a Red Wizard
* Can not be learned by a Red Mage or Red Wizard

 

 

PART VII. Magic Spell Descriptions

 

Here is every spell and a description of what it does:

 

FIRE/ICE/BOLT

This will cast that element. You can use these spells more effectively if you know how. Just use fire on ice monsters and undead monsters. Use ice on fire monsters. Use lit on water monsters. I think you can get it.

 

SLEEP

The enemy falls asleep and is unable to defend himself.

 

FOCUS1 (LOCK)

Cast this on an enemy and the success rate of inflicting damage is

raised by 10%.

 

FOG (DARK)

Causes dark status on enemy.

 

BIND (HOLD)

The enemy becomes comatose.

 

STEEL (TMPR)

Cast on ally to increase his strength by 14 points.

 

SLOW

The enemy loses its intelligence.

 

FAST

Ally doubles in power.

 

CONF

The enemy gets confused and attacks itself and other enemies.

 

POISON (BANE)

Poison smoke will terminate enemies.

 

WARP

Transport back a level in cave or other similar area.

 

RUB

Instant death on one enemy. It will not work on the undead.

 

QAKE

An earthquake causes instant death on some enemies.

 

STUN

Paralyzes an enemy.

 

BRAK

Enemy breaks up into little pieces.

 

SABR

Make your weapons sharper magically. Success rate increases 40% and

damage increases by 15%.

 

BLND

The enemy is blinded and cannot see well enough to attack effectively.

 

NUKE

Called flare in latter final fantasies. Hits all enemies.

 

STOP

Works like petrify on an enemy.

 

ZAP!

The enemy is forced in to the 4th dimension.

 

XXXX

Instant death spell like RUB but more effective.

 

 

WHITE MAGIC

CURE

Ally recovers HP.

 

DIA (HARM)

A holy elemental attack that only hurts the undead.

 

SHLD1 (FOG)

Raises allies armor 8 points.

 

BLINK (RUSE)

Allies Evade is increased by 40%.

 

LAMP

Removes dark on an ally.

 

SILENCE (MUTE)

Enemy is unable to use magic.

 

NULBOLT (ALIT)

Damage from lighting attack is reduced.

 

INVS

20% increase in ability to avoid attacks.

 

NULFIRE (AFIR)

Damage from fire attacks is reduced.

 

HEAL

Restores 12 to 24 HP to every ally.

 

ESUNA (PURE)

Removes poison.

 

FEAR

Causes some enemies to try to run away.

 

NULICE (AICE)

Damage from ice attacks is reduced.

 

VOX (AMUT)

Removes mute from ally.

 

LIFE

Brings back dead ally with only 1 HP.

 

SOFT

Removes stone from ally.

 

EXIT

Will let you warp outside a cave or other such area back to the main map.

 

ARUB

Protects allies from RUB spell.

 

FADE

Removes evil from an enemy.

 

WALL

Protects ally from magic attacks.

 

XFER

Strong enemies lose their special defense.

 

 

Created by CB. Run, rabbit run.