
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
*(white) Can not be learned by a Knight
* 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
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.