|
|
|
|
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I know level 9 magic.
|
|
|
|
| White Magic |
| CURE |
1 |
Coneria Town |
100 |
Restores 16-32 HP, one ally |
     
      |
One ally |
| HARM |
1 |
Coneria Town |
100 |
Causes 20-80 damage to all undead |
     
      |
All enemies |
| FOG |
1 |
Coneria Town |
100 |
Defense up 8, one ally |
     
      |
One ally |
| RUSE |
1 |
Coneria Town |
100 |
Evade up 80, spell caster only |
     
      |
Caster |
| White Magic |
| LAMP |
2 |
Pravoka |
400 |
Cures "Darkness" status affect |
     
      |
One ally |
| MUTE |
2 |
Pravoka |
400 |
Stops enemy from casting spells |
     
      |
All enemies |
| ALIT |
2 |
Pravoka |
400 |
1/2 damage from LIT attacks, all allies |
     
      |
All allies |
| INVS |
2 |
Pravoka |
400 |
Evade up 40, one ally |
     
      |
One ally |
| White Magic |
| CUR2 |
3 |
Elfland |
1500 |
Restores 33-66 HP, one ally |
     
      |
One ally |
| HRM2 |
3 |
Elfland |
1500 |
Causes 40-160 damage to all undead |
     
      |
All enemies |
| AFIR |
3 |
Elfland |
1500 |
1/2 damage from FIRE attacks, all allies |
     
      |
All allies |
| HEAL |
3 |
Elfland |
1500 |
Restores 12-24 HP, all allies |
     
      |
All allies |
| White Magic |
| PURE |
4 |
Elfland |
4000 |
Cures Poison status affect |
     
      |
One ally |
| FEAR |
4 |
Elfland |
4000 |
Makes enemies run away |
     
      |
All enemies |
| AICE |
4 |
Elfland |
4000 |
1/2 damage from enemy ICE attacks, all allies |
     
      |
All allies |
| AMUT |
4 |
Elfland |
4000 |
Cures MUTE status affect |
     
      |
One ally |
| White Magic |
| CUR3 |
5 |
Melmond |
8000 |
Restores 66-132 HP, one ally |
     
      |
One ally |
| LIFE |
5 |
Melmond |
8000 |
Ressurects one dead ally, giving 1 HP |
     
      |
One ally |
| HRM3 |
5 |
Melmond |
8000 |
Causes a 60-240 damage to all undead |
     
      |
All enemies |
| HEL2 |
5 |
Melmond |
8000 |
Restores a 24-48 HP, all allies |
     
      |
All allies |
| White Magic |
| SOFT |
6 |
Crescent Lake |
20000 |
Cures Petrification status affect |
     
      |
One ally |
| EXIT |
6 |
Crescent Lake |
20000 |
Exits immediately from a dungeon or town (not while in battle) |
     
      |
All allies |
| FOG2 |
6 |
Crescent Lake |
20000 |
Defense up 12, all allies |
     
      |
All allies |
| INV2 |
6 |
Crescent Lake |
20000 |
Evade up 40, all allies |
     
      |
All allies |
| White Magic |
| CUR4 |
7 |
Gaia |
45000 |
Restores one ally's total HP |
     
      |
One ally |
| HRM4 |
7 |
Gaia |
45000 |
Causes 80-320 damage to all undead |
     
      |
All enemies |
| ARUB |
7 |
Onrac |
45000 |
Protects against enemy RUB attacks |
     
      |
All allies |
| HEL3 |
7 |
Onrac |
45000 |
Restores 48-96 HP, all allies |
     
      |
All allies |
| White Magic |
| FADE |
8 |
Gaia |
60000 |
It just somehow hurts evil guys... alot. |
     
      |
All enemies |
| WALL |
8 |
Gaia |
60000 |
Protects an ally against all enemy magic |
     
      |
One ally |
| XFER |
8 |
Gaia |
60000 |
Reduces enemy resistances |
     
      |
One enemy |
| LIF2 |
8 |
Lefein |
60000 |
Ressurects one dead ally, giving full HP |
     
      |
One ally |
| Black Magic |
| FIRE |
1 |
Coneria Town |
100 |
Causes 10-40 FIRE damage to one enemy |
     
      |
One enemy |
| SLEP |
1 |
Coneria Town |
100 |
Stops enemies from attacking for a few rounds |
     
      |
All enemies |
| LOCK |
1 |
Coneria Town |
100 |
Reduces one enemy's evade by 20 |
     
      |
One enemy |
| LIT |
1 |
Coneria Town |
100 |
Causes 10-40 LIT damage to one enemy |
     
      |
One enemy |
| Black Magic |
| ICE |
2 |
Pravoka |
400 |
Causes 20-80 ICE damage to one enemy |
     
      |
One enemy |
| DARK |
2 |
Pravoka |
400 |
Causes Darkness status effect on all enemies |
     
      |
All enemies |
| TMPR |
2 |
Pravoka |
400 |
Increases attack power 14, one ally |
     
      |
One ally |
| SLOW |
2 |
Pravoka |
400 |
Reduces all enemies' speed (less damage per attack?) |
     
      |
All enemies |
| Black Magic |
| FIR2 |
3 |
Elfland |
1500 |
Causes 30-120 FIRE damage to all enemies |
     
      |
All enemies |
| HOLD |
3 |
Elfland |
1500 |
Stops one enemy from attacking |
     
      |
One enemy |
| LIT2 |
3 |
Elfland |
1500 |
Causes 30-120 LIT damage to all enemies |
     
      |
All enemies |
| LOK2 |
3 |
Elfland |
1500 |
Reduces all enemies' evade by 20 |
     
      |
All enemies |
| Black Magic |
| SLP2 |
4 |
Elfland |
4000 |
Stops one enemy from attacking for a couple rounds |
     
      |
One enemy |
| FAST |
4 |
Elfland |
4000 |
Lets fighters get in many more hits at a time (increased damage) |
     
      |
One ally |
| CONF |
4 |
Elfland |
4000 |
Causes enemies to start attacking each other |
     
      |
All enemies |
| ICE2 |
4 |
Elfland |
4000 |
Causes 40-160 ICE damage to all enemies |
     
      |
All enemies |
| Black Magic |
| FIR3 |
5 |
Melmond |
8000 |
Causes 50-200 FIRE damage to all enemies |
     
      |
All enemies |
| BANE |
5 |
Melmond |
8000 |
Kills enemies instantly |
     
      |
All enemies |
| WARP |
5 |
Melmond |
8000 |
Sends party to previous level in dungeons |
     
      |
All allies |
| SLO2 |
5 |
Melmond |
8000 |
Decreases one enemy's speed (less damage per attack?) |
     
      |
One enemy |
| Black Magic |
| LIT3 |
6 |
Crescent Lake |
20000 |
Causes 60-240 LIT damage to all enemies |
     
      |
All enemies |
| RUB |
6 |
Crescent Lake |
20000 |
Erases and enemy (instant death) |
     
      |
One enemy |
| QAKE |
6 |
Crescent Lake |
20000 |
Enemies fall down chasms (die instantly) |
     
      |
All enemies |
| STUN |
6 |
Crescent Lake |
20000 |
Paralyzes an enemy |
     
      |
One enemy |
| Black Magic |
| ICE3 |
7 |
Gaia |
45000 |
Causes 70-280 ICE damage to all enemies |
     
      |
All enemies |
| BRAK |
7 |
Gaia |
45000 |
Shatters enemies (killing them instantly) |
     
      |
One enemy |
| SABR |
7 |
Onrac |
45000 |
Attack up 16, spell caster only |
     
      |
Caster |
| BLND |
7 |
Onrac |
45000 |
Causes darkness status effect |
     
      |
One enemy |
| Black Magic |
| STOP |
8 |
Gaia |
60000 |
Stops enemies from attacking |
     
      |
One enemy |
| ZAP! |
8 |
Gaia |
60000 |
Sends enemies to 4th dimension (kills them) |
     
      |
All enemies |
| XXXX |
8 |
Gaia |
60000 |
Erases an enemy, like RUB |
     
      |
One enemy |
| NUKE |
8 |
Lefein |
60000 |
Massive nonelemental damage to all enemies |
     
      |
All enemies |
Comments [27]
| Comments |
Someone said:
(September 02, 2007 02:00)
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How does the magic system works? :S
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Nicole said:
(September 18, 2007 01:46)
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Depends on the game. In the NES version you get up to 9 MP per spell level. Each spell you cast in a level costs 1 MP.
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Malotope said:
(September 29, 2007 02:29)
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That's not completely true for the first American version. For the classic NES release you get a certain amounts of spells per day per level, identical to a D&D Sorcerer. Your level 1 spell quota is two when you first start, which means any combination of level 1 spells that you know up to two before resting. After resting in an inn the quota fills up again. As you level, the quotas increase. The mana system was made part of later versions due to popular demand.
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Sarinatan said:
(November 17, 2007 06:24)
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Okay, there are like, what, six instant death spells under Black Magic. What's the differences between them, other then being able to kill one or multiple enemies?
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Brian said:
(November 17, 2007 06:33)
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Not a heck of a lot from what I know. Maybe the stronger ones have a higher percent chance of working? Not sure. I never use them because none of them works very well.
They have different animations in the remakes. Some of the animations are neat to watch.
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Troy said:
(December 23, 2007 03:33)
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SLEP and LOCK (lvl 1 black magic) aren't here. What do they do?
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Jesus F. Christ said:
(January 11, 2008 15:34)
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SLEP puts all enemies to sleep. VERY nice for solo-party games, and for the pirates.
Lock, on the other hand, does NOTHING.
A lot of the magic in the NES version didn't work correctly; thankfully, the remakes took care of that.
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Volt said:
(February 11, 2008 00:32)
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Heheh, if only there were level 9 spells...
"Hadoken!"
If you can figure out the reference, you get a space cookie.
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Koer said:
(February 17, 2008 00:54)
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8-Bit Theatre!
^_^ Space cookie! Nom nom nom!
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FF1_Geek said:
(February 22, 2008 02:00)
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Does anyone ever buy PURE or SOFT? They're ridiculously overpriced. When I first started playing this game I would buy them, but now I'm not an idiot, so I don't.
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W00ba said:
(February 24, 2008 22:40)
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And so you die. =)
Its good to have a few around in case of emergency, but you don't need to go overboard. As long as you're leveled up enough you could probably get by with only buying 10 of each in total through the entire game.
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FF1_Geek said:
(February 25, 2008 07:20)
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Hey W00ba, this is the Magic page -- I'm talking about PURE and SOFT the spells.
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w00ba said:
(March 12, 2008 04:47)
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Oh yeah...well maybe they should've gave them different names so as to reduce confusion!
In any case, you're right. They're rather useless...except for PURE. I used it quite a bit more in the GBA version of course because of the Magic System, but in the NES version its more useless.
Although I don't own a turbo controller for my NES, so I buy PURE out of lazyness.
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Corem said:
(March 24, 2008 09:46)
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I find the PURE spell rather useful. Don't have to worry about having any PURE items. I think it's good to have.
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Bloodthroe said:
(April 13, 2008 15:49)
|
In a perfect world, your characters would not miss when they swing at a sleeping target.
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Barnacle Boy The Soldier said:
(May 02, 2008 10:59)
|
#==============================================================================
# ** Game_Screen
#------------------------------------------------------------------------------
# This class handles screen maintenance data, such as change in color tone,
# flashes, etc. It's used within the Game_Map and Game_Troop classes.
#==============================================================================
class Game_Screen
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :brightness # brightness
attr_reader :tone # color tone
attr_reader :flash_color # flash color
attr_reader :shake # shake positioning
attr_reader :pictures # pictures
attr_reader :weather_type # weather type
attr_reader :weather_max # max number of weather sprites
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
clear
end
#--------------------------------------------------------------------------
# * Clear
#--------------------------------------------------------------------------
def clear
@brightness = 255
@fadeout_duration = 0
@fadein_duration = 0
@tone = Tone.new(0, 0, 0, 0)
@tone_target = Tone.new(0, 0, 0, 0)
@tone_duration = 0
@flash_color = Color.new(0, 0, 0, 0)
@flash_duration = 0
@shake_power = 0
@shake_speed = 0
@shake_duration = 0
@shake_direction = 1
@shake = 0
@pictures = []
for i in 0..20
@pictures.push(Game_Picture.new(i))
end
@weather_type = 0
@weather_max = 0.0
@weather_type_target = 0
@weather_max_target = 0.0
@weather_duration = 0
end
#--------------------------------------------------------------------------
# * Start Fadeout
# duration : time
#--------------------------------------------------------------------------
def start_fadeout(duration)
@fadeout_duration = duration
@fadein_duration = 0
end
#--------------------------------------------------------------------------
# * Start Fadein
# duration : time
#--------------------------------------------------------------------------
def start_fadein(duration)
@fadein_duration = duration
@fadeout_duration = 0
end
#--------------------------------------------------------------------------
# * Start Changing Color Tone
# tone : color tone
# duration : time
#--------------------------------------------------------------------------
def start_tone_change(tone, duration)
@tone_target = tone.clone
@tone_duration = duration
if @tone_duration == 0
@tone = @tone_target.clone
end
end
#--------------------------------------------------------------------------
# * Start Flashing
# color : color
# duration : time
#--------------------------------------------------------------------------
def start_flash(color, duration)
@flash_color = color.clone
@flash_duration = duration
end
#--------------------------------------------------------------------------
# * Start Shaking
# power : strength
# speed : speed
# duration : time
#--------------------------------------------------------------------------
def start_shake(power, speed, duration)
@shake_power = power
@shake_speed = speed
@shake_duration = duration
end
#--------------------------------------------------------------------------
# * Set Weather
# type : type
# power : strength
# duration : time
#--------------------------------------------------------------------------
def weather(type, power, duration)
@weather_type_target = type
if @weather_type_target != 0
@weather_type = @weather_type_target
end
if @weather_type_target == 0
@weather_max_target = 0.0
else
@weather_max_target = (power + 1) * 4.0
end
@weather_duration = duration
if @weather_duration == 0
@weather_type = @weather_type_target
@weather_max = @weather_max_target
end
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
update_fadeout
update_fadein
update_tone
update_flash
update_shake
update_weather
update_pictures
end
#--------------------------------------------------------------------------
# * Update Fadeout
#--------------------------------------------------------------------------
def update_fadeout
if @fadeout_duration >= 1
d = @fadeout_duration
@brightness = (@brightness * (d - 1)) / d
@fadeout_duration -= 1
end
end
#--------------------------------------------------------------------------
# * Update Fadein
#--------------------------------------------------------------------------
def update_fadein
if @fadein_duration >= 1
d = @fadein_duration
@brightness = (@brightness * (d - 1) + 255) / d
@fadein_duration -= 1
end
end
#--------------------------------------------------------------------------
# * Update Tone
#--------------------------------------------------------------------------
def update_tone
if @tone_duration >= 1
d = @tone_duration
@tone.red = (@tone.red * (d - 1) + @tone_target.red) / d
@tone.green = (@tone.green * (d - 1) + @tone_target.green) / d
@tone.blue = (@tone.blue * (d - 1) + @tone_target.blue) / d
@tone.gray = (@tone.gray * (d - 1) + @tone_target.gray) / d
@tone_duration -= 1
end
end
#--------------------------------------------------------------------------
# * Update Flash
#--------------------------------------------------------------------------
def update_flash
if @flash_duration >= 1
d = @flash_duration
@flash_color.alpha = @flash_color.alpha * (d - 1) / d
@flash_duration -= 1
end
end
#--------------------------------------------------------------------------
# * Update Shake
#--------------------------------------------------------------------------
def update_shake
if @shake_duration >= 1 or @shake != 0
delta = (@shake_power * @shake_speed * @shake_direction) / 10.0
if @shake_duration <= 1 and @shake * (@shake + delta) < 0
@shake = 0
else
@shake += delta
end
if @shake > @shake_power * 2
@shake_direction = -1
end
if @shake < - @shake_power * 2
@shake_direction = 1
end
if @shake_duration >= 1
@shake_duration -= 1
end
end
end
#--------------------------------------------------------------------------
# * Update Weather
#--------------------------------------------------------------------------
def update_weather
if @weather_duration >= 1
d = @weather_duration
@weather_max = (@weather_max * (d - 1) + @weather_max_target) / d
@weather_duration -= 1
if @weather_duration == 0
@weather_type = @weather_type_target
end
end
end
#--------------------------------------------------------------------------
# * Update Pictures
#--------------------------------------------------------------------------
def update_pictures
for picture in @pictures
picture.update
end
end
end
|
Fishimus Maximus said:
(May 19, 2008 11:58)
|
what's all the code about??
|
Ranidan said:
(May 22, 2008 00:26)
|
Is there a way to forget a spell so you can learn a new one?
|
Namek said:
(June 01, 2008 14:18)
|
Nope, not in FF1. Really makes you appreciate being able to do it in the other FFs, doesn't it :)
|
Mr. Esson said:
(June 11, 2008 09:20)
|
Hello, my name is Mr. Esson. I am a fat overpaid retard. all i do all day is stare at my femal students and touch my male students because i have never had a girlfriend or had sexual relations with anyone other than my hand.
I am fat beyond all possible reason. And once a gian i feel the need to tell you that i am REALLY retarded. but i don't care because women don't like me and i hate all music and all other forms of entertainment.
I am really, really, REALLY FAT! i will walk into a class witha full box of double glazed robins donuts and basically inhale them all, Yes I am that FAT!
I also enjoy making fun of the music that the best student in the world, Jarret Bjornerud, listens too. which is hard because he has the best taste in absolutlry everything. cuz he is cool! Jarret is the most brilliant, bright and sexy student i have ever had the pleasure of teaching but, hell, im a retard so... whatever.
my only regret is that because jarret is so awesome, he can kick my ass if i try to rape him. oh well.
|
Janyel said:
(June 29, 2008 10:52)
|
Too bad Jarret can't spell or use basic grammar. Maybe he should pay a little more attention in class, rather than plot about impersonation.
On topic, is there a certain number of casts per spell level (i.e. level 3 spells), or individual spell (i.e. fir2)?
|
um... said:
(August 07, 2008 03:07)
|
I just want to throw in that there isn't much White magic to speak of at lv. 4, since AMUTE is stupid worthless (Are you going to wait until you meet a Naga in the sea shrine, at lv. 17 or whatever, and then waste a WM turn on AMUTE when your fighters carry weapons?), and AICE is a waste of time too. I prefer to kill Frost Dragons as fast as possible rather than cast AICE and hope my mage casts it before they cast Blizzard.
Or How about Fear? Maybe it's better to try and make all your enemies run away on their turn, individually, by casting a spell that may or may not be effective, when I could try to run away myself! No.
I know that some have claimed to Fear Kary, and I've seen her fall to XXXX, but she also goes down pretty hard against a FASTed Ice Sword, and sometimes my party members get poisoned walking through a dungeon.
PURE is actually a very competitive spell if you compare it with other spells of its level.
|
? said:
(August 08, 2008 01:23)
|
Is it true that TMPR(level2 black magic spell), SABR(level7 black magic spell) and Power Gauntlet doesn't work in the NES verison?
|
Um... said:
(August 08, 2008 12:32)
|
Unfortunately, yes.
I didn't believe it at first, but when I did the solo Thief (no class change), and was trying to kill Kraken with a Coral Sword (And really wishing that it had special damage effects against water monsters), I must have used the Power Gauntlet 20 times, trying to Sabre/TMPR my weapon to the point of some kind of usefulness, but to no avail. The spells don't work.
And either way, what do you want to do? SABR your BWs CatClaw? Yeah, that'll help... Stick with Ice3.
|
? said:
(August 10, 2008 14:44)
|
@UM...
My group consists of...
KNIGHT: EXCALIBUR, Opal Helm, Dragon Armor, Aegis Shield, Pro Ring
ON WHOLD: Bane Sword, Light Axe, Mage Staff
ON AHOLD: Nothing
NINJA: KATANA Ribbon, Ice Armor, Fire Shield, Zeus Gauntlet
ON WHOLD: Light Axe, Defense Sword
ON AHOLD: Nothing
MASTER: FIST Ribbon(Using NES ARMOR bug)
ON WHOLD: Light Axe, Wizard Staff
On AHOLD: White Shirt, Black Shirt
RED WIZARD: MASAMUNE Ribbon, Opal Bracelet, Pro Cape, Power Gauntlet
ON WHOLD: Heal Staff
ON AHOLD: Nothing
I was thinking that since RED WIZARD is equipped with Masamune(56 DMG Highest possible) and if he gets SABR casted on him (16+56= 72 DMG increase) and FAST casted on him (increase % to score extra hit) he'll be able to dish out an insane amount of damage and quite possibly be able to to 2 hit kill Chaos all be his lonesome... in his 20s. But somethings just are too good to be true I guess.
|
Glorifiedg said:
(August 14, 2008 20:25)
|
What does the Darkness status effect do?
|
Um... said:
(August 16, 2008 05:38)
|
Once, during a trek through the Gurgu Volcano, my WM was whacked by a passing Fire and his crit hitting, purple haired ass.
I didn't reload. Screw her and her healing bullcrap. White mages are for pansies who don't know how to take a hit.
Anyway, long story short:
When it was my Thief vs. a WzOgre (a monster than cannot be won from), I realized that because I was DARKed, my Thief could not score a single hit, and I just fought for the 5 or 7 rounds it took for the bastard to final lay my last Light Warrior into the smoldering pumice floor.
But I suppose my lone lv. 14 Thief wasn't going to whack Kary all by himself anyway; however, it was a memorable example of how DARK can screw up a character.
Shadows, on the other hand, actually serve no purpose other than to be the most annoying monsters in the game, just beating Cerberus' (I'd rather face hard hitting, paralyzing, game ending Ghosts, than wait for DARK to be cast on all 4 of my warriors 8 freaking times, and then 4 times and then... ugh! I could eat dinner before those battles end).
|
|