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User Info: AstralEsper

AstralEsper
13 years ago#1
This topic is essentially a re-posting of the substantive content in the topic "Final Fantasy Formulas" originally posted by beege_man. Several posters contributed to the topic, and though I do not have every post archived, nor can I trace back the ultimate source of many of the formulas, I’ve tried to mention who was responsible for information when possible (particularly the lists compiled by individuals).

The original topic was meant to be a collection of every formula used in the game, and ended up being a repository for additional content of interest that was posted subsequently as time went on. This re-construction will organize the material retained from the first topic, and remain open for any additions. I’ve taken some liberties in terminology and restructuring the material, so if any of the reposted information is incorrect/unclear, please post corrections/clarifications. If this initial reposted version has a lot of errors or inaccuracies, we can always repost a new thread.

TABLE OF CONTENTS
I. Physical Attacks

…A. Attack Damage
…B. Chance to Hit
…C. Status Attacks
II. Magic
…A. Magic Damage
…B. Chance to Hit (Double)
III. Other Formulas
…A. Status Recovery
…B. Ambush/Preemptive Chance
…C. Chance to Flee
…D. Turn Order
IV. Charts and Lists
…A. Weapon Chart
…B. Magic Effect Routines List
…C. Spell Effectivity, Accuracy, and Effect List
…D. Element and Enemy Type Lists
…E. Elemental Mini-FAQ
…F. Enemy Magic and Ability Lists
V. [Additional Content]

User Info: AstralEsper

AstralEsper
13 years ago#2
I. PHYSICAL ATTACKS

A) ATTACK DAMAGE


D = Damage rating of Attacker
A = Absorb rating of Target
L = Level
Damage = Damage done by a successful Hit
X…Y = An inclusive range in which a random number is generated

For most classes, D = STR/2 + Weapon
For BM/BW and BB/MA, D = STR/2 + 1 + Weapon
(the actual mechanism is slightly more complex, but this arrives at the same result)
For Unarmed BB/MA, D = L*2
--If target is weak to an Elemental or Enemy-Type attribute of the weapon, D = D + 4 (this is bugged and doesn’t work in the NES version)
--If target is Asleep or Paralyzed, D = D*5/4
--(There is a slight bug where, if D is higher than 255, the D…2D portion below doesn’t work quite right, because it only uses the lower 8 bytes)


A = Sum of equipped armor
For a BB/MA without armor, A = L
(There is a bug where, upon level up, the game checks to see if the BB/MA has a weapon equipped instead of checking for armor like it should, and if not using a weapon, sets the BB’s Absorb equal to Level. This can be corrected by going to the armor screen.

Damage = D…2D – A [Minimum value = 1]
(Calculate once for each hit)

Critical Hit Damage = (D…2D) + (D…2D – A [Min = 1])
Both sets of D…2D use the same value


B) CHANCE TO HIT (Adapted from Alex Jackson’s comments with later additions)

Base Chance to Hit (BCH) = 168
-If the Attacker is blind, subtract 40 from BCH
--If the Target is blind, add 40 to BCH
--If the Target is weak to an attack (Weapon attributes match Enemy Type or Enemy
Weakness), add 40 to BCH (this is bugged and doesn’t work in the NES version)

H = Attacker Hit%
E = Target Evade% (For PCs, E = 48 + AGI)

Chance to Hit = 168 + H – E
The maximum value of (BCH + H) is capped at 255. This occurs before Evade is subtracted. The minimum value after Evade is subtracted is 0.
If the target is asleep or paralyzed, it does not evade the attack.


Critical Hit Rate = Weapon Index Number
This is actually the result of a bug that looks at the Weapon’s Index Number instead of the intended Critical Hit Rate byte
For unarmed BB/MA, Critical Hit Rate = L*2

A random number is then selected 0…200. If the number is equal to or less than the Chance to Hit, the Hit connects. If the number is equal to or less than the Critical Hit Rate, then that hit is also a critical hit (if the number is equal to or less than the Critical Hit Rate but higher than the Chance to Hit, the hit still misses). The number 0 is always a successful hit and a critical hit, and the number 200 is always a miss.

(In order to properly quantify the odds of a successful hit or critical hit, add 1 to the Chance to Hit or Critical Hit Rate to represent the possibility of selecting 0 on the 0...200 range).


C) STATUS ATTACKS (Adapted from anomie’s post)

Base Chance (BC) = 100
If target is resistant to Attack Element, Base Chance = 0
(Attack Element is the "Unknown" byte in Hackster's enemy editor)
MD = Target Magic Defense

Chance to Inflict = BC – MD (Minimum = 1)

Then select a random number, R = 0…200. If this number is equal to or less than the Chance to Inflict, the status is applied. (This calculation should only be done for each successful hit, but it is actually done for each possible hit after any hit hits (e.g. if the enemy can do up to 8 hits, and only the second possible hit actually hits, the enemy gets 7 chances to inflict the status instead of 1).

User Info: AstralEsper

AstralEsper
13 years ago#3
II. MAGIC

A. MAGIC DAMAGE


E = Effectivity
--If the enemy is strong to the spell element, divide Effectivity by 2 (or reduce by 50%)
--If the enemy is weak to the spell element, multiply Effectivity by 1.5 (or increase by 50%)
(The Effectivity of a spell can be determined by looking at the lower band of its damage range)

The damage calculation has two steps:

1) Damage = E…2E

2) If the spell is not resisted and succeeds in the Chance to Hit calculation (explained below), this value is doubled.


B. CHANCE TO HIT (DOUBLE)

NOTE: Status spells can hit or miss, which is determined by this calculation. Damage spells always “hit,” but may be “resisted” in which case the doubling component of the damage calculation does not occur, and the spell does only half of its potential damage.

Base Chance to Hit = 148
--If target is strong to the spell’s element, set BC to 0
--If target is weak to the spell’s element, add +40 to BC
(if an enemy is both strong and weak, the base chance is set to 0, but you still add 40, so the chance is then 40)
SA = Spell Accuracy
MD = Magic Defense

Chance to Hit = 148 + SA – MD
The maximum value of (BC + SA) is 255. This value is capped before MD is subtracted.

A random number is then selected 0…200. If the number is equal to or less than the Chance to Hit, the spell hits (or doubles). The number 0 is always a successful hit, and the number 200 is always a miss.

User Info: AstralEsper

AstralEsper
13 years ago#4
III. OTHER FORMULAS

A. STATUS RECOVERY
(from anomie’s post)

Chance to Cure Sleep:
For a player, wake if R=0..80 is less than the Max HP
Enemies should do the same, but are bugged to always wake

Chance to Cure Paralysis:
Players have a 25% chance
Enemies have a 9.8% chance

Chance to Cure Confuse: 25%


B. AMBUSH/PREEMPTIVE CHANCE (From the Ambush, Preemptive, Battle Order, etc. thread, posted by Paulygon)

adj = (leader_AGL + leader_LUCK) / 8
r = Random between 'adj' and 100, inclusive
s = surprise factor of monster group

v = r + adj - s
If v < 0, then v = 0

What happens then is determined by this final value. If it's 10 or lower, then the encounter is an ambush. If the value is at least 90, then the party gets a preemptive attack. Otherwise, it's normal, and non-runnable monsters are also always normal.

v <= 10 : Ambush
11 <= v < 90 : Normal
v >= 90 : Preemptive

Non-runnable fights can only be normal, of course. Most of the surprise values are 4, with the highest being Shadows at 90, WarMECH at 75, and some others in between.


C. CHANCE TO RUN (from anomie’s post)

You can always run if you're striking first, and of course you can never run if the "can't run" flag is set. Otherwise, a character will successfully run if:
Luck > 0...[Level + 15]

However, running is bugged so it loads something else instead of the runner's Level:
slot #1: slot #3's status
slot #2: slot #4's status
slot #3: either 0-8 or 128-131, depending on who is scheduled to attack third (Turn Order)
slot #4: IIRC, it depends on the one's digit of the bottom warrior's HP, 128-137.

Enemies can always run if they want to. They want to if
"Courage/Morale" - 2*(lead warrior's level) + (0..50) < 80


D. TURN ORDER (From anomie’s post)

Every warrior and every possible enemy gets scheduled, even if they are dead or never even existed (e.g. if you're fighting 3 IMPs, 6 slots never existed but are still scheduled). When the turn comes around, the dead/nonexistant atacker is just silently skipped.

Scheduling is dead simple: start with "00 01 02 03 04 05 06 07 08 80 81 82 83". 17 times, pick two random numbers 0..12 and swap the numbers at those two positions. 00-08 are the enemies, and 80-83 (that's 128-131 decimal) are your warriors.

User Info: AstralEsper

AstralEsper
13 years ago#5
IV. CHARTS AND LISTS

A) WEAPON CHART

Index# = Weapon Index Number (Also Actual Critical Rate used)
Weapon = Weapon Name
ATK = Weapon Attack/Damage Rating
Hit% = Weapon Hit% Bonus
ICHR = Intended Critical Hit Rate
ICHC = Intended Critical Hit Chance
ACHC = Actual Critical Hit Chance

Index#---WEAPON---------------ATK------Hit%-----ICHR-------ICHC------ACHC
01----Wooden Nunchucks-----12---------0----------10----------5.5%-------1.0%
02----Small Knife-------------------5--------10-----------5-----------3%--------1.5%
03----Wooden Staff----------------6----------0-----------1------------1%-------2.0%
04----Rapier-------------------------9----------5---------10----------5.5%-------2.5%
05----Iron Hammer----------------9----------0-----------1------------1%--------3.0%
06----Short Sword-----------------15--------10----------5------------3%--------3.5%
07----Hand Axe---------------------16---------5-----------3------------2%--------4.0%
08----Scimitar-----------------------10-------10-----------5------------3%--------4.5%
09----Iron Nunchucks-------------16--------0----------10---------5.5%--------5.0%
10----Large Knife-------------------7--------10-----------5------------3%--------5.5%
11----Iron Staff----------------------14---------0-----------1------------1%--------6.0%
12----Sabre--------------------------13---------5---------10----------5.5%-------6.5%
13----Long Sword------------------20-------10-----------5------------3%-------7.0%
14----Great Axe---------------------22---------5-----------3------------2%-------7.5%
15----Falchon-----------------------15--------10----------5------------3%--------8.0%
16----Silver Knife-------------------10--------15----------5------------3%-------8.5%
17----Silver Sword-----------------23--------15----------5------------3%--------9.0%
18----Silver Hammer--------------12---------5----------1------------1%--------9.5%
19----Silver Axe---------------------25--------10---------4-----------2.5%-------10.0%
20----Flame Sword----------------26--------20---------5-------------3%-------10.5%
21----Ice Sword---------------------29--------25---------5-------------3%-------11.0%
22----Dragon Sword--------------19--------15--------10-----------5.5%-------11.5%
23----Giant Sword-----------------21--------20----------5-------------3%-------12.0%
24----Sun Sword-------------------32--------30----------5-------------3%-------12.5%
25----Coral Sword-----------------19--------15--------10-----------5.5%-------13.0%
26----Were Sword-----------------18--------15----------5-------------3%-------13.5%
27----Rune Sword-----------------18--------15----------5-------------3%------14.0%
28----Power Staff-------------------12---------0----------1-------------1%-------14.5%
29----Light Axe----------------------28--------15----------3-------------2%------15.0%
30----Heal Staff----------------------6----------0----------1-------------1%-------15.5%
31----Mage Staff--------------------12--------10----------1-------------1%------16.0%
32----Defense-----------------------30--------35---------5-------------3%-------16.5%
33----Wizard Staff-------------------15--------15---------1-------------1%-------17.0%
34----Vorpal--------------------------24--------25--------30----------15.5%-----17.5%
35----CatClaw-----------------------22--------35----------5------------3%-------18.0%
36----Thor Hammer---------------18---------15----------1------------1%-------18.5%
37----Bane Sword------------------22---------20-------10-----------5.5%------19.0%
38----Katana-------------------------33---------35-------30----------15.5%------19.5%
39----Xcalber------------------------45---------35---------5-------------3%--------20.0%
40----Masmune---------------------56---------50-------10------------5.5%------20.5%

User Info: AstralEsper

AstralEsper
13 years ago#6
B) MAGIC EFFECT ROUTINES (By anomiex)

For effect #03 (negative statuses), the effectivity is a bitmask of statuses to try to apply:
01 = Dead
02 = Stone
04 = Poison
08 = Dark
10 = Stop
20 = Sleep
40 = Mute
80 = Conf
If you make a spell that applies multiple statuses, and the target already has one but not all, the game will always claim "ineffective" even though it will still apply the missing statuses if the spell hits.

There's also a bug in the player's elemental weaknesses, the player is "weak" against any element their weapon is strong against. Fortunately, the bug that prevents the weapon elemental strengths from ever being loaded makes this bug never do anything.

As for other spell effects:
#02 (HARM): If target undead, do the same as effect #01. Otherwise ineffective.
#04 (SLOW): Subtract 1 from the target's "hit multiplier", minimum 0.
#05 (FEAR): Same test as #03, subtracts Effectivity from the target's morale/courage stat.
#06 (unused): Points to the same routine as #07.
#07 (HP up): Heals E..2E, but never more than 255.
#08 (cure status): Always works, effectivity works the same as #03. However, death and stone result in "ineffective" before it ever gets here, so you can never cure those statuses.
#09 (absorb up): Always works, add effectivity to absorb. Bugged on enemies though.
#0a (grant resistance): Always works, effectivity holds the element bitmask. Bugged on enemies though.
#0b (damage up): Always works, add effectivity to damage. Bugged on players. TMPR should use this, but it actually uses #0d (SABR).
#0c (FAST): Add 1 to the target's "hit multiplier", maximum 2.
#0d (damage and hit% up): Always works, add effectivity to damage and "spell accuracy/whatever" to hit%. Bugged on players.
#0e (evade down): Bugged to always miss. Should do the same test as #03, and subtract effectivity from the target's evade.
#0f (CUR4): Set HP to max and cure all negative statuses. Same note as for #08 regarding death and stone, though.
#10 (evade up): Always works, add effectivity to evade.
#11 (XFER): Almost the same test as #03, except weak+strong is the same "BC" as weak. If it hits, clear all elemental resistances. Bugged on enemies.
#12 (STUN/BLND/XXXX): Always miss if resistant or current HP>=300. Otherwise always hit. Effectivity works the same as #03.

User Info: AstralEsper

AstralEsper
13 years ago#7
C) SPELL EFFECTIVITY AND ACCURACY (By AstralEsper)

Spell - [S]ingle, [A]ll or [C]aster: Effectivity; (Accuracy); Element

Damage Spells

FIRE - [S]: 10; (24); Fire
FIR2 - [A]: 30; (24); Fire
FIR3 - [A]: 50; (24); Fire

LIT --- [S]: 10; (24); Lit
LIT2 - [A]: 30; (24); Lit
LIT3 - [A]: 60; (24); Lit

ICE --- [S]: 20; (24); Ice
ICE2 - [A]: 40; (24); Ice
ICE3 - [A]: 70; (24); Ice

HARM - [A]: 20; (24)
HRM2 - [A]: 40; (24)
HRM3 - [A]: 60; (24)
HRM4 - [A]: 80; (48)

FADE - [A]: 80; (107)
NUKE - [A]: 100; (107)

Status Spells

SLEP - [A]: Sleep;----- (24); Status
SLP2 - [S]: Sleep;----- (64)
LOCK - [S]: -20 E%*;- (64)
LOK2 -- [A]: -20 E%*;- (64)
MUTE - [A]: Mute;------ (64); Status
DARK - [A]: -40 H/E%; (24); Status
SLOW - [A]: Hit# - 1;-- (64); Status
SLO2 - [S]: Hits# - 1;-- (64)
HOLD - [S]: Stun;------- (64); Status
FEAR - [A]: -40 Morale; (24); Status
CONF - [A]: Confuse;-- (64); Status
BANE - [A]: Death;------ (40); Poison/Stone
RUB --- [S]: Death;----- (24); Death
QAKE - [A]: Death;----- (40); Earth
BRAK - [S]: Stone;----- (64); Poison/Stone
STOP - [A]: Stun;------- (48); Time
ZAP! -- [A]: Death;------ (32); Time

XFER - [S]: Remove Resistance**; (107)

STUN - [S] - Stun; (HP < 300); Status
BLND - [S] - Dark; (HP < 300); Status
XXXX - [S] - Death; (HP < 300); Death

*LOCK is bugged, and will never hit, and LCK2 will RAISE Evasion by 20.
**XFER is bugged, and won’t work against enemies (but will work against PCs)

Healing Spells
CURE - [S]: 16
CUR2 - [S]: 32
CUR3 - [S]: 64
CUR4 - [S]: Full Recovery (HP + Status)
HEAL -- [A]: 12
HEL2 -- [A]: 24*
HEL3 -- [A]: 48

*HEL2 is bugged, and Effectivity = 48 in-battle

Support Spells
FOG --- [S]: Absorb +8
FOG2 - [A]: Absorb +12
RUSE - [C]: Evade +80
INVS --- [S]: Evade +40
INV2 --- [A]: Evade +40
LAMP -- [S]: Cure Blind
PURE - [S]: Cure Poison
AMUT -- [S]: Cure Mute
SOFT -- [S]: Cure Stone*
TMPR -- [S]: Damage +14**
SABR -- [C]: Damage +16, Hit% +40(?)**
FAST --- [S]: Hit# Multiplier +1
LIFE ---- [S]: Cure Dead*
LIF2 ---- [S]: Cure Dead + Full HP*
ALIT ---- [A]: Resist Lit
AFIR ---- [A]: Resist Fire
AICE --- [A]: Resist Ice
ARUB -- [A]: Resist Status, Death, Earth
WALL -- [S]: Resist All

WARP - Return to previous floor*
EXIT ---- Exit Dungeon*

*Outside battle only
**Bugged

SPECIAL EFFECTIVITY AND ACCURACY

Damage Specials

SCORCH -- [A]: 7; (32); Fire
HEAT ------- [A]: 12; (32); Fire
CREMATE - [A]: 24; (32); Fire
BLAZE ------ [A]: 64; (32); Fire
INFERNO - [A]: 96; (32); Fire
FROST ----- [A]: 24; (32); Ice
BLIZZARD - [A]: 50; (32); Ice
THUNDER - [A]: 76; (32) Lit
POISON ---- [A]: 68; (32); Poison/Stone
STARE ------ [S]: 17; (24)
SWIRL ------ [A]: 64; (32)
TORNADO - [A]: 64; (32)
NUCLEAR - [A]: 80; (48)

Status Specials

GLANCE ---- [S]: Stone; (5); Poison/Stone
GAZE --------- [S]: Stun; (0); Status
FLASH ------- [A]: Dark; (24); Status
CRACK ------ [A]: Death; (16); Earth
SQUINT ----- [S]: Death; (0); Death
GLARE ------ [S]: Death; (16); Time
POISON ----- [A]: Stone; (5); Poison/Stone
TRANCE ---- [A]: Stun; (0)
TOXIC -------- [A]: Death; (0); Death
SNORTING - [S]: Dark; (24); Status
INK ------------ [A]: Dark; (24); Status
STINGER ---- [A]: Poison; (0); Poison/Stone
DAZZLE ------ [S]: Stun; (32); Status

User Info: AstralEsper

AstralEsper
13 years ago#8
D. ELEMENT AND ENEMY TYPE LISTS (By AstralEsper)

(Hackster's categories, when different, are in parenthesis).

MAGIC

Fire - FIRE, FIR2, FIR3
Ice - ICE, ICE2, ICE3
Lightning - LIT, LIT2, LIT3
Earth - QAKE
Status - SLEP, MUTE, DARK, SLOW, HOLD, FEAR, CONF, STUN, BLND
Poison/Stone (Bane) - BANE, BRAK
"Time-Space" or "Dimension" (Dark) - STOP, ZAP!
"Dark" or "Death" (Conf) - RUB, XXXX

None - LOCK, LCK2, SLP2, SLO2, HARM, HRM2, HRM3, HRM4, FADE, NUKE

N/A - CURE, CUR2, CUR3, CUR4, HEAL, HEL2, HEL3, LIFE, LIF2, LAMP, PURE, SOFT, AMUT, ALIT, AFIR, AICE, ARUB, WALL, XFER, RUSE, INVS, INV2, FOG, FOG2, TMPR, SABR, FAST, WARP, EXIT


SPECIAL

Fire - HEAT, SCORCH, BLAZE, INFERNO, CREMATE,
Ice - FROST, BLIZZARD,
Lightning - THUNDER
Earth - CRACK,
Status - GAZE, FLASH, SNORTING, INK, DAZZLE
Poison/Stone - GLANCE, POISON, POISON, STINGER
Time - GLARE
Death - SQUINT, TOXIC

None - STARE, TRANCE, SWIRL, TORNADO, NUCLEAR


ARMOR RESISTANCE

Flame Shield/Armor - Ice
Ice Shield/Armor - Fire
Opal Shield/Armor - Lit
Dragon Armor - Fire, Ice, Lit
White Shirt - Fire, Death
Black Shirt - Ice, Time
Aegis Shield - Poison/Stone
ProRing - Death
Ribbon - Fire, Ice, Lit, Earth, Status, Poison/Stone, Time, Death


WEAPON ELEMENT/ENEMY TYPE - Note: These don't work in the NES version due to a bug.

Flame Sword – Fire; Undead, Regenerative [33 Enemies]
Ice Sword – Ice [15 Enemies]
Dragon Sword – Dragon [22 Enemies]
Giant Sword – Giant [8 Enemies]
Sun Sword – Undead [19 Enemies]
Coral Sword – Water [13 Enemies]
Were Sword – Were [2 Enemies]
Rune Sword – Magical, Mage [34 Enemies]
Light Axe – Undead [19 Enemies]
Xcalbur – Fire, Ice, Lit, Earth, Status, Poison/Stone, Time, Death; Were, Water, Mage, Regenerative, Magical, Dragon, Giant, Undead


Enemy Types

Magical or Evil (Unknown) - WrWolf, Shadow, Image, Wraith, Ghost, Phantom, GrMedusa, CatMan, Vampire, WzVampire, Gargoyle, R.Goyle, Earth, Fire, Water, Air, Wizard, MudGol, RockGol, IronGol, Evilman, Nitemare, Lich (2), Kary (2) [26]

Dragon - Iguana, Agama, Sauria, Asp, Cobra, SeaSnake, Frost D., Red D., Zombie D., Wyvern, Wyrm, Tyro, T Rex, FrGator, Hydra, R.Hydra, Chimera, Jimera, Gas D., Blue D., Tiamat (2) [22]

Giant - IMP, GrIMP, Giant, FrGiant, R. Giant, Ogre, GrOgre, WzOgre [8]

Undead - Bone, R. Bone, ZomBull, Shadow, Image, Wraith, Ghost, Zombie, Ghoul, Geist, Specter, Phantom, Vampire, WzVampire, Zombie D, Mummy, WzMummy, Lich (2) [19]

Were - WrWolf, CatMan [2]

Water - Sahag, R. Sahag, WzSahag, Shark, GrShark, BigEye, SeaSnake, Lobster, SeaTroll, Naga, Wizard, Kraken (2) [13]

Mage - WzOgre, Eye, ManCat, WzVampire, Naga, GrNaga, MudGol, RockGol, Evilman, Mage, Fighter, Lich (2), Kary (2), Tiamat 2 [16]

Regenerative - WrWolf, WzOgre, Troll, SeaTroll, Phantom, CatMan, Vampire, WzVampire, WarMech [9]

As to categories, "Magical" seemed the best overall fit for the "Unknown" category, although I believe the remakes refer to this category as “Evil,” which could also reasonably fit. It is also possible that "Giant" could be interpretted as something to the effect of "Humanoid" based on the diminutive stature of Imps, but that would leave a lot of enemies out, and most enemies in the "Giant" category are either Giants or very large.

User Info: AstralEsper

AstralEsper
13 years ago#9
E. ELEMENTAL MINI-FAQ (By silktail)

Hex 01: Status (/Special effect element)

Special Attacks:
- SLEP, MUTE, DARK, SLOW, HOLD, FEAR, CONF, STUN, BLND, GAZE (stuns), FLASH (blinds), SNORTING (blinds), INK (blinds) and DAZZLE (blinds). [XCalbur.]

Resistance given by:
- ARUB, WALL, Ribbon.

Enemies Weak to this:
- KARY(1st)

Enemies Resistant to this:
- BONE, R.BONE, ZomBULL, SHADOW, IMAGE, WRAITH, GHOST, ZOMBIE, GHOUL, GEIST, SPECTER, PHANTOM, MANCAT, VAMPIRE, WzVAMP, EARTH, FIRE, ZombieD, SCUM, MUCK, OOZE, SLIME, MUMMY, WzMUMMY, GUARD, SENTRY, WATER, AIR, WIZARD, MudGOL, RockGOL, IronGOL, EVILMAN, NITEMARE, WarMECH, LICH(1st), LICH(2nd), CHAOS.


Hex 02: Poison & Stone

Special Attacks:
- BANE (kills), BRAK (stones), GLANCE (stones), POISON (stones), POISON (dmg), STINGER (poisons). [XCalbur.]

Resistance given by:
- WALL, Aegis Shield, Ribbon.

Enemies Weak to this:
- Red D, TIAMAT(1st)

Enemies Resistant to this:
- BONE, R.BONE, ZomBULL, SHADOW, IMAGE, WRAITH, GHOST, ZOMBIE, GHOUL, GEIST, SPECTER, PHANTOM, MANCAT, VAMPIRE, WzVAMP, EARTH, FIRE, Frost D, ZombieD, SCUM, MUCK, OOZE, SLIME, MUMMY, WzMUMMY, GUARD, SENTRY, WATER, AIR, WIZARD, MudGOL, RockGOL, IronGOL, EVILMAN, NITEMARE, WarMECH, LICH(1st), LICH(2nd), KARY(1st), KARY(2nd), CHAOS.


Hex 04: Time (/Dimension)

Special Attacks:
- STOP, ZAP!, GLARE (kills). [XCalbur.]

Resistance given by:
- WALL, Black Shirt, Ribbon.

Enemies Weak to this:
- none.

Enemies Resistant to this:
- CHAOS.


Hex 08: Death (/RUB element)

Special Attacks:
- RUB, XXXX, SQUINT (kills), TOXIC (kills). [XCalbur.]

Resistance given by:
- ARUB, WALL, White Shirt, Ribbon, ProRing.

Enemies Weak to this:
- none.

Enemies Resistant to this:
- BONE, R.BONE, ZomBULL, SHADOW, IMAGE, WRAITH, GHOST, ZOMBIE, GHOUL, GEIST, SPECTER, PHANTOM, MANCAT, VAMPIRE, WzVAMP, EARTH, FIRE, ZombieD, SCUM, MUCK, OOZE, SLIME, MUMMY, WzMUMMY, GUARD, SENTRY, WATER, AIR, MudGOL, RockGOL, IronGOL, EVILMAN, NITEMARE, WarMECH, LICH (1st), LICH (2nd), CHAOS.

User Info: AstralEsper

AstralEsper
13 years ago#10
Hex 10: Fire

Special Attacks:
- FIRE, FIR2, FIR3, HEAT (dmg), SCORCH (dmg), BLAZE (dmg), INFERNO (dmg), CREMATE (dmg). [Flame Sword, XCalbur.]

Resistance given by:
- AFIR, WALL, Ice Armour, Dragon Armour, White Shirt, Ice Shield, Ribbon.

Enemies Weak to this:
- FrWOLF, FrGIANT, BONE, R.BONE, CREEP, ZomBULL, TROLL, SHADOW, IMAGE, WRAITH, GHOST, ZOMBIE, GHOUL, GEIST, SPECTRE, PHANTOM, GrMEDUSA, VAMPIRE, WzVAMP, EARTH, Frost D, ZombieD, SCUM, OOZE, SLIME, MUMMY, WzMUMMY, Blue D, LICH(1st)

Enemies Resistant to this:
- AGAMA, R.GIANT, SAHAG, R.SAHAG, WzSAHAG, SHARK, GrSHARK, OddEYE, BigEYE, CEREBUS, SeaSNAKE, LOBSTER, Grey W, MANCAT, GrPEDE, R.GOYLE, FIRE, Red D, MUCK, PERILISK, CARBIE, GATOR, FrGATOR, OCHO, R.HYDRA, SENTRY, WATER, NAGA, CHIMERA, JIMERA, WIZARD, MudGOL, RockGOL, IronGOL, NITEMARE, WarMECH, KARY(1st), KARY(2nd), KRAKEN(1st), KRAKEN(2nd), TIAMAT(1st), TIAMAT(2nd), CHAOS.


Hex 20: Ice

Special Attacks:
- ICE, ICE2, ICE3, FROST (dmg), BLIZZARD (dmg). [Ice Sword, XCalbur.]

Resistance given by:
- AICE, WALL, Flame Armour, Dragon Armour, Black Shirt, Flame Shield, Ribbon.

Enemies Weak to this:
- AGAMA, R.GIANT, CEREBUS, Grey W, FIRE, Red D, SCUM, OOZE, PERILISK, R.HYDRA, WATER, CHIMERA, JIMERA, Gas D, NITEMARE

Enemies Resistant to this:
- FrWOLF, FrGIANT, BONE, R.BONE, ZomBULL, SHADOW, IMAGE, WRAITH, GHOST, ZOMBIE, GHOUL, GEIST, SPECTER, PHANTOM, GrMEDUSA, MANCAT, GrPEDE, VAMPIRE, WzVAMP, R.GOYLE, EARTH, Frost D, ZombieD, MUCK, SLIME, MUMMY, WzMUMMY, SENTRY, WIZARD, MudGOL, RockGOL, IronGOL, WarMECH, LICH(1st), LICH(2nd), KARY(1st), KARY(2nd), TIAMAT(1st), TIAMAT(2nd), CHAOS.


Hex 40: Lightning

Special Attacks:
- LIT, LIT2, LIT3, THUNDER (dmg). [XCalbur.]

Resistance given by:
- ALIT, WALL, Opal Armour, Dragon Armour, Opal Shield, Ribbon.

Enemies Weak to this:
- SAHAG, R.SAHAG, WSAHAG, SHARK, GrSHARK, OddEYE, BigEYE, SeaSNAKE, LOBSTER, SeaTROLL, Frost D, MUCK, CARIBE, GATOR, FrGATOR, OCHO, GUARD, SENTRY, NAGA, KRAKEN(1st)

Enemies Resistant to this:
- MANCAT, EARTH, SCUM, OOZE, SLIME, MudGOL, RockGOL, WarMECH, KARY(1st), KARY(2nd), TIAMAT(1st), TIAMAT(2nd), CHAOS.


Hex 80: Earth

Special Attacks:
- QAKE, CRACK (kills). [XCalbur.]

Resistance given by:
- ARUB, WALL, Ribbon.

Enemies Weak to this:
- none.

Enemies Resistant to this:
- SAHAG, R.SAHAG, WzSAHAG, KYZOKU, SHARK, GrSHARK, OddEYE, BigEYE, WzOGRE, SeaSNAKE, LOBSTER, SeaTROLL, SHADOW, IMAGE, WRAITH, GHOST, ZOMBIE, WORM, Sand W, Grey W, EYE, PHANTOM, GrMEDUSA, MANCAT, VAMPIRE, WzVAMP, GARGOYLE, R.GOYLE, EARTH, FIRE, Frost D, Red D, ZombieD, SCUM, MUCK, OOZE, SLIME, MATICOR, SPHINX, COCTRICE, PERILISK, WYVERN, WYRM, CARBIE, GATOR, FrGATOR, OCHO, SENTRY, WATER, AIR, NAGA, CHIMERA, JIMERA, Gas D, RockGOL, IronGOL, NITEMARE, WarMECH, KRAKEN(1st), KRAKEN(2nd), TIAMAT(1st), TIAMAT(2nd), CHAOS.


Non-Elemental Actions:
- FIGHT, CURE, HARM, FOG, RUSE, LOCK, LAMP, ALIT, INVS, TMPR, CUR2, HRM2, AFIR, HEAL, LOK2, PURE, AICE, AMUT, SLP2, FAST, CUR3, LIFE, HRM3, HEL2, WARP, SLO2, SOFT, EXIT, FOG2, INV2, CUR4, HRM4, ARUB, HEL3, SABR, LIF2, FADE, WALL, XFER, NUKE, STARE (dmg), TRANCE (stuns), NUCLEAR (dmg), SWIRL (dmg), TORNADO (dmg).

Physical Attacks with status ailments:
Death: SORCERER
Stone: COCTRICE
Poison: WrWOLF, ASP, SCORPION, LOBSTER, MEDUSA, CATMAN, PEDE, SCUM, SLIME, ARACHNID, WYVERN, OCHO, NAOCHO, NAGA, GrNAGA, MudGOL
Blind: SHADOW
Stun: CRAWL, IMAGE, WRAITH, GHOST, GHOUL, GEIST, SPECTER, PHANTOM, GrMEDUSA, VAMPIRE, WzVAMP, ZombieD, GUARD, LICH(1st), LICH(2nd), CHAOS
Sleep: MUMMY, WzMUMMY
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