• Topic Closed
You're browsing the GameFAQs Message Boards as a guest. Sign Up for free (or Log In if you already have an account) to be able to post messages, change how messages are displayed, and view media in posts.
  1. Boards
  2. Final Fantasy
  3. Final Fantasy Dynamics 185: Kraken Hunters

User Info: DarthCansupes

DarthCansupes
2 months ago#1
Introduction and Sign-Up
Welcome to the main Final Fantasy Dynamics thread. Dynamics is a heavily modified text-based version of FF1 whereby you play the role of a single light warrior and interact with other message board warriors. You have the ability to join and leave parties, challenge individuals and parties to duels, strategize during unexpected events, struggle to control rare vehicles and artifacts, and more.

You are welcome to join this game at any time! Simply select a class (fighter, black belt, thief, red mage, white mage, or black mage) and a RP name of reasonable length. If you wish to catch up on myriad aspects of the story to-date, the current players have graciously formed a wiki for this game at http://scratchpad.wikia.com/wiki/Final_Fantasy_Dynamics.

Gameplay is as simple as entry. You merely need to read the thread every 48 hours or less and enter commands. Failure to act within the 48 hour window is no big deal in town but, if you do not react in a battle situation, your character may attack a random foe or simply do nothing. Depending on when I sign in, updates may occur faster than 48 hours if an individual or all members of the party enter their commands quicker. If you will not be able to check in for an extended period, you are welcome (and encouraged) to post conditional "if X happens then do Y" commands covering your absence and/or assign temporary control to one of your fellow party members.

Abbreviated Rules
() Mechanics and stats will generally mirror true FF except as noted in the inventory of core changes.
() Experience (doubled) and gold is divided equally amongst party members.
() New equipment, class skills, and enemies will be introduced.
() There will be scarcity among rare treasures, new puzzles, missions, etc.
() Shop inventories will be provided as you progress.
() You can carry a maximum of 12 consumables (potions, phoenix downs, etc.) and 8 non-consumables (spare equipment, reusables).
() You have three spell slots per level but can forget spells to make room for others.
() The penalty for death is based on the circumstances surrounding said death. Gold is only lost if the entire party is wiped out, in which case 50% of all party members' gold is forfeit. Experience loss is based on the resurrection approach: If you are resurrected immediately following the battle with a life spell, you will not incur an experience penalty for death. If your resurrection is postponed or you need to be carried to a clinic, you will lose 5% * <Death# for your character> of the experience needed for the next level. This will never lower your current level though your experience may fall below what was needed for the previous level.
() Quests marked with a * can be taken after their initial completion. Plot quests are generally not repeatable.

Rules may be added or modified as the game progresses, though I will frequently poll the player base beforehand.

Inventory of Core Changes
This describes how the FFD engine differs from the NES engine.

Mechanics
Poison will now do 5% of max HP per round but will not land a killing blow.
Poison stacks and can be cured by an ESNA or by one pure per stack
Regen status works as the opposite of poison
Agility now influences turn order
Chance of running based on agility and luck
You can switch party formation in battle, but it consumes a turn for those moving
Magic defense now stops growing at a certain level for some classes (FI 20, BB 20, TH 35).
Foes generally target allies based on a chance out of 16, based on party size (10/6, 8/5/3, 8/4/2/2, 7/3/2/2/2, 6/3/2/2/2/1, 5/3/2/2/2/1/1, 4/3/2/2/2/1/1/1).

Weapons
Scather - A Silver [S] that can drain damage into health once per day
Steel Kyouketsu - See Melmond weapon list
Masher - Mage masher; slightly better than Silver [K]; can MUTE on strike
Rod - Slightly more powerful than Silver [K] but with a much higher crit rate
Lit [S] - Jack's lightning-based weapon that has a charge of bolt (hit-all LIT) once per day
Focus [St] - Casts LOK2 when used in battle
Protect [St] - Casts FOG2 when used in battle
Gladius - Casts LIT2 after a critical hit
Thor's [H] - Now LIT-element

Armor
Scorching [R] - Scorch once per day
Might [R] - +4 DMG
Lupine [R] - Summon a FrWOLF ally once per day
Druid [R] - Regen status for party once per day
Defense [R] - +4 ABS
Genius [R] - +5 INT
Element [R] - Summons random elemental
Empowerer [R] - Shapechange into random non-boss
Force [A] - Protection from magic (properties not known)
Vitae [A]/[B] - Regenerative armor/bracelet
Evade [C] - +80 Evade
Gaia [G] - BW only, Casts FORC
SafetyBit - Protection from instant death/petrification
Cursed [R] - Random status ailments, powerful boost if curse broken

Equipment Augmentations
Critical - Rates augmented (see weapon notes in each town)
Tempered - The dragon, coral, were, and rune swords can be tempered (see Melmond notes)
Elemental Resist - Tim the Enchanter near Crescent Lake can enchant one piece of silver equipment per player against a random element for 10000g (see Crescent Lake notes)

Items
Inventory Limits - 12 consumables (e.g. potions) and 8 non-consumables (e.g. spare gear)
Phoenix Down - Item that casts LIFE
HiPotion - Restores 90 HP
Gems - Summon powerful allies
Crystals - Somewhat random effects

White Magic Spells
AMUT - Prevents and cures MUTE, can be cast while MUTED
PURE - Now called ESNA and cures all statuses from one ally
FEAR - Now makes the enemy fear a random element
SOFT - Now called ESN2 and cures all statuses from all allies
XFER - Removes resistances and halves Mdef

Black Magic Spells
LOCK - Reduce a single enemy's evade to 0 temporarily
DARK - Cuts all enemy's hit% and evade% by 40
TMPR - Dmg+8 (stackable thrice)
SLOW - Causes affected enemies to act last every round
HOLD - Stuns a typical enemy for 2-4 turns
LOK2 - Lowers all enemies evade to 0 temporarily
FAST - Doubles Hit% (not stackable)
CONF - Causes all enemies to randomly target until an ally strikes them
SLO2 - Causes affected enemies to act last every round. Higher accuracy.
STUN - Stuns a typical enemy for 3-6 turns
QAKE - Small chance (5%) to insty plus earth damage equal to FIR3
BLND - Now FORC (forcefield) which absorbs the next 50 damage dealt to the caster for each spell charge used. The forcefield will last the current battle plus the next [assuming the battle happens in relatively short order. It will not endure an inn stay or shopping. If cast pre-battle, it will only last the current battle.]
XXXX - Now BIO, poison element damage to all enemies & 20% chance to poison

User Info: DarthCansupes

DarthCansupes
2 months ago#2
Class Abilities
Fighter+1 – Defend – 50% damage from physical attacks [Dwarven Village]
Fighter+2 – Cover – Accept next physical damage in lieu of another at their defense rating [Melmond]
Fighter+3 - Taunt - Halves chance of other party members being targeted [Dragon's Haven]
Thief+1 – Lockpicks – Pick non-magical locks [Pravoka]
Thief+2 – Mystic Key – Pick magical locks [Elfland]
Thief+3 - Poisons - Can use Vial to apply poison to weapon for various effects (Acidic 100% Poison, Nerve 15% Stun non-boss, Deadly 5% Insty non-boss/player) [Dragon's Haven]
Black Belt+1 – Block – 50% chance to take 0 physical damage [Dwarven Village]
Black Belt+2 – PsychUp – 150% DMG stat on next hit once per day [Melmond]
Black Belt+3 - Kick - Damage from single attack spread to all foes [Dragon's Haven]
Mage+1 – Int Boost – Raise spell effectivity [Elfland]
Mage+2 – Int Boost – Raise spell effectivity [Crescent Lake]
Mage+3 - Higher Charges - Access to Wizard spells [Dragon's Haven]

Fighter Class Change
Paladin - Casts White Magic, gains 9 L1-L4 charges
Knight - Guard (2 rounds of Defend + Cover, optional Taunt), Challenge (draw 1 enemy's attacks), Shield Bash (50% damage and maintain Defend)
Berzerker - Automatically temper self with each consecutive round where an attack hits (3 max; counts against temper stacking limit)
Dragoon - Jump (Leap from battle at the beginning of round to land an attack that ignores armor at the end of the next round) Can gain dragon mount.

Black Belt Class Change
Snake - Study (next attack ignores enemy armor)
Tiger - Double kick damage (but can only be used on multiple foes)
Crane - Counter -(100% chance to perform a single hit counter to physical attacks)
Master - Absorb = Level + absorb provided by equipment worn

Thief Class Change
Samurai - Casts Black Magic, gains 9 L1-L4 charges
Ranger - Tame familiar by surviving 8 solo actionless unbuffed rounds
Assassin - Smoke (guaranteed party escape from non-boss), Backstab (guaranteed first strike and crits in round 1 unless ambushed)
Ninja - Dual wield (off-hand adds 50% of power, 50% of hit%, special properties not applied)

Red Mage Class Change
Mystic - SwdMag (use a FIRE/LIT/ICE/QAKE charge to enchant sword the mystic's attack in the same round, extra damage for higher spell tier)
Red Wizard - Double-cast but miss next 1 turn 67% of the time
Weaver - MP turbo (pay additional spell charge for +50% damage), access to one L8 spell
Judicar - Can wear pre-CC Fighter armor of any slot

White Mage Class Change
Templar - Smite (1/battle double damage or triple vs undead), can wear pre-CC Fighter body armor
White Wizard - Double-cast but miss next 1 turn 67% of the time
Cleric - Direct healing effects +50%, personalized L9 spell
Alchemist - Drink your foes and their houses (100% heal, 100% pure, 40% hi potion, 25% panacea, 10% phoenix down)

Black Mage Class Change
EbonScythe - Focus (multi-target spell directed at single foe for +50% damage), personalized L9 spell
Black Wizard - Double-cast but miss next 1 turn 67% of the time
Geomancer - Elemental spells ignore resistance, can equip pre-CC Red Mage weapons
Blood Mage - Pay HP to increase spell damage by HP paid/3 (max +100%), can cast spells without charge for Lvl*25HP

Gaia Capital Infusion Market
The Franchises
===========
- You infuse capital into a franchise of your choosing.
- The franchises affect purchases all over Gaia, not just a single city or shop.
- Going forward, you receive a percentage of all purchases and lose a percentage of all sales (rounded down).
- You can only sell your share for 50% of what it cost to purchase, so choose carefully.
- Only 100% share is available in total between all players.
- You can arrange trades assuming it does not violate above.

Inn 10% - 5000g (90% Renquist, 10% Magni)
Potion Shop 5% - 5000g (100% Renquist)
Weapon Shop 2% - 5000g [includes weapon augments like tempering] (88% Mirrorclaw, 6% Ramza)
Armor Shop 2% - 5000g [includes armor augments like resistance enchants] (74% Kojak, 16% Mirrorclaw, 10% Nielic)
White Magic Shop 1% - 5000g (45% Xscorpion, 4% Atma, 2% Ramza, 2% X)
Black Magic Shop 1% - 5000g (54% Dano, 20% Kojak, 10% Undine, 7% Guy, 6% Xscorpion, 1% X, 1% Koran, 1% Leon)
Clinic 25% - 5000g [clinic charge is always 100 x level gold; 100% Gaius]
Ferry 100% - 5000g [ferry charge is always 100 gold; 100% Obsidian]

Residence
========
- Homes and additions are intentionally expensive and meant as luxuries; not as investments.
- Each home has a bedroom for you and three spare bedrooms up to three allies.
- For 10000g, you can have a home constructed in any city in Gaia.
- Homes cannot be sold. The Gaian real estate market is in shambles.
- Other players can only stay when you are there. No copying house keys! =)
- No WARP or airship abuse to serve as immediate taxis.

Homeowners
========
Max - Pravoka, Crescent Lake
Guy - Melmond
XScorpion - Pravoka, Onrac
Dano - Coneria, Pravoka, Toroia, Crescent Lake, Dragon's Haven, Onrac, Gaia, Lefein
Renquist - Coneria, Pravoka, Elfland, Toroia, Dwarven Village, Melmond, Crescent Lake, Dragon's Haven, Onrac, Gaia, Lefein
Rocco - Onrac
Magus - Coneria
Jack - Onrac
Magni - Dwarven Village
Kojak - Gaia, Lefein
Pogs - Gaia
Romulus - Elfland
Pyren - Melmond, Gaia
Keelan - Lefein
Nielic - Pravoka, Crescent Lake, Gaia
Mirrorclaw - Onrac
Ramza - Pravoka
Slade - Pravoka

Vehicles
Types & Rules
========
- Ships carry 4-12 depending on size, ocean travel only, port needed to land
- Canoes carry 4, river travel only, fold up & are carried by character on land
- Airships carry 12 for air travel, plains needed to land
- Vehicles travel with owner when owner is Warped

Ship Owners
========
Dave Mlinko - Privateer Kusanagi
Bob - Cruiser Leviathan
Obsidian - Galleon Cthulu's Fist
XScorpion - Submarine
Keeo - GhostRider
Rocco, Bubble, & Keelan - Cruiser Mangusta
Shaft - Fishing boat
Selene, Leon, & Romulus - Cruiser
Pogs - Cruiser Roberto's Demise
Waylon - Cruiser Class Change Cruiser
Mirrorclaw - Cruiser Bear Claw
Faust - Cruiser Edelritter

Canoe Owners
========
Obsidian
Xscorpion
Keeo
Dano
Renquist
Spiralex
Shaft
Rex
Selene
Jack
Gaius
Pyren
Waylon
Mirrorclaw

Airship Owners
========
X, Renquist - The Intrepid Thing
XScorpion - The Ship (no encounters)
Dano - Destructor (capacity 16)
Jack, Magni - Deathtrap
Walker - Invincible
(edited 2 months ago)

User Info: DarthCansupes

DarthCansupes
2 months ago#3
Corneria City
You begin your journey in the city of Corneria. Wrapped within the protection of her city walls, numerous villages flank the path to the grandiose castle. Each village is similarly arranged with an inn near the entrance and separate sections dedicated to equipment, items, and spells. The pearl-white granite castle shines like a beacon for nearby adventurers and dares to challenge the sun in its brightness.

(A) Town
__(1) Rest at inn (10g)
__(2) Purchase / sell gear (Damage/Hit/Crit or Abs/Eva)
____10g Wooden Nunchuck (BB 12/0/5.5)
____10g Wooden Staff (Not TH 6/0/1)
____5g Small Dagger (Not WM or BB 5/10/3)
____10g Cloth Armor (All 1/-2)
____40g Wooden Armor (Not WM or BM 4/-8)
__(3) Purchase / sell potions
____None Available
__(4) Purchase spells
____100g Cure (WM, RM) = +16-32hp
____100g Ruse (WM, RW) = +80 self eva
____100g Fog (WM, RM) = +8 absorb
____100g Harm (WM) = 20-80dmg all undead
____100g Fire (BM, RM) = 10-40dmg
____100g Lit (BM, RM) = 10-40dmg
____100g Slep (BM, RM) = stun all temporarily
____100g Lock (BM, RM) = evade to 0 temporarily
__(5) Clinic = Resurrect for 100 x level gold
(B) Quest
__(0) Random Encounter (easier than questing)
__(1) Imp Invasion!*
__(2) Where's My Metal?*
__(3) Swamp Potions*
__(4) Counterattack
__(5) 1v1 Tournament
__(6) Temple Detectives
__(7) Save the Princess
__(8) Journey to Pravoka

Pravoka Rebuilding Project
Devastated after the assault by Tiamat's dragons, the harbor town Pravoka stands as little more than a pockmarked wall surrounding a vast pile of rubble. A small workforce organized by a mysterious stranger has begun the arduous task of clearing away the wreckage of the past and forging a new future for the city. Gazing around the debris-filled city limits, you wonder just how to even begin. It'll take more than just sweeping away the damaged buildings, more than just bringing in new stone and wood to rebuild. A new Pravoka will need people unafraid to live on the graves of what came before.

(A) Town
__(1) Rest at inn (25g)
__(2) Purchase / sell gear (Damage/Hit/Crit or Abs/Eva)
____550g Short Sword (FI, RM 15/10/3)
____550g Hand Axe (FI 16/5/5)
____200g Scimitar (FI, TH, RM 10/10/3)
____10g Iron Hammer (FI, WM 9/0/1)
____800g Iron Armor (FI 24/-23)
____15g Wooden Shield (FI 2/0)
____60g Gloves (All 1/-1)
__(3) Purchase / sell potions
____60g Heal Potion
__(4) Purchase spells
____400g Alit (WM, RM) = Halve lit dmg all
____400g Invs (WM, RM) = +40 evade
____400g Lamp (WM, RM) = remove dark + storyline darkness
____400g Mute (WM, RM) = prevent spells all
____400g Dark (BM, RM) = -40 hit and evade all
____400g Ice (BM, RM) = 20-80dmg
____400g Slow (BM, RM) = go last permanently
____400g Tmpr (BM, RM) = +8 to ally dmg [3 max]
__(5) Clinic = Resurrect for 100 x level gold
(B) Quest
__(0) Thanks For The Bits (gold donation)
__(1) We Do, We Do*
__(2) Keep Me a Shop
__(3) Wrangling Wresidents*
__(4) Wait, Mysterious Stranger?

Dwarf Village
The dwarven village represents a feat in functional subterranean engineering with little regard to aesthetics. To the casual passerby, it would appear a meager series of passages with occasional niches for dwellings and stores. To the knowledgeable adventurer, it was a well-organized hierarchical web of districts -- residential, commercial, and mining. There were smitheries and shops to the north, mining regions to the south, and residences near the entry.

(A) Town
__(1) Rest at inn (40g)
__(2) Purchase / sell gear (Damage/Hit/Crit or Abs/Eva)
____175g Large Dagger (FI, TH, RM, BM 7/10/3)
____200g Iron Nunchuks (BB 16/0/5.5)
____450g Sabre (FI, TH, RM 13/5/5.5)
____3000g Long Sword (FI, RM 20/10/3)
____200g Iron Staff (FI, BB 14/0/1)
____1000g Copper Bracelet (All 4/-1)
____800g Iron Armor (FI 24/-23)
____100g Iron Shield (FI 4/0)
____100g Wooden Helmet (FI 3/-3)
____60g Gloves (All 1/-1)
____80g Cap (All 1/-1)
__(3) Purchase / sell potions
____60g Heal Potion
____75g Pure Potion
__(4) Purchase spells
____None
__(5) Clinic = Resurrect for 100 x level gold
(B) Quest
__(0) Random Encounter (easier than questing)
__(1) Barracks Training I (FI & BB only)*
__(2) Potion of Invisibility*
__(3) Food Shortage*
__(4) Forsaken Labyrinth
__(5) TNT Delivery
__(6) How to Build a Dam
__(7) Ka-boom
__(8) Journey to Melmond

Elfland Mystical Kingdom
Whereas Corneria depicts the cutting edge of architectural and technological living with a series of specialized towns under the dominion of a well-fortified castle, the mystical kingdom of Elfland is its counterpoint. In place of technology there is nature. In place of city walls, a thick and verdant forest. The elves vary greatly in their opinion of humans -- some treat you with curiosity, others bid you welcome, and a few leer at you with disdain. All in all, you accept the mild disdain at the benefit of being able to relax in an aesthetically pleasing crime-free environment.

(A) Town
__(1) Rest at inn (40g)
__(2) Purchase / sell gear (Damage/Hit/Crit or Abs/Eva)
____None
__(3) Purchase / sell potions
____60g Heal Potion
____75g Pure Potion
__(4) Purchase spells
____1500g Cur2 (WM, RM) = +32-64hp
____1500g Hrm2 (WM) = 40-160dmg all undead
____1500g Afir (WM, RM) = Halve fire dmg all
____1500g Heal (WM) = +12-24hp all
____1500g Fir2 (BM, RM) = 30-120dmg all
____1500g Hold (BM, RM) = stun 2-4 turns
____1500g Lit2 (BM, RM) = 30-120dmg all
____1500g Lok2 (BM, RM) = All evade to 0 temporarily
____4000g Esna (WM, RM) = Cure status ailments
____4000g Aice (WM, RM) = Halve ice dmg all
____4000g Fear (WM) = Fear random element
____4000g Amut (WM, RM) = Cure mute or prevent next mute
____4000g Slp2 (BM, RM) = Stun all temporarily
____4000g Ice2 (BM, RM) = 40-160dmg all
____4000g Conf (BM, RM) = Confuse all
____4000g Fast (BM, RM) = Double hit% [no stacking]
__(5) Clinic = Resurrect for 100 x level gold
(B) Quest
__(0) Random Encounter (easier than questing)
__(1) Elementary Magic School (RM, WM, & BM)*
__(2) Monster Infestation*
__(3) Astos Invasion
__(4) Journey to Marsh Cave
__(5) Crown Jewels
__(6) Astos Retaliation
__(7) Which Witch?
__(8) Not-So-Secret Hideout II (thieves only)*

User Info: DarthCansupes

DarthCansupes
2 months ago#4
Toroia
Once the broken keep of the tyrant Astos, a newly-restored palace sits among lush greenery growing and blooming almost quickly enough to see with the naked eye. Tense dark elven sentries watch you nervously as you approach the ever-expanding circle of homes and other buildings being constructed, but when it's clear you're neither raider nor forest-dwelling monster, their bows lower and their expressions soften. Memories of war with Elfland are still fresh on both sides, but even so the people here are open about the changes to this once-desolate region - their former queen and two human heroes tapped into the Crystal of Earth, restoring life and vigor to the land. The dark elven people now sought to do the same within themselves.

(A) Town
__(1) Rest at inn (50g)
__(2) Purchase / sell gear (Damage/Hit/Crit or Abs/Eva)
____None
__(3) Purchase / sell potions
____60g Heal Potion
____75g Pure Potion
____2000g Vial (9 uses; counts as one consumable; thieves only)
__(4) Purchase spells
____100g Slep (BM, RM) = stun all temporarily
____400g Dark (BM, RM) = -40 hit and evade all
____400g Slow (BM, RM) = go last permanently
____1500g Fir2 (BM, RM) = 30-120dmg all
____1500g Lit2 (BM, RM) = 30-120dmg all
____4000g Fast (BM, RM) = Double hit% [no stacking]
____8000g Slo2 (BM, RM) = all go last every round
____20000g Rub (BM) = Insty one
__(5) Clinic = Resurrect for 100 x level gold
(B) Quest
__(0) Random Encounter (easier than questing)
__(1) What's in a Name?
__(2) Monster Infestation II*
__(3) Archery Training*
__(4) Teenage Wasteland
__(5) The Once & Future King
__(6) Hickory Dickory Dock

Melmond Warrior Nation
The once proud warrior nation of Melmond has fallen into ruin. The outlying farms, once filled with fields thriving with various crops, now held only dust and tumbleweed. The city itself had undergone a vast emigration from the drought and other unearthly happenings. Those that remained lived in fear and the shallowest of hopes that the plague striking the land would be lifted. As you enter the town, the saddened withdrawn eyes of its inhabitants search yours. Their thoughts are clear. What sort of madness would drive someone to visit this nightmare?

(A) Town
__(1) Rest at inn (75g)
__(2) Purchase / sell gear (Damage/Hit/Crit or Abs/Eva)
____200g Iron Staff (FI, BB 14/0/1)
____450g Sabre (FI, TH, RM 13/5/5.5)
____3000g Long Sword (FI, RM 20/10/3)
____450g Falchion (FI, TH, RM 15/10/3)
____8000g Silver Sword (FI, RM; requires ore 23/15/3)
____5000g Silver Bracelet (All; requires ore 15/-1)
____15000g Steel Knuckle (BB; requires ore, +1% crit if in inventory)
____25000g Temper Sword (requires ore, adds 5dmg 1crit to dragon/coral/were/rune/giant swords)
____35000g Steel Kyoketsu (TH; requires ore 10/50/10 ignores absorb)
____45000g Steel Armor (FI; requires ore 34/-33)
____450g Iron Helmet (FI 5/-5)
____750g Iron Gauntlet (FI 4/-5)
__(3) Purchase / sell potions
____60g Heal Potion
____75g Pure Potion
__(4) Purchase spells
____8000g Cur3 (WM, RM) = +64-128hp
____8000g Hel2 (WM) = +24-48hp
____8000g Hrm3 (WM) = 60-240dmg all undead
____8000g Life (WM, RW) = Resurrect with 1hp
____8000g Bane (BM, RW) = Insty all
____8000g Fir3 (BM, RM) = 50-200dmg all
____8000g Slo2 (BM, RM) = all go last every round
____8000g Warp (BM, RW) = travel to known town from outside (1charge/person)
__(5) Clinic = Resurrect for 100 x level gold
(B) Quest
__(0) Random Encounter (easier than questing)
__(1) Barracks Training II (FI & BB only)*
__(2) Monster Arena
__(3) Steel Smelting (warning: Death Likely)*
__(4) The Undead Invasion
__(5) Petra Tabernacle
__(6) Rotting Catacombs
__(7) The Fiend of Earth
__(8) Journey to Crescent Lake

Crescent Lake
Sheltered by the continent's clearest waters, Crescent Lake dominates the southeastern corner of the Aldi Sea land mass. While the beauty of the affluent sections are known as far as Melmond, the seedier neighborhoods still bear scars from the not-so-distant past. Meanwhile, the Council of Sages are ever-seeking to solve the world's problems with guidance from the city's various talented mages.

(A) Town
__(1) Rest at inn (100g)
__(2) Purchase / sell gear (Damage/Hit/Crit or Abs/Eva)
____800g Silver Knife (FI, TH, RM, BM 10/15/3)
____8000g Silver Sword (FI, RM 23/15/3)
____2500g Silver Hammer (FI, WM 12/5/1)
____4500g Silver Axe (FI 25/10/6)
____7500g Silver Armor (FI, RM 18/-8)
____2500g Silver Shield (FI 8/0)
____2500g Buckler (FI, TH, RM 2/0)
____2500g Silver Helmet (FI 6/-3)
____2500g Silver Gauntlet (FI 6/-3)
____10000g Random elemental resist on silver gear (limit one per PC)
__(3) Purchase / sell potions
____60g Heal Potion
____75g Pure Potion
__(4) Purchase spells
____20000g Esn2 (WM) = Cure status ailments all
____20000g Exit (WM, RW) = Up to four exit dungeon to just outside
____20000g Fog2 (WM, RW) = +12absorb all
____20000g Inv2 (WM, RW) +40evade all
____20000g Qake (BM) = FIR3 damage + 5% insty
____20000g Rub (BM) = Insty one
____20000g Lit3 (BM, RW) = 60-240dmg all
____20000g Stun (BM) = Stun 3-6 turns
__(5) Clinic = Resurrect for 100 x level gold
(B) Quest
__(0) Random Encounter (easier than questing)
__(1) Intermediate Magic School (RM/WM/BM)*
__(2) Hi Hi-Potions*
__(3) Battle of the Oars*
__(4) Plight of the Magi
__(5) I'm Henry the Hudson, I am
__(6) It's Getting Hot in Here!
__(7) The Invincible
__(8) Journey to Land of the Dragons

Dragon's Haven
The Cardia Islands pepper the ocean below. Legends tell of a well-concealed settlement of dragons somewhere within, but many explorers have tried and failed to pinpoint its location. Once permitted entry by the settlement's reptilian denizens, Dragon's Haven reveals itself as an aesthetic tapestry of spacious caverns. Flowering moss, crystalline waterfalls, and neatly pruned fires highlight the relaxing environs.

(A) Town
__(1) Rest at inn (200g)
__(2) Purchase / sell gear (Damage/Hit/Crit or Abs/Eva)
____All weaponry and armor available at shops through Crescent Lake
__(3) Purchase / sell items
____60g Heal Potion
____75g Pure Potion
____1000g Panacea (cures all status ailments except death)
____2000g Vial (9 uses; counts as one consumable; thieves only)
__(4) Purchase spells
____All magics available through Crescent Lake
__(5) Clinic = Resurrect for 100 x level gold
(B) Quest
__(0) Random Encounter (easier than questing)
__(1) Berserk Bahamut
__(2) The Art of War (BM/RM)*
__(3) Unbreakable (FI/BB)*
__(4) Assassination (TH)*
__(5) Advanced Triage (WM)*
__(6) Castle of Ordeals
__(7) I Stand Alone
__(8) Journey to Onrac / Gaia

User Info: DarthCansupes

DarthCansupes
2 months ago#5
Onrac
Backed by mountains, surrounded by forest, and flowing into the sea, Onrac had been gifted with incredible natural beauty. The diversity of its denizens and constant influx of riches from its unrivaled naval merchant fleet would have made it a utopian city were it not for the troubling events of late. Half the tombstones in the cemetery were attributable to drowning, the once bustling shipyards had fallen silent, and even the shrine that once stood proudly overlooking the ocean had been engulfed by its vengeful waters.

(A) Town
__(1) Rest at inn (250g)
__(2) No equipment shop
__(3) Purchase / sell items
____60g Heal Potion
____75g Pure Potion
____1000g Panacea (cures all status ailments except death)
____2000g Vial (9 uses; counts as one consumable; thieves only)
__(4) Purchase spells
____45000g Arub (WW, RW) = Protect against instant death
____45000g Hel3 (WW) = +48-96hp
____45000g Sabr (BW) = +24hit +24dmg
____45000g Forc (BW) = Absorbs 50dmg per charge; lasts for two battles
__(5) Clinic = Resurrect for 100 x level gold
__(6) Shipyards = Build 8-person ship for 25k
(B) Quest
__(0) Random Encounter (easier than questing)
__(1) It's So Nice to Have Legs*
__(2) Shooting Star (Canoe required)
__(3) Shipyard Restoration
__(4) I, Robot
__(5) Neutralizing Nelietis
__(6) Searching the Shrine
__(7) Tidal Wave!
__(8) Deep Beneath the Waves

Gaia
Named for the planet itself but known only to those fortunate and/or rich enough to experience travel through the skies, Gaia claims to be the birthplace of humankind. It resides in a fertile valley encased between two mountains -- the mother and the father forever holding it in their protective embrace. Its quaint item shop had long ago succumbed to the local flora which the owner took pride in accepting. The small community is protective of itself but learning to trust those from outside, slowly but surely.

(A) Town
__(1) Rest at inn (250g)
__(2) Purchase / sell gear (Damage/Hit/Crit or Abs/Eva)
____65000g Catclaw (KN, NI, RW, BW 22/35/3)
____50000g Gold Bracelet (All 24/-1)
____20000g Pro Ring (All, 8/-1/Arub)
__(3) Purchase / sell items
____60g Heal Potion
____75g Pure Potion
____1000g Panacea (cures all status ailments except death)
____2000g Vial (9 uses; counts as one consumable; thieves only)
__(4) Purchase spells
____45000g Cur4 (WW) = Cure for 999 and cure poison/stun/conf/petrify
____45000g Hrm4 (WW) = 80-320dmg all undead
____60000g Fade (WW) = 80-320dmg all
____60000g Wall (WW) = Strong to all elements except instant death
____60000g Xfer (WW) = Single target magic defense halved (high accuracy; stackable)
____45000g Brak (BW) = Single target instant death
____45000g Ice3 (BW, RW) = 70-280dmg all
____60000g Stop (BW) = Stun all enemies 1-3 turns (high accuracy)
____60000g Bio (BW) = 80-320dmg all + 20% poison chance
____60000g Zap! (BW) = Instant kill all enemies
__(5) Clinic = Resurrect for 100 x level gold
__(6) Shipyards = Build 8-person airship for 250k
(B) Quest
__(0) Random Encounter (easier than questing)
__(1) Welcome to Gaia, Now Go Home
__(2) Gaia Does Not Want You
__(3) You're Still Here?
__(4) The Empty Spring
__(5) Oxy Ale
__(6) BIOlogical Warfare
__(7) Dragon Attack

Lefein
Deep within an ancient forest and once host to an advanced civilization, Lefein is now merely a twinkle in the Hawk's Eye. The largely vacant city was once a work of symmetry through bridges, buildings, and canals. What little remains of its decimated populace recalled only pieces of their proud heritage. Most of its most advanced structures, once gleaming in the light of day and glowing brilliantly even at night, were now mere husks in whose shadows more modest buildings stood.

(A) Town
__(1) Rest at inn (500g)
__(2) Purchase / sell gear (Damage/Hit/Crit or Abs/Eva)
____12000g Energy Shield (All 4/0)
__(3) Purchase / sell items
____1000g HiPotion
__(4) Purchase spells
____60000g Lif2 (WW) = Resurrect to full HP
____60000g Nuke (BW) = 100-400dmg all
__(5) Clinic = Resurrect for 100 x level gold
(B) Quest
__(0) Random Encounter (easier than questing)
__(1) Through the Mists of Time
__(2) Welcome to Warp Zone!
__(3) Shut Up & Take My Money
__(4) Into the Breach
__(5) Deepest Regrets

Caravan
Camped around an oasis in the northern reaches of a desert, the caravan holds a number of exotic treasures. The master of the caravan holds court near the crystal-clear waters of a spring, protected by well-armed guards. His smiling face bids you welcome, but the uneasy way his eyes regard your weapons makes it clear he understands how dangerous anyone who can make the trip here must be. As you browse the wares, he mentions that they will change from time to time.

(A) Town
__(1) Rest at inn (N/A)
__(2) Purchase gear (Damage/Hit/Crit or Abs/Eva)
____10000g Light Axe (FI, NI 28/15/6) (1 available)
____15000g Masher (FI, TH, RM, BM 12/15/4) (1 available)
____30000g Flame Armor (FI, NI 34/-10) (2 available)
__(3) Purchase potions
____60g Heal Potion
____75g Pure Potion
____1000g Panacea (cures all status ailments except death)
____2000g Vial (9 uses; counts as one consumable; thieves only)
____25000g PhoenixDown (revives from death) (0 available)
____50000g Ether (restores some spell charges) (1 available)
__(4) Purchase spells
____400g Ice (BM, RM) = 20-80dmg
____1500g Afir (WM, RM) = Halve fire dmg all
____4000g Ice2 (BM, RM) = 40-160dmg all
____45000g Ice3 (BW, RW) = 70-280dmg all
____60000g Wall (WW) = Strong to all elements except instant death
__(5) Purchase unique items
____In Transit

Holy Realm Bran Bal
The winding paths are tiled in irregular shapes ranging in color from a golden brown to a dingy near-rust. Their edges are marked by a strange bluish sort of leathery overgrowth. The buildings, if that's what they could be called, seem to be bizarre domes that almost look organic on the outside, as if someone grew a giant ball of muscle and carved a doorway into it. Decorative spires line the... the streets, and they too appear particularly strange, looking more like giant spines rising out of the ground.

There are people, though they give newcomers no special notice. A passerby or two might nod in acknowledgement of your presence, but none stop to offer any aid. If you're going to make any headway here, it would have to be on your own initiative.

(A) Town
__(1) Rest at inn (1g)
__(2) Purchase / sell gear (Damage/Hit/Crit or Abs/Eva)
____100000000g Masmune (All 56/50/5.5)
____100000000g XCaliber (Kn 45/35/3)
____100000000g Ribbon (All 1/-1, Total Protection)
__(3) Purchase / sell potions
____1000g HiPotion
____100000000g Elixir
____1000000000g Megalixir
__(4) Purchase spells
____None
__(5) Clinic = Resurrect for 100 x level gold
(B) Quest
__(0) Random Encounter (easier than questing)
__(1) Are Those Real?
__(2) Let's Get Crackin'
__(3) Let's Get Kraken
__(4) You Left Too Early...

User Info: Mirrorclaw

Mirrorclaw
2 months ago#6
I was hoping you'd add the Hero Ring stats to the intro pages Darth. Maybe next time?

User Info: XScorpion

XScorpion
2 months ago#7
I mean I feel like the odds of someone else getting one are pretty slim
44S/65A/31I/26V/77L
134H-149H/75D-40D/110E/45A

User Info: DarthCansupes

DarthCansupes
2 months ago#8
[Next update will be Monday!]

Hashiba

Stranger: 2-Hits 31-Damage against DarkIMP
DarkIMP: 1-Hit 25-Damage Dark against Stranger
Hashiba: Casts Cure on Hashiba for 25 HP
Poison damage: Stranger 8
[Autobattle]
Stranger: 2-Hits 34-Damage against DarkIMP
Hashiba: Casts Cure on Stranger for 30 HP
DarkIMP: Misses against Stranger
Poison damage: Stranger 8
[Stranger 29/161p Dark, Hashiba 51/81 2/1/0/0/0/0/0/0]
[DarkIMP remains.]

Hashiba's healing magic was doing its job well, keeping both himself and the stranger alive against this ungodly powerful imp. He could only hope it would be defeated soon, as he didn't have much magic left in him at the moment.

Budding Rose

SAHAG1: 1-Hit 1-Damage against Sora
OddEYE2: Casts GAZE on Reinbach successfully
Reinbach: Stunned
SAHAG2: 1-Hit 1-Damage against Reinbach
Sora: 2-Hits 111-Damage against OddEYE2. Terminated.
[Autobattle]
SAHAG1: Misses against Sora
SAHAG2: Misses against Reinbach
Reinbach: Stunned
Sora: 1-Hit 55-Damage against SAHAG1. Terminated.
[Autobattle]
SAHAG2: 1-Hit 1-Damage against Reinbach
Reinbach: Recovers!
Sora: 2-Hits 93-Damage against SAHAG2. Terminated.
Victory: Party members gain 144 experience and 40 gold
[Reinbach 219/224, Sora 159/168]

Reinbach's ship sailed on, passing through the canal and continuing west. A town called Melmond, he mentioned, sat to the north, but they would not be stopping there today. Instead they would pass by a large triangular peninsula and head out into the open sea - Crescent Lake was somewhat far, but there was no easier way to reach it.

[SHARK R.SAHAG12 remain.]

Unbreakable

"We give up," Charles announced. Cranberry was surprised, but nodded as well, indicating her acceptance of his decision.

Debonair dismissed the assembled monsters. "There's no shame in recognizing when a battle is lost," he said. "Learning that is important, as many young warriors out to see the world for the first time think they're ready to take on anything. Finding out otherwise can be painful, and often deadly," he added, smiling encouragingly. "Keep up your training, and when you feel you're prepared to face this challenge, come back and we'll begin again." He fished around in a satchel. "Oh, and so you're not put out for your genorosity in trying to keep one of the others alive," he added, tossing a bottle to Cranberry. "Your potion back. I know they're hard to come by."

Debonair gives Cranberry 1 HiPotion

[Mirrorclaw 625/626, Charles 149/267, Cranberry 145/269]
[You are in Dragon's Haven and may enter commands as you wish.]

Deep Beneath the Waves

Slade: Casts Heal for Renquist-12 Xscorpion-17 Jack-13 Obsidian-14 Max-12 Slade-18 Scrappy-18
Slade: Casts Heal for Renquist-15 Xscorpion-18 Jack-22 Obsidian-15 Max-15 Slade-13 Scrappy-12

With a little more lever manipulation, Xscorpion went back out of the room and carved an "X" into the outside of the initial entrance to the room, to let the others know they'd gone this way when they hopefully eventually arrived and found a seeming dead end where they would have expected the room itself. Afterwards, the group proceeded east through the new door.

Xscorpion: Critical! 5-Hits 1004-Damage against LOBSTER1. Terminated.
LOBSTER2: 2-Hits 14-Damage against Xscorpion
LOBSTER4: Misses against Obsidian
Max: 2-Hits 75-Damage against LOBSTER4
Renquist: Casts Lit2 for SeaTROLL1-82 SeaTROLL2-156 LOBSTER2-88 LOBSTER3-180 LOBSTER4-70. LOBSTER3 terminated.
Scrappy: 1-Hit 1-Damage against LOBSTER2
Obsidian: Casts Lit2 for SeaTROLL1-126 SeaTROLL2-132 LOBSTER2-93 LOBSTER4-123. SeaTROLL2 LOBSTER24 terminated.
SeaTROLL1: 1-Hit 1-Damage against Renquist
Jack: Casts Lit2 for SeaTROLL1-64. Terminated.
Regen: Xscorpion 29
Victory: Party members gain 608 experience and 414 gold [Slade & Scrappy gain 1216xp]
[Renquist 591/629 9/9/7/7/6/5/5/0, Xscorpion 595/595, Jack 447/447 9/8/7/7/7/5/5/4, Obsidian 453/474 9/9/8/7/8/6/7/7, Max 469/469 9/8/6/7/7/5/5/4/1, Slade 331/331 8/5/4/5/4/3/2/0, Scrappy 124/155 6/4/3/2/0/0/0/0]

Heading east a little ways brought them to a corner with a door on the east wall and a passage heading north.

[You may enter travel commands as you wish. Available directions are north, trying the door to the east, or returning west.]

Guy attempts to make a PhoenixDown and fails
Guy: Casts Life on Nielic
Guy: Casts Cur4 on Nielic for 999 HP
Guy: Casts Cur3 on Guy for 92 HP
Guy: Casts Cur3 on Guy for 92 HP
Spiralex: Casts Cur4 on Spiralex for 999 HP
Guy: Casts Hel3 for Nielic-66 Dano-72 Spiralex-83 Guy-57 Duncan-68 Ramza-68 Keelan-77
Spiralex: Casts Hel2 for Nielic-37 Dano-35 Spiralex-33 Guy-27 Duncan-24 Ramza-31 Keelan-33
Spiralex: Casts Hel2 for Nielic-34 Dano-35 Spiralex-25 Guy-40 Duncan-32 Ramza-27 Keelan-29

After doling out some healing to get the team back in fighting shape, Guy headed directly for the short pillar in the center of the room. Spiralex initially started to head for the chest in the northeast corner, but upon seeing Guy start to slide the Scather out of its sheathe, he changed course and followed the alchemist instead. Keelan went for the southwest corner's chest, while [picking randomly] Dano went northwest and Nielic headed southeast.

Keelan: Obtains Vorpal
Dano: Obtains SafetyBit
Nielic: Obtains L7 scroll

Guy plunged the blade of Scather into the slot in the top of the pillar. Spiralex prepared himself to do what must be done, but the room was immediately plunged into darkness. A blue spectral image of Undine appeared, floating just above the pillar, providing the barest amount of illumination. Guy found his hands utterly attached to the hilt of Scather, unable to budge even if he'd wanted to remove them. The ghostly Undine laughed softly. "You're all blind," she said. "You're all dead." She sounded sad to make the pronouncement.

[Nielic 725/725 9/9/9/9/0/0/0/0, Dano 562/586 9/8/7/8/7/7/6/0, Spiralex 521/521 9/8/7/7/4/5/4/4, Guy 393/540 9/9/8/8/4/7/3/5, Duncan 323/323, Ramza 267/284, Keelan 365/365 9/7/5/4/5/5/3/0]
[VOID1234 remain. Guy is transfixed and unable to take actions in the battle, but is free to interact otherwise.]

Bran Bal

Resettling himself and Pyren with his back to the sealed portal, Arithon kept up his watch on the frozen man in yellow. The vague sensation of being watched continued, though he was still unable to pinpoint its source. The rain seemed to be picking up intensity, producing some fairly heavy drops that almost sounded like they were battering the ground. He couldn't help but wonder if the man in the yellow jumpsuit was somehow faking his condition, but if he was, he was doing an excellent job at remaining motionless. Waiting out the paralysis didn't seem to be working, though. Odd.

[Arithon 407/407 9/8/8/8/7/7/6/5/0]
[You may enter commands as you wish.]

[Holding for command]
[Romulus 520/520 9/8/7/7/6/6/6/4]
[If you head for the temple, EARTH remains. Otherwise, you are in Bran Bal and may enter commands as you wish.]

User Info: DarthCansupes

DarthCansupes
2 months ago#9
Let’s Get Kraken

Stymied by the doors and their rude decision to remain closed, Selene let the new arrival lead her on a trip around the outside of the building in search of another way in. When they reached the rear, they did in fact locate a smaller, singular door maked "True Believers Only."

They approached it, only for a new set of elementals to rise up to impede them, this time made of water.

[O'Shea 200/200, Kojak 681/681, Selene 319/474 9/8/8/7/7/6/4/5/1]
[WATER123 remain.]

The Room of Absolute Safety

Breaking free with little effort, Pogs rose from the chair, to the surprise of the woman behind the voice. "Keeping the…" she repeated. "You think it's here? We're not that horrible, Pogs. You think we'd steal a crystal from your world?"

"Then why claim it's the prize?" Pogs asked, unsheathing his dagger and putting its tip to her throat.

"The winner gets sent to it," she answered, smiling but with at least a bit of fear in her eyes. "That's what you want, right? You and Roberto, one last duel, one shall stand, one shall fall? It can still happen. Just play along. Please?"

"We're gonna take a walk first," Pogs said, ushering her towards the door. She reluctantly obeyed, opening it up and leading him back out into the corridor. There was some sort of commotion coming from below, where he'd climbed up the ladder - it sounded like a fight was getting started. Someone also seemed to be climbing up...

[Pogs 1/540]
[You may enter commands as you wish. There are numerous doors up and down this corridor, and the ladder leading back down.]

Undine tried to placate the gorilla with an explanation of how the workers were loafing around and napping, but he gave a big laugh. "Nice try, pal!" the gorilla yelled back. "Get back to your rooms, right now! We've got a show to finish! I didn't cut the end of an episode when the king died and I'm damn sure not doing it tonight!"

"Don't worry, this will explain everything," Sorrell said.

Sorrell: Casts Slep unsuccessfully

"Sleep is for the weak!" the gorilla boomed, charging Sorrell.

GORILLA: 1-Hit 42-Damage against Sorrell

[Rocco 541/703, Undine 334/407 1/2/1/3/1/5/5/0, Sorrell 49/358 3/3/5/1/0/0/0/0]
[GORILLA remains. Rocco and Undine can continue to climb or drop down and join the battle. Sorrell can do so with a successful attempt to run.]

User Info: gameenjoyer

gameenjoyer
2 months ago#10
Jack votes door since we have a door-opener, but will defer to the majority.
  1. Boards
  2. Final Fantasy
  3. Final Fantasy Dynamics 185: Kraken Hunters
  • Topic Closed

GameFAQs Q&A