Final Fantasy 5 Readme.txt

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FINAL FANTASY 3 ENGLISH VERSION
By Alex W. Jackson, Neill Corlett and SoM2Freak

Here's the latest and hopefully final FF3 English patch.  This one should
work with any FF3 ROM, whether original Japanese, some partial translation
(yuck), or our own previous patch.  If it doesn't work with your ROM, let
me know.  As I've said before, LoopyNES and BioNES are the emulators of choice.

FF3 MICRO-MANUAL

Unlike FF5, the Jobs of FF3 aren't described in-game, so here's the roster.

OnionKid
--------
Uses only basic knives as weapons.  These guys are completely useless;
they're what your characters are before getting any Jobs.  Not much more to
say about them.  Well, there is, but to quote Xelloss of Slayers Next,
"Sore wa himitsu desu."

Fighter
-------
Uses mainly swords and shields (can also equip a basic short or long bow,
but not the fancy bows).  Can wear any armor you can find in the first part
of the game.  High strength and speed, average HP growth.

Monk
----
Can use martial-arts weapons (nunchucks, tonfa) but usually more effective
with bare hands (unless you find a good MA weapon early, like the hidden
Tonfa in... oops, sore wa himitsu desu)  Can only wear a dougi or leather
armor.  High strength and speed, best HP growth of all the beginning Jobs.

White Wizard
------------
Uses only staves as weapons.  Terribly weak, but some staves have magical
powers (try the "Item" command; as with FF4, you must equip a weapon to use
it this way)  Casts White magic (natch), but gets few MP higher than Spell
Level 1.  Low strength, speed and HP growth.

Black Wizard
------------
Uses either daggers, rods, or bows (basic short or long bow only).  Casts
Black magic, but gets few MP higher than Spell Level 1.  Low strength,
average speed, very low HP growth.

Red Wizard
----------
Uses swords, but only Red Magic swords, not the swords that the Fighter
uses.  Can wear helms and shields, but not heavy body armor.  Casts both
White and Black magic, but at about half the effect of the specialized
wizards, and gets even fewer MP.  Average strength, high speed, very low
HP growth.

Hunter
------
Uses bow & arrows, including the unique bows and elemental arrows.  Can
cast Level 1-3 White magic, except for *Aero.  Can equip the same armor
as the Fighter (but not the high level armor, which is reserved for the
Knight).  Average strength, terrific speed, average HP growth.

Knight
------
Uses swords, including high-level swords the Fighter can't.  Can wear
almost any armor.  "Covers" allies who are below 25% HP, like Cecil
of FF4.  Great strength, high speed, good HP growth (better than both
Fighter and Monk).

Thief
-----
Uses daggers, including unique daggers (such as the vampiric "Orihalcon")
Can wear only one type of armor, which is sold only in one town.
"Escape" is a 100% effective Run command.  Unfortunately, "Steal" usually
only procures crud like Potions and Antidotes.  When the Thief is the
visible character (press Select a few times to change this) he can open
normal locked doors without a Magic Key.  High strength, great speed,
low HP growth.

Scholar
-------
Uses books as weapons.  Remarkably effective with them, too.  Can only wear
one type of armor, which at least is easy to obtain.  "Peep" tells you the
current/max HP of an enemy.  "Scan" tells you the elemental weak point of
an enemy (or ally--some armor has nasty side effects!)  "Scan" is most
useful against a certain "WallChange"-using villain (an ancestor of FF6's
MagiMaster, perhaps?)  Decent strength and speed, but terrible HP growth.

Geomancer
---------
Uses bells as weapons, of all things.  Another one-type-of-armor-only Job.
"Terrain" uses the landscape as a weapon.  Its effectiveness varies greatly
with what terrain there is to work with.  Sand, high-altitude winds and
especially water make great weapons.  Ordinary grassland and forest don't
have much for a Geomancer to throw around.  Average strength, speed and
HP growth.

Dragoon
-------
Uses spears as weapons.  Wears "Dragon Mail", but can also wear the
generic heavy armors and a shield.  Signature attack is "Jump", which
takes 2 turns to execute but does about double the damage of a normal
attack (it occasionally misses completely, though).  "Jump" is nearly
essential to defeat one major villain.  Good strength (but lower than
a Knight), great speed, average HP growth.

Viking
------
Uses axes and hammers as weapons.  Wears "Viking Mail" as well as the
generic armors and shields.  Weaker overall than the Knight, but especially
effective at fighting sea monsters (he inflicts double damage to most
of them).  Great strength, average speed, terrific HP growth.

Karateka
--------
Uses his bare hands or claws.  Yet another one-type-of-armor-only Job.
"BuildUp" causes him to power up Dragonball Z-style, yellow aura and all.
His next attack will do triple damage.  "BuildUp" can be used twice in
a row for 6 times normal damage!  However, while he is powering up, any
attack which hits him will be a critical hit (just like what happens when
you try to run and fail).  Great strength, speed and terrific HP growth.

Mystic Knight
-------------
As a Knight who has "overcome his fear of the Darkness", he uses Dark Swords
and demonic armor.  Unfortunately he can't wear "generic" armor, except for
the Crystal set (which is in the last area of the game, and which any
soldier-type can use)  Dark Swords are generally stronger than normal ones,
and the Mystic Knight can also cast low-level White magic.  However, he
can't "Cover" people like the normal Knight.  Great strength and speed,
average HP growth.

Conjurer
--------
Uses mostly the same weapons and armor as a Black Wizard.  Casts Summon
magic, getting one of two effects at random for each Esper.  One effect
is "White" (defence, recovery or a disabling attack) and the other
is "Black" (a damaging or killing attack)  See the next section for a list.
You can buy the low-level Espers, but have to hunt down the really
good ones.  Remarkably good strength and speed for a spellcaster, but
terrible HP growth.

Bard
----
Uses harps as "weapons" (he can't fight, but "Sings" instead; some harps
inflict damage like weapons, others do different things).  Yes, yet another
one-type-of-armor-only Job.  "Scare" makes enemies miss attacks and
occasionally run away.  "Cheer" increases the whole party's attack power
(like a low-grade *Haste, but it's cumulative with multiple Cheers).
Low strength, high speed, high HP growth.

Warlock
-------
An upgrade of the Black Wizard who uses the same weapons and armor.  Gets
a lot more MP, especially of the higher Spell Levels.  Basically, he's the
same as the Black Wizard, only improved in every way.  Low strength, high
speed, high HP growth.

Shaman
------
An upgrade of the White Wizard.  Gets more MP, better HP growth, the works.
Low strength, high speed, high HP growth.

Summoner
--------
Uses the same weapons and armor as the Conjurer, but is not just an upgrade!
Gets completely different effects out of the Espers, almost all of which are
powerful multi-target attacks.  In fact, they're so powerful that they make
the Warlock seem kind of pointless by comparison.  This is assuming you
managed to hunt down the strongest Espers, of course.  Low strength, high
speed, low HP growth.

Sage
----
The uber-spellcaster.  Uses all the weapons and armor usable by the Warlock,
Shaman, Summoner and Scholar combined.  Casts White, Black and Summon magic,
and gets more MP than any other Job.  Be sure to equip him with Summon magic
rather than Black magic--he gets the same Esper attacks the Summoner does.
Average strength, high speed, high HP growth.

Ninja
-----
The uber-warrior.  Can use every weapon and armor in the game (with exactly
one exception; as usual, sore wa himitsu da.)  He can use "Shuriken", which
no one else can.  These are almost ridiculously powerful, doing from 4000
to 5000 damage, but are one-use-only and extraordinarily expensive (they
cost 65000 Gil each!)  It's a waste to squander Shuriken on anything but
the final enemy.  Best strength, speed and HP growth in the game.

Summon Spell List

Chocobo (L1)
------------
White:    Escape (same as the Thief's ability)
Black:    Stumble (nothing happens; same as trying to run and failing)
Summoner: Chocobo Kick (physical damage, single enemy)

Shiva (L2)
----------
White:    HypnoBeam (Sleep, 100% success rate, all enemies)
Black:    Icy Glare (Ice damage, single enemy)
Summoner: Diamond Dust (Ice damage, all enemies)

Ramuh (L3)
----------
White:    MindBlast (Paralyze, 100% success rate, all enemies)
Black:    God's Thunder (Lightning damage, single enemy)
Summoner: Heaven's Rage (Lightning damage, all enemies)

Ifrit (L4)
----------
White:    Recovery (Recover some HP and status, all allies)
Black:    Flames of Fury (Fire damage, single enemy)
Summoner: Hellfire (Fire damage, all enemies)

Titan (L5)
----------
White:    Punch (Physical damage, one enemy)
Black:    Kick (Physical damage, one enemy)
Summoner: Earthquake (Earth damage, all enemies)

Odin (L6)
---------
White:    Barrier (Same as *Wall, but all allies)
Black:    Sword Cut (Physical damage, one enemy)
Summoner: Atom Edge (Kills anything but bosses, all enemies)

Leviathan (L7)
--------------
White:    Stony Glare (Instant petrification, all enemies)
Black:    Tempest (Water/physical damage, all enemies)
Summoner: Tsunami (Water/physical damage, all enemies)

Bahamut (L8)
------------
White:    Aura (Same as *Haste, but all allies)
Black:    Rend (Gruesomely kills one enemy)
Summoner: Megaflare (Massive non-elemental damage, all enemies)
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