Final Fantasy III Walkthrough :
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Use the shown bracketed letters to find the section you need. Remember to include the brackets. To find a certain part of a section, surround what you are looking for with ~'s (i.e. ~Body armor~) _________________ ~Table of Contents~ I. Version History [VHS] II. Overview [OVR] III. Game Basics [GBS] IV. Characters [CHR] V. Jobs [JBS] A. Freelancer [FRL] B. Black Mage [BLM] C. Monk [MNK] D. Red Mage [RDM] E. Thief [THF] F. Warrior [WRR] G. White Mage [WHM] H. Onion Knight [OKN] I. Geomancer [GMN] J. Knight [KNG] K. Ranger [RNG] L. Scholar [SCL] M. Bard [BRD] N. Black Belt [BBL] O. Dark Knight [DRK] P. Dragoon [DRG] Q. Evoker [EVK] R. Viking [VKN] S. Devout [DVT] T. Magus [MGS] U. Ninja [NNJ] V. Sage [SGG] W. Summoner [SMN] VI. Equipment [EQP] A. Weapons [WPN] B. Armor [RMR] VII. Magic [MGC] VIII. Items [ITM] IX. Walkthrough [WLK]* A. Wind Crystal [WND] B. Fire Crystal [FRR] C. Water Crystal [WTR] D. Earth Crystal [RTH] E. World of Darkness [WDR] X. Sidequests [SDQ] XI. Bestiary [BST] XII. FAQ [FAQ] XIII. Legal Stuff [LGL] XIV. Contact Me [CCT] XV. Credits [CRD] --- __ __) (, ) / | / |/ | ersion History [VHS] Version 0.2 - Everything is done but the Walkthrough. I've just started the first crystal with it. --- ___ /(, ) / / / / (___ / verview [OVR] Welcome to my Final Fantasy III FAQ/Walkthrough. We'll be exploring every nook and cranny of this re-made masterpiece including jobs, equipment, sidequests, the main quest, magic, monsters and more! I know the walkthrough is kind of dar down in this guide, but that's what the Find function is for. Don't neglect it! This being my first retro Final Fantasy, I find this a rather exciting oppurtunity and, hopefully, how I write this guide in relation to other Final Fantasy guides will bring a fresh breath of air to those of you who use them. Please, if anything is unclear, go to the Contact Me section and tell me how I can improve a section's clarity or quality. The most annoying thing ever is using a guide you don't really undeerstand. So I hope you find this informative and helpful, whether you're bored and looking at random monster information or indeed stuck in part of the game. Just don't be hesitant to contact me if you have a problem. Mmk? OK, let's get started. --- _____) / / ___ / / ) (____ / ame Basics [GBS] To open up the Game's Menu, tap the Menu button, press X, or press R. The left side of the screen provides a brief overview of the party's current status. On the right side of the screen are the options Item, Magic, Equipment, Status, Formation, Job, Config, Quicksave, and Save. I will concisely describe each of these options. Item displays the inventory of items, weapons, and armor in the inventory that aren't currently equipped. Sort this list to easily navigate this menu. Key items are also shown here, which are not able to be used. Magic enables you to either manage the party's magic spells or to cast certain spells while outside combat. Each character can learn three spells of each level, regardless if it's Black, White, or Summon magic, but not all jobs can use these types of magic. The Learn option pulls a spell from the party's current inventory and places it in that character's spell list. 'Remove' returns a learned spell back to the party's inventory. Finally, 'Exchange' enables you to swap entire spell books between characters. Equipment allows to selected character to change gear. A green arrow indicates an improved stat, while a red arrow means the opposite. Formation enables you to either change spots between two characters or move a character between the front and back rows of the battlefield. Placing characters in the rear reduces the damage taken from physical attacks but consequently lowers your attack. Placing characters in the front lowers their defense but maximizes their physical attack power. Use the Job function allows you to check out everyone's current level and to change jobs. Config, Quicksave, and Save are all system functions. Config allows you to customize your interface. Quicksave is a temporary file that works anywhere and at any time but the save is lost when it is loaded or when another game is loaded or started anew. Save works on the World Map and records your progress to one of three available slots. While exploring the depths of dungeons or traversing the lands, you'll have many random enemy encounters. There are also pre-arranged boss battles scattered here and there, just like any other traditional RPG. After battles, you'll want to use low-level healing spells to save your more useful items and higher spells for those perilous moments. Most choices during battle are the same for all jobs. The first slot is always Attack, and the fourth through seventh slots are Item, Equipment, Front/Rear, and Run Away. The second slot is different for almost every job, although many jobs use the command Magic. The third option is most often Guard, but certain jobs can replace this, too. Select Attack and the character attacks a single target with the weapon(s) currently equipped. Item opens up the party's inventory and all available choices are hilighted. Push up at the top of the inventory screen to make that character's currently equipped items available for use. Equipment allows you to change a character's current weapons and shield choices, but it will not use a turn in a round of battle. Front/Rear moves characters between the front and rear ranks and is usually used for Back Attacks. Use run Run Away when you're even a little overwhelmed because this game can be pretty unforgiving. When you've unlocked everything, twenty-three jobs will become available to you. I reccomend always having a healer handy and a someone with status-removing spells early on. There are two different level types to gain: normal levels and job levels. The overall level of each character, which increases with experience earned from winning enemy battles, is displayed on the Status screen. Hwever, job levels are acquired through the number of actions performed in combat. Successful or not, any action taken works toward raising job levels, even Guard. The enemies faced have nothing to do with raising a character's job level. Character levels increase the stats for each character and the ability to deal or take damage in combat. Job choice determines which stats receive how much growth. Job level determine how well a character performs his or her actions. A higher job level means more attacks per round, greater damage dealt, more effective healing and damage spells, and so on. Here is a definition of each of the stats: Strength influences the effectiveness of physical attacks. Agility influences the order in which actions are executed in battle. Vitality influences how much HP increases when a level up occurs. Intellect influences the effectiveness of Black Magic. Mind influences the effectiveness of White Magic. --- ) ___ (__/_____) / / (______) haracters [CHR] ~Luneth~ An orphan raised by Nina and Elder Topapa in the village of Ur. Adventurous by nature, his curiosity gets the better of him as he tumbles into a hole created by the great earthquake. -Starting Info- Level: 1 Job: Freelancer HP: 32 MP: 1 Strength: 5 Agility: 5 Vitality: 5 Intellect: 5 Mind: 5 Attack: 8 Defense: 1 Magic Defense: 1 ~Arc~ Another orphan raised by Topapa and Luneth's best friend. Unlike Luneth, he prefers reading over gamboling in the wild. His studies endow him with great knowledge that more than makes up for his shyness. -Starting Info- Level: 3 Job: Freelancer HP: 47 MP: 3 Strength: 5 Agility: 5 Vitality: 5 Intellect: 5 Mind: 5 Attack: 8 Defense: 4 Magic Defense: 2 ~Refia~ Raised in Kazus by the mythril smith Takka, whose rigorous training led her to run away from home... again. -Starting Info- Level: 3 Job: Freelancer HP: 47 MP: 3 Strength: 5 Agility: 5 Vitality: 5 Intellect: 5 Mind: 5 Attack: 8 Defense: 4 Magic Defense: 2 ~Ingus~ A loyal soldier of King Sasune's army, he narrowly escaped the Djinn's curse. His prime concern is finding the missing Princess Sara. -Starting Info- Level: 4 Job: Freelancer HP: 59 MP: 4 Strength: 6 Agility: 6 Vitality: 6 Intellect: 6 Mind: 6 Attack: 8 Defense: 4 Magic Defense: 2 --- _____ (, / / ___/__ / / (__ / obs [JBS] Note: Penguin Knight's guide has level by level statistics. --- A. Freelancer [FRL] Special Ability: Magic Note: Freelancers can only use level 1 Black or White magic. Equipment Available: Daggers, Swords, Bows, Arrows, Fist Weapons, Shields, Head Armor, Body Armor, Arms Armor Freelancers can do just about anything... just not very well. It is the starting job of the game. When it all boils down, Freelancers are basically Red Mages. Their stat growth is painfully slow and will cause some headaches if you attempt to go very far with this job. However, it is the ideal expert's challenge in this game. Think you can do it? Blacksmith Item: Celestial Gloves (Defense 40; Magic Defense 18; All Stats +15) --- B. Black Mage [BLM] Special Ability: Magic Note: Black Mages can only use LV1-LV7 Black Magic. Equipment Available: Staves, Bows, Arrows, Head Armor, Body Armor, Arms Armor Black Mages are the opposite of Maguses in an intersting way. They have lots of low level spell MP but very little high. Plus, they can't use LV8 magic. I don't reccomend using black mages past the second crystal as Black Magic is not very good in this game in the first place. Blacksmith Item: Lilith Rod (Attack 110; +20 Intellect; Casts Death) --- C. Monk [MNK] Special Ability: Retaliate Note: With retaliate, a monk will counterattack any physical strikes from an enemy with additional damage. Increased defense is also a bonus when using this move. Equipment Available: Fist Weapons, Head Armor, Body Armor, Arms Armor The equips just aren't there for the monk. Their physical damage starts out poor early on but builds into a powerhouse at endgame. The monk's ability is also a high risk. If he is not hit with a physical attack, a turn is wasted. Black Belts really have better stats and equips. In my opinion, there really is no necessary use for a Monk in this game at all. Blacksmith Item: Shura Gloves (Defense 45; Magic Defense 19; +20 Strength) --- D. Red Mage [RDM] Special Ability: Magic Note: Red Mages can use LV1-LV5 Black and White Magic. Equipment Available: Daggers, Swords, Staves, Bows, Arrows, Shields, Head Armor, Body Armor, Arms Armor A Red Mage is a highly upgraded Freelancer. They can do anything. The only thing this class suffers from is lack of specialization. There really is nothing about a Red Mage that really stands out (except the super cool pimp outfit) When LV6 Magic becomes available, Red Mage declines in efficiency. Blacksmith Item: Crimson Vest (Defense 50; Magic Defense 25; +10 All Stats) --- E. Thief [THF] Special Ability: Steal; Flee Note: Steal is your best friend for a thief. Use it to grab items from enemies... pockets? (Why does this reference say pockets? Monsters don't have pockets) Anyway, many items are stealable from enemies. Most of them are going to be Potions or Hi-Potions, though. You can steal Gungir, one of the most powerful spears in the game, from Odin and Phoenix Downs from Rust Birds. Also, Flee is simply an improved version of Run Away that takes the place of guard. Equipment Available: Daggers, Thrown Weapons Thieves are obviously non-combat item-gatherers. Simply get your job level high enough to steal better items. The only amazing thing thieves have stat-wise is their maxed Agility. Also observe that thieves can pick locks that you don't have Magic keys for. Blacksmith Item: Gladius (Attack 130; +20 Agility) --- F. Warrior [WRR] Special Ability: Advance Note: Advance is simply for bonus damage. However, after you use it, the character's defense will drop. Job Level|Damage Bonus 1-10 | 150% 11-21 | 160% 22-32 | 170% 33-43 | 180% 44-54 | 190% 55-65 | 200% 66-76 | 210% 77-87 | 220% 88-98 | 230% 99 | 240% Equipment Available: Daggers, Swords, Bows, Arrows, Axes, Shields, Head Armor, Body Armor, Arms Armor If you know how to play a Warrior right, they can be amazing. They have access to the highest level equips in the game, and they have acceptable stats. Their Advance ability can deal serious damage. In endgame, they may suffer dearly from post-advance attacks, but it can be avoided with good timing and some luck. If you have the guts, try this job out in endgame. Blacksmith Item: Gigantic Axe (Attack 155; +20 Strength) --- G. White Mage [WHM] Special Ability: Magic Note: White Mages can cast LV1-LV7 White Magic. Equipment Available: Staves, Head Armor, Body Armor, Arms Armor White Mages are almost as good as Devouts. If you don't feel like leveling your Devout's job level when you first unlock it, White Mage can still get the job done. They can cast faster than Devouts, which come sin handy during sticky instances. Howeverm their big minus is endgame viability. Since they can't cast LV8 White Magic, an almost imperative spell is missed: Arise. Arise revitalizes a fallen ally with fully restored HP. Also, White Mages have an excellent blacksmith item, the Angel Robe, which boosts Mind, Defense, and Magic Defense considerably, compensating for lack of better stats. Blacksmith Item: Angel Robe (Defense 45; Magic Defense 48; +20 Mind) --- H. Onion Knight [OKN] Special Ability: Magic Note: Onion Knight can cast all Black and White Magic. This job is only unlockable through the "Save the Children" sidequest, which you must unlock through means of Wi-Fi. Equipment Available: Daggers, Swords, Katanas, Staves, Bows, Arrows, Books, Fist Weapons, Hammers, Axes, Polearms, Thrown Weapons, Bells, Harps, Shields, Head Armor, Body Armor, Arms Armor Onion Knight was the starting job in the original Japanese version of Final Fantasy III. There simply isn't enough to say about this class. They can do everything, but they will absolutely stink until level 95 and higher. At level 99, they have completely maxed-out stats. In addition, Onion Blades can equip almost anything in the whole game. Blacksmith Item: Onion Blade (Attack 150; +7 All Stats) --- I. Geomancer [GMN] Special Ability: Terrain Note: This unique ability uses Magic without consumption of MP to attack. The effects of the magic depends on the environment in which you are fighting. _ Land except dessert | Sasoon Castle | Dragon Hill | Owen Tower (except B1)| Hein's Castle > Wind Slash 50%; Ice Storm 48%; S. Flare 2% Goldor's Mension | Saronia Dragon Tower | Battle vs. Bahamut | Crystal Tower _| _ Dessert | Cave of Altar | Mystril Quarry | Cave of Seal | Path to Tozasu | Cave of Magical Seal | Ancient Ruin > Earthquake 40%; Close-in 38%; Cave of Falgabald > Wind Slash 20%; S. Flare 2% Bahamut Cave | Cave of Darkness | Cave of Douga | Myth of the Ancient _| _ Shore, sea, undersea | Nepto Temple | Owen Tower B1 | Underwater Lake | Cave of Water | Sewage > Ice pillar 40%; Whirlpool 38%; Undersea Cave > Wind Slash 20%; S. Flare 2% Saronia Tomb | Temple of Time | Falgabald (behind the waterfall) Doru Lake | '???' Dungeon _| Sky> Wind Slash 50%; Ice Storm 48%; S. Flare 2% Ur> Wind Slash 50%; Ice Storm 50% Molten Cave> Magma 40%; Fire shot 38%; Wind Slash 20%; S. Flare 2% Saronia Pub> Blackhole 50%; S. Flare 40%; Wind Slash 10% Forbidden Eureka> Blackhole 40%; S. Flare 40%; Wind Slash 20% World of Darkness> Wind Slash 23%; Ice Pillar 23%; Fire Shot 22%; Earthquake 22%; S. Flare 10% Equipment Available: Bells, Head Armor, Body Armor, Arms Armor Geomancer is an exciting class. It is highly dependent on where you are, however. The Geomancer's stats are also quite average. Endgame for a Geomancer is chancy because they do not have decent equips toward the end. Blacksmith Item: Blessed Bell (Attack 130; +10 Agility; +10 Mind; +10 Intellect) --- J. Knight [KNG] Special Ability: Magic; Defend Note: Knights can use LV1 White Magic. Defend is a juiced-up guard. Equipment Available: Swords, Shields, Heady Armor, Body Armor, Arms Armor Knights are about equal to Warriors, but they have one great bonus; knights can transfer a monster's physical attack when an ally is in yellow HP and when the attack is on an ally, therefore protecting your most invaluable characters. The Knight is mostly for defense. However, they can dual-wield for decent damage. Basically, it is a Warrior with superior stats. Blacksmith Item: Save the Queen (Attack 140; +10 Vitality; +10 Mind; Casts Reflect) --- K. Ranger [RNG] Special Ability: Barrage Note: Barrage is a four-time attack on one or many enemies, according to chance. Job Level|Damage 1-20 | 20% 21-70 | 30% 71-99 | 40% Equipment Available: Bows, Arrows, Thrown Weapons, Head Armor, Body Armor, Arms Armor The ranger really doesn't vut it after the second crystal. They have poor equips, sub-par stats, a horrible ability, and arrows cost a lot to keep a good supply. This is not a job I recommend. Blacksmith Item: Artemis Bow (Attack 122; +10 Strength; +10 Agility) --- L. Scholar [SCL] Special Ability: Magic; Study Note: Scholars can use LV1-LV3 White and Black magic. Study will show an enemies current and cumulative HP as well as their weakness or lack thereof. Equipment Available: Books, Head Armor, Body Armor, Arms Armor Scholars are a touchy subject, and i haven't used them much, so I'll make this concise. Books are useful when you first get them, but they eventually fade in power. Their big claim to fame, however, is that the items they use have doubled effects. Damage items and healing items alike get this effect. A down point is that scholars cannot Defend because Study takes its place. Study is useful for the Hein boss battle, but that's about it. Blacksmith Item: Omnitome (Attack 130; +10 Intellect; +5 Mind) --- M. Bard [BRD] Special Ability: Sing Harp |Song |Effect Madhura |Minne |Shell Loki |Minuet |Haste Lamia |Requiem |Damages opponents according to what damage you last took Dream |Paeon |Heals everyone Apollo |Elegy |Aura Note: Bards can use harps to do many things, from boosting your party's stats to pure damage to an enemy. You cna also switch harps mid-battle to stack effects. Equipment Available: Daggers, Harps, Head Armor, Body Armor, Arms Armor Bards are useful if used properly. The stat boosts to your whole party can help keep them alive longer. Bards also have Requiem, which damages an enemy. Healing is also available through the Dream harp, similar to Cura. Their biggest downfall, however, is their questionable stats. Blacksmith Item: Ballad Crown (Defense 35; M. Defense 34; +10 Vitality; +10 Mind) --- N. Black Belt [BBL] Special Ability: Boost Number of Boosts|Damage Bonus 1 |x2 2 |x3 3 |Half your total HP is sacrificed Note: Black Belt's Boost ability is strange. It may double or triple your damage, but it seems equal to that of three normal attacks, in which case you may as well attack each turn. Equipment Available: Fist Weapons Black Belts have maxed-out vitality, making their HP incomparable. Use this job to raise a character's HP, and you can switch it back to the old job to retain their gained HP. Black Belts also have maxed-out strength, making them good front-line candidates. Black Belt is an all-around great melee class. Blacksmith Item: Master Dogi (Defense 54; Magic Defense 23; +10 Agility; +10 Mind) --- O. Dark Knight [DRK] Special Ability: Souleater Note: Dark Knights sacrifice their own HP for massive damage on all targets. Equipment Available: Daggers, Swords, Katanas, Shields, Head Armor, Body Armor, Arms Armor The Dark Knight has so-so stats, but I used it in end-game anyway. Their Souleater ability is excellent for clearing multiple enemies, and they great in the Cave of Darkness with katanas. They are another Warrior upgrade really. Use them wisely, and you'll be fine. Blacksmith Item: Murakumo (Attack 140; Effective against dividing enemies; +20 Agility) --- P. Dragoon [DRG] Special Ability: Jump Job Level|Damage Bonus 1-10 |150% 11-21 |160% 22-32 |170% 33-43 |180% 44-54 |190% 55-65 |200% 66-76 |210% 77-87 |220% 88-98 |230% 99 |240% Note: The Dragoon's Jump ability uses one turn where he/she evades all attacks. The next turn, they strike for a certain damage bonus depending on job level. Equipment Available: Polearms (Spears) This is another one of my favorite endgame classes. Dragoon's Jump ability at job LV66 and up more than doubles your attack, therefore compensating for the time in the air with interest. Dragoons suffer from poor vitality, however, so you may want to switch them to a Black Belt first. Otherwise, they have good equips and are useful in almsot any situation. Plus they look wicked awesome. Blacksmith Item: Magic Lance (Attack 145; +20 Strength) --- Q. Evoker [EVK] Special Ability: Summon Magic Note: Evokers can use LV1-LV8 Summon Magic. Equipment Available: Staves, Head Armor, Body Armor, Arms Armor Evokers are random. They will make you nervous but excited. by casting, you must guess what Summon they will use next and hope it fits the situation. Blacksmith Item: Royal Crown (Defense 33; Magic Defense 36; +10 Intellect; +10 Mind) --- R. Viking [VKN] Special Ability: Provoke Note: Provoke keeps all the monsters' attention on the Viking. It doesn't work all the time, but it works most of the time. I'd say it works about 90% of the time on average. Equipment Available: Hammers, Axes Vikings are amazing iron walls. Use Provoke over an over to defens your party from insane damage. With great equips and maxed Strength, this may be the job for you. Blacksmith Item: Mighty Hammer (Attack 145; Deals Lightning Damage; +20 Vitality) --- S. Devout [DVT] Special Ability: Magic Note: Devouts can use all White Magic spells. Equipment Available: Staves, Head Amor, Body Armor, Arms Armor Devouts are improved white Mage sin every way except slower casting. They can cast LV8 spells with their maxed-out Mind, too. It's too bad they look ridiculous with those kitty outfits (especially Arc) Blacksmith Item: Holy Wand (Attack 110; +20 Mind; Casts Curaga) --- T. Magus [MGS] Special Ability: Magic Note: Maguses can cast all Black Magic spells. Equipment Available: Staves, Head Armor, Body Armor, Arms Armor Magus's are improved Black Mages in every way. Black magic is still very poor in this game though, unless you can play to your enemies' weakness. The LV8 Black magic spells are nothing too special either. Blacksmith Item: Millenium Rod (Attack 110; +10 Intellect; +10 Mind; Casts Blizzara) --- U. Ninja [NNJ] Special Ability: Throw Note: Ninjas can throw weapons for considerable damage. However, the thrown weapon is lost when used. Equipment Available: Daggers, Katanas, Throw Weapons, Shields, Head Armor, Body Armor, Arms Armor Ninjas have shuriken. Deadly, deadly shuriken. Shuriken can easily deal damage over nine-thousand. They can be bought later in the game for a hefty amount.While Ninjas have poor Vitality, they also have high Agility and Strength. Any party can do well with a Ninja. Blacksmith Item: Muramasa (Attack 140; Effective against dividing enemies; +5 Strength; +10 agility; +5 Vitality; +5 Intellect; +5 Mind) --- V. Sage [SGG] Special Ability: Magic Note: Sages can use any Black, White, or Summon spells. Equipment Available: Staves, Head Armor, Body Armor, Arms Armor Sages are the magic masters. They are similar to Red Mages, but they cannot do sufficient melee damage at all. Since we've established Black Magic is pretty poor, the White Magic and Summons are also downgraded. The White Magic simply isn't as effetcive as a Devout's and the Summons are, again, random. I don't reccomend this job for endgame. Blacksmith Item: Sage's Staff (Attack 110; +10 All Stats) --- V. Summoner [SMN] Special Ability: Magic Note: Summoners summon all summons. Say that three times fast. Equipment Available: Staves, Head Armor, Body Armor, Arms Armor Summoner is the final choice I made for engame. While they are amazing eye candy, they also have good raw damage on their hands. Their Mind and Intellect are very high. You can also play to your foe's weakness by choosing the correct summon. Summoners, put bluntly, cast for amazing damage. Blacksmith Item: Astral Bracers (Defense 47; Magic Defense 20; +10 Intellect; +10 Mind) --- _____) / )__ / (_____) quipment [EQP] _______________ / \ FR - Freelancer BL - Black Mage MO - Monk RE - Red Mage TH - Thief WA - Warrior WH - White Mage ON - Onion Knight GE - Geomancer KN - Knight RA - Ranger SC - Scholar BA - Bard BB - Black Belt DA - Dark Knight DR - Dragoon EV - Evoker VI - Viking DE - Devout MA - Magus NI - Ninja SA - Sage SU - Summoner \______________/ A. Weapons [WPN] ~Daggers~ Name: Knife Attack: 8 Note: None Stat Bonus: None Usable by: FR, ON, WA, RE, TH, DA, BA, NI -- Name: Dagger Attack: 9 Note: None Stat Bonus: None Usable by: FR, ON, WA, RE, TH, DA, BA, NI -- Name: Mythril Knife Attack: 14 Note: None Stat Bonus: None Usable by: FR, ON, WA, RE, TH, DA, BA, NI -- Name: Spark Dagger Attack: 23 Note: Deals lightning damage. Stat Bonus: +2 Agility Usable by: FR, ON, WA, TH, DA, BA, NI -- Name: Main Gauche Attack: 35 Note: None Stat Bonus: +3 Agility Usable by: FR, ON, WA, RE, TH, DA, BA, NI -- Name: Poison Dagger Attack: 40 Note: Inflicts poison. Stat Bonus: +4 Agility Usable by: FR, ON, WA, RE, TH, DA, BA, NI -- Name: Behemoth Knife Attack: 78 Note: None Stat Bonus: +8 Strength Usable by: ON, TH, NI -- Name: Air Knife Attack: 89 Note: Deals wind damage. Stat Bonus: +6 Agility Usable by: ON, TH, NI -- Name: Dark Knife Attack: 93 Note: None Stat Bonus: +5 Agility Usable by: ON, TH, NI -- Name: Lust Dagger Attack: 110 Note: None Stat Bonus: +8 Agility Usable by: ON, TH, NI -- Name: Gladius Attack: 130 Note: None Stat Bonus: +20 Agility Usable by: TH ~Swords~ Name: Golden Sword Attack: 5 Note: None Stat Bonus: None Usable by: FR, ON, WA, RE, KN, DA -- Name: Longsword Attack: 10 Note: None Stat Bonus: None Usable by: FR, ON, WA, RE, KN, DA -- Name: Wightslayer Attack: 15 Note: None Stat Bonus: None Usable by: FR, ON, WA, RE -- Name: Mythril Sword Attack: 17 Note: None Stat Bonus: None Usable by: FR, ON, WA, RE, KN, DA -- Name: Tyrfing Attack: 28 Note: None Stat Bonus: None Usable by: FR, ON, WA, RE, KN, DA -- Name: Salamand Sword Attack: 30 Note: Deals fire damage. Casts Fire. Stat Bonus: None Usable by: FR, ON, WA, RE, KN, DA -- Name: Freezing Blade Attack: 32 Note: Deals ice damage. Casts Blizzard. Stat Bonus: None Usable by: FR, ON, WA, RE, KN, DA -- Name: Serpent Sword Attack: 25 Note: Deals lightning damage. Stat Bonus: None Usable by: FR, ON, WA, RE, KN, DA -- Name: Royal Sword Attack: 50 Note: None Stat Bonus: None Usable by: FR, ON, WA, RE, KN, DA -- Name: Blood Sword Attack: 55 Note: Absorbs life. Stat Bonus: None Usable by: ON, WA, KN, DA -- Name: Ancient Sword Attack: 80 Note: Inflicts paralysis. Stat Bonus: None Usable by: ON, WA, KN, DA -- Name: Defender Attack: 95 Note: Casts Protect. Stat Bonus: +5 Vitality Usable by: ON, WA, RE, KN, DA -- Name: Break Blade Attack: 125 Note: Inflicts gradual petrification. Stat Bonus: None Usable by: ON, WA, RE, KN, DA -- Name: Excalibur Attack: 137 Note: A blade useable only by the worthy. Stat Bonus: +5 All Stats Usable by: FR, ON, RE, KN -- Name: Ragnarok Attack: 140 Note: None Stat Bonus: +5 All Stats Usable by: ON, WA, KN, DA -- Name: Onion Sword Attack: 156 Note: None Stat Bonus: +5 All Stats Usable by: ON -- Name: Save the Queen Attack: 140 Note: Casts Reflect. Stat Bonus: +10 Vitality; +10 Mind Usable by: KN -- Name: Onion Blade Attack: 150 Note: None Stat Bonus: +7 All Stats Usable by: ON -- Name: Ultima Weapon Attack: 155 Note: The ultimate weapon. Stat Bonus: +15 All Stats Usable by: FR, ON, WA, RE, KN, DA ~Katanas~ Note: All katanas are effective against dividing enemies. Name: Ashura Attack: 100 Stat Bonus: None Usable by: ON, DA, NI -- Name: Kotetsu Attack: 105 Stat Bonus: None Usable by: ON, DA, NI -- Name: Kiku-Ichimonji Attack: 115 Stat Bonus: None Usable by: ON, DA, NI -- Name: Masamune Attack: 132 Stat Bonus: +10 Agility Usable by: ON, DA, NI -- Name: Murakumo Attack: 140 Stat Bonus: +20 Agility Usable by: DA -- Name: Muramasa Attack: 140 Stat Bonus: +5 Strength; +10 Agility; +5 Vitality; +5 Intellect; +5 Mind Usable by: NI ~Staves~ Name: Staff Attack: 3 Note: None Stat Bonus: None Usable by: ON, WH, BL, RE, EV, DE, MA, SU, SA -- Name: Fire Staff Attack: 20 Note: Casts Fire. Stat Bonus: +2 Intellect; +2 Mind Usable by: ON, WH, BL, RE, EV, DE, MA, SU, SA -- Name: Ice Staff Attack: 20 Note: Casts Blizzard. Stat Bonus: +2 Intellect; +2 Mind Usable by: ON, WH, BL, RE, EV, DE, MA, SU, SA -- Name: Light Staff Attack: 20 Note: Casts Thunder. Stat Bonus: +2 Intellect; +2 Mind Usable by: ON, WH, BL, RE, EV, DE, MA, SU, SA --- Name: Golem Staff Attack: 30 Note: Casts Break. Stat Bonus: +3 Mind Usable by: ON, WH, RE, EV, DE, SU, SA -- Name: Rune Staff Attack: 33 Note: Casts Firaga. Stat Bonus: +4 Mind Usable by: ON, WH, RE, EV, DE, SU, SA -- Name: Elder Staff Attack: 85 Note: Casts Cura. Stat Bonus: +6 Mind Usable by: ON, WH, DE, SA -- Name: Holy Wand Attack: 110 Note: Casts Curaga. Stat Bonus: +20 Mind Usable by: DE -- Name: Sage Staff Attack: 110 Note: None Stat Bonus: +10 All Stats Usable by: SA -- Name: Mythril Rod Attack: 12 Note: None Stat Bonus: +1 Intellect Usable by: ON, BL, RE, EV, MA, SU, SA -- Name: Wizard Rod Attack: 20 Note: None Stat Bonus: +5 Intellect Usable by: ON, BL, RE, EV, MA, SU, SA -- Name: Fire Rod Attack: 25 Note: Casts Fira. Stat Bonus: +3 Intellect; +3 Mind Usable by: ON, WH, BL, RE, EV, DE, MA, SU, SA -- Name: Ice Rod Attack: 25 Note: Casts Blizzara. Stat Bonus: +3 Intellect; +3 Mind Usable by: ON, WH, BL, RE, EV, DE, MA, SU, SA -- Name: Light Rod Attack: 25 Note: Casts Thundara. Stat Bonus: +3 Intellect; +3 Mind Usable by: ON, WH, BL, RE, EV, DE, MA, SU, SA -- Name: Omnirod Attack: 93 Note: Inflicts gradual petrification. Stat Bonus: +10 Intellect Usable by: ON, BL, EV, MA, SU, SA -- Name: Lilith Rod Attack: 110 Note: Casts Death. Stat Bonus: +20 Intellect Usable by: BL -- Name: Millenium Rod Attack: 110 Note: Casts Blizzaga Stat Bonus: +10 Intellect; +10 Mind Usable by: MA ~Bows~ Name: Bow Attack: 10 Note: None Stat Bonus: None Usable by: FR, ON, WA, BL, RE, RA -- Name: Great Bow Attack: 18 Note: None Stat Bonus: None Usable by: FR, ON, WA, BL, RE, RA -- Name: Killer Bow Attack: 26 Note: None Stat Bonus: None Usable by: FR, ON, WA, BL, RE, RA -- Name: Rune Bow Attack: 42 Note: None Stat Bonus: +2 Intellect; +2 Mind Usable by: ON, RA -- Name: Selene Bow Attack: 63 Note: None Stat Bonus: None Usable by: ON, RA -- Name: Yoichi Bow Attack: 70 Note: None Stat Bonus: +5 Agility Usable by: ON, RA -- Name: Eurytos Bow Attack: 95 Note: None Stat Bonus: +5 Strength Usable by: ON, RA -- Name: Elven Bow Attack: 109 Note: None Stat Bonus: +5 Agility Usable by: ON, RA -- Name: Artemis Bow Attack: 122 Note: None Stat Bonus: +10 Strength; +10 Agility Usable by: RA ~Arrows~ Name: Wooden Arrow Attack: 6 Note: None Usable by: FR, ON, WA, BL, RE, RA -- Name: Holy Arrow Attack: 8 Note: Deals light damage. Usable by: FR, ON, WA, BL, RE, RA -- Name: Iron Arrow Attack: 12 Note: None Usable by: FR, ON, WA, BL, RE, RA -- Name: Fire Arrow Attack: 17 Note: Deals fire damage. Usable by: ON, RA -- Name: Ice Arrow Attack: 17 Note: Deals ice damage. Usable by: ON, RA -- Name: Light Arrow Attack: 17 Note: Deals ligtning damage. Usable by: ON, RA -- Name: Sleep Arrow Attack: 20 Note: Inflicts sleep. Usable by: ON, RA -- Name: Poison Arrow Attack: 20 Note: Inflicts poison. Usable by: ON, RA -- Name: Medusa Arrow Attack: 23 Note: Inflicts petrification. Usable by: ON, RA -- Name: Magic Arrow Attack: 27 Note: None Usable by: ON, RA -- Name: Yoichi Arrow Attack: 40 Note: None Usable by: ON, RA ~Books~ Name: Book of Fire Attack: 32 Note: Deals fire damage. Stat Bonus: +2 Intellect; +2 Mind Usable by: ON, SC -- Name: Book of Ice Attack: 32 Note: Deals ice damage. Stat Bonus: +2 Intellect; +2 Mind Usable by: ON, SC -- Name: Book of Light Attack: 32 Note: Deals lightning damage. Stat Bonus: +2 Intellect; +2 Mind Usable by: ON, SC -- Name: Tome of Fire Attack: 53 Note: Deals fire damage. Stat Bonus: +3 Intellect; +3 Mind Usable by: ON, SC -- Name: Tome of Ice Attack: 53 Note: Deals ice damage. Stat Bonus: +3 Intellect; +3 Mind Usable by: ON, SC -- Name: Tome of Light Attack: 53 Note: Deals lightning damage. Stat Bonus: +3 Intellect; +3 Mind Usable by: ON, SC -- Name: Cognitome Attack: 78 Note: None Stat Bonus: +5 Intellect; +5 Mind Usable by: ON, SC -- Name: Omnitome Attack: 130 Note: None Stat Bonus: +10 Intellect; +10 Mind Usable by: SC ~Fist Weapons~ Name: Bronze Knuckles Attack: 12 Note: None Stat Bonus: None Usable by: FR, ON, MO, BB -- Name: Sonic Knuckles Attack: 28 Note: None Stat Bonus: +2 Agility Usable by: ON, MO, BB -- Name: Impact Claws Attack: 34 Note: None Stat Bonus: None Usable by: ON, MO, BB -- Name: Cat Claws Attack: 42 Note: None Stat Bonus: +3 Agility Usable by: ON, MO, BB -- Name: Kaiser Knuckles Attack: 50 Note: None Stat Bonus: None Usable by: ON, MO, BB -- Name: Wyvern Claws Attack: 51 Note: Deals wind damage. Stat Bonus: +4 Agility Usable by: ON. MO, BB -- Name: Tiger Claws Attack: 82 Note: None Stat Bonus: +5 Strength Usable by: ON, MO, BB -- Name: Faerie Claws Attack: 89 Note: None Stat Bonus: +2 Intellect; +2 Mind Usable by: ON, MO, BB -- Name: Metal Kuckles Attack: 100 Note: None Stat Bonus: None Usable by: ON, MO, BB -- Name: Dark Claws Attack: 115 Note: None Stat Bonus: None Usable by: ON, MO, BB -- Name: Hellish Claws Attack: 121 Note: Inflicts poison. Stat Bonus: +5 Vitality Usable by: ON, MO, BB ~Polearms~ Name: Thunder Spear Attack: 45 Note: Deals lightning damage; Casts Thunder. Stat Bonus: None Usable by: ON, DR -- Name: Wind Spear Attack: 53 Note: Deals wind damage. Casts Aero. Stat Bonus: None Usable by: ON, DR -- Name: Heavy Lance Attack: 84 Note: None Stat Bonus: None Usable by: ON, DR -- Name: Blood Lance Attack: 95 Note: Absorbs life. Stat Bonus: None Usable by: ON, DR -- Name: Trident Attack: 108 Note: None Stat Bonus: None Usable by: ON, DR -- Name: Dragon Lance Attack: 117 Note: None Stat Bonus: None Usable by: ON, DR -- Name: Holy Lance Attack: 125 Note: Deals ligbt damage. Casts Holy. Stat Bonus: None Usable by: ON, DR -- Name: Gungir Attack: 140 Note: None Stat Bonus: +10 Strength; +10 Agility Usable by: ON, DR -- Name: Magic Lance Attack: 145 Note: None Stat Bonus: +20 Strength Usable by: DR ~Hammers~ Note: All hammers deal lightning damage. Name: Hammer Attack: 55 Stat Bonus: +1 Vitality Usable by: ON, VI -- Name: Dragon Hammer Attack: 70 Stat Bonus: +4 Vitality Usable by: ON, VI -- Name: Triton Hammer Attack: 110 Stat Bonus: +5 Vitality Usable by: ON, VI -- Name: Platinum Hammer Attack: 115 Stat Bonus: +2 Vitality Usable by: ON, VI -- Name: Blessed Hammer Attack: 120 Stat Bonus: +3 Vitality Usable by: ON, VI -- Name: Mighty Hammer Attack: 145 Stat Bonus: +20 Vitality Usable by: Viking ~Axes~ Name: Viking Axe Attack: 33 Stat Bonus: None Usable by: ON, WA, VI -- Name: Battleaxe Attack: 65 Stat Bonus: None Usable by: ON, WA, VI -- Name: Dual Tomahawk Attack: 73 Stat Bonus: None Usable by: ON, WA, VI -- Name: Rune Axe Attack: 110 Stat Bonus: +2 Intellect; +2 Mind Usable by: ON, WA, VI -- Name: Demon Axe Attack: 116 Stat Bonus: +2 Strength; +2 Vitality Usable by: ON, WA, VI -- Name: Dual Haken Attack: 122 Stat Bonus: +3 Strength Usable by: ON, WA, VI -- Name: Gigantic Axe Attack: 155 Stat Bonus: +20 Strength Usable by: WA ~Thrown Weapons~ Name: Boomerang Attack: 40 Note: None Usable by: ON, RA, TH, NI -- Name: Chakram Attack: 50 Note: None Usable by: ON, RA, TH, NI -- Name: Rising Sun Attack: 70 Note: None Usable by: ON, TH, NI -- Name: Moonring Blade Attack: 110 Note: None Usable by: ON, TH, NI -- Name: Shuriken Attack: 200 Note: Can only be thrown. (Ninja ability) Usable by: NI ~Bells~ Name: Diamond Bell Attack: 42 Note: None Stat Bonus: None Usable by: ON, GE -- Name: Earthen Bell Attack: 88 Note: Inflicts paralysis. Stat Bonus: None Usable by: ON, GE -- Name: Rune Bell Attack: 98 Note: None Stat Bonus: None Usable by: ON, GE -- Name: Blessed Bell Attack: 130 Note: None Stat Bonus: +10 Agility; +10 Mind; +10 Intellect Usable by: GE ~Harps~ Name: Madhura Harp Attack: 60 Note: None Stat Bonus: +5 Mind Usable by: ON, BA -- Name: Loki Harp Attack: 60 Note: None Stat Bonus: +5 Mind Usable by: ON, BA -- Name: Lamia Harp Attack: 60 Note: Inflicts confusion. Stat Bonus: +5 Mind Usable by: ON, BA -- Name: Dream Harp Attack: 60 Note: Inflicts sleep. Stat Bonus: +5 Mind Usable by: ON, BA -- Name: Apollo Harp Attack: 60 Note: Inflicts silence. Stat Bonus: +10 Mind Usable by: ON, BA B. Armor [RMR] ~Shields~ Name: Leather Shield Defense: 2 Magic Defense: 1 Note: Protects against some status ailments. Stat Bonus: None Usable by: FR, ON, WA, RE, KN, TH, DR, VI, DA, NI -- Name: Mythril Shield Defense: 3 Magic Defense: 3 Note: Protects against some status ailments. Stat Bonus: None Usable by: FR, ON, WA, RE, KN, TH, DR, VI, DA -- Name: Ice Shield Defense: 6 Magic Defense: 4 Note: Protects against some status ailments. Stat Bonus: None Usable by: FR, ON, WA, RE, KN, TH, DR, VI, DA -- Name: Heroic Shield Defense: 9 Magic Defense: 6 Note: Protects against some status ailments. Stat Bonus: +1 All Stats Usable by: FR, ON, WA, RE, KN, DR -- Name: Demon Shield Defense: 12 Magic Defense: 8 Note: Protects against some status ailments. Stat Bonus: None Usable by: FR, ON, WA, DR, VI, DA -- Name: Diamond Shield Defense: 14 Magic Defense: 10 Note: Protects against some status ailments. Stat Bonus: None Usable by: FR, ON, WA, KN, DR, VI -- Name: Aegis Shield Defense: 16 Magic Defense: 17 Note: Protects against all status ailments. Stat Bonus: +4 Mind Usable by: FR, ON, RE, KN, DR, VI -- Name: Genji Shield Defense: 18 Magic Defense: 13 Note: Protects against some status ailments. Stat Bonus: None Usable by: FR, ON, DA, NI -- Name: Crystal Shield Defense: 20 Magic Defense: 15 Note: Protects against some status ailments. Stat Bonus: None Usable by: FR, ON, WA, RE, KN, DR, VI, DA -- Name: Onion Shield Defense: 30 Magic Defense: 30 Note: Protects against all status ailments. Stat Bonus: +2 All Stats Usable by: ON ~Head Armor~ Name: Leather Cap Defense: 1 Magic Defense: 1 Note: None Stat Bonus: None Usable by: FR, ON, WA, MO, WH, BL, RE, RA, KN, TH, SC, GE, DR, VI, BB, DA, EV, BA, DE, MA, SU, SA, NI -- Name: Mythril Helm Defense: 4 Magic Defense: 3 Note: None Stat Bonus: None Usable by: FR, ON, WA, RE, RA, KN, TH, DR, VI, DA -- Name: Shell Helm Defense: 6 Magic Defense: 5 Note: None Stat Bonus: None Usable by: FR, ON, WA, RE, RA, KN, TH, DR, VI, DA -- Name: Headband Defense: 8 Magic Defense: 3 Note: None Stat Bonus: +1 Strength; +1 Vitality Usable by: FR, ON, MO, BB, NI -- Name: Ice Helm Defense: 10 Magic Defense: 6 Note: None Stat Bonus: None Usable by: FR, ON, WA, RE, RA, KN, TH, DR, VI, DA -- Name: Feathered Hat Defense: 10 Magic Defense: 16 Note: None Stat Bonus: +2 Agility Usable by: FR, ON, WA, MO, WH, BL, RE, RA, KN, TH, SC, GE, DR, VI, BB, DA, EV, BA, DE, MA, SU, SA, NI -- Name: Scholar Hat Defense: 11 Magic Defense: 16 Note: None Stat Bonus: +1 Intellect Usable by: FR, ON, SC -- Name: Black Cowl Defense: 15 Magic Defense: 10 Note: None Stat Bonus: +2 Agility Usable by: FR, ON, MO, RA, TH, BB, NI -- Name: Chakra Band Defense: 17 Magic Defense: 11 Note: None Stat Bonus: +2 Vitality Usable by: FR, ON, MO, BB, NI -- Name: Dragon Helm Defense: 18 Magic Defense: 9 Note: None Stat Bonus: None Usable by: FR, ON, DR -- Name: Viking Helm Defense: 19 Magic Defense: 5 Note: None Stat Bonus: None Usable by: ON, VI -- Name: Diamond Helm Defense: 21 Magic Defense: 10 Note: None Stat Bonus: None Usable by: FR, ON, WA, KN, DR, VI -- Name: Ribbon Defense: 23 Magic Defense: 20 Note: Protects against all status ailments. Stat Bonus: None Usable by: FR, ON, WA, MO, WH, BL, RE, RA, KN, TH, SC, GE, DR, VI, BB, DA, EV, BA, DE, MA, SU, SA, NI -- Name: Genji Helm Defense: 25 Magic Defense: 15 Note: None Stat Bonus: None Usable by: FR, ON, DA, NI -- Name: Crystal Helm Defense: 31 Magic Defense: 17 Note: None Stat Bonus: None Usable by: FR, ON, WA, RE, KN, DR, VI, DA -- Name: Onion Helm Defense: 40 Magic Defense: 40 Note: Protects against all status ailments. Stat Bonus: +5 Mind; +5 Intellect Usable by: ON -- Name: Royal Crown Defense: 33 Magic Defense: 36 Note: None Stat Bonus: +10 Intellect; +10 Mind Usable by: EV -- Name: Ballad Crown Defense: 35 Magic Defense: 34 Note: None Stat Bonus: +10 Vitality; +10 Mind Usable by: BA ~Body Armor~ Name: Vest Defense: 1 Magic Defense: 1 Note: None Stat Bonus: None Usable by: FR, ON, WA, MO, WH, BL, RE, RA, KN, TH, SC, GE, DR, VI, BB, DA, EV, BA, DE, MA, SU, SA, NI -- Name: Rusty Mail Defense: 1 Magic Defense: 1 Note: None Stat Bonus: None Usable by: FR, ON, WA, KN, DR, VI, DA, NI -- Name: Leather Armor Defense: 3 Magic Defense: 1 Note: None Stat Bonus: None Usable by: FR, ON, WA, MO, WH, BL, RE, RA, KN, TH, SC, GE, DR, VI, BB, DA, EV, BA, DE, MA, SU, SA, NI -- Name: Mythril Armor Defense: 10 Magic Defense: 3 Note: None Stat Bonus: None Usable by: FR, ON, WA, RE, RA, KN, TH, DR, VI, DA -- Name: Mage Robe Defense: 13 Magic Defense: 13 Note: None Stat Bonus: + Intellect; +1 Mind Usable by: FR, ON, WH, BL, SC, GE, EV, BA, DE, MA, SU, SA -- Name: Shell Armor Defense: 18 Magic Defense: 9 Note: None Stat Bonus: None Usable by: FR, ON, WA, RE, RA, KN, TH, DR, VI, DA -- Name: Ice Armor Defense: 20 Magic Defense: 9 Note: None Stat Bonus: None Usable by: FR, ON, WA, RE, RA, KN, TH, DR, VI, DA -- Name: Kenpo Gi Defense: 20 Magic Defense: 8 Note: None Stat Bonus: +1 Agility; +1 Vitality Usable by: FR, ON, MO, BB, NI -- Name: Scholar Robe Defense: 20 Magic Defense: 23 Note: None Stat Bonus: +2 Intellect; +2 Mind Usable by: FR, ON, SC -- Name: Flame Mail Defense: 21 Magic Defense: 11 Note: None Stat Bonus: None Usable by: FR, ON, WA, RE, RA, KN, RA, KN, DR, VI, DA -- Name: Knight Armor Defense: 25 Magic Defense: 7 Note: None Stat Bonus: None Usable by: FR, ON, KN -- Name: Black Garb Defense: 30 Magic Defense: 18 Note: None Stat Bonus: +2 Agility; +2 Vitality Usable by: FR, ON, MO, RA, TH, GE, BB, NI -- Name: Reflect Mail Defense: 30 Magic Defense: 30 Note: Protects against some status ailments. Stat Bonus: +2 Intellect; +2 Mind |
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