Final Fantasy Crystal Chronicles: Ring of Fates. LVL 1: CURE, FOG, RUSE Keep mixing and matching different spells and items together, to see what effects you can come up with. Final Fantasy Tactics All Black Magic Spells (with text) - Duration: 3:37. Temper is an Enhancing Magic spell that is able to be learned by a Red Mage at level 95 or higher. It increases an ally's Bravery when used, up to three squares away. It has no effect on Monstersthat only have one attack. This walkthrough was written using a team consisting of a Warrior, Monk, White Mage, and Black Mage, but the strategies within will include tips for all six of the possible classes. They can soak up physical and magical attacks, and still keep swinging. Compare SLOW to other Spells what spells you will want to buy. Register yourself as a member of Eyes on Final Fantasy in order to post, have less ads, be able to read more thread replies per page, and much much more. Click the register link above to proceed. Ok, this is pretty obvious. It generally increases the attack power of a unit. Doubles the number of one ally's attacks per round, or counters SLOW, Status-elemental spell that reduces all foes' number of attacks per round to 1, or counters the effects of FAST, Non-elemental spell that reduces one foe's number of attacks per round to 1, or counters the effects of FAST. The beast tribes of Eorzea worship and summon forth beings known as primals, among which are Ifrit, Garuda, and Titan. Lots of weapons and armor can be used as items, conserving your spell charges. Take your favorite fandoms with you and never miss a beat. Spell Level Progression: Spell Level 1 — 5th level. Temper (ストライ, Sutorai? They can further protect the party with their White magic. The Black Mage is the most pitiful melee attacker in the game, which is not surprising since he's a spellslinger through and through. The problem is, no one really gets enough Spells to cast all the time in FF1, so the Black Mage will spend most fights poking ineffectually with his knives or staves. Ally S-E = Single Enemy -A- = All Targets A-A = All Allies A-E = All Enemies -C- = Caster 1. See results from the Final Fantasy Series Spells Quiz on Sporcle, the best trivia site on the internet! There will always be 4 spells of each level. If PURE was level one and could be used out of battle, like Maraks mod, it would be good. Accelerate target's ATB gauge recharge rate. For Final Fantasy on the NES, Game Mechanics Guide by AstralEsper. ... TMPR spell works properly. Final Fantasy 1 Spell List. To start viewing messages, select the forum that you want to visit from the selection below. Spell Level 4 — 22nd level. Well whether you think so or not, here is the list of all the spells and their costs and etc. If this is your first visit, be sure to check out the FAQ by clicking the link above. Jeff's comments: The best defensive fighter. Encourage an ally, increasing their Bravery.Final Fantasy Tactics description. 1. This spell is bugged in the NES version and does nothing. Everything has more hit points, making fights more tactical. An enhanced port of the classic FF game. The total amount of experience earned for defeating this monster (this is split evenly among surviving party members), Each physical hit will deal between one and two times this amount of damage to the target, reduced by the target's absorb, The number of hit chances the monster gets whenever it attacks; each successful hit will deal full damage and can be a critical hit, The hit % of the monster's attacks; the base chance to hit is approximately 84% plus half of the monster's hit %, modified by the target's evade %, The status ailment, if any, that can be inflicted by this monster's attacks; the base chance of affliction is 50%, reduced by 1% for each two points of magic defense the target has; note that, due to a bug, misses after the attack's first hit have a chance to inflict a status ailment despite not hitting, The chance of each of this monster's attacks being a critical hit (unless the attack misses); critical hits add double the monster's damage rating to their normal damage (this extra damage ignores absorb), Each physical hit the monster takes will have its damage reduced by this amount, The monster's base chance to evade any given physical attack; each two points of evade % result in a 1% better chance to evade attacks, For each two points of magic defense, the monster has a 1% better chance of resisting any given spell, The lowest party level at which the monster may choose to run away; the chance to run is approximately 4% for each level the party leader is above this level, The chance that the monster uses a magic spell on its turn; each monster that can cast spells has a specific cycle of spells that they always use in the same order (see the monster page for specifics), The chance that the monster uses a special attack on its turn; monsters with multiple special attacks have a specific cycle of special attacks that they always use in the same order (see the monster page for specifics), The families this monster belongs to; only undead monsters are affected by HARM spells; note that other monster families have no mechanical effect, The elements this monster is weak against; weakness against an element causes spells and special attacks of that element to be approximately 20% more likely to hit, and damaging spells or special attacks deal an additional 50% damage, The elements this monster is resistant to; resistance to an element drops the base hit chance for spells and special attacks of that element to 0, and those attacks cause half damage. 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