final fantasy 1 ruse spell

Posted By on January 9, 2021

Damages all undead monsters doing about 20-80 dmg. Think of Ruse like this: If you get into a really hard battle against a physical enemy, just cast RUSE 2-3 times, and the enemies can't hit you unless they get a critical, which is rare. Final Fantasy 1: Monster Guide Submitted by Ice Queen Zero. Final Fantasy is a fantasy role-playing video game developed and published by Square in 1987. Yes, it will help them avoid potentially deadly attacks, and you do want your Wh.MAGE alive, but if they're in the last two party slots they only will only be attacked 1… Filter which items are to be displayed below. Inflicts lightning damage going about 10-40 dmg. Also, to lengthen the thread some, we'll include enemy spells. Adds to a warriors defensive rate. Use both types of magic to your advantage. Helps you avoid damage with 50% success and works up to 3 times per stage. Currently playing: Mario Kart Wii, Final Fantasy Zz (my NES hack), Super Hang-On (Genesis), Final Fantasy Dynamics 179: Darkest Depths, Mel Brooks Final Fantasy: Water Crystal Clash. QAKE would be good if it worked once in a while. Your spells and attacks have a chance to increase your Mastery by 60 for 15 sec. 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, The base damage dealt by the weapon; this is added to half of the wielder's strength score, and each hit deals between one and two times this total in damage, reduced by the target's absorb, This value is added to the wielder's base hit % to determine the overall accuracy of the weapon's attacks; the base chance to hit is approximately 84% plus half of this value, modified by the target's evasion; a character gains an extra hit for every 32 points of hit % they have, The chance of each attack with this weapon being a critical hit (unless the attack misses); critical hits add double the character's damage rating to their normal damage (this extra damage ignores absorb), The amount of gold received when selling this weapon in a shop, If used as an item in combat, some weapons can cast a particular magic spell free of cost, Increases one ally's Evasion by 40 points, Increases the target's evasion level, giving them more chances to evade physical attacks.

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