Final
Fantasy V:  The FAQ
Chris Kohler (chrisk@aol.com) | Tatsushi Nakao | Nora Stevens Heath (nora@heathens.co.nz)
and others

HTMLized by Nora Stevens Heath -- Version 3


Hello! This time 'round it's I, Nora, who's tightening up the whole FAQ and adding some more info. Enjoy!


Part
One: The Manual
Part Two: More Info

Part Three: Walkthroughs and More


Part One: The Manual


SECTION ONE: THE JOB SYSTEM
by Nora Stevens Heath (nora@heathens.co.nz)

Introduction to Jobs

Obtaining Jobs from Crystals
A number of crystals exist somewhere in the world of FFV. The heroes and heroines can be granted great powers from these crystals. These powers are "Jobs". The following is an introduction to each job's characteristics and accompanying items.

[Knight]
  • Knight
    • Special Command: "Protection"
      Completely defend oneself from the enemy's direct attacks (by sword, axe, etc.; magic attacks excluded); damage received is zero.
    • Inherent Ability: "Protect"
      When a friends' HP are very low, the Knight occasionally intercepts an enemy's attack by shielding the weakened character. The Knight's defense is high; he or she is also well-protected. Because only the Knight can use powerful Knight Swords, this job's offensive/defensive power is balanced, making it a very dependable job.
    • Possible Weapon(s): Daggers, swords
  • Monk (Black Belt/Karate)
    • Special Command: "Kick"
      The Monk will jump into the enemy's midst, delivering a powerful kick to each one.
    • Inherent Abilities: "Counter"; "Fight"
      Fighting with his or her bare hands is the monk's strong point. Since the Monk cannot equip any weapons, he or she is preeminent in hand-to-hand combat strength. After receiving an enemy's direct attack, the Monk will occasionally lash back with a counterattack doing a set amount of damage. The Monk is strong; HP are high.
    • Possible Weapon(s): Unable to equip weapons.
  • [Monk]
    [Thief]
  • Thief
    • Special Command: "Steal"
      Steal items from monsters during battle. You can miss, though, and not all enemies have items.
    • Inherent Abilities: "Hidden Passages"; "Caution"; "Dash"
      The thief has great agility. In dungeons and castles, the Thief can see hidden passageways; in battle, they will never receive surprise attacks. By pressing the B button and moving in any direction, the Thief can move twice as fast as usual in towns and dungeons.
    • Possible Weapon(s): Daggers
  • Dragoon
    • Special Command: "Jump"
      The Dragoon will jump high into the air and attack enemies with a dive. With this command, the hit rate is 100%; and if wielding a spear, the damage is doubled.
    • Inherent Ability: No special abilites.
      Agility is not that high, but the Jump attack is powerful. Their defense is high, as they may wear protective equipment. The job is unique in that Dragoons can equip spears. Even if in the back row, their Jump command deals damage without changing their attack power.
    • Possible Weapon(s): Daggers, spears
  • [Dragoon]
    [NInja]
  • Ninja
    • Special Command: "Throw"
      Throw shurikens and ninja scrolls (Katon Scroll, etc.). The Ninja can also throw swords and other weapons.
    • Inherent Abilities: "Wield Two Weapons"; "First Attack"
      The Ninja can wield weapons in both hands, making him or her an agile fighter. They up the chances of receiving "First Attack" when entering a battle. The "Katon Scroll" (fire roasts enemies), "Raijin Scroll" (lightning attack), and "Suiton Scroll" (water attack to all enemies) are powerful ninja scrolls.
    • Possible Weapon(s): Daggers
  • Samurai
    • Special Command: "Coin Toss"
      One's money (GP) is thrown in this attack. The higher the character's level, the more the money thrown.
    • Inherent Ability: "Blade Catching"
      An exotic warrior, the Samurai is the only character who can wield the fantastically sharp katana. A Samurai will randomly catch direct attacks (by sword, axe, and other weapons, magic attacks excluded), rendering them harmless.
    • Possible Weapon(s): Daggers, katana
  • [Samurai]
    [Berserker]
  • Berserker
    • Special Command: None
    • Inherent Ability: "Berserk"
      The enemy will suffer a crashing defeat at the hands of this earnestly fighting soldier who attacks continuously and automatically in battle. The strength of a Berserker is the highest out of all the jobs; he or she has a heavy destructive power with the capability to equip axes.
    • Possible Weapon(s): Daggers, axes
  • Archer
    • Special Command: "Aim"
      It takes a little longer to attack, but Aim raises your hit rate to a definite 100 percent, assuming the target has not duplicated itself.
    • Inherent Ability: No special abilities.
      With his or her lightness, a bow and arrow makes the Archer an excellent archer. The bow and arrow may be used in either front or back row with no change in power, which is convenient. As job levels rise, the Archer will learn "Animals", and be able to call upon various small animals of the forest to lend a helping hand.
    • Possible Weapon(s): Daggers, bows and arrows
  • [Archer]
    [Magic Swordsman]
  • Magic Swordsman
    • Special Command: "Sword Magic"
      Can use all Sword Magic. Once Sword Magic is selected, it is in effect until the end of the battle, barring ineffectiveness in battle [i.e., death, petrification, Mute, etc.] or a new choice of Sword Magic.
    • Inherent Ability: "Magic Barrier"
      The Swordsman's magic is in the sword attack "Magic Sword". Magic is certain to strike the enemy with this attack. When the Swordsman's HP is low, he or she will automatically put up a magic barrier (Shell).
    • Possible Weapon(s): Daggers, swords
  • White Mage
    • Special Command: "White Magic"
      Can use all White Magic. However, if you don't have enough MP for a spell, it may not be cast.
    • Inherent Ability: No special abilities.
      A magician whose "White Magic" is used primarily for recovery and defense. The White Mage is weak, and his or her ability to wear defensive equipment is limited, but for retaliation and defense, one White Mage is necessary. Especially when entering deep dungeons and when fighting against bosses, the White Mage's recovery ability is essential.
    • Possible Weapon(s): Staffs
  • [White Mage]
    [Black Mage]
  • Black Mage
    • Special Command: "Black Magic"
      Can use all Black Magic. However, if you don't have enough MP for a spell, it may not be cast.
    • Inherent Ability: No special abilities.
      This magician produces fire, lightning, and the like as the main result of "Black Magic". The Black Mage can't use strong equipment, so he or she is weak in physical attacks. However, the Black Mage's skill with powerful magic helps his or her friends. He or she can dish out some real power, especially against a large group of enemies.
    • Possible Weapon(s): Daggers, rods
  • Time Mage
    • Special Command: "Time/Space Magic"
      Can use all Time/Space Magic. However, if you don't have enough MP for a spell, it may not be cast.
    • Inherent Ability: No special abilities.
      A magician who can freely manipulate time and space by casting "Time/Space Magic". With this magic, a Time Mage can stop enemy's movements, turn back time to their advantage, and hasten battles with formidable enemies--and especially show their power against bosses.
    • Possible Weapon(s): Daggers, staffs
  • [Time
Mage]
    [Caller]
  • Caller
    • Special Command: "Call"
      Can use all Call Magic. However, if you don't have enough MP for a spell, it may not be cast.
    • Inherent Ability: No special abilities.
      A magician who may call upon the phantom world's beasts with "Call Magic". Sweep away normal monsters with weak Call Magic or call something more powerful; a Caller has the highest maximum MP. Some call beasts may be purchased, but the strongest ones lay in wait to be defeated.
    • Possible Weapon(s): Daggers, rods
  • Blue Mage
    • Special Command: "Blue Magic"
      Learn each monster's special attacks and use them as blue magic. However, if you don't have enough MP for a spell, it may not be cast.
    • Inherent Ability: "Learning"
      A Blue Mage can learn monsters' special attacks (BloodSuck, Goblin Punch, etc.) and use them from the next battle onward with the command "Blue Magic". He or she can equip weapons and armor of standard strength.
    • Possible Weapon(s): Daggers, swords, rods
  • [Blue Mage]
    [Red Mage]
  • Red Mage
    • Special Command: "White/Black Magic"
      Can use up to Level 3 white and black magic. However, if you don't have enough MP for a spell, it may not be cast.
    • Inherent Ability: No special abilities.
      With standard-strength weapons and armor, the balanced Red Mage can cast both restorative white magic and damaging black magic. However, even with the use of heavy equipment, the Red Mage is limited to magic up to level 3.
    • Possible Weapon(s): Daggers, swords, rods, staffs
  • Monster Trainer
    • Special Command: "Catch (Release)"
      Catch a monster once it is weakened. You can then release the monster in battle (only once) using the command "Release".
    • Inherent Ability: No special abilities.
      The Monster Trainer leads enemies by the nose; weakened monsters may be captured. The Trainer's weapon is the whip, which paralyzes enemies. As job levels rise, the Trainer will learn "Control", allowing him or her to manipulate the enemy.
    • Possible Weapon(s): Daggers, whips
  • [Monster Trainer]
    [Chemist]
  • Chemist
    • Special Command: "Drink"
      "Giant's Medicine" and other exclusive items may be drunk only during battle, thus raising one's power.
    • Inherent Ability: "Knowledge of Medicine"
      The Chemist is a specialist in Potions, Eyedrops, and other recovery items. When a Chemist uses these items, their effectiveness doubles. As job levels rise, the Chemist will learn "Mixing", whereby two medicines may be combined to form a new third medicine (see "Mixing Items" for more information).
    • Possible Weapon(s): Daggers
  • Elemental Mage
    • Special Command: "Elemental Attack"
      "Wind Gust", "Whirlpool", "Leaf Dance", etc., are natural attacks used in battle for various effects.
    • Inherent Abilities: "Damage Floor"; "Evade Hidden Holes"
      By utilizing the power of Nature, several different attacks are unleashed by this super-capable person. Although the Elemental Mage cannot use swords, he or she may equip bells, producing sound waves that deal out damage to the enemy. Also, "Damage Floor" reduces the damage normally received from walking on certain floors to zero, and hidden holes will become visible.
    • Possible Weapon(s): Daggers, bells
  • [Elemental Mage]
    [Bard]
  • Bard
    • Special Command: "Sing"
      Sing songs learned around the world for all sorts of effects. (See "Songs" for more information.)
    • Inherent Ability: No special abilities.
      Bards sing songs with strange powers. They play harps whose tunes have different effects on the enemy. Some powerful songs are learned from fellow Bards throughout the world, so be sure to seek out these masters.
    • Possible Weapon(s): Daggers, harps
  • Dancer
    • Special Command: "Dance"
      Dance strange dances to put the enemy into disorder.
    • Inherent Ability: No special abilities.
      Equipment is limited, but the special attack method "Dance" makes up for it. However, the Dancer has the best defense against magic attacks: the Ribbon, which only the Dancer and the Suppin can wear. A Dancers in your party would make your trip really tough, but adventurous and fun...right?
    • Possible Weapon(s): Daggers
  • [Dancer]
    [Suppin]
  • Suppin [roughly, "no mask"]
    • Special Command: None
    • Inherent Ability: No special abilities.
      The Suppin can use all weapons and armor, but their job levels do not go up. They can select two abilities for use (see "Abilities and Their Selection" for more information).
    • Possible Weapon(s): Every weapon may be used.


  • Back to the Table of Contents


    SECTION
    TWO: ABILITY LIST

    by Nora Stevens Heath (nora@heathens.co.nz)
    Intro by Chris Kohler (ChrisK2018@aol.com)

    INTRODUCTION:
    In Part 2, you read about the different jobs that a character can use. They gain different abilities as their Job Level goes up. This is a list of abilities for different jobs and at what Job Level they earn these abilities.

    Each magic and ability with a "!" in front of its name will appear on the command menu for use in battle.


    Back to the Table of Contents


    SECTION THREE: MAGIC SPELLS, SONGS, AND CHOUGOU
    By Nora Stevens Heath (nora@heathens.co.nz)

    White Magic
    This holy magic can recover wounded friends and up one's defense. It can bring you out of deep dungeon exploration--and out of battles with powerful enemy monsters--alive. White magic is essential in your adventure. With practice, the ability to use white magic can be a great addition to a job.

    [Note: The spells in the second column are the equivalent spells in FF2 and/or FF3.]

    White Magic Equivalent To Effect
    Kearu Cure1/Cure Recovers HP. Undead attack.
    Raibura Peep/Scan See an enemy's status info.
    Poisona Antidote Remove toxins from one's body.
    Silence Mute Prevent one from casting spells
    Protesu Safe Raises defense.
    Minimum Size Restores size.
    KearuRa Cure2 Recovers HP. Stronger version of Kearu.
    Raise Life Recovers those fallen in battle, plus a little HP.
    Confu Confuse Mental functions are confused.
    Blink Blink Creates a second image of oneself (defensive)
    Shell Shell Raises magic defense.
    Esna Heal Cures petrification and paralysis, among other status changes.
    KearuGa Cure3 Recovers HP. The highest Cure magic.
    Reflec Wall Puts up a barrier to reflect magic.
    Berserk Berserk Berserks someone.
    Araise Life2 Recovers those fallen in battle, plus full HP.
    Holy White/Pearl A sacred attack.
    Dispel Dispel Removes the effects of a spell.


    Black Magic

    This powerful attack magic can exploit the enemy's attack. As levels rise, one will gradually obtain the ability to cast black magic of immeasurable power. If white magic is positive, black magic is negative.

    [Note: The spells in the second column are the equivalent spells in FF2 and/or FF3.]

    Black Magic Equivalent To Effect
    Fire Fire Flame attack (damage: small).
    Blizzard Ice Freeze attack (damage: small).
    Thunder Lit/Bolt Lightning attack (damage: small).
    Poison Venom/Poison Poisonous power gradually snatches away HP.
    Sleep Sleep Immediately fall asleep.
    Toad Toad Turn into a frog, or turn back.
    FireRa Fire2 Flame attack (damage: medium).
    BlizzardRa Ice2 Freeze attack (damage: medium).
    ThunderRa Lit2/Bolt2 Lightning attack (damage: medium).
    Drain Drain Steal HP and add it to one's own.
    Break Stone/Break Enemy's body petrifies and is defeated in one blow.
    Bio Poison/Bio Bacteria power gradually snatches away HP.
    FireGa Fire3 The strongest Fire; huge fireballs explode.
    BlizzardGa Ice3 The strongest Blizzard; icicles impale the enemy.
    ThunderGa Lit3/Bolt3 The strongest Thunder; a super-high voltage attack.
    Flare Flare An attack of terrific light and heat.
    Death Fatal/Doom Enemy dies in one blow.
    Aspil Dispel Absorb enemy's MP.


    Time/Space Magic

    This magic works with time and space to damage enemies. Free to manipulate time and space, it is possible to freeze enemies' attacks with Stop or send them into a world of a different dimension. Moreover, as time and space is twisted, natural disasters may be called upon to occur.

    [Note: The spells in the second column are the equivalent spells in FF2 and/or FF3.]

    Time/Space Magic Equivalent To Effect
    Speed Speed Slows down the battle speed.
    Slow Slow Enemies are slowed by the passage of time.
    Regene Regen A certain amount of HP is gradually recovered.
    Mute Mute Neither spells nor songs may be cast/sung.
    Haste Haste Speeds up one friend.
    Leviteto Float Defend oneself from damage on the ground.
    Gravite Demi HP is reduced to 1/2 via the power of gravity.
    Stop Stop Enemies stop moving.
    Telepo Exit Escape from dungeons and battles.
    Comet Comet A group of meteorites rains down.
    SlowGa Slow2 A more powerful Slow (on everyone).
    Return Go back to the start of a battle.
    GraviGa Quarter A stronger Gravite (HP [is reduced to] 1/4).
    HasteGa Haste2 A more powerful Haste (on everyone).
    Old Enemies age and lose their abilities.
    Meteo Meteo A swarm of meteorites rains down upon everyone.
    Quick Quick Time stops around you.
    Degeon X-Zone Distorts the dimensional fabric; enemies disappear.


    Blue Magic
    Blue magic can neither be bought from a store nor found in a treasure chest. It is learned from a monster's attack. For example, from a Steel Bat's attack "BloodSuck", the blue magic "BloodSuck" may be memorized, and used beginning from the next battle. However, one cannot learn blue magic unless one is a Blue Mage or has the Blue Mage's Learning ability (see "Customizing Abilities"). Also, blue magic spells consume MP just like the other types of magic, so if you don't have enough MP, you can't cast them. Below is a list of some blue magic spells; there are still many other spells, so go fight a bunch of different monsters and see what you can learn (but monsters do have some attacks that can't be taught).

    [Note: The spells in the second column are the equivalent spells in FF2 and/or FF3.]

    Blue Magic Equivalent To Effect
    Lv. 5 Death Level 5 Doom Casts "Death" on level 5, 10, 15...enemies.
    Kaeru no Uta
    (Frog Song)
    Enemies become frogs.
    Flash Flash A powerful light snatches away sight.
    Yuugou
    (Fusion)
    Pep Up A friend recovers via one's self-sacrifice.
    Kyuuketsu
    (BloodSuck)
    Absorb an enemy's HP.
    Jibaku
    (SelfExplosion)
    Exploder Damage enemies via one's self-sacrifice.
    Aero Aero Wind damage to weak enemies.
    Goblin Punch A powerful, invisible punch attack.
    White Wind Restores everyone's HP.
    Shi no Sankoku
    (Countdown to Death)
    Condemned A 30-count leading to death.

    Call Magic
    Call Magic is used to summon the phantom world's Espers to fight with your party. Low-level Espers may be purchased at magic shops. Here's an introductory list of Espers--you'll find others on your own.

    [Note: The spells in the second column are the equivalent spells in FF2 and/or FF3.]

    Call Magic Equivalent To Effect
    Chocobo Chocobo Chocobos dish out kicks.
    Sylph Sylph A wind attack, plus everyone recovers some HP.
    Remora Mage Sucks an enemy's HP, then stops their movement.
    Shiva Shiva A blizzard freezes enemies solid.
    Ramuh Indra/Ramuh Mighty lightning bolts strike enemies.
    Ifrit Jinn/Ifrit The flames of Hell roast enemies.
    Titan Titan Earthquake attack affects all enemies.

    Songs
    Literally, songs are sung to give damage to enemies and strength and speed to comrades. While one's companions continue to attack and re-attack, with this ability, the effects are continuous. However, only one tune may be sung at a time.

    Song Translation Effect
    Chikara no Uta Song of Power All friends' attack power up.
    Subayasa no Uta Speed Song All friends' speed up.
    Tairyoku no Uta Song of Strength All friends' strength up.
    Maryoku no Uta Magic Power Song All friends' magic power up.
    Eiyuu no Uta Hero's Ballad All friends' levels up.
    Requiem Deals damage to the undead.
    Ai no Uta Love Song All enemies stop moving.
    Yuuwaku no Uta Song of Temptation All enemies are confused.


    Chougou (Mixing Items)

    There are items that can be mixed using the Chemist's ability !Chougou. Mixing two items together produces a new third item. You can make items that recover allies or damage enemies with poison, etc. You do use up the new third items in battle, but since you can always make more--and the products of Chougou can't be bought in stores--give Chougou a try and see.

    ** How to Mix **

    The Complete Chougou List
    from Tat Nakao

    How to use this list:
    Search for the effect you want from the list below. Then go to the chart to search for the combo that will make that effect.
    NOTE: The order in which you select the items for Chougou doesn't matter.

    A B C D E F G H I J K L
    A: Potion A 2 3 D 4 F A C 5 6 7 8
    B: HiPotion 2 B 9 D 4 F B 10 5 6 7 8
    C: Ether 3 9 C D 11 12 C 3 13 14 15 16
    D: Elixer D D D D 11 12 D 1 D D 17 18
    E: Phoenix no O 4 4 11 11 E 19 20 21 22 23 24 25
    F: Otome no Kiss F F 12 12 19 F 26 27 28 29 30 31
    G: Seisui A B C D 20 26 G 32 33 34 35 36
    H: Kame no Koura C 10 3 1 21 27 32 37 38 39 1 40
    I: Dokukeshi 5 5 13 D 22 28 33 38 I 41 42 43
    J: Megusuri 6 6 14 D 23 29 34 39 41 J 44 45
    K: Ryuu no Kiba 7 7 15 17 24 30 35 1 42 44 46 47
    L: Dark Matter 8 8 16 18 25 31 36 40 43 45 47 48

    [Phoenix no O: Phoenix Tail; Otome no Kiss: Maiden's Kiss; Seisui: Holy Water; Kame no Koura: Turtle Shell; Dokukeshi: Antidote; Megusuri: Eyedrops; Ryuu no Kiba: Dragon Fang]

    No. Name Effect
    1 Shippaisaku Slip + Confu
    2 Seimei no Mizu Regene
    3 X-Potion KearuGa
    4 Resurrection Araise
    5 Neutralize Heal HP and poison
    6 Cure Blind Heal HP and darkness
    7 Dragon Power Raise level by 20
    8 Dark Potion Damage of 666 points
    9 Half Elixer Heal HP to max
    10 EtherDrei Heal 3x as much as Ether
    11 Reincarnation Araise + Half Elixer
    12 Lilith's Kiss Aspil
    13 Resist Poison Make poison-resistant barrier
    14 Resist Fire Make fire-resistant barrier
    15 Dragon Shield Make shield that nullifies Fire, Ice, and Thunder
    16 Dark Ether Decrease MP to 1/4
    17 Kyojin no Kusuri Raise max HP to 2x
    18 Dark Elixer Decrease HP to 1 digit
    19 Inochi no Kiss Raise +1/2 HP + full MP
    20 Life Shield Make death-resistant barrier
    21 Bannouyaku Same as Esna
    22 Resist Ice Make ice-resistant barrier
    23 Resist Thunder Make thunder-resistant barrier
    24 Dragon Armor Increase defense and magic defense
    25 Death Potion Same as Death
    26 Shukufuku no Kiss Berserk + Haste + Blink
    27 Drain Kiss Same as Drain
    28 Leviteto Same as Leviteto
    29 Lamia no Kiss Same as Confu
    30 Dragon no Kiss Change body type to that of a dragon
    31 Kaeru no Kiss Same as Toad
    32 Bakkasu no Sake Same as Berserk
    33 Samson Power Raise level by 10
    34 Elemental Power Increase magic damage by 50%
    35 Holy Breath Inflict damage via Holy Breath
    36 Shippaisaku Same as Poison
    37 Mamori no Kusuri Same as Protesu
    38 Kame no Kourawari Decrease defense by 1/2
    39 Haste Drink Same as Haste
    40 Bakuyaku Same as Jibaku of Aomahou
    41 Kitsuke Gusuri Cure status that will hold only during battle
    42 Poison Breath Same as Poison
    43 Dokuyaku Same as Poison
    44 Ankoku no Toiki Darkness + Confu
    45 Ankoku no Gas Darkness
    46 Dragon Breath Fire + Ice + Thunder breath damage
    47 Dark Breath Inflict damage via Dark Fire
    48 Shadow Flare Cast Ankoku no Flare


    Back to the Table of Contents


    SECTION
    FOUR: PARTIAL ITEM LIST

    by Nora Stevens Heath (nora@heathens.co.nz)

    Item Equivalent To Effect
    Potion Cure1/Tonic Recovers HP (effect: small).
    HiPotion Cure2/Potion Recovers HP (effect: big).
    Etel Ether Recovers MP.
    Elixer Elixer Completely recovers HP and MP.
    Phoenix no O
    (Phoenix Tail)
    Life/Fenix Down Revives fallen allies.
    Otome no Kiss
    (Maiden's Kiss)
    Cures Toaded state.
    Seisui
    (Holy Water)
    Revivify Cures Zombied state.
    Kame no Koura
    (Turtle Shell)
    Exclusively for Chougou.
    Ryuu no Kiba
    (Dragon Fang)
    Exclusively for Chougou.
    Dark Matter Exclusively for Chougou.


    Back to the Table of Contents


    SECTION
    FIVE: TYPES OF WEAPONS AND ARMOR

    by Nora Stevens Heath (nora@heathens.co.nz
    )

    Types of Weapons
    This is a list of weapon types. Some jobs can use only certain kinds of equipment, while others use different types altogether. [On the item list] Rods, for example, are listed by type from weakest to strongest.

    Types of Armor
    There are also many kinds of armor. Most jobs can wear some armor (except for shields), but each job can wear a certain kind of armor.


    Back to the Table of Contents


    SECTION SIX: STATUS CHANGES
    by Nora Stevens Heath (nora@heathens.co.nz)

    In a battle, your characters may be poisoned, turned into frogs, made to age rapidly, plus other various status changes. Understand that some changes in status may be automatically healed after the battle is over, and that some remain even after you're done fighting.

    Status Changes that Do Not Heal after Battle Status Changes that Heal after Battle

    • Fallen in Battle: HP reach zero, and the character can do nothing.
    • Petrify: The body hardens into stone, and the character can do nothing.
    • Frog: Offensive and Defensive power goes down, and oToad is the only spell that may be cast.
    • Dwarf: Offensive and Defensive power goes down, but magic may still be used.
    • Poison: Poison courses throughout the body, making HP steadily decrease.
    • Darkness: It becomes quite dark in front of one's eyes, and one's hit rate goes down.
    • Zombie: Turn into a Zombie and attack one's friends. Can be cured by drinking Holy Water.
    • Aging: As the years quickly add on, one's levels go down.
    • Silence: A sealing spell that prohibits the casting of any magic.
    • Sleep: Enter a peaceful sleep in which one can do nothing.
    • Paralysis: One is unable to move and can do nothing.
    • Confusion: One becomes panicked and attacks other party members.


    Back to the Table of Contents

    Proceed to Part Two: More Info | Back to my home page

    Last edited on 29 January 2001 by N. S. Heath.
    E-mail nora@heathens.co.nz.
    FFV character pics from KISS files by Melodi-Yoshi; converted and such by me.