Final Fantasy/Gameplay

Magic

 * See also: List of spells.


 * Using Magic: Use the directional pad to select a caster, a spell, and then a target if applicable. Press X to confirm each selection.
 * Dropping Magic: This will allow you to drop unwanted spells to make room for new ones. Once you drop a spell, you can't use it again until you buy it again from a magic shop.
 * Learning Magic: You buy magic from white or black magic shops in towns. There are four different spells for each magic level but you can only learn up to three at a time. If you already have three spells but you want to learn a new spell, you'll have to use the Drop command. You can use more spells more often at each magic level (MP) as you gain levels

Statistics
Strength is the statistic that measures a warrior's physical power. Higher Strength ratings allow a hero to do more damage with physical attacks. Fighters and Black Belts rely primarily on their Strength attributes, as do Knights and Masters. Black Mages and Black Wizards are extremely weak, with abysmal Strength scores.

Agility of a hero is the level of physical dexterity that character has. High Agility scores make it easier for the warrior to dodge enemy attacks as well as increasing the character's ability to accurately hit his foe. Thieves, Ninja, Black Mages, and Black Wizards all have relatively high Agility scores.

Intelligence is the statistic that determines the effectiveness of magical attacks. All forms of mages and wizards have high Intelligence scores, with the Black Mage and Black Wizard possessing exceptionally great quantities of Intelligence. The Fighter and, to a lesser extent the Knight, has a terrible score.

It is widely believed that, due to a design mistake, Intelligence score has no actual effect on gameplay.

Vitality is a measure of how much damage a hero can take before being slain. It is necessary to have a high Vitality score for any warrior who intends on engaging foes in hand-to-hand combat. Fighters, Knights, Black Belts, and Masters tend to be extremely tough, and the White Mage and White Wizard are also fairly resistant to enemy assaults. The Black Mage and Black Wizard have low Vitality scores and are thus more likely to be killed quickly in a melee.

Luck is an attribute that comes into play when no other statistic applies. The most important function of Luck is the ability to run away from a difficult fight; it is no surprise that the Thief has exceptionally high Luck scores. Often, the Thief is included in a party simply for his ability to escape to safety.

Being able to run away from battles is extremely useful in the game's final challenge, the marathon Temple of Fiends.

Formation

 * Switching Order: (Note: The exact controls depend on what version of the game you have.) First select a character and press the confirm button. Next, choose a second character and press the confirm button again to switch the character's position to the front if he was in the back row or the back if he was in the front row. The back row will reduce the amount of damage the character would receive, but it will reduce their physical attack. Conversely, a character in the front row would do more damage but they would receive more damage. Characters that get KO'ed will get placed on the back row automatically.

Saving

 * Memo Saving (Final Fantasy Origins only): This is more of a precautionary method of temporarily saving your game inside a dungeon in case you die. While purists of the original game may dislike Memo Saving, I'd say it's definitely helpful for beginners and the like. To use the Memo Save feature, go into the main menu and select the Memo option. After that, select yes when it prompts you to save your game.
 * Saving: This is the standard way to save in the game but there are two methods of doing it. The first way is to just go into an inn and then save your game when it prompts you. The second way is to use a bag, tent, or cottage on the world map and then save your game when it prompts you.

Config menu

 * System Default: The game settings used in Final Fantasy I for the NES. It reintroduces what is known as the "Ineffective Rule", which prevents characters from attacking dead enemies. For example, Character 1 and Character 2 both target the same enemy and Character 1 kills it when he attacks. Traditionally Character 2 will still try to attack the enemy that Character 1 killed, but all he'll do is attack the empty space that the enemy occupied, wasting an attack.
 * System Custom: The game settings used in Final Fantasy Origins. If this setting is changed, Character 2 will simply target the next enemy on the list, for both physical and magical attacks. Other settings allow you to enable varios features in order to make the gameplay more refined.
 * Collections: Contains special features that you can check out.

Battle

 * Attack: This is pretty obvious. Characters attack enemies with the weapon they have equipped. Characters without weapons will attack with their bare hands.
 * Magic: Characters that have learned spells previous to the battle can cast them. Select a spell and a target for the spell.
 * Items: Uses items in battle. Some items can't be used unless you have the Battle Support option enabled in the Config Menu.
 * Equip: Allows characters to change their equipment in battle. Something cool you can do with this command is use a weapon or armor ability to cast Magic without using a Magic charge. Select Equip, press left, and then choose the equipment that can do this and it will cast the Magic. Simple.
 * Flee: The character that chooses this command will attempt to run away. If he succeeds, the whole party will escape. If he doesn't, well, you'll just have to try again.

Sleep

 * Effect: Affected character falls asleep and can no longer act.
 * Recovery: Chance of recovery during each turn in battle, taking damage, or the end of the battle.

Sleep is an ill effect that manifests as a moderate case of narcolepsy. The affected warrior immediately collapses and begins snoring. Attacks may wake him, but might not. If the hero is not otherwise awakened, the sleeping fit wears off within a couple minutes. Alternately, he can be awakened easily after a battle is over.

Sleep can be caused by the spells Sleep and Sleep2.

Darkness

 * Effect: Affected character's Accuracy is reduced.
 * Recovery: The spell Lamp.

Darkness is a status effect that occurs when a hero is blinded. It reduces the warrior's accuracy with physical attacks, though this adversity is often minor and can be difficult to notice. Darkness can be caused by the spells Dark and Blind, and can be cured by the spell Lamp. Darkness will wear off immediately after a battle.

Mute

 * Effect: Affected character can no longer use Magic.
 * Recovery: The spell Vox.

A character affected by the Mute effect is silenced and unable to cast spells. This is particularly devastating for heroes that depend on magic, especially White Mages and Black Mages and their ilk. Mute may be counteracted by the spell AntiMute, though a hero that has been muted is unable to cast the spell on himself. Mute is caused by the spell Mute. It wears off at the end of a battle.

It is worth noting that "Mute" is a very rare condition.

Paralysis

 * Effect: Affected character can no longer act.
 * Recovery: Chance of recovery during each turn in battle, or the end of the battle.

Paralysis is a common status change that prevents the victim from moving, attacking, casting spells, and using items. There is no known cure for paralysis save time. As such, it is extremely wise to avoid paralysis. Afflicted warriors often recover within a couple minutes to return to battle.

There are many causes of paralysis. Numerous monsters have attacks that cause paralysis, including Creeps and undead such as Ghouls and Geists. The spell Hold causes paralysis, as does the special attack Gaze used by Odd Eyes.

Paralysis is temporary and wears off after a battle if the victim survives.

Poison

 * Effect: Gradually reduces the affected character's HP until cured.
 * Recovery: The spell Esuna or an Antidote.

Poison is perhaps the most common adverse effect that heroes fall victim to. A character who has been poisoned will gradually lose health, often causing death within twenty minutes of the poisoning. Even if the warrior survives the battle in which he is poisoned, the venom remains in his system and does damage with every step that he takes. Time does not cure poison, nor does staying at an Inn. The only remedies for this affliction are the Pure Potion item and the Pure spell.

Poisonous foes include the Arachnid, Asp, Scorpion, and Werewolf.

Stone

 * Effect: Character is petrified and cannot act until cured.
 * Recovery: The spell Stona a Gold Needle.

Stone is the status effect that is caused by petrification attacks. It is the single worst affliction a hero can suffer short of death. Petrified characters are unable to take any action whatsoever. If all of a petrified warrior's allies are slain or also petrified, there is no chance of recovery. Petrification does not wear off after battle, nor does staying at an Inn return the victim to his natural flesh state. The spell Soft will cure Stone, as will the Soft Potion. However, Soft Potions cannot be used in the heat of battle.

"Stone"d Light Warriors do not gain experience points in battle.


 * Name: KO
 * Effect: Character is KO'd and cannot act until cured.
 * Recovery: The spell(s) Life1 and Life2 or revival at a Sanctuary.

Transportation

 * Vehicle: Ship
 * Location: Pravoca
 * The ship can sail on any water but rivers or lakes. You can only get on or get off of the ship at ports which are usually close to cities or towns so it's not that bad.


 * Vehicle: Canoe
 * Location: Crescent Lake
 * The canoe can only travel on rivers or lakes. You can switch directly from the ship to the canoe to a river by entering a river with your ship.


 * Vehicle: Airship
 * Location: Lykion Desert
 * The airship can fly anywhere but it can only land on open plains. If you try to land somewhere else, the airship will take off again.