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There are two types of Summon Magic: a type with two effects that occur randomly, and a type with one fixed effect. The former is used by Evokers, and the latter is used by Summoners. Sages can use the two-effect summons in the DS version, but in the NES version they used the fixed effect ones instead. | There are two types of Summon Magic: a type with two effects that occur randomly, and a type with one fixed effect. The former is used by Evokers, and the latter is used by Summoners. Sages can use the two-effect summons in the DS version, but in the NES version they used the fixed effect ones instead. | ||
Unless specified otherwise, Evoker attacks target one enemy only, while Summoner attacks (and Evoker indirect effects) target all enemies. Unlike other debuff spells, the Evoker's debuff effects have 100% accuracy, missing only if the enemies are immune to the specific status ailment (sleep, stop, petrify). | Unless specified otherwise, Evoker attacks target one enemy only, while Summoner attacks (and Evoker indirect effects) target all enemies. Unlike other debuff spells, the Evoker's debuff effects have 100% accuracy, missing only if the enemies are immune to the specific status ailment (sleep, stop, instant-kill, petrify). | ||
{|{{prettytable|sortable=1|notwide=1}} | {|{{prettytable|sortable=1|notwide=1}} | ||
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| 1 || Escape / Chocobo || '''Chocobo Dash'''<br>Party runs from battle<br>'''Stumble'''<br>Usually has no effect || ''n/a'' ||width=300px| '''Chocobo Kick'''<br>Damage proportional to the level difference between caster and enemies (all) | | 1 || Escape / Chocobo || '''Chocobo Dash'''<br>Party runs from battle<br>'''Stumble'''<br>Usually has no effect || ''n/a'' ||width=300px| '''Chocobo Kick'''<br>Damage proportional to the level difference between caster and enemies (all) | ||
|- | |- | ||
| 2 || Icen / Shiva || '''Mesmerize'''<br>Casts sleep on enemies || '''Icy Stare'''<br>Ice damage (1) || '''Diamond dust'''<br>Ice | | 2 || Icen / Shiva || '''Mesmerize'''<br>Casts sleep on enemies || '''Icy Stare'''<br>Ice damage (1) || '''Diamond dust'''<br>Ice damage (all) | ||
|- | |- | ||
| 3 || Spark / Ramuh || '''Mind Blast'''<br>Casts stop on enemies || '''Thunderstorm'''<br>Lightning damage (1) || '''Judgement Bolt'''<br>Lightning damage (all) | | 3 || Spark / Ramuh || '''Mind Blast'''<br>Casts stop on enemies || '''Thunderstorm'''<br>Lightning damage (1) || '''Judgement Bolt'''<br>Lightning damage (all) | ||
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| 8 || Bahamur / Bahamut || '''Aura'''<br>Casts Haste on party || '''Rend'''<br>Instant kill (1) || '''Mega Flare'''<br>Non-elemental damage (all) | | 8 || Bahamur / Bahamut || '''Aura'''<br>Casts Haste on party || '''Rend'''<br>Instant kill (1) || '''Mega Flare'''<br>Non-elemental damage (all) | ||
|} | |} | ||
=== Evoker's spells analysis === | |||
* '''Support/attack spells:''' | |||
** L1 Chocobo (escape): only useful in miniaturized dungeons (e.g. [[../The Airship Nautilus|Cave of the Magic Circle]]), where it's hard to win all battles with magic alone. | |||
** L4 Ifrit (heal): more useful in the deeper levels of dungeons, when the party suffered damage after fightning many battles. | |||
** L6 Odin (reflect): only useful against spellcasting enemies and bosses. | |||
** L8 Bahamut (haste): cast this spell at leisure, but not against bosses, because they are immune to istant-death attacks. | |||
*'''Debuff/attack spells:''' | |||
** L2 Shiva (sleep) | |||
** L3 Ramuh (paralysis) | |||
*** These spells should be used early in the dungeons, to make battles easy during early exploration of the surroundings. Remember that physical attacks can wake up the enemies, i.e. remove "sleep" and "paralysis", so choose well your targets! | |||
*'''Attack-only spells:''' | |||
** L5 Titan: best left for battles against bosses, that are usually immune to status ailments. | |||
** L7 Leviathan: useful against large groups of enemies, but not against bosses (immune to instant-death and petrification) | |||
There's no need to analyze the Summoner's spells, because all of them are attack spells that target all enemies. | |||
<br> | |||
==Terrain== | ==Terrain== |
Revision as of 14:33, 12 April 2013
Many spells and skills exist in Final Fantasy III. The spells are divided into 3 categories: Black Magic, White Magic, and Summon Magic. This section also describes the effects of the Geomancer's Terrain skill and the Bard's Sing skill.
White Magic
These spells are mostly used to heal and protect your allies, though there are some attack spells among them.
White magic users:
- Wind crystal jobs: White mage (L1-7), Red mage (L1-4)
- Fire crystal jobs: Knight (DS only, L1), Scholar (DS only, L1-3), Ranger (NES only, L1-3)
- Water crystal jobs: Mystic knight (NES only, L1-3 field only)
- Earth crystal jobs: Devout (L1-8), Sage (L1-8)
- Secret job: Onion knight (DS only, L1-8)
In the table below, only the first shop is listed. Spells are usually available in later shops after the first one.
Lv. | Spell | Type | Effect | Free location | Price & shop |
---|---|---|---|---|---|
1 | Cure | Field/support | Restores health points | 1: Ur 2: Sealed Cave |
100 Gil, Canaan |
1 | Poisona | Field/support | Cures "poison" status | - | 100 Gil, Ur |
1 | Sight | Field | Shows the world map | - | 100 Gil, Ancients' Village |
2 | Mini | Field/support/attack | Causes or cures "mini" status; instantly defeats enemies |
Healing Copse | - |
2 | Toad | Field/support/attack | Causes or cures "toad" status; instantly defeats enemies |
Gulgan Valley | - |
2 | Aero | Attack | Element: wind | Dragons Peak | 700 Gil, Tozas |
3 | Cura (Cure2) | Field/support | Restores health points | Tozas (bookshelf) | 1500 Gil, Ancients' Village |
3 | Blindna | Field/support | Cures "blindness" status | - | 1500 Gil, Ancients' Village |
3 | Teleport | Field | Teleports party to the world map | - | 1500 Gil, Ancients' Village |
4 | Libra | Debuff | Shows enemy HP and weaknesses | - | 3000 Gil, Gisahl |
4 | Confuse | Debuff | Causes "confuse" status | - | 3000 Gil, Gisahl |
4 | Silence | Debuff | Causes "mute" status | - | 3000 Gil, Gisahl |
5 | Curaga (Cure3) | Field/support | Restores health points | - | 5000 Gil, Salonia |
5 | Raise | Field/support | Cures death | - | 5000 Gil, Salonia |
5 | Protect | Support | Raises defense | - | 5000 Gil, Salonia |
6 | Stona | Field/support | Cures "petrify" status | - | 10000 Gil, Dorga's house |
6 | Haste | Support | Raises speed (hits per turn) | - | 10000 Gil, Dorga's house |
6 | Aeroga (Aero2) | Attack | Element: wind | - | 10000 Gil, Dorga's house |
7 | Curaja (Cure4) | Field/support | Restores health points | - | 20000 Gil, Dorga's village |
7 | Esuna | Field/support | Cures all status ailments | - | 20000 Gil, Dorga's village |
7 | Reflect | Support | Creates a magic barrier | - | 20000 Gil, Dorga's village |
8 | Arise (Raise2) | Field/support | Cures death and health points | - | 60000 Gil, Forbidden Land Eureka |
8 | Tornado (Aero3) | Attack | Element: wind | - | 60000 Gil, Forbidden Land Eureka |
8 | Holy | Attack | Element: light | - | 60000 Gil, Forbidden Land Eureka |
Spells analysis
Healing spells:
- L1/3/5/7 Cure/Cura/Curaga/Curaja
- L5/8 Raise/Arise
- L1 Poisona
- L3 Blindna
- L6 Stona
- L7 Esuna
Field spells:
- L1 Sight
- L2 Mini
- L2 Toad
- L3 Teleport
Support spells:
- L5 Protect
- L6 Haste
- L7 Reflect
Debuff spells:
- L4 Libra
- L4 Confuse
- L4 Silence
Attack spells:
- L2/6/8 Aero/Aeroga/Tornado
- L8 Holy
Black Magic
These spells are used to deal damage and to cause status effects.
Black magic users:
- Wind crystal: Black mage, Red mage
- Fire crystal: Scholar (DS only)
- Water crystal: n/a
- Earth crystal: Magus, Sage
- Secret: Onion knight (DS only)
Lv. | Spell | Type | Effect | Free location |
Price and shop |
---|---|---|---|---|---|
1 | Sleep | Debuff | Causes "sleep" status | Altar Cave | 100 Gil, Kazus |
1 | Fire | Attack | Element: fire | - | 100 Gil, Kazus |
1 | Blizzard | Attack | Element: ice | - | 100 Gil, Kazus |
2 | Blind | Debuff | Causes "blind" status | Canaan | 700 Gil, Canaan |
2 | Thunder | Attack | Element: lightning | - | 700 Gil, Canaan |
2 | Poison | Attack | Non-elemental attack, inflicts "poison" status | - | 700 Gil, Canaan |
3 | Fira (Fire2) | Attack | Element: fire | Viking Base | 1500 Gil, Ancients' Village |
3 | Blizzara (Blizzard2) | Attack | Element: ice | Viking Base | 1500 Gil, Ancients' Village |
3 | Thundara (Thunder2) | Attack | Element: lightning | Viking Base | 1500 Gil, Ancients' Village |
4 | Shade | Debuff | Causes "paralysis" status | - | 3000 Gil, Gisahl |
4 | Break | Attack | Instant-defeat (gradual petrify) | - | 3000 Gil, Gisahl |
4 | Blizzaga (Blizzard3) | Attack | Element: ice | - | 3000 Gil, Gisahl |
5 | Erase | Debuff | Removes status upgrades | - | 5000 Gil, Salonia |
5 | Thundaga (Thunder3) | Attack | Element: lightning | - | 5000 Gil, Salonia |
5 | Raze | Attack | Instant-defeat if enemy level is lower than caster's | - | 5000 Gil, Salonia |
6 | Warp | Field/attack | Moves back some floors in dungeons; instantly defeats enemies |
- | 10000 Gil, Dorga's House |
6 | Firaga (Fire3) | Attack | Element: fire | - | 10000 Gil, Dorga's House |
6 | Bio (Poison2) | Attack | Non-elemental attack, inflicts "poison" status | - | 10000 Gil, Dorga's House |
7 | Breakga (Break2) | Attack | Instant-defeat (petrify) | - | 20000 Gil, Dorga's Village |
7 | Drain | Attack | Non-elemental; restores caster's HP | - | 20000 Gil, Dorga's Village |
7 | Quake | Attack | Element: earth | - | 20000 Gil, Dorga's Village |
8 | Death | Attack | Instant-defeat | - | 60000 Gil, Eureka Land |
8 | Flare | Attack | Non-elemental attack | - | 60000 Gil, Eureka Land |
8 | Meteor | Attack | Non-elemental attack | - | 60000 Gil, Eureka Land |
Spells analysis
Field spells:
- L6 Warp
Debuff spells:
- L1 Sleep
- L2 Blind
- L4 Shade (paralysis)
- L5 Erase (erases enemy status upgrades)
Attack spells:
- L1/3/4 Blizzard/Blizzara/Blizzaga (element: ice)
- L1/3/6 Fire/Fira/Firaga (element: fire)
- L2/3/5 Thunder/Thundara/Thundaga (element: lightning)
- L2/6 Poison/Bio (inflict "poison" status)
- L4/7 Break/Breakga (petrify)
- L5/8 Raze/Death (instant-death)
- L7 Quake (element: earth)
- L7 Drain (restores HP to caster)
- L8 Flare (non-elemental, targets one)
- L8 Meteor (non-elemental, targets all)
Summon Magic
Summon magic users:
- Water crystal: Evoker
- Earth crystal: Summoner, Sage
There are two types of Summon Magic: a type with two effects that occur randomly, and a type with one fixed effect. The former is used by Evokers, and the latter is used by Summoners. Sages can use the two-effect summons in the DS version, but in the NES version they used the fixed effect ones instead.
Unless specified otherwise, Evoker attacks target one enemy only, while Summoner attacks (and Evoker indirect effects) target all enemies. Unlike other debuff spells, the Evoker's debuff effects have 100% accuracy, missing only if the enemies are immune to the specific status ailment (sleep, stop, instant-kill, petrify).
Lv. | Summon | Evoker: indirect | Evoker: attack | Summoner: attack |
---|---|---|---|---|
1 | Escape / Chocobo | Chocobo Dash Party runs from battle Stumble Usually has no effect |
n/a | Chocobo Kick Damage proportional to the level difference between caster and enemies (all) |
2 | Icen / Shiva | Mesmerize Casts sleep on enemies |
Icy Stare Ice damage (1) |
Diamond dust Ice damage (all) |
3 | Spark / Ramuh | Mind Blast Casts stop on enemies |
Thunderstorm Lightning damage (1) |
Judgement Bolt Lightning damage (all) |
4 | Heatra / Ifrit | Healing Light Restores HP to party |
Hellfire Fire damage (1) |
Inferno Fire damage (all) |
5 | Hyper / Titan | n/a | Clobber Stomp Both deal earth damage (1) |
Earthen Fury Earth damage (all) |
6 | Catastro / Odin | Protective Light Casts Reflect on party |
Slash Attacks all enemies |
Zantetsuken Instant kill (all) |
7 | Leviath / Leviathan | n/a | Demon Eye Casts petrify (instant kill) on all Cyclone Wind damage to all enemies |
Tidal Wave Water damage (all) |
8 | Bahamur / Bahamut | Aura Casts Haste on party |
Rend Instant kill (1) |
Mega Flare Non-elemental damage (all) |
Evoker's spells analysis
- Support/attack spells:
- L1 Chocobo (escape): only useful in miniaturized dungeons (e.g. Cave of the Magic Circle), where it's hard to win all battles with magic alone.
- L4 Ifrit (heal): more useful in the deeper levels of dungeons, when the party suffered damage after fightning many battles.
- L6 Odin (reflect): only useful against spellcasting enemies and bosses.
- L8 Bahamut (haste): cast this spell at leisure, but not against bosses, because they are immune to istant-death attacks.
- Debuff/attack spells:
- L2 Shiva (sleep)
- L3 Ramuh (paralysis)
- These spells should be used early in the dungeons, to make battles easy during early exploration of the surroundings. Remember that physical attacks can wake up the enemies, i.e. remove "sleep" and "paralysis", so choose well your targets!
- Attack-only spells:
- L5 Titan: best left for battles against bosses, that are usually immune to status ailments.
- L7 Leviathan: useful against large groups of enemies, but not against bosses (immune to instant-death and petrification)
There's no need to analyze the Summoner's spells, because all of them are attack spells that target all enemies.
Terrain
The Terrain skill is useable only by Geomancers. It harnesses the power of the earth to cause different elemental damage. The determining factor of what effect is caused is the environment the skill is used in. This skill does not consume MP.
A (+) by the skill name indicates a high chance of being cast. A (-) indicates a low chance of being cast. Note that Wind Slash, Ice Storm, or Ice Pillar occur frequently in all environments.
Environment | Effect | Element | Targets |
---|---|---|---|
Desert | Cave-in (+) | earth | one enemy |
Desert | Earthquake | earth | all enemies |
Forest | Wind Slash (+) | wind | one enemy |
Forest | Ice Storm (+) | ice | all enemies |
Forest | Shadowflare (-) | non-elemental | one enemy |
Lava cave | Magma (+) | fire | all enemies |
Cave | Whirlpool | instant death | all enemies |
Cave | Ice Pillar | ice | one enemy |
Cave | Shadowflare (-) | non-elemental | one enemy |
Airship | Wind Slash (+) | wind | one enemy |
Airship | Ice Storm (+) | ice | all enemies |
Airship | Shadowflare (-) | non-elemental | one enemy |
Underwater | Whirlpool | instant death | all enemies |
Underwater | Ice Pillar | ice | one enemy |
Dungeon | Black Hole | instant death | one enemy |
Dungeon | Flame Burst | fire | one enemy |
Sing
The Sing skill is useable only by Bards. Using different harps can have different effects on the songs sung. Note that the strength of the effect increases with job level.
Note that the effects of Minne, Minuet, and Elegy only last for 2 rounds of battle.
Harp | Song | Effect |
---|---|---|
Madhura Harp | Minne | Support: increase physical defense power of the party. |
Loki Harp | Minuet | Support: increase physical attack power of the party. |
Lamia Harp | Requiem | Attack: damage all opponents. |
Dream Harp | Paeon | Healing: heals the party a little. |
Apollo Harp | Elegy | Support: decrease the amount of damage the party takes from any attack. |
In the NES version, the Sing ability simply attacks the enemies, with no added effect. Instead, the NES bard has two more skills, as shown in the table below. Because the effects of Cheer and Scare are small but cumulative, it would be a good strategy if the Bard uses continuously the same command during a battle.
Skill (NES) | Effect | Strategy |
---|---|---|
Sing | Attack: replaces "fight" command; two harps have debuff effect. | Keep singing will eventually debuff all enemies. |
Cheer | Support: increases speed and physical strength of all allies; effect is cumulative. | Keep cheering the allies in a boss battle will eventually boost the attack of front-row jobs quite a lot. |
Scare | Debuff: lowers the level of all enemies, eventually making them flee; stronger enemies are immune. | Keep scaring a group of annoying monsters will make the fight faster. |