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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 Damage (all)
| 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

This section is a stub. Help us expand it, and you get a cookie.

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

This section is a stub. Help us expand it, and you get a cookie.

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.