
	Battle System changes:
	
	Thanks to the disassembly project of everything8215, I could make 
	a few small changes to improve a couple elements of it. The changes 
	are these:
	
	No need to press a button every time to start the battle. 
	
	Having to push Left or Right twice to change Rows is not longer 
	needed, a single press is enough.
	
	If you select an Item or Spell (and go to to the targeting part) 
	and push B to go back, you go to the Item or Spell window instead 
	of closing it, going back to the character's actions menu, and 
	having to go into the Item or Spell window again.
	
	Damage numbers are now white instead of that reddish tone. I can't 
	believe how long it took me to find it, but at last I got it! They 
	are now far easier to see, as white contrasts better with the colorful 
	enemies and characters than the original color. 
	
	Removed textboxes for:
				When you defeat a foe.
				When HP is drained from either you or from a foe. 
				When your character is revived. 
				When a Critical Hit is done.
				
				
	There are things that I simply do not know how to do, like removing 
	the useless "Miss!" or "HP Restored" textboxes without glitching things, 
	but oh well. 



	IT'S RECOMMENDED YOU READ THIS WITH NOTEPAD ++, BUT YOU DO YOU.
	
	BE WARNED: THERE ARE MULTIPLE ENGLISH TRANSLATIONS, WITH DIFFERENT
	NAMES FOR DIFFERENT THINGS. 
	
	DON'T GET MAD IF THIS README DOES NOT USE YOUR PREFERRED WORDS FOR 
	ITEMS, WEAPONS OR SPELLS, I DO WHAT I CAN TO BE CLEAR ALL AROUND.
	
1.4.0 Version Changes: 

 · The formula for the number of Physical Attacks has 
   changed. Now, instead of every 16 Character Levels
   you gain a new extra Hit every 8 Levels added to 
   your characters. So, at 9, 17, 25, etc...
   
   This is a profound change to the progress of physical 
   damage throughout the game, with a lot more weight 
   on the second half of the adventure.
   
   To put an example, if a properly geared L21 Fighter
   attacked a Leucrotta, it would deal around 350 to 
   450 damage in the old 1.37 Version. In 1.40, that 
   very same Fighter attacking that same monster would 
   do around 650 to 800. Quite the difference, and it's 
   only around the middle of the game. 
   
   This is to make a final attempt to make physical VS 
   magical damage more balanced, but with some bias 
   towards Magic because unlike fighting, uses limited 
   resources, Magic Points, and in this version they 
   have also been lowered, so more the reason.
   
   Nonetheless, the breach is far, far smaller than 
   before.

 · Really, really big changes in all things Magic. 
 
   For one, thanks to Everything8215 and Cyneprepou4uk,
   the formula for Multi-Targeting Spells has been edited,
   so instead of dividing damage between all targets, now 
   it does half the damage it would do to a single enemy 
   to each target. This makes the mechanic far more useful...
   
   And what's more, it lets me lower the number of Spells 
   that where "Hit All" Spells previous versions used, so 
   there's a bit more variety than "hits everything but with 
   this element". Which in turns makes weaknesses far more 
   attractive from a design standpoint, now that the player 
   has to choose between single strong strikes or moderate 
   hits on every enemy with those Spells. 
   
   Alongside that mechanical change, pretty much any Spell 
   that dealt damage or recovered HP got tweaked.
   
   Summon damage formula has changed too, now it acts more 
   like Black and White Magic damage, which gives me the 
   chance to balance out things at long last. 

   Several White Spells got improvements, such as Pure 
   being able to be multi-targeted during and out of battle, 
   Wash being able to heal Mute alongside Blind and such.

 · Class adjustments:
 
   Because the aforementioned changes, Stat growths 
   have been altered for every Class in several ways, 
   with Agility having been lowered on most Classes.
   
   Contrary to how it sounds, every Class ends up 
   with more Hits per Attack than in previous versions,
   the decrease in Agility was made to avoid letting
   a character reach an amount of hits too high, but
   Agility boosting equipment is still really useful.
   
   I also took the chance to change a couple of Classes.
 
   Sage cannot longer use High Summon Magic. It was 
   given a few more MP charges in compensation. This 
   indirectly helps the Summoner, keeping its niche.
   
   I always found that the Sage having High Summons 
   pretty much removed any interest from the player to 
   to use the Summoner, and I got feedback from several 
   people telling me they felt the same. 
   
   The Sage still can use every White and Black spell, 
   which is an incredibly good asset, and not having 
   High Summons makes easier to choose Spells, I guess. 

   Pretty much all Classes had their MP growth tweaked,
   with most mixed jobs having a few less charges and 
   a some, like the Evoker and Summoner, a few more.

   All Classes start with a few less charges than before.   
   The MP growth has also been lowered, with every Class 
   gaining less MP, and it's no small cut either. 
   
   Every Class' MP is maxed at Level 45 now too. 

   Critical chances and Critical Damage Bonus changed 
   for several classes. For example, the Fighter now 
   has the strongest Critical Damage Bonus. 

 · Equipment adjustments: 
 
   Because of the change in number of Hits and Stats, 
   Weapon's stats have been altered, specially on 
   the second half of the game. More important, is the 
   increase in Accuracy all around, as some Weapon types
   such as Axes and Hammers had unfairly low. 
   
   Hellish Claws are now exclusive to Karateka, and Triton 
   Hammer is exclusive to Fighter. Both are significantly
   stronger, giving both Classes a bit of a push, with 
   the Fighter being more durable thanks to better armor
   and the Karateka being able to boost its Power. 
   
   Evasion on defensive gear was lowered. I went a bit 
   overboard, and worse of all, I gave it more to pieces 
   of gear that would be used mostly by back-row Classes, 
   so not only they got the 50% less Hits from that, but 
   also high evasion with their gear. 
   
   I found how to make chests not give 20, now infinite 
   Arrows. So, I put back some of them back into the world, 
   not only stores. 
   
 · Monster adjustments:
 
   Because all of the changes above, monsters required 
   several touchups. I took the opportunity to make some 
   very large modifications to monsters.
   
   I reworked the Defense/Evasion and Magic Def/Magic Eva.
   values for all monsters, and the Attack/Hit and power 
   of their Magic. I changed some weaknesses here and there.
   There were also changes in abilities and item rewards. 
   
   Another significant change is the change in enemy groupings.
   Now enemies come in bigger groups, no longer you'll see a 
   group of normal (small/medium) sizes coming at you in numbers 
   of 1 or 2. I also tried to, whenever I could and fit the 
   palettes well enough, make new groups of monsters so there's 
   a bit more variety in how battles go, specially to make 
   elemental resistances and weaknesses a bit more important. 
   
   I also tried to add a bit more spice with certain groups 
   having like a tier-like thing going on, with one enemy 
   being stronger and leader-like, with weaker minions 
   in front of it. This not only will add some variety, I hope, 
   but also will make the player have to deal with the Row System 
   on enemies, because yes, that exists!
   
   Bigger enemies also made tougher to be more of a threat 
   as because they're often alone, like Vulcan, they 
   became too easy to beat. They also offer more Exp. 
   and Gil compared to smaller foes. 
   
   Talking about Experience, it was heavily tweaked. The original 
   game's Exp. Curve is absolutely wacky. They just gave exponentially 
   higher amounts to monsters not by their place in the game, nor their 
   strength, but just purely on the order they have in the data.
   
   This makes certain enemies give A LOT of Exp. that wasn't reasonable,
   and others that gave way too little for the moment they appear at.
   Thus, it was changed.
   
   
   I also restored more dummied enemies, the Bugbear, 
   Mandrake and the Basilisk. They are neat additions 
   to overworld encounters after opening up the Nelb
   passage and up until you get a ship.
   
   The Spriggan and Fury were also restored, but their
   roles are different from the ones supposedly intended
   originally. 
   
 · Added optional patches to lower or remove flashes where possible.
 
   There are three:
   
   One to remove entirely the quick flashing when a battle happens 
   when walking around. It entirely removes the flashing, keeps the 
   sound effect.
   
   One to remove entirely the flashing during overworld events. This 
   can make a few scenes play slightly faster because it doesn't need 
   to wait for the long, 8 flashes to happen. These are the most 
   obnoxious flashes in the game if you ask me.
   
   Another one for battles, although it's mostly on Summoner Spells,
   as pretty much everything else doesn't have flashing. Instead of 
   taking them away, I just replaced the brightly colors for darker, 
   more subdued tones so you still have something to look at. 
   
   The Wii Virtual Console release did attempt to do this back then, 
   but it was kind of a poor try, to be honest. Encounter and Overworld 
   flashes are intact, and only a handful of battle flashes were changed, 
   and funny enough, the brightest colours weren't changed at all, which 
   is a bit more enfuriating when one of the few byte changes was
   surrounded by over 20 other entries for flashing colors untouched.    
   
   Anyway... They can be applied separately, to give people choices. 
   
 · The Alex W. Translation got an optional patch to add something 
   I always wanted: Item Icons!
   
   With it Potions, Phoenix Downs, and such have a little bottle
   icon. This is to keep parity with the other items such as Weapons 
   and Armor. Only very temporary items like Horn and Eye don't have 
   them, because it's very tight in free space. 
   
 · Not important but I always wanted to do this: 
   Change the HP number in battles from that pink-ish tone 
   to white for easier reading. It took years for me to find...
	
	Changes made early June 2021:
	
	If you ask yourself why the date of the patches seems to be 
	later than the original 1.30 release, that was to fix two 
	oversights:
	
	Madora/Madhra Harp and Dream Harp had their bonus effect 
	opposite of what they were intended. It was fixed.

	Because moving around pretty much all the chests and shops' 
	inventories around, the Wyvern Claw was unobtainable.
	This is fixed, you can buy them in the Ancient Ruins shop.
	
	Changes made in both Versions of 1.37: 
	
	- Some changes to Shields to be less exploitative. 
	
	- Removed elements from "Final" Weapons to make them more reliable,
	  as the newly added resistances to monsters on late areas of the 
	  game made them less effective. Shuriken is usable by Thief. 
	  
	- Corrected Defense and Evasion from monsters in the last areas 
	  of the game, Cave of Darkness, Ancient's Labyrinth, Crystal Tower, 
	  Eureka and World of Darkness, and some of the optional Summon dungeons.
	  Physical damage now is not as penalized for it. Some specific monsters 
	  still sport high defense, but only when is part of their gimmick. 
	  
	- Arrows have been deeply reworked. Read more in the Weapons section, 
	  but basically, they went from "consumable ammunition" to infinite 
	  uses, so a single Arrow is needed per character. They can only be 
	  bought now, and never found on treasure chests or monsters. 
	  
	- Thanks to Everything, a fix for the Element Up bonus glitch has been 
	  created and has been implemented in this hack, but with a less broken 
	  effect than originally coded (you basically hit everything for double 
	  the normal damage, way too strong for my liking). It now grants extra 
	  damage that scales up as you get more "hits" through Intelligence, 
	  Job/Skill Level and Main levels multipliers, each 16. 
	  
	- Because of the above, a couple of Elemental boosts have been edited. 
	  Nothing big, though, no weapon loses Element Up effects. 
	  
	- I discovered a set of "secret stats" each Class has, pertaining to 
	  Critical hit rates, chance to flee from a battle, and also how the 
	  Job Experience is gained depending on the actions taken in battle. 
	  It has been tweaked and balanced.
	  
	- I tweaked Job Experience. Each Class has a set "Exp. Points" given 
	  to each of its Command slots. I've been wanting to do this for 
	  a long time, but thanks to Everything I managed to find where this
	  data was, and make sense of it. Now Classes will not be punished 
	  by using Commands out of their "forte", meaning a Dragoon will 
	  get a decent Exp boost by using Magic, and a Geomancer will get 
	  it too for using Attack. Using Items will grant the least Exp. and 
	  running from battles grants nothing, like it does originally. 
	  
	  The Commands of a few Classes have been reorganized for easier use.
	  
	Changes also made in Main Version of 1.37:
	
	- The Optional Patch to unlock all Classes at the beginning is now
	  part of the default experience, offers freedom and improves pace. 
	  
	- White and Black Mage have been reworked into alternative Classes
	  so they don't feel useless when you have access to Devout and Magus.
	  No other Classes have differences. 
	  
	- Equipment and Spell usage has been altered to accomodate the changes 
	  for the classes mentioned.
	  
	- Now that Ninja is available from the beginning, it has received some 
	  limits on equipment. It cannot equip Axes, Hammers, Bells and Harps,
	  and can't use Crystal Helm/Armor and Viking Helm/Armor. 
	  
	- Minor tweaks to Weapons, mostly on very early equipment, and  shops. 
	
	- Some of the "Secrets stats" pointed above are slightly different, 
      because of the difference between some Classes in this version. 	
	
	Other Stuff:
	
	- The PDF Guide will only mention things for the Main Version. 
	  I can't include versions for both, goes over the size limit.
	
   ------------------------------------------------------------
	FINAL FANTASY III MAESON 			Ver. 1.36 - 31/08/2021
   ------------------------------------------------------------
   
	Use CTRL + F to find each section much faster. 
   
 [1] Introduction
 [2] Initial Explanations
 [3] Installation
 [4] Information about Classes
 [5] Information about Weapons
 [6] Information about Armors
 [7] Information about Magic
 [8] Information about Monsters 
 [9] Information about Optional Patches

---------------------------------------------------------------------------------
 [1] Introduction
---------------------------------------------------------------------------------
Hola, and welcome to this new version of Final Fantasy III Maeson. 

Hard to believe but seven years have already passed since the release
of my first hacking attempt... And "First" was pretty damn obvious.

While I'm... Let's say "satisfied", for a lack of a better word of not only
managing to finish my first attempt of a hack, specially being an RPG, and 
even maintaining it for some time, adding and changing stuff as time passed,
and still having fun with it, I could not stop thinking about how incredibly
amateurish the hacking attempts and some of my ideas were. 

For example, back in the day, I couldn't make head or tails of the Stat Gain
tables, nor "bitfields" in general. Again, to put you into perspective, this
hack was the first time I tried anything having to do with Hex editors,
offsets and all that jazz. I dived into this knowing nothing.

That's why certain stuff, like the aforementioned Stat Gains were ridiculous.
Instead of molding each Class as it levels up, I just dumped stats on the
Base Stats, and while back then I was fine with it, it wasn't the correct thing
to do...

Looking back I still feel happy I didn't abandon it, and even more with all 
the people that apparently enjoyed it and actually spent the time 
contacting me to say so. Thank you for that, by the way. 

But as I said, as time has passed, I learnt more and worked on other games,
I developed a bit of a regret, wanting to fix this hack up to be, well, 
less messy and more deserving of this gem of a 8-Bit game I consider it being. 

That's why I've been going on and off for some time working on it again.
Relearning all of this was a bit of a pain, but hey, it's for the better, 
and I learnt more than last time, so that's good I suppose. 

That's what it move me to do the 1.30 Version of this hack. Now, I move on to 
the new 1.40 is basically a huge overhaul intended to polish, improve and extend 
what I did before, this time as an attempt to point a real finish into it. 

Before I continue, I still thank STARWIN and Kea for their help.
I also want to give credit and special thanks to Everything, which discovered 
a fix for the Element Up glitch, plus has helped me in a few other things. 

Everything also has created a disassembly project and it's hosted on Github:

			https://github.com/everything8215/ff3
			
I know this will become really helpful for any future projects!
 
I also want to say thanks to Cyneprepou4uk for helping me. Cyneprepou4uk and 
Everything landed a had to do some ASM hacking to change the Multi-Targeting 
mechanic for Spells, which has been one of the biggest starting points to 
create this hack.  

Oh, and I'd like to point out that, while 1.23 and 1.37 are replaced, are not 
going to disappear, you can still mess with it as I'll include all the files,
even the ridiculous readme. It's part of my history, imma not deleting it. 

They'll be on a folder by themselves, easy to ignore and not to confuse you. 

I also took the time to create a small PDF "faux mini guide", in which you 
can check data on equipment, items, magic, jobs and a few extras. Only for 
the newest version, of course. 

I recommend put in it in your phone and check it whenever necessary instead of 
going back to this readme time and time again, specially if you don't play this 
on a computer, which I don't do very often.

I wanted to bring back a bit of that feeling of checking Manuals as you play. 
Sometimes, the people in charge of them made fantastic jobs, not only were 
informational but sometimes were interesting by themselves. 

Look at it as some sort of thanks for the effort, I guess.

---------------------------------------------------------------------------------
 [2] Initial Explanations
---------------------------------------------------------------------------------

As stated above, this new version is basically one that tries to rework 
the entire hack while still keeping the overall spirit of it as I address 
pretty much every aspect of my hack.

For Example:

Reworking Stats and Magic Points of each Class not just for rebalance
between classes, but to make leveling up and gaining MP more of a normal
process instead of what it was, and also creating a new curve of growth 
for each Class so, if you so desire, use the optional patches to unlock
all Classes at the beginning, giving you freedom to form any party while
also not screwing the progression and challenge. 

Let's say you were playing 1.23, and you start the game with a Warrior.

In the original game, its stats were like this at Level 1:

										Str Agi Vit Int Spi
										 10  10   5   2   3
Okay, they're what you'd expect.		
Now here's the issue, in my hack on Version 1.23, they were like this:

										Str Agi Vit Int Spi
										 25  10   5   2   3
										 
Do you see how ridiculous the Strength is? 
Well, this is one of the least silly examples!

I just dumped stats to the Base values in an attempt to balance classes
that were perceived as bad or not worth the effort, but I did it in a 
brutish and dumb way. 

This affected a lot the challenge in a number of moments in the game, 
as when you got classes that received big buffs they'd be too powerful
It's a bit embarrassing, but I did not know better back in the day!

So how it goes with 1.30? Let's use the Bard, M. Knight and Viking, 
for example:

		1.23 L1 Stats					1.23 L45 Stats
			Str Agi Vit Int Spi				 Str Agi Vit Int Spi 
Bard		 45  20  15  25  10               54  47  42  43  40
M. Knight	 10  10  25  15  15				  65  60  48  44  24
Viking		 15  02  07  30  30				  42  28  55  39  35
									  
Do you see how absurd they are? 

The Bard's initial Strength is beyond ridiculous. Heck pretty much all are
incoherent and inconsistent. Also these Stats were too high, it made bonus
from items not that useful(although I also went overboard with those, but 
that's a separate thing). Imagine starting a game with a Bard, it's pretty 
wonky!

But they have been retweaked, and now are these:						
	 
		1.30 Geomancer L1 Stats			1.30  Geomancer L45 Stats
			Str Agi Vit Int Spi				 Str Agi Vit Int Spi
Bard		  8  13   8  13  10				  34  44  32  42  42
M.Kinght 	 10  11   8  13   5				  38  41  36  44  16	
Viking		 13   8  11  10   5				  48  35  42  32  32

Now they're in a reasonable range, they make sense compared one to the others,
the Viking being the strongest and slowest, the Bard being the fastest but physically 
weaker, and the Magic Knight being somewhat in-between while standing out on
intellect a bit. You could start a game with any of them without breaking 
the game or steamrolling through the early parts, specially compared to the Bard
on older versions.
	 
Because now I know how to write the Stat gains as characters level up,
I can now create a much smoother rise in stats, and because of it, 
a much better experience. The same goes for MP. In 1.23, I just gave 
"base Magic Points" to Classes that did not have magic.

The problem with that is that creates very badly balanced scenarios. 
You reach a point in the story where you get new Classes, and you find
that because you changed into a, let's say a Scholar, now you have a 
large pool of MP to spam spells without worry, but now is reworked.

As I said, I touched pretty much all aspects, so weapons, armor, magic,
items, treasure and enemy drops were also revised and retweaked, and 
monsters received by far the biggest changes with this version.   

A change in 1.35 is, because I reworked all the Base Stats and Stat
Gains of each Class to be lower and more balanced out, and my goal is 
to make pretty much each Class to be their own thing, instead of 
"intermediate" steps (Onion Kid > Fighter > Knight, for example) you
now unlock every Class when you reach the Wind Crystal, and you can 
pick up the four Classes you want right away. 

And because you could play with your chosen Classes all the way through,
the pace of the game is smoothed out tremendously. You no longer to grind 
whenever you reach a new Crystal and you're granted new Classes, nor you 
are forced to use Classes you don't want while the ones you do aren't 
available. Not just that, but because you can train through the entire 
journey, you can reach a fuller potential as you achieve higher Skill 
or Class Level. 

My last playthroughs were using this patch and I have to be honest, I
had more fun playing with four Classes from the beginning and seeing
them develop throughout the adventure to the point that I want this 
to be part of the main experience. Other people that reached me thought 
the same, so I think it's the best thing to do.

Of course, if you still care about the original way of progressing, 
there's an alternate patch for it...  

I should stop here, that's what individual sections are for. 

Anyway, now that I explained my overall intentions and ideas for these
changes, I'll just write down all the relevant data in different sections.


---------------------------------------------------------------------------------
 [3] Installation
---------------------------------------------------------------------------------

Maybe someone will find this sad, but 1.30 will not have individual patches.
	
	
While I still find the idea good, this time I rather be straight as my
actual intention is to present a better version of my hack, and for that 
I need for all elements to work together.

That's why 1.30 is released as a full, unique package.

... Or well, more like four packages. Final Fantasy III is a game that has 
received not one, not two but three English translations!

And thing is, all three are perfectly good options, and well, some people
seem to take VERY seriously their fan translations. As in VERY, VERY much.

That's why, even back in the day, I wanted to provide options for everybody,
and that idea is staying with this new version.

So yeah, choose the Patch that goes along with the translation you want,
the original Alex W. Translation, ad0220 Translation with expanded ROM, 
or the newish Chaos Rush Translation. Or play in Japanese if you want.

...Or if you speak my language, choose my Spanish translation based on 
ad0220's work. If you want to patch one of the extra fonts, do it AFTER 
patching this hack. So the process should be Translation > This Hack > Font.

...So, five different "packages" then. Quite annoying but it was for the best. 

The reason for having different patches for each translation is simple, 
there's a bit of text editing that needs to be addressed for each translation,
for things I've changed like Spells having different effects.

Another thing I did this time is trying to keep some parity where I could with 
equipment's names, Classes and such whenever possible (the Alex W translation
is hard to work with though, as that translation can draw two letter tiles with 
a single byte, which is something I've never seen before) to make them closer to 
the official names, and a tiny bit of cleaning.

For example, the Giyaman Bell is now the Diamond Bell in the Alex W translation,
the Night Bow and Arrows are the Yoichi Bow and Arrows on the ad0220 one,
and Carrot is now Gysahl (or Gisahl, as Alex W wanted it to be) on both.

Dastar in Alex W translation is Duster, as current naming conventions says it is, 
and the ad0220 translation lost the "u" at the end of many names such as Uru, 
Kazusu, Deshu, and so and so for. 

Classes are called the same in both, except the Conjurer/Evoker because I coduln't
come with a way of displaying "Evoker" on Alex W. translation without breaking
the formatting.

In fact, the ad0220 translation is the one with the bigger number of changes, 
because I also corrected a number of formatting errors, typos and also fixing
actual glitches like when trying to draw equipment icons for items that are 
stolen or dropped in battle.

Let's say that you get a Defender Sword on the normal ad0220 translation.
It would appear as "5Defender" instead of [Sword Icon]Defender. 

This probably happened because in the original game almost no enemy dropped
items, and the icons are repeated twice (but the first set gets swapped 
out depending on if the game needs that space for something else), ad0220 
used the first set instead of the second, so whenever that happens in my hack, 
it gets wrong graphics appearing. A bit tedious to fix, but hey, it's for the better.

I even added separate icons for Bows and Arrows, and a bottle for consumable Items.

So yeah, it was quite a bit of work added to what I already had to do by myself. 
But I hope this works out and helps to remove the confusion of going from one
translation's names to the others, so anyone can understand when I mention a Class
or Weapon on the lists or the mini-guide and blablablah.


Now, if you're going to play on real hardware, the ad0220 translation will
give you issues, so choose another one. This also applies to my Spanish
translation. This is because it expands the game to be a full Megabyte, 
instead of 513KB, but hey, maybe one day will work. 

Oh, and by the way, while I made a version for Chaos Rush's translation, 
I must warn you: 

	THIS TRANSLATION HAS PROBLEMS AND LACKS A NUMBER OF THINGS.
	PLEASE READ THE TXT README INCLUDED WITH MORE DETAILS.

You must apply this *AFTER* the Translation of your choice, unless you
are playing in Japanese. Then just apply the wanted version on a clean ROM.

The "good" ROM dump you need to use is this one:

Final Fantasy III (Japan).nes 
	CRC32: 170163F1
	
But if you happen to have a ROM with a CRC32 of 92189BAE
let me tell you that it will ALSO work!

That's because the only difference between both ROMs are 
two bytes on the header of the ROM, which is meaningless for the
game to work.

Once you have your translated ROM, then comes the choice:

	There's a Main Version of this Hack, and an alternative one.
	
	The Main Version is pretty self-explanatory. It includes all 
	the gameplay changes and it is seen as the real version. 
	
	The other one, named "Original Progress" is an offshoot, 
	missing some changes. 
	
	USE ONLY ONE!
	
	The differences? Mainly two: 
	
	Since I released 1.30, I added an extra patch that granted 
	you all Classes upon reaching the Wind Crystal at the beginning
	of the game, giving you every single opportunity to play as 
	any combination of Classes that you want through the entire 
	journey. 
	
	While I thought it was a good idea and had fun with it, I 
	did not expect so many people actually aproaching me and 
	saying how much more fun the game was for them that way, 
	SPECIALLY since it made the pace of the game far, far more
	streamlined without the need to grind for Class/Job Levels
	whenever a new Class you wanted was accessible. 
	
	But while that was great, it made two classes, the White 
	and Black Mages, pretty much useless as they're simply 
	"incomplete" versions of the Devout and Magus. 

	So with 1.35 and forward, the Main Version will unlock all 
	the Classes early, plus will transform the aforementioned 
	Mages into different, alternative versions, basically 
	creating two new Classes to have alongside the rest, 
	so all jobs in the game are viable. This includes changes 
	access to Magic, Weapons and Armors, plus changes to Stats
	and their growth for both Classes. 
	
	Thus, the Original Progress Version provides Classes like 
	in the original game, and there's no change to the White 
	and Black Mages, and no other changes associated to that. 
	
	This means that like with the normal game, there's more 
	grinding involved with Job Levels, and you have to wait 
	for Classes that are given late, of course. Some, like 
	the Earth Crystal Classes, come way too late for my taste.


	It is recommended you play the Main Version, but if for 
	whatever reason you want to grind Levels whenever you change
	Classes, well... Use the Original Progress then. 


Now, after your game is patched, you can also check the optional
patches. You can personalize a bit your experience with them,
so check the related section if you want. 

Just be sure to use the correct patches, the ad0220 Translation (and thus 
the Spanish one too) has its own set of patches for certain things. Be careful!


				If you want a TL;DR version:
				
				1: Get your clean, Japanese Rom.
				2: Patch it with your translation of choice (or original Japanese).
				3: Patch it then with either the Main Version or Original Progress Version 
				   of my hack that goes with the chosen translation. 
				4: Optional patches go in this order, if you want them:
							1: Character Graphic Improvements. Always first. 
							2: Menu and Battle Menu color patches.
							3: Character Alternative Palettes. 
							4: Optional Gameplay patch. Read more in its section.

				5: If you're playing with Alex W. translation or in Japanese, you'd 
				   would probably want to check out A.D.R.I.A.N's B Button Dash patch.
				   It lets you run like in Chaos Rush's and ad0220 translations, and 
				   it is honestly great to have. 
				   
				   Here's a link: http://www.romhacking.net/hacks/3326/
				   
				   It is compatible with my hack, so don't worry, just apply it to 
				   a clean Japanese Rom before anything else (although if you ask 
				   me it seems to not matter when you patch this, follow his 
				   instructions just in case though!). 
				   
That is all.

---------------------------------------------------------------------------------
 [4] Information about Classes and Stats
---------------------------------------------------------------------------------

Maaany changes here. 

Initial Stats have been completely redone, now every Class starts at around the same
Stat range, as I want to treat almost all of them as their own thing, with the exception
of the White and Black Mages, and the Evoker to some extent, because those three have 
what we could call direct "promotions" or "Class advancements" in the Devout, Magus and 
Summoner. 

Their Stat growth has also been remodeled to not just being far better thought out, 
but also to be far more logical between Classes when comparing them. I've calculated
their Stat growths so they reach "ideal" numbers at level 45, because it is when the 
player most often will tackle the last parts of the game. Level 99 Stats have also been 
worked on, but they're more for show than anything, no one should need to go over Level 50
to beat this game if playing with a modicum of attention or care, so even if it was useless 
to do it was the right thing for polish. 

MP Growth has also been reworked. Unlike previous versions, Classes that now have Magic
grow Magic Points as they level up instead of having all of them from the beginning. 
The Ranger, Knight, Scholar, Dragoon M. Knight, Bard and Ninja gain MP normally until 
Level 45, when they "max" their MP pool, the other, more focused Casters still get MP
after that, but doesn't matter much because throughout the adventure up until the endgame
areas all Classes will have appropiate numbers of Magic Points which is what was important. 

Oh, and Classes that had very large pools of MP (Devout, Magus, Evoker, Summoner and Sage)
since Level 1 now start with far more modest MP, and they gain them as they level up. 
It'd be ridiculous to start a new game only to find you have already LV8 MP!

A number of Classes can learn more Spells than before, but that can be checked on each 
Class resume. 

As of 1.37, I also discovered a set of "hidden stats" each Class possesses. I had no idea 
they existed until this very year, so that's quite interesting to me. 

They relate to Critical Hit chances, success to flee from battle and also how much Job Exp. 
their actions gain, which is coded in a "per Command Slot" fashion.

I took the chance to add some balance to these aspects too. For example, I gave the Thief
a higher Critical Ratio than other Classes because both its lack of Magic, and I nerfed the 
Ninja which, in typical fashion, was a bit ridiculous. 

I also made Job Exp. gains more well rounded too, although of course, using Items gives 
less Exp. and running from battles gives none.  


About Stats: 

Okay, so let's write down what each Statistic does exactly:

	HP: Your Hit Points, of course. The higher, the better. 
	    If they become 0, your character is dead. 
		
	MP: Magic Points. Each Point signifies one casting, so 
	    you could take MP as Charges from other old RPGs, 
		such as Dungeons and Dragons, and Wizardry...
		
		Which whell, were inspirations for this franchise. 
		
	Strength: Each four points you gain one point of Attack. 
			  This applies to each arm individually, so if 
			  wielding two arms, you get the most of it. 
			  
	Agility:  Each four points you gain one point of Accuracy or "Hit %"
			  and each 16 you gain another Attack, two if dual wielding.
			  Each 32 you gain a Defense Multiplier, unless you wear a 
			  Shield, then it is each 16.
			  
	Vitality: Each two points you gain one Physical Defense, and how 
			  much HP a character gets depends on Vitality, too. 
			  
	Intellect:This stat does a lot of things, actually: 

			  Every two points, you add one to the power of a Spell.
			  If Fire 3 has a power of 135, and you have 20 Intellect,
			  Fire 3 will have a total of 145 Power. Summons and Geomancy 
			  count for this too. 
			  
			  It also affects the Accuracy of Black Magic, Summons and 
			  Geomancy. 
			  
			  Every 16 Points raises your Magic Attack Multiplier for 
			  Black Magic, Summons and Geomancy. 
			  
			  Every 32 Points raises your Magic Evasion Multiplier. 
			  
	Spirit:   Basically does the same as the above with White Magic. 
			  
			  
	Both Intellect and Spirit are used for Magic Defense. 
	


But first, here's a quick list with a light overview of each Class:


              Level 1			 Level 45      
Class		  St Ag Vi In Sp	 St Ag Vi In Sp   Spells		 MP Max / MP at L45: 
--------------------------------------------------------------------------------------------------------------------------
Onion Knight   5  5  5  5  5      9  9  9  9  9   None         --- 
Fighter  	  16  6 10  5  5	 60 28 44 16 16	  None         ---
Monk    	  10  8 10  5  7	 44 44 38  5 35	  White 1~3  20/15/10	             Maxed at L45
Sorcerer 	  10  8  8  5 13	 40 34 36 20 46	  White 1~8  20/18/15/10/10/10/05/05 Maxed at L45
War Mage 	  10  8  8 13  5	 40 34 36 46 20	  Black 1~8  20/18/15/10/10/10/05/05 Maxed at L45
Red Mage 	  10  6 10 10 10	 52 28 40 40 40	  Bl/Wh 1~5  20/18/15/10/10          Maxed at L45
Ranger  	  12 10  7  5 10	 44 44 36 20 35   Bl/Wh 1~6  20/18/15/10/10/05       Maxed at L45
Knight  	  13  6 13  3 10	 52 28 50 13 35   White 1~5  20/18/15/10/10          Maxed at L45
Thief   	  10 12  7  5 10	 40 48 36 37 25	  None  
Scholar 	   9 12 10 10  4	 40 44 32 46 25	  Bl/Wh 1~5  20/18/15/10/10          Maxed at L45	
Geomancer  	   8  8 12 13  5	 40 44 40 44 25   Geomancy 
Dragoon 	  12 10  8 10  5	 44 42 36 35 23   Black 4,6  --/--/--/10/--/10/--/-- L45
Viking		  14  6 12 10  5	 56 28 46 33 33   Bl/Wh 5,7  --/--/--/10/--/--/05/-- L45
Black Belt 	  14 10 10 10 10	 60 44 46 20 20   None 
M. Knight 	  12  8  8 13  5	 44 34 36 48 16   Black 1~6  20/18/15/10/10/10       L45
Evoker 		  14  8  8 12 12	 52 44 32 48 42   L.Sum 1~8  20/18/15/13/12/11/10/10 L45  30/25/20/16/14/12/12/12 L50 
Bard     	   8 12  8 13 10	 40 38 36 42 42   Bl/Wh 1~6  20/18/15/10/10/10       L45
Magus 	 	   8  8  8 18  5	 36 36 32 55 25   All Black  24/20/18/12/12/12/10/10 L45  35/35/30/25/20/17/14/12 L50  	
Devout		   8  8  8  5 18	 36 36 32 25 55   All White  24/20/18/12/12/12/10/10 L45  35/35/30/25/20/17/14/12 L50  
Summoner 	  14 10  8 10 10	 48 44 40 38 38   High Summ. 20/15/15/15/10/10/08/08 L45  30/25/20/16/14/12/12/12 L50 	
Sage 		   8 10  8 12 12	 40 32 40 42 42   Bl/Wh 1~8  20/18/15/10/10/10/08/06 L45  25/25/20/18/16/14/10/08 L50
Ninja   	  10 12  8 12 10	 44 48 36 24 24   Black 1~4  20/18/15/10             L45
--------------------------------------------------------------------------------------------------------------------------




              Level 1			 Level 45      
Class		  St Ag Vi In Sp	 St Ag Vi In Sp   Spells		 MP Max / MP at L45: 
--------------------------------------------------------------------------------------------------------------------------
Onion Knight   5  5  5  5  5      9  9  9  9  9   None         --- 
Fighter  	  16  6 10  5  5	 60 28 44 16 16	  None         ---
Monk    	  10  8 10  5  7	 44 44 38  5 35	  White 1~3  25/20/15	             Maxed at L45
Sorcerer 	  10  8  8  5 13	 40 34 36 20 46	  White 1~8  30/25/20/15/10/10/07/5  Maxed at L45
War Mage 	  10  8  8 13  5	 40 34 36 46 20	  Black 1~8  30/25/20/15/10/10/07/5  Maxed at L45
Red Mage 	  10  6 10 10 10	 52 28 40 40 40	  Bl/Wh 1~5  30/20/20/15/12          Maxed at L45
Ranger  	  12 10  7  5 10	 44 44 36 20 35   Bl/Wh 1~6  30/25/20/15/10/08       Maxed at L45
Knight  	  13  6 13  3 10	 52 28 50 13 35   White 1~5  30/25/20/15/10          Maxed at L45
Thief   	  10 12  7  5 10	 40 48 36 37 25	  None  
Scholar 	   9 12 10 10  4	 40 44 32 46 25	  Bl/Wh 1~5  30/25/20/15/10          Maxed at L45	
Geomancer  	   8  8 12 13  5	 40 44 40 44 25   Geomancy 
Dragoon 	  12 10  8 10  5	 44 42 36 35 23   Black 4,6  --/--/--/10/--/10/--/-- L45
Viking		  14  6 12 10  5	 56 28 46 33 33   Bl/Wh 5,7  --/--/--/10/--/--/05/-- L45
Black Belt 	  14 10 10 10 10	 60 44 46 20 20   None 
M. Knight 	  12  8  8 13  5	 44 34 36 48 16   Black 1~6  30/25/20/10/10/10       L45
Evoker 		  14  8  8 12 12	 52 44 32 48 42   L.Sum 1~8  30/24/16/14/12/10/10/10 L45  30/25/20/16/14/12/12/12 L50 
Bard     	   8 12  8 13 10	 40 38 36 42 42   Bl/Wh 1~6  30/25/20/15/10/08       L45
Magus 	 	   8  8  8 18  5	 36 36 32 55 25   All Black  30/30/25/20/18/15/12/10 L45  35/35/30/25/20/17/14/12 L50  	
Devout		   8  8  8  5 18	 36 36 32 25 55   All White  30/30/25/20/18/15/12/10 L45  35/35/30/25/20/17/14/12 L50  
Summoner 	  14 10  8 10 10	 48 44 40 38 38   High Summ. 30/24/16/14/12/10/10/10 L45  30/25/20/16/14/12/12/12 L50 	
Sage 		   8 10  8 12 12	 40 32 40 42 42   Bl/Wh 1~8  25/22/18/16/14/12/10/07 L45  25/25/20/18/16/14/10/08 L50
Ninja   	  10 12  8 12 10	 44 48 36 24 24   Black 1~4  24/16/12/08             L45
--------------------------------------------------------------------------------------------------------------------------


--------------------------------------------------------------------------------------------------------------------------
Class Data:

							L1 Stats:			L99 Stats: 			Magic:			
	Onion Knight:	 		 5  5  5  5  5		99 99 99 99 99      No Magic	
		A.K.A.
	  Onion Kid				You start with this Class, and it has a rather curious gimmick,
							but the Class itself is not particularly interesting. 
	Crit.  Ratio: **
	Escape Ratio: *			They can't use any Magic, their Equipment options are quite
							slim, their Stat growth is painfully slow, so you should try
							to change to another Class as soon as you can.
					
							What makes them unique is that while they start with weak
							stats, and they grow incredibly slowly, once they hit around
							Level 88, they start to grow extremely fast, and they keep
							that pace until they max every stat at Level 99.
					
							Not just that, but very, very late into the game, they can
							find the powerful Onion Equipment, which sports the best 
							statistics all across the board! They're very hard to get, 
							because you need to find very rare monsters, defeat them, 
							and pray they actually leave any piece of equipment behind.
					
							So they have lots of potential and they're undisputed
							Melee fighters... After Level 90 and beyond, and looking for 
							what could be hours upon hours for a *chance to have a chance*
							to get their best equipment, which is something you are NEVER
							going to see by playing normally, making this Class a bad choice. 
--------------------------------------------------------------------------------------------------------------------------
Class Data:	Fighter 		Crititical Hit Rank: *****		Escape Ratio: *
							L1 Stats:			L45 Stats:			Magic:
							16  6 10  5  5		60 28 44 16 16		No Magic
							
 The Fighter is, for the most part, your typical trusty physical warrior.
		
 The Fighter is the most straightforward showcase of brawn and sturdyness, 
 with the highest Strength value of any Class, and a very good Vitality growth, 
 granting it a higher Defense and progressively better HP growth. 
							
 It has one of the best and most varied repertoire of gear of any Class, being 
 able to wield Swords, Spears, Hammers, Axes, Daggers and most long-range Weapons, 
 and also pretty much every piece of warrior-like armor and some light body gear too. 
							
 In fact, it is unrivaled in physical might, as all that Strength leaves the Fighter
 as the only one capable of wielding the Triton Hammer, the strongest weapon in 
 the entire game!
							
 With such power, you'd be right it can be scary, and the Fighter knows as it uses
 that as a talent! This Class can Scare normal monsters, which can cause fear and 
 make monsters to run away, but scaring enemies also has the potential secondary 
 effect of lowering the magical power, turning spellcasting foes into less horrible
 opposition. This gives the Fighter some situational supporting role!
							
 Of course, there are downsides to the Fighter. For one, its Agility growth is the
 lowest, and while its ability to wield the most powerful weapons goes a long way, it 
 absolutely want to take advantage of any Agility-raising gear.
							
 Secondly, this Class cannot learn a single Spell, so it can support its weight entirely
 on its talent to deal and take high damage. The Fighter's Intellect and Spirit growth 
 are also very low, which results in a rather low capability to shrug off Magical hits. 

 Nonetheless, it can dish out a lot of pain, take a lot of punishment, and overall be
 a very straightforward, but useful member of most teams. 
 
--------------------------------------------------------------------------------------------------------------------------
Class Data:		
							L1 Stats:			L45 Stats:			Magic:
	Monk:		 	 		10  8 10  5  7		44 44 38  5 35		White Levels 1 to 3
												
Spells    		 Max MP		The Monk is an alternative kind of physical fighter. 	
Cure Pure Sight	  25 L1								
Toad Mini  Aero	  20 L2		
Cure2 Wash Exit	  15 L3		The Monk is different than a Warrior in the sense that 
							it gives up its variety in equipment to gain other perks.
	Crit.  Ratio: ****						
	Escape Ratio: *			The Monk can only equip few types of weapons, like Daggers
							or proper martial artist weapons such as Nunchakus early on
							and later Claws, another unique weapon for martial artists,
							even if overall are not the most powerful weapons around.
							
							While that makes this Class more limited in options, make 
							no mistake, what it might lack in power it can cover with 
							a higher number of hits than most other Classes! Late on 
							the adventure, don't be surprised if a well-geared Monk 
							can reach the insane amount of 20 hits when attacking!
					
							Not only it's an accomplished fighter, but a Monk also has
							access to a few White Magic Spells, and just enough Spirit 
							to be decently good at healing, and it can help a fellow 
							healer to preserve MP by letting the Monk take care of using
							spells to cure Status Effects or using Exit. The Spell Aero
							can also be useful early on when you have to transform into 
							Mini size, when only Magic can be used to defend yourself.

							The weak points of the Monk are the small selection of 
							equipment available. It can not use many pieces of armor, 
							having to use equipment mostly geared to spell casters, 
							and its repertoire of weapons, while not bad, does not let 
							it take much advantage of elemental properties or effects.
							
							But all in all, the Monk is a good alternative, as it can 
							offer some support and do pretty decent battling monsters.
--------------------------------------------------------------------------------------------------------------------------
Class Data:
							L1 Stats:			L45 Stats:			Magic:
	Sorcerer:				10  8  8  5 13		40 34 32 20 46	 	White 1 to 8
																					
Spells    		 Max MP		The Sorcerer is a middle road between a Devout and a
Cure  Pure Sight  20 L1		light physical damage dealer. 
Toad  Mini Aero   18 L2		
Cure2 Wash Exit	  15 L3		In simple words, that's how you'd describe this Class. 
Mute  Confu 	  10 L4 	What it lacks in its warrior-like side, its spellcaster
Life  Safe   	  10 L5		side can provide, and viceversa. 
Haste Aero2 	  10 L6
Heal Wall  		   5 L7		Capable of wielding Daggers, a decent selection of Swords,
Life2			   5 L8		most Bows and Throwing weapons, it certainly is a more menacing
							force than the Devout, and with it's rather decent Strength, 
	Crit.  Ratio: **		and good Agility it reaches a good level of physical damage. 
	Escape Ratio: **						
							Its capacity of wearing some decent front-line armor like 
							the Diamond or Genji suits provides the Sorcerer some 
							possibility of staying on the frontlines, although it will 
							need to rely on spellcaster attaires while no better gear
							is available. 
							
							In the same vein, it can learn a rather extensive list of 
							Spells, and it can be a rather welcoming companion for other 
							physical Classes, with the ability to use Safe, Wall and 
							even Haste, which only the Devout can use, and it can use
							them on itself to push its potential further. 
							
							But as everything, it also has weaknesses. The possibility 
							of lacking defensive gear has been brought up already, 
							but the Sorcerer can find itself struggling a bit with 
							Weapons, as it has no access to any of the most powerful 
							ones. Not just that, but it also can't compare with other 
							Classes at healing, as it does not go beyond Cure2, limiting
							its potential as a healer.
							
							Yet still, the Sorcerer is s a great supporting class that
							can fight by itself, and even bring back from the dead allies
							with full HP, another feat only capable by the Devout. 
							
							While it has its weaknesses, the Sorcerer might be more than 
							the sum of its parts!
--------------------------------------------------------------------------------------------------------------------------
Class Data:
							L1 Stats:			L45 Stats:			Magic:
	War Mage:				10  8  8 13  5		40 34 32 46 20	 	Black 1 to 8
	
Spells    		 Max MP		The War Mage can be seen as a Black Magic-mirrored		
Fire  Ice  Sleep  30 L1		version of the Sorcerer. 				
Bolt Venom Blind  25 L2
Fire2 Ice2 Bolt2  20 L3		And just like the Sorcerer took from the Devout, 
Break Ice3 		  15 L4		the War Mage does the same from the Magus. 
Bolt3 Blast       10 L5		
Fire3 Warp 		  10 L6		This Class can equip Daggers, most Spears, Claws, 
Drain Brk2  	   7 L7		Bows and Throwing weapons, all of which of course
Death			   5 L8		of course are significantly more powerful than the 
							Rods and Staves that a Magus can wield. 
	Crit.  Ratio: ** 
	Escape Ratio: **		As far as defensive gear, it faces the exact same 
							position as the Sorcerer. 
							
							A bigger difference though, its the Spells it can 
							learn. You won't find much to support your teammates, 
							as the War Mage is focused on inflicting Status Effects,
							which can cripple the opposition or outright take care
							of them. Alongside those, it has access to some of the 
							elemental Spells, which give it some decent crowd control
							possibilities, although of course, it hardly could compare 
							to a well prepared Magus, and the Magic Knight's access 
							to learn Bio give it an edge over the War Mage. 
							
							On the other hand, this Class can learn Drain, Break2 and 
							the Level 8 Spell Death, so it can take on single targets 
							magically much better than the Magic Knight.  
							
							All in all, just like the Sorcerer, it's a light mix of 
							Classes that can be played around, and its success depends 
							on how well you manage it. 
--------------------------------------------------------------------------------------------------------------------------
Class Data:
							L1 Stats:			L45 Stats:			Magic:
	Red Mage:				10  6  8 10 10		52 28 40 40 40		Mixed 1 to 6
	
Spells    							Max MP		The Red Mage is what you could call a combination			Also known as:
Fire  Ice   Sleep Cure Pure Sight    30 L1		Classes, similar to the Sorcerer or War Mage.				Red Wiz. 
Bolt  Venom Blind Aero Mini Toad     20 L2	
Fire2 Bolt2 Ice2 Cure2 Wash Exit     20 L3		The Red Mage can be seen as the combo between a 
Ice3  Break      Libra Confu Mute    15 L4		Fighter, a Devout and a Magus, mixing their strong 
Bolt3 Blast      Cure3 Life			 12 L5		and weak points to create a new Class, not unlike.
												the Sorcerer and the War Mage, but with differences.
												
	Crit.  Ratio: ****							For starters, the Red Mage gains more Strength, 
	Escape Ratio: *								can equip more powerful weapons, and has a lot 
												more Vitality resulting on higher HP, and while 
												its Agility is a fair lower, the Red Mage is 
												more suited for front line duties. 
												
												While it does not reach as high in the Magic 
												department as either the Sorcerer or War Mage, 
												the Red Mage is a better healer thanks to learning
												Cure3, giving it a rather essential edge. 
												
												This Class can also wear a broader selection of 
												armor compared to the Sorcerer and War Mage including
												the powerful Crystal Mail. 
												
												On the other hand, it has less Agility, Intelligence 
												and Spirit, so it needs a more careful approach to 
												gearing up, and select equipment depending on what 
												it want to do between attacking phyiscally, healing 
												the team, or casting offensive magic. 
												
												While it cannot do everything in the best way at the
												same time, it holds a high level of versatility!
--------------------------------------------------------------------------------------------------------------------------
Class Data:
							L1 Stats:			L45 Stats:			Magic:
	Ranger:					12 10  7  5 10		44 44 36 20 33		Mixed 1 to 5
		
Spells    						Max MP		The Ranger can act as a back row fighter with 
Ice   Sleep Cure  Pure Sight	 30 L1		some magical abilities.
Venom Blind Aero  Toad Mini 	 25 L2							
Ice2        Cure2 Wash Exit	     20 L3		The Ranger is a curious Class. While it plays best 
Ice3        Libra Confu          15 L4		on the back row, flinging both arrows and Spells,
            Cure3 Life Safe		 10 L5		if the need arises it is also capable of doing some 
			Aero2 Soft			  8 L6		front line battling by using Daggers and Spears.
											
	Crit.  Ratio: ****						Its casting abilities are heavily guided towards White 
	Escape Ratio: *							Magic, but its access to Ice Spells provide some okay
											offensive options even if he does not have the Intellect
											of a Magus, although the Ranger can take advantage
											of the Rune Bow's Ice Magic powering up effect. 
											
											The Ranger can equip a varied selection of gear that
											helps it to function better depending on what it is
											going to do and in which row, so it is certainly a 
											flexible Class throughout the journey, but its 
											frontline capabilities shine less during the last 
											parts of the adventure. Fortunately, by that point 
											it can weild the incredible Yoichi Bow and maintian 
											a decent battling level from the back row.

											The Ranger also has one of the highest Agilities, even
											if it's at a slight cost of its Vitality. In fact, the
											Ranger can be seen as an Agility-based counterpart
											of the Knight in some ways.
											
											Being a Class that can function well in a variety of 
											modes, the Ranger's adaptibility is very valuable.                                                                      ¡¡
--------------------------------------------------------------------------------------------------------------------------
Class Data:
							L1 Stats:			L45 Stats:			Magic:
	Knight:					13  6 13  3 10		52 28 50 13 33		White 1 to 5
	
Spells    			Max MP		The Knight is like a Fighter, but more focused on
Cure  Pure Sight	 30 L1		Defense and support by exchanging some power. 
Toad  Mini Aero		 25 L2
Cure2 Wash Exit		 20 L3		Resembling more a Paladin than the usual Knight, this 
Libra Mute			 15 L4		Class is what you're looking for if you want one big,
Cure3 Life Safe 	 10 L5		solid pair of legs that can resist the biggest blows.

	Crit.  Ratio: ***			Holding the highest Vitality growth, its Defense will 
	Escape Ratio: **			always be the highest among Classes, as will be its HP.
								Add to that a small but essential selection of Spells,
								and it can aid your team, and take care of some of the 
								duties from your main support team member. 
								
								And after that, the Knight is also a solid fighter
								in its own right. Besides its trusty Swords, the
								Knight can also equip Daggers an some Spears.
								
								But what makes the Knight a great companion is its ability
								to throw itself between a monster and an ally with low HP
								and take the blow, protecting it. And the best part, it 
								does it automatically, no need to use a command!
								
								Of course, there's always a shortcoming, and with the 
								Knight it is lack of Agility, it's one of the slowest 
								Classes, and lacks the ability to deal magical damage 
								although to be fair, it probably wouldn't find the time 
								to do so, it has already a lot of things to take care about.
								
								A Knight is always a good addition to any team, because
								even if it's not very exotic, its reputation exists
								for a reason!
--------------------------------------------------------------------------------------------------------------------------
Class Data:
							L1 Stats:			L45 Stats:			Magic:
	Thief:					10 12  7  5 10		40 48 36 37 25		None
	
							The Thief is a Class with a value that it's not apparent.
							at first sight. 
	Crit   Ratio: *****						
	Escape Ratio: *****		The Thief is a risky Class. Its Strength is rather 
							okay but its equipment selection is sometimes sparse, 
							can't learn a single Spell and because of that it can
							be often fragile or simplistic.

							Yet the Thief's Agility is extreme, it has the highest
							Evasion and a superior Magic Evasion than its physically
							oriented peers, and its natural speed gives it the trait
							of being able to hit many times with nimble weapons on 
							its hands, reaching insane amounts of hits per attack, 
							helping to some extent with the lack of phenomenally  
							strong weapons at its disposal. 
							
							And then there's its unique assets: 
							
							First, the ability to Steal!
							
							The Thief ability to take objects from monsters turn this 
							often seen weak Class into something much more attractive,
							specially since it can find very valuable things, like 
							weapons, armor, and even very rare spell books before 
							one could get access to them normally. 
							
							Secondly, its ability to pick locked doors!
							
							While you can carry Magic Keys with you, they are wasted
							after a single use, and they're hard to come by. A Thief 
							can open doors without needing anything else. 
							
							Don't forget of the highest Critical Chance too! The Thief 
							can deal extra damage more often than any other Class, and
							while it might not hit as hard as others, it adds up. 
							
							Lastly, the Thief has the Escape command, which makes much 
							easier to flee from battles, which is a nice bonus, specially
							seeing that it already has a natural talent for running away.
							
							It requires to be a bit daring to have a Thief in your 
							team, but the effort can certainly pay off!
--------------------------------------------------------------------------------------------------------------------------
Class Data:
							L1 Stats:			L45 Stats:			Magic:
	Scholar:				 9 12 10 10  4		40 44 32 46 24		Mixed 1 to 5

Spells:							 Max MP		The Scholar is a rather unorthodox Class. 
Fire Ice   Sleep Cure Pure Sight  30 L1		
Bolt Venom Blind  Aero Toad Mini  25 L2
Fire2 Ice2 Bolt2 Cure2 Wash Exit  20 L3		The Scholar is rather decieving. The name suggests things  
Ice3  Break       Confu Libra	  15 L4		like Magic, and while it can certainly use Magic up to an 
Bolt3 Blast  					  10 L5		extent, the Scholar feels more at home battling physically.

	Crit.  Ratio: ***						It has solid Strength, and it's also much faster than it 
	Escape Ratio: **						looks, both combined means the Scholar can do good damage 
											and hit more times per attack. This Class even has its own 
											exclusive weapons, Books!
											
											They're rather curious, specially the trio of stronger 
											ones. While they don't have elemental properties, they 
											do increase the damage of Fire/Ice/Thunder Spells and 
											each one raises a different Statistic. They can be 
											interesting as they provide unique ways to set up. 
											
											Another asset of the Scholar is its ability to study up 
											an enemy with Scan, and discover if it has any elemental
											weakness, which then can try to exploit with either its,
											weapons or Magic Spells.
											
											Scan is a tool also well liked by Black Magic users, as
											knowing the weaknesses of their opponents will save up
											on MP and make battles go faster.

											But like every other Class, it has its own weaknesses.
											The Scholar, as gifted offensively it may be, its also
											quite fragile, with low Vitality, and defensive gear 
											more proper for a back row character. Fortunately, 
											its naturally high Agility and Intellect helps to 
											have enhanced Evasion and Magic Evasion. 
											
											Its Spell selection is not very advanced, but with that
											very high Intellect can do some good. While its Spirit 
											isn't nearly as high, with equipment that raises it 
											plus high Skill/Class Level, Cure2 can be of decent 
											use. 
											
											If you play it to its strengths, the Scholar can be a 
											rather effective front row fighter. A very unique one.
--------------------------------------------------------------------------------------------------------------------------
Class Data:
							L1 Stats:			L45 Stats:			Magic:
	Geomancer:				 8  8 12 13  5		40 44 40 44 25	 	Geomancy
 This Class uses Geomancy
									The Geomancer a unique Magic user with a bit of 
									uncertainty. 
	Crit.  Ratio: ***				
	Escape Ratio: **				The Geomancer is a funny looking Class. Looks like a Magus 
									that's ready to go to bed, although its looks are not
									the only thing in common.
									
									Gemoancers are spell casters of sorts, using the power of 
									Geomancy, which summons the powers of nature, and it varies
									depending the area you're fighting on.
									
									Fighting on a cave? You will cause Earthquakes.
									Fighting on forests? You will create Wind Blades.
									Fighting on water? Well, there's actually several results there!
									
									A Geomancer does not need Magic Points to use its powers, 
									thus they can use them whenever they feel like, but they're
									limited by the terrain they battle, so it balances it out.							
									
									They also have a unique type of weapon, Bells, which are 
									prone to cause Status Effects and with the Geomancers
									surprising high Agility they can fight rather okay, 
									and the Geomancer can also use Bows to decent effect.
                                    Its stats are overall both balanced and rather high.

									But as always, there are weaknesses. Geomancy's weakness
									is that, sometimes you can't control nature, of course. 
									If Geomancy backfires it will cause some damage to 
									the Geomancer. You can't also choose what's going to happen.
									and you may find enemies with elemental resistances in
									in places that will inconvenience you. On the other hand, 
                                    you won't be wasting MP on that, I suppose. 

                                    And while its Stats are pretty great, it cannot equip 
                                    high damaging weapons nor the toughest of armors. 									
									
									Geomancers are rather inexpensive to mantain, and they're
									spell casters that never run out of Magic, and on long 
									dungeons is very useful, but watch out for misfires. 
--------------------------------------------------------------------------------------------------------------------------
Class Data:
							L1 Stats:			L45 Stats:			Magic:
	Dragoon:				12 10  8 10  5		44 42 36 33 23		Black 4 &  6
	
Spells    			Max MP		The Dragoon is a swift fighter with some unique perks.
Shade				 10 L4		
Fire3				 10 L6		
								The Dragoon is a very athletic front line fighter, and it 
	Crit.  Ratio: ***			has to do with more than its naturally high Agility.
	Escape Ratio: **							
								The most recognizable trait of this Class is its ability 
								to Jump to incredible heights, soaring for one turn in 
								the sky as the mythical creature they resemble does, 
								before diving into the enemy causing double the damage. 
								
								It is a very strong technique that lets the Dragoon avoid
								any damage as it's jumping, but be careful, because it also
								means its enemies will focus more on the rest of the team.

								Jumping is not all it can do, however, as it has strong,
								albeit very reduced Magic capabilities. They have access
								to a very rare and special spell, Shade, that will conjure
								draconic illusions that will do acceptable damage to 
								all the enemies in battle. They cannot do it very often, 
								but it certainly comes in handy in a pinch. It can also 
								cast Fire 3 for more focused damage, which can boost with 
								the proper equipment. 
								
								This Class is most proeficient with Spears, their classic
								choice, but they can also use selected Swords and some 
								heavy Hammers and Axes, for example, so a Dragoon should
								always good weapon choices at its disposal.
								
								As always, there's some compromises with the Dragoon.
								Its HP will fall behind other front row warriors, so 
								of course it will be less durable than them, and while 
								it has access to two strong Spells, it will not hit 
								as hard as a proper mage. 
								
								The Dragoon is capable of doing some real damage,
								do it quickly, and look very stylish doing it. 
--------------------------------------------------------------------------------------------------------------------------
Class Data:
							L1 Stats:			L45 Stats:			L99 Stats: 					Magic:
	Viking:					14  6 12 10  5		56 28 46 33 33		90 70 80 40 35				Mixed 5 &  7				15/10
			
Spells    			Max MP		The Viking is like if a Fighter gave up some of its 
Bolt3 Cure3 Safe	 10 L5		physical might for some magical ability.
Quake				  5 L7
								The Viking offers one of the highest Strengths in the game,
	Crit.  Ratio: ****			and being capable of wielding some of the heaviest and most 
	Escape Ratio: *				powerful weapons to exist in this world, Axes and Hammers,
								makes it a force to be reckoned with. Add a fantastic 
								Vitality growth and you'll have a sturdy team member!

								Even more, the Viking also has strong Thunder and Earth
								magic to cause an even bigger havoc, though it can not use 
								them as freely or well as a true spell caster. It can also
								do some healing and help its allies to take less damage
								with Safe, providing a bit of support the team.
								
								All of this makes the Viking a trusty companion to have, 
								yet it pays a price for its strong points. The Viking is 
								one of the slowest Classes, and while it can use the great 
								Ragnarok and Tomahawk, it cannot use the Triton Hammer, 
								so it will always fall behind the Fighter in raw physical 
								damage. And while the few magic Spells it can learn will 
								no doubt prove useful, it takes a long while to be able to
								learn them. 
								
								But make no mistake, the Viking can be a great asset on any 
								team. It can fight, it can keep its teammates healthy, and
								even join the magic users from time to time!
--------------------------------------------------------------------------------------------------------------------------
Class Data:
							L1 Stats:			L45 Stats:			Magic:
	Magic Knight:			12  8  8 13  5		44 34 36 48 16	 	Black 1 to 6
			
Spells    				Max MP		The Magic Knight is a combination of a Magus and a					Also known as:
Fire  Ice   Sleep		 30 L1		front line fighter.													Mystic Knight
Bolt  Venom Blind		 25 L2
Fire2 Ice2  Bolt2		 20 L3		The Magic Knight is a versatile Class that can pull its
Confu Ice3  Confu Mute   14 L4		weight in most situations, with balanced stats across the
Kill  Bolt3	Blast		 12 L5		board.
Fire3 Bio   Warp		 10 L6
									The Magic Knight trains to harness the darkness of the 
	Crit.  Ratio: ***				world, and use it for honorable reasons. That's why its 
	Escape Ratio: **				favourite weapon are long blades that exhude this energy,
									which are exceptionally effective to vanquish monsters 
									that multiply during battle.

									But beyond that, this Class, as its name implies, is well
									versed in Black Magic, being able to cast Black Magic from 
									Levels 1 to 6, including the powerful Bio, and the rather
									exclusive Level 5 Black Magic Spell, Dark (A.K.A. Kill).
									
									The weaknesses of the Magic Knight are related to its 
									intention to spread around so much. This Class does not
									have the Strength of a Viking, the Agility of a Dragoon,
									the Vitality of a Knight nor the Intellect of a Magus, 
									but the Magic Knight has a pretty good spread all things 
									considered, with appropied gear depending on which 
									type of action is going to take it can work it out.
									
									And while the power of Darkness can be a strong ally, 
									the Magic Knight must use alternatives when faced with 
									enemies that may not just resist it, but even absorb it.
									
									The Magic Knight is a fantastic offensive Class that, 
									despise the shortcomings it may have and its dark theme,
									shines brightly in its own way. 
--------------------------------------------------------------------------------------------------------------------------
Class Data:
							L1 Stats:			L45 Stats:			Magic:
	Evoker:					14  8  8 12 12		52 44 32 42 42	 	Low Summons 1 to 8
			
Spells    	Max MP		The Evoker is a spellcaster that summons creatures to 					Also known as:
Chocobo		 30 L1		its side.																Caller, Conjurer
Shiva		 25 L2
Lamuh		 20 L3		The Evoker is a very inherently risky Class. Their main
Ifrit		 16 L4		ability is to Summon mystical creatures to aid them in 
Titan		 14 L5		battle, but the Evoker is has not perfected this ability.
Odin		 12 L6
Leviathan	 12 L7		What this means, is that the Evoker can call these beings,
Bahamut		 12 L8		but can't command them. Once summoned, a creature will do
						whatever it feels to do between two different choices. 
	Crit.  Ratio: ****	
	Escape Ratio: ***	They can either attack the Evoker's enemies with elemental 
						powers, striking a single enemy for high damage, or bless
						the team with a beneficial effect or cause some nasty Status
						Effects on the Evoker's enemies. 
						
						Because of this, you're never sure what is going to happen.
						Fortunately, any effect will be for your good which is, 
						at least, reassuring, and some effects are quite strong. 
						
						The Evoker can do more than that, though. While not very 
						sturdy at all, they hold impressive Strength for a caster,
						and they have access to a variety of Bows, they can act as 
						a lighter physical fighter with the ability to use some 
						very powerful but random magical effects. They can also 
						do suprisingly strong Critical Hits, if they're lucky. 
						
						And it has the Agility to use Bows significantly well!
						The Evoker can also use Escape to flee away easier from 
						fights, which can be useful from time to time. 
						
						Between its overall fragility and the random nature of 
						Summon Spells, one can feel rather uneasy, but that's 
						part of the excitement, as when it goes well, it does 
						really well, but there's always that bad chance... 
						
						Do you feel lucky?
--------------------------------------------------------------------------------------------------------------------------
Class Data:
							L1 Stats:			L45 Stats:			Magic:
	Bard:					 8 12  8 13 10		40 38 36 42 42	 	Mixed 1 to 5
			
Spells    							Max MP		The Bard is a versatile Class capable of many feats, 
Fire  Ice   Sleep Cure  Pure Sight	 30 L1		some exclusive even, but hardly master of any. 
Bolt  Venom Blind Aero  Toad Mini	 25 L2
Fire2 Ice2  Bolt2 Cure2 Wash  Exit	 20 L3		The Bard can be seen as a different breed of a Red Mage, 
Ice3  Confu Mute, Libra				 15 L4		one that focuses more on Magic and Agility than on front
Bolt3 Blast Cure3 Life			 	 10 L5		line prowress and heavy equipment.
			Aero2 Soft				  8 L6
												They're naturally rather fast, and have very respectable
	Crit.  Ratio: **							magical stats, which combined with its rather open selection
	Escape Ratio: ***							of Spells give the Bard a very utilitary role, either as 
												support for the team or as a secondary offensive caster.
												
												Its strength is decent but no outstanding, yet it's good
												using Daggers and throwing weapons such as the Boomerang
												in the back row, specially to finish off weakened enemies. 
												
												The Bard can also can make use of Harps, a rather exotic 
												type of Weapon that can cause Status Effects often, and 
												only the Bard can use them during battles and cast Spells 
												with them to aid the team. 
												
												Lastly, the Bard can Cheer the party, increasing their 
												Strength for a while, adding even more to its repertoire 
												of talents. 
												
												Of course, as its name implies, the Bard was never meant
												to be an adept fighter. Its weapon choices are rather 
												limited as far as pure power goes, its defensive gear 
												selection is basically that of a mage, and coupled with 
												its average HP growth, it will never compare to a real 
												front-line warrior resisting damage, and while magically 
												can hold its own surprisingly well throughout the journey,
												and for a hybrid Class it stands as one of the best at it, 
												it will never compare as a Devout or Magus either. 
												
												But make no mistake, the Bard is welcomed in any party 
												setup thanks to its sheer versatility and unique access 
												to Harps and Cheer!
--------------------------------------------------------------------------------------------------------------------------
Class Data:
							L1 Stats:			L45 Stats:			Magic:
	Black Belt:				14 10 10 10 10		60 44 46 20 20	 	None
			
							The Black Belt is a more offensive-focused version of the		Also known as:
							Monk, but pays the price of not being able to use any Spell.	Karateka
	Crit.  Ratio: ****						
	Escape Ratio: *			The Black Belt exists for one reason only, and that's to cause 
							inmense amounts of physical damage. And while it only does one
							thing, that one thing is done very well. 
							
							Like the Monk, the Black Belt has access to martial artist weapons 
							with Claws being its main choice, and it's the only Class to be 
							able to wield the Hellish Claw, a very powerful weapon. 
							
							Its Vitality and Strength surpass the Monk's, gaining more HP and
							thus, being a bit more resistant, and with the proper gear, it
							can reach the insane amount of 20 Hits per attack!
							
							To differentiate from the Monk, though, the Black Belt can 
							Build Up strength, giving up a turn to increase the next attack.
							
							It can charge several times in a row, increasing the damage 
							even more, but if the Black Belt Builds Up too much, it will
							actually hurt itself and lose all the stored power. Careful!
							
							On the other hand, it still has the same limited gear options 
							of the Monk, and absolutely none of its magical capabilities,
							so it cannot support its team at all, which becomes more and 
							more important as you advance. 
							
							But if you think you can do without any sort of extra talent that
							could help the team, a Black Belt could punch your problems away!
--------------------------------------------------------------------------------------------------------------------------
Class Data:
							L1 Stats:			L45 Stats:			Magic:
	Magus:					 5 10  8 18  5		36 36 32 55 25	 	Black 1 to 8
			
Spells    			Max MP		The Magus is the ultimate Black Magic user.								Also known as:	
Fire  Ice   Sleep	 35 L1																				Warlock
Venom Blind Bolt	 35 L2
Fire2 Ice2  Bolt2	 30 L3		While other Classes dabble in Black Magic, the Magus
Break Ice3  Shade	 25 L4		is the only one to reach full potential.
Kill  Erase Bolt3	 20 L5
Fire3 Bio   Warp	 17 L6		No other Class can cast Black Magic as well as the Magus, as
Quake Drain Break2	 14 L7		it can learn everything, it's not just the Level 8 Spells,
Flare Meteo Death	 12 L8		which of course are some of the most powerful tools of  
								destruction at your disposal, but that it also learns the  
	Crit.  Ratio: *				Spells mostly related to specific Classes, Kill and Shade,
	Escape Ratio: ****			they provide some extra usefulness, and it can make the most 
								out of the Level 3 Fire, Ice and Bolt Spells. 
								
								To that, add that the Magus reaches the highest Intellect out
								of any Class, that not only increases the damage but also helps 
								making Status Effects from Spells land far more often. 
								
								It also shares the ability to Escape from battles easier with 
								Classes like the Thief. 
								
								Of course, while magically the Magus is the gold standard, 
								it makes for a very poor fighter thanks to its very limited 
								selection of Weapons. Rods are fantastic to further increase 
								magical damage, far from great to attack enemies physically. 
								It can equip some Bows, and Books, but it just can't compare
								to other Classes in that matter either, and you'd be wasting 
								precious time that could go for casting Spells. Besides that, 
								its Vitality is tied for lowest, thus lower HP too.
								
								There's little to no reason to not have a Magus in your team, 
*Magus can also use Confu.		its physical fragility is a low price for what power holds inside.
--------------------------------------------------------------------------------------------------------------------------
Class Data:
							L1 Stats:			L45 Stats:			Magic:
	Devout:					10  6 12 18  5		36 36 32 25 55	 	Mixed 1 to 5
			
Spells    		  Max MP		The Devout is the ultimate White Magic user.  						Also known as:
Cure  Pure  Sight  35 L1																			Priest, Shaman
Toad  Mini  Aero   35 L2		
Cure2 Wash  Exit   30 L3		While other Classes dabble in White Magic, the Devout
Libra Mute  Confu  25 L4		is the only one to reach full potential. 
Cure3 Life  Safe   20 L5		
Haste Soft  Aero2  17 L6		Its healing capabilities are unmatched, it has a number of 
Cure4 Heal  Wall   14 L7		useful support Magic and even some offensive Spells, with 
Wwind Life2 Holy   12 L8		the powerful Holy and Whirlwind to shave most HP of a foe.

	Crit.  Ratio: **			Exactly like the Magus, the Devout's stats are a geared 
	Escape Ratio: ***			towards magical prower. Just about enough Strength and 
								decent Agility let it be pretty decent with Bows, and 
								even getting some action in the front with Books, but 
								tied with Evoker, Magus and Scholar for lowest Vitality, 
								its HP is not going to be enough to keep on the front. 
								
								Nonetheless, that's not the strength of a Devout. It is 
								there to make any travel safer. Some people don't even 
								concieve the idea of journeying without a Devout.
								That's some high praise! 
--------------------------------------------------------------------------------------------------------------------------
Class Data:
							L1 Stats:			L45 Stats:			Magic:
	Summoner:				14 10 10 10 10		52 44 36 40 38	 	High Summon 1 to 8
			
Spells    	Max MP				The Summoner is.. Not Actually quite the successor of the 
Chocobo		 30 L1				Evoker as much as it is a different take on a spell caster.
Shiva		 25 L2				
Lamuh		 20 L3				
Ifrit		 16 L4				The Summoner is at first sight, very similar to the Evoker,
Titan		 14 L5				both being very proeficient with Bows and being able to 
Odin		 12 L6				Summon powerful entities to help them in battle, but how 
Leviathan	 12 L7				each one do it differs greatly giving each a different role.
Bahamut		 12 L8				
								When a Summoner calls forth these creatures, there's only one
	Crit.  Ratio: ***			action they will take instead of the two they could under the 
	Escape Ratio: *				orders of the Evoker. They won't do any Status Effect to the
								Summoner's enemies, or grant special effects to the team.
								
								Instead, they will attack all enemies with elemental damage
								to every enemy on the field, and unlike most Black Magic,
								and unlike with most Black Magic, it doesn't have to divide 
								the damage to do so. 
								
								This makes it a fantastic asset against the barrage of foes 
								you find when exploring. Damage-wise though, while good for 
								spreading damage against groups, isn't the highest, specially 
								notable against solitary, stronger enemies or bosses. 
								
								One could see the Summoner as a different type of Magus.
								The former has significantly better abilities to deal physical 
								damage, has higher Vitality and thus develops a lot more HP, 
								and can deal damage to groups pretty consistenly, although 
								depending on the enemies it might need to leave its Bows 
								behind and use Intellect-raising weapons from time to time.
								
								On the other hand, its damage won't surpass the Magus' when 
								dealing with single enemies, nor it has the versatility of 
								Black Magic to deal Status Effects or choose more freely 
								with which element to attack.
								
								So, if you take a Summoner, do it so more for its higher 
								durability and stellar capabilities as an archer with magic
								damage as an extra, more than the other way around.

								A Summoner has a very unique asset and can still work 
								on a variety of other roles, so it's a great ally to have.
--------------------------------------------------------------------------------------------------------------------------
Class Data:
							L1 Stats:			L45 Stats:			Magic:
	Sage:					 8 10  8 12 12		40 32 40 42 42	 	All Black & White
			
Spells    	Max MP				The Sage is a combination of sorts between the Magus and 					
EVERY		 25 L1				the Devout... But with some downsides. 
SINGLE		 25 L2
SPELL 		 20 L3				The Sage can learn and use any White and Black Spells!
			 18 L4				Just think about it, all the best offensive Magic, the 
			 16 L5				best healing Spells, all the Status Effects and Support 
			 14 L6 				abilities... The Sage certainly sounds as the best magic 
			 10 L7				user, wouldn't you say?
			  8 L8
								Well... Not quite. 
	Crit.  Ratio: **			
	Escape Ratio: ***			Being able to use every Spell is an amazing ability, that
								much is true, but its Intellect and Spirit is a fair share
								lower than both the Magus and the Devout, so the Sage's  
								Spells will be less powerful, and that fact combined with 
								a lower amount of Magic Points than either of those two  
								Classes, it can't use them as freely as those two Classes. 
								
								And then you realize that... Well, a character can only 
								learn three Spells of any given Level, so you'll definitely
								will leave good Spells behind, sometimes limiting its role. 
								
								Going further, you can't play at every role all the time
								and expect top performance... That's not going to work. 
								
								To get the better results you need to focus on one side 
								of the Magic field, to either increase Spirit or Intellect,
								so gearing up for one makes the other less powerful.  

								And that is the weakness of the Sage. Yes, it has access
								to everything, but it's never going to be better than 
								those two pure spell casters, and will most often have 
								to choose which type of spells boost in power through 
								its equipment for each given moment. 
								
								Still, the Sage's capability to use any Black or White 
								Spell is still an incredible asset. Other positive, 
								too, it has higher Vitality than both the Magus and 
								Devout, so it will develop a bit more HP as the journey 
								goes on. 
								
								Overall, the Sage is a really useful Class, but you will 
								need to prepare accordingly to the situation to make 
								the most of whichever role you intend to make use of. 
--------------------------------------------------------------------------------------------------------------------------
Class Data:
							L1 Stats:			L45 Stats:			L99 Stats: 					Magic:
	Ninja:					 8 12  8 10 10		44 48 36 24 24	 	75 90 75 40 40 				Black 1-3 and Break
			
Spells    		Max MP			The Ninja is a fast fighter with few extra tricks. 		
Fire Ice   Sleep 24 L1			
Bolt Venom Blind 16 L2
Fire2 Ice2 Bolt2 12 L3			The Ninja's main selling point is rather blunt
Break Confu Mute  8 L4			and simple, it can equip a very, very large
								selection of equipment. 
	Crit.  Ratio: ****		
	Escape Ratio: **			That right there gives this Class many, many 
								ways of setting up its gear, specially couple 
								with a very high Agility growth, granting the 
								Ninja a high amount of hits per attack. 
								
								But it has a few limitations. A Ninja cannot
								use any Bell, Hammer, Axes or Harp, and neither 
								can wear some of the heavier defensive gear,
								such as the Viking and Crystal Helm and Knight
								and Crystal Armors, thus having less durability
								than other Classes. 
								
								But those are restrictions the Ninja can work
								with. Another good thing is it can learn Black 
								Magic from levels 1 to 4, granting it the tools 
								to do some damage early on, and useful Status
								Effects throughout the adventure. 
								
								Thanks to the ridiculously extensive repertoire of 
								gear it has access to, you can set a Ninja up in many 
								ways, making it a very inexpensive team member to 
								journey with, and thanks to its Agility it can use 
								less powerful Weapons you may have at a given moment
								with good effect thanks to higher number of hits.
							
								
--------------------------------------------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------------------------------------------
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 [5] Information about Weapons
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1.40 Notes:

With the change in how the number of attacks growths for each character, weapons needed some 
significant changes, specially once the player leaves the Floating Continent. 

Because now characters reach an average of 16/18 Hits dual wielding, compared to the 8/10, physical 
damage has about to doubled, and the old weapons proved to be a bit too strong for the current 
amount of hits.

To give you an idea: A Viking with two old Orichalcums would do around 10 Hits maximum, 800/900 
points of damage to a Minotaur. That same Viking in this newer version would be dealing 16 Hits
maximum, with up to 1500/1800 points of damage to that same Minotaur. And that's with a low Skill
level, if it was properly trained, damage would be even better as Skill Level raises Physical 
Attack for earch arm independently!

Some other changes were for example making Shurikens the "next step" after Boomerangs. They are 
no longer exclusive to Ninja and only available in Eureka. You'll find them much sooner, and
of course they're weaker, but they fit a lot better now, leaving the Full Moon as it should be, 
a Legendary Weapon and the strongest of the three Throwing type Weapons. 

Accuracy got a raise in all types of weapons, specially useful for Axes and Hammers. Spears 
become more accurate than most other weapons at the cost of a bit of power. Books, Bells, 
Bows and Daggers can hold their own better than previous versions' Legendary Weapons, as the 
gap of power is smaller this time. 

The Hellish Claw and the Triton Hammer got some buffs to make their exclusive Classes, the 
Fighter and the Karateka/Black Belt be what they should be, the highest physical damage 
dealers at the cost of no magical abilities at all. Talking about Claws, the Kaiser Knuckle
now deals Dark elemental damage. This is to give the Monk, Black Belt and War Mage a weapon 
to deal with the monsters in the Cave of Darkness. Before, the first two were probably the 
worst Classes to have because they couldn't deal with their gimmick (War Mage had Magic)
so now they have one tool to work their way through the dungeon. No matter if the Kaiser 
Knuckles have low Attack, the weakness will suffice.  

Ninja cannot equip Axes, Hammers, Harps, Bells, the Excalibur, nor the Hellish Claw either. 
Arrows can be found on Chests again, and as rewards from certain monsters too.
The Serpent Sword and the Blood Sword have been opened to a few more Classes to help 
maintain their power during parts where befoe had a bit of a fall because no available 
decent choice of weapons for them. 

										  
About Element Up effect:

On the original game, this effect did nothing. And honestly, it might have been for the best.
The supposed way these effects worked is that, when you were equipped with something that 
boosted an element, all enemies would act as if they were weak to said element.

So... You were basically hitting everything for double damage with Fire, Ice or Thunder Magic.
If it sounds insane is because it is. It's one of the most broken things I've ever seen. 

Everything8215 found out how to fix it, but for this hack I changed it so its effects are not 
as absurdly broken. They will increase your damage by giving you 20% more "Magic Hits" with 
whatever Element is boosted. So, it doesn't work right away, a character needs to have some 
development before. So, for each 5 Magic Hits a character does, the Boost effect adds 1 more. 

To get a bit technical, remember you start with 1 Magical, and you gain another one every 
16 Points of Intellect or Spirit, every 16 Character Levels and 16 Class Levels (or Skill).

In practical effects, very early on the boosts will give you nothing, for most of the 
adventure they'll grant you one extra hit, and only the most advanced pure casters or 
those that sacrifice survivavility for higher Intellect will reach two extra hits. 

Oh, and by the way, the boosts are granted at the beginning of a battle, and won't be 
changed until the end of said battle. So if you change from a Fire Rod to a Light rod, 
your character will still only receive the boost for Fire. Once that battle has ended, 
next one will grant you the boost for Thunder magic from the Light Rod you currently hold. 

Note: In case of doubt, "Light" can also be read as "Thunder". Don't confuse it with Light as "Holy".  

Abbreviations:

Oni: Onion Knight/Kid	Mon: Monk			War: War   Mage		Bar: Bard		Sag: Sage
Fig: Fighter			BBl: Black Belt		Sor: Sorcerer		Evo: Evoker		Nin: Ninja (He can use almost everything,)
Kni: Knight				Ran: Ranger			Red: Red   Mage		Sum: Summoner			   (that's why he doesn't appear on the list much)
M.K: Mystic Knight		Thi: Thief			Geo: Geomancer		Mag: Magus				   (but it is pointed out when it CANNOT use something.)
Dra: Dragoon			Vik: Viking			Sch: Scholar		Dev: Devout		

Part. Petrif: Stands for Partial Petrification. When using weapons with this trait you cause an amount of "Petrifying points"
to an enemy, after a number of attacks (that vary depending on the weapon) with it, it completely petrifies the enemy. 
Dual wielding two weapons with this trait stack. 

Oh, and it's obvious, but Part. Petrification is different from normal Petrification. 

Note: Every two points of Vitality, you gain a point in Defense. 
      Thus, a weapon that gives +5 Vitality can be seen as offering two and a half points in Defense. 
      If your character has a Vitality value that ends on an odd number, let's say, 13, you'll get +3 Defense!
	  
---------------------------------------------------------------------------------------------------------------------------------
Swords																		
Name			Atk   Acc	Bonuses						Element		Status		Classes
---------------------------------------------------------------------------------------------------------------------------------
Long    Sword	 13   80%								---			---			Oni  Fig  Red  Kni  Dra  Vik  M.K       Sor 
Wight   Slayer	 16   80%								Holy		---			Oni  Fig  Red  Kni  Dra  Vik  M.K	    Sor 
Golden  Sword	 22   80%								---			Poison			Every Class
Mythril Sword	 28   85%								---			---			Oni  Fig  Red  Kni  Dra  Vik  M.K       Sor 
Serpent Sword	 31   85%								Thunder		---			     Fig  Red  Kni  Dra  Vik  M.K  Thi  Sor 
Tyrfing			 37   85%	+5 Int						---			---			     Fig  Red  Kni  Dra  Vik  M.K  Thi  Sor 
Salamand  Swd	 40   85%			 Casts Fire			Fire		---			Oni  Fig  Red  Kni  Dra  Vik  M.K       Sor 
Freeze  Blade	 42   85%			 Casts Ice			Ice			---			Oni  Fig  Red  Kni  Dra  Vik  M.K       Sor 
Blood   Sword	 48   90%	HP Drain					---			---			     Fig  Red  Kni  Dra  Vik  M.K  Thi  Sor 
Royal   Sword	 52   85%	Fire Up						---			Sleep		Oni  Fig  Red  Kni  Dra  Vik  M.K       Sor 
Ancient Sword	 75   90%	+5 Spi						Holy		Paralysis	Oni  Fig  Red  Kni  Dra  Vik  M.K       Sor 
Defender		 90   85%	+5 Vit	 Casts Safe			Earth		---			Oni  Fig  Red  Kni  Dra  Vik  M.K       Sor 
Break   Blade	105   90%	Bolt Up						---		Part. Petrif.	Oni  Fig  Red  Kni  Dra  Vik  M.K       Sor 
Excalibur		125   90%	+5 Spi						---			Blind		     Fig       Kni
Ragnarok		125   90%	+5 Int 						---			Poison			 Fig  Red            Vik 
---------------------------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------------------------------------
Dark Swords																	
Name			Atk   Acc	Bonuses						Element		Status		Classes
---------------------------------------------------------------------------------------------------------------------------------
Ashura			 65   85%			Casts Blind			Dark		---			Fig  Red  Kni  Dra  Vik  M.K  Thi  Sor 
Kotetsu			 80   90%	Bolt Up						Dark		Poison	                             M.K
Kiku Ichimonji	100   95%	Fire Up						Dark		Sleep	                             M.K
Masamune		120   95%	Ice  Up +5 Int			    ---			---		                             M.K
---------------------------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------------------------------------
Daggers															
Name			Atk   Acc	Bonuses						Element		Status		Classes
---------------------------------------------------------------------------------------------------------------------------------
Knife			  6   95%								---			---			Every Class
Dagger			 11   95%								Fire		---			Fig  Mon  Red  Ran  Kni  Thi Sch Geo Dra Vik M.K Bar War Sor 
Mythril Knife	 25   95%	Ice Up						Ice			---			Fig  Mon  Red  Ran  Kni  Thi Sch Geo Dra Vik M.K Bar War Sor 
Main Gauche		 58  100%	+5 Int	 Casts Ice2			---			Poison		Fig  Mon  Red  Ran  Kni  Thi Sch Geo Dra Vik M.K Bar War Sor 
Orichalcum		 85   90%	HP Drain					---			Silence		Fig  Mon  Red  Ran  Kni  Thi Sch Geo Dra Vik M.K Bar War Sor 
Air Knife		100  100%	+5 Agi	 Casts Blast		---			Confusion	Fig  Mon  Red  Ran  Kni  Thi Sch Geo Dra Vik M.K Bar War Sor 
---------------------------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------------------------------------
Hammers and Axes																				Ninja can't use any of these!										
Name			Atk   Acc	Bonuses						Element		Status		Classes
---------------------------------------------------------------------------------------------------------------------------------
Hammer			 36   80%	+5 Vit 						---			Paralysis	Oni  Fig  Red  Dra  Vik  M.K
Battle Axe		 64   80%	+5 Str						---			--- 		Oni  Fig  Red  Dra  Vik  M.K
Morning Star	 72   80%								--- 		Poison		Oni  Fig  Red  Dra  Vik  M.K
Thor's Hammer	 95   80%	Casts Bolt2					---			---			Oni  Fig  Red  Dra  Vik  M.K
Great  Axe		110   80%	HP Drain Bolt Up			---			---			Oni  Fig  Red  Dra  Vik  M.K
Dual Tomahawk	135   80%	+5 Agi	 Bolt Up         	---			---			     Fig  Red       Vik	
Triton Hammer	150   80%	+5 Vit	 +5 Agi	    		---			---			     Fig            
---------------------------------------------------------------------------------------------------------------------------------
Hammer was a dummied weapon that has been brought back... For all but the Chaos Rush translation. 
Why? Simple. The translation removed the space in the ROM where it name was written, and it was redirected to an empty space 
on the introduction screen, with the Gulgan speech, for some reason. I tried to change it, but it ignores the new pointers. 
So the Chaos Rush translation lacks this item. No biggie, but it's disappointing. 
---------------------------------------------------------------------------------------------------------------------------------
Spears																
Name			Atk   Acc	Bonuses						Element		Status		Classes
---------------------------------------------------------------------------------------------------------------------------------
Thunder Spear	 65   95%	Bolt Up	Casts Bolt2			Thunder		---			Fig  Ran  Kni  Dra  Vik  M.K War
Wind    Spear	 80   95%	+5 Str	Casts Blast			Wind		Confusion	Fig  Ran  Kni  Dra  Vik  M.K War
Blood   Lance   100   90%	Steals HP					---			Poison		Fig  Ran  Kni  Dra  Vik  M.K War
Holy    Lance   115  100%	Fire Up	+5 Agi Casts Heal	---			---			               Dra
---------------------------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------------------------------------
Martial Art Weapons												
Name			Atk   Acc	Bonuses						Element		Status		Classes
---------------------------------------------------------------------------------------------------------------------------------
Nunchaku		 14   80%								---			---				War Mage	Monk	Black Belt
Tonfa			 26   85%								---			---				War Mage	Monk	Black Belt
3-S. Staff		 35   90%	+5 Vit						---			---				War Mage	Monk	Black Belt
Kaiser Knucle	 60  100%								Dark		---				War Mage  	Monk	Black Belt
Cat    Claw		 70   95%	+5 Spi						---			Poison			War Mage  	Monk	Black Belt
Wyvern Claw		 90   95%			Casts Sleep			---			Blind			War Mage  	Monk	Black Belt
Fearie Claw		100   90%	+5 Agi 	Casts Confu			---			---				War Mage  	Monk	Black Belt
HellishClaw		140   95%								---			Poison			                    Black Belt
---------------------------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------------------------------------
Rods															
Name			Atk   Acc	Bonuses						Element		Status		Classes
---------------------------------------------------------------------------------------------------------------------------------
Mythril Rod		  8   80%	+5 Int						---			---						Every Class
Fire    Rod		 20   88%	+5 Int	Fire Up				Fire		---	     	     War  Red  Sch  Geo  Evo  Mag  M.K  Sum
Ice     Rod		 20   88%	+5 Int  Ice  Up				Ice			---			     War  Red  Sch  Geo  Evo  Mag  M.K  Sum
Light   Rod		 20   88%	+5 Int  Bolt Up				Thunder		---			     War  Red  Sch  Geo  Evo  Mag  M.K  Sum
Omni    Rod		 70   90%	+5 Int  Fire/Ice/Bolt Up	---			---			Sor  War  Red  Sch  Geo  Evo  Mag  Dev  Sum  Sag
--------------------------------------------------------------------------------------------------------------------------------- 
---------------------------------------------------------------------------------------------------------------------------------
Staves																	
Name			Atk   Acc	Bonuses						Element		Status		Classes
---------------------------------------------------------------------------------------------------------------------------------
Staff			  9   80%	+5 Spi						---			---						Every Class
Fire  Staff		 20   88%	+5 Spi	Casts Fire2			---			---			Sor       Red                      Dev       Sag
Ice   Staff		 20   88%	+5 Spi	Casts Ice2			---			---			Sor       Red                      Dev       Sag
Light Staff		 20   88%	+5 Spi	Casts Bolt2			---			---			Sor       Red                      Dev       Sag
Golem Staff		 80   90%	+5 Str	Casts Break			Earth	Part. Petrif.	Sor  War  Red  Sch  Geo  Evo  Mag  Dev  Sum  Sag
Rune  Staff		 50  100%	+5 Spi	Casts Heal			---		 Confusion		Sor  War  Red  Sch  Geo  Evo  Mag  Dev  Sum  Sag
Elder Staff		 60   90%	+5 Spi	+5 Vit				---			---			Sor  War  Red  Sch  Geo  Evo  Mag  Dev  Sum  Sag
---------------------------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------------------------------------
Books															
Name			Atk   Acc	Bonuses						Element		Status		Classes
---------------------------------------------------------------------------------------------------------------------------------
Book of Fire	 40   85%					Casts Fire2	Fire		---			Sor  War  Sch  Mag  Dev  Sag
Book of Ice		 40   85%					Casts Ice2	Ice			---			Sor  War  Sch  Mag  Dev  Sag
Book of Light 	 40   85%					Casts Bolt2	Thunder		---			Sor  War  Sch  Mag  Dev  Sag
Tome of Fire	100   95%	Fire Up	+5 Spi	Casts Fire2	---			---			Sor  War  Sch  Mag  Dev  Sag
Tome of Ice		100   95%	Ice  Up	+5 Int	Casts Ice2	---			---			Sor  War  Sch  Mag  Dev  Sag
Tome of Light	100   95%	Bolt Up	+5 Agi	Casts Bolt2	---			---			Sor  War  Sch  Mag  Dev  Sag
---------------------------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------------------------------------
Boomerangs														
Name			Atk   Acc	Bonuses						Element		Status		Classes	
---------------------------------------------------------------------------------------------------------------------------------
Boomerang		 45   95%	+5 Agi	Casts Bolt2			Wind		---			Fig Red Ran Kni Thi Sch Geo Dra Vik Bar War Sor 
Shuriken		 75   90%								---			---			Fig Red Ran Kni Thi Sch Geo Dra Vik Bar War Sor 
Moonring Blade	100   90%								---			Poison		Fig Red Ran Kni Thi Sch Geo Dra Vik Bar War Sor 
---------------------------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------------------------------------
Bells																							Ninja can't use any of these!
Name			Atk   Acc	Bonuses						Element		Status		Classes
---------------------------------------------------------------------------------------------------------------------------------
Diamond Bell	 70   85%	HP Drain	Casts Toad		---			Blind		Geo Evo Sum 
Earthen Bell	 85   90%	+5 Agi		Casts Safe		Earth		Paralysis	Geo Evo Sum
Rune    Bell	100  100%	+5 Int		Casts Wall		---			Poison		Geo Evo Sum 
---------------------------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------------------------------------
Harps																							Ninja can't use any of these!
Name			Atk   Acc	Bonuses						Element		Status		Classes		REMEMBER: HARPS ARE TWO-HANDED WEAPONS!
---------------------------------------------------------------------------------------------------------------------------------
Madora Harp		 80   95%	Ice Up		Casts Safe		---		  	Poison		Bar
Dream  Harp		 90   95%	Fire Up		Casts Heal		---			Sleep		Bar
Lamia  Harp		100	  95%	HP Drain	Casts Wall		---			Paralysis	Bar
Loki   Harp		120   95%	Bolt Up		Casts Haste		Holy		Confusion	Bar
---------------------------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------------------------------------
Bows and Arrows														
Name			Atk   Acc	Bonuses						Element		Status		Classes
---------------------------------------------------------------------------------------------------------------------------------
Bow				 20   85%								---			---			Every Class
Great  Bow		 40   85%								---			---			Every Class
Killer Bow		 80   85%	+5 Agi						---			---			Every Class
Rune   Bow		160   90%	Bolt Up	Ice Up				---			---			Ran Sch Geo Evo Bar Mag Dev Sum Sag War Sor 
Yoichi Bow		180   95%	+5 Agi	+5 Spi 				---			---			Ran Sch Geo Evo Bar Mag Dev Sum Sag War Sor 
Wood   Arrow	 20   85%								---			---			Every Class
Light  Arrow	 35   85%								Thunder		---			Every Class
Fire   Arrow 	 35   85%								Fire		---			Every Class
Ice    Arrow	 35   85%								Ice			---			Every Class
Medusa Arrow	 40   85%								Earth		Petrif.		Every Class 
Iron   Arrow	 55   85%								---			Poison		Every Class
Holy   Arrow	 75   85%								Holy		---			Every Class
Yoichi Arrow	100   90%	+5 Agi	*Note*				---			Blind		Ran Sch Geo Evo Bar Mag Dev Sum Sag War Sor 
---------------------------------------------------------------------------------------------------------------------------------
Arrows have suffered enormous changes starting in Version 1.35.
They are no longer consumed when attacking, meaning you only need 1 per character. 
You only equip 1 when either on the Equip Screen or in middle of battle. You can swap like usual. 
Because all of this, Arrows are now far more expensive (2000g for a Fire Arrow instead of 50g),

Some are bought, others are found in chests.

Note: Yoichi Arrows grant +5 Agi, but only when also holding a Bow. 
---------------------------------------------------------------------------------------------------------------------------------

---------------------------------------------------------------------------------
 [6] Information about Armors
---------------------------------------------------------------------------------

With 1.40, a few changes were made with equipment too, obviously.
But not too many.

It was in all honestly one of the most annoying parts to come back and edit, mostly
because the limtiations within the game's code in order to give a piece of gear unique 
properties. Some Elements come with inherent weaknesses, others not, and a certain one 
makes you extremely resistant to EVERYTHING which is probably unintended, explaining
why the developers never used it.

You can't make something simply "resistant to Fire" for example, because that will 
make you weak to Ice, and when I mean weak, I mean double damage to it, it adds up
very quickly.

But whatever, I think I found an okay balance. 

There's more defensive traits now, and Stat bonuses are not so ridiculous too.

A few items have been opened to more classes, and another handful has had their 
concept changed for another, like the Protection Rings, this time offering 
elemental protection instead of plain Def and M.Def. because of the large 
amount of monsters with magic capabilities.

Shields suffered the biggest change, now most can be equipped by all Classes, 
and offer some good protection specially against Elements. Their stats have 
been reworked too. 

Arm protection also had some rather big changes. They're less important for 
the direct defensive stats, and more valuable for their extra effects, so 
you can play around with them instead of being simpler upgrades. 

Oni: Onion Knight/Kid	Mon: Monk			War: War   Mage		Bar: Bard		Sag: Sage
Fig: Fighter			BBl: Black Belt		Sor: Sorcerer		Evo: Evoker		Nin: Ninja (He can use almost everything barring Onion items,)
Kni: Knight				Ran: Ranger			Red: Red   Mage		Sum: Summoner			   (that's why he almost doesn't appear on the list.)
M.K: Mystic Knight		Thi: Thief			Geo: Geomancer		Mag: Magus		
Dra: Dragoon			Vik: Viking			Sch: Scholar		Dev: Devout		

-----------------------------------------------------------------------------------------------------------------------------------------------
Shields																			
Name			Def   MDf	Eva	Bonuses					Element		Status Res.		Classes
-----------------------------------------------------------------------------------------------------------------------------------------------
Leather Shield	  5     5    5%							---			Sleep/Petrif.	Every Class
Myhtril Shield    7     7    5%							Thunder		Blind			Fig  Red  Kni Ran  Thi  Dra  Vik  M.K 
Ice     Shield    8     8   10%	Absorbs Ice		Weakness to Fire	Poison			Fig  Red  Kni Ran  Thi  Dra  Vik  M.K
Heroic  Shield   10    10   15%	+5 Spi					---			Mini/Toad		Every Class
Demon   Shield   10    10   15%							---		  Para/Sile/Mini	Every Class
Diamond Shield   10    10   15%		 					---		  Sleep/Stone/Poi.	Every Class
Aegis   Shield   10    10   15%							---		  Death/Paralysis	Every Class
Genji   Shield   10    10   15%					  Wind/Earth/Holy	---				Every Class
Crystal Shield   10    10   15%					 Fire/Ice/Thunder	---				Every Class
Onion   Shield   48    48   48%							---			Sleep/Stone		Oni
-----------------------------------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------------------------------
Hats																
Name			Def   MDf	Eva	Bonuses					Element		Status Res.		Classes
-----------------------------------------------------------------------------------------------------------------------------------------------
Leather Cap	      2     2    4%							---				---			Every Class except M. Knight
Mythril Helm      4     4    2%							---				---			Oni Fig     Red     Kni             Dra Vik M.K
Shell   Helm      8     6    3%							---				---			Oni Fig Mon Red Ran Kni Thi Sch Geo Dra Vik M.K BBl Bar
Ice     Helm      5    10    3%							---				---			Oni Fig     Red     Kni             Dra Vik M.K
Head    Band      5     7    6%	+5 Str					---				---			Every Class
Scholar Hat       8     8   10%	+5 Int	+5 Spi			---				---			Every Class 
Black   Cowl     12    12   15%	+5 Str					---			  Poison/Blind	                        Thi
Chakra  Band     14    10   10%	+5 Vit					---			  Confu/Toad	        Mon War Sor                             BBl
Viking  Helm     16    10    5%							---			 Mini/Paralysis       Fig             Kni                 Vik
Dragon  Helm     14    12    5%	+5 Vit					---			   	Blind	                                    	Dra
Feather Hat      12    16   10%	+5 Agi					---			  Confu/Toad	Every class
Diamond Helm     18    12    8%							Thunder	   	 Poison/Blind	Oni Fig Sor Red War Kni             Dra Vik M.K
Genji   Helm     20    16    8%							---				Sleep		Oni Fig Sor Red War Kni             Dra Vik M.K
Crystal Helm     24    12    8%							---				Blind		Oni Fig     Red     Kni             Dra Vik M.K
Ribbon		      8    10   15%							Note*			Note*		Every Class
Onion   Helm     48    48   48%
-----------------------------------------------------------------------------------------------------------------------------------------------
Note: Ribbon offers Protection against ALL Status Effects, plus elemental Resistance to Fire, Ice, Wind and Earth elements.
      On a curious note, it's also originally "resistant to Recovery Element", the element for healing magic and items.
	  Maybe Squaresoft intended for this item to reduce healing effects? It doesn't work if that was the intention.  
	  
	  Ninja cannot equip Crystal or Viking helms.
-----------------------------------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------------------------------
Heavy Armor																
Name			Def   MDf	Eva	Bonuses				Element		Status Res.			Classes
-----------------------------------------------------------------------------------------------------------------------------------------------
Cloth             1     1    6%                     ---                 ---                  Every Class 
Leather  Armor    3     2    4%						---					---					 Every Class
Mythril  Armor    5     3    2%						---					---				     Fig  Red  Ran  Kni  Thi  Dra  Vik  M.K Sor War
Caparace Armor   10     5    3%						---					---				     Fig  Red  Ran  Kni  Thi  Dra  Vik  M.K Sor War 
Ice      Armor    8     6    9%	Resists Fire	Weak to Ice				Blind			     Fig  Red  Ran  Kni  Thi  Dra  Vik  M.K
Flame    Mail     8     6    9%	Absorbs Ice		Weak to Fire			Poison			     Fig  Red  Ran  Kni  Thi  Dra  Vik  M.K
Viking   Mail    18    12    5%						Wind/Earth			---		 		 	 Fig                           Vik
Knight   Armor   20    10   10%						---				   Petrif./Poison		 Fig            Kni                    
Dragon   Mail    15    15   10% 					Thunder				---				                              Dra
Demon    Mail    15    15   10%						---		 		Silence/P.Petrif		                                    M.K
Diamond  Mail    25    20   15%						---		   		 Confusion/Toad		     Fig  Red  Ran  Kni  Thi  Dra  Vik  M.K Sor War
Reflect  Mail    20    30   15%				  		---				Silence/P.Petrif.		 Fig  Red  Ran  Kni  Thi  Dra  Vik  M.K Sor War 
Genji    Armor   30    25   15%						---		  Confu/Toad/Poison/P.Petrif.	Oni  Fig  Red  Ran  Kni  Thi  Dra  Vik  M.K Sor War 
Crystal  Armor   35    20   15%						---		  Para./Mini/Blind/P.Petrif.	Oni  Fig  Red       Kni       Dra  Vik  M.K
Rusty    Mail    10    30   35%	+5 Str				---			 Paralysis/Death			 Every Class
Onion    Armor   48    48   48%											Note*			Oni  
-----------------------------------------------------------------------------------------------------------------------------------------------
Note: Onion Armor gives resistance to ALL Status effects, just like the Ribbon.
	  Ninja	cannot equip Viking, Knight nor Crystal Armors. 
-----------------------------------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------------------------------
Light Armor 															
Name			Def   MDf	Eva	Bonuses				Element		Status Res.		Classes
-----------------------------------------------------------------------------------------------------------------------------------------------
Vest		      1     1    5%						---				---			Every Class except M. Knight
Kenpo   Gi	     10     5   15%	+5 Str				--- 			Petrif.		            Mon     BBl
Mage    Robe      7    12    5%	+5 Int	+5 Spi		---				---			Sor War Red                         Evo     Mag Dev Sum Sag
Black   Garb     14    12   50%						---				---     	                    Thi 
B.Belt  Gi	     16    16   20%	+5 Agi				---		     Blind/Petrif.	            Mon     BBl
Scholar Robe     12    18   10%						Fire/Ice		Poison		Sor War Red     Ran     Sch Geo M.K Evo Bar Mag Dev Sum Sag
Bard    Vest     13    17   10% +5 Agi				---			Silence/P.Petr.	Sor War Red     Ran     Sch Geo M.K Evo Bar Mag Dev Sum Sag 
Gaia    Vest     14    16   10%						Wind/Earth		Paral.		Sor War Red     Ran     Sch Geo M.K Evo Bar Mag Dev Sum Sag
White   Robe     20    35   12%	+5 Spi				---			Sil./Blind/P.Pet.           Mon Ran BBl Sch Geo     Evo Bar Mag Dev Sum Sag
Black   Robe     20    35   12%	+5 Int				---			Sil./Blind/P.Pet.       Red     Ran     Sch Geo M.K Evo Bar Mag Dev Sum Sag
-----------------------------------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------------------------------
Hand Protection								Element/	
Name			Def   MDf	Eva	Bonuses		Status Res.		Classes
-----------------------------------------------------------------------------------------------------------------------------------------------
Bronce  Bracers   1     3    4%							    Every Class
Mythril Gloves    4     2    2%				Thunder			Every Class
Mythril Bracers   3     3    2%				Thunder			Every Class
Thief   Gloves    4     4   15%	+5 Str	+5 Agi			                                    Thi
Gauntlets	      5     5    5%	+5 Agi						Every Class
Power   Bracers   5     5    5%	+5 Str  +5 Vit				Every Class
Rune    Bracers   5     5    5%	+5 Int	+5 Spi				Every Class
Diamond Bracers   6     6   10%			Poison/Mini/Para.	Every Class
Diamond Gloves    6     6   10%			Silence/Toad/Confu	Every Class 
Protect Ring      6     6   10%			Sleep/Petrif./Death	Every Class
Genji   Gloves    4    10   12%								Every Class
Crystal Gloves   10     4   12%					 			Every Class
Onion   Gloves   32    32   32%			Note*				Oni
-----------------------------------------------------------------------------------------------------------------------------------------------
Note: Onion Gloves grant resistance to ALL Status, and a bonus of +5 to Str, Vit and Agi. 
-----------------------------------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------------------------------


---------------------------------------------------------------------------------
 [7] Information about Magic
---------------------------------------------------------------------------------

Version 1.40 marks the largest change in Magic, completely revamping 
both the individual Spells themselves and the overall power progression. 

For starters, the formula for Multi-Targeting Spells has been changed.
Originally, it divided the damage you'd do among the number of targets.

So in a battle with four monsters, a Spell that would do 1.000 points 
of Damage to one foe, it would do only 250 to the four enemies.

...Basically it became useless and a total waste of MP. 

Now, the damage it would inflict on a single enemy is halved, and that
is inflicted to all targeted enemies. With the example above, every foe 
would get 500 dramage. That's far more reasonable, and actually useful.

You can choose between a powerful attack against a single foe that could 
potentially take it down, or spread acceptable damage and combine it with 
the attacks of the other characters.

It also makes weaknesses and resistances more fun to play with. 

This change has re-shaped the entire Magic system. I have taken away most 
of the "Hit All Full Damage" Spells that were majority in older versions. 

Truth to be told, it always irked me how I had Magic working on my hack 
on older versions, with so many "Hit All Full Damage" Spells. But I had 
no other way to make multi-targeting be useful without knowing how to 
alter the mechanic itself. But now it's almost the opposite.  

In fact, only a few "Hit Alls" have remained. Quake and Meteo
for Black Magic, Aero 2 for White Magic, and the High Summons. 
And they have their power reduced. This also affected monsters 
quite heavily, and I had to find other ways of doing things for them. 

Magic Damage progression is also changed deeply. Before, Spell Power raised
until the last Level, 8. Now power raises until Level 4, then it sort of 
stays at that range of power up until Level 8. This is to make the bulk 
of Spells have the same utility and usefulness throughout the adventure,
instead of how the original game did it with more traditional progression
of power. Level 8 are still powerful of course, but that's besides the point.




Summon Magic has also been changed. Before, calculations were kinda 
screwed up as the game actually multiplies damage by 2 for Summons, 
making balancing them VS Black and White Magic a total headache.

Now it acts much closer to those schools of Magic. Low Summon (Evoker)
still has high damage against single foes, while still being unreliable
because of the different effects.

High Summon though has a different feeling now because of the changes made 
to Black and White Magic. Now hitting all foes is more of a compromise, 
so I needed to change High Summons too. They still hit all enemies full 
damage, as they were originally, but damage has been subdued overall.

Damage should a bit above the lower Multi-Targeted Black Magic of the 
same Level. 

Geomancy's damaging Spell-like effects also got a power change. Overall they 
are about as powerful as Levels 5/6 Summon Magic, which is pretty decent for
infinite uses, and early on will be really strong, but it will lose its 
ground as you advance, while still plenty useful. Single Target attacks 
got an increase in damage. 

Healing Magic has received indirect cuts and improvements. Group-Healing 
is a bit better than before, but Single-Healing is a bit lower. This is 
result of the mechanic changes I talked before. 

Oh, and by the way... I've played this game for years and years, but it wasn't until 
recently that I discovered that inflicting Blind on enemies not only lowers the physical 
damage they do, but also the magical damage too!

I guess it makes sense, you're going to hurt your enemy less either way when you miss. 

Abbreviations for Target:

 S : Single
 M : Multiple (The entire group)
S/M: Can choose between Single and Multiple.
A/F: Can target both Allies and Foes. 
----------------------------------------------------------------------------------------------------------------------
Name		Element		Power	Acc.	Target		Effect												   BLACK MAGIC
----------------------------------------------------------------------------------------------------------------------
Fire		Fire		 50		100%	S/M	Foe		Basic Fire damage. If multi-targeting, damage is halved. 
Ice			Ice			 50		100%	S/M	Foe		Basic Ice  damage. If multi-targeting, damage is halved. 
Sleep		---			---		 35%	 M	Foe		Can put All Foes to Sleep. 
----------------------------------------------------------------------------------------------------------------------
Bolt		Thunder		 60		100%	S/M Foe		Basic Thunder damage. If multi-targeting, damage is halved.
Venom		Neutral		 40		 60%	 M Foe		Causes low Neutral damage and Poisons all Foes, but it can fail. 
Blind		---			---		 50%	S/M Foe		Blinds all Foes, so their physical AND magical attacks can fail.
----------------------------------------------------------------------------------------------------------------------
Fire2		Fire		 80		100%	S/M Foe		Medium Fire damage. If multi-targeting, damage is halved.
Ice2		Ice			 80		100%	S/M Foe		Medium Ice  damage. If multi-targeting, damage is halved.
Bolt2		Thunder		 80		100%	S/M Foe 	Medium Thunder damage. If multi-targeting, damage halved.
----------------------------------------------------------------------------------------------------------------------
Ice3		Ice			130		100%	S/M Foe		Strong Ice damage. If multi-targeting, damage is halved.
Shade		Neutral		 60		100%	 M Foe		Moderate damage to all foes. Ignores enemies' elemental resistances. 
Break		Earth		---		 15%	 S A/F		Can cause Instant Petrification on a single Foe. 
----------------------------------------------------------------------------------------------------------------------
Bolt3		Thunder		130		100%	S/M Foe		Strong Thunder damage. If multi-targeting, damage is halved.
Blast		Wind		145		100%	S/M Foe		Strong Wind damage. If multi-targeting, damage is halved. 
Kill/Dark	Dark		145		100%	S/M Foe		Strong Dark damage. If multi-targeting, damage is halved.  		
---------------------------------------------------------------------------------------------------------------------
Fire3		Fire		130		100%	S/M Foe		Strong Fire damage. If multi-targeting, damage is halved.
Bio			Neutral		145		100%	 M Foe		Strong Neutral damage. If multi-targeting, damage is halved.
Warp		---			---		---		---			Lets you teleport to previous floors, or out of the dungeon.
----------------------------------------------------------------------------------------------------------------------
Quake		Earth		105		100%	 M Foe		High Earth damage to all Foes, doing full damage to each one.
Break2		Earth		---		 45%	 S A/F		Can cause Instant Petrification on a single Foe. Better than Break.
Drain		Healing		125		100%	 S A/F		Inflicts damage to one Foe, and drains HP. Bad against undead!
----------------------------------------------------------------------------------------------------------------------
Flare		Neutral		250		100%	S/M A/F		Inflicts extreme Neutral damage to a single Foe. 
Death		---			---		 35%	 S Foe		Attempts to kill one Foe with a single blow. 	
Meteo		Neutral  	125		100%	 M Foe		Inflicts very high Neutral damage to all Foes. 
----------------------------------------------------------------------------------------------------------------------
----------------------------------------------------------------------------------------------------------------------
Name		Element		Power	Acc.	Target		Effect												   WHITE MAGIC
----------------------------------------------------------------------------------------------------------------------
Cure		Healing		 45		100%	 S A/F		Restores a small amount of one Ally's HP. Can damage the Undead.
Pure		Healing 	 --		100%	S/M A/F		Cures Poison. Can be multi-targeted in battle too. 
Sight		Neutral		 30		100%	 S Foe		Shows the Map on the overworld, and damages one Foe in battle. 
----------------------------------------------------------------------------------------------------------------------
Aero		Wind		 50		100%	 S Foe		Causes Wind and Ice damage to a single Foe.
Toad		---			---		 ??%	S/M A/F		Like Instant Death on foes. On you, ATK/DEF is 1 and disables any skill.
Mini		---			---		 ??%	S/M A/F		Can transform into Mini, reducing Atk and Def to 1, but can use Magic.
----------------------------------------------------------------------------------------------------------------------
Cure2		Healing		120		100%	S/M A/F		Restores a good amount of one Ally's HP. Can damage the Undead.
Exit		---			---		---		---			Makes you flee the current dungeon you're in or go a Floor back. 
Wash		---			---		---		S   A/F		Cures an Ally from Blind and/or Mute, in or out of battle. 
----------------------------------------------------------------------------------------------------------------------
Libra		---			---		100%	 S  Foe		Shows a Foe's HP.
Confu		---			---		 30%	S/M A/F		Can cause Confusion to the selected targets.
Mute		---			---		 30%	S/M A/F		Can cause Silence to the selected targets. 
----------------------------------------------------------------------------------------------------------------------
Cure3		Healing		180		100%	S/M A/F		Restores a large amount of one Ally's HP. Can damage the Undead. 
Life 		Healing		 15		100%	 S Ally		Revives one Ally with minimal HP.
Safe		---			---		100%	S/M Ally	Raises Def. and M.Def. of an ally, or the entire team. *See note.
----------------------------------------------------------------------------------------------------------------------
Aero2		Ice/Wind	 90		100%	 M Foe		Causes strong Wind and Ice damage to all Foes.
Soft		---			---		---		 S Ally		Cures Petrification from an Ally.
Haste		---			---		---		 S Ally		Raises Speed of a target, making him hit more times each round.
----------------------------------------------------------------------------------------------------------------------
Cure4		Healing		---		100%	S/M Ally	Heals all HP from a single Ally, or a large amount to the team.
Wall		---			---		100%	 S  Ally	Blesses an Ally with Reflect, and next Magic Spell will bounce off. 
Heal 		---			---		100%	 S  Ally	Heals any Status from an Ally, besides Death. 
----------------------------------------------------------------------------------------------------------------------
Whirlwind	---			---		100%	S/M Foe		Violent gale that can leave foes with extremely low HP.	
Life2		Healing		---		100%	 S Ally		Revives one Ally with all of its HP. 
Holy		Holy		200		100%	 M Foe		Causes extreme Holy damage to all Foes. 
----------------------------------------------------------------------------------------------------------------------
		The first two Spells of each level are from Normal Summon, the third is High Summon.					SUMMON
----------------------------------------------------------------------------------------------------------------------
Choco-Dash		---		---		100%	 M Ally		A Chocobo is summoned to help the party to escape the battle. 
Choco-Kick?		---		---		100%	 S Foe 		A Chocobo tries to do a kick, but it stumbles and fails. 
Choco-Kick		Neutral	 60		100%	 S Foe 		A Chocobo does a flurry of kicks, damaging one Foe chose at random.  
----------------------------------------------------------------------------------------------------------------------
Hypno-Beam		---		---		 80%	 M Foe		Shiva attempts to put all enemies to Sleep.
Icy Glare		Ice		120		100%	 S Foe		Shiva attacks one Foe with an Ice attack chosen at random.
Diamond Dust	Ice		 50		100%	 M Foe		Shiva strikes every enemy with a Ice attack. 
----------------------------------------------------------------------------------------------------------------------
Mindblast		---		---		 70%	 M Foe 		Lamuh attempts to Paralyze all the enemies. 
God's Thunder 	Thunder	130 	100%	 S Foe		Lamuh attacks one Foe with a Thunder attack chosen at random.
Heaven's Rage 	Thunder	 55		100%	 M Foe		Lamuh strikes every enemy with a Thunder attack.
----------------------------------------------------------------------------------------------------------------------
Recover 		Healing	100		100%	 M Ally		Ifrit restores some HP to the party.
Flame of Fury	Fire	140		100%	 S Foe		Ifrit attacks one Foe with a Fire attack chosen at random.
Hellfire		Fire	 60		100%	 M Foe		Ifrit strikes every enemy with a Fire attack.
----------------------------------------------------------------------------------------------------------------------
Punch			Earth	150		100%	 S Foe		Titan throws a punch with the power of the Earth at a random Foe. 
Kick			Earth	160		100%	 S Foe		Titan throws a kick with the power of the Earth at a random Foe.
Earthquake		Earth	 70		100%	 M Foe		Titan strikes every enemy with an Earth attack.
----------------------------------------------------------------------------------------------------------------------
Barrier			---		---		100%	 M Ally		Odin blesses the party with Reflect, bouncing Magic away.
Sword Cut		Neutral	200		100%	 S Foe		Odin slashes one Foe at random, causing Neutral damage.
Atom Edge		---		---		 ?? 	 M Foe		Odin attempts to instantly kill all the enemies on the field. 
----------------------------------------------------------------------------------------------------------------------
Stony Glare		---		---		 25%	 M Foe		Leviathan glares at every enemy in an attempt to Petrify them. 
Tempest			Wind	140		100%	 M Foe		Leviathan strikes every enemy with a Wind attack.
Tsunami			Ice		100		100%	 M Foe		Leviathan strikes every eenmy with an Ice attack.
----------------------------------------------------------------------------------------------------------------------
Aura			---		---		100%	 M Ally		Bahamut blesses the party with Haste, increasing physical damage.
Rend			Neutral	255		100%	 S Foe		Bahamut attacks one Foe with a very strong Neutral attack.	
Mega Flare		Neutral	115		100%	 M Foe		Bahamut strikes every enemy with a Neutral attack.
----------------------------------------------------------------------------------------------------------------------
																											  GEOMANCY
----------------------------------------------------------------------------------------------------------------------
Earthquake	Earth		100		100%	 M Foe		Causes decent Earth damage to all Foes in Plains or Caves.
Cave In		Earth		100		100%	 M Foe		Causes decent Earth damage to all Foes in Mountains.
Whirlpool	Neutral		105		100%	 M Foe		Causes decent Neutral damage to all Foes while Underwater.
Air Blade	Wind		155 	100%	 S Foe		Causes large  Wind damage to a random Foe in Forests or Dungeons.
Tornado     Wind		155		100% 	 S Foe		Causes good   Wind damage to a random Foe while high in the Sky.
Quicksand	Earth		---		 40%	 S Foe		Tries to take out a random Foe while on Deserts.
Sinkhole	---			---		 60%	 S Foe		Tries to take out a random Foe while on Swamps.  
----------------------------------------------------------------------------------------------------------------------

Safe's duration is entirely up to the player's actions. The effect last during the entire battle, unless 
the player changes the equipment of a character during said battle (yes, weapons included); and if you 
use the Defend command, Safe's effect on physical damage will disappear after that turn. 


---------------------------------------------------------------------------------
 [8] Information about Monsters 
---------------------------------------------------------------------------------

Version 1.40, like 1.30 aims to give a large shake up to the monsters too. 

Attack, Defense and Magic Defense data has been reworked, abilities have 
been changed on a good chunk of the bestiary, resistances and weaknesses 
might had some changes here and there too, the usual. Accuracy also was 
increased progressively, making the characters in the Back Row to not be 
basically untouchable. This is specially true for bigger baddies. 

Something that will certainly feel different is the larger number of enemies 
on each enemy group. No longer you'll find "normal" enemies in groups of 
one or two... And if you do, you can be certain they'll be significantly 
stronger than the other monsters lying around that area. 

Something new I played around unique for this version is make some new 
monster combinations and make some of them more of a Boss & Minions deal,
with one larger and tougher criature with stronger stats having several 
weaker ones as henchmen.  

This gives a bit more variety to the battles and also makes use of a very, 
very unused mechanic. You know that your characters have rows, right?

Well, enemies also have them! If confronted with a group of 5 or more, 
the ones on the row furthest away from your characters will be considered 
on their Back Row! Melee damage will miss a lot more often for both you 
and them. 

This is why often those on the Back Row use Magic or other skills, and 
are sometimes also leader-like monsters, for example Lamias comanding 
some Pharaohs or a Bull Man having Rock Gargoyles as minions. This adds
a bit more complexity to the battles, and also gives some very nifty 
usability to Long-Ranged weapons such as the Boomerangs and Shurikens 
(which now are an in-between the former and the Full Moon Ring) and of 
course Bows and Arrows, even if your character is in the Front Row! 

Bosses were also changed of course. Most of them got different Spells or 
Skills now that the Magic System has changed so much, some of the "one 
trick ponies" were given something more, and the further you progress
more variety their movesets should have.   

Enemy Drops have been given a cleanup too. As I hope you understand I 
will not give information about these baddies, it would ruin the 
surprise. What I'll tell you though is that, like the older versions, 
you do NOT need to find rare drops from bosses.

This is simply because while I like the concept and it exists in other 
Final Fantasies, I'd be forcing you to have a Thief with you to fight 
every boss, and for this title in particular where you can form any party, 
it doesn't sound like good design to me. 

On other games, like, I don't know, FFIX, where you have permanent characters
with the Steal ability in the party, it makes sense, you *can not* not have Steal. 

So... Yeah, relax, don't worry with bosses having exclusive stuff.

---------------------------------------------------------------------------------
 [9] Information about Optional Patches
---------------------------------------------------------------------------------
 
Like before, this hack as a number of optional patches. 
Any of these patches should be used with the ROM already patched with the Main Patch. 

There are two folders, one with patches for ROMS that have been expanded to 1MB 
(meaning ad0220's translation and the Spanish one) and another folder for the 512KB
ROMS (so Alex W's translation, Chaos Rush's translation of the plain Japanese one). 

This is a better, more clear way to organize them compared with how they were before. 

							---------------------
								VISUAL PATCHES
							---------------------
							
The first group is self-explanatory: They change several visual aspects, from coloring the Main 
Menu and Battle Windows, to change the colors and edit some sprites for the player graphics.

Menu Palettes:
You can choose the menu patches independently, so you can have mauve on battles and green 
on the menu. You can restore the original too. Remember that the ad0220 translation and the 
Spanish translation use their unique patches for the Main Menu.

Character Sprite Changes:

It tries to improve the overworld sprites of a few classes, such as the Dragoon,
Viking and the Ninja, correct some colors for others, and to change the Battle Sprites
of the classes to improve them by, well, giving them two legs instead of one. This
covers all the needed frames of animation that required changes, and I think they
look a lot better; but it is optional for a reason, others may not.

Character Alternative Palettes:
This is just for fun, if you want to change the colors each set of Classes use. 
You can check the pictures before choosing. 

ONE WARNING THOUGH: IF YOU'RE GOING TO PATCH THE PALETTES, DO IT LAST.
				    APPLY IT AFTER THE CHARACTER SPRITE CHANGES PATCH
					IN CASE YOU WANT IT. 
					
This is because if you do it out of order you risk of mixing colors and have a Red 
Ninja on the overworld while it's, I don't know, blue during battles. 
--------------------------------------------------------------------------------------

							OPTIONAL GAMEPLAY CHANGES
						-------------------------------	

First of all, these are optional for a reason: They might change the flow of a normal 
playthrough, and as such they shouldn't bear any weight on the standard experience of 
this hack. With that said, they also exist because quite a few people wanted them.  

Saving Always Enabled:
The patch enables saving on Caves, Cities and such. In the normal game you're 
prohibited to save while inside those places, only being able to save on the World Map.

With is patch, you can save everywhere, and when you reload you'll appear outside the 
City or Dungeon you were. Sorry, you cannot reload inside the dungeon. This kinda makes 
Spells such Warp and Exit rather redundant (out of battle, in battles they can be quite 
useful, just so you know), so that's why is not included in the main patch.

ONE WARNING, THOUGH: DO NOT SAVE DURING THE INTRODUCTION! NOT UNTIL YOU EXIT THE SHRINE 
					 THROUGH THE NORMAL MEANS, BY STEPPING ON THE TELEPORTER AFTER GETTING
					 THE WIND CRYSTAL'S POWER. 
					 
					 THIS IS BECAUSE IF YOU SAVE AND LOAD DURING THE INTRO YOU'LL APPEAR 
					 NEAR ARGUS CASTLE, STRANDED THERE FOREVER.

That's the only problem with it. If you ask yourself what happens when saving on the
World of Darkness or Hein's Castle and loading, you appear outside the Crystal Tower or 
Tokkle, and you need to go back there, you'll have to watch the cutscenes related to those
(the mirror cutscene and Hein henchmen kidnapping you) though, but it works fine. 

All Classes Unlocked:
This forms part of the Main Version, which you are reading the readme from right now. 
No need to worry about it. 

A patch for this is included, but only for an UNMODDED rom in case someone wants to 
mess around with the original game.


---------------------------------------------------------------------------------
 [T] Tips and Advices
---------------------------------------------------------------------------------

Here's a collection of small tips to help you do better, at least early on:

	· As a rule of thumb with Final Fantasy III, try to look for hidden passages
	  in every new place you put your feet on. This title introduced to the series 
	  this mechanic, and there's LOTS of treasure hidden away from plain sight. 
	  
	  This in my opinion makes exploring places far more entertaining than the 
	  previous two titles, and it's very worth your time. 
	  
	  
	· Don't sell the things you find mindlessly! It is better to store items 
	  with Fat Chocobo than to sell them, specially the defensive equipment.

	  You never know when, let's say, those Myhtril Brazers/Gloves will be 
	  useful against a boss with powerful Thunder attacks. 
	  
	  Only sell something if you have more of that item than you need. 
	  
	  
	· Going off that last tip: Play around with equipment!
	 
	  Remember that every 16 Agility, a character gains an extra Hit while attacking, 
	  and every 16 Intellect and Spirit they gain a Magic Multiplier for Black or 
	  White Magic. Sometimes it pays more to reach those thresholds than having 
	  higher defenses! In the same way, sometimes a Status or Element resistance 
	  will be more useful than "better" defensive gear. 
	  
	  With Classes that can do a variety of things, different gear set ups can 
	  help them focusing in one aspect. A Bard could use a couple of Main Gauches
	  for their Int bonuses so it can cast better offensive spells, or give 
	  your Knight a Heroic Shield and an Ancient Sword for the Spirit increases 
	  and have it work as a healer that can cover weakened allies. 
	  
	  
	· Remember that different Classes grow at different speeds when using certain
	  commands. A Magic User is going to increase its Job Level slowly if you
	  keep using Attack constantly and don't use Magic often, so even if your 
	  team is in good shape, spending 1 MP to cast Cure here and there will help
	  to not leave that character's Job Level fall behind. 
	  
	  Using Items or running away in most cases won't raise your Job Level at all, 
	  so have that in mind!
	  
	· When you have to turn Mini, you must be even more careful with your moves. 
	  Your Attack and Defense becomes 1 because you're so tiny, so physical attacks 
	  are basically useless, and so is staying on front! Only Magic is the viable 
	  solution, and fortunately all the Wind Crystal classes bar the Warrior can
	  use some form of offensive magic.
	  
	  But there's no need to turn all your characters into mages, because you can 
	  for example turn your Fighter into a very useful pseudo healer by using 
	  Potions and keeping your team healthy while you also use Scare to try to 
	  lower the enemies magical power, and because they use Magic quite a bit,
	  you'll be protecting the party too!. 
	  
	  That way you will still keep getting Job Experience and keep gaining Job 
	  Levels instead of wasting them on a Class that the character in particular 
	  is not going to use after that moment. 
	  
	  Oh, and lastly, unlike on the Remake versions, Levelling Up while in
	  Mini or Toad status is not a bad thing. Your Vitality does not drop to 1
	  unlike those newer versions, so you're not stupidly punished for it 
	  by getting low HP gains when you level up. What a weird design choice... 
	  
	  
	· While Dual Wielding is pretty popular in this game, do not make the mistake
	  of thinking that Shields are useless, specially now that monsters can do 
	  much more damage than before and have special abilities more often.
	  
	  They not only increase your Defense and Magic Defense, but they also really come 
	  in handy when you're against monsters with strong elemental abilities or Status Effects
	  and increase your Defense Multiplier, making you evade more damage too. 
	  
	  With that said, though, if you can handle the damage, Dual Wielding does 
	  make battles shorter as your damage input is much higher. 
	  
	  
	· Always have free space in your inventory!
	
	  In this version of the game monsters drop various items and even equipment 
	  throughout the game, and it'd be a total shame if your inventory was full,
	  then not only you couldn't grab anything, nothing would even drop after battle!
	  
	  Talking about dropping equipment, one early item you really want to find out 
	  are the Gauntlets. These arm protections will raise your Agility, and they 
	  are very useful to get your physical damage dealers up to 16 Agility, getting 
	  more hits per Attack. You could try to find some while sailing, or near the 
	  Gulgan Gulch among others. 


	· Plan ahead, and think what Classes you want for each of your characters. 
	  Remember that having higher Job Levels will make a Class act much better
	  at everything, and changing too often will make you perform worse, and also 
	  waste your Capacity Points, which are scarce early on. 
	  
	· Remember that some items can be used to cast Spells! For example, the Burning
	  Staff can be used to cast Fire2. While their power is usually lower than what 
	  a proeficient caster's, they can be used infinitely for no cost. Take advantage
	  of it when you're Mini, and save Magic Points for the tougher battles!
	  
	  That said, bare in mind that only Classes that can wield the equipment can use
	  its magical properties! 
	  
	   
	· Buying in groups is better for your pocket! The option is not there just to be 
	  faster! If a Potion costs 150G, ten cost 1202G, that's a good discount!
	  
	  That said, for equipment, if you're not going to use all of them, you better 
	  buy the exact amount. No need to buy 4 "Mithryl Helms" If only two of your 
	  characters can use them!

----------------------------------------------------------------------------------------


Well, that's all, I think. I hope you can enjoy this, and all that jazz. 
Take care. 

Maeson. 
	