

    Final Fantasy III Maeson Version 1.41 - 
    ---------------------------------------
            7th Anniversary Release

	IT'S RECOMMENDED YOU READ THIS WITH NOTEPAD ++, BUT YOU DO YOU.
	
	Be warned: With multiple English Translations, Items, Classes and 
	such can use different names. Don't get mad if this readme nor the 
	PDF Manual I made doesn't use your preferred names. 
	
	
1.4.0 Version Changes (not all of them, of course): 

 · Several Mechanical Changes: 
 
   Deep changes to the formulas related to the gain 
   of extra Attacks and Magic Multipliers. Instead of 
   each 16 Character Levels gained, now they are granted 
   every 8. Thus, at levels 9, 17, 25, etc you will see 
   an improvement in your character's performance.    
   
   Besides that change, the Strength statistic now
   instead of adding 1 point of Attack every 4 Strength 
   points, it adds 1 Attack every 2 points of Strength, 
   making that stat actually useful for something now. 
   
   To put an example, on 1.37 a Level 45 Fighter would 
   get 14 Attack from its Strength. On 1.40, a Fighter 
   with the same level will get 35 Attack instead!
   
   And to go along with all of that, the game has been 
   rebalanced to be based on Defense instead of Evasion.
   
   This is a profound change to the progress of physical 
   damage throughout the game, scaling up to higher heights 
   and making a huge difference on the second half of the 
   adventure.

   The idea is to make physical damage scale better and 
   feel far more reliable than before, so the balance 
   between physical vs magical damage is better, while 
   still giving the edge to Magic as unlike fighting, 
   it needs a limited resource that needs to be managed 
   as it's hard to recover with Magic Points, and with 
   Magic the player needs to learn and experiment with 
   weaknesses and resistances, having a higher degree 
   of complexity than merely mashing the A Button.
   
   Nonetheless, the breach is smaller than before.
   
   I also made a few Battle System tweaks to make it feel 
   better. For example there's no need to push a button 
   every single time to make the battle begin. 

 · 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 
   not everything is a "Hits all enemies with full damage", 
   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, and many monster groups are combined
   in ways where resistances and weaknesses can make things 
   trickier if attempting to just spam Magic multi-targeting 
   Spells without care. 
   
   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 reworked in all Classes. 
   
   Agility, Vitality, Intellect and Spirit growths 
   have been made consistent between each of the Classes' 
   Max Stats so things like the difference in HP growth
   is more marked between Classes, and Attack and Magic 
   Multipliers are gained at appropiate Levels, instead 
   of the far more chaotic growth of older versions. 
   
   At Level 45 a Class reaches its maximum Stats and 
   after that they no longer gain any. 
   
   In the same way, Magic Points have been given a cleanup.
   Overall Classes have significantly lower MP in an attempt 
   to bring back that "resource management" feeling that FF1
   has, combined with the rework in Magic making the overall 
   usefulness and range of Spell power be quite different.    
   
   MP also maxes out at Level 45.
   
   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. 
   
   Some Classes had a few Spell changes. For example 
   Dragoon and Viking can learn Fire/Fire2 and Bolt
   and Bolt2 respectively, giving them more usefulness 
   early on, specially during the sections being Mini.

   Critical chances and Critical Damage Bonus changed 
   for several classes. For example, the Fighter now 
   has the strongest Critical Damage Bonus. 
   
   The way Class Levels are gained has been changed. 
   Every action of every Class gives the same amount 
   of Skill/Job Experience, except escaping from battles.

   This is to make all Classes grow at similar rates, 
   instead of having some go much faster than others. 
   
 · 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. Attack has been lowered 
   but Accuracy has been risen for the most part. 
   
   Hellish Claws are now exclusive to Karateka, and Triton 
   Hammer is exclusive to Fighter, giving both of them 
   an edge in pure damage to fill their supposed niches 
   better. 
   
   Defensive gear has also been tweaked, but changes are 
   less drastic than weapons'. I reworked two of the Onion 
   items to make them Items more Classes can use, like an 
   "endgame" headgear for Classes with light equipment, 
   instead of having to wear the same Feather Hat for half 
   of the game (that Feather Hat has been changed, too). 
   
   I found how to make chests not give 20 Arrows, which now
   aren't consumed when attacking. So, I put back some of
   them back into the world, not only stores. 
   
   I removed the possibility to get Legendary Weapons as 
   random drops from monsters. Not only made them less 
   special, but with the way characters raise their Skill
   Level now, the changes in how Strength works, the higher
   amount of Attacks for all Classes, and the reworked 
   Monster Stats, I don't find it necessary nor goood. 
   
   This has let me add other Weapon Drops in their place
   and make drops from earlier parts of the game more 
   interesting.
   
   Shop's inventires have been changed to be consistent 
   with the new equipment, as many treasure chests too.
   
 · Monster adjustments:
 
   Monsters required severe changes after all the above
   modifications, so I took the opportunity to make some 
   very large changes to the bestiary.
   
   I reworked the Defense/Evasion and Magic Def/Magic Eva.
   The game now puts weight on Attack VS Defense instead of 
   relying on Evasion, like many RPGs that were inspired by 
   Dungeons And Dragons' type of damage mechanics. This also 
   goes for Magical Damage VS Magical Defense, of course.
   
   Their Attack/Accuracy and Magic Damage tiers have been also 
   changed entirely. Monster Accuracy in particular is much 
   higher, therefore they'll be missing far, far less than 
   before, and this includes reaching you in the Back Row. 
   
   Contrary to make the Back Row less useful, it is now vital 
   to put your more physically fragile Classes there, as the 
   damage from normal attacks is higher than ever before.

   Another significant change is 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 more optional patches.

   Three optional patches that reduce or eliminate Flashes as much 
   as I could. There's patches for overworld events, Battle and 
   Random Encounters. 
   
   Secondly, 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. 
   
   And thirdly, a small patch to let a character gain Experience 
   and Skill Experience even if they're petrified or knocked out. 
   Basically this is to keep all four characters Level up at the 
   same rate, and not lose pace on their Skill Levels too. 
   
   The Graphic patch also received some changes, such as changing 
   the Fighter's overworld Sprite or tweaking the Dragoon's so 
   it actually looks closer to how it does during battles.
   
 · 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...
	
 · Added an optional patch that lowers the difficulty by reducing 
   the damage made by enemies' physical and magical attacks.
   
   If you want a more casual playthrought, this is for you.
   For me though, I get bored if there's too little struggle or
   challenge...
	
1.41 Changes:

 · The order in which Goldor could use his abilities was slightly 
   shuffled in order to avoid the chance of using his AoE attack 
   twice in a row, making it quite a bit harder to recover from it.
   
 · A few monster changes. Adamantaimai/Adamantoise has less Magic 
   Power, its Fire Spell was a bit too strong. Several end-game 
   enemies were made resistant to Mini/Toad.
   
 · The Sorcerer has lost Safe, now it learns Cure3. The Evoker 
   and the Summoner now can learn Cure1, which will give them 
   a bit more usefulness early on, and make L1 MP useful later 
   on to heal out of battles.
 
 · The PDF Manual had a number of mistakes corrected. 
 
 
   ------------------------------------------------------------
	FINAL FANTASY III MAESON 			Ver. 1.41 - 21/03/2023
   ------------------------------------------------------------
   
	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 a new version of Final Fantasy III Maeson, the version 1.40!

Pretty bonkers to think that it has been seven years since I released the mess 
that it was the first version of this Hack, and my first hack overall. 

Much has changed with each new version, and here comes a new one, as an attempt 
to make the most polished and best designed version I can muster with the 
intention to create a, I hope, final and best version of this Hack.

I've learnt a lot about romhacking through the years. Not enough to understand 
assembly entirely or things like that, but modifying games has certainly given 
me a much deeper way of looking at games, and valuing things in them.

This new version is as big if not bigger than the old 1.3.0, that is trying 
again to rework pretty much all the gameplay elements of this game looking 
for a more polished, balanced and challenging experience.

The number of changes is massive, every aspect of this hack has been examined
in order to make improvements and create the best thing I can.

Since 1.3.0 a lot of things have happened. For one, Everything8215 made a 
disassembly project and mapped out a whole bunch of the game's code, which 
has been invaluable for the development of this version. 

You can check it out here:
			https://github.com/everything8215/ff3
			
I know this will become really helpful for any future projects!
			
I still want to give thanks to STARWIN and Kea for helping me back on the 
early days of this hack, and add Everything8215 and Cyneprepou4uk to the 
list for also helping me on this newer version. 

The PDF sort of manual I did was also updated!

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

The knowledge that Everything8215's disassembly provided was exactly what I needed
to implement changes that I felt were necessary. For one, I wanted to finally fix 
the huge breach between physical and magical damage as much as possible.

And I managed to improve things a lot, I think. Physical damage is a lot 
more rewarding, useful and grows more smoothly and reaches much higher 
values than before. Of course, it won't surpass Magic in potential (unless 
you compare a poorly prepared character casting Spells VS a well prepared 
physical character, I guess) because to use Magic you need to spend MP, 
which are finite unlike attacking normally and this time around you have 
far les MP and Magic has suffered many, many changes, but let's not get 
ahead of ourselves. 

These damage examples show the difference between the old, 1.37 physical 
damage and this new version, 1.40.

In both versions, they're the same Classes, Levels, Skill Levels, use the 
exact same equipment and target the exact same monster. The only differences 
are the the mechanical changes made to 1.40. 

1.37 Characters (Lv 41/64 Skill) Against a Minotaur:      		
    Class:					Hit 1   Hit 2	Hit 3	Hit 4
	Ranger					1240	 980	1040	1200
    Dragoon					 990	1280	 932	1046
	Knight					 606	1072	 663	 802
	
1.40 Characters (Lv 41/64 Skill) Against a Minotaur:      	
    Class:					Hit 1   Hit 2	Hit 3	Hit 4	
	Ranger					1638	1666	1540	1708
    Dragoon					1456	1596	1603	1883
	Knight					1404	1772	1386	1448
	
This is not the maximum damage you can reach, mind you, just a comparison
between both versions under the same exact conditions.

As you can see, damage is not only significantly higher, but also more 
accurate and stable. Characters can still do a mediocre attack here and 
there, of course, but you won't see doing blunders like before. 

Trying to find a balance between Attack Power VS Number of Hits for the 
different Classes, making the different types of weapons feel worthy, 
and such was also a rather time consuming thing, but not the only.

This was the initial push, but making this change sent me through the 
entire game again, having to tweak each element to make all feel harmonious.

Like reworking Magic entirely, no in small part thanks to being able to change 
how Multi-Targeting works, thanks to Everything8215 and Cyneprepou4uk!

In the original game, Multi-Targeting divided the normal damage you'd do 
to a single enemy among all the targets. So, if you would do 1000 damage 
to one foe, and you targeted 4, each would only receive 250.

Yeah, never liked it, as it made attacking several enemies way too weak.

Now, instead, it will do half the normal damage to any number of targets 
if it's 2 or more. So you'd do 500 to each monster with the example above.

It might not sound like much of a difference on paper but believe me, with 
the way everything works now it's a far more dynamic and engaging way of 
using Magic. Now the player has to choose between strong single hits, or 
moderate damage to groups, but also having to aim wisely as many monsters 
are grouped in such ways that weaknesses, resistances and element absorbing 
capabilities clash between them.

Equipment, shops, and all the other stuff has also been tweaked, of course. 

I also did a few Battle System tweaks to make it feel better. 

	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 a Spell and go to to the targeting part and push B
	to go back, you go to the Spell window instead of closing it,
	going back to the character's actions menu, and having to go into
	the Spell window again, not without seeing the character walk first.
	
	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 red-ish color. 

In older versions, I had two different patches, one where the progress of 
obtaining Classes worked as in the original game did, and another one where 
you were given all Classes at the beginning, letting you choose exactly how 
you wanted your party.

At first it was mostly for me, but after all this time, the vast majority 
of the feedback I got was very clear: pretty much everyone that talked to 
me used the "All Classes" version, so I chose to only work on that one. 

I already have to work with 5 different versions with all the translations, 
so having that multiplied by 2 made it really tedious, not to mention this 
readme and the PDF guide plus the optional patches.

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

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!

				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: Then apply my Hack, using the patch that goes for that translation.
				4: Optional patches go in this order, if you want them:
							1: Character Graphic Improvement. Always first. 
							2: Menu and Battle Menu color patches, and the 
							   Text Border patches. 
							3: Character Alternative Palettes. 
							4: Optional Gameplay patches. 
							   This includes a couple of gameplay changes, 
							   the optional lowering difficulty patch,  
							   and the Flash Reduction patches.   
							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!). 

If you want to read more...

First, 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 Hack. 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 just grab the patch 
for that specific translation, and apply it with Lunar IPS, 
or any tool that can apply IPS patches. 

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!
				   
That is all.

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

In order to make the type of experience I wanted for 1.40, Classes needed some very 
large changes. 

Initial Stats have been completely redone, just like Stat Growths.

Of notice, every Class starts with the same Agility and they growth at the same 
time until they reach 16 points. After that each Class' Agility growths at their 
own rhythm based on their maximum Agility. 

Vitality, Intellect and Spirit growths were also made to be more in line between the
perceived strengths of all Classes, unlike previous versions that sort of tried to 
fit stat gains wherever they could. In other words, to make it more undestandable, 
making it so there's enough gap between low, medium and high Vitality Classes so
HP growths are different, and Magic Multipliers are gained not too soon nor too 
late. This helps a lot with hybrid Classes which are most of them, really. 

The exact same goes for MP. Entirely reworked to not only make growth consistent, but 
also slower as the total MP for each Class has been lowered. I wanted to dial back 
on how much MP they had to bring back a bit of that management that the first FF1 had, 
with the difference, of course, that battles here are quite a bit harder, and a lot 
more numerous. 

Both Stats and MP are maxed at Level 45, and you do not get any beyond that. HP will 
grow, of course, but at that point the character can be considered "maxed". 

There were a few changes in Spells, but not that big or groundbreaking.
Another change was to remove the Run command from all Classes that had it and was 
sustituted by Escape. Run is pretty useless, and even if Escape is much, much better,
you still have to take hits until you leave, and dying because you coulnd't run away 
thanks to RNG is not really all that fun.

Equipment-wise, there were some changes. Ninja got a few more things taken away, 
the Summoner changed Bells for Books, the Bard can use Bells and the Geomancer can 
use Harps (both use Instruments, so why not) and I also tried to make it so almost 
all Classes can use a Dark-element weapon to deal with the monsters in the Cave of 
Darkness. The Ashura, the Kaiser Knuckles and the Medusa Arrow give pretty much all 
Classes a chance there now, unlike the original game or earlier versions of this hack.

I also made Job Exp. gains more well rounded too. No matter if attacking, using Spells,
using special talents or Items, you gain the same Skill Experience. Only running away 
won't provide anything. The rhythm of levelling up your Skill has been slowed down, 
as in my latest test-playthroughs I was reaching Skill 99 even before reaching the 
fourth Crystal. It was insane...

Now, let's give Stats a small look:

	HP: Your Hit Points, of course. The higher, the better. The more Vitality 
        you have, the more you get when gaining a Level.	
		
	MP: Magic Points. Each Point signifies one casting of a Spell of that Level,
	    so you could take MP as Charges from other old RPGs, such as Dungeons &
		Dragons, and Wizardry... Growth is fixed to a Class, not Character.
		
	Strength: For each two points, you gain one point of Attack. 
			  This is applied to each arm individually, and for each hit.
			  
	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 an Evasion 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 2 has a power of 100, and you have 20 Intellect,
			  Fire 2 will have a total of 110 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 2 Points you gain one point of Magic Evasion. 
			  
	Spirit:   Every two Points, you add one to the power of a White Spell, 
	          so if Aero has a power of 60, and you have 20 Spirit, then 
			  Aero will have a total of 70. 
	
			  Increases the Accuracy of White Magic. 
	
	          Every 16 Points your Magic Attack Multiplier is raised 
			  for White Magic and Summon's Suppor Effects.  
	
	          Every 2 Points you gain one Point of Magic Evasion.
			  
Finally, here's a quick list of the Classes, and below a more detailed look at each one:
 
--------------------------------------------------------------------------------------------------------------------------
              Level 1			 Level 45 Max     
Class		  St Ag Vi In Sp	 St Ag Vi In Sp   Spells		 MP Max at L45: 
--------------------------------------------------------------------------------------------------------------------------
Onion Knight   5  5  5  5  5      9  9  9  9  9   ---        --/--/--/--/--/--/--/--
Fighter  	  12  8 10  6  6	 70 24 44 24 24	  ---        --/--/--/--/--/--/--/--
Monk    	  10  8 10  6 10	 60 40 50 15 35	  White 1~3  20/15/10/--/--/--/--/-- 
Sorcerer 	  10  8  8  6 12	 40 33 32 20 48	  White 1~8  20/18/15/10/10/10/05/05 
War Mage 	  10  8  8 12  6	 40 33 32 48 20	  Black 1~8  20/18/15/10/10/10/05/05 
Red Mage 	  10  8 10 10 10	 50 24 40 40 40	  Bl/Wh 1~5  20/18/15/10/10/--/--/--
Ranger  	  12  8  8  6 10	 40 40 32 25 35   Bl/Wh 1~6  20/18/15/10/10/05/--/--
Knight  	  12  8 12  6 10	 50 24 60 15 35   White 1~5  20/18/15/10/10/--/--/--
Thief   	  10 12  8  8  6	 40 44 36 34 26	  ---        --/--/--/--/--/--/--/--
Scholar 	  10  8  8 12  6	 36 40 36 48 24	  Bl/Wh 1~5  20/18/15/10/10/--/--/--   
Geomancer  	  10  8  8 12  6	 36 40 36 48 24   Geomancy   --/--/--/--/--/--/--/--
Dragoon 	  12  8  8 10  6	 50 34 40 38 22   Black 4,6  12/--/10/10/--/10/--/-- 
Viking		  10  8 10 10  6	 60 24 44 38 33   Bl/Wh 5,7  --/10/--/10/--/--/05/-- 
Black Belt 	  12  8 10  6  6	 70 40 44 24 24   --- 		 --/--/--/--/--/--/--/--
M. Knight 	  10  8  8 12  6	 50 28 36 50 20   Black 1~6  20/18/15/10/10/10/--/--
Evoker 		  10  8  8 12  8	 60 40 32 48 42   L.Sum 1~8  20/18/15/13/12/11/10/10 
Bard     	   6  8  8 12 12	 40 38 36 43 43   Bl/Wh 1~6  20/18/15/10/10/10/--/--
Magus 	 	   6  8  8 16  6	 30 28 32 60 20   All Black  24/20/18/13/13/13/10/10 	
Devout		   6  8  8  6 16	 30 28 32 20 60   All White  24/20/18/13/13/13/10/10 
Summoner 	  12  8  8 10  6	 60 40 40 38 38   High Summ. 20/15/15/15/10/10/08/08 
Sage 		   6  8  8 12 12	 36 32 36 43 43   Bl/Wh 1~8  20/18/15/10/10/10/07/07 
Ninja   	  10  8  8 10  6	 36 40 36 32 24   Bl/Wh 1~4  20/18/15/10/--/--/--/--
--------------------------------------------------------------------------------------------------------------------------

And here's a detailed view of each Class. The PDF has shorter versions.

--------------------------------------------------------------------------------------------------------------------------
		The Onion Knight: 
 Stats: 						Critical Hit Strength: **
 Str Agi Vit Int Spi 			
  5   5   5   5   5  Lv.1		Magic:  None
  9   9   9   9   9  Lv.45		Talent: None 
 99  99  99  99  99  Lv.99

 This is the Class you start your adventure as, and while it has a rather 
 curious gimmick, it is not particularly interesting. 

 They lack any special talent. No ability, not even the slightest capacity 
 to cast Magic, its only actions are to Attack or use Items, really. 

 Furthermore, their statistical growth is appallingly slow, and its equipment 
 selection can be rather sparse, too. For most of it growth, they will get 
 absolutely nothing; adventuring as an Onion Knight can be seen as the biggest 
 example of frustration and boredom. Thus, once you are able to, changing into 
 more interesting Classes is of the outmost importance, specially since training 
 as an Onion Knight will cause you to gain very low HP, which will hurt you the 
 longer you stay as this Class. 

 Now, as mentioned above, it does still have that one gimmick. While it's true 
 that it stays weak for most of it's growth, if somehow you reach Level 88, then 
 you will see that the Onion Knight starts to strengthen itself at a ludicrously 
 fast pace, and by Level 99, their statistics reach the maximum!
 
 Not just that, but out there are pieces of equipment that only the Onion Knight 
 can equip. They're really, really strong too.
 
 So it sounds great, right? You only need to reach the end of your adventure, 
 look for very rare monsters, survive the battle, and hope they leave one of 
 those Items behind. Don't forget having to train to such extents that you
 could repeat your entire travel three, maybe five times or more before you 
 reach the necessary Level to see your Onion Knight gain strength at all. 


 ... So, the potential exists, but the work you have to put to get there 
 rends the Onion Knight practically useless. You could save the world in 
 a fraction of the time it will take to take an Onion Knight to its prime.

--------------------------------------------------------------------------------------------------------------------------
		The Fighter: 		
 Stats: 						Critical Hit Strength: *****
 Str Agi Vit Int Spi 			
 12   8  10   6   6  Lv.1		Magic:  None
 70  24  44  24  24  Lv.45		Talent: Scare

 The Fighter is, your typical trusty physical warrior.
		
 With the highest Strength growth, a large variety of weapons to choose from, 
 and being capable of wielding the strongest weapon out there, the Triton Hammer,
 the Fighter can dish out the most damage per hit of any Class. Combine that with
 the use of heavy armor and a high Vitality, and you have also a Class that can 
 take a lot of physical punishment and still stand to give it back. 
 
 And the Critical Hits of the Fighter deal more damage than any other Class, 
 making it more of a danger to any evil creature fool enough to attack. 
 		
 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, making them run away in
 fear, but even more interesting, scaring enemies also has the potential secondary 
 effect of lowering the power of enemy Spells and Skills! This gives the Fighter
 some situational supporting role, which is nice for such a straightforward Class!
							
 Of course, there are downsides to the Fighter. For one, its Agility growth is the
 lowest, and while its Strength and weapon choices will invariably deal the most 
 damage per hit done, the total number of hits will be lower than other Classes,
 so it has to choose between gear that grants Agility to extend its might, or 
 stay with more protective equipment to extend its durability.
							
 Secondly, this Class cannot learn a single Spell, so it can support its weight entirely
 on its talent to deal and take high damage. Also, while not bad in this department, it 
 will take more damage from magical attacks than other Classes. 

 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. 
 
--------------------------------------------------------------------------------------------------------------------------
		The Monk:                                            Magic:L1    L2    L3 
 Stats: 						Critical Hit Strength: ****        20 MP 15 MP 10MP
 Str Agi Vit Int Spi                                               Cure  Aero  Cure2
 10   8   8   6  10  Lv.1		Magic:  White Lv 1~3               Pure  Toad  Exit 
 60  40  50  15  35  Lv.45		Talent: None                       Sight Mini  Wash 

 The Monk is a different approach to a front-line warrior compared 
 to the Fighter.
 
 This Class gives up most of the equipment options than other warrior style 
 Classes have in order achieve other things, such as a much higher Agility 
 that gives the Monk a significantly higher number of Hits whenever it attacks.
 
 It can equip Martial Artist weapons such as Nunchakus and Claws, and it can 
 also wield Daggers, which can come in handy too. Even if its selection of 
 weaponry is slim and they're not the most powerful overall, the Monk's 
 innate Strength and as mentioned the much higher Hit count end up pushing 
 it to a very high spot as far as physical damage dealers. 
 
 Besides that, unlike the Fighter, it can learn a small selection of White Magic 
 and it can make a pretty decent use of it. Specially Cure and Cure2 make the 
 Monk far more durable by itself, or support its allies, and it's a Spell that 
 is useful throughout the entire journey. Having Exit and a few Status-curing 
 Spells is also quite handy too. 
 
 The Vitality of the Monk is quite high and provides a large HP growth, which 
 is fortunate as its defensive gear choices are also limited, with mostly light
 gear available. The good thing is that it can wear the White Robe that improves 
 its White Magic and offers a larger Magic Defense gain than any warrior-like armor.

 So, while its limited equipment selection is its biggest weakness, it still can 
 function as a great damage dealer that unlike a Dragoon or Fighter, can support its team. 

--------------------------------------------------------------------------------------------------------------------------
		The Sorcerer:                                        Magic:L1     L2     L3    L4    L5    L6    L7    L8
 Stats: 						Critical Hit Strength: **          MP 20  MP 18  MP 15 MP 10 MP 10 MP 10 MP  5 MP  5
 Str Agi Vit Int Spi                                               Cure   Aero   Cure2 Mute  Life  Haste Heal  Life2 
 10   8   8   6  12  Lv.1		Magic:  White Lv 1~8               Pure   Toad   Exit  Confu Cure3 Aero2 Wall 
 40  33  32  20  48  Lv.45		Talent: None                       Sight  Mini   Wash 

 The Sorcerer is the middle road between a Devout and a light physical damage dealer.
 
 In simple words, that's how you would describe it. Capable of wielding most Swords, 
 Daggers, Books and most Bows, having acceptable Strength and just enough more Agility 
 it's certainly a lot more menacing than the Devout as far as causing physical damage.
 
 And it can even wear a few of the heavy armor sets too, so it can also get higher 
 Defense than the pure White spellcaster, although until that's available it will 
 have to do with mage-like attaire. It also has most of the White spellbook available
 to it, and it has good Spirit growth to make a great use of it!
 
 But it has its downsides, of course. It's no near as powerful as a true warrior, 
 its Vitality is low and so it is HP Growth, and while it has access to great Support 
 Spells, even having access to Haste and Life2; it lags behind the Devout both in Spell 
 options and MP, and while having a very respectable Spirit stat, it's lower than the 
 Devout aswell so in direct comparison, it will heal less, although it is above most 
 other Classes. 
 
 Overall, it's a pretty great team player and can carry its own weight just fine, 
 just mind that such versatility is paid by a bit of performance.
 
--------------------------------------------------------------------------------------------------------------------------
		The War Mage:                                        Magic:L1     L2     L3    L4    L5    L6    L7    L8
 Stats: 						Critical Hit Strength: **          MP 20  MP 18  MP 15 MP 10 MP 10 MP 10 MP  5 MP  5
 Str Agi Vit Int Spi                                               Fire   Bolt   Fire2 Break Bolt3 Fire3 Drain Death 
 10   8   8  12   6  Lv.1		Magic:  Black Lv 1~8               Ice    Venom  Ice2  Ice3  Blast Warp  Brk2
 40  33  32  48  20  Lv.45		Talent: None                       Sleep  Blind  Bolt2 Confu

 The War Mage is the Black Magic-sided version of the Sorcerer, that is, a light physical 
 damage dealer mixed with the abilities of a Magus.
 
 In fact, both the War Mage share the same Stat Growths and maximum Stats, in what they 
 differ is in weapon and Spell selections, with the War Mage liking more Spears and Claws 
 instead of Swords, while both use Books, Daggers and most Bows. Both share the same 
 defensive gear selection, so the same applies to the War Mage. 
 
 The larger difference of course is being adept in Black Magic instead of White. 
 While the War Mage has no direct Support abilities like the Sorcerer, it can aid 
 the team with its large selection of Status Effect Spells, which can be of utmost
 utility. 
 
 Sleep, Blindness, Stone, Confusion and even Instant Death can flip a bad situation 
 without the need of brute power! With that said though, the War Mage has a rather 
 great Intellect Growth and while it laks several of the Black offensive Spells, 
 it does learn the three basic elemental Spells, and can wield Rods to improve them. 
 
 Of course, it needs to pay more attention than a Magus as it has less MP too!

 All in all, it's a rather useful mix of talents that lends itself as a great choice 
 for a secondary warrior, as long as you don't forget its low HP Growth. 

--------------------------------------------------------------------------------------------------------------------------
		The Red Mage:                                        Magic:L1     L2     L3    L4    L5    
 Stats: 						Critical Hit Strength: ****        MP 20  MP 18  MP 15 MP 10 MP 10 
 Str Agi Vit Int Spi                                               Fire   Bolt   Fire2 Break Bolt3
 10   8  10  10  10  Lv.1		Magic:  Bl/Wh Lv 1~5               Ice    Venom  Ice2  Ice3  Blast 
 50  24  40  40  40  Lv.45		Talent: None                       Sleep  Blind  Bolt2  
                                                                   Cure   Aero   Cure2 Mute  Cure3
                                                                   Pure   Toad   Exit  Confu Life  
                                                                   Sight  Mini   Wash  Libra
 
 The Red Mage can be considered as a mix of the Fighter, the Sorcerer 
 and the War Mage, and even then it doesn't entirely fit that description. 
 
 Compared to the Sorcerer and the War Mage, it has a higher Strength and 
 Vitality, and it has a larger selection of weapons, with its favourites 
 being Axes, although it can equip Swords, Daggers and Spears too. It also 
 possesses a large selection of defensive gear, wider than most Classes in fact!
 
 And it can learn both White and Black Magic, but the Red Mage stops much 
 sooner than either of the Classes mentioned above, with Level 5 being the limit 
 Of course, it can have a much wider combination of Spells and be a lot more 
 versatile, yet its Intellect and Spirit is lower than both, so it won't be as 
 effective, but not bad by any means.  
 
 But that's sort of its weakness. It is a lot more versatile, but it needs to 
 gear up for a specific task if it wants to do the best it can, and that limits 
 the Red Mage magically. Physically, it can deal really decent damage, but it 
 shares the low Agility of the Fighter and the Viking.
 
 The Red Mage is a reliable and verstatile Class, and can add a lot to most teams. 

--------------------------------------------------------------------------------------------------------------------------
		The Ranger:                                          Magic:L1     L2     L3    L4    L5    L6    
 Stats: 						Critical Hit Strength: ****        MP 20  MP 18  MP 15 MP 10 MP 10 MP 5
 Str Agi Vit Int Spi                                               Cure   Aero   Cure2 Mute  Cure3 Aero2
 12   8   8   6  10  Lv.1		Magic:  White Lv 1~6               Pure   Toad   Exit  Confu Life  Soft 
 40  40  32  25  35  Lv.45		Talent: None                       Sight  Mini   Wash        Safe
                                                                   Ice    Venom  Ice2  Ice3 
																   Sleep  Blind  

 The Ranger is a fast damage dealer that can work on the Front or Back Rows.

 It is a curious Class. It can use Daggers and Spears, and while its Strength is 
 only decent, its high Agility grants it the chance to deal more Hits per attack, 
 so it can dish out more damage than it may appear at first...

 ...But its low Vitality leaves it with the lowest HP Growth around, and its defensive 
 gear options, while pretty decent, limit it from wearing the powerful Crystal gear, 
 so it can feel a bit soft on the front row on the last steps of your adventure. 

 Yet, that's not the Ranger's favourite way of doing its thing. Give it a Bow and Arrows, 
 and you'll start seeing where it shines. It can hit on the Back Row, doing great damage 
 while being far more safe from damage. Or even using Throwing Weapons, if you have 'em!

 Not only that, the Ranger is also a pretty decent at supporting the team, too, thanks to 
 learning White Magic up to Level 6, although it might need a bit of training before it 
 becomes reliable. It also learns few Black Magic Spells but doesn't have the Intellect
 to truly use them beyond taking advantage of weaknesses. 
 
 So it can be a very flexible Class, and it's one of the few Classes capable of using the
 Yoichi Bow, the most powerful one. As long as you mantain it out of heavy physical hits, 
 the Ranger can pull a lot of the weight from any party. 
                                                                 ¡¡
--------------------------------------------------------------------------------------------------------------------------
		The Knight:                                          Magic:L1     L2     L3    L4    L5   
 Stats: 						Critical Hit Strength: ***         MP 20  MP 18  MP 15 MP 10 MP 10 
 Str Agi Vit Int Spi                                               Cure   Aero   Cure2 Mute  Cure3
 12   8  12   6  10  Lv.1		Magic:  White Lv 1~5               Pure   Toad   Exit  Confu Safe 
 50  24  60  25  35  Lv.45		Talent: Cover                      Sight  Mini   Wash        Life
                                                                   
																   

 Look at the Knight as a Fighter that sacrifices some of its raw power 
 in order to become a much more better at supporting its party.
 
 In fact, more than a Knight it looks like a Paladin. This is the Class you 
 want if you look for a strong pair of legs that can resist the mightiest blows. 
 
 Holding the best Vitality Growth, its Defense will always be the highest, and 
 will also gain the most HP out of any Class with no comparison possible. Not just 
 that, but it also got access to up to Level 5 White Magic, so it can last a while 
 by itself, healing when necessary, or aiding allies. It can even learn Safe!
 
 To all of this, add that the Knight is a solid physical damage dealer. Not stellar, 
 as it shares the low Agility of the Fighter without the access to its powerful weapons, 
 but nonetheless it can deal some good, reliable damage with Swords, Spears, Hammers or Axes.
 
 But what truly makes it stand from any other beefy warrior is its instintive ability to guard 
 its weakened allies from enemy physical strikes and take the damage in their stead!
 The best part is that it does it automatically!
 
 There's no much wrong with the Knight, beyond its low Agility limiting its physical power, 
 I suppose it's also pretty bad dealing magical damage, but you won't miss it much, really. 

--------------------------------------------------------------------------------------------------------------------------
		The Thief: 
 Stats: 						Critical Hit Strength: *****
 10  12   8   8   6  Lv.1		Magic:  None         
 40  44  36  36  24  Lv.45		Talent: Steal
 
 Now, if there's a sentence to define the Thief, I guess it would be 
 "Risk versus Reward" more than anything else. 
 
 It's strength is just decent, its equipment selection can be sparse, 
 its Vitality is average, and cannot learn to use a single Spell. 
 
 Yet... There's something really cool within it. 
 
 It has the best Agility, and can reach maddening number of hits very easily 
 with any weapon type it can use. In the front with Daggers it can deal some 
 surprising damage, and on the back with Throwing Weapons or Bows and Arrows 
 it can still do very good damage, specially if holding the great Yoichi Bow, 
 while being on a safer position. 
 
 Its damage output can be quite surprising, really.
 
 And equally interesting is its special talent, Steal. It can take Items from 
 monsters, and when some of those dark critters can hold equipment, good healing 
 Items or even Spellbooks in some cases, it can be a really, really useful skill. 
 
 The Thief can have problems to stay alive, and it's a rather basic Class as far 
 as actions, but one cannot deny it's also a pretty rewarding Class.  
 
--------------------------------------------------------------------------------------------------------------------------
		The Scholar:                                         Magic:L1     L2     L3    L4    L5    
 Stats: 						Critical Hit Strength: ***         MP 20  MP 18  MP 15 MP 10 MP 10 
 Str Agi Vit Int Spi                                               Fire   Bolt   Fire2 Break Bolt3
 10   8   8  12   6  Lv.1		Magic:  Bl/Wh Lv 1~5               Ice    Venom  Ice2  Ice3  Blast 
 36  40  36  48  24  Lv.45		Talent: Scan                       Sleep  Blind  Bolt2  
                                                                   Cure   Aero   Cure2 Confu    
                                                                   Pure   Toad   Exit  Libra
                                                                   Sight  Mini   Wash  

 One look at the Scholar could define it as an Agility-based Red Mage, 
 and for the most part, it does resemble that remark. 
 
 This Class is rather deceiving. Its name and looks suggest a focus on 
 Magic, and while it certainly can do it pretty well, the Scholar actually 
 prefers often to take on enemies physically on the front line. 
 
 While its Strength is very average and can't use any of the most powerful 
 weapons, it possesses really good Agility, so with a pair of Daggers can 
 output quite good damage. Even more, it can use most Bows on the Back Row, 
 and Books, which are surprisingly good, with respectable power and capable 
 of boosting magic performance. Its Intellect is better than that of a Red 
 Mage, so it can deal more damage with Spells with less need for gear that 
 raises Intellect. 

 Another curious asset of the Scholar is the ability to Scan a foe, looking 
 for weaknesses to exploit with Magic or elemental weapons.

 Of course it also has its weaknesses. Compared to a Red Mage, it has lower 
 Vitality, cannot equip heavy gear and it's not nearly as good as a healer,
 so it can't last as much on the front row, nor it can support others as well.
 
 Nonetheless it's a pretty curious Class, its Scan ability can be great for 
 parties with lots of Spellcasters. 
 
--------------------------------------------------------------------------------------------------------------------------
		The Geomancer:                                     
 Stats: 						Critical Hit Strength: ***
 Str Agi Vit Int Spi                                   
 10   8   8  12   6  Lv.1		Magic:  None 
 36  40  36  48  24  Lv.45		Talent: Geomancy
 
 The Geomancer is a rather unique spellcaster with a bit of uncertainty. 
 
 Yeah, it is a funny looking Class. Looks like a Magus that's ready to 
 go for a nap. But looks are not the only thing in common. 
 
 Geomancy is a type of Magic that calls the power of the calle'r surrounding 
 Nature, so the effect depends on the area the Geomancer is fighting on. 
 
 Fighting on a Cave? You will cause Earthquakes.
 Fighting on a Forest? You'll cause Wind Blades 
 Fighting on Water? Well, it has several effects there!
 
 Geomancy does not consume any MP, which is a significant point, but when you're 
 at the whim of your environment, it sort of balances out. Geomancy power starts 
 pretty good in comparison with other types of Magic, but as you progress it will 
 lose its ground until things balance out. 
 
 Oh, and be careful! Unexperienced Geomancers can fail to control nature and hurt
 themselves. Fortunatelly, as they train, this happens less and less. 
 
 Beyond Geomancy, they're pretty decent warriors. Average Vitality and light gear 
 only, but they have good Agility and cand use a few weapon types, with Instruments 
 being its favourites. Bells and Harps, which are used in different ways.

 Bells are the front-line option. They hold respectable power and have some interesting 
 effects used in battle. Harps are Back Row two-handed weapons that sport supportive 
 effects. 
									
 All in all while it might not excel at anything it is a pretty unexpensive Class 
 and its infinite use of Geomancy can be really useful on long dungeons. 
--------------------------------------------------------------------------------------------------------------------------
		The Dragoon:                                         Magic:L1     L2     L3    L4    L5    L6    
 Stats: 						Critical Hit Strength: ***         MP 12  MP --  MP 10 MP 10 MP -- MP 10 
 Str Agi Vit Int Spi                                               Fire          Fire2 Shade       Fire3
 12   8   8  10   6  Lv.1		Magic:  Black Lv 1~6            
 50  34  40  38  22  Lv.45		Talent: Jump                    

 The Dragoon is a swift warrior with some interesting perks. 
 
 It is a pretty straightforward Class for the most part. It has good Strength, 
 superior Agility to most warrior-like Classes, and can wield a variety of 
 weapons among Swords, Daggers, Axes and Spears, these last being its favourite.
 
 The most recognizable of this Class is its special talent Jump, with which 
 it will get out of the battlefield for a turn, to land on its target, causing 
 double the damage a normal hit would the next. It can be useful to prevent 
 damage, but careful because it might make enemies to focus on weaker teammates.
 
 One interesting thing is that, if doing a Jump attack with weapons that drain HP, 
 the Dragoon will recover a ridiculously high amount of life! It's a bit gimmicky
 but can save your life in some scenarios!

 It also has some limited but useful Black Magic capabilities. It can learn the 
 Fire Spell line and Shade, a non-elemental attack that hits all enemies. 
 
 The downsides of the Dragoon are not having very high Intellect (but with proper 
 gear it can be rather decent) and having lower durability compared to other 
 warrior-like Classes, its Vitality is average, so its HP Growth is lower. 

 Overall, it's a good Class, its superior Agility compared to most warrior-like 
 Classes give it an edge in damage output, and Jump can make the Dragoon really 
 dangerous, but its more fragile nature needs a bit of attention. 
 
--------------------------------------------------------------------------------------------------------------------------
		The Viking:                                          Magic:L1     L2     L3    L4    L5    L6    L7
 Stats: 						Critical Hit Strength: ***         MP --  MP --  MP 10 --    MP 8  MP -- MP 4
 Str Agi Vit Int Spi                                                      Bolt   Bolt2       Bolt3       Quake
 10   8  10  10   6  Lv.1		Magic:  Bl/Ww Lv 2~7                                         Cure3
 60  24  44  38  33  Lv.45		Talent: Jump                                                 Safe
 
 The Viking can be seen as a Fighter that trades some of its physical might 
 for very specific but useful magical traits. A bit hard to define, though.
 
 With very respectable Strength and capable of wielding a good deal of weapon types, 
 most dear to the Viking being Axes and Hammers, paired with solid Vitality and the 
 usual warrior-type gear, the Viking can perform pretty much as well as the Fighter 
 throughout a good deal of the adventure. But as the journey reaches its end, the 
 Viking ends up lagging behind as it cannot use the Triton Hammers.
 
 But it makes up for it with some very specific but useful Magic. The Viking can learn 
 the Bolt line of Spells, which come in handy since as soon they are learned. It can 
 also learn Quake, but it will take long before it. 
 
 The Viking also learns only two White Magic Spells, and they're Level 5, Cure3 and 
 Safe. They are really useful and give the Viking some very welcomed utility, but 
 until it gets to learn them, it won't be able to support its teammates. 

 So, that's really the key thing here. Early on there's little to differentiate it 
 with the Fighter, but later on it gives up that to become well rounded. 
 
 The Viking can be a great ally, but you need to have in mind that it will take 
 time to get to see it at its full potential.
 
--------------------------------------------------------------------------------------------------------------------------
		The Magic Knight (Or Mystic Knight):                 Magic:L1     L2     L3    L4    L5    L6   
 Stats: 						Critical Hit Strength: ***         MP 20  MP 18  MP 15 MP 10 MP 10 MP 10
 Str Agi Vit Int Spi                                               Fire   Bolt   Fire2 Break Bolt3 Fire3
 10   8   8  12   6  Lv.1		Magic:  Black Lv 1~6               Ice    Venom  Ice2  Ice3  Blast Bio
 50  28  36  50  20  Lv.45		Talent: None                       Sleep  Blind  Bolt2 Confu Kill  Warp 

 Yes, there are many similarities between the War Mage and the Magic Knight. 
 Both can deal physical damage to decent effect, and both can use Black Magic, 
 but there also many things that separate them too.
 
 While the War Mage has just enough Agility to get a couple extra Hits over the Magic Knight,
 it is limited to less powerful weapons. The Magic Knight is the opposite, it can wield stronger
 things such as the Masamune and Ragnarok, which as a bonus raise its Intellect.

 In similar fashion, the War Mage has to choose between focusing its gear between dealing 
 physical damage or boosting Magic, and even then, probably prefers to use Status Effects
 as with Level and Skill they're pretty effective so it can keep attacking physically. 
 
 The Magic Knight can fit itself a bit better than the War Mage, so it can deal damage on 
 both sides at the same time. Not just that, it can learn more offensive Spells than the 
 War Mage, with Kill and Bio, providing more element variety for times where resistances 
 are proving to be annoying. On the other hand, it cannot learn Spells after Level 6, 
 while the War Mage gets up to Level 8, albeit only learning some Spells only.

 The Magic Knight also is a bit more durable, with slighlty more Vitality. It's not too 
 much to make a huge difference, but it is there. 
 
 So, it's kind of a toss up. If you want more utility, the War Mage's Status Effects can 
 be a great asset. The Magic Knight is better at damaging foes with Magic thanks to more 
 elements and the possibility to avoid resistances.
 
 So pick yourself, either way you cannot go wrong. 

--------------------------------------------------------------------------------------------------------------------------
		The Evoker:                                          Magic:L1     L2     L3    L4    L5    L6    L7     L8  
 Stats: 						Critical Hit Strength: ****        MP 20  MP 18  MP 15 MP 13 MP 12 MP 11 MP 10  MP 10
 Str Agi Vit Int Spi                                              Chocobo Shiva  Lamuh Ifrit Titan Odin  Levia. Bahamut 
 10   8   8  12   8  Lv.1		Magic:  Summon Lv 1~8             Cure  
 60  40  32  48  42  Lv.45		Talent: None                   

 The Evoker is a rather risky Class with a very unique talent. 
 
 It can be considered a spellcaster mainly, as it can Summon creatures 
 to the battlefield to aid it during fights. But while the Evoker can 
 call them forth, it cannot really command them to do what the Evoker wants.
 
 These entities will choose an action for themselves. Fortunately, it will 
 always be positive for you. One effect usually is a strong, single-targeted 
 hit against a random foe, dealing high damage. The other one tends to be 
 either inflicting Status effects to the Evoker's enemies or grant benefitial 
 effects to the party. 
 
 So while always positive, you cannot count with specific effects on specific 
 situations. There's a bit of gambling, really. Besides summoning Spells, the 
 Evoker can learn Cure, which gives it a good way to use L1 MP later on, aiding 
 teammates out of battles.

 Fortunately, it is not the only thing the Evoker can do. While it doesn't look 
 like it, it has very surprising Strength and formidable Agility. The bad side 
 is that also can use a very limited selection of weapons, but the on the good, 
 it can use Bows and Arrows, and that's the best one it could wish to wield. 
 
 On the Back Row with a good Bow it can deal great damage and be very reliable
 damage dealer, even surpassing the Ranger. Of course, the Ranger can be a great 
 support to the team, while the Evoker is spotty at best in that department.

 Yet even if it could use a larger variety of weapons, with its low Vitality 
 the Evoker wouldn't want to consider it. This, and the aforementioned randomness 
 of the Summons, are its main weaknesses.

 But when dealing good damage in the Back Row that tends to matter less. 
 And when the Summons do what you want? Pure satisfaction! 
 Do you feel lucky?
 

--------------------------------------------------------------------------------------------------------------------------
		The Bard:                                            Magic:L1     L2     L3    L4    L5    L6
 Stats: 						Critical Hit Strength: **          MP 20  MP 18  MP 15 MP 10 MP 10 MP 10
 Str Agi Vit Int Spi                                               Fire   Bolt   Fire2 Break Bolt3 Fire3
  6   8   8  12  12  Lv.1		Magic:  Bl/Wh Lv 1~6               Ice    Venom  Ice2  Ice3  Blast 
 36  40  36  43  43  Lv.45		Talent: Cheer                      Sleep  Blind  Bolt2  
                                                                   Cure   Aero   Cure2 Mute  Cure3 Aero2
                                                                   Pure   Toad   Exit  Confu Life  Soft 
                                                                   Sight  Mini   Wash  Libra

 The Bard is a versatile Class that can be seen as a Red Mage 
 that put more weight in its magical capabilities than the physical ones. 
 
 With lower Strength and Vitality, smaller weapon choices and incapable of 
 wearing heavy armor, it is left behind in most areas by the Red Mage.
 
 On the other hand, its Agility is much higher, so it can be good enough 
 with Daggers and Bows. And it can use the very unique instrument-type 
 weapons, the Bells and Harps.
 
 On the Magic side, while its Intellect and Spirit are barely any higher, 
 it's just enough to make gearing up easier and to get the most out of 
 equipment on all sides, Agility, Intellect and Spirit. 
 
 Beyond that, it can learn some Level 6 Magic. Not many Classes learn Fire3, 
 and the Bard can learn the third Level of the three basic elemental Spells, 
 which can combine with a Rune Bow or its Harps to boost damage, and it can
 use Aero2 to much better effect than the Ranger. 
 
 And of course, it can be a really good support player too thanks not just 
 to the good amount of White Magic Spells it learns including Cure3, but 
 also thanks to the Bards unique asset. Cheer!
 
 By Cheering the party, it raises the physical damage of everyone by around 
 a tenth of each member's Attack, so it gets better and better as the travel 
 goes, so bringing a Bard on physically-inclided teams has a double bonus, 
 besides its pretty good magical additions to any team.

 Of course, it has downsides. It can do a lot of things pretty well, but 
 it nevers outperforms the more focused Classes. It doesn't have the raw 
 statistics to do so, but it won't matter much when you're finding the Bard 
 so darn useful the entire trip to save the world! 
 
--------------------------------------------------------------------------------------------------------------------------
		The Black Belt:                             
 Stats: 						Critical Hit Strength: ****
 Str Agi Vit Int Spi                                            
 12   8  10   6   6  Lv.1		Magic:  None         
 70  40  44  24  24  Lv.45		Talent: Build Up              
                                                              
 The Black Belt is a more offensive-focused version of the Monk, 
 and pays for its more destructive capabilities by leaving Magic behind. 
 
 And that's basically the gist of it, really. The Black Belt has higher 
 Strength, can equip the powerful Hellish Claws, unlike the Monk, and 
 is incapable of casting a single Spell.
 
 Equipment-wise, it's the same as the monk, bar the weapon mentioned above. 
 It has slightly lower Vitality, even, but still a really solid amount that 
 will put it above most Classes in the HP department. Its high Agility is as
 useful here as it is with the Monk. 

 The big difference is this Class' unique talent: Build Up.
 
 The Black Belt will burn a turn increasing its damage output for the next 
 time it attacks normally. it can build energy more than once, and the 
 damage will rise, but be warned, if it builds too much energy, it will 
 overdo it and lose all the accumulated power, damaging itself. 
 
 Besides that, there's no much more to say. It exists to destroy. And that's 
 its problem, really. It offers nothing more than hitting things. Very hard, 
 of course, but it cannot support its teammates, and without magic some things 
 will be harder to punch. 
 
--------------------------------------------------------------------------------------------------------------------------
		The Magus:                                           Magic:L1     L2     L3    L4    L5    L6    L7    L8
 Stats: 						Critical Hit Strength: *           MP 24  MP 20  MP 18 MP 13 MP 13 MP 13 MP 10 MP 10
 Str Agi Vit Int Spi                                               Fire   Bolt   Fire2 Break Bolt3 Fire3 Quake Flare 
  6   8   8  16   6  Lv.1		Magic:  Black Lv 1~8               Ice    Venom  Ice2  Ice3  Kill  Bio   Brk2  Death
 30  28  32  60  20  Lv.45		Talent: None                       Sleep  Blind  Bolt2 Shade Blast Warp  Drain Meteor 
                                                                                       Confu
 The Magus is, without a doubt, the best Black Magic spellcaster you can find,
 and being a pure spellcaster, you already imagine its good and bad traits.
 
 This Class can learn every single Black Spell, including the powerful Level 8 
 Magic, with Flare being the most powerful Spell of them all, but it also has 
 access to Spells such as Kill and Bio that most hybrid Classes can't learn. 
 
 It also sports the highest Intellect by far, making its offensive Magic the 
 most damaging and its Status Effects the most accurate. The MP of the Magus
 is tied with the Devout for the highest of all Classes too. 
 
 On the other hand, it shares the lowest Vitality and HP Growth, and with only 
 mage-like gear, it will take large amounts of damage from physical attacks. 
 It is also a very poor warrior, with poor weapon choices for the Front Row, 
 and while it can use most Bows, including the Rune Bow which is rather helpful 
 for the Magus, it does not have the Strength or Agility to be on the same level 
 as the Evoker, Summoner and other great Bow users. 
 
 Another small thing is that, while its MP is the highest it's easy to spend its 
 charges too soon and leave it defenseless. A good Magus knows when to use higher 
 Magic Levels and make the most out of lower Spells which, thanks to its great 
 Intellect, will deal good enough damage. Elixirs are very scarce, after all.
 
 Regardless of its weakpoints, a Magus is a fantastic Class to have along if you 
 already have someone else to deal physical damage, it can't be surpassed at using 
 Black Magic, and that is a very powerful ally at any point of your adventure. 

--------------------------------------------------------------------------------------------------------------------------
		The Devout:                                          Magic:L1     L2     L3    L4    L5    L6    L7    L8
 Stats: 						Critical Hit Strength: **          MP 24  MP 20  MP 18 MP 13 MP 13 MP 13 MP 10 MP 10
 Str Agi Vit Int Spi                                               Cure   Aero   Cure2 Mute  Cure3 Haste Cure4 Holy 
  6   8   8   6  16  Lv.1		Magic:  White Lv 1~8               Pure   Toad   Exit  Confu Safe  Aero2 Wall  WWind
 30  28  32  20  60  Lv.45		Talent: None                       Sight  Mini   Wash  Libra Life  Soft  Heal  Life2

 The Devout is to White Magic what the Magus is to Black Magic.
 
 It can learn every single White Magic Spell, so it has access to Cure4, 
 and Wall, and of course Level 8 White Magic including Holy, similarly 
 as powerful as Flare and Life2, an extremely useful Spell later on. 
 
 Its Spirit is the highest there is, and no other Class can reach as much 
 restorative power as the Devout, and when combined with knowing all four 
 Cure Spells, it can heal its team for a long, long time.

 One little difference with the Magus is that, because to recover HP Spirit 
 is a bit less in need than Intellect to deal damage, the Devout can get a 
 bit more of a mileage from Bows by equipping Agility gear to get extra Hits, 
 which also gives the Devout something to do when there's no need to heal 
 or use Support Spells, and you don't want to waste MP on long dungeons.
 
 Of course, it has the same low HP growth as the Magus, and there's a need 
 to keep it on the Back Row, even more than the Magus as if the Devout is 
 the main, or even only healer of the group, the team needs to make a point 
 about keeping it safe at all costs. 

 There's really not much more to say, as long as you're okay with its fragile 
 nature, the Devout cannot be challenged on its main selling point, and when
 some people find this Class a must in any team, you know it's worth it.
 
--------------------------------------------------------------------------------------------------------------------------
		The Summoner:                                        Magic:L1     L2     L3    L4    L5    L6    L7     L8  
 Stats: 						Critical Hit Strength: ***         MP 20  MP 15  MP 15 MP 15 MP 10 MP 10 MP 8   MP 8
 Str Agi Vit Int Spi                                              Chocobo Shiva  Lamuh Ifrit Titan Odin  Levia. Bahamut 
 12   8   8  10   6  Lv.1		Magic:  Summon Lv 1~8             Cure
 60  40  40  38  38  Lv.45		Talent: None   

 The Summoner is... Well, the name says it all, doesn't it?
 
 It might look very similar to the Evoker, and on a quick look, it might feel 
 like it, but there are some marked differences between both. 
 
 The largest one is that, while both Classes can Summon creatures, they do so 
 differently. While the Evoker's version has two different effects, the Summoner 
 causes only one effect, being wide area attacks with a variet of elements. 
 They can be a useful way to pile up damage against groups, and some of them can 
 be boosted with Rods or the Rune Bow, although early on it's a bit hard to learn 
 these Spells, only good explorers will find the books to learn them. Like the 
 Evoker, the Summoner can also learn Cure.
 
 It's also every bit as good with Bows as the Evoker, being able to equip every
 single Bow, even the mighty Yoichi Bow!
 
 Another difference between both Classes is that the Summoner has a much better 
 Vitality and HP Growth, almost on par with some of the warrior-like Classes!
 It has also access to Book weapons, which actually provide a good way to go 
 on the front and deal pretty acceptable damage when paired with its great
 Agility that can further be boosted to reach a very high Hit count.

 On the downsides, the most noticeable one is its rather average Intellect growth.
 If the Summoner really desires to use its magical capabilities to the fullest, it 
 needs to either put down its Bows and use Rods, or some other gear combination.
 Point is, it usually needs to sacrifice a bit of its physical or magical potential.
 
 Nonetheless, it is a pretty worthy Class with a talent that no other Class can 
 imitate. You could see it as an offensive version of the Ranger, I suppose!

--------------------------------------------------------------------------------------------------------------------------
		The Sage:                                            Magic:L1     L2     L3    L4    L5    L6    L7     L8  
 Stats: 						Critical Hit Strength: **          MP 20  MP 18  MP 15 MP 10 MP 10 MP 10 MP 7   MP 7
 Str Agi Vit Int Spi                                               Every White and Black Spell. 
  6   8   8  12  12  Lv.1		Magic:  Bl/Wh Lv 1~8               
 36  32  36  43  43  Lv.45		Talent: None   

 If the Magus and the Devout are the top casters in Black and White 
 Magic respectively, the Sage is an "averaged" combination of both.

 Yes, it's true, the Sage is capable to learn every single Spell in the 
 Black and White books. This already makes the Class sound fantastic,
 doesn't it? All the offensive Spells, all the Status and Support effects,
 it definitely has to be an incredible spellcaster, right?

 Well yeah, but don't run so fast.

 While being capable of learning any Spell is an amazing asset for sure, 
 you also have to look at how well can it perform too, and there's where 
 the price for such an extensive Spell selection is paid for. 

 The Sage's Intellect and Spirit are decent overall, but they're quite 
 a bit lower than either the Magus' or Devout's main statistics, and with 
 the lower overall MP of the Sage, what you get in extensive, you lose in 
 depth, so to say. Won't be as strong, nor can be used as freely as them.
 
 The Sage requires more experimentation and support from gear than either 
 of the pure spellcasters, and usually tends to mean that the Sage has 
 to focus on either boost Black or White Magic in a specific situation.
 
 Not only that, but with so many options it can be a bit hard to make 
 your mind on what to learn for each Magic Level, although that will 
 also depend on what Magic the Sage's teammates can learn. 
 
 Funny enough, the Sage is better than the Magus or Devout in a few other
 areas. It has higher Vitality, so it ends getting more HP, always useful;
 and it has better Strength and specially Agility, just enough to get an 
 extra Hit at high Levels without the need of Agility-raising gear, and 
 unlike them, it can use the Yoichi Bow. It has the edge in physical damage.
 
 Overall, the Sage has a lot of potential and unrivalled magical knowledge, 
 and as long as you understand the limitations and play around with them, 
 it can be and invaluable member of any team. 

--------------------------------------------------------------------------------------------------------------------------
		The Sage:                                            Magic:L1     L2     L3    L4    
 Stats: 						Critical Hit Strength: ****        MP 20  MP 18  MP 15 MP 10 
 Str Agi Vit Int Spi                                               Fire   Bolt   Fire2 Break 
 10   8   8  10   6  Lv.1		Magic:  Bl/Wh Lv 1~4               Ice    Venom  Ice2  Confu
 36  40  36  32  24  Lv.45		Talent: None                       Sleep  Blind  Bolt2 Mute

 The Ninja is a physical damage dealing Class that enjoys 
 from a large variety of ways to set itself up. 
 
 That's its main gimmick, really: Being able to equip a very large 
 selection of gear and adapt to different roles depending on whatever 
 it goes better for the team, or whatever equipment you have at that point. 
 
 It can equip Swords, Dark Swords, Daggers, Spears, Long Range Weapons and Bows
 so it can be a great secondary warrior that can make good use of most of the 
 stuff you might find in treasures. Paired with high Agility, it can deal great 
 damage with most of them, too. It can also use Rods, if there's need for it. 
 
 And if the choices on the weapon side are extensive, even wider is the selection 
 of defensive gear! Only a few pieces of equipment are outside of its reach, like 
 the Knight, Viking or Crystal gear. 
 
 So you can put it on the front, put it on the back, give it whatever you find, 
 and the Ninja will work well. As a bonus, it can learn several Black and White 
 Spells, most useful being the Status Effect ones that can aid the team nicely.
 
 Its main weaknesses are that its Strength and Vitality are only average, and 
 its Intellect and offensive Spell options are also very limited. 
 
 But as mentioned, between the many possible ways to act, and the good use of 
 Status Effect, the Ninja is very capable and inexpensive Class to bring with you.
 
--------------------------------------------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------------------------------------------
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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 
changes, specially once the player leaves the Floating Continent, because now characters reach
an average of 14/16 Hits dual wielding, compared to the 8/10, physical damage has about to doubled.

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 before too on the the endgame areas. 

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.  

In the same way, I made Medusa Arrows have Dark element so more Classes can deal with the 
Cave of Darkness. I think everyone should have at least one way to fight them now. 

Ninja, now not being the "perfect" physical damage dealer anymore, had a number of Weapons 
taken away from it. It is now specified which Weapons this Class can use on the table below, 
but to sum it up, Ninja cannot equip Axes, Hammers, Harps, Bells, Books, and some of the most 
powerful Weapons from specific types. Its high Agility still gives it an edge with higher number 
of hits so it still is a good damage dealer overall, the most varied warrior still. 
 
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 7 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 
every 8 Character Levels,16 Points of Intellect or Spirit 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. 
---------------------------------------------------------------------------------------------------------------------------------
Swords																		
Name			Atk   Acc	Bonuses						Element		Status		Classes
---------------------------------------------------------------------------------------------------------------------------------
Long    Sword	 18   80%								---			---			Fig  Red  Kni  Dra  Vik  M.K       Sor Nin 
Wight   Slayer	 22   80%								Holy		---			Fig  Red  Kni  Dra  Vik  M.K       Sor Nin 
Golden  Sword	 26   80%								---			Poison		Every Class
Mythril Sword	 28   85%								---			---			Fig  Red  Kni  Dra  Vik  M.K       Sor Nin 
Serpent Sword	 31   85%								Thunder		---			Fig  Red  Kni  Dra  Vik  M.K  Thi  Sor Nin 
Tyrfing			 37   85%	+5 Int						---			---			Fig  Red  Kni  Dra  Vik  M.K  Thi  Sor Nin 
Salamand  Swd	 40   85%			 Casts Fire			Fire		---			Fig  Red  Kni  Dra  Vik  M.K       Sor Nin 
Freeze  Blade	 42   85%			 Casts Ice			Ice			---			Fig  Red  Kni  Dra  Vik  M.K       Sor Nin 
Blood   Sword	 48   90%	HP Drain					---			---			Fig  Red  Kni  Dra  Vik  M.K  Thi  Sor Nin 
Royal   Sword	 52   85%	Fire Up						---			Sleep		Fig  Red  Kni  Dra  Vik  M.K       Sor Nin 
Ancient Sword	 75   90%	+5 Spi						Holy		Paralysis	Fig  Red  Kni  Dra  Vik  M.K       Sor Nin 
Defender		 90   85%	+5 Vit	 Casts Safe			Earth		---			Fig  Red  Kni  Dra  Vik  M.K       Sor Nin 
Break   Blade	110   90%	Bolt Up						---		Part. Petrif.	Fig  Red  Kni  Dra  Vik  M.K       Sor Nin 
Excalibur		120   90%	+5 Spi						---			Blind		Fig       Kni
Ragnarok		120   90%	+5 Int 						---			Poison		Fig  Red            Vik                Nin 
---------------------------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------------------------------------
Dark Swords																	
Name			Atk   Acc	Bonuses						Element		Status		Classes
---------------------------------------------------------------------------------------------------------------------------------
Ashura			 65   85%			Casts Blind			Dark		---			Fig  Red  Kni  Dra  Vik  M.K  Thi  Sor Nin 
Kotetsu			 80   90%	Bolt Up						Dark		Poison	                             M.K           Nin 
Kiku Ichimonji	100   95%	Fire Up						Dark		Sleep	                             M.K           Nin 
Masamune		120   95%	Ice  Up +5 Int			    ---			---		                             M.K           Nin 
---------------------------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------------------------------------
Daggers															
Name			Atk   Acc	Bonuses						Element		Status		Classes
---------------------------------------------------------------------------------------------------------------------------------
Knife			 10   95%								---			---			Every Class
Dagger			 16   95%								Fire		---			Fig Mon Red Ran Kni Thi Sch Geo Dra Vik M.K Bar War Sor Nin
Mythril Knife	 25   95%	Ice Up						Ice			---			Fig Mon Red Ran Kni Thi Sch Geo Dra Vik M.K Bar War Sor Nin 
Main Gauche		 58  100%	+5 Int	 Casts Ice2			---			Poison		Fig Mon Red Ran Kni Thi Sch Geo Dra Vik M.K Bar War Sor Nin 
Orichalcum		 80   90%	HP Drain					---			Silence		Fig Mon Red Ran Kni Thi Sch Geo Dra Vik M.K Bar War Sor Nin 
Air Knife		 95  100%	+5 Agi	 Casts Blast		---			Confusion	Fig Mon Red Ran Kni Thi Sch Geo Dra Vik M.K Bar War Sor Nin 
---------------------------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------------------------------------
Hammers and Axes																				 										
Name			Atk   Acc	Bonuses						Element		Status		Classes
---------------------------------------------------------------------------------------------------------------------------------
Hammer			 36   80%	+5 Vit 						---			Paralysis	Oni Fig Red Kni Dra Vik M.K
Battle Axe		 64   80%	+5 Str						---			--- 		Oni Fig Red Kni Dra Vik M.K
Morning Star	 72   80%								--- 		Poison		Oni Fig Red Kni Dra Vik M.K
Thor's Hammer	 95   80%	Casts Bolt2					---			---			Oni Fig Red Kni Dra Vik M.K
Great  Axe		105   85%	HP Drain 					---			---			Oni Fig Red Kni Dra Vik M.K
Dual Tomahawk	125   80%	+5 Agi	 Bolt Up         	---			---			    Fig Red         Vik	
Triton Hammer	140   80%	+5 Vit	 		    		---			---		        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 Nin 
Wind    Spear	 80   95%	+5 Int	Casts Blast			Wind		Confusion	Fig Ran Kni Dra Vik M.K War Nin 
Blood   Lance   100   90%	HP Drain					---			Poison		Fig Ran Kni Dra Vik M.K War Nin 
Holy    Lance   125   90%	Fire Up	+5 Int Casts Heal	---			---			            Dra
---------------------------------------------------------------------------------------------------------------------------------
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Martial Art Weapons												
Name			Atk   Acc	Bonuses						Element		Status		Classes
---------------------------------------------------------------------------------------------------------------------------------
Nunchaku		 20   80%								---			---			War Mon	BlB Nin 
Tonfa			 27   85%								---			---			War Mon	BlB Nin 
3-S. Staff		 35   90%	+5 Vit						---			---			War Mon	BlB Nin 
Kaiser Knucle	 60  100%								Dark		---			War Mon	BlB Nin 
Cat    Claw		 70   95%	+5 Spi						---			Poison		War Mon	BlB Nin 
Fearie Claw		 95   90%	+5 Agi 	 Casts Confu		---			---			War Mon BlB Nin 
Wyvern Claw		110   95%	HP Drain Casts Sleep		---			Blind		War Mon	BlB Nin 
HellishClaw		125   95%								---			Poison		        BlB 
---------------------------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------------------------------------
Rods															
Name			Atk   Acc	Bonuses						Element		Status		Classes
---------------------------------------------------------------------------------------------------------------------------------
Mythril Rod		 13   80%	+5 Int						---			---			Every Class
Fire    Rod		 20   88%	+5 Int	Fire Up				Fire		---	     	    War Red Sch Geo Evo Mag M.K Sum Sag Nin 
Ice     Rod		 20   88%	+5 Int  Ice  Up				Ice			---			    War Red Sch Geo Evo Mag M.K Sum Sag Nin 
Light   Rod		 20   88%	+5 Int  Bolt Up				Thunder		---			    War Red Sch Geo Evo Mag M.K Sum Sag Nin 
Omni    Rod		 65   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			 15   80%	+5 Spi						---			---						Every Class
Fire  Staff		 27   88%	+5 Spi	Casts Fire2			---			---			Sor     Red                 Dev     Sag Nin 
Ice   Staff		 27   88%	+5 Spi	Casts Ice2			---			---			Sor     Red                 Dev     Sag Nin 
Light Staff		 27   88%	+5 Spi	Casts Bolt2			---			---			Sor     Red                 Dev     Sag Nin 
Elder Staff		 60   90%	+5 Spi +5 Vit	Casts Heal	---			---			Sor War Red Sch Geo Evo Mag Dev Sum Sag Nin 
Golem Staff		 85   90%	+5 Str	Casts Break			Earth	Part. Petrif.	Sor War Red Sch Geo Evo Mag Dev Sum Sag Nin 
Rune  Staff		 90   80%	+5 Spi	+5 Int				---		 Confusion		Sor War Red Sch Geo Evo Mag Dev Sum Sag Nin 
---------------------------------------------------------------------------------------------------------------------------------
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Books															
Name			Atk   Acc	Bonuses						Element		Status		Classes
---------------------------------------------------------------------------------------------------------------------------------
Book of Fire	 40   85%					Casts Fire2	Fire		---			Sor War Sch Mag Dev Sum Sag
Book of Ice		 40   85%					Casts Ice2	Ice			---			Sor War Sch Mag Dev Sum Sag
Book of Light 	 40   85%					Casts Bolt2	Thunder		---			Sor War Sch Mag Dev Sum Sag
Tome of Fire	105   95%	Fire Up	+5 Spi	Casts Fire2	---			---			Sor War Sch Mag Dev Sum Sag
Tome of Ice		105   95%	Ice  Up	+5 Int	Casts Ice2	---			---			Sor War Sch Mag Dev Sum Sag
Tome of Light	105   95%	Bolt Up	+5 Vit	Casts Bolt2	---			---			Sor War Sch Mag Dev Sum Sag
---------------------------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------------------------------------
Boomerangs														
Name			Atk   Acc	Bonuses						Element		Status		Classes	
---------------------------------------------------------------------------------------------------------------------------------
Boomerang		 40   95%	+5 Agi	Casts Bolt2			Wind		---			Fig Red Ran Kni Thi Sch Geo Dra Vik Bar War Sor Nin 
Shuriken		 90   90%								---			---			Fig Red Ran Kni Thi Sch Geo Dra Vik Bar War Sor Nin 
Moonring Blade	105   90%								---			Poison		Fig Red Ran Kni Thi Sch Geo Dra Vik Bar War Sor Nin 
---------------------------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------------------------------------
Bells																							                                 
Name			Atk   Acc	Bonuses						Element		Status		Classes
---------------------------------------------------------------------------------------------------------------------------------
Diamond Bell	 70   85%	HP Drain	Casts Toad		---			Blind		Geo Bar 
Earthen Bell	 85   90%	+5 Agi		Casts Safe		Earth		Paralysis	Geo Bar
Rune    Bell	105  100%	+5 Int		Casts Wall		---			Poison		Geo Bar
---------------------------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------------------------------------
Harps																					 
Name			Atk   Acc	Bonuses						Element		Status		Classes		         HARPS ARE TWO-HANDED WEAPONS!
---------------------------------------------------------------------------------------------------------------------------------
Madora Harp		100   95%	Ice  Up		Casts Safe		---		  	Poison		Geo Bar
Dream  Harp		110   95%	Fire Up		Casts Heal		---			Sleep		Geo Bar
Lamia  Harp		140	  95%	Bolt Up		Casts Wall		---			Paralysis	Geo Bar
Loki   Harp		155   95%	+5 Int, Spi	Casts Life		Holy		Confusion	Geo Bar
---------------------------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------------------------------------
Bows and Arrows														
Name			Atk   Acc	Bonuses						Element		Status		Classes
---------------------------------------------------------------------------------------------------------------------------------
Bow				 12   85%								---			---			Every Class
Great  Bow		 25   85%								---			---			Every Class
Killer Bow		 60   85%	+5 Agi						---			---			Every Class
Rune   Bow		 85   90%	Bolt Up	Ice Up Fire Up		---			---			Ran Thi Sch Geo Evo Bar Mag Dev Sum Sag War Sor Nin 
Yoichi Bow	 	110   95%	+5 Spi 						---			---			Ran Thi     Geo Evo Bar         Sum Sag         Nin 
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	 45   85%								Dark		---			Every Class 
Iron   Arrow	 55   85%								---			Poison		Every Class
Holy   Arrow	 75   85%								Holy		---			Every Class
Yoichi Arrow	100   90%								---			Blind		Ran Thi Sch Geo Evo Bar Mag Dev Sum Sag War Sor Nin 
---------------------------------------------------------------------------------------------------------------------------------
Attack of Bows given is the actual power you get when equipping them. 
In the game's code, Bows power gets divided by 2 for some reason. 
So the values pointed here are what you actually get. 

Also, remember that Arrows no longer get consumed, but are more expensive 
to get, or need to be found, and some have fixed amounts. 
---------------------------------------------------------------------------------------------------------------------------------

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

With 1.40, a few changes were made with equipment too, obviously.

Besides the usual small changes of stats, The Rusty Mail has been changed into the 
Light Mail. It provides less raw defensive stats in exchange for raising the wearer's 
Agility and gives more Evasion than any other armor. 

This opens a few more possibilities to gear up, specially for hybrid Classes, although 
any Class can equip it. 

I also reshuffled arm gear again. 

Now they can be divided in three groups mostly, those being Stat Increasing Gloves, 
Status Protection Gloves, and Damage Reduction Gloves. I still want you to keep 
having to choose and think about what type of gear you want, or what to sacrifice 
in order to get something else. 

Like if reaching a higher number of Hits or Magic damage is worth the risk of being 
inflicted with specific Status Effects that might happen while exploring a dungeon 
or take less damage overall.

I also did the same with some of the light headgear. With the Scholar Hat, the Chakra 
Band and the Feathe Hat granting Stat Bonuses but only middling resistance. 

Which brings me to another change. I have removed the Onion Glove and the Onion Helm, 
and created two Items that many more Classes can use. The new Heroic Glove is a risky 
piece of gear that raises all Stats but grants no Defense or Magic Defense at all. 

It's a bit weird, but you can get a lot of mileage out of it with certain Classes, 
as it can help you reach higher Multipiers both in physical and magical performance, 
but you will get hit harder and you won't resist any Status, so you pay a price. 

The Onion Helm has become something I always wanted and that what the Feather Hat 
was on earlier versions: An endgame headgear for light/mage Classes. This not only 
creates a new tier of equipment for game design purposes, it also avoids one problem 
I've been having for a long time with the Feather Hat, as it granted the best defenses 
plus gave Agility to non-warrior Classes. It was too good, in a way.

Now you have to choose between the much better protection of the new Magic Hat, or 
wear something weaker to get Stat Bonuses to extend your damage/spellcasting output.

I also cleaned up on resistances as several items didn't work as intended. 

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
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
Black   Cowl     12    12   12%	+5 Str					---			  Poison/Blind	        Mon             Thi                     BBl 
Viking  Helm     16    10    5%							---			 Mini/Paralysis     Fig             Kni                 Vik
Dragon  Helm     14    12    5%	    					---			   	Blind	                                    	Dra
Diamond Helm     18    12    8%							Thunder	   	 Poison/Blind	Oni Fig Sor Red War Kni             Dra Vik M.K
Genji   Helm     20    15   10%							---				Sleep		Oni Fig Sor Red War Kni             Dra Vik M.K
Crystal Helm     25    10   10%							---				Blind		Oni Fig     Red     Kni             Dra Vik M.K
Head    Band      5     7    6%	+5 Str					---				---			Every Class
Scholar Hat      10    10   10%	+5 Int	+5 Spi			---			   Poison		Every Class 
Chakra  Band     10    10   10%	+5 Str	+5 Vit			---			   Confusion	Every Class 
Feather Hat      10    10   10%	+5 Agi					---			   Blind		Every Class
Magic   Hat		 15	   20   10%							---			 Mini/Paralysis Ran Thi Sch Geo Evo Bar Mag Dev Sum Sag War Sor BBl Mon 
Ribbon		      3     3    5%							Note*			Note*		Every Class
-----------------------------------------------------------------------------------------------------------------------------------------------
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.
	  
	  1.40 Note: I now know why the Recovery Element is there: It was supposed to make you resistant to HP Draining 
	  effects. 
	  
	  Ninja cannot equip Crystal or Viking helms.
	  
	  The Onion Helm doesn't exist anymore. It was reworked into the Magic Hat.
-----------------------------------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------------------------------
Heavy Armor																
Name			Def   MDf	Eva	Bonuses				Element		Status Res.			Classes
-----------------------------------------------------------------------------------------------------------------------------------------------
Cloth             1     3    6%                     ---                 ---                  Every Class 
Leather  Armor    3     4    4%						---					---					 Every Class
Mythril  Armor    5     3    4%						---					---				     Fig  Red  Ran  Kni  Thi  Dra  Vik  M.K Sor War
Caparace Armor   10     6    3%						---					---				     Fig  Red  Ran  Kni  Thi  Dra  Vik  M.K Sor War 
Ice      Armor    8     7    9%	Resists Fire	Weak to Ice				Blind			     Fig  Red  Ran  Kni  Thi  Dra  Vik  M.K
Flame    Mail     8     7    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                     Mon BBl
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.	 Fig  Red  Ran  Kni  Thi  Dra  Vik  M.K Sor War 
Crystal  Armor   35    20   15%						---		  Para./Mini/Blind/P.Petrif.	 Fig  Red       Kni       Dra  Vik  M.K
Rusty    Mail    20    20   20%	+5 Agi				---			 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. 

	  The Rusty Armor has been refurbished into the Light Mail.
-----------------------------------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------------------------------
Light Armor 															
Name			Def   MDf	Eva	Bonuses				Element		Status Res.		Classes
-----------------------------------------------------------------------------------------------------------------------------------------------
Vest		      1     1    5%						---			---				Every Class except M. Knight
Kenpo   Gi	     10     6   15%	+5 Str				--- 		Petrification	            Mon     BBl
Mage    Robe      7    13    5%	+5 Int	+5 Spi		---			---				Sor War Red     Ran     Sch Geo M.K Evo Bar Mag Dev Sum Sag
Black   Garb     14    13   40%						---			---     	                Mon Thi BBl 
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
Gaia    Vest     12    18   10%						Wind/Earth	Paralysis		Sor War Red     Ran     Sch Geo M.K Evo Bar Mag Dev Sum Sag
Bard    Vest     14    16   10% +5 Agi				---			Silence/P.Petr.	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							 
Name			Def   MDf	Eva	Bonuses				Element		Status Res.			Classes
-----------------------------------------------------------------------------------------------------------------------------------------------
Bronce  Bracers   1     3    4%						---			---			    	Every Class
Mythril Gloves    3     3    4%						---		Paralysis/Confusion		Every Class
Mythril Bracers   3     3    4%						Thunder		---					Every Class
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   5     5   10%						---		Poison/Mini/Paralysis	Every Class
Diamond Gloves    5     5   10%						---		Silence/Toad/Confusion	Every Class 
Protect Ring      5     5   10%						---		Sleep/Petrif./Death		Every Class
Genji   Gloves    5    10   12%						---			---					Every Class
Crystal Gloves   10     5   12%					 	---			---					Every Class
Duster  Gloves   10    10   15%	+5 Str	+5 Agi		---			---	                Thief, Monk & Black Belt 
Heroic  Gloves    0     0    0% +5 to All Stats		---			---					Every Class
-----------------------------------------------------------------------------------------------------------------------------------------------
Note: Onion Gloves no longer exist, it was reworked to Heroic Gloves. Only one glove exists, by the way!
      Thief Gloves were refurbished into Duster Gloves, for Thief, Monk and Black Belt. 
-----------------------------------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------------------------------


---------------------------------------------------------------------------------
 [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. 

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 making as many Spells 
feel fully functional and useful was important to me as it gives more 
worthy options to the player.

A few White Spells got changes. Pure can be multi-casted both during battle 
and out of it, Wash heals both Blind and Silence too, which is great. 

Haste has been nerfed. Because of the higher number of hits, and other changes 
made to make Physical damage better, I had to limit what Haste did, because 
it just broke the game the moment you had it. 

They way it works now is like this:

It can grant extra Hits to the target if that target can deal less than 8 with 
each hand. So, if a dual-wielding character has let's say, 14, it will add up 
to two more. If it has 16 or more, it will not add any more to it. 

Nonetheless, Haste grants a small increase in Attack, so it can help out still.  

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 randomly chosen effects.

Evoker's Chocobo Summon was changed. Before it was very useless, either 
fleeing from battle (a waste of MP) or failed (an even bigger waste) 
but now it either does a Chocobo Kick equal to the Summoner's or fails 
trying it, yet still does some minor damage. More useful early on. 

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.

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, but nowhere I saw it mentioned.

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		 55		100%	S/M	Foe		Basic Fire damage. If multi-targeting, damage is halved. 
Ice			Ice			 55		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		100		100%	S/M Foe		Medium Fire damage. If multi-targeting, damage is halved.
Ice2		Ice			100		100%	S/M Foe		Medium Ice  damage. If multi-targeting, damage is halved.
Bolt2		Thunder		100		100%	S/M Foe 	Medium Thunder damage. If multi-targeting, damage halved.
----------------------------------------------------------------------------------------------------------------------
Ice3		Ice			140		100%	S/M Foe		Strong Ice damage. If multi-targeting, damage is halved.
Shade		Neutral		 80		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		140		100%	S/M Foe		Strong Thunder damage. If multi-targeting, damage is halved.
Blast		Wind		155		100%	S/M Foe		Strong Wind damage. If multi-targeting, damage is halved. 
Kill/Dark	Dark		155		100%	S/M Foe		Strong Dark damage. If multi-targeting, damage is halved.  		
---------------------------------------------------------------------------------------------------------------------
Fire3		Fire		140		100%	S/M Foe		Strong Fire damage. If multi-targeting, damage is halved.
Bio			Neutral		155		100%	S/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		100		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		200		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  	110		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		 40		100%	 S Foe		Shows the Map on the overworld, and damages one Foe in battle. 
----------------------------------------------------------------------------------------------------------------------
Aero		Wind		 60		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		110		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		160		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		Wind		100		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-Kick		Neutral	 65		100%	 S Foe		A Chocobo does a flurry of kicks, damaging one Foe chose at random.  
Choco-Kick?		Neutral  25	 	100%	 S Foe 		A Chocobo tries to attack but fails dealing low damage to a random foe.
Choco-Kick		Neutral	 65		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		 55		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	 60		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	 65		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	 75		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	180		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		 90		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	215		100%	 S Foe		Bahamut attacks one Foe with a very strong Neutral attack.	
Mega Flare		Neutral	110		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 before it, gives a deep overhaul to all enemies.

With the changes in the mechanics that affect Physical and Magical Damage, 
everything had to be changed. Yes, monsters do use several of the same things 
your Characters do, like using their Levels to calculate the damage they can 
cause with their Skills and Spells, or how accurate they can be with Status.

So I went and made a complete cleanup and put as much detail on everything I 
could. HP, Attack/Defense/Magic Defense tiers, their abilities and the progress in 
power (through Level, Skill, Intellect and Spirit), the Experience and Gil given
by them with the expanded groups, etc... For example, a new thing is that a 
few enemies, mostly on the late areas, are resistant to hp draining weapons 
and the Drain Spell. Not undead, that's a different thing, just resistant.

All had to be reworked from scratch, really. I took the chance to make a 
noticeable change in enemy Accuracy, in order to make the Back Row less 
broken. Before, putting someone in the back made it almost invincible 
against physical attacks, because enemy Accuracy was around 70% in most 
cases, and that's before adding character Evasion and Back Row effects.

That's no longer the case. Sure, early on they won't be as accurate, but 
as you progress you'll find out you'll need to care more about anyone on 
the Back Row than before. It's still good, mind you, it's just not broken.

Which brings me to another new change. 

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. 

Most people don't even know about it, but Monsters do also have a Back Row. 
Whenever there are 5 or more Monsters on the field, the ones on the column 
farthest away from you are considered in the Back Row. They will have less 
Accuracy with melee attacks too, but they will avoid your close range hits. 

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.  A few are the opposite, with a weak back row 
creature providing something to stronger front-line creatures. 

This gives a bit more variety to the battles and also makes use of a very, 
very unused mechanic.

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. You cannot get more than one 
Legendary Weapon this time around. Because of the changes on Defense, 
and number of Hits from characters, I decided to limit them again. 

You'll do plenty of damage, don't worry.

As I hope you understand I will not give information about these baddies. 
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.

Another thing I fixed, and I only comment this because I did not know it 
for the longest time, is a weird glitch that can happen in the Water 
Crystal cave. 

There is a monster group that contains nothing. It can only happen in 
specific areas and only rarely, but if that group attacked you, the 
game would crash. The inexistent enemy will try to run away and the 
game would simply explode. This is on the original game by the way. 

I had no idea about this in all these years, so probably most people 
have never find out. Either way, I added a group with actual monsters 
so now the game won't crash. It only took the twentieth (tertieth?) 
something playthrough of this game for me to find. How lucky. 

---------------------------------------------------------------------------------
 [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.

Window Border:
For 1.40 I chucked along a small patch that changes the border of the windows into something 
a bit more cleaner looking. It's not rounded like the original, but this actually makes the 
"textbox over textbox" look a lot better, without black lines going everywhere, specially 
during battles.

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. 

Receive Experience even if Petrified or Dead: 

This one is... well, what it says above. This is for those that find annoying when a 
character dies right before the end of a battle and now your four characters do not 
grow up at the same time. Not too important for some, but for others I've seen it 
does matter. So adding an optional patch for it isn't hard. 

Flash Reduction Patches: 

There has been more interest in reducing flashing lights in older games, and 
I can see why, specially with pure black and pure white flashes. 

So I wanted to give the choice to make this game more comfortable to play, 
as it indeed uses flashes very often. 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 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. 
---------------------------------------------------------------------------------
 [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. 
	  
	  
	· 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 output 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 hack. I don't know what or if I'll 
do next. I always have things I want to do, another thing is if I should put as much time.
The burnout is real. Anyway, take care, love and peace. 

Maeson. 
	