                            Final Fantasy III (VI)
                             Algorithms FAQ V 1.4
                             
                                      By

                       Terii Senshi (teriisenshi@aol.com)

*****************
Table of Contents
*****************

1.0 Introduction

2.0 Basic Algorithms
   2.1 Damage Calculation
   2.2 Hit Determination
   2.3 Random encounters
   2.4 Averaging levels
   2.5 Desperation attacks

3.0 Weapons
   3.1  Atma Weapon
   3.2  Assassin
   3.3  Dice
   3.4  Drainer
   3.5  Fixed Dice
   3.6  Hawk Eye
   3.7  Heal Rod
   3.8  Illumina
   3.9  Man Eater
   3.10 Ogre Nix
   3.11 Punisher
   3.12 Ragnarok
   3.13 Rune Edge
   3.14 Scimitar
   3.15 Sniper
   3.16 Soul Sabre
   3.17 Striker
   3.18 Thief Knife
   3.19 Trump
   3.20 Valiant Knife
   3.21 Wing Edge

4.0 Armors
   4.1 Beret
   4.2 Coronet
   4.3 Cursed Shield
   4.4 Force Shield
   4.5 Mirage Vest
   4.6 Thornlet

5.0 Relics
   5.1  Atlas Armlet
   5.2  Charm Bangle
   5.3  Coin Toss
   5.4  Cure Ring
   5.5  Earrings
   5.6  Gauntlet
   5.7  Genji Glove
   5.8  Hero Ring
   5.9  Hyper Wrist
   5.10 Sneak Ring
   5.11 Tintinabar

6.0 Commands
   6.1 GP Rain
   6.2 Steal
   6.3 Throw
   6.4 Sketch
   6.5 Control

7.0 Espers
   7.1 Earth Wall (Golem)
   7.2 Metamorph (Ragnarok)

8.0 Lores
   8.1  Dischord
   8.2  Exploder
   8.3  L.4 Flare
   8.4  L.5 Doom
   8.5  L.3 Muddle
   8.6  L.? Pearl
   8.7  Pearl Wind
   8.8  Pep Up
   8.9  Reflect???
   8.10 Revenge
   8.11 Step Mine
   8.12 Stone

9.0 Blitzes
   9.1 Mantra
   9.2 Spiraler
   9.3 Suplex

11.0 Credits/Acknowledgments


Version Changes:

1.4 10/29/2001. Pretty much changed everything. Added averaging levels and
despeartion attacls sections. Added many more weapons. Added armors, lores,
and blitzes sections. Made many changes and minor corrections to the other
sections

1.3 9/10/2001. Added Genji Glove, Earth Wall, and Stone. Corrected or added
to Physical Damage Calculation, Random Encounters, Chance to Hit, Dice, Fixed
Dice, Gauntlet, and Metamorph.

1.2 Added chance to hit calculation, steal command, sneak ring, and Metamorph.
Changed the layout slightly

1.1 Added a 100% accurate physical damage formula. Fixed a few other errors

1.0 The original version.


******************
 1.0 Introduction
******************

These FAQ explains how the algorithms and calculations for Final Fantasy III
work. It contains details on how damage is calculated, how random encounters
are determined, as well as how other items and things work. It's not meant to
be comprehensive, but simply contains things have been figured out so far. 

A few explanations about notation:
[A..B] is random number between A and B, so [1..6] would be a random number
1, 2, 3, 4, 5, or 6.

Trunc(x) is x rounded down to the nearest integer, so trunc(1) = 1,
trunc(2.4) = 2, and trunc (6.9) = 6.

Ceil(x) is x rounded up to the nearest integer, so ceil(1) = 1
ceil(2.4) = 3, and ceil(6.9) = 7.

NOTE: All divisions done in all calculations are integer division. This means
the result after the division is truncated (rounded down), so (4 / 2) = 2,
(8 / 3) = 2, and ((17 / 2) / 5) = (8 / 5) = 1.


                            **********************
                             2.0 Basic Algorithms
                            **********************


************************
 2.1 Damage calculation
************************

Step 1. Maximum damage calculation

  For magical attacks:

    Damage = Spell Power * 4 + (Level * Magic Power * Spell Power / 32)

  For physical attacks:

    For characters:

    Step 1a. Vigor2 = Vigor * 2
             If Vigor > 255 then Vigor2 = 255

    Step 1b. Attack = Battle Power + Vigor2 * 2

    Step 1c. If equipped with Gauntlet, Attack = Attack + Battle Power * 3 / 4

    Step 1d. Damage = Battle Power + ((Level * Level * Attack) / 256)) * 3 / 2

    Step 1e. If the attack is a standard fight attack and the character is
    equipped with an Offering:

    Damage = Damage / 2

    Step 1f. If the attack is a standard fight attack and the character is
    equipped with a Genji Glove, but only one weapon:

    Damage = ceil(Damage * 3 / 4)

    For monsters:

    Step 1a. Damage = Level * Level * (Battle Power * 4 + Vigor) / 256

    Note that vigor for each monster is randomly determined at the beginning of
    the battle as [58..65]

Step 2. Atlas Armlet / Earring

  Step 2a. If physical attack and attacker is equipped with Atlas Armlet or
  Hero Ring:

  Damage = Damage * 5 / 4

  Step 2b. If magical attack and attacker is equipped with 1 Earring or
  Hero Ring:

  Damage = Damage * 5/4 

  Step 2c. If magical attack and attacker is equipped with 2 Earrings / Hero
  Rings:

  Damage = Damage * 3/2

Step 3. Multiple targets

  If magical attack and the attack is targeting more than one target:

  Damage = Damage / 2

  Note: Some spells skip this step

Step 4. Attacker's row

  If physical attack and the attacker is in the back row:

  Damage = Damage / 2

Step 5. Damage modification

  Step 5a. Random Variance

    Damage = (Damage * [224..255] / 256) + 1

  Step 5b. Defense modification

    Damage = (Damage * (255 - Defense) / 256) + 1

    Magical attacks use Magic defense

  Step 5c. Safe / Shell

    If magical attack and target has shell status, or physical attack and
    target has safe status:

    Damage = (Damage * 170 / 256) + 1

  Step 5d. Target's row

    If physical attack and target is in back row:

    Damage = Damage / 2

  Step 5e. Morph (target)

    If magical attack and target has morph status:

    Damage = Damage / 2
    
  Step 5f. Self Damage

    If the attacker and target are both characters:

    Damage = Damage / 2

  Step 5g. Morph (attacker)

    attacker has morph status:

    Damage = Damage * 2

  Step 5h. Berserk

    If physical attack and attacker has berserk status:

    Damage = Damage * 3 / 2

  Step 5i. Critical hit

    Standard attacks have a 1 in 32 chance of being a critical hit. If attack
    is a critical hit:

    Damage = Damage * 2

  Step 6. Elemental resistance

    If target absorbs the element of the attack, then damage is unchanged but
    it heals HP instead of dealing damage

    If target is immune to the element of the attack: Damage = 0

    If target is resistant to the element of the attack: Damage = Damage / 2

    If target is weak to the element of the attack: Damage = Damage * 2


***********************
 2.2 Hit Determination
***********************

  If at any step, the attack always hits or always misses then any further
  steps are skipped

  Step 1. Vanish

    If physical attack and the target is vanished, the attack always misses
    If magical attack and the target is vanished, the attack always hits

  Step 2. Death Protection

    If the target is protected from death status, and the attack misses death
    protected targets, then the attack misses

  Step 3. Unblockable attacks

    If the spell is unblockable, then it always hits

  Step 4. Check to hit for normal attacks

    Attacks which can be blocked by Stamina skip this step, and instead use
    step 5.

    Step 4a. If target has Sleep, Stone, Freeze, or Stop status, then the
    attack always hits.

    Step 4b. If perfect hit rate (Illumina), then the attack always hits

    Step 4c. If physical attack, and target has Image status, then the attack
    always misses, and there is a 1 in 4 chance of removing the Image status.

    Step 4d. Chance to hit

      1. HitValue = (255 - MBlock * 2) + 1
 
      2. If HitValue > 255 then HitValue = 255
         If HitValue < 1 then HitValue = 1

      3. If ((Hit Rate * HitValue) / 256) >= [0..99] then you hit, otherwise
      you miss.

  Step 5. Check to hit for attacks that can be blocked by Stamina

    Most attacks use step 4 instead of this step. Only Break, Doom, Demi,
    Quartr, X-Zone, W Wind, Shoat, Odin, Raiden, Antlion, Snare, X-Fer, and
    Grav Bomb use this step.

    Step 5a. Chance to hit

      1. HitValue = (255 - MBlock * 2) + 1
 
      2. If HitValue > 255 then HitValue = 255
         If HitValue < 1 then HitValue = 1

      3. If ((Hit Rate * HitValue) / 256) >= [0..99] then you hit.

   Step 5b. Check if Stamina blocks

     If target's stamina > [0..127] then the attack misses (even if it hit in
     step 5a) otherwise the attack hits


***********************
 2.3 Random Encounters
***********************

The game keeps a counter that increases each time you take a step. Each step
a random number is picked from 0 to 255, if this number is less than
(counter / 256 ) than a fight occurs. When a random encounter occurs the
counter is reset to 0. If the lead party member has a Charm Bangle equipped,
then the number added is cut in half.

Values added to counter by terrain:

Terrain  Value
Caves    112
Grass    96
Desert   192
Forest   192
Snow     112
Town     112
Mountain 112

**********************
 2.4 Averaging levels
**********************

When a character first joins your party (in the World of Balance, or the World
of Ruin), their level is calculated based on the average level of your current
party members. The level for characters is also recalculated at a few other
points in the game as well. When you first start the game with Terra, her
level is always 3.

The new character's level =
Average of all current member's level (rounded down)

If a character is joining in the WoR, then the new level will never be lower
than their old level.

If a character is joining for the first time, then a value is added to the
average party level, as follows for each character:

Terra  : +0
Locke  : +2
Cyan   : +2
Shadow : +0
Edgar  : +2
Sabin  : +2
Celes  : +0
Strago : +2
Relm   : +0
Setzer : +0
Mog    : +5
Gau    : +2
Gogo   : +2
Umaro  : +0
Banon  : -3
Leo    : +5


*************************
 2.5 Desperation Attacks
*************************

If you attack while the character's current HP < their max HP / 8, then there
is a 1 in 16 chance of doing a desperation attack, instead of a normal attack.
Here is every character's desperation attack:

Locke  : Mirager
Terra  : Riot Blade
Celes  : Spin Edge
Edgar  : Royal Shock
Sabin  : Tiger Break
Cyan   : Back Blade
Mog    : Moogle Rush
Strago : Sabre Soul
Relm   : Star Prism
Shadow : Shadow Fang
Setzer : Red Card
Gogo   : X-Meteor


                                *************
                                 3.0 Weapons
                                *************

******************
 3.1 Atma Weapon:
******************

Deals damage as normal weapon with the following exception:

After step 1 in damage calculation, the damage is modified as follows:

damage = damage * level / 64
damage = damage * ((current HP / 256) + 1) / ((max HP / 256) + 1)

Is defense ignoring, so it skips steps 5b, 5c, 5d, and 5e in damage calculation.


**************
 3.2 Assassin
**************

If the target is undead, then it is always killed, and then revived. If the
target is not undead, there is a 25% chance that the Assassin will attempt
to kill it. Stamina can block this (see step 5b in hit determination)


***********
 3.3 Dice:
***********

damage = Dice Roll 1 * Dice Roll 2 * Level * 2

Skips all normal steps for physical damage calculation.
Is defense ignoring, so it skips steps 5b, 5c, 5d, and 5e in damage calculation.

For determining the dice rolls, each number does not have an equal chance of
coming up. 1, 2, 3, and 4 each have a 18.75% chance of coming up. 5, and 6
only have a 12.5% chance of coming up.


*************
 3.4 Drainer
*************

Heals the attacker an amount equal to the damage dealt. Cannot do more damage
than the attacker's max HP - current HP. If the target is undead, then it
heals the target, and hurts the attacker instead.


*****************
 3.5 Fixed Dice:
*****************

damage = Dice Roll 1 * Dice Roll 2 * Dice Roll 3 * Level * 2

if all Dice Rolls are the same then:

damage = damage * Dice Roll

Skips all normal steps for physical damage calculation.
Is defense ignoring, so it skips steps 5b, 5c, 5d, and 5e in damage calculation.

For determining the dice rolls, each number does not have an equal chance of
coming up. 1, 2, 3, and 4 each have a 18.75% chance of coming up. 5, and 6
only have a 12.5% chance of coming up.


**************
 3.6 Hawk Eye
**************

Does full damage from the back row (skips step 4 of damage calculation)

Has a 50% chance of having additional effect. If the target has float status,
then the Hawk eye is thrown at the target, and Damage = Damage * 3 (after
step 5i of damage calculation, but before step 6). If the target does not
have the float status then damage = damage * 1.5 (after step 5i of damage
calculation, but before step 6).


**************
 3.7 Heal Rod
**************

Heals HP instead of dealing damage.

Ignores self damage (see step 5f in damage calculation)

Has a perfect hit rate (see step 4b. in hit determination).


**************
 3.8 Illumina
**************

Uses MP to do automatic critical hits. Amount of MP used = [12..19]. If the
attacker does not have  that many MP, then no MP are used, but the attack is
not a critical hit either (although it still has the standard 1 in 32 chance
of doing a critical)

Has a perfect hit rate (see step 4b. in hit determination).


***************
 3.9 Man Eater
***************

If the target is human: Damage = Damage * 2 (after step 5i of damage
calculation, but before step 6)


***************
 3.10 Ogre Nix
***************

Uses MP to do automatic critical hits. Amount of MP used = [12..19]. If the
attacker does not have  that many MP, then no MP are used, but the attack is
not a critical hit either (although it still has the standard 1 in 32 chance
of doing a critical)

Also has a chance of breaking every time you attack. The chance of breaking
is calculated as follows:

if [0..(last digit of HP + 1)] = 0 then the Ogre Nix breaks


***************
 3.11 Punisher
***************

Uses MP to do automatic critical hits. Amount of MP used = [12..19]. If the
attacker does not have  that many MP, then no MP are used, but the attack is
not a critical hit either (although it still has the standard 1 in 32 chance
of doing a critical)


***************
 3.12 Ragnarok
***************

Uses MP to do automatic critical hits. Amount of MP used = [12..19]. If the
attacker does not have  that many MP, then no MP are used, but the attack is
not a critical hit either (although it still has the standard 1 in 32 chance
of doing a critical)


****************
 3.13 Rune Edge
****************

Uses MP to do automatic critical hits. Amount of MP used = [12..19]. If the
attacker does not have  that many MP, then no MP are used, but the attack is
not a critical hit either (although it still has the standard 1 in 32 chance
of doing a critical)


***************
 3.14 Scimitar
***************

Has a 25% chance of slicing the target (killing it)

Stamina can block this (see step 5b in hit determination)


*************
 3.15 Sniper
*************

Does full damage from the back row (skips step 4 of damage calculation)

Has a 50% chance of having additional effect. If the target has float status,
then the Hawk eye is thrown at the target, and Damage = Damage * 3 (after
step 5i of damage calculation, but before step 6). If the target does not
have the float status then damage = damage * 1.5 (after step 5i of damage
calculation, but before step 6).


*****************
 3.16 Soul Sabre
*****************

Does MP damage instead of HP damage. Heals the attacker an amount equal to
the damage dealt. Cannot do more damage than the attacker's max MP -
current MP. If the target is undead, then it heals the target, and hurts the
attacker instead.


**************
 3.17 Striker
**************

If the target is undead, then it is always killed, and then revived. If the
target is not undead, there is a 25% chance that the Striker will attempt
to kill it. Stamina can block this (see step 5b in hit determination)


******************
 3.18 Thief Knife
******************

Has a 50% chance of attempting to steal as well as dealing it's normal damage.


************
 3.19 Trump
************

If the target is undead, then it is always killed, and then revived. If the
target is not undead, there is a 25% chance that the Wing Edge will attempt
to kill it. Stamina can block this (see step 5b in hit determination)


*********************
 3.20 Valiant Knife:
*********************

Deals damage as normal weapon with the following exception:

After step 1 in damage calculation, the damage is modified as follows:

damage = damage + (Max HP - Current HP)

Is defense ignoring, so it skips steps 5b, 5c, 5d, and 5e in damage calculation.


****************
 3.21 Wing Edge
****************

If the target is undead, then it is always killed, and then revived. If the
target is not undead, there is a 25% chance that the Wing Edge will attempt
to kill it. Stamina can block this (see step 5b in hit determination)


                                 ************
                                  4.0 Armors
                                 ************

***********
 4.1 Beret
***********

Increases success chance of sketch. (see section 6.4)


*************
 4.2 Coronet
*************

Increases success chance of control. (see section 6.5)


*******************
 4.3 Cursed Shield
*******************

Gives the wearer the following statuses: Count, Mute, Berserk, Muddle, Seizure.

To uncurse it you must fight 256 fights (yes, 256 not 255). The character
equipped with the shield must be alive at the end of the battle, and Gogo
cannot uncurse it.


******************
 4.4 Force Shield
******************

Gives the wearer Shell status.


*****************
 4.5 Mirage Vest
*****************

Gives the wearer image status (see step 4c in hit determination)


**************
 4.6 Thornlet
**************

Gives the wearer Seizure status


                                 ************
                                  5.0 Relics
                                 ************

******************
 5.1 Atlas Armlet
******************

See damage calculation step 2.


******************
 5.2 Charm Bangle
******************

Decreases amount of random encounters by 25%. See random encounters (2.3) for
more information.


****************
 5.3 Cure Ring:
****************

Max HP Gained = (Max HP * stamina / 1024) + 2 (if this value is greater than
255 it is set to 255)
HP Gained = Max HP Gained * ([224..255]) / 256

Regen spell works the same way


*****************
 5.4 Cursed Ring
*****************

Gives the wearer count status. And, no you can't uncurse it.


*****************
 5.5 Dragon Horn
*****************

When you land from a jump, does extra attacks as follows:

75% chance for 2 attacks
18.75% chance for 3 attacks
6.25% chance for 3 attacks


**************
 5.6 Earrings
**************

See damage calculation step 2.


*****************
 5.7 Genji Glove
*****************

Allows you to attack with a weapon in both hands. If you only have one weapon
equipped the attack does only 75% of normal damage, does full damage if you
have 2 weapons equipped.


***************
 5.8 Hero Ring
***************

See damage calculation step 2.


*****************
 5.9 Hyper Wrist
*****************

Increases Vigor by 50%. Note: because of step 1 in physical damage calculation
increasing vigor over 128 is worthless.


*******************
 5.10 Marvel Shoes
*******************

Gives the wearer Regen, Safe, Shell, and Haste status.


***************
 5.11 Offering
***************

Allows you to attack 4 times. For each attack damage = damage / 2 (see step 1e
in damage calculation).

Disables critical hits (even automatic criticals from weapons like Rune Edge)

Makes all attacks unblockable (see step 3 in hit determination)

Disables magic from randomly being cast when the weapon hits (for weapons like
Flame Sabre, Illumina, etc.)


*****************
 5.12 Relic Ring
*****************

Makes the wearer undead


*************
 5.13 Ribbon
*************

Blocks the following statuses: Blind, Zombie, Poison, Imp, Stone, Mute,
Berserk, Muddle, Seizure, Sleep.


*****************
 5.14 Sneak Ring
*****************

Doubles your chance of successfully stealing. Does not affect the chance of
getting a rare item instead of a common item.

See Steal (5.3) for more information.


*******************
 5.15 Sniper Sight
*******************

Makes standard attacks unblockable (see step 3 in hit determination)


*****************
 5.16 Tintinabar:
*****************

HP gained per step = Level * Stamina / 128


                                **************
                                 6.0 Commands
                                **************

**************
 6.1 GP Rain:
**************

Amount of gold used = Level * 30

If the party doesn't have that much gold, then all remaining gold is used.

Damage = Gold Thrown * 2 / # of enemies hit

Monsters use the gold you get when defeating them, rather than the party's gold


************
 6.2 Throw:
************

Deals damage as a normal physical attack with these exceptions:

After step 1:

damage = damage * 2

Is defense ignoring, so it skips steps 5b, 5c, 5d, and 5e in damage calculation.

Ignores row (steps 4 and 5d)

Is Unblockable (see step 3 in hit determination)

The Battle Power used is the Battle Power of the thrown weapon. The elemental
property of the weapon counts, but all other special properties of the thrown
weapon are ignored.


***********
 6.3 Steal
***********

1 .If monster has no items then you automatically fail to steal

2. StealValue = Your level + 50 - monster's level

3. If StealValue <= 0 then you fail to steal

4. If you have a Sneak Ring equipped:
      StealValue = StealValue * 2

5. If StealValue <= [0..99] then you fail to steal

6. You have 1 in 8 chance of getting a rare item, otherwise you get a common
   item.

7. If the monster doesn't have an item to steal in that slot, then you fail to
steal, otherwise you successfully steal that item.


************
 6.4 Sketch
************

The chance to successfully sketch an enemy is calculated as follows:

If (Sketcher's level * 256) / Target's level > [0..255] then
you successfully sketch, otherwise you miss.

If you are equipped with a ???, then the chance to sketch is:

If (Sketcher's level * 256) / (Target's level * 170 / 256) > [0..255] then
you successfully sketch, otherwise you miss.

NOTE: Some monsters can never be sketched.

If you successfully sketch the enemy then there 2 possible attacks that will
occur. The first attack has 75% chance of happening, the other attack has a
25% chance of happening.


*************
 6.5 Control
*************

The chance to successfully control an enemy is calculated as follows:

If (Controller's level * 256) / Target's level > [0..255] then
you successfully control the enemy, otherwise you miss.

If you are equipped with a Coronet, then the chance to control is:

If (Controller's level * 256) / (Target's level * 170 / 256) > [0..255] then
you successfully control the enemy, otherwise you miss.

If the monster has any of the following statuses, then any attempt to control
them will fail: Vanish, Zombie, Sleep, Confuse, Rage, Morph, Hide

NOTE: Some monsters can never be controlled.

Once an enemy is controlled, every time Relm's turn comes around you can
select one of 4 commands to use. Each monster has their own list of commands.
Once the monster if hit with a physical attack, the control stops.



                                 ************
                                  7.0 Espers
                                 ************

************************
 7.1 Earth Wall (Golem)
************************

Will block physical damage for all party members. The amount of damage it can
block is equal to the HP of the caster when it was cast. Once it has blocked
that much damage it will no longer block attacks for the rest of combat.


**************************
 7.2 Metamorph (Ragnarok)
**************************

Each enemy has a number 0 to 7 that determines how hard it is to morph.
For each value, The chance to morph is:

0: 100%
1: 75%
2: 50%
3: 25%
4: 12.5%
5: 6.25%
6: 3.125%
7: 0%


Each monster has 4 items it can be morphed into. The item you get is randomly
determined from among the items, each having a 1 in 4 chance of being the
item you get.


                                 ***********
                                  8.0 Lores
                                 ***********

In order to learn Lores Strago must be in the party when a lore is cast (Gogo
can't learn lores). If Strago has any of the following statuses when the lore
is cast, then he won't learn the lore: Death, Stone, Zombie, Blind, Sleep,
Confuse, Stop, Hide, Rage, Freeze. Strago's status at the end of battle doesn't
matter (he can even be dead)


**************
 8.1 Dischord
**************

For the remainder of the combat, the target's level = (current level + 1) / 2


**************
 8.2 Exploder
**************

Deals an amount of damage equal to caster's current HP. Kills the caster.


***************
 8.3 L.4 Flare
***************

Caste Flare on any target if their level is evenly divisible by 4. Ignores
the automatic hit caused by Vanish at step 1 in Hit Determination. Removes
Vanish from the target whether it hits or not.


**************
 8.4 L.5 Doom
**************

Kills any target if their level is evenly divisible by 5. Ignores the
automatic hit caused by Vanish at step 1 in Hit Determination. Removes
Vanish from the target whether it hits or not.


****************
 8.5 L.3 Muddle
****************

Confuses any target if their level is evenly divisible by 3. Ignores the
automatic hit caused by Vanish at step 1 in Hit Determination. Removes
Vanish from the target whether it hits or not.


****************
 8.6 L.? Pearl
****************

Casts any target if their level is evenly divisible by the last digit in the
party's gold. Ignores the automatic hit caused by Vanish at step 1 in Hit
Determination. Removes Vanish from the target whether it hits or not.


****************
 8.7 Pearl Wind
****************

Heals all allies (including the caster) by an amount equal to the casters'
current HP.


************
 8.8 Pep Up
************

Restores the target to Max HP. Removes the caster from combat, killing them,
and leaving them with 0 Hp, and 0 MP.

Also removes the following statuses: Blind, Zombie, Poison, Imp, Stone, Count,
Mute, Berserk, Confuse, Seizure, Sleep, Slow, Stop, and Freeze.


****************
 8.9 Reflect???
****************

If any target has reflect status, then it sets the following statuses:
Blind, Mute, Slow.


**************
 8.10 Revenge
**************

Deals an amount of damage equal to Caster's Max HP - Current HP.


****************
 8.11 Step Mine
****************

Damage dealt = Number of steps taken / 32

MP Used = Minutes played / 30


************
 8.12 Stone
************

If the caster and target are the same level, then Damage = Damage * 7.5 (after
step 5i of damage calculation, but before step 6).


                                *************
                                 9.0 Blitzes
                                *************

************
 9.1 Mantra
************

Heals every character except the caster. Heals an amount of HP equal to the
caster's current HP / number of targets.

Also removes the following statuses: Blind, Poison, Mute, and Seizure.


**************
 9.2 Spiraler
**************

Heals all characters except the caster. Removes the caster from combat, killing
them, and leaving them with 0 Hp, and 0 MP.

Also removes the following statuses: Blind, Zombie, Poison, Imp, Stone, Count,
Mute, Berserk, Confuse, Seizure, Sleep, Slow, Stop, and Freeze.


************
 9.3 Suplex
************

Deals double damage, if the target is the only enemy remaining.

Is defense ignoring, so it skips steps 5b, 5c, 5d, and 5e in damage calculation.

Is Unblockable (see step 3 in hit determination)

Some monsters can't be affected by Suplex


                        ******************************
                         10.0 Credits/Ackowledgements
                        ******************************

Squaresoft
  For making this game :)

GameFAQs
  For giving me a place other than my website to post my FAQ

Everyone at FF3 Message Boards on GameFAQS, especially Master Zed, Assassin17,
Mech Gouki, and anyone else who figured out some of the things I put in this
FAQ.


/**************************************************************************/
Copyright notice:
This document is Copyright 2001 by Kris DeHart. I do not authorize any part
of this FAQ to be copied or used in anyone else's FAQ without my explicit
permission. The most recent version of this FAQ and all my other FAQS can
always be found at GameFAQs (http://www.gamefaqs.com) or my website
(http://www.geocities.com/teriisenshi)
/***************************************************************************/













