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Game Lists

by Dammit9x

Final Fantasy Legend III In-Depth Guide (GB)
March 5, 2007 v1.0
dammit9x at hotmail dot com

Copyright 2007

    This document may be not be reproduced under any circumstances except for 
personal, private use. It may not be placed on any web site or otherwise 
distributed publicly without advance written permission. Use of this guide on 
any unauthorized web site or as a part of any public display is strictly 
prohibited and a violation of copyright.
--------------------------------------------------------------------------------


***************************************
TABLE OF CONTENTS

I. WEAPONS
  1. MELEE WEAPONS
  2. MISSILE WEAPONS
  3. MARTIAL ARTS
  4. FIXED DAMAGE WEAPONS
II. ARMOR
  1. SHIELDS
  2. HELMETS
  3. ARMOR
  4. GLOVES
  5. SHOES
  6. OTHER
III. MAGIC
  1. ATTACK MAGIC
  2. SUPPORT MAGIC
  3. TRAVEL MAGIC
IV. CHARACTER PROPERTIES
  1. STATS
  2. ELEMENTALS
  3. STATUS CONDITIONS
V. UPGRADES
  1. CYBORG UPGRADES
  2. ROBOT UPGRADES
  3. TALON UNITS
VI. CLASSES
  1. MONSTERS
  2. BEASTS
  3. MUTANTS
  4. HUMANS
  5. CYBORGS
  6. ROBOTS
  7. SKILL TABLE
VII. CHANGING CLASS
  1. DETERMINING NEW CLASS
  2. DETERMINING NEW SPECIES
  3. DETERMINING NEW STATS
VIII. CHARACTERS
  1. MAIN CHARACTERS
  2. 5TH CHARACTERS
IX. SEE ALSO

CLOSING
***************************************

I. WEAPONS
  There are four fundamentally different types of weapons, each of which does 
damage by a different formula. Any class can equip any weapon, but some classes 
use some weapons better than others. See the section VI for details.

  1. MELEE WEAPONS
Melee weapons do damage based on the wielder's attack and agility and the 
weapon's power. All are used with double skill by humans. Additionally, Mystic 
swords are used with double skill against bosses and some enemies.

Damage = skill(WP + Att. + Agi.) - Def.

Name           Cost    WP  Cyb HP+  Bonus

Type: Normal                        
Bronze staff     50     6    20     
Battle hammer   100     7    10     
Long sword      200    10    10     
Gold staff      400    10    30     
Battle sword    400    15    20     
Fire staff      500    15    50     Fire elemental
Psi knife       600    17    30     Mutants wield with skill 2
Battle axe      500    20    10     
X-Plane staff  1100    20    70     
Thunder staff     -    22    60     Thunder elemental
Iron nunchuck     -    23    30     
Silver sword    700    25    40     
Razor whip      700    27    30     
Gold sword     1100    35    50     
Gold nunchuck     -    40    70     
B-Jack whip       -    43    70     
Tomhawk axe    1700    45    60     
CatClaw        2400    45    70     
X-Fire staff      -    45   110     Fire elemental
Laser sword    2400    50    70     
Adamant knife  3400    50    80     
Psi sword      3400    55    90     Mutants wield with skill 2
Drain sword       -    60   110     Damage is added to user's HP
Fast staff     4000    60   120     +5 Magic
X-Plane sword  4000    65    90     
Dragon sword   5500    70   100     
Sun sword         -    90   120     
Petrify hammer    -   100   110     Added effect: Stone
Rune axe      13000   100   120     
White spear       -   130   120     
Poison claw   18000   140   130     Added effect: Poison; +5 Agility, Magic
Wall staff    18000   140   150     +5 Defense, Agility, Magic
Para axe      18000   150   130     Added effect: Paralyze
Gungnir spear 18000   160   130     
Defense sword 25000   190   140     

Type: Mystic swords                        
Emperor sword     -    75   130     
Durend sword      -    90   110     
Muramas sword     -   100   140     Returns part of damage; Uncurses to Masmune
Masmune sword     -   120   140     
Xcalibr sword     -   170   150     

  2. MISSILE WEAPONS
Missile weapons do damage based on the wielder's attack and weapon power. Humans
use throwing weapons with double skill.

Damage = skill(WP + 2(Att.)) - Def.

Name         Cost    WP  Cyb HP+

Type: Bows
Long bow      100     7    10  
Gold bow      700    25    50  
Elven bow   13000   100   120  
Samurai bow     -   170   140  

Type: Throwing
Boomrng      2400    40    70  
Ninja           -   220   150  

  3. MARTIAL ARTS
Martial arts do damage based on attack and weapon power. Beasts use martial arts
with 50% more skill than other classes.

Damage = skill(WP)(Att.) - Def.

Name      Cost   WP  Cyb HP+
Punch      700    5    30
Kick      1700    6    50
Headbut   2400    7    60
X-Kick    5500    8    90
Smother   8500    9   100
Kneebut  13000   10   110
Jyudo    25000   11   120
Karate   28000   12   140

  4. FIXED DAMAGE WEAPONS
Fixed damage weapons do damage independent of the user's stats. All classes use 
these weapons with equal skill, except for Cripplers.

Damage = skill(WP) - Def.

* If targeting a group, damage is divided by the number of enemies in the group.
Targeting single or all enemies does full damage.
* Bombs, Cannons, and most Guns can target either a single enemy or a group of 
enemies, and multibombs attack all enemies.
* Bombs, Cannons, and Multibombs can only be used once per item. If multiple 
items are in inventory, all will be equipped at once.

Name      Cost    WP Cyb HP+ Target Bonus

Type: Cripplers               
Blitz     1700    10    60   S      Lowers enemy's Att, Def, Agi or Mag by 10
Saw      18000    35   130   S   

Type: Guns               
Poison    8500    30   110   S      Added effect: Poison
Fire         -    30    70   S/G    Fire elemental
Magnum       -    40   110   S
SMG       3400    40    80   S/G
Psi       5500    60   100   S/G    Mutants wield with skill 6.5; +5 Magic
Laser    13000    90   120   S/G

Type: Bombs               
Napalm     500    10    30   S/G
Grenade   1100    30    50   S/G
TNT       1700    40    60   S/G

Type: Cannons               
ATM       5500    70   110   S/G
Vulkan    8500    80   120   S/G
Laser    18000    90   140   S/G
Missile  25000   100   150   S/G

Type: Multibombs               
TearGas   1700    60   110   A      Added effect: Paralyze
Star      5500    60   110   A      Added effect: Blind
Nuke     50000   250   250   A

--------------------------------------------------------------------------------
II. ARMOR

  1. SHIELDS

Name      Cost  Def  Evd MDef MEvd Cyb HP+  Bonus
Bronze     700    2    2    2    2    30
Silver    1300    2    4    4    3    40
Gold      1700    3    5    5    4    50
Fire         -    3    6    7    8    60   Resist Ice
Ice          -    4    7    8    9    60   Resist Fire
Dragon    3400    4    7    7    8    70
X-Plane   5500    5    9    8    9    90
Diamond   8500    5   10   10   11   100   Resist Thunder
Mirror   13000    6   12   11   13   120   Resist Mute
Samurai  18000    6   14   12   12   130   Resist Stone
Aegis        -    7   14   13   13   150   Resist Change, Stone, Agility +5
Speed        -    7   15   15   15   150   Agility +5

  2. HELMETS

Name      Cost  Def  Evd MDef MEvd Cyb HP+  Bonus
Leather     50    1    1    1    1    10
Bronze     400    2    2    2    1    30
Silver    1100    3    3    3    2    40
Gold      1700    4    5    3    3    50
SandMan      -    5   15    6   15    60
Dragon    2400    6    6    6    7    70
Speed     4000    6    7    8    8   100   Agility +5
X-Plane   5500    7    9    8    9    90
Diamond   8500    8   10   10   11   110   Resist Thunder
Mirror   13000    8   12   11   13   130   Resist Mute
Hecate   25000    9   11   15   15   150   Magic +5
Samurai  18000    9   13   12   12   150   Resist Stone

  3. ARMOR

Name      Cost  Def  Evd MDef MEvd Cyb HP+  Bonus
Leather    200    2    2    2    2    10
Bronze     700    3    3    2    3    30
Silver    1300    4    4    3    5    40
Gold      2400    5    6    4    7    50
Mage      2600    5    6    6    7    40   Resist Confuse
Dragon    3400    6    6    6    7    70
Psi          -    7    7    6    8   100   Agility +5
Fur          -    8    8    9    9    50   Resist Para
Speed     5500    9    9    8    8   130   Agility +5
Battle       -   10   11    9   10   100   Attack +5
Diamond   8500   11   11   10   12   110   Resist Thunder
Wizard   18000   11   11   13   14   100   Magic +5
Mirror   13000   12   13   12   13   120   Resist Mute
Samurai  18000   13   14   13   12   130   Resist Stone
Power    25000   15   15   12   12   140   Attack +5, Agility +5
Light    25000   17   12   15   15   150

  4. GLOVES

Name      Cost  Def  Evd MDef MEvd Cyb MP+  Bonus
Leather      -    1    1    1    1    10
Bronze     400    2    2    1    1    30
Silver    1100    3    3    2    3    40
Gold      1700    4    4    3    3    50
Dragon    2400    5    5    4    4    70
Iron      4000    6    7    5    5   100
Diamond   8500    7    8    7    6   120   Resist Thunder
Mirror       -    8    9    9    9   140   Resist Mute
Samurai  18000    9   10   11   10   150   Resist Stone
Power    18000    9    9   15   15   150   Attack +5

  5. SHOES

Name      Cost  Def  Evd MDef MEvd Cyb MP+  Bonus
Leather     50    1    1    1    1    10
Bronze     500    2    2    2    2    30
Iron      1100    3    3    3    2    50
Gold      1700    4    5    4    4    70
Geta      2400    5    6    6    7   100   Agility +5
Dragon    3400    6    7    7    7    90   Magic +5
Diamond   5500    7    8    8    8   140   Resist Thunder
Hecate   13000    8    9    9   10   130   Resist Mute
Speed     5500    9   10   10   11   150   Agility +5
Hermes   18000    9    9   15   15   150   Agility +5

  6. OTHER

Name      Cost  Def  Evd MDef MEvd Cyb MP+  Bonus
Belt       100    1    1    3    2    20
Plume      500    1    1    3    4    30   Resist Sleep
Pendant    700    1    1    7    6    50   Resist Curse
Brooch    1600    1    1    8    8    70   Resist Poison
Shades    3400    1    1    9   10   110   Resist Blind
Cool         -    1    1   10   10   100   Resist Fire
Earring   5500    1    1   10    9    80   Resist Para
Scarf     8500    1    1   12   13   130   Resist Stone
Warm         -    1    1   12   13   120   Resist Ice
Bangle   18000    1    1   14   14   140   Resist Mute
Armlet       -    2    2   14   14   150   Resist Fatal
Ribbon       -    2    2   15   15   150   Resist All; Magic +5

--------------------------------------------------------------------------------
III. MAGIC

  1. ATTACK MAGIC
Attack magic is used only in combat, and targeted only at enemies. It does 
damage based on the caster's Magic and spell power. Mutants cast with double 
skill.

Damage = skill(SP + Mag.) - M.Def.

If targeting a group, damage is divided by the number of enemies in the group. 
Targeting single or all enemies does full damage.

Name     Cost   MP    SP Target  Elemental
Ice 1     400    8    18   S     Ice
Ice 2    3400   20    64   S/G   Ice
Flood       -   16    60   A     Ice
Fire1     700   12    26   S     Fire
Fire2    5500   24    82   S/G   Fire
FireX       -   32   100   A     Fire
Lit 1    1700   16    42   S     Thunder
Lit 2    8500   28   130   S/G   Thunder
Lit X       -   48   160   A     Thunder
Aero      700   12    26   S     Tornado
Weak     8500   28   130   S/G   Tornado
Wind        -   24   160   A     Tornado
Quake    3400   20    30   A     Quake
Shake       -   40   130   A     Quake
Magma   25000   36   210   S/G   Quake
Drain   18000   32     0   S     None      *Damage is added to caster's HP.
Virus   18000   32   150   S/G   None
White   25000   36   170   A     None
Nuke    25000   36   180   A     None
Flare       -   56   200   A     None

  2. SUPPORT MAGIC
Support magic is any magic used in combat that doesn't do damage based on the 
Magic stat. The Exit spells, healing spells, and spells that can cure Stone and 
Fell may also be used outside combat. Most support spells can target either 
Allies or Enemies, having curative effects on friends and detrimental effects on
foes. All are cast at single targets, except for CureA, CureB and Exit2.

Name     Cost   MP Target  Effect
Cure1     400    8   E/A   Recovers 30% of HP / attacks undead
Cure2    1700   16   E/A   Recovers 60% of HP / attacks undead
Cure3    5500   24   E/A   Recovers 100% of HP / attacks undead
CureA   10000    8   E/A   Recovers 30% of HP / attacks undead (S/G)
CureB   61800   24   E/A   Recovers 60% of HP / attacks undead (S/G)
Exit     8500   28   E     Escapes from dungeon / removes enemy
Exit2       -   48   E     Escapes from dungeon / removes enemy (S/G)
Shell     400    8   A     Increases Defense +10
Fast     5500   24   A     Increases Attack +10
Erase    5500   24   A/E   Returns stats to normal
Wall    18000   32   A     Increases Evade and M. Evade (unsure)
Mute     3400   20   E     Afflicts Mute
Conf     1700   16   A/E   Cures / afflicts Confuse
Spark     700   12   A/E   Cures / afflicts Blind
Sleep     400    8   A/E   Cures / afflicts Sleep
Venom     700   12   A/E   Cures / afflicts Poison
Para     1700   16   A/E   Cures / afflicts Para
Pure    10000    8   A/E   Cures / afflicts Curse
Stone    3400   20   A/E   Cures / afflicts Stone
Heal     8500   28   A     Cures status problems
Cycle       -   32   A/E   Cures status problems / afflicts two random statuses
Fatal   25000   36   E     Kills non-undead
Life    18000   32   A/E   Cures Fell with 30% HP / kills undead
LifeA       -   40   A/E   Cures Fell with 60% HP / kills non-undead
LifeB       -   56   A/E   Cures Fell with 100% HP / kills undead

  3. TRAVEL MAGIC
Travel magic is story-related and needed to access new places.

Name     Cost   MP   Effect 
Float       -    0   Allows travel over water
Dive        -    0   Allows travel over water and to the seafloor
Morph       -   16   Disguises party as WaterHags or Dwelgs

--------------------------------------------------------------------------------
IV. CHARACTER PROPERTIES

  1. STATS
HP: Amount of damage a character or enemy can take before Falling.
MP: All magic spells cost a certain amount of MP to cast.
Attack: Increases the damage caused by most weapons and some talents.
Defense: Decreases the damage caused by the opponent's attack.
Agility: Increases the damage caused by Melee weapons; 
determines the order in which characters and enemies act in battle.
Magic: Increases the damage caused by attack magic and some talents.
Hit: Increases the chance of hitting the opponent.
Evade: Increases the chance that the opponent's attack will miss.
M.Def.: Decreases the damage caused by the opponent's magic attacks.
M.Evade: Increases the chance that the opponent's magic attack will miss.

  2. ELEMENTALS
  There are four elementals: Fire, Ice, Tornado and Quake. A character or 
monster may be weak, strong, or neither against each of these, depending on the 
talents and equipped armor. If the target is strong against a certain elemental 
attack or spell, the attack is performed with half skill, and if the target is 
weak, with double skill. The Thunder elemental is a combination of Ice and 
Tornado, and Change is a combination of all four.

  3. STATUS CONDITIONS
Good: Normal status condition

Mute: Target cannot cast spells.
Confuse: Target takes random actions against random targets.
Blind: Hit rate is reduced.
Sleep: Target cannot act. Wears off over time.
Para: Target cannot act.
Curse: Target is reduced to half defense and half magic defense.
Stone: Target character cannot act; persists after battle. Target monster dies.
Fatal: Target is instantly killed and becomes Fell. 
Fell: Target lost all HP and is killed. Persists after battle.

  Characters and enemies may be immune to certain status effects based on their 
armor and talents. The resist All ability makes the subject immune to all of the
above problems, except Fell.

--------------------------------------------------------------------------------
V. UPGRADES

  1. CYBORG UPGRADES
Cyborgs depend on equipment for most of their stats. In addition to the same 
benefits that other classes get from equipment, cyborgs also get bonuses that 
depend on the type and strength of the equipment. The primary stats are raised 
by the amounts given in sections I and II. The secondary stats are raised by 
1/10 the primary stat bonus.

Equipped item       Raises stats
                 Primary   Secondary
Weapon, Shield   max HP    Attack
Helmet, Armor    max HP    Defense
Gloves, Shoes    max MP    Agility
Others, Others   max MP    Magic

  2. ROBOT UPGRADES
Robots depend on capsules for most of their upgrades. Capsules are available 
from some item stores. Robot upgrades are permanent, but are only applied when 
the character is in robot form. The benefits cannot be transferred to other 
characters. The maximum bonus that a robot can get from capsules is 999 for HP 
and 99 for Attack, Defense and Agility. This is added to the robot's base stats 
and the equipment effects to give the final stats.

Capsule   Cost   Effect         Bought
Attack    1500   +3 Attack      Dharm�(Present); Elan�(Past, Future);
                                Cirrus,�Donmac,�Knaya�(Pureland)
Defense   1500   +3 Defense     Elan�(Present); Lae�(Past); Viper City�(Future);
                                Knaya, Porle�(Pureland)
Speed     1500   +3 Agility     Elan�(Present), Lae�(Past), Viper City�(Future);
                                Knaya,�Porle�(Pureland)
HP        1500   +24-40 max HP  Dharm�(Present); Elan�(Past, Future);
                                Cirrus, Donmac, Knaya�(Pureland)

  3. TALON UNITS
Name     Effect                                     Found

Type: Engine
Rover    Travels over land                          South Cave�(Past)
Hover    Travels over land and water                Castle of Chaos�(Present),
                                                    Talonsburg�(Pureland)
Soar     Travels over land, water, and mountains    Eastern Ruins�(Pureland)

Type: Warp
Past     Warps to and from the Past                 Elan�(Present)
Future   Warps to and from the Future               Castle of Chaos�(Present)
X-Plane  Warps to Pureland (one-way travel)         Matrieya's Tower�(Floatland)

Type: Weapon
Cannon   Attacks all enemies: Damage = 200 - Def.   Pre-installed
Missile  Attacks all enemies: Damage = 400 - Def.   Mount Hasbid�(Pureland)
Laser    Attacks all enemies: Damage = 600 - Def.   Cirrus�(Pureland)
E-Ray    Attacks all enemies: Damage = 800 - Def.   Underworld Cave�(Underworld)
Shield   Prevents random encounters                 Talonsburg�(Pureland)

Type: Option
Berth    Recovers party's HP, MP, and status        Viper City�(Future)
Flushex  Changes lead member to original form       Lae�(Past)

--------------------------------------------------------------------------------
VI. CLASSES
Some general advice on choosing classes:
    * Rather than designating each character as particular class, instead 
examine the available species and select the one with the best talents or stats.
Some species are better than others of the same level.
    * Species with instant kill or crippling talents are excellent for fighting 
monsters.
    * Species that have uninteresting talents may make up for it with high stats
    * Non-attack magic is effective cast by any class, not just Mutants.
    * Stats can exceed 999 and 99, but will not be displayed any higher on the 
status screens.

  1. MONSTERS
Monsters are identical to their enemy counterparts, but can also use magic. They
are useful when money is short, because they are fully functional, even with no 
equipment. The drawback is they get no defensive bonus from armor, and can't use
weapons in battle. (They can still hold the equipment though.) Due to their high
stats, they make good healers and meat shields.

    + Fully powered with no investment
    + Can use talents
    + High overall stats
    - Cannot use weapons
    - No benefit from equipment
    - No combat specialties

  2. BEASTS
Beasts get a little bit of everything. They can use weapons, talents, and magic 
and are especially good with martial arts. Try to choose a beast with high 
Attack, to maximize martial arts damage.

    + Nearly 1.5x damage with martial arts
    + Can use both equipment & talents
    - Medium overall stats

  3. MUTANTS
Mutants are the magic specialists, and are as versatile as their magic 
inventory. Mind the enemy's elemental strengths and weaknesses to do maximum 
damage. Mutants are more useful toward the end of the game, when powerful 
spells and MP-restoring items become available.

    + Nearly 2x damage with attack spells
    + Can use equipment
    - Medium overall stats; low HP and attack power
    - Cannot use talents

  4. HUMANS
Humans are very good with weapons, and little else. Humans hit hard, and are 
typically restricted to attacking a single enemy in combat. This makes Humans 
optimal for weak enemies and boss battles. Humans are less useful toward the end
of the game, when Mystic swords become available.

    + Nearly 2x damage with most weapons
    + Can use equipment
    - Medium overall stats; low MP and magic power
    - Cannot use talents

  5. CYBORGS
Cyborgs, like beasts, can use weapons, talents, and magic, but have no 
specialties. This can be offset by their high stats. Cyborgs can be good at 
anything if given strong equipment. Cyborgs are best when Mystic swords become 
available.

    + Can use both equipment & talents
    + Highest overall stats if well equipped
    - Requires best available equipment for best results
    - No combat specialties

  6. ROBOTS
The stats of your robots will be greatly atrophied compared to enemy robots. 
However, by consuming capsules, the stats are gradually increased, permanently. 
In this way, robots can be made stronger than any other class. Due to the high, 
but constant, cost of capsules, robot development is easier later in the game. 
The biggest problem with robots is their inability to use magic.

    + Can use both equipment & talents
    + Highest non-magic stats if well upgraded
    + Player controls stat growth
    - Requires costly capsules; capsule bonuses are non-transferrable
    - Cannot use magic
    - No combat specialties

  7. SKILL TABLE
Here are the skill values for the damage equations in sections I and III.

Attack method      Type         Monster Beast Mutant  Human Cyborg  Robot
Melee weapons      Normal          -      1      1*     2      1      1
                   Mystic swords   -      2      2      2      2      2

Missile weapons    Bows            -      1      1      1      1      1
                   Throwing        -      1      1      2      1      1

Martial arts       All             -      0.75   0.5    0.5    0.5    0.5

Fixed dmg weapons  Cripplers       -      4      4      8      4      4
                   Guns            -      4      4*     4      4      4
                   Others          -      8      8      8      8      8

Magic              Attack magic    1.5    1.5    3      1.5    1.5    -

* Mutants use the Psi knife and Psi sword at skill 2, and Psi gun at skill 6.5

--------------------------------------------------------------------------------
VII. CHANGING CLASS

  1. DETERMINING NEW CLASS
  After battle, meat or parts may be left behind, which you may feed to or 
install in one of your characters. The basic continuum is:

Monster <=> Beast <=> Human/Mutant <=> Cyborg <=> Robot

  Meat transforms the character toward the left, Parts toward the right. Using 
the Flushex unit in the restroom of the Talon transforms the characters toward 
the center. Specifically, the changes occur as follows:

+-----------+--------------------------------------------------------------+
|Current    |Eats meat from:         Installs parts from:    Uses Flushex: |
| class:    |Monster     Beast       Cyborg      Robot                     |
+-----------+--------------------------------------------------------------+
|Monster    |Monster     Beast       Beast       Beast       Beast         |
|Beast      |Monster     Beast       Hum./Mut.   Hum./Mut.   Hum./Mut.     |
|Hum./Mut.  |Beast       Beast       Cyborg      Cyborg      Hum./Mut.     |
|Cyborg     |Hum./Mut.   Hum./Mut.   Cyborg      Robot       Hum./Mut.     |
|Robot      |Cyborg      Cyborg      Cyborg      Robot       Cyborg        |
+-----------+--------------------------------------------------------------+

  Sometimes the character spontaneously changes to another class or species 
after a battle. This sometimes occurs when the character's level is higher than 
that of his or her current species.

  2. DETERMINING NEW SPECIES
  For any experience level, there are four possible monster and beast species, 
and two possible cyborg and robot species which the character may become. The 
species depends on the current element of the character and the element of the 
creature being subsumed. This is the only purpose of the intrinsic element; the 
names (Earth, Water, Fire or Air) have no meaning.

+------------+-----------------------------+
|Character's |       Enemy's element:      |
|element:    |Earth   Water    Fire     Air|
+------------+-----------------------------+
|    Earth   |Earth    Fire     Air   Water|
|    Water   |  Air   Water   Earth    Fire|
|     Fire   |Water     Air    Fire   Earth|
|      Air   | Fire   Earth   Water     Air|
+------------+-----------------------------+
The above chart is adapted from the instruction manual.

  If a character eats meat or installs parts that would not result in any change
in element, class or level (for example, a beast eating meat of the same 
species and level), no transformation occurs. Instead, the character's HP is 
refilled.

Monsters
Level      Earth      Water       Fire        Air
 1- 2       Worm     Turtle    F-Drake      Raven
 3- 4       Wolf        Ray     Wisper    Big Eye
 5- 6     Fungus   Starfish     Baby-D   Gargoyle
 7- 8   LandWorm    Adamant     F-Liz.     Amprex
 9-10   Scorpion     Angler   Fireball   Evil Eye
11-12   Mushroom   Pentagon   DualMask      Ghost
13-14   GigaWorm    Igasaur   Salamand    Griffon
15-16   GreyWolf   DrainRay       Tire   BabyWyrm
17-18      Snake    Octopus    Young-D     Remora
19-20   BlackCat      Squid     D.Bone    Typhoon
21-22     Hunter   BulbFish      Wheel   Wyrm Kid
23-24    Serpent   Ammonite   EvilMask    Specter
25-26   MummyCat     Amoeba   D.Fossil    Tempest
27-28    Romulus    BoltRay    FireFan       Wyrm
29-30      Hydra     Kraken     Kraken      Hydra
31-99    Sei-Ryu    Sei-Ryu     Garuda     Garuda

Beasts
Level      Earth      Water       Fire        Air
 1- 2     Silver    Orc-Orc    Diviner     Sprite
 3- 4    Fighter    SeaMonk    Broomer      Nymph
 5- 6     Kelpie   Mad Boar      Thoth   Familiar
 7- 8    Mustang     Pirate      Witch      Fairy
 9-10    Warrior   SaltMonk   Magician      Pixie
11-12    Centaur    Werepig      Horus      Fiend
13-14   Nitemare     Viking     Wizard      Sylph
15-16    Liz Man    Brooder    Watcher     Thanos
17-18     Medusa   Fish Man     Osiris       Loki
19-20      Lamia     Merman     Hermit      Soarx
21-22   Liz Duke   Big Head       Mage      Siren
23-24       Naga        Nix        Set   Mephisto
25-26     Scylla     Selkie   Sorcerer   Succubus
27-28   Liz King      Dagon    Warlock     Sphinx
29-30    Echidna    Gillman    Gillman    Echidna
31-99     Anubis     Anubis     Anubis     Aeshma

Cyborgs
Level   Earth/Water   Fire/Air
 1- 2      Hooligan     Quacky
 3- 4         Thief     Talker
 5- 6      Headless   Stranger
 7- 8       Burgler   Imposter
 9-10       Brigand   Busybody
11-12          Duke   LoonyGuy
13-14        Outlaw    Cracker
15-16       Soldier    Rumorer
17-18      Dullahan      Ronin
19-20      Terorist    Samurai
21-22      Commando    Tattler
23-24         Brain   Hatamoto
25-26      HiredGun     Daimyo
27-28            SS     Virago
29-30        Shogun     Shogun
31-99       Removed    Removed

Robots
Level   Earth/Water   Fire/Air
 1- 2       Orb Rat     Flower
 3- 4        Tomtom    Trixter
 5- 6       AirMaid     Cosmos
 7- 8        Jerrit   IronRose
 9-10        Maitie    Con Man
11-12      IronLady     Reaper
13-14      Spectrat     Cactus
15-16         Guard   Beguiler
17-18      Valkyrie    Bazooka
19-20        Keeper       75mm
21-22       Monitor   Swindler
23-24          Iken      105mm
25-26      Searcher      150mm
27-28         Alert    Hustler
29-30         210mm      210mm
31-99         Venus      Venus

The above charts are adapted from the instruction manual.

  Each species has one and only one intrinsic element. The element of each enemy
species is the same as the element under which its name appears. For high-level 
species which appear in more than one column, the element is the same as the 
element of lower-level species of the same type. For example, Garuda is Air 
element, the same element as its lesser cousin Raven. In the case of cyborgs and
robots, the element is always Water or Air.

  3. DETERMINING NEW STATS
  The following table shows all of the factors that contribute to a character's 
stats given his or her current class. The percentages show how much of the 
enemy species's base stats are retained.

           HP    MP   Att.  Def.  Agi.  Mag.  Equipment   Other contribution
Monster   100%  100%  100%  100%  100%  100%      no
Beast     100%  100%  100%   50%  100%  100%     yes
Cyborg     40%   40%   70%   20%   70%   70%     yes      Cyborg equipment bonus
Robot      20%    0%   50%   10%   50%    0%     yes      Robot capsule bonus

--------------------------------------------------------------------------------
VIII. CHARACTERS
  1. MAIN CHARACTERS

The advancement of the four main characters each level is as follows:

Class      HP    MP  Att  Def  Agi  Mag   
Humans    +21    +9   +3   +2   +2   +1
Mutants   +19   +21   +1   +2   +2   +3

However, there is a random variation of +/-4 in HP and MP gains.

Arthur
L1, Human, innate element: Fire

Long sword      none
none            Leather armor
none            none
none            none

Level  EXP    HP    MP  Att  Def  Agi  Mag   
 1       0    50     5    6    5    4    5
 2      20    71    14    9    7    6    6
 3      54    92    23   12    9    8    7
 4     112   113    32   15   11   10    8
 5     200   134    41   18   13   12    9
 6     324   155    50   21   15   14   10
 7     490   176    59   24   17   16   11
 8     704   197    68   27   19   18   12
 9     972   218    77   30   21   20   13
10    1300   239    86   33   23   22   14
11    1964   260    95   36   25   24   15
12    2160   281   104   39   27   26   16
13    2704   302   113   42   29   28   17
14    3332   323   122   45   31   30   18
15    4050   344   131   48   33   32   19
16    4864   365   140   51   35   34   20
17    5780   386   149   54   37   36   21
18    6804   407   158   57   39   38   22
19    7942   428   167   60   41   40   23
20    9200   449   176   63   43   42   24
21   10584   470   185   66   45   44   25
22   12100   491   194   69   47   46   26
23   13754   512   203   72   49   48   27
24   15552   533   212   75   51   50   28
25   17500   554   221   78   53   52   29
26   19604   575   230   81   55   54   30
27   21870   596   239   84   57   56   31
28   24304   617   248   87   59   58   32
29   26912   638   257   90   61   60   33
30   29700   659   266   93   63   62   34

Curtis
L1, Mutant, innate element: Air

Battle hammer   none
none            Leather armor
none            none
none            none

Level  EXP    HP    MP  Att  Def  Agi  Mag   
 1       0    40    45    5    4    6   11
 2      20    59    66    6    6    8   14
 3      54    78    87    7    8   10   17
 4     112    97   108    8   10   12   20
 5     200   116   129    9   12   14   23
 6     324   135   150   10   14   16   26
 7     490   154   171   11   16   18   29
 8     704   173   192   12   18   20   32
 9     972   192   213   13   20   22   35
10    1300   211   234   14   22   24   38
11    1964   230   255   15   24   26   41
12    2160   249   276   16   26   28   44
13    2704   268   297   17   28   30   47
14    3332   287   318   18   30   32   50
15    4050   306   339   19   32   34   53
16    4864   325   360   20   34   36   56
17    5780   344   381   21   36   38   59
18    6804   363   402   22   38   40   62
19    7942   382   423   23   40   42   65
20    9200   401   444   24   42   44   68
21   10584   420   465   25   44   46   71
22   12100   439   486   26   46   48   74
23   13754   458   507   27   48   50   77
24   15552   477   528   28   50   52   80
25   17500   496   549   29   52   54   83
26   19604   515   570   30   54   56   86
27   21870   534   591   31   56   58   89
28   24304   553   612   32   58   60   92
29   26912   572   633   33   60   62   95
30   29700   591   654   34   62   64   98

Gloria
L1, Mutant, innate element: Water

Bronze staff    none
none            none
none            Leather shoes
Belt            none

Ice

Level  EXP    HP    MP  Att  Def  Agi  Mag   
 1       0    36    50    4    5    5   14
 2      20    55    71    5    7    7   17
 3      54    74    92    6    9    9   20
 4     112    93   113    7   11   11   23
 5     200   112   134    8   13   13   26
 6     324   131   155    9   15   15   29
 7     490   150   176   10   17   17   32
 8     704   169   197   11   19   19   35
 9     972   188   218   12   21   21   38
10    1300   207   239   13   23   23   41
11    1964   226   260   14   25   25   44
12    2160   245   281   15   27   27   47
13    2704   264   302   16   29   29   50
14    3332   283   323   17   31   31   53
15    4050   302   344   18   33   33   56
16    4864   321   365   19   35   35   59
17    5780   340   386   20   37   37   62
18    6804   359   407   21   39   39   65
19    7942   378   428   22   41   41   68
20    9200   397   449   23   43   43   71
21   10584   416   470   24   45   45   74
22   12100   435   491   25   47   47   77
23   13754   454   512   26   49   49   80
24   15552   473   533   27   51   51   83
25   17500   492   554   28   53   53   86
26   19604   511   575   29   55   55   89
27   21870   530   596   30   57   57   92
28   24304   549   617   31   59   59   95
29   26912   568   638   32   61   61   98
30   29700   587   659   33   63   63  101

Sharon
L1, Human, innate element: Earth

Battle hammer   none
Leather helmet  none
none            Leather shoes
none            none

Level  EXP    HP    MP  Att  Def  Agi  Mag   
 1       0    46     5    5    6    5    8
 2      20    67    14    8    8    7    9
 3      54    88    23   11   10    9   10
 4     112   109    32   14   12   11   11
 5     200   130    41   17   14   13   12
 6     324   151    50   20   16   15   13
 7     490   172    59   23   18   17   14
 8     704   193    68   26   20   19   15
 9     972   214    77   29   22   21   16
10    1300   235    86   32   24   23   17
11    1964   256    95   35   26   25   18
12    2160   277   104   38   28   27   19
13    2704   298   113   41   30   29   20
14    3332   319   122   44   32   31   21
15    4050   340   131   47   34   33   22
16    4864   361   140   50   36   35   23
17    5780   382   149   53   38   37   24
18    6804   403   158   56   40   39   25
19    7942   424   167   59   42   41   26
20    9200   445   176   62   44   43   27
21   10584   466   185   65   46   45   28
22   12100   487   194   68   48   47   29
23   13754   508   203   71   50   49   30
24   15552   529   212   74   52   51   31
25   17500   550   221   77   54   53   32
26   19604   571   230   80   56   55   33
27   21870   592   239   83   58   57   34
28   24304   613   248   86   60   59   35
29   26912   634   257   89   62   61   36
30   29700   655   266   92   64   63   37

  2. 5TH CHARACTERS
  At certain points a 5th character joins or leaves the party. These characters 
are at a sufficiently high level to make them powerful against the monsters and 
bosses you will be facing. They do not gain exp or level up, and cannot undergo 
class changes. It is possible to give them equipment to fill out the empty 
spaces, but be mindful that you can't change or remove equipment once placed. 
You cannot add or remove their magic spells. The stats given are base stats, 
before equipment effects.

Myron
L5, Human

Battle axe      none
Bronze helm     Bronze armor
none            none
Plume           none

Cure1
Fire1, Ice 1

 HP    MP  Att  Def  Agi  Mag 
130   120   18   19   14   17

Joins at the beginning.
Leaves after WaterHag boss.

Lara
L10, Mutant
Gold rod        none
none            Leather armor
Gold gloves     none
Pendant         none

Spark   Shell   Cure1
Lit 1   Venom   Fire 1

 HP    MP  Att  Def  Agi  Mag 
200   250   15   16   27   30

Joins at the South cave in the past.
Leaves after returning to the present.

Dion
L21, Human
Dragon sword    none
Gold helm       Dragon armor
none            Dragon boots
Shades          none

Stone   Quake   Conf    Cure2
Ice 2   Venom   Sleep

 HP    MP  Att  Def  Agi  Mag 
680   665   71   61   61   57

Joins after giving the password in Viper City.
Leaves after entering Pureland.

Faye
L25, Human
Rune axe        none
none            Battle armor
Iron gloves     Diamond shoes
Scarf           Earring

Weak    Fast    Cure3
Exit    Lit 2   Fire2

 HP    MP  Att  Def  Agi  Mag 
750   670   70   64   70   66

Joins at the Eitar ruins.
Leaves after giving the Pass in Porle.

Dion
L30, Human

Rune axe        none
Diamond helm    Battle armor
none            Diamond Shoes
Shades          none

Weak    Fast    Cure3   Stone   Quake   Conf
Ice 2   Venom   Sleep
Morph

 HP    MP  Att  Def  Agi  Mag 
880   830   78   68   66   63

Joins after Faye leaves.
Leaves before the Agron battle in the Eastern ruins.

Borgin
L40, Mutant

Gungnir spear   none
none            Wizard armor
none            none
Scarf           none

White   Magma   Wall    Life    Heal    Cure3   Shell
Fatal   Mute    Para    Sleep
Lit X   Morph   CureA   Pure    Float

 HP    MP  Att  Def  Agi  Mag 
990   990   89   74   91   91

Joins after the Agron battle.
Remains till the end.

--------------------------------------------------------------------------------
IX. SEE ALSO

  This guide was written to correct wrong information and fill out the missing 
information that cannot be found in any of the published FFL3 resources. It is 
not intended to replace all the others as a stand alone guide and should be used
in conjunction with other resources.

  I have prepared maps of all the areas. They are available at gamefaqs.com and 
vgmaps.com:

http://www.gamefaqs.com/portable/gameboy/game/563274.html
http://www.vgmaps.com/Atlas/GB-GBC/index.htm#FinalFantasyLegendIII

  For information on Talents and save state hacking, see Ragnarosen's Save State
Hacking Guide. For a walkthrough, I recommend Spatvark's guide. Both guides are 
available at gamefaqs.

--------------------------------------------------------------------------------
CLOSING

    Inspiration for this work was derived from the works mentioned above, and 
the tables in section VI-2 were adapted from the instruction manual. The rest of
the information here was derived empirically, by my own work.
    Any questions, comments, corrections or complaints should be addressed to 
the address below, with clear indication in the subject line that the email is 
concerning this FAQ. 

dammit9x at hotmail dot com