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