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#1 What do you think of my list of spells you *should* buy in FF1? Give your opinions! The ones in hyphons are not really important, they're mainly there to fill out space: Cure - Harm - (Fog) Mute - Invs - Alit Cur2 - Hrm2 - Afir Pure - (Amut) - Aice Cur3 - Hrm3 - Life Soft - Inv2 - Exit Cur4 - Hrm4 - (Hel3) Fade - Wall - Lif2 Fire - (Slep) - Lit Ice - (Slow) - (Tmpr) Fir2 - (Lok2) - Lit2 Ice2 - Fast - (Conf) Fir3 - Bane - Warp Lit3 - Rub - Qake Ice3 - (Brak) - (Sabr) Nuke - (Xxxx) - (Zap!) |
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| Site Staff | What do you mean, 'not important'?!? Tmpr is one of the best spells in the game, believe it or not. It's really useful in a party of Red Mages with all 4 having it. |
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Actually, In the original FF1 NES version. Temper does not work at all. So it is not needed. On the PSX and GBA versions, Steel/Temper is godly. Anyway, these are the worst spells to buy in FF1 and here is why.... Tempr - Doesnt work Sabr - Doesnt work Lock - doesnt work Lock2 - it actually RAISES the enemies acc. by 20%! ARUB - By time you by this you should have pro ring XFER - Waste of time, no need for it Slow2 - It has the same effect as slow but this spell only hits 1 enemy. Any instant death spells - I never use them. Slep - A crap spell, puts enemies to sleep for one turn! WOW! Slep2 - Same as slep1 but only hits one enemy. AMUT - I dont even think a single enemy casts mute on you. Out of all of those the worst spells are Lock2,Tempr,Sabr and Lock. As for best spells. Fast, Cure1-4, Fire2-3, Ice2-3,Lit2-3, Life, and mute. Every other spell isnt really needed. As long as you get these you should be fine. I didnt put Nuke or any other level 8 spells because by time you get them so late in the game that they are basically useless. Last edited by Black Mage FF1; 09-11-2005 at 01:34 AM. |
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| | Im not use to puting a mage in my party so I dont know what is good and what is bad....when I get my Knight and Ninja I just get a few simple healing and hurt spell(I really for the ninja I get haste eventhough I have no idea what its for). WARRIOR WARRIOR THEIF AND BL.BELT ALL THE WAY!!!!! |
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| | as was posted earlier some spells dont work but for me white mage cure harm inv alit cur2 hrm2 afir pure aice cur3 hrm3 hel2 --no need for life i dont let my members die fog2 inv2 exit -- no need for soft thats what potions are for cur4 hrm4 hel3 fade wall lif2 -- only raise spell i ever thought of taking just in case black mage fire lit ice tmpr(dos only) fir2 lit2 ice2 fast fir3 bane warp lit3 ice3 brak nuke zap! with these spell i obtained all be fore making level 25 nes and 30 dos but most are not neccessary Last edited by chad; 09-19-2005 at 09:32 PM. |
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| | dunno bout the original version, but sleep is quite powerful in the Origins version. Helps a lot on a solo black mage the first time you visit provoka and still have like.... 2 defense/absorb? Sleep the boss there and pick off a lil, then sleep again. Sleep isnt grandly useful, but there were times with 7-9 enemies on the screen that I would throw out a shot of it.. more useful than Fire or Lit when enemies start having over 120hp |
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