Dragon Quest
Dragon Warrior (NES)
Final Fantasy
Final Fantasy (NES)
Final Fantasy (PlayStation)
Final Fantasy II (Famicom)
Final Fantasy III (Famicom)
Final Fantasy IV (PlayStation)
Final Fantasy VI (SNES)
Final Fantasy VII
Final Fantasy VIII
Final Fantasy XIII
Final Fantasy XIII-2
Final Fantasy All The Bravest
Theatrhythm Final Fantasy
Ultima
Ultima (Apple II)
Ultima I: The First Age of Darkness (PC)
Ultima II: Revenge of the Enchantress
Ultima III: Exodus
More Guides
Chrono Trigger
Golvellius
Mass Effect 2
Castlevania: Symphony of the Night
Other
Mission Statement
Choose Translations
Compare Cards
Leave Feedback
Site Settings
Name/Stats Tool
Items
Arms
Items
Battle
Monsters
Encounters
Bosses
Spells
Levels
World
Locations
Location Floors
Treasures
Shops
Doors
Gamer Corner Guides
Log In
or
Create an Account
HEALMORE
MP
10
Level Learned
17
Effect
Restores 85–100 HP
Used By
Armored Knight
Starwyvern
Compare HEALMORE to other Spells
Monsters: That use
HEALMORE
– 2 shown
Minibosses
are monsters that appear as bosses, but appear later as regular monsters;
bosses
only appear in set battles; the
final boss
must be defeated to complete the game
Name
Monsters start combat with a randomized HP total in this range
HP
Experience
Monsters drop a randomized amount of GOLD in this range
GOLD
Monsters will not use special abilities if the situation does not warrant it; they will not use Sleep or Stopspell if they are already in effect, and will not use Heal or Healmore unless they are at 1/4 HP or below
Special Ability
If it makes sense for a monster to use its special ability, this is the chance it will choose to do so on its turn
S.Ab. Rate
Special Attack
A monster with both a special ability and a special attack will only use the special attack if it chooses not to use its special ability, so depending on the situation the actual chance of them using this attack may be lower than this value
S.Att. Rate
Strength determines the attack power of a monster's normal attacks
Strength
Agility determines the defense power of a monster
Agility
The monster may evade normal attacks at this rate
Evasion
The monster will fully resist Sleep spells at this rate; all monsters have an equal 1/3 chance to wake from Sleep each turn after it has been inflicted
Resist Sleep
The monster will fully resist Stopspell spells at this rate; once this spell succeeds, it does not wear off; note that monsters with no Spells to stop typically have very high resistance to Stopspell
Resist Stopspell
The monster will not take damage from Hurt and Hurtmore spells at this rate; if the spells work, they will deal full damage
Resist Hurt
This value indicates the Agility the hero must have to have a 50% chance of successfully running on a given turn; the wider the gap between this value and the hero's Agility, the more or less likely a run attempt is to succeed
Run Difficulty
Armored Knight
68–90
70
105–139 G
HEALMORE
3/4
HURTMORE
1/4
105
86
2/64
15/16
7/16
1/16
86
Starwyvern
49–65
43
120–159 G
HEALMORE
3/4
Breathe Fire
1/4
86
80
2/64
8/16
0
1/16
40
REPEL
HURTMORE