Related
The Dragoons of Deist
Page
2
The party may explore the Tropical Island where they find the mysterious Black Mask.
The Ultima Tome
Page
2
Page
2
The mechanics and bugs of FFII are laid bare.
Mythril
Page
1
Two towns connected by a ferry offer the chance to recover and re-equip on the way to Salamand.
Mythril
Page
3
The party frees the prisoners held at Semitt Falls and recovers the Mythril.
The Dreadnought
Page
3
The Dreadnought
Page
4
The Dreadnought
Page
5
Sunfire in hand, the party travels to the docked Dreadnought to save their friends and destroy the ship.
The Dragoons of Deist
Page
3
At Castle Deist the party learns of the last of the [Wyverns] and the Pendant needed to speak to it.
The Dragoons of Deist
Page
4
Fulfilling a dying wish, the party brings the Wyvern Egg deep into the Deist Cavern.
Princess Hilda
Page
1
Princess Hilda has reportedly been acting strangely since being rescued from the Dreadnought.
Princess Hilda
Page
2
The party travels to the Coliseum in the shadow of Castle Palamecia to rescue the real Princess Hilda.
Princess Hilda
Page
3
It is finally time to drive the Empire out of Castle Fynn.
The Ultima Tome
Page
1
The White Mask is located in the Castle Fynn Basement, but the trouble is finding the path to get there.
The Ultima Tome
Page
4
Upon approach to the Mysidian Tower, the ship is swallowed by Leviathan.
The Final Battle
Page
1
The party travels through a mysterious opening in the ground through the Jade Passage.
The Final Battle
Page
2
Fantastic treasures and a final confrontation with the Emperor await in Pandaemonium.
Sprite
Type
White Magic
LV
1
Effect
Increases caster's Evade by 80 points
Target
Caster
The effect of RUSE stacks with the effects of INVS and INV2, as well as itself.
RUSE is a fantastic self buff with the minor problem that the people who can cast it early in the game (i.e., Wh.MAGE) don't gain all that much from it. Yes, it will help them avoid potentially deadly attacks, and you do want your Wh.MAGE alive, but if they're in the last two party slots they only will only be attacked 1/8 of the time. This Spell is more interesting for the KNIGHT, and to a lesser extent a RedWiz willing to forego a level 1 Spell for the first half of the game.
RUSE is a fantastic self buff with the minor problem that the people who can cast it early in the game (i.e., Wh.MAGE) don't gain all that much from it. Yes, it will help them avoid potentially deadly attacks, and you do want your Wh.MAGE alive, but if they're in the last two party slots they only will only be attacked 1/8 of the time. This Spell is more interesting for the KNIGHT, and to a lesser extent a RedWiz willing to forego a level 1 Spell for the first half of the game.
The effect of Blink stacks with the effects of Invis1 and Invis2, as well as itself.
Blink is a fantastic self buff with the minor problem that the people who can cast it early in the game (i.e., White Mages) don't gain all that much from it. Yes, it will help them avoid potentially deadly attacks, and you do want your White Mage alive, but if they're in the last two party slots they only get attacked 1/8 of the time anyway. This Spell is much more interesting for the Knight, and to a lesser extent the Red Wizard (or for that matter, anyone using the Defender). Casting Blink a few times on the same person makes you virtually unhittable, though I am generally opposed to such tactics.
Blink is a fantastic self buff with the minor problem that the people who can cast it early in the game (i.e., White Mages) don't gain all that much from it. Yes, it will help them avoid potentially deadly attacks, and you do want your White Mage alive, but if they're in the last two party slots they only get attacked 1/8 of the time anyway. This Spell is much more interesting for the Knight, and to a lesser extent the Red Wizard (or for that matter, anyone using the Defender). Casting Blink a few times on the same person makes you virtually unhittable, though I am generally opposed to such tactics.
Description
Activated by receiving BAD or MISS on a Trigger. Helps you avoid damage with 20% success and works up to 3 times per stage.
Type
Reactive
CP
3
Subtype
Probability
Description
Activated by receiving BAD or MISS on a Trigger. Helps you avoid damage with 50% success and works up to 3 times per stage.
Type
Reactive
CP
5
Subtype
Probability
Description
Activated by receiving BAD or MISS on a Trigger. Helps you avoid damage with 80% success and works up to 3 times per stage.
Type
Reactive
CP
7
Subtype
Probability