Related
Page
1
Master FFII's leveling system to create a party that can overcome any challenge with ease.
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.
The Rebellion
Page
2
The party sneaks into Fynn and makes contact with Scott.
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 Dragoons of Deist
Page
4
Fulfilling a dying wish, the party brings the Wyvern Egg deep into the Deist Cavern.
Princess Hilda
Page
2
The party travels to the Coliseum in the shadow of Castle Palamecia to rescue the real Princess Hilda.
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
3
With the Black Mask from the Tropical Island in hand, the party can delve into the Mysidian Cave to find the Crystal Rod.
The Ultima Tome
Page
5
The party fights their way through gigantic guardians to find the Ultima Tome atop the Mysidian Tower.
The Emperor
Page
3
Cid bequeaths his airship to the party, allowing them to approach Castle Palamecia from above.
The Emperor
Page
4
Conquer the guardians of Castle Palamecia and defeat the Dark Knight, new ruler of the Empire.
The Final Battle
Page
2
Fantastic treasures and a final confrontation with the Emperor await in Pandaemonium.
Fire1 is your staple single-target damage Spell. A lot of enemies are weak against Fire, including nearly all Undead and the dangerous (at low levels) Gigas Worms. It's even useful for taking out the high Defense Green Slimes in the Marsh Cave. If you take just one level 1 damage Spell, it should be Fire1.
Base Type
Spell
Attack Type
Magic
Bat.Pwr
21
Target
One/All Foes
MP Cost
4
Hit Rate
150
Can be absorbed with Runic
Can be reflected with Reflect
Element
Fire
Used By
Commander, Crane, Dark Side, FlameEater, Ghost, Hazer, Ifrit, L.10 Magic, Lich, Mag Roader, Mag Roader, Number 024, Spectre, Trixter, TunnelArmr, Ultros, Whisper
Fire-elemental attack
Spell Type
Icon
Attack
Bat.Pwr
21
Target
One/All Foes
MP Cost
4
Hit Rate
150
Can be absorbed with Runic
Can be reflected with Reflect
Element
Fire
Used By
Commander, Crane, Dark Side, FlameEater, Ghost, Hazer, Ifrit, L.10 Magic, Lich, Mag Roader, Mag Roader, Number 024, Spectre, Trixter, TunnelArmr, Ultros, Whisper
Type
Attack
Description
Fire magic damage/one enemy
Element
Fire
Power
18
HP-J ×100
100 hit points (43rd)
Str-J ×100
10 strength (36th)
Vit-J ×100
4 vitality (47th)
Mag-J ×100
10 magic (40th)
Spr-J ×100
4 spirit (47th)
Spd-J ×100
8 speed (27th)
Eva-J ×100
2 evade (31st)
Hit-J ×100
10 hit (23rd)
Luck-J ×100
8 luck (32nd)
Elem-Atk-J ×100
Fire 50%
Draw Difficulty
+0
Description
Inflict fire-attribute magic damage.
Type
Magic
Element
Fire
Damage Modifier
×1.00
Chain Bonus
+10.00
Hits
1
Interrupt Ability
15
Interrupt resistance
15
Infusible
Yes
ATB Cost
1
Description
Activated in BMS each time you receive GOOD or better on 30 Touch Triggers. Deals magic damage. (Low strength)
Type
Reactive
CP
7
Subtype
Magic