Hi everyone, I'm new to this forum.
I just got the FF1 Rebalanced Hack a few days ago. So far so good, using a team of Fighter / Thief / Monk / White Mage. A mostly physical party was hard at first, especially against mobs of enemies, but they had incredible survivability. so I don't have to worry about anyone dropping to half their HP or so.
However, I want to make a hack with all the known bugs fixed including the INT bug to make mages more formidable. But the real variation I had in mind is to give physical classes MP and some special spells.
- Fighters (renamed Knights), Thieves (renamed Rogues) and Monks can learn up to level 2 spells, while their upgraded conuterparts can have up to level 4 spells. In addition, as mentioned above, I will give the Monk/Master special spells such as Strike (Lv2 right now, high non-elemental damage to one enemy) and Chakra (Lv3, restore HP to caster)
- Another variation I had in mind is giving the White Mage Aero spells so that they won't be limited to fighting Undeads. I will use the Confuse property for these spells so it's no doubt some enemies and bosses will have immunity against Aero.
- I would like to include Ultima as a high-level White Magic, since I have given Comet and Meteor to the Black Mage and Black Wizard respectively. However, I'm not sure how would Ultima compare to Holy (FADE) and Flare (NUKE). I'm thinking about having both Holy and Ultima as Level 8 spells, but that would mean I must have Flare and Meteor as Level 8 spells as well. But I'm considering whether to bring Meteor down to level 7 to accomodate Flare. This is my spell set ATM:
White Magic
Cure - restore 24-48 HP to one ally
Dia - 24-48 damage vs evil and undead
Protect - def + 8 to one ally
Blink - eva + 80 to caster
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Poisona - cure Poison
Fear - base chance of 32 to lower all enemies' morale by 64
Aero - 24-48 Wind/Confuse damage to one enemy, usable by Monk/Master
Invis - eva + 40 to one ally
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Cura - Restore 48-96 HP to one ally
Diara - 48-96 damage vs evil and undead
Silence - base chance of 48 to Silence all enemies
Chakra - Restore 72-144 HP to caster, Master only
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Heal - Restore 24-48 HP to all allies
Basuna - cure Mute, Sleep, Dark, and Stun
Aera - 48-96 Wind/Confuse damage to all enemies, usable by Monk/Master
Life - Cure KO and restores 1 HP
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Curaga - Restore 96-192 HP to one ally
Stona - Cure Stone
Shell - Resist Fire, Ice, Lightning, Earth, and Wind/Confuse to all allies
Diaga - 96-192 damage vs undead
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Protera - def + 16 to allallies
Invisira - eva + 60 to all allies
NulDeath
Healara - Restore 48-96 HP to all allies
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Curaja - fully restores HP of one ally
Exit - Warps whole party out of dungeons outside of battle, base chance of 40 to inflict Instant Death to one enemy in battle
Aeroga - 96-192 Wind/Confuse damage to all enemies, White Mage/White Wizard only
Holy - 124-248 damage to all enemies
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Full-Life - Cure KO and fully restores HP of one ally
Ultima - 144-288 damage to all enemies
Dispel - base chance of 56 to remove one enemy's elemental resistances
Barrier - Resist All Elements and Status to one ally
Black Magic
Fire - 16-32 fire damage to one enemy
Sleep - base chance of 32 to inflict Sleep to all enemies
Focus - base chance of 32 to lower all enemies' evasion by 25
Thunder - 16-32 lightning damage to one enemy
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Blizzard - 20-40 ice damage to one enemy
Dark - base chance of 48 to inflict Dark to all enemies
Strike - 48-96 non-elemental damage to one enemy, Rogue/Ninja and Monk/Master only
Poison - 16-32 poison damage + base chance of 32 to inflict Poison to all enemies
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Fira - 32-64 fire damage to all enemies
Hold - base chance of 56 to inflict Stun to one enemy
Thundara - 32-64 lightning damage to all enemies
Temper - atk + 10 and hit + 5 to one ally
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Bio - 32-64 poison damage + base chance of 40 to inflict Poison to all enemies
Confuse - base chance of 48 to inflict Confuse to all enemies
Haste - doubles # of hits of one ally
Blizzara - 40-80 ice damage to all enemies
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Firaga - 56-112 fire damage to all enemies
Comet - 64-128 earth damage to one enemy, Black Mage/Black Wizard only
Warp - base chance of 48 to cause Instant Death to one enemy, teleports whole party to a previous floor in a dungeon outside of battle
Slow - base chance of 72 to reduce one enemy's number of hits to 1.
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Thundaga - 64-128 lightning damage to all enemies
Death - base chance of 56 to inflict Instant Death to one enemy
Quake - base chance of 40 to inflict Instant Death to one enemy
Scourge - Inflicts Instant Death to all enemies whose HP to 255 and below
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Blizzaga - 72-144 ice damage to all enemies
Break - base chance of 64 to inflict Stone to one enemy
Saber - atk + 16 and hit + 10 to caster
Meteor - 132-264 earth damage to all enemies
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Flare - 160-320 non-elemental damage to all enemies
Stop - base chance of 96 to inflict Stun to all enemies
Void - base chance of 56 to inflict Instant Death to all enemies
Kill - Inflicts Instant Death to one enemy if its HP is 255 and below
That's all. Thanks in advance,
Judas Martel