Difference between revisions of "Final Fantasy I & II: Dawn of Souls:Armor Data Table"

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m (Correcting max cost/value sections, and earlier typo)
m (→‎Value: Correcting byte length)
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{{table el|len=2 bytes |loc=0x18-0x1B|valrange=0-999999 (0x0-0x0F423F)}}
{{table el|len=4 bytes |loc=0x18-0x1B|valrange=0-999999 (0x0-0x0F423F)}}
Gil received when selling this armor.
Gil received when selling this armor.

Latest revision as of 12:58, 12 June 2017

FF1 Armor Data Table
Game Final Fantasy I & II: Dawn of Souls
Start Address 0x19FA58
End Address 0x1A021B
# of Entries 71
Entry Length 28 (0x1C)
Total Length 1988 bytes (0x7C4)
Back to the ROM map

The FF1 Armor Data Table stores the basic statistics of every armor in Final Fantasy I. Which slot a piece of armor fits on - head, chest, shield or gloves - is determined by the first character of the armor's name string:






Sorting Order

Position this armor will be placed in relative to other armor pieces when using the Sort option in the Inventory menu.

Who Equips (Base Classes)

Each bit is a true/false flag indicating whether the corresponding base class can wear this armor. See class equip bits. The top two bits are unused.

Who Equips (Advanced Classes)

As above, for the advanced classes.


Bonus to Defense provided when equipped.


Penalty to Evade provided when equipped. Total Evade cannot fall below 0.


Bonus to Evade provided when equipped. Total Evade cannot exceed 255.

Spell Cast

If this value is not 0xFF, this armor will cast the spell of the same ID when used in battle. See spell IDs.

Elemental Resistances

Each bit corresponds to an element; the top two bits are mostly functional but unused. The wearer will resist spells as well as status effects from physical attacks of each element with a value of 1. The elemental resistances of all pieces of equipment are ORRed together.

Attribute Modifiers

Strength Modifier

Stamina Modifier

Agility Modifier

Intellect Modifier

Attribute modifiers provided while equipped. All of the above may be negative, but note that attributes have a minimum of 0 and a maximum value of 99, so very large values will be wasted. Multiple pieces of armor with attribute mods will stack their effects.

HP Boost (%)

Amount that Max HP is increased by while this armor is equipped, expressed as a percentage of base Max HP. Multiple pieces of armor that boost HP will stack.

MP Boost (%))

As above, for Max MP.


Unused bytes.


Gil cost of buying this armor.


Gil received when selling this armor.

See Also