Final Fantasy I & II: Dawn of Souls:Armor Data Table
|FF1 Armor Data Table|
|Game||Final Fantasy I & II: Dawn of Souls|
|# 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:
Position this armor will be placed in relative to other armor piecess 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.
If this value is not 0xFF, this armor will cast the spell of the same ID when used in battle. See spell IDs.
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 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.
The Gil cost of buying this weapon.
The Gil received when selling this weapon.