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  Until the trainer hits...some secrets
  • Current rank: 1 Star. Next Rank at 100 Posts.
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    ELITE
    Shimatsu posted on Nov 05, 2021 3:33:11 AM - Report post
     
    Just a reminder of a couple game mechanics

    In Final Fantasy 2, robots essentially have infinite healing and infinite equipment. Item uses are halved when equipped, but are restored by resting at an inn or using an Elixier; for healing, equip and un-equip a piece of armor repeatedly, their health will rise each time until they are full. Also, Robot agility and defense can be glitched above 99 easily, making them either insane hitters or unstoppable defenders (especially with Dragon armor on to negate elemental magic). Note, certain items like the Glass Swd and Nuke cannot be used by robots, equipping them instantly reduces their uses to zero.

    Also, for robots, any piece of armor is counted as the same for that set, so a bronze glove, helm, and chest all give the same amount of armor. They can also equip multiples of the same type of armor (ie 6 gloves), so give them gloves since they tend to be cheapest. You can make a strength-based robot, but they will both move last every fight and miss a lot, so it's generally better to do one agi and one defense based robot if you have two.

    Stats raise based on attacks/defenses used during fight. Use shields for def, punch works best for agi grinding since it's cheap, spells for mana, swords and axes for strength. Str and agi go up easiest for humans, mana and def for mutants.

    If you take a monster, you want to end with a Kusanagi, which can basically solo the final boss.

    For Final Fantasy Legend 1, I recommend either 2 humans, 1 mutant, 1 monster as a party, but 1 human/2 mutant/1 monster or 2 human/2 mutant also works. Mutants get overpowered super quick if you boost them by having them attack with agility weapons early, and spam their ability spells when they have them to boost mana, but humans can boost their stats over 99 (to a max of 255) to wreck house as well. Monsters tend not to scale well, especially vs the final boss, but there are a few good exceptions that work.

    For FFL3, party mechanics are a bit weird:

    Humans get 2x damage from the Fight command, and can use most items well. They're the best with heavy weapons, projectiles, and firearms, and have good HP throughout the game.

    Mutants get 2x damage from Magic, and will have the most MP. Naturally, they suffer lower HP in return.

    Beasts get a 50% bonus from Martial Arts and equippable techs, but their strength comes from in-born abilities. Medusa, for instance, comes with Petrify which many enemies just have no resistance to, and can spam it for no MP cost. Anubis comes with O-All, which protects vs all elementals and reduces physical damage.

    Cyborgs work most like the FFL2 Robots without the HP-restoration glitch. Equipment can raise their stats over 99, and some of their in-born talents are fantastic. The Headless family is a good choice, as they get access to some instant death abilities, though more enemies resist that than Medusa's stonegaze.

    Monsters are your tank classes, but most of them are subpar. High stats, very high HP, but generally low defense. They can wear equipment and cast magic, but only a few are really good to use since they have talents that you can spam without a mana cost.

    Robots are, IMO, the worst "class" in the game. All the cons of cyborgs, none of the benefits, and the most expensive thing in the game since you have to raise every one of their stats manually (think powering up Humans in FFL1). Most/all of them have bad talent abilities, and while you can make them a powerhouse with enough cash, it takes so much grinding that you could make something else stronger in less than half the time. Also, no magic ability at all to go with the "no good talents" thing, so...meh. Stick to Cyborgs.

    General info: In the first 2 games, spell books are notably more powerful than the random abilities you get on your mutants, but naturally carry a cost and don't regenerate at an inn.

    For FFL2, you can prevent mutants from learning 4 abilities if you act fast. Fill up their inventory, and keep it full, and they will only generate as many abilities as they have slots for. Alternatively, if you learn all four abilities, remember that only the BOTTOM one will be replaced, the other three will not. Keep any powerful abilities like Stealth/Warning, Flare, or O-All off the bottom level or you will lose them.

    Also, abilities gained are based on the level of enemy, so don't go expecting Flare in the first world.
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