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Final Fantasy V/Jobs

Final Fantasy V contains 22 Jobs (four more in the Game Boy Advance and later versions, totaling 26). Jobs can level up by collecting ABP (Ability Battle Points) after battles, which allows the character to use the Job's abilities as a different class and when the job is mastered, the game will transfer the stat boosts of that Job to the Mimic and Freelancer jobs. Please note that this guide prioritizes the most recent names, and the old PSX names, if they exist, are underlined.

Characters start off at level 0 for each Job and have access to only the innate skills for a given Job. New abilities are obtained once you collect the required ABP. Once you meet the quota, the character gains a level in the Job and an ability. The count then resets to 0. Once an ability is obtained, it may be assigned to a free slot regardless of Job. Abilities prefixed with "!" are active commands that can be selected in battle.

For the six specialized mage jobs (Black/White/Red/Time Mages, Summoner, and Mystic Knight), Job levels are cumulative. Their active ability retains its name, but for each level completed, the ability gains the use of that Job level's spells at that tier. For example, a Level 3 Black Mage is able to use Level 1-3 Black Magic. However, the Mystic Knight's spell level is actually (job level-1) because of their Magic Shell ability at level 1, so they will not be able to pass their magic on to other Jobs without reaching level 2 first.

Note: The names of the jobs and abilities may change depending on the game's version.

Freelancer
Location: Used by default

Renamed: Freelancer (GBA)

 * Traits
 * This Job cannot gain ABP
 * Can equip any equipment in the game
 * Stat boosts are transferred to this job when other jobs are mastered
 * Can select two abilities instead of one

 * Abilities
 * None

Wind Crystal Jobs
These Jobs become available after you beat the Wing Raptor.

Knight
Location: Wind Shrine
 * Summary
 * The Knight is one of the classic RPG "tanks" of all Jobs: built to take damage, but built even better to dish it out. As the earliest warrior Job in the game, the Knight has access to the widest range of weapons and armor in the game, including elemental swords. The Knight covers their allies when they are critically wounded. They also have a to nullify direct attacks targeted at them.

 * Traits:
 * Above-average HP, Strength, and Stamina stats, but not as good as specialist Jobs
 * Cover steps in for wounded ally
 * Perfect defense vs most physical attacks with !Guard

Can Equip: Knives, Swords, Shields, Plates, Mails, Helms

Command Ability: !Guard: Reduces damage from physical attacks.

 * Innate Abilities:
 * Cover
 * Guard
 * Equip Armor
 * Equip Shield
 * Equip Sword

Monk
Location: Wind Shrine
 * Summary
 * The first specialist Job. the Monk is not only a tank, but also has high Strength, Stamina, and HP. They can hit twice as hard as a Knight barehanded and have the ability to deal double damage for a turn at the temporary expense of defense. The Monk counterattacks physical strikes directed at them and their critical hit rate is higher than many other Jobs. They can only equip light armor like robes and hats.

 * Traits
 * Very high HP and Stamina
 * Learns the recovery ability !Chakra that uses no MP
 * Frequent critical hits

Can Equip: Hats, Robes, Plates

Command Ability: !Kick: Deals minor damage to all enemies.

 * Innate Abilities
 * Counter
 * Barehanded
 * HP + x%

Thief
Location: Wind Shrine
 * Summary
 * The Thief is not always the greatest attacker, nor does this Job have much above average Stamina and HP. They compensate by having extremely high Agility and useful passive skills. They can see hidden things and help their party out of dangerous situations with their increased speed and escape skills. They are also one of the three classes that are able to throw projectile weapons, which allows them to be in the back row without sacrificing offensive power. They are able to steal from enemies.

 * Traits
 * Highly versatile
 * Reduces back-attack probability

Can Equip: Knives, Thrown, Hats, Robes, Plates

Command Ability: !Steal: Attempts to steal an item from an enemy.

 * Innate Abilities
 * Dash/Sprint
 * Find Passages
 * Agility
 * Caution

White Mage
Location: Wind Shrine
 * Summary
 * The White Mage specialises in restorative and defensive magic. As a medic, they are second to none and will see a lot of use throughout the game. Along with their damage-dealing counterpart, the Black Mage, the White Mage has a high Magic score, but does not offer much in the way of offense or defense. Their equipment selection is poor and it is recommended to keep them in the back row. They are effective against the undead; the same restorative spells, along with the late-game Holy spell, are their most potent offense against them.

 * Traits
 * Uses Level 1-6 White magic

Can Equip: Staves/Maces, Hats, Robes

Command Ability: !White: Casts White Magic spells. See White Magic for the full list.

 * Innate Abilities
 * MP +10%

Black Mage
Location: Wind Shrine
 * Summary
 * The Black Mage is the major damage dealer throughout the game. They use fire, ice, and lightning spells as well as an array of status spells to cripple oncoming foes. Although they are physically weak, they have a decent selection of rods to help boost their magic power.

 * Traits
 * Uses Level 1-6 Black magic

Can Equip: Knives, Rods, Hats, Robes

Command Ability: !Black: Casts Black Magic spells. See Black Magic for the full list.

 * Innate Abilities:
 * MP +30%

Blue Mage
Location: Wind Shrine
 * Summary
 * The Blue Mage specializes in using enemy skills. A Blue Mage's skills range from physical attacks through the basic elemental spells to the game's harder-to-find secondary elements like water and wind; some of their skills include healing and status spells. To learn a spell they must be hit and affected by the spell (e.g., succumbing to Lv 5 Death). They are a mid-class fighter with below-average Strength and average Stamina.

Can Equip: Swords, Daggers, Rods, Shields, Robes, Medium Armor

Command Ability: !Blue: Casts Blue Magic spells. See Blue Magic for the full list.

 * Innate Ability
 * Learning

Water Crystal Jobs
These Jobs are available after the Water Crystal shatters, with some noted exceptions.

Red Mage
Location: Walse Tower
 * Summary
 * The Red Mage can cast Black and White Magic and is decently skilled at physical combat. However, they cannot equip shields or cast anything higher than Lv 3 Black and White Magic. The Red Mage has average stats and a diverse assortment of weapons to equip. A Master Red Mage has the ability to cast two spells in a turn.

Can Equip: Knives, Swords, Rods, Staves, Plates, Robes

Command Ability: !Red: Casts Black and White Magic spells (up to Lv 3).

Time Mage
Location: Walse Tower
 * Summary
 * The Time Mage manipulates space-time and matter, controlling the flow of battle and calling in fragments of deep space at will to attack foes. Their abilities are best paired with other magic skills to maximize their effect without requiring another mage in the party.

 * Traits
 * Uses Level 1-6 Time magic
 * Fastest dedicated mage to master

Can Equip: Rods, Staves, Knives, Hats, Robes

Command Ability: !Time: Casts Time Magic spells. See Time Magic for the full list.

 * Innate Abilities:
 * Equip Rods

Summoner
Location: Walse Tower The Summoner geared towards dealing damage by summoning mystical creatures. Summons must be tamed before they can be used, with a few exceptions. Summons never miss their marks. They do not suffer the split-damage penalty of other magics, but the majority cannot be focused on a single target. Summoners use a lot of MP to summon, so having a supply of Ethers is recommended.
 * Summary

Can Equip: Knives, Rods, Hats, Robes

Command Ability: !Summon: Casts Summon Magic. See Summon Magic for the full list.

 * Innate Abilities:
 * None

Berserker
Location: Walse Tower
 * Summary
 * The Berserker is a slow but strong class. They are equipped with some of the least accurate weapons in the game. Command abilities should not be given to this Job as they will continuously attack without any input. It is best to augment Berserkers with a good passive skill.

Can equip: Knives, Axes, Hammers, Shields, Mails, Helms

 * Traits
 * High Strength and Stamina stats
 * Permanent Auto-Berserk status inflicts double damage; only physically attacks
 * Low Agility

Command Ability: N/A

 * Innate Abilities
 * Berserk
 * Equip Axe

Sorcerer
Renamed: Mystic Knight in GBA Location: Walse Tower
 * Summary
 * The Mystic Knight has average stats compared to Mage and Knight Jobs. They are able to imbue their weapons with spells. They are useful against enemies protected by Reflect. Each imbuement lasts until the end of a battle when another Spellblade is cast. They have significantly less MP than the dedicated mages.

Can Equip: Knives, Swords, Shields, Plates, Mails, Helms

Command Ability: !Spellblade: Imbues physical attacks with a spell. See Spellblade Magic for the full list.

 * Innate Abilities:
 * Magic Shell

Mime
Location: Walse Tower, after Water Crystal shatters and tower sinks (Unobtainable until World 3)

 * Summary

The Mime's equipment selection and stats reflect those of a Mage, but are able to equip throwing weapons like a Ninja or Thief. They can use any abilities acquired through other Jobs and inherit their innate skills when the Job is mastered. The Mime requires the second-most amount of ABP to master, just behind the Red Mage.

Can equip: Knives, Rods, Staves, Thrown, Shields, Hats, Robes
 * Traits
 * Can equip three abilities instead of one, but fight and item are not available.
 * Has all innate skills of mastered jobs.
 * Copied abilities use no MP.
 * Completely optional (see walkthrough).

Command Ability: N/A

Fire Crystal Jobs
These jobs become available after the party recovers the shards of the Fire Crystal.

Ninja
Location: Karnak Castle Ruins

 * Summary
 * The Ninja has the highest Agility out of all the Jobs. They are able to dual-wield, throw weapons to inflict serious damage, and use smoke bombs to escape. They have a low Defense rating.

Can Equip: Knives, Thrown, Plates, Robes, Hats

Command Ability: !Throw: Throws an item from the player's inventory.

 * Innate Abilities
 * Preemptive Strike
 * 2-Swords

Hunter
Renamed: Archer (PSX); Ranger (GBA)

Location: Black Chocobo Forest

 * Summary
 * The Ranger is the party's ranged-attack specialist. They equip bows and can attack enemies in any position at full strength. They can call friendly creatures to assist the party. Rangers do not have as much Stamina as other fighting classes and should be placed in the back row. His bows are not the strongest weapons and many tend to be element-based. They learn the Scattershot (Rapid Fire) skill which allows them to deal four half-damage strikes in a single turn.

Can Equip: Knives, Bows, Hats, Robes, Plates

Command Ability: !Aim: 100% hit rate at the cost of inflicting less damage.

 * Innate Abilities:
 * Equip Bows

Geomancer
Location: Karnak Castle Ruins

 * Summary
 * The Geomancer is a mid-level mage that uses natural elements against their foes. They are generally considered a weaker character with poor beginning stats and a very limited equipment list. However, the Geomancer can detect and evade obstacles like weak floors and life-sucking traps while in the party, so it is worthwhile to have one character Master the Job.

Can Equip: Bells, Knives, Robes, Hats Command Ability: !Gaia: Use the power of the current terrain to cast 1 of 4 spells at random without using MP. More powerful spells can only be cast by higher-leveled characters—at level 50 all terrain spells can be cast. Spell potency depends on the caster's Magic stat. See the Earth spell list.

 * Innate Abilities
 * Find Pits
 * Light Step

Trainer
Renamed: Beastmaster (GBA)

Location: Karnak Castle Ruins

 * Summary
 * The Beastmaster is unusual; they are neither fully a fighter nor a mage. Their whips are ranged weapons that can sometimes paralyze targets. A Beastmaster's strength lies in their ability to capture monsters and then release them on other foes with varying effects. The {Beastmaster's ability to control enemies is an asset for Blue Mages in learning support spells.

Can Equip: Whips, Daggers, Medium Armor

Command Ability: !Catch/!Release: If the target is at critical HP it is caught and stored for later use. When freed, a single move is performed. The type of attack depends on what has been caught and released. Some enemies cannot be caught. Equipping the Kornago Gourd makes catching enemies easier.

Innate Ability
 * Equip Whips

Bard
Location: Black Chocobo Forest

 * Summary
 * The Bard is a physically weak Job who specializes in singing. Their songs either negatively affect all enemies or positively affect all allies. It is a fast Job to master and it holds one of the few skills that exclusively damages undead enemies.

Can Equip: Harps, Daggers, Light Armor

Command Ability: !Sing: Casts a magic spell that either affect all enemies or all allies. See Song for the full list.

Earth Crystal Jobs
These jobs become available after the Earth Crystal shatters in the Ronkan Ruins.

Dragoon
Location: Ronkan Ruins

The Dragoon (or Lancer) is one of the most dedicated warriors in the game, His heavy armor slows him on land, but when he and his spear take to the air, he becomes a lethal weapon. His power comes at the price of an extra turn, and may leave weaker party members open to enemy assault.
 * Summary

 * Info:
 * When equipped with a spear, Jump deals 2x damage

Command Ability: Jump

 * Innate Abilities
 * Equip Spear

 * Abilities:
 * Jump (50AP)
 * Jump in the air, hold for one turn, then impale the enemy.
 * Lancer (150AP)
 * Drain and absorb a portion of enemy HP/MP with attack
 * Equip Lances (400AP)
 * Allows other Jobs to wield spears

Samurai
Location: Ronkan Ruins

 * Summary

Like the Knight, the Samurai is a straight melee job. They are capable of quick, one-shot kills, though they have little weapon selection early game. They prefer katanas to complement their higher Speed stat but can also wear heavy armor.

 * Traits
 * As quick strikers, Samurai have an increased chance of striking killing blows and/or critical hits.
 * Ability to throw Gil can unbalance any battle in the party's favor. Always hits all targets.
 * Can sometimes block enemy strikes with quick reflexes
 * Most weapons are non-elemental, except the Kazekiri (Wind Blade)

Can Equip: Knives, Katana, Shields, Mails, Helms

Command Ability: !Zeninage (lit. "Throw Coins"): Throw gil at enemies. Amount thrown is determined by Samurai's level. Damage is divided over number of targets.

 * Innate Abilities
 * Equip Katana
 * Shirahadori

Dancer
Location: Ronkan Ruins

 * Summary
 * The Dancer learns two commands: !Flirt and !Dance. Flirt makes one enemy skip its next turn and Dance has four effects chosen at random. Three "ribbon armors" (equipment pieces exclusive to the Dancer) improve the success rate of flirt, but downgrade the dance: the useful "Tempting Tango" is replaced by "Sword Dance". The latter is a dance that has no special effect on the enemy, but simply inflicts double damage from the back row (quadruple damage from the front row).

With a Ribbon headgear on hand, Dancers can protect themselves from any status ailment cast on them.

Can Equip: Knives, Robes, Hats Command Ability: !Dance: Chooses a random dance to perform on the enemy. See Dance for the full list.

 * Innate Abilities:
 * Equip Ribbon

Chemist
Location: Ronkan Ruins

 * Summary
 * The last Job in the regular game is often the most overlooked. It's also the hardest to classify. Better to let a Chemist's work speak for him. The Chemist is useful both as a healer and an attack mage; he doubles the effect of medicinal items thrown to his comrades, and can whip up powerful spells when two items are mixed together. He can drink special potions to boost his own abilities, but these can't mask his generally sub-par stats and middling equipment list. Still, he's quite handy to have around, especially when magic doesn't work.

Can equip: Knives, Staves/Maces, Robes, Hats

Command Ability: !Drink

 * Innate Abilities:
 * Medicine
 * Doubles the effect of Potion and Ether-type items in battle

 * Abilities:

 * Medicine (15 ABP)
 * Doubles the effects of recovery potions in battle
 * Mix (30 ABP)
 * Combine two items to create an effect
 * Drink (45 ABP)
 * Consume status-boosting tonics
 * Recover (135 ABP)
 * Cures all allies' negative status. Equivalent to the White Magic spell Esuna or the Remedy item
 * Revive (405 ABP)
 * Raise an ally from KO status.

Advance Jobs
These jobs are only available in the GBA and iOS versions.

Necromancer
Location: Sealed Temple
 * One of the new jobs added to the game.

The Necromancer is a Job in the GBA and iOS versions of Final Fantasy V. Found in the Sealed Temple after Beating Enuo.

The Necromancer has the potential due to its inherent equipment options and abilities. Necromancers have Magic Power equal to that of a Black Mage and Stamina equal to that of a Knight.

Dark Arts is more powerful than the Black Magic and Summon skillsets, and can be further boosted due to the equipment choices the Necromancer has. The Necromancer is similar to the Blue Mage, in that to learn any Dark Arts, the Necromancer has to learn it from opponents; the Necromancer must deal the finishing blow to a specific enemy to learn a Dark Art spell.

The downside to the Necromancer is their inherent undead status, making healing them difficult. Various methods can be used to bypass this, such as White Wind or the Necromancer's Drain Touch Skill. Unlike the inherent undead status of the Bone Mail, Necromancers can be revived once they are KO'd.

Mastering Necromancer for all four characters in the iOS version earns the player the achievement "Undead Freak".

Can Equip: Knives, Rods, Hats, Clothes, Robes

Command Ability: !Dark Arts

Cannoneer
The Cannoneer is one of the GBA only jobs. It has an advantage over most physical jobs, as it can attack from the back row while still dealing full damage. They have similar abilities to the Chemist, being able to combine ammunition with normal items, but these can only be bought by the traveling merchant. Though they do not have much attacked power when compared to the other physical jobs.
 * Summary

Can Equip: Knives, Swords, Shields, Hats, Clothes, Robes, Armlets.

Command Ability: Open Fire

None
 * Innate Abilities:

 * Abilities:

 * Open Fire
 * Lets any job use Open Fire
 * EXP Up
 * Gain 1.5x EXP
 * Combine
 * Lets any job use Combine

Summary table
The 21 jobs can be grouped according the armor they can use. You can use this as a guide to the main characteristics of each job and it should be used in the game.
 * Fighter: Prefer stiff, heavy armor with high defense. Concentrate on physical attacks, though Sorcerers combine this with magic.
 * Specialized: Have special skills of a physical nature. Need lighter, flexible armor they can move in.
 * Mixed: Have special skills of a magical nature. Can use either light or magical armor.
 * Mage: Need soft, comfortable armor so they can concentrate on spell casting. Concentrate magical attacks and support.
 * General: Can perform any role and (with a few exceptions) wear any armor.

The Freelancer job does not come from any crystal

The names in the Type column were chosen so that, if you sort the table by Type, job with affinities will appear next to each other.

title: Final Fantasy V/Jobs


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Israel and the Palestinian Territories/Introductory Scene

Haifa, 1948.

''Amidst the battles between Arab Liberation Army and Haganah and report of a massacre taking place, more and more Arab inhabitants were fleeing towards the coast. By 22nd April, Haganah had clearly captured Haifa, and a truce was proposed, which requested disarmament of all Arabs, expulsion of foreign Arab fighters and Nazis, and free movement of traffic in Haifa. Arab leaders declared that they could not accept the Haganah’s truce terms, and they asked for evacuating the residents. All but 3000 Arabs, include most notables, had fled the city within a week.''

''Today, the descendants of the 3000 Arabs who remained in the city, alongside IDPs from nearby areas and many recent arrivals, still live in various neighbourhoods of Haifa as full citizens of Israel, while the majority of the descendants of  those evacuated residents of Haifa have continued to live in refugee camps. The issue of Palestinian refugees would continue to haunt the three entities that emerged from the ruins of Mandatory Palestine(Israel, Jordan and Palestinian Authority).''

license: Creative Commons - Attribution Share-Alike - https://creativecommons.org/licenses/by-sa/4.0/


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Israel and the Palestinian Territories/Note for this book

Notes for this document

1. I usually use Israeli official names for place names that continue to be used in modern-day Israel within the Green Line, like Zefat instead of Safad/Tzfat/Tsefat. The Israeli official names can be seen on GovMap. Palestinian place names are based on the one used by Survey of Palestine on the 1944 map. Israeli localities established on the ruins of historic towns, like Migdal/Magdala, Zippori/Sapphoris, may be rendered in either form.

2. Personal names of modern Israelis and Palestinians are rendered according to personal preference. Hebrew names from the antiquity are first introduced with the conventional name with transliterated form according to Academy of Hebrew Language system in parentheses, and then with the conventional form only. Talmudic sages, however, are always referred by their names in Hebrew transliterated according to Academy of Hebrew Language system. Jewish festivals are referred by their conventional names. When multiple conventional names exist for a Jewish figure, the one used by Jews would take precedence over the one used by Gentiles. Other historical figures may be rendered in either conventional form or direct transliterated from.

3. In all other situations when direct transliteration of Hebrew is involved, the Academy of Hebrew Language transliteration is used, while the transliteration from app.glosbe.com is used for Arabic.

4. Since Golan Heights is outside the areas of former Mandatory Palestine, it’s not included in the overall geography of the region unless otherwise noted.

5. This document may offend some Palestinian nationalists who believe that the Canaanites were Arabs or that Zionism is racism, or some Revisionist Zionists who believe that Israel only belongs to Jews and the Palestinian nation only began in 1964.

Common sources
Britannica

Wikipedia

Simon Sebag Montefiore, Jerusalem: A biography

Encyclopedia Judaica

Israeli Central Bureau of Statistics

Palestinian Central Bureau of Statistics

Sources for the Ancient and Mediaeval Southern Levantine History
JPS Tanakh

Antiquity of the Jews, by Josephus

Nur Masalha, Palestine: A Four Thousand Year History

Sources for modern Israeli and Palestinian history
Encyclopedia Palestina

The Palestine Post,

Al HaMishmar

Anita Shapira, Israel: A History

Benny Morris, 1948: A History of the first Arab-Israeli War

Tom Segev, 1949: The First Israelis and One Palestine, Complete: Jews and Arabs under the British Mandate

Yitzhak Rabin, the Rabin Memoirs

Leila Khaled, My people shall live: The autobiography of a revolutionary

Rashid Khalidi, The Iron Cage: The Story of the Palestinian Struggle for Statehood

Ian Black, Enemies and Neighbours: Arabs and Jews in Palestine and Israel, 1917-2017

Efraim Karsh, ''The Arab-Israeli Conflict. The Palestine War 1948''

Palestinian Journey

Chronology by Institute for Palestine Studies(The Palestine Chronology)


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Israel and the Palestinian Territories/History: Pre-Israelite Canaan

History-Pre-Israelite Canaan
Much of pre-Israelite history of the region was unknown, but from what we know we can figure out that for a long time, Canaanites(kenaˈanim), who spoke a language similar to Hebrew or Phoenician, lived in the region. Hebrew Bible showed 7 nations living in the region, included the Canaanites proper, Amorites(emorim), Girgashites(girgashim), Hittites(ẖittim), Jebusites(yvusim), Hivites(ẖiuuim) and Perizzites(perizzim).

The Canaanites were polytheists, whose chief god was called Ba’al(which was also the god of storm), and the chief goddess was called Ashera. Like most ancient peoples, they practiced animal sacrifices, and it’s believed that they practiced child sacrifice by throwing infants into fire. It’s believed by some that Canaanites, like many other ancient Middle East, engaged in sacred prostitution. Canaan was fought among multiple empires, include the Hittite Empire and the Egyptian Empire, during the pre-Israelite period.

The Hyksos invasion of Egypt seemed to bring Habiru, a group of Semites, into the region. The exact relationship between Habiru and Hebrews(or Israelites) remained unclear. The sea people invasion caused mass disruption among the Canaanites and drew certain Canaanite groups against each other, opening the next era, the era of Israelites.


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Israel and the Palestinian Territories/History: The emerging Israelite society

According to Hebrew Bible, Israelites, who were also called Hebrews, were descended from Jacob(Yaˈakov), who got another name, Israel(Yisra’el), by wrestling with an Angel, while its Southern neighbour, Edomites, were descended from Esau(Esav), Jacob’s twin brother. While the story might or might not be true, it’s true that Edomites and Israelites spoke closely related languages, as all of those languages have been confirmed to be part of the greater Canaanite branch of the Northwest Semitic family, alongside Phoenician and a few other languages.

According to the Hebrew Bible, Joseph, the favourite son of Jacob, was sold into slavery in Egypt, and managed to rise into the position of chief minister. And when a famine happened in Canaan, Jacob and his other 11 sons went to Egypt, where, under Joseph, food was plentiful. And after “a new king arose over Egypt, who did not know Joseph”, likely a reference for the overthrow of the Hyksos, Israelites became slaves to the Egyptians. A Pharaoh ordered all newborn Hebrew males to be killed, but the midwives let them alive. The Pharaoh then ordered all newborn Hebrew males to be thrown into the Nile.

According to the Hebrew Bible, at the time, an Israelite family from the Tribe of Levi(the second son of Jacob) had given birth to a baby, and, after hiding him for 3 months and feeling that it was impossible to hide him, put him into a casket and put the casket into the Nile. An Egyptian princess was then having a bathe there. She took pity at the baby, and gave the baby to his mother to suckle. And as the boy grew up, the princess adopted him, and named him Moses(Mosheh). Later, Moses went to the Midian desert after killing an Egyptian who beat a Hebrew. And as he received call from God, he returned to ask the Pharaoh to let Hebrews leave. The Pharaoh refused, and God sent 10 plagues upon Egypt, and the Pharaoh ultimately let the Israelites leave. As the Israelites departed, the Egyptians chased the Israelites as they regretted letting Israelites go, but God split the Red Sea to allow Israelites to pass, while the Egyptians were devoured by the sea. The Israelites went into the desert of Sinai, where they spent 40 years and received the 10 Commandments from Moses. While the story could not be backed with archaeological evidence, it nevertheless showed the strong connections between the Israelite culture and that of its neighbours.

The Hebrew Bible described a conquest of Canaan by Joshua(Yehoshua). Archaeological evidence described widespread destruction, but didn’t show violent displacement of one people by another. The only archaeological evidence that could clearly mark Israelites away from others would be absence of pork, which has been forbidden for Israelites, and even this would have been challenged by recent archaeological discoveries.

The Hebrew Bible described a time of competition between monotheism and polytheism for the spirit of Israelites during the period subsequent to the arrival of Israelites to the region and conflict between Israelites and its neighbours. According to the Hebrew Bible, the Israelites were led by a shofet, or judge, during the period, as they were in conflict with different groups in the surrounding areas. Ultimately, as the tribes became more consolidated, hereditary kingship emerged.


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Final Fantasy V/Magic and skills

White Magic
There are 18 White spells divided into 6 tiers of 3 each. Each White ability earned lets you cast spells from an additional tier with the White ability equipped, so you can cast White spells at any level with the White 6 ability. A W. Mage can cast any White spell. Red Mages can cast White spells in the first three tiers but no further. Again, each Red ability earned lets you cast spells from an additional tier with the Red ability equipped. Unless otherwise noted, all White spells are reflected by targets with Reflect status.

Black Magic
Like White Magic, Black Magic is divided into 6 tiers of 3 each, and each Black ability earned adds another tier to the spells you can cast with the Black ability equipped. Red mages can also cast Black spells, but again, only up to third tier. Unless otherwise noted, all Black spells are reflected by targets with Reflect status. Since Black spell are usually hostile, the damage done is reduced according to the Magic Defense of the target.

Spellblade Magic
With two exceptions, all swords spells are the same as Black spells, the difference being that the spell is cast on a sword and then the sword casts the spell on the target whenever it is used to attack. The exceptions are that the Black spell Toad is replaced by the White spell Mute, and the Black spell Doom is replaced by the White spell Holy. The effects of Sword spells are similar to that of the corresponding Black (or White) spell, with a major advantage being that Sword spells do not have to be recast. A disadvantage is that the caster uses up a turn casting the spell before actually attacking.

Time Magic
Time Magic, as well, is divided into 6 tiers of 3 each, and each Time ability earned adds another tier to the spells you can cast with the Time ability equipped. Unless otherwise noted, all Time spells are reflected by targets with Reflect status.

Summon Magic
Summon Magic, as well, is divided into tiers of 3 each, and each Summon ability earned adds another tier to the spells you can cast with the Time ability equipped. In this case there are only 5 tiers.

Blue
There are 30 Blue spells which can be cast by Blue Mages and characters with the !Blue ability equipped. These spells must be learned from enemies. This happens when an enemy casts the spell on a Blue Mage or a character with the Learning ability equipped. For beneficial spells, the enemy will only cast it on other enemies and you can only learn the spell by inflicting Muddle. In some cases, the enemy will not cast the spell spontaneously at all and you must use the Control ability. Unless otherwise noted, Blue Magic spells are not reflected.

Dance
There are four possible Dance spells which are invoked using the Dance ability or attacking with Dancing Dirk. Three are similar to other spells but do not require MP. You have no control over which spell is cast but you do select the target.

Three equipment parts modify the Dance command by replacing the very useful "Tempting Tango" with the less useful "Sword Dance". Anyway, such items have other advantages.

Song
There are eight songs which can be used by Bards. Four of these must be sung continuously and take effect gradually. This induces the Singing status, which continue until the singer is interrupted by a physical attack. If the singer is interrupted, the effect does not disappear but stops growing. The effect will continue to grow if the song is sung again.

Animal
These "spells" are invoked by the Animals ability (Lv 1 Ranger). There is no control over which animal is summoned, though most of them affect an entire party. While the randomness is a drawback, the 0 MP cost can make it worthwhile. Which animals are available depends on the caster's level, with new and more helpful spells being added to the mix as the character levels up. The effects of Black Shock and Lvl song are taken into account here, so you can get any animal if you let Lvl song persist before casting.

Earth
These are spells invoked by the Earth ability. As with animal magic, there is no control over which spell is cast or the target, but no MP is used and this sometimes makes up for this drawback. Also as with animal magic, which spells are available depends on the level of the caster. At any given location there are four possible spells, with the first spell always available and new and more powerful being added to the mix as the character levels up. The second spell starts to appear at level 10, the third at level 20, and the fourth and final spell at level 50. In this case, the possible spells depend on the terrain as well. So, for example, you will get different spells if you use Earth in a forest than if you use it in a desert. The terrain types for the world map are forest, plain, beach, swamp, desert and ship, but the actual terrain depends on the specific location. Each dungeon has one or more terrains as well, so there are dozens of different terrains in the game. Though there is some overlap in the spells between terrains, there are still dozens of different terrain spells in the game. The following is only a partial list.

 * Will O' Wisp
 * Fire based attack on single enemy. Has a chance of inflicting Muddle status.

 * Gust
 * Wind based attack on single enemy.

 * Stalactite
 * Attack on single enemy.

Mixing
These are spells invoked by the Mix ability. The idea is that two items are mixed and produce a new effect which combines the effects of the both items, or creates a completely new effect. There are twelve items which can be mixed; nine of them are ordinary items can can be found in shops, but the rest can only be used for mixing and can only be found as treasure or obtained from enemies as drops or using Steal. The twelve mixable items are The order in which the items are mixed makes no difference, which means there are 78 possible recipes. There is some overlap though so there are actually around 55 different mixing spells.
 * Phoenix Down
 * Tonic
 * Ether
 * Elixir
 * Antidote
 * Potion
 * Eye Drop
 * Maiden'sKiss
 * Holy Water
 * Turtle Shell
 * Dark Matter
 * Dragon Fang

Elements
There are eight elements in Final Fantasy V; they are Water, Wind, Earth, Holy, Poison, Bolt, Ice and Fire. Many spells and some weapons are based on an element, and this changes their potency on some enemies. In addition, if a Sword spell is cast on a weapon, the weapon acquires that element. For each enemy, there are five possible ways that the element of an attack can affect that enemy:
 * Weak
 * Defense against the attack is nullified and the damage done is doubled.

 * Normal
 * There is no change.

 * Resist
 * Damage reduced to half.

 * Nullify
 * No damage is done.

 * Absorb
 * Damage is changed to healing.

title: Final Fantasy V/Magic and skills


text:
Israel and the Palestinian Territories/Introduction to the Region

The territory of the former Mandatory Palestine, also referred as Historic Palestine in some contexts, or simply Palestine(filas̊ṭīn) by many Palestinians, and Land of Israel( ˈerets yisraˈel) by Israelis and other Jews, is a region that stretches from Metula in the North to Elat in the South, and from Rafaḥ to the West to the the intersection point between the 1923 border and the Nahal Hermon in the East(excluding Golan Heights, otherwise the Easternmost point would be on the Blue Line near Al-Rafid, Syria). It is divided into several physio-geographic regions, includes the Central Hills, which stretches from Galilee, interrupted by Jezreel Valley, to Samaria Mountains/Nablus Mountains( jibālu nābulusiⁿ) and then to Judaean Mountains/Hebron Mountains( jibālu ạl̊kẖalīli); the Central Plains, which runs from Rosh Haniqra to Gaza Strip, interrupted by only the Mount Carmel, and where most major Israeli cities are located; East of the Central Hills would be the Jordan Valley, which, as a part of the greater Syria-East African Rift Valley, includes the Galilee Panhandle, the entire length of the River Jordan, the Lake Kinneret, and the Dead Sea, and then through Arava and ultimately to the Gulf of Elat(Gulf of Aqaba); and ultimately Negev, the desert that occupies half of the area between the River and the Sea.

Golan Heights, which is outside the territory of former Mandatory Palestine but currently controlled by Israel, is a hilly region with an average elevation of 1000m. On its borders with Lebanon is the Mount Hermon, which, at 2236m, is the highest point controlled by Israel.

The highest point of the region of former Mandatory Palestine is the top of Mount Meron, which is 1208m above sea level. The lowest point is at the Dead Sea, which is around 400m below Sea Level.

The most important river of the region is the River Jordan, which stretches through the border of the former Mandatory Palestine and Jordan(Transjordan before 1949). Another major river is the River Yarkon, which empties into the Mediterranean at Tel Aviv-Yafo. The River Qishon runs through Jezreel before entering the Mediterranean at Haifa. Most other rivers in the region are wadis, which are ephemeral.

Much of the region has a Mediterranean Climate, while the rest has a Desert climate.


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User:Galfridus16/Collections/Israel and the Palestinian Territories

Israel and the Palestinian Territories

 * Israel and the Palestinian Territories/Introductory Scene
 * Israel and the Palestinian Territories/Note for this book
 * Israel and the Palestinian Territories/Introduction to the Region

 * History
 * Israel and the Palestinian Territories/History: Pre-Israelite Canaan
 * Israel and the Palestinian Territories/History:the emerging Israelite society


text:
Israel and the Palestinian Territories/Human Geography

The land of former Mandatory Palestine is the homeland of two major peoples, the Jewish people and the Palestinian Arab people, as well as the home to minorities like the Druze, Galilean Bedouins, Negev Bedouins and Circassians.

Around 7039214 Arabs(include Palestinians, Druze and Bedouins) and 7276400 “Jews and others(include Jews, people with Jewish ancestry who not considered Jews by Jewish law, Circassians and some other groups)” live in Israel and the Palestinian territories(include Golan Heights) in mid-2020. Aside from West Bank and Gaza, other areas with an Arab majority include Western Galilee, “the Triangle” in Haifa District along the Green Line, parts of Northern Negev and in Arabic-speaking neighbourhoods of various Israeli cities; while Jews are a majority in rest of the populated areas and in the settlement blocs that comprise around 6% of West Bank. Around half of Israeli Jews are descendants of Mizrahi Jews emigrated, airlifted or expelled from various Arab countries, other Israeli Jews are descended from Ashkenazi Jews from Eastern Europe or from other Jewish groups.

The terms “Arab Citizens of Israel”, “Israeli Arabs” and “Palestinian Citizens of Israel” are overlapping but not synonymous, as Druze and Bedouins in general do not consider themselves Palestinians. Among the Arab-Palestinian citizens of Israel, some prefer calling themselves “Israeli Arabs” or “Israeli+(confessional group)”, others prefer to call themselves Palestinians.

Most Palestinians and Israeli Arabs are Muslims, a minority of them are Christians(include different confessions). The Druze are a unique ethno-religious group in Levant who practice a syncretic religion, and who are usually loyal to the country they reside in.

Israeli Jews are often classified by religious observance in Israeli political discourse: The largest group is secular(ẖilloni), the second largest is traditional(masoratiyyim), Orthodox(datiyyim) and Ultra-Orthodox(ẖaredim).

The dialect spoken by Arabs in the region is South Levantine Arabic, or Palestinian Arabic. South Levantine Arabic spoken in Israel has absorbed many Hebraisms due to frequent contact with Israeli Jews.

Israeli Hebrew is largely free of regionalisms due to its late revival, although Jews with origin in different parts of the world pronounce Hebrew words differently.


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User talk:Galfridus16

Welcome
Welcome, Geoffrey Zhehao Li!

If you have any questions, you can ask in the assistance reading room or possibly contact me personally.

Make sure to read Using Wikibooks - you should be using subpages and not "". Leaderboard (discuss • contribs) 14:26, 29 June 2021 (UTC)

Structuring your book
Please create chapters in your book with the format Israel and the Palestinian Territories/Your Page as this is the correct structure for Wikibooks. If you look at the pages you created they have now all been moved into the correct format. Please follow this for new pages. Thanks. QuiteUnusual (discuss • contribs) 15:27, 29 June 2021 (UTC)

 * Thank you. Geoffrey Zhehao Li (discuss • contribs) 15:30, 29 June 2021 (UTC)

title: User talk:Galfridus16


text: Category:Book:Seiken Densetsu 3

title: Category:Book:Seiken Densetsu 3


text:
Seiken Densetsu 3/Bestiary

This is a work in progress.

title: Seiken Densetsu 3/Bestiary


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Seiken Densetsu 3/Introduction

Seiken Densetsu 3 is one of the most celebrated RPGs in the world. Its impressive graphics and unique gameplay make it one of the best SNES games ever. It was never official released as an NTSC game until in 2019, as part of the  release for the Nintendo Switch.

This book assumes that you are playing this game by emulator using Neill Corlett's English translation patch. If you are playing from a Japanese version on console, the gameplay will remain unchanged, but certain characters and items will have slightly different names. This book and its authors do not endorse illegal possession of copyrighted items, such as ROMs of the game.

There are a few concepts that should be understood before beginning the walkthrough proper. First, Seiken Densetsu 3 is a difficult game. If you follow the instructions within, you should be able to finish the game in roughly 30 to 40 hours without ever dying. However, this is not always the case. Be prepared to level up vigorously, and expect the game to require exertion and a good amount of effort. The best games are always the hardest ones!

Second, Seiken Densetsu 3 has a style of combat somewhat like Chrono Trigger and much like Secret of Mana. Combat is fully real-time. Instead of menus, your attacks are directed and initiated platform-style, like an isometric Mortal Kombat. Like Secret of Mana, you have a charge attack, called a "Tech." Techs, or B-button Attacks (BAs) as they are occasionally known by, are attacks performed by pressing the B button after building up your Tech Gauge with normal physical attacks. Magic, however, is menu-based and turn-based. An in-depth guide to using Techs is in the beginning of the walkthrough, and an introduction to Magic is in the walkthrough as well.

Third, Seiken Densetsu 3 has six heroes, three female and three male, of whom you choose three to form your party. The first member you pick determines the difficulty of your quest and the series of bosses you will fight at the end of the game. The second and third members will eventually join you on your quest.

title: Seiken Densetsu 3/Introduction


text:
Seiken Densetsu 3/Part 2: The Mana Fairy

So, this is Lakeshore Village Astoria. Your business here is brief. You must talk to two NPCs before the game will advance. They are the woman to the east, who tells you that Holy City Wendel is across the lake, and the man to the south, who talks about a mysterious light. After you've talked to them, go to the inn and sleep. Alternatively, go into the forest and level up. It's your decision.

After you've slept a bit, you will be woken by a bright light. Follow it into the forest. It's not too hard to follow; after you pass the path to the Cave of Waterfalls, take the turn to the left and keep going until you reach the Golden Goddess Statue. This statue, and the dozens just like it scattered throughout the world, are images of the Mana Goddess. The gold ones have the power to restore your HP and MP, and both the gold and silver ones will let you save your game. Do so now.

Continue upon the path. Next screen, you will see a rather ugly gargoyle statue. For now, it does nothing. Keep a mental note of where it is; you'll need to find it later. Keep going until you reach the light. After the scene ends, you should now be the proud owner of a Mana Fairy inside your head, which depending on your character will evoke either fear or pride. Go back to Astoria.

Um, yeah. Astoria is no more. It's been blown up. Weep if you feel like it, then head back to the forest for some training in the basics of Seiken Densetsu 3 fighting. Alternatively, go to the next chapter.

The Art of Killing Rabites
Look down at the heads-up display centered at the bottom of the screen. Let's get all the elements of it identified. The big set of numbers at the top is HP. Left side is HP remaining; right side is HP total. Below that is your character's portrait. This will change if you receive any status effects. Kevin's portrait also changes to a werewolf when he is transformed. LV, on the left side, is short for level; MP remaining is displayed on the right. The bars surrounding your character's portrait are for Techs. Each time you attack, a set of those bars are lit blue. When they light green, yellow, or red, you can use a Tech.

Now, you need to master Techs. Go into the forest, and find some Rabites. These little critters have 20 HP, which is perfect for our needs. Using your A-button attack, hit some enemies four times. Your Tech bar should be glowing green. Now, press B. Your character will glow white and flash around, making funny noises and apparently suffering a seizure. This is normal. Walk up next to an enemy and press B to unleash your Tech on the unsuspecting Rabite. You should do roughly twice the damage you normally do to an opponent.

Before we move on, there are two more things to know. Whenever HP changes, the amount of HP gained or lost always appears on-screen in big numerals. There are four colors of HP, and they all mean different things.

 * Purple : Damage done to an enemy
 * Red : Damage done to an ally
 * Yellow : Health recovered by an enemy
 * Green : Health recovered by an ally

Also, you may have noticed that the experience gained per kill and the level of the enemy encountered appear on-screen as well. These are very useful to us. You should always try to be at the same level as the enemies around you. If you are at a lower level than them, you will find it more difficult to fight them. This book's introduction says that this game is not difficult if you follow this guide. This is important, and cannot be stressed enough. You should attempt at all times to be at either at or above the experience level of your enemies.

Now that you know the basics of fighting in Seiken Densetsu 3, let's go meet your partner and explore the Cave of Waterfalls.

Continue to Part 3: Waterfalls, Wendel, and Wisp.


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Seiken Densetsu 3/Part 1: The Hero of Mana

It's time to start the adventure. You have before you six characters. All of them are ordinary people who, with training and experience, will become the saviors of Mana. Pretty cool, huh? Read up on information for each of them before choosing, because the difficulty of the game changes dramatically depending on you choice.

Easy Difficulty

 * Carlie
 * Carlie may also be known as Charlotte. Half-human, half-elf, Carlie is not the strongest fighter. She is, however, a natural healer, and the only character in the game qualified to fill in as a White Mage. Carlie is an excellent support character. If she is anywhere in your team, you should expect gameplay to be much quicker and easier due to her healing abilities. Carlie's main stat is Spirit.

 * Kevin
 * Half-human and half-beastman, Kevin is a very strong fighter. He relies almost completely on his physical abilities to defeat enemies quickly. He also tends to have very high HP, and has the potential, with certain Classes, to become a healer. At night, Kevin becomes a werewolf. His strength increases dramatically, although none of his other stats change. Kevin's main stat is Vitality.

Medium Difficulty

 * Angela
 * Angela is the stereotypical Black Mage, although Black Sorceress might be more appropriate. Out of all of the characters, she is the only one guaranteed to fill all twelve of her Magic slots with Magic abilities. All of her Magic is destructive, covering six different elements. With only a few exceptions, she will bring most boss fights to a quick close by exploiting their elemental weaknesses. However, her physical attacks tend to be weak. Angela's main stat is Intelligence.

 * Duran
 * The brave swordsman, Duran could be considered the Fighter. He is easily the strongest character in the game, although he is a bit lacking in Agility. His Magic is Saber Magic, which essentially means that he is capable of attacking and inflicting elemental damage with physical attacks. His presence can make boss fights very short indeed, but he can be a liability at times due to his lower evade rate. Depending on his Class, he may or may not be able to equip Shields, which raise his evasion and may offer other forms of protection as well. Duran's main stat is Strength.

Hard Difficulty

 * Hawk
 * Hawk may also be known as Hawkeye. Hawk is a ninja. He is easily the fastest character in the game. He holds double weapons, which mean that he can deal two hits with every attack, allowing him to unleash Techs at a very fast rate. He also has very diverse Classes, giving him some of the most unique and useful Magic in the game, and allowing him to be very powerful all-around. Hawk's stat is Agility.

 * Lise
 * Lise may also be known as Rise or Rieze. Lise is Princess of the Amazons. She is arguably the best all-around character in the game, with strong physical attacks and also useful stat-altering Magic. Her Classes also have Summon Magic, allowing her to deal good amounts of damage with Magic. Lise can be a harder character to master for beginning players, but she is a welcome addition to any team. Lise does not have an emphasized stat.

The Rest of Your Team
When selecting your full team, keep in mind strengths and weaknesses that your party might face as a whole. For example, any party without Carlie will have to rely mainly on items for healing, and will face a much slower, much more difficult game. For this reason, I highly recommend placing Carlie somewhere in your party if this is your first time playing.

The beginning of the game is different for all six players. Below are the individual walkthroughs for each character.

 * /Angela/
 * /Carlie/
 * /Duran/
 * /Hawk/
 * /Kevin/
 * /Lise/

Continue to Part 2: The Mana Fairy.


text:
Seiken Densetsu 3/Part 3: Waterfalls, Wendel, and Wisp

When you're satisfied with your current level, go right from the screen north of Astoria. You will meet your partner outside the Cave of Waterfalls, looking to get in. The Fairy removes the barrier, and you can now enter the Cave.

The Cave of Waterfalls is a nice little maze. For now, you are just trying to get to Wendel. Go down into the cave, past the Gold Statue. Save if you want, then continue into the cave and head west. This guide will typically not have directions for you. Instead, explore the caves and dungeons, and don't be afraid to go into strange rooms. There are no random encounters, so the actual number of enemies is quite low. Just don't move too fast, and backtrack to a Gold Statue if you find yourself running low on health. There's no boss here. Oh, and if you ever find yourself "Trapped!" in a room, simply clear it of enemies and the door will open again.

When you finally get to Wendel, you have two options. You can either buy armor, weapons, and items, or you can go speak to the Priest of Light. You'll do both before leaving, but you can do them in either order.

{This paragraph reserved for a nice long discussion on how to select and equip weapons, and how to store and use items}

The Priest will tell you that Mana is starting to fade. This is bad. He will tell you to retrieve Wisp from the Cave of Waterfalls. This is good. Wisp is the first elemental spirit. He represents Light Magic.

Go back into the Cave of Waterfalls. Go to the Gold Statue. As you progress, note the waterfall room where the Fairy remarks upon Wisp's presence. That room has two entrances. Go north to the second entrance to the room, and use the Fairy to cross the waterfall. Follow the path until you reach a fork and can go to the left or right. Go left first and save at the Gold Statue. Now, go back and go right, until you reach a big, empty cavern. Time for your first boss!

Boss: Full Metal Hugger
This guy is not too bad, but then again, he is your first boss. Just hit him repeatedly. If he poisons you, use Puipui Grass to cure it. Keep your HP above 30 or so and you'll be fine. He can block attacks for a few seconds by closing his eyes. He also knows Holy Ball and Heal Light, and will heal himself once or twice during a normal battle. He is weak to Dark attacks, but since you do not have Dark Saber or Evil Gate yet, the most you can do is make sure the fight takes place at night. The battle is halfway over when his eye vanishes.

After Full Metal Hugger is gone, Wisp shows up. He joins you. Now, leave the Cave. You'll be ambushed by Lugar at the waterfall, and thrown in jail in Castle City Jad. Your second partner will be in the cell next to you. Try the cell door and you'll be introduced. Your second partner will use a trick to open the gates, and will then join you. Head south out of the castle and to the harbor, where a ship will take you away.

Continue to Part 4: Follow the Golden Brick Road.


text:
Seiken Densetsu 3/Part 4: Follow the Golden Brick Road

You will arrive in Maia, the Free City. Your new destination is Forcena, where King Richard can tell you everything you need to know about Mana Stones. It will take you three chapters to get there, so let's get going!

If you have the cash, equip everybody with weaponry from Maia. I personally skip this step, because I save up for the more expensive dwarf weapons, but it's up to you. Anyway, make sure you stock up on Round Drops and Angel Grails. Now, leave the city to the west. A sailor will stop you and tell you that the Priest of Light has fallen ill while erecting the barrier. This is bad. Leave Maia and you will be on the Golden Road.

The Golden Road is a simple path filled with Porons and Assassin Bugs. It connects Maia to Merchant City Byzel, which will become very important in the second part of the game. For now, the three invasions that the beastmen, ninjas, and wizards are carrying out has caused them to close the city to foreigners. That doesn't matter.

(need to put a quick tutorial on switching characters and abilities)

Three screens away from Byzel, on the Golden Road, there is a cave that leads to the Cleft of the Earth, a giant snakelike trench running across the continent, which separates Forcena and the Molebear Highlands from Byzel and Maia. There is a bridge going across it. This is where you need to go.

The entrance to the cave holds a Silver Statue. Save. The next screen is the Cleft and bridge. Walk onto the bridge and you will be greeted by some Altenians and their Machine Golems.

Boss: Two Machine Golems
Machine Golems are strong, but these two aren't too tough. They don't know any Magic, so feel free to use Holy Ball if you have Angela. Carlie should know Heal Light by now, but if you don't have her, just keep your HP decently high. The Machine Golem's strongest attack at this point is probably the Drill Punch, but you can dodge it by staying out of their line of sight whenever they glow red. If you were fortunate enough to pick up any Assassin Bug Eyes earlier, use them; they do about 90 HP of damage. Keep at it and they'll die soon enough.

However, one of the Golems self-destructs, blowing up the bridge. Obviously, you need to get to Forcena another way. How? Go back to Maia.

Continue to Part 5: A Gneed for Gnome.


text:
Seiken Densetsu 3/Part 5: A Gneed for Gnome

Rest and save. Now, go to the easternmost house in Maia. There's a staircase leading to the door. Go inside and talk to the short Frenchman. This is Bon Jour. He has a cannon behind his house. Talk to him and he'll tell you to go out back. Follow him and prepare to be disappointed. Yep, he needs gunpowder. But, where do we get it?

There's a bald NPC with a read beard in front of the inn. Talk to him, then head back to the Road. Go back to the Cleft of the Earth. The bald guy can't tell you this next part. Talk to the Silver Statue and use Wisp. The wall will open, revealing your new path. Go down the long tunnel. Take note of the walkways stretching across the stairs — you'll be running on them soon enough. At the bottom, follow the path to the dwarf village.

The dwarf village is a fairly awesome place. Go to the item shop and ask for Watts. Watts is the item shopkeeper, and he also has gunpowder. However, he's not there. Oh well. Go to the weapon shop and armor shop and equip yourself. The equipment here is expensive — that's why I said earlier that I don't waste money buying things in Maia. Use your leftover cash to fill up on supplies, then rest, save, and head out.

Right outside of the dwarf village, talk to the dwarf digging there. He'll open up a new tunnel for you. Go inside. Follow the path until you see a dwarf. That's Watts. You can't get to him just yet. Go west and then follow the northern path. Keep going, and you'll find him standing in an empty room. Go to him and talk to him. He wants 5,000 gil for the Gunpowder. You almost certainly don't have that; it doesn't matter, because he'll run off again. Follow him. Keep on the path through the tunnels, and at the end, you'll find yourself in another room with Watts. Heal up, then talk to him to start the next boss fight.

Boss: Jewel Eater
This guy can be tough if your levels are low. However, if you're keeping up, you should be level 6, which is just fine for this fight. Jewel Eater is weak to Thunder Magic, but since you don't have any yet, just hit him with normal attacks. If you have Angela, use up all of her MP on Holy Ball. If you have any Assassin Bug Eyes, you can use them. Just keep hammering away and keep your HP above 70 or so. Jewel Eater's Magic list includes Diamond Missile and Defense Down.

After you beat the Jewel Eater, Gnome comes bouncing down and has a small story to tell. He then joins your party. Also, Watts apologizes and gives you Gunpowder. It's time to leave now — we're finally going to Forcena!

Continue to Part 6: Bon Jour, Gunpowder!.


text:
Seiken Densetsu 3/Part 6: Bon Jour, Gunpowder!

Back in Maia, Bon Jour is ready to send you off, more or less. Save before you go. He's not much of a cartographer, and he doesn't quite get you to Forcena. You land in the Molebear Highlands, about halfway between Cleft of the Earth and Forcena. Before anything else, you should store the Gunpowder, so you don't have to have it in your item ring. Anyway, head off towards Forcena. It's to the north. If Duran isn't in your party, you'll run into him. Have fun — the molebears are harmless if you have dwarven weaponry and are at least level 7. Nonetheless, I don't advocate staying out there too long. If you get lost, remember to head north. There are banekujakos every handful of screens, so getting lost is decently hard. Try out some of the molebear holes — you never know where they might take you!

When you walk into Grasslands Country Forcena, you will "begin to realize" that Altena currently is attempting to take over the country! After the cutscene ends, go into either door, and save at the Gold Statue. Now, go into the castle, and fight off the Altenian attack. Be careful, as the Magicians know Magic. After you get to the throne room, Koren will shout a taunt. Run at him and he will scamper off. Now, talk to King Richard. He has a great story to tell you about the Mana Stones. King Richard used to be a dragon hunter, and he, along with Duran's father, destroyed the Dragon Emperor a few years back.

After King Richard's story, go out to the courtyard. Bon Voyage, Bon Jour's cousin, will have a cannon that can send you back to Maia. Except it's not set up yet. Come back later. Of course, the cannon will magically assemble itself in roughly 30 seconds, if you talk to the right NPC. The NPC to find is in a house to the left of the entrance to Forcena, in the south. She has blue hair and is standing at a table. She'll tell you that there's a large cannon in the courtyard.

Before leaving for Maia, make sure to do your shopping. Don't spend too much money; there's goods to be bought in Palo and Byzel, and you're going to need ferry money to get to Palo. When you're ready, take the cannon to Maia, and then take the Golden Road to Byzel.

Byzel, at first glance, doesn't look like anything special, but the big building in the middle of town is pretty awesome. This place is called the Black Market. It only opens at night. If you arrive in the day, sleep at the inn and wake up at night; otherwise, just head on in! The stuff sold here will be essential for you if you don't have Angela, and even if you do have her, you're going to need things only sold here.

There are two merchants inside. The one on the left sells items connected to the four natural elements: Earth, Fire, Wind, and Water. (No Heart, though!) For each element, he has a Scale, which temporarily ups one stat for a battle; a Claw, which casts Saber Magic on one person; and a Coin, which casts Level 1 Magic on an enemy.

The merchant on the right sells various useful items. He has Coins for Light and Dark, as well as Poto Oil and Mama Poto Oil. He also sells Axes, Darts, and Pumpkin Bombs. Pumpkin Bombs, like the Grenade Bomb Magic, deal Wood-type damage to an enemy and steal MP. These are a cool alternative to Magic Walnuts, although if you have low stats they don't work very well. He also has an item that will be incredibly handy much later in the game: Specter's Eyes. These cast Antimagic, which removes Sabers, stat alterations, and magic status such as reduced HP from Lunatic. It also clears the Tech gauge. You can only use them on enemies, but for enemies that Saber themselves or enemies that know Techs, these will be unbelievably useful.

For now, buy Poseidon's Claws, Siren's Claws, and Ice Coins; and also buy Earth Coins if you don't have Angela. Buy Scales if you want. From the other merchant, buy Pumpkin Bombs. Buy Poto Oil if you want; it's cool to have a bit, especially against bosses, who tend to hit the entire party with Magic. You won't need Specter's Eyes, but you can bring some if you really want. Also, if you have Lise in your party, talk to the merchant in the rear of the market, on the left. He'll give you useful information about Elliot.

Continue to Part 7: The Quest for Jinn.


text:
Seiken Densetsu 3/Part 7: The Quest for Jinn

Take off for Palo. It's currently occupied by Navarre ninjas, but pay them no mind — they're hypnotized, so they don't attack you like the beastmen in Jad or the Altenians in Forcena. If you have Hawk, he'll try to talk to Nikita when you see him. Go to the bar located in the middle of Palo. It's literally a hole in the wall. Go upstairs and talk to Eliza. If you have Lise, she'll give you very good directions. If not, you'll see Lise and Eliza whispering, and you can overhear what they're saying. Anyway, keep that flower garden in mind.

Stock up on supplies, and then rest and save. This next part can be confusing to some. We need to find Jinn, the wind spirit. However, Jinn is inside the Corridor of Wind, which is blocked off at the moment by high-velocity winds. We need to do a handful of things to open up the corridor.

Go ahead and leave Palo on the Path to the Heavens. This dramatically-named climb is actually not so bad. In general, the way up the mountain to the east is the correct direction. There will be one screen where the path diverges. One way goes north up a staircase, and one way goes east. The northern route leads to the Corridor of Wind, and eventually to Rolante. The eastern route leads to our real destination. Follow that eastern path, and eventually you will come to a meadow. Use the banekujako if you want, and continue on the path until you find a place to rest.

When you come to, you will find yourself at the secret Amazon hideout. Lise will be there if she's not already in your party. Walk around a bit and go into the impromptu war room. The elder will talk with Lise, and eventually he'll suggest that you go visit Don Perignon. However, you need to be able to get into the Corobokkle village, which means you need the amazing, all-in-one, bakes, cooks, and cleans without leaving streaks, Chibikko Hammer! It's in Byzel, in the Black Market. Time to go find it!

Leave the hideout, but instead of going down the mountain, head back to the meadow. There's an Amazon waiting for you. Her name is Merci, and she's yet another relative of Bon Jour. Clearly, he wasn't kidding when he said he was shipping cannons to everyone he knows! Anyway, she'll send you halfway around the world back to Byzel. In Byzel, go to the Black Market, and talk to the new woman there. She'll give you the Chibikko Hammer. Now, catch a boat to Jad.

From Jad, head south into the Rabite Forest. Now, use your memory. There is a gargoyle statue near Astoria, on the path where you first found the Fairy. Go there. If you can't remember where it was, head south to Astoria, and then retrace the path that you took to find the Fairy. When you find the statue, talk to it to open a path, then use the Chibikko Hammer on everyone to shrink yourselves. Now, enter the village.

An older Corobokkle will greet you and tell you to look for Don Perignon. Go into all five treehouses and ask for him. After you finish, go back outside and talk to the Corobokkle. He'll reveal himself, and tell you what to do next. After he's finished, it's time to go to the Corridor of Wind and get Jinn.

Go back to Jad, take the boat to Palo, and then go back up the Path to the Heavens until you reach that staircase junction. Go north this time and continue on the path. The Corridor of Wind, like Don Perignon showed you, is a hole in the wall on the left side of a bridge. Go inside.

The Corridor of Wind is pretty straightforward. The green switches rotate all wind god statues a quarter turn. Most of the side rooms are just small turnarounds full of enemies. Fight them if you want. When you reach an outside platform in the shape of a crescent, there will be three doors: one at the top, one on the right, and one at the bottom. You enter through the one on the top. Go to the bottom door first; it has a Gold Statue. The door to the right holds the Wind Mana Stone and Jinn.

Of course, there's a boss fight. After you see the Mana Stone, pull out your Molebear's Claws and Earth Coins. Go to the right, and confront the Darkshine Knight. After he leaves, you get to fight...

Boss Fight: Tzenker
Amazingly annoying, especially if you are Duran or somebody else who is slow. Use the Claws on your team for Diamond Saber. Sabers add an element to your attacks and Level 1 (but not Level 2 or Level 3) Techs. You'll find that you do much more damage when Sabered. Also, use the Earth Coins or Diamond Missile on her. She knows the entire book of Wind spells, including Speed Up, Air Blast, and Air Slasher. She also can pick up and throw members of the team. Your strategy should revolve around throwing as many Earth Coins as you can, since she tends to be very hard to hit, especially with Techs.

After the battle, you gain Jinn. The Fairy will heal him, and he will go with you. Now, it's time to take back Rolante!

Continue to Part 8: Yet Another Invasion.


text:
Seiken Densetsu 3/Part 8: Yet Another Invasion

Alright. Welcome to Wind Kingdom Rolante. It's big, but fortunately rather linear. Go in through the gate, and immediately go to the right. Go into the door and use the Gold Statue. Now, head downstairs and fight the ninjas. Afterwards, get directions from the wounded Amazon. The rest of it is linear. You might have a problem with this one hidden door.

Continue on. In the second room with the three Evil Swords, there are two exits. One leads outside, to a balcony. The other leads to a Gold Statue. When you reach the balcony, Lise will be there if she's not in your party. The enemy general is inside the door behind her. Don't go in yet. Pull up the item storage menu, and get out your Ice Coins and Poseidon's Claws.

You will want to save, no matter what. You will also want to be at least level 12, no exceptions. If you have Kevin, make sure it's night. The next section requires you to fight two bosses in a row. You've been warned. When you're ready, go through the door and fight the first fight.

Boss: Genova
No relation to Jenova. The strategy here is fairly simple. Genova is Fire-based, and knows a good amount of Salamando's magic, including Power Up, Fireball, and Melt Wave. Genova is only level 10, but can also spit out level 10 Shapeshifters. These little dudes are annoying for two reasons: One, they can shapeshift, and every time they do, they regain health; two, they have the attack strength and elemental attributes of whatever they Shift into. This means that they can become level 10 Devil Wolfs, with very strong attack; they can also become level 10 Sirens that absorb Wind Magic. Anyway, use the Poseidon's Claws on yourselves and use up all of your Ice Coins on Genova. Focus your attacks on Genova itself and try to let your partners take care of the Shapeshifters. You will need to keep your HP at least over 90, as Genova knows level 1 and level 2 Trap Magic.

You will get a heal after you beat Genova, but you can't leave. You can only go forward. Before doing so, pull up the storage menu. You should store any leftover coins you have. If you have anything throwable that hurts one enemy, like Darts, Axes, Bombs, or Assassin Bug Eyes, bring it. Also, bring any leftover Claws, and fill back up on Angel Grails, Pakkun Chocolates, and Round Drops. Go into the next room.

Boss: Bill and Ben
Bill and Ben are very, very, very annoying. They are essentially level 12 Ninja Masters, one of Hawk's final Classes (dark-light, in case your were wondering), and they are hard, especially right after a boss fight. At the beginning, they will fuse. This is your time to hit them with all the one-enemy items. After they separate, do not use any Magic or Magic-casting items on them, because they will counter with Shadow Dive or a Jutsu. Actually, they'll use Shadow Dive on you no matter what, so be prepared and keep HP very high. If you are at a high level (level 14 or better) you can try Specter Eyes to cancel their Techs. They are not weak to any one Saber, but if you Saber yourselves, you can increase the amount of damage you do to them. Persevere and eventually they will die. If you lack Kevin or Duran, this can be a very long fight.

When you're finished, chat with Bigieu. She doesn't look pleased. She'll run off, and the castle of Rolante is free again! Congratulate yourselves.

Continue to Part 9: Who Ya Gonna Call?.


text:
Seiken Densetsu 3/Part 9: Who Ya Gonna Call?

When you come into Palo, you'll notice the merchant cat, Nikita, getting picked on by villagers. Hawk will intervene and save him. You'll get a quick cutscene. Afterwards, rest and save at the Inn. Spend your seeds if you have any. Go and buy everything you need. Don't forget to buy new weaponry — the Navarre ninjas left a lot of useful stuff. When you're absolutely sure that you have everything, save again at the Inn before getting on the ferry.

The next few scenes are rather amusing. When you have full control again, go out and explore the ship. Everything on the Ghost Ship is weak to Light Magic. If you have Light Coins from Byzel, don't use them, but keep them nearby; you'll need them later. Anyway, head up and explore. Remember where the room you woke up in was — you can use it to rest for free.

Near the top deck, you'll find a door which you cannot enter. Beside it is a note, which reads: "Blood, Death, Curses, Death." Now, if you take the other route, you'll find a room with three bookshelves, each of which contain a book. Read them right, left, center, left, which is Blood, Death, Curses, Death. The wall will open. Go over and read the book on the nightstand. It will say Die. This is perfectly normal. Now, a ghost will appear. Do not talk to him yet. He is Mataro, the ghost expert from Byzel. He is curséd, and whomever talks to him will take his curse. If you have a character talk to him, then that character will take the curse, and be unable to fight. They will not gain any experience from enemies killed. This is not good. On the other hand, once you sacrifice a character, you'll be able to go upstairs, beyond the locked door. My suggestion is to level up as much as you want with all three characters, and then after you sacrifice one, don't kill any more enemies until you reach the ship's main deck. That way, you won't have one character lagging behind in experience.

Anyway, from the previously locked door, keep heading upwards. There will be small side rooms with three or so enemies inside. When you clear any of these rooms out, a Ghost will appear with stuff to sell you. If you loaded up in Palo, don't waste your time with these guys — they sell the same stuff as the Palo merchants. Pull out your Light Coins if you have any, and at the main deck, you'll get your boss fight.

Boss: Gorva
Gorva is an easier boss, because he was designed to be beaten with only two characters. He will teleport all around the stage. I remember one guide describing him as a loon, and he really is sort of a crazy boss. Think of this as practice for Lightgazer and Deathjester. He's easy to hit with Magic, but if you don't have Angela or Light Coins, you'll have to just keep running around to track him down. His magic is pretty weak, but he knows a lot of Dark spells. He can and will cast Evil Gate, Ghost Road, Black Rain, Antimagic, and even Black Curse. Antimagic can't really hurt you, but it will reset your Tech gauge. Black Curse will lower every single stat you have for the rest of the battle, or until you use a Stardust Herb. He'll take a bit of time, even with Angela, but if you keep yourself decently healed, it will be a pleasantly quick fight.

Your reward for this boss fight is a spirit, Shade, and he will release your character from the curse. Unfortunately, the Ghost Ship crumbles into the sea, and you wind up stranded on a sandy beach.

Continue to Part 10: Damn Drums.


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Seiken Densetsu 3/Part 10: Damn Drums

Damn. Bucca Island is one of the hardest places in the entire game. Why, we may never know. Anyway, I would suggest that you try to keep one level above the enemies around you, and take time to level up. By the time you finally leave the island, you might be level 17 or 18. At level 18 you can Class Change, which will make you much stronger, so you might want to try to achieve level 18 before you leave.

Anyway, head left along the beach to see a rather large turtle with a snorkel. This is Booskaboo. You'll see him later. Head back along the beach all the way to the right. The first exit north leads to a Gold Statue. The second exit leads to enemies and the rest of the island.

Keep heading north and you'll eventually hit a river. After defeating the enemies, go along the bridge to the right, and go northeast. Travel through one blank screen and you'll reach the Village of Dark Priests. These Dark Priests are very friendly, and will sell you brand-new armor and weaponry. Buy and equip it, you'll need it in a second. Also, fill up on items. Make sure you have at least 10 or so spare Pakkun Chocolates, Magic Walnuts, and Angel Grails; the fight to leave the island is long and arduous. Finally, talk to all of the NPCs to learn a bit of philosophy and also about the Sea Dweller and his cave. Don't worry about it being sealed; we'll fix that in a few. Also, before you leave, talk to the totem pole in the center of the village. It's like a Gold Statue.

Now, leave the village and go to the stairs heading north on the northern bank of the river. The enemies here are Cockatrices and occasionally Goblin Lords. Cockatrices will eventually hatch into Cockabirds. The Cockatrices are paradoxiacally weak to Air. They can also Petrify you. Use a Puipui Grass to heal it immediately, because a Petrified character otherwise does not heal until all other enemies are dead. The Cockabirds can also Petrify. The Goblin Lords are very strong, and will hurt you very badly if you did not buy new armor. Level up out here. If you are not level 15, you will not have a fun time inside the Sea Dweller's Cave.

Follow the path west. At the end of the path, there is a very cool ledge with a nice shot of the island below. There is also a dark rock that looks like the uncarved version of those stone gargoyles. Talk to it and use Gnome. The Cave awaits.

The Seaside Cave is really two parts. The first part is a nice, calm jaunt through a series of caves. The second part is a walkway maze through the innards of Bucca Volcano. You will have a map for this maze, because it is incredibly hard otherwise.

The enemies here are myriad and plenty. The Potos are Light. They can and will cast Heal Light on all enemies on the screen, healing about 120 damage each time. If you have Angela, you can chain-cast Evil Gate. My suggestion is to either focus on the Potos first, or to ignore him until all other enemies are dead, because he'll stop healing when his own health is full. Pakkun Babies hatch into Pakkun Lizards. Sometimes, they'll eat one of your characters. Don't panic; usually this means they're running low on life. Smack it a few times and it'll die, letting you go.

When you reach the water and walkways, follow the diagram. The maze begins with a Gold Statue and ends with a Gold Statue. Heading west, follow the path in the diagram until you reach the second Gold Statue, then head north to the end of the maze. You will find Jagan. He will taunt you, and then Bucca erupts.

Continue to Part 11: Forcena, Finally.

title: Seiken Densetsu 3/Part 10: Damn Drums


text:
Seiken Densetsu 3/Part 1: The Hero of Mana/Angela

Angela is, to put it bluntly, the family failure. Altena is a land of powerful wizards and sorceresses, and her mother, Valda, is the Queen. Yet, Princess Angela doesn't have magical abilities. Yet.

Anyway, talk to Jose, then run outside.


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Seiken Densetsu 3/Part 1: The Hero of Mana/Carlie

Sit back and watch the cutscene. Carlie's an orphan. The white-haired cleric, Heath, is Carlie's guardian; the old priest is the Priest of Light. Carlie stands in the shadows and listens to the two talk about strange things happening to Mana.

After the cutscene finishes, go exploring. Talk to the NPCs if you want a feel for what Wendel is like. When you're ready to move on, go back to Carlie's room, and go to the room across the hall; it's the door on the left-hand side of the room where Carlie bumped into Heath. Carlie's friend Mick is in there. Talk to him. After you finish, go back to Carlie's room and sleep.

Okay, now it's nighttime. Go outside, laugh at the insomniac NPCs, and then head to the terrace. If you didn't find it earlier, go south from Carlie's room and then go to the right-hand exit to get to the ledge. Mick will pull out a banekujako. My Japanese is not too hot (anybody out there?), but it's basically a cute yellow spring. Step on it and you will exit the Temple in a rather unique fashion.

You will land rather unceremoniously on top of your soon-to-be teammate, who will take you to Astoria. Remember the area where you fall and what it looks like: This is the entrance to the Cave of Waterfalls.

After some dialogue, you can move again. Go north. Practice fighting with the Rabites - for now, just hit A to bonk them. Next chapter, you will learn how to fight with more powerful attacks. Continue north, and you will find Heath. The cutscene explains itself, so all I will say is to note carefully the three Magic animations you see. They are Holy Ball, Black Curse, and Evil Gate. You will see them again, and Carlie can actually learn Black Curse down the road.

After this, watch the credits roll, then continue to the next part of the walkthrough.


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Seiken Densetsu 3/Part 1: The Hero of Mana/Duran

Duran's quest is arguably the hardest. It's also one of the coolest. You start out immediately in control of Duran. The guy across from you, Bruiser, is fighting against you in a tournament. Use your A attack, and when the bar at the bottom of the screen glows green, press B to knock him on his back. He's really easy. After you beat him, King Richard will congratulate you. You then get a nice, long, detailed cutscene. Remember what Loki looks like. We'll see him again. Also, pay attention when he talks about the Dragon Emperor.

You'll be rudely awakened by a man in red floating around crazily. Follow him. He'll reveal himself as a wizard, and play with you before hitting you with Fireball and Ice Smash. Continue through the cutscene until you have control again. Clearly, Duran is a drinking man. Anyway, leave the tavern, and go to the room up the stairs on the outside. Talk to the fortune teller. She'll tell you to go to Wendel and that you can get stronger through Class Changing. Go back to Duran's house. In Duran's room, open up the chest, then leave the house. The next 30 seconds are teary-eyed scripts. Go talk to King Richard before you leave. Afterwards, just take off! Head south, then follow the path until you reach the Cleft of the Earth. Cross the bridge, and then sit back and watch the credits.


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Seiken Densetsu 3/Part 1: The Hero of Mana/Hawk

Sit back and watch the thieves dash through Sand City Sultan. When Hawk enters the room, you have control. Open the chest, taunt the businessman, then jump out the balcony door. The cutscene continues.

When the cutscene completely ends, you now have an opportunity to explore. You should definitely explore this place, as you will be coming back here much later in the game. Anyway, you need to find Eagle. His room is the easternmost room in the fortress. You'll have to go outside through a balcony to reach it.

From the outside, you can see Eagle pacing through his window. Go in and talk to him. Agree with him and he'll storm off to Flamekhan's bedroom. Go meet him there. The room is to the right of the throne room.

Watch Isabella talk with the strange vampire-like man, then fight Eagle. Don't worry, you won't actually kill him. Just hit A until he gets knocked out. Isabella will then cast Fireball on him, and kill him. Now, watch the cutscene.

Wow. Sucks, huh? You've been framed. Poke the jail door, or poke the rear wall. Stuff will happen. After Nikita lets you out, leave Navarre. Try not to get killed by ninjas.

Watch the credits roll, and laugh at how much of what you just did was scripted.


text: Final Fantasy VI/Rages

title: Final Fantasy VI/Rages


text: Category:Book:Secret of Mana

title: Category:Book:Secret of Mana


text: Secret of Mana/Bestiary

title: Secret of Mana/Bestiary


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title: File:Lullabud.gif


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Secret of Mana/Bestiary/Lullabud

Lullabud
Lullabuds are aggressive flowers which can be found near Potos, Pandora and Gaia's Navel. Their stronger conspecifics are called Trap Flower.

title: Secret of Mana/Bestiary/Lullabud


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Secret of Mana/Bestiary/Rabite

Rabite
Rabites are the weakest enemies in the whole game and can be found near Potos and Pandora. One or two hits should be enough to kill them.

title: Secret of Mana/Bestiary/Rabite


text: File:Rabite.gif

title: File:Rabite.gif


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title: File:Mushboom.gif


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title: File:SoM Chest.png


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Secret of Mana/Walkthrough/Chapter 1

At the beginning of the game, Randi (the main character) and two of his friends are playing on a bridge over a waterfall. Suddenly Randi falls from the bridge and finds himself trapped by undergrowth. The only way to return to his hometown, is to find some kind of knife or sword to cut the undergrowth away.

After you fall from the bridge, go to the south, where you can leave the river bed. Keep on going to the south, and you will suddenly hear a voice calling your name. Cross the small bridge which leads over the river, and go to the north. You will pass the undergrowth, where Randi mentions that he needs something to cut it away. Now enter the river bed again and you will soon see a sword stuck in a stone - the mana sword.

Make sure that you stay in front of it, and press the "B"-Button. Randi then pulls the sword out of the stone and a ghost appears for a few seconds. Now go to the undergrowth again and cut it away, by pressing the "B"-Button. Then follow the path to the right, where you will fight your first monster.

This monster, called Rabite, is a rather weak one. Two hits with Randi's sword should be enough to kill it. Now follow the path through the woods, where you will com across other rabites. After you've killed several of them, your sword reaches a new level. That means that Randi can use better techniques, by holding the "B"-Button for a few seconds.

Cross two bridges and you will soon reach Potos, Randi's hometown.

Continue to Chapter 2.

title: Secret of Mana/Walkthrough/Chapter 1


text:
Secret of Mana/Walkthrough

 * Chapter 1: The Mana Sword
 * Chapter 2: Potos and the mana knight
 * Chapter 3: Luka

title: Secret of Mana/Walkthrough


text:
World of Warcraft/Dwarves

Homeland
The icy lands of Cold Ridge Valley and the whole Dun Morogh area. It hosts the Alliance stronghold, Ironforge or IF in slang.

Starting Area

 * Dun Morogh

Home City

 * Ironforge

Classes

 * Hunter
 * Paladin
 * Priest
 * Rogue
 * Warrior

Racial Traits
While active, grants immunity to Bleed, Poison, and Disease effects. In addition, Armor increases by 5% and speed reduced to 70% of normal. Lasts 20 sec. - 3 min cooldown Dwarves get +5 to gun skill All Dwarves get +10 Cold Resistance Activate to see treasure chests on mini map - lasts until canceled - no cooldown
 * Stoneform - Active
 * Gun Specialization - Passive
 * Frost Resistance - Passive
 * Find Treasure - Passive

Racial Mount

 * Ram

title: World of Warcraft/Dwarves


text:
World of Warcraft/Gnomes

The Gnomes are a small, hardy race. They have some relation to the Dwarves, with whom they share the Dun Morogh area. They may also be distantly related to the Troggs, a species of fallen elementals who recently destroyed Gnomeregan. Gnomes start out in Ironforge, alongside Dwarves. They are hardy and cerebral, and as such are best suited to either casting or stealth.

Classes

 * Warrior
 * Rogue
 * Mage
 * Warlock

Traits

 * Escape Artist. This is valuable, as it means that Gnome warriors and rogues are the only melee players who can escape from traps or trap spells without resorting to consumables or nearby friendlies.
 * They have a higher base INT than other races. This makes them good Mages or Warlocks(Gnomes apparently not having the faith of the other three Alliance races, there are no gnome Priests). Because of their small size, they also make excellent Rogues. A Gnome Rogue can progress faster than a Gnome Warrior.

Professions
Gnomes are supposed to be adept at Engineering(they have a higher base in that as well).

title: World of Warcraft/Gnomes


text: Category:Book:World of Warcraft

title: Category:Book:World of Warcraft


text:
World of Warcraft/Class Overview

An Overview of Class Roles in World of Warcraft
Classes in MMORPGs like World of Warcraft generally fall into one or more general roles, though those roles often overlap and distinctions between them can be somewhat arbitrary. This is not intended as a comprehensive guide to each class -- there are links to very detailed articles of each class at the bottom of this page -- but as a guide to how each class contributes to a Party of characters playing as a group.

As anyone who has ever started playing a MMORPG has quickly learned, there is a lot of jargon used within the game. Hopefully this guide will also serve to explain some of the role-related jargon that players will often encounter.

The most clearly defined role is that of the Tank. Tanks take on the role of absorbing damage, both by having large health pools and strong armor or other defenses. They also need to be able to attract the attention of enemies and keep other party members from being attacked.

Conversely, a character focused mainly on dealing large amounts of damage would be referred to most often as a DPS (short for Damage Per Second, the quantitative measure of their damage dealing ability) or occasionally as a Damage Hose or just Hose (a metaphor for how they 'spray' or 'pour' out raw damage).

The next two roles, Buffers and Debuffers, have similar yet diametrically opposed roles as well. The former can enhance the effectiveness of friendly targets with a positive Buff, and the latter limit the effectiveness of enemy targets with negative Debuffs.

Healers have the role of keeping friendly targets alive. They are really a subcategory of Buffers (since dead teammates are completely ineffective), but even though the role of Healer is a very specific one, it is one of such critical importance that it is considered a role unto itself.

Also of critical importance (though often undervalued) is the Crowd Control role. This role is in essence a narrow and extreme version of Debuffer as an enemy temporarily removed from combat is completely ineffective.

The last role mentioned here would be Utility, a catchall of sorts that describes those abilities that fall outside the previously listed ones. While the previous roles are all very much combat related, Utility can often involve non-combat abilities.

How Classes in World of Warcraft Fill Those Roles
Seldom does a Class or Character in a group fill only one role; some fill one primary role, some may switch roles throughout combat, and some might fill many roles at once. In fact since nearly every player will spend at least some of there time exploring World of Warcraft alone all characters must have some workaround that allows them to fulfill each role in some way (Non-Healers, for example, can eat food to refill their heath between battles or just wait for it to slowly refill on its own, and Mages, who with their low armor values make poor Tanks, might use their crowd control skills to keep from getting hit in the first place). Knowing what role you’re likely to fulfill and when to switch roles is what separates an experienced party member from a novice. Below is a general description of what roles each class can expect to fulfill.

Druid
Druids are by far the most dynamic of the classes, overlapping with every possible role in some way, and you can expect to change roles several times when grouping. A true hybrid class, Druids have no central role but instead use shapeshifting to change roles as situations merit. While in Bear form or Dire Bear form druids make good Tanks, in Cat form they can fulfill the role of DPS, in normal form they can make good Healers, and in Moonkin form (which takes a large investment in the Balance talent tree to use) they can make good ranged DPSers. The spell "Mark of the Wild" is a valuable buff for party members, and "Enroot" can be used for crowd control while outdoors. Movement form, which gives them a boost to their running speed, is highly valued in the Capture the Flag battleground and would fall under the Utility heading.

Hunter
Hunter is a hybrid class that overlaps many group roles. They can capture creatures and train them as pets, and these creatures can be used to Tank enemies as well as inflict some damage. They can lay traps that give them some Crowd Control and Debuff abilities. And they can learn to use Talent Points to become better at ranged or melee DPS.

Mage
Mages are the main ranged DPS class, able to dish out large amounts of damage at a distance. Their Crowd Control skills are also considerable (arguable the best of any class) as they can use the Polymorph spell to Sheep one enemy (temporarily turn the enemy into a sheep, unable to do anything but slowly recover health and mana) and several Frost spells that allow them to slow enemies down or completely root them in place. It should be noted that those Mages that invest heavily in Fire talents are better at DPS, and those that invest in Frost are better at Crowd Control. Their ability to use magic to summon food and water, and to teleport characters to distant locations provides additional Utility.

Paladin
Paladins are a hybrid Tank/Healer class, available only to the Alliance. They can wear any type of armor (at level 40 or higher) and have a large enough Health pool to Tank effectively, and they can cast many healing spells and even resurrect fallen comrades making them good backup Healers. Their Auras and Blessing also make them good Buffers. Though not as good at dealing damage as some of the other classes, they do deal enough damage to have a significant impact on most battles.

Priest
Priests are the most pure Healers/Buffers in WoW. They can cast many different healing spells, several Buffs and the highly valued "Power Word: Shield" which temporarily prevents all damage from hitting a friendly target. Their lackluster ranged and melee damage dealing abilities makes them a challenging class to play solo but their healing abilities make them highly sought after party members.

Rogue
In general, Rogues can deal more damage than any other class, making them the most DPS oriented class in WoW. (There may be some debate as to weather Mages or Rogues are better at DPS, especially at lower levels, but at later levels, a.k.a. Endgame, Rogues most often do more damage. If Mages have a DPS advantage it is largely because Mage damage is mainly ranged and Rogue damage is mainly melee.)  Rogues also have the ability to sneak up and Sap an enemy, giving the class a bit of Crowd Control, but this ability is not always successful and usable only once at the beginning of each combat. Lastly Rogues have unique Utility in that they are the only class able to pick locks, an ability needed to finish some quests and to open lockboxes.

Shaman
Shaman are a powerful hybrid class available only to the Horde. Many of their skills involve Buffing and Debuffing, often through ‘‘Totems’’ that are placed on the ground and affect any target within a certain range.

Warlock
Warlocks are a hybrid class with access to many spells and the ability to summon Demons as pets. Their "Curses" and "Shadow Word"s make them the closest thing to a dedicated Debuffer class in the game WoW. Generally considered the least powerful class (and as of late 2005 the least played class on most servers including the authors); there is no clear role at witch they excel. They do have versatility; they can summon several different types of demons (depending on their level) and each type has its own strengths and weaknesses. For example, Imps add more DPS, Voidwalkers can Tank somewhat effectively and are semi-disposable (unlike a Tank player) and their Fellhunters have some crowd control skills and are particularly bothersome to enemy magic users. They can also summon players to their present location, and give another player a "Soulstone” once every half-hour that allows a player to resurrect themself.

Warrior
Warriors are the best Tanks in WoW. In addition to having large Health pools and high Armor values they also have skills like "Taunt" which can keep enemies from attacking other party members by convincing them to attack the warrior. (This could be considered Crowd Control, as it controls where enemies direct their attention, but it is so vital to the role of a Tank that most players would consider it a Tanking ability.)

title: World of Warcraft/Class Overview


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World of Warcraft/Dire Maul

Dire Maul is an Ogre compound, divided into three Dungeons: East, West and North. South side is actually the entrance. Also, there is an open PvP arena right in the middle.

Dire Maul West is open to any group, up to 5 players of high-level, and is where you can get the Crescent Key, which will let you get inside East, North and at The Library.

Dire Maul East needs the Crescent Key to open its door, but the player with the key don't need to actually be in your party, since the door to be opened is outside the Dungeon Instance.

Dire Maul North also needs the Crescent Key much like Dire Maul East, and again, the door is outside, and nobody in your party actually needs to have the key. North also has two different types of runs:

 * the regular run where you kill all the bosses you want for regular loot;
 * the Tribute run, where you need to avoid killing as many bosses as possible, getting some quests done to avoid kill some particular bosses, and at the last fight with the Ogre king and his advisor, kill the king first and spare the advisor. The advisor will make you king of Dire Maul, and the remaining monsters will become friendly until you leave or the king buff expire. Also, he gives you the Tribute Chest. The rewards at the Chest are better or worse according to how many bosses you killed, and that's why you have to kill as few bosses as possible.

Also, there is a Library that can be accessed once inside some of the Instance Dungeons. For that, you will also need the Crescent Key. This Library is know for being where you get some Librams quest done.

The open PvP arena has a boss that spawns from time to time. Those who kill it get the chance to loot it, but you have an announcer that warns everyone nearby about the spawn, so you usually have to fight the boss and other players as well. During Christmas, an Elder Spirit can be found in the arena as well.

Dire Maul is a very good source of Rare Items a little better than other endgame party dungeons, and also some Epic Items that are typical class icons until one has the chance to get to the endgame raid dungeons, like the item that starts the Quel'serrah quest, an Epic sword very good for Warriors and Paladins that job usually is to "tank".

While no set items come from Dire Maul, its Rare Items usually are better than set ones, and a player with enough good items from the other endgame party dungeons should consider come to Dire Maul a few times for better items. However, this dungeon is very hard for players who just reached the 60th level and still have lots of mid-level items as main equipment.

title: World of Warcraft/Dire Maul