Also, he can talk. Afinal, depois você pode conseguir a Gold Hairpin … As it turns out, this is no ordinary moogle. Last Edited: 20 Jan 2014 6:31 am. O lobo vai cair. He can learn dances based on the terrain where you fight enemies. The character's starting hit point total (not all characters begin with full hit points); maximum hit points have a chance to increase based on the difference between your starting and ending hit point totals during a single battleThe character's starting magic point total; maximum magic points have a chance to increase based on the difference between your starting and ending magic point totals during a single battleA character's strength is added as a bonus to physical attack accuracy, and 1/4 of this score is added to their weapon\s attack power; when fighting unarmed or without a weapon or shield in their other hand, the strength bonus is instead equal to 1/2 of the character's score; strength is increased by making physical attacks; any time you gain a point of strength, you may lose a point of intelligence, and any time you gain a point of spirit, you may lose a point of strengthA character's evasion is equal to their agility, modified by the evasion bonuses or penalties of any equipment they are using; evasion also influences turn order, and Firion's evasion is used to determine whether there is an ambush; having a high evasion score will result in agility increasing more quicklyEach time a character gains hit points after a battle, the number gained is equal to their stamina score; half of a character's stamina is added as a bonus to magic defense rate; stamina has a chance to increase based on the difference between your starting and ending hit point totals during a single battle; any time you gain a point of intelligence, you may lose a point of staminaIntelligence is added as a bonus to the accuracy of all black magic spells, and 1/4 of a character's intelligence is added to the power of all black magic spells; intelligence has a chance to increased based on the number of black magic spells you case during battle; any time you gain a point of intelligence, you may lose a point of stamina, and any time you gain a point of strength, you may lose a point of intelligenceSpirit is added as a bonus to the accuracy of all white magic spells, and 1/4 of a character's spirit is added to the power of all white magic spells; white has a chance to increased based on the number of white magic spells you case during battle; any time you gain a point of spirit, you may lose a point of strengthEach time a character gains magic points after a battle, the number gained is equal to their magic score; half of a character's magic is added as a bonus to magic defense rate; magic has a chance to increase based on the difference between your starting and ending magic point totals during a single battleFor each level of evasion a character has earned, they get one evasion 'roll' based on their evasion score to avoid a single physical attackFor each level of magic defense a character has earned, they get one magic defense 'roll' based on their magic defense rate to negate one success of an offensive spell or abilityWhich hand is the character's dominant hand; weapons should be placed in this hand, and shields in the other handAny skills the character has advanced past level one when they first join the party are listed here, along with their current level; view individual character pages for precise leveling progressThe gear the character joins the party with is listed here, including any items held; All of the character's known spells and their current level when they first join the party are listed here; view individual character pages for precise leveling progressThe probability that the monster will drop this particular item when it is defeatedThe rank of the monster; the rank of any given encounter is determined by the lowest rank of any monster in that encounter; rank is used to determine how quickly skills progress toward the next levelThe monster's starting and maximum magic point totalEach physical hit will deal between one and two times this amount of damage to the target, reduced by the target's defenseThe number of attacks the monster makes when it attacks physically, and the accuracy of each of those attacksThe status ailment or other effect, if any, that can be inflicted by this monster's attacks; if a monster inflicts multiple status ailments, all are inflicted at once; drain attacks always drain 1/16 of the target's total hp or mp, as appropriate, and have an opposite effect against undead creaturesEach physical hit the monster takes will have its damage reduced by this amountThe number of evasion chances the monster has when attacked physically, and the sucess rate of each of those chancesThe number of magic defense chances the monster has when targeted with a spell or ability, and the sucess rate of each of those chancesA monster's fear score is the base chance that it will flee from combat on its turn; this chance is increased when the party has more total HP than all remaining enemiesThe average gil value of the money or items this monster can drop when defeatedThe families this monster belongs to; undead creatures are damaged by healing spells and reverse the effects of drain attacks used against them; some weapons get a +20 bonus to attack when used against certain monster families (this does not stack with the bonus for using an elemental weapon against a monster that is weak against that element)The elements this monster is weak against; spells of these elements always have their maximum effect and deal double damage; elemental weapons get a +20 bonus to attack when used against monsters weak against any of their elements (this does not stack with the bonus for using a weapon against a monster of a family it is especially effective against)The elements this monster resists or absorbs; spells of resisted elements are always fully resisted and deal half damage, whle spells of absorbed elements have no effect and heal the target; individual monster pages indicate which elements are resisted and which are absorbedThe monsters guarding this treasure, which will attack when the treasure is opened
Take a moment to put Mog in your party and travel to the following locations:
Before you leave town, check out the house on the cliff-side; the thief called Lone Wolf has filched some treasure from within. With no weight and a minimal magic penalty, it's some of the best head defense they can safely wear. FF6 Colosseum.

Narshe is finally ready to join forces with the Returners and Figaro in the fight against the Gestahlian Empire, but they will still need some help. When you're done, grab a chocobo and ride back to Baren Falls. Gold Hairpin X-Ether After getting Odin's Magicite head southeast to the Queen's room.

Final Fantasy VI Wiki Guide. The opportunity to wager your items in the hope of winning better ones (or maybe even a Ninja) is a fun bit of gambling that can really pay off. After the Opera House when you first get Setzer and have control of the airship you should be able to return to Narshe and choose between Mog or the Golden Hairpin. Back in the throne room, head down and to the right, down a hidden staircase. The Gold Hairpin is one of three late-game pieces of head Armor that are useful to mages. The easiest way to go about learning the Water Harmony dance is to jump from Baren Falls, head across the Veldt and to Crescent Mountain, where you can then go through the Serpent Trench. There are a total of eight, with one being missable: the Water Harmony can only be learned in the World of Balance. As you enter a guard will appear and take you to Banon.


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