Final Fantasy MOD

Industrymaster

One-Wing Angel
Joined
Sep 4, 2007
Messages
34
This mod as said, has Final fantasy "classes" as the units, different airships as airplanes, but no navel units except transport, work boat, and destorer. I haven't figured out how to put the main guys of FF, such as Cloud, Sephoroth, Leon, Ultimacea, Yuffie, Tifa, Arieth, Rikku, and Sin. The only civilization Ihave thought of is the Shinra Corp. New resources include mako.
 
Black Mage= 10 strength, 1 move, +50% vs. Mages, starts with 1 black magic "spell" promotion. Mage
Ninja= 9 strength, 2 move, + 50% vs. all non-mage units. Melee
Dragoon= 12 strength, 1 move, +75% vs. mounted dragoons. Melee
Mounted Dragoons= 18 strength, 3 movement, can attack airships, start with combat 1. Mounted
White Mage= 10 strength, 1 move, +50% vs. mages, starts with 1 white magic "spell" promotion. Mage
Fighter= 10 strength, 1 move, +50% vs. city and non-mage units. Melee
Monk= 9 strength, 2 move, +50% vs. black and red mages, starts with medic 1 Melee
Samauri= 11 strength, 1 move, +50% vs. melee units. Melee
Thief= 8 strength, 2 move, can steal gold from city, serve as spy. Melee
Bow Hunter= 12 strength, 2 move, can get rid of animal resources for food boost, + 50% versus Melee. Ranged
Gun Hunter= 14 strength, 1 movement, can get rid of animal resources for food boost, +50% vs. Melee. Ranged
Summonor= 16 strength, 2 movement, + 75 vs. melee and mage units. Mage
Blue Mage= 8 strength, 1 movement, gains +150% more exp. from battles. Mage
Time Mage= 15 strength, 4 movement, +50% vs. Mage. Mage
Geomancer= 16 strength, 1 movement, can put resources in a square and is a armed but slower worker. Mage
Red Mage= 9 strength, 1 movement, +50 vs. mage, starts with 2 "spell" promotions. Mage
Bard= 12 strength, 3 movement, 50% chance to escape when losing battle. Melee
Beast Master= 15 strength, 2 movement, 75% chance to make barbarian unit become friendly.
Dark Knight= 20 strength, 1 movement, +75% vs. melee units, can learn black magic "spell" promotions. Melee
Palidin= 20 strength, 1 movement, +75% vs. melee units, can learn white magic "spell" promotions. Melee
Magic Knights= 22 strength, 1 movement, +10% vs. all non-mounted units. Melee
Chemist= 8 strength, 1 movement, start with medic 1&2. Misc.
Gambler= 8 strength, 1 movement, have 10% chance of getting 10000 gold, 25% of getting 100 gold, 75% of getting 75 gold, 100% of getting 10 gold.(can get more than 1 per turn.) Misc.
Mime= 10 strength, 1 movement, + 25% on all non-melee units, get +75% more exp. Misc
 
You need SeeD, and SOLDIER. =D

Edit: Even if they're not classes. >_>
 
Weapon have shown up in almost all the FF's. And SeeD is from FF8, they're the mercenary groups trained at the Gardens.
 
Moderator Action: Thread moved to main C&C.

Completed modpack section for, umm, completed modpacks.
 
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