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Final Fantasy I & II: Dawn of Souls/Armor Data Table
This is a sub-page of Final Fantasy I & II: Dawn of Souls.
| FF1 Armor Data Table | |
| Game | Final Fantasy I & II: Dawn of Souls | 
| Start Address | 0x19FA58 | 
| End Address | 0x1A021B | 
| # of Entries | 71 | 
| Entry Length | 28 (0x1C) | 
| Total Length | 1988 bytes (0x7C4) | 
| Back to the ROM map | |
The FF1 Armor Data Table stores the basic statistics of every armor in Final Fantasy I. Which slot a piece of armor fits on - head, chest, shield or gloves - is determined by the first character of the armor's name string:
8747,8748,8749=Bodywear
874A=Shield
874B=Head
874C=Arms/Hands
Format
Sorting Order
- Length: 2 bytes
 - Offset within entry: 0x0-0x1
 - Range of values: 0-65535 (0x0-0xFFFF)
 
Position this armor will be placed in relative to other armor pieces when using the Sort option in the Inventory menu.
Who Equips (Base Classes)
- Length: 1 byte
 - Offset within entry: 0x2
 - Range of values: 0x0-0x3F (bitwise field)
 
Each bit is a true/false flag indicating whether the corresponding base class can wear this armor. See class equip bits. The top two bits are unused.
Who Equips (Advanced Classes)
- Length: 1 byte
 - Offset within entry: 0x3
 - Range of values: 0x0-0x3F (bitwise field)
 
As above, for the advanced classes.
Defense
- Length: 1 byte
 - Offset within entry: 0x4
 - Range of values: 0-255 (0x0-0xFF)
 
Bonus to Defense provided when equipped.
Weight
- Length: 1 byte
 - Offset within entry: 0x5
 - Range of values: 0-255 (0x0-0xFF)
 
Penalty to Evade provided when equipped. Total Evade cannot fall below 0.
Evade
- Length: 1 byte
 - Offset within entry: 0x6
 - Range of values: 0-255 (0x0-0xFF)
 
Bonus to Evade provided when equipped. Total Evade cannot exceed 255.
Spell Cast
- Length: 1 byte
 - Offset within entry: 0x7
 - Range of values: 0x1-0x73,0xFF
 
If this value is not 0xFF, this armor will cast the spell of the same ID when used in battle. See spell IDs.
Elemental Resistances
- Length: 2 bytes
 - Offset within entry: 0x8-0x9
 - Range of values: 0x0-0x3FFF (bitwise field)
 
Each bit corresponds to an element; the top two bits are mostly functional but unused. The wearer will resist spells as well as status effects from physical attacks of each element with a value of 1. The elemental resistances of all pieces of equipment are ORRed together.
Attribute Modifiers
Strength Modifier
- Length: 1 byte
 - Offset within entry: 0xA
 - Range of values: -128—127 (0x0-0xFF)
 
Stamina Modifier
- Length: 1 byte
 - Offset within entry: 0xB
 - Range of values: -128—127 (0x0-0xFF)
 
Agility Modifier
- Length: 1 byte
 - Offset within entry: 0xC
 - Range of values: -128—127 (0x0-0xFF)
 
Intellect Modifier
- Length: 1 byte
 - Offset within entry: 0xD
 - Range of values: -128—127 (0x0-0xFF)
 
Attribute modifiers provided while equipped. All of the above may be negative, but note that attributes have a minimum of 0 and a maximum value of 99, so very large values will be wasted. Multiple pieces of armor with attribute mods will stack their effects.
HP Boost (%)
- Length: 1 byte
 - Offset within entry: 0xE
 - Range of values: 0-255 (0x0-0xFF)
 
Amount that Max HP is increased by while this armor is equipped, expressed as a percentage of base Max HP. Multiple pieces of armor that boost HP will stack.
MP Boost (%))
- Length: 1 byte
 - Offset within entry: 0xF
 - Range of values: 0-255 (0x0-0xFF)
 
As above, for Max MP.
UNUSED
- Length: 4 bytes
 - Offset within entry: 0x10-0x13
 - Range of values: 0-4292967295 (0x0-0xFFFF)
 
Unused bytes.
Cost
- Length: 4 bytes
 - Offset within entry: 0x14-0x17
 - Range of values: 0-999999 (0x0-0x0F423F)
 
Gil cost of buying this armor.
Value
- Length: 4 bytes
 - Offset within entry: 0x18-0x1B
 - Range of values: 0-999999 (0x0-0x0F423F)
 
Gil received when selling this armor.