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Locations (FFD)

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Cornelia

Leadership: Monarchy

Description: You begin your journey in the city of Cornelia. Wrapped within the protection of her city walls, numerous villages flank the path to the grandiose castle. Each village is similarly arranged with an inn near the entrance and separate sections dedicated to equipment, items, and spells. The pearl-white granite castle shines like a beacon for nearby adventurers and dares to challenge the sun in its brightness.

Inn: 10g

Weapons

  • 10g Wooden Nunchuck (BB 12/0/5.5)
  • 10g Wooden Staff (Not TH 6/0/1)
  • 5g Small Dagger (Not WM or BB 5/10/3)

Armor

  • 10g Cloth Armor (All 1/-2)
  • 40g Wooden Armor (Not WM or BM 4/-8)

White Magic

  • 100g Cure (WM, RM) = +16-32hp
  • 100g Ruse (WM, RW) = +80 self eva
  • 100g Fog (WM, RM) = +8 absorb
  • 100g Harm (WM) = 20-80dmg all undead

Black Magic

  • 100g Fire (BM, RM) = 10-40dmg
  • 100g Lit (BM, RM) = 10-40dmg
  • 100g Sleep (BM, RM) = stun all temporarily
  • 100g Lock (BM, RM) = evade to 0 temporarily

Quests

(0) Random Encounter (easier than questing)
(1) Imp Invasion!
(2) Where's My Metal?
(3) Swamp Potions
(4) Counterattack
(5) 1v1 Tournament
(6) Temple Detectives
(7) Save the Princess
(8) Journey to Pravoka


Pravoka

Leadership: Uneasy balance between pirates and thieves

Description: At first glance, the fortified walls of Pravoka provide a comfort similar to that of Cornelia. Unfortunately, the similarities end there. Instead of a bustling city of hard-working villagers and city guards to keep the peace, the town is littered with suspicious individuals. A man with a Mohawk lurks near the inn, inebriated sailors stumble from one tavern to the next, and you even spot a few pirates loudly boasting of their dastardly deeds asea. Best keep a tight grip on your belongings.

Inn: 25g

Weapons

  • 10g Iron Hammer (FI, WM 9/0/1)
  • 200g Scimitar (FI, TH, RM 10/10/3)
  • 550g Short Sword (FI, RM 15/10/3)
  • 550g Hand Axe (FI 16/5/5)

Armor

  • 800g Iron Armor (FI 24/-23)
  • 15g Wooden Shield (FI 2/0)
  • 60g Gloves (All 1/-1)

Items

  • 60g Heal Potion

White Magic

  • 400g Alit (WM, RM) = Halve lit dmg all
  • 400g Invis (WM, RM) = +40 evade
  • 400g Lamp (WM, RM) = remove dark + storyline darkness
  • 400g Mute (WM, RM) = prevent spells all

Black Magic

  • 400g Dark (BM, RM) = -40 hit and evade all
  • 400g Ice (BM, RM) = 20-80dmg
  • 400g Slow (BM, RM) = go last permanently
  • 400g Temper (BM, RM) = +8 to ally dmg

Quest

(0) Random Encounter (easier than questing)
(1) Secret Hideout I (Thieves only)
(2) Invulnerability Potion
(3) Call me Meriweather
(4) 2v2 Battle Royale
(5) Gimme my Treasure
(6) Shiver Me Timbers
(7) Death on the Galleon
(8) Journey to Elfland


Elfland

Leadership: Monarchy (Light Elf Prince)

Description: Whereas Cornelia depicts the cutting edge of architectural and technological living with a series of specialized towns under the dominion of a well-fortified castle, the Mystical Kingdom of Elfland is its counterpoint. In place of technology there is nature. In place of city walls, a thick and verdant forest. The elves vary greatly in their opinion of humans -- some treat you with curiosity, others bid you welcome, and a few leer at you with disdain. All in all, you accept the mild disdain at the benefit of being able to relax in an aesthetically pleasing crime-free environment.

Inn: 40

Items

  • 60g Heal Potion
  • 75g Pure Potion

White Magic

  • 1500g Cure 2 (WM, RM) = +32-64hp
  • 1500g Harm 2 (WM) = 40-160dmg all undead
  • 1500g Afire (WM, RM) = Halve fire dmg all
  • 1500g Heal (WM) = +12-24hp all
  • 4000g Esuna (WM, RM) = Cure poison/stun/petrify
  • 4000g Aice (WM, RM) = Halve ice dmg all
  • 4000g Fear (WM) = Fear random element
  • 4000g Amute (WM, RM) = Cure mute or prevent next mute

Black Magic

  • 1500g Fire 2 (BM, RM) = 30-120dmg all
  • 1500g Hold (BM, RM) = stun 2-4 turns
  • 1500g Lit 2 (BM, RM) = 30-120dmg all
  • 1500g Lock 2 (BM, RM) = All evade to 0 temporarily
  • 4000g Sleep 2 (BM, RM) = Stun all temporarily
  • 4000g Ice 2 (BM, RM) = 40-160dmg all
  • 4000g Confuse (BM, RM) = Confuse all
  • 4000g Fast (BM, RM) = Double hit%

Quests

(0) Random Encounter (easier than questing)
(1) Elementary Magic School (RM, WM, & BM)
(2) Monster Infestation
(3) Astos Invasion
(4) Journey to Marsh Cave
(5) Crown Jewels
(6) Astos Retaliation
(7) Which Witch?
(8) Not-So-Secret Hideout II (thieves only)


Dwarven Village

Leadership: ???

Description: The Dwarven Village represents a feat in functional subterranean engineering with little regard to aesthetics. To the casual passerby, it would appear a meager series of passages with occasional niches for dwellings and stores. To the knowledgeable adventurer, it was a well-organized hierarchical web of districts -- residential, commercial, and mining. There were smithies and shops to the north, mining regions to the south, and residences near the entry.

Inn: 40g

Weapons

  • 175g Large Dagger (FI, TH, RM, BM 7/10/3)
  • 200g Iron Staff (FI, BB 14/0/1)
  • 200g Iron Nunchuks (BB 16/0/5.5)
  • 450g Sabre (FI, TH, RM 13/5/5.5)
  • 3000g Long Sword (FI, RM 20/10/3)

Armor

  • 1000g Copper Bracelet (All 4/-1)
  • 800g Iron Armor (FI 24/-23)
  • 100g Iron Shield (FI 4/0)
  • 100g Wooden Helmet (FI 3/-3)
  • 60g Gloves (All 1/-1)
  • 80g Cap (All 1/-1)

Items

  • 60g Heal Potion
  • 75g Pure Potion

Quests

(0) Random Encounter (easier than questing)
(1) Barracks Training I (FI & BB only)
(2) Potion of Invisibility
(3) Food Shortage
(4) Forsaken Labyrinth
(5) TNT Delivery
(6) How to Build a Dam
(7) Ka-boom
(8) Journey to Melmond


Melmond

Leadership: ???

Description: The once proud warrior nation of Melmond has fallen into ruin. The outlying farms, once filled with verdant fields thriving with various crops, now held only dust and tumbleweed. The city itself had undergone a vast emigration from the drought and other unearthly happenings. Those that remained lived in fear and the shallowest of hopes that the plague striking the land would be lifted. As you enter the town, the saddened withdrawn eyes of its inhabitants search yours. Their thoughts are clear. What sort of madness would drive someone to visit this nightmare?

Inn: 75g

Weapons

  • 200g Iron Staff (FI, BB 14/0/1)
  • 450g Sabre (FI, TH, RM 13/5/5.5)
  • 450g Falchion (FI, TH, RM 15/10/3)
  • 3000g Long Sword (FI, RM 20/10/3)
  • 8000g Silver Sword (FI, RM; requires ore 23/15/3)
  • 15000g Steel Knuckle (BB; requires ore, +1% crit if in inventory)
  • 25000g Temper Sword (requires ore, adds 5dmg 1crit to dragon/coral/were/rune swords)
  • 35000g Steel Kyoketsu (TH; requires ore 10/50/10 ignores absorb)

Armor

  • 450g Iron Helmet (FI 5/-5)
  • 750g Iron Gauntlet (FI 4/-5)
  • 5000g Silver Bracelet (All; requires ore 15/-1)
  • 45000g Steel Armor (FI; requires ore 34/-33)

Items

  • 60g Heal Potion
  • 75g Pure Potion

White Magic

  • 8000g Cure 3 (WM, RM) = +64-128hp
  • 8000g Heal 2 (WM) = +24-48hp
  • 8000g Harm 3 (WM) = 60-240dmg all undead
  • 8000g Life (WM, RW) = Resurrect with 1hp

Black Magic

  • 8000g Bane (BM, RW) = Instant death all
  • 8000g Fire 3 (BM, RM) = 50-200dmg all
  • 8000g Slow 2 (BM, RM) = all go last every round
  • 8000g Warp (BM, RW) = travel to known town from outside (1charge/person)

Quests

(0) Random Encounter (easier than questing)
(1) Monster Arena
(2) Barracks Training II (FI & BB only)
(3) Steel Smelting (warning: Death Likely)
(4) The Undead Invasion
(5) Petra Tabernacle
(6) Rotting Catacombs


Crescent Lake

Leadership: Circle of Sages

Description: Crescent Lake is home to the Circle of Sages, including Lukahn, the great Sage who predicted the coming of the Light Warriors. It is run and managed by a Council of Elders. Lukahn holds a seat on the Council, giving his sage advice when necessary, and sharing prophecies that have relevance to the small town. A few members who used to be on the Council are no longer on it due to one of his prophecies, though...

Many adventurers have come out of this small town on the far east side of the southern continent. Sadly, the greatest among them, the parents of Max and Aren (known as Renquist to everyone other than Max), were lost to the mysterious cave of ice which Lukahn had prophesied held the key to saving the town from the encroaching monsters.

Jim and Colin, friends of Max and Renquist's parents, were effectively lost to the cave. As far as anyone knows, Jim was killed when he returned there stricken with grief to avenge Tomas and Isabel, while Colin was lost in the sense that he left the world of adventuring after those events, and moved to Coneria, becoming a simple town guard trying to forget his past.


Cinder Island

Leadership: None, seeing as it is completely trashed

Description: An Island inside the Coneria-Pravoka-Elfland triangle. Due to the constant trade of spellscrolls and equipment from the three cities along with the Dwarven smiths in their Caves, this island became a crucial checkpoint for trading valuable goods, due to its convienient location right in the middle of the Aldi Sea. Most trade lines flowed through this place, and eventually a community sprang up of people who made a good living off the fine products coming in from Coneria, Elfland, the Dwarves, and Pravoka. Soon, taverns and arenas sprang up on the island, and it became fairly well known as a place where a fortune could be easily made or lost within days.

Not surprisingly, pirates soon got wind of this. A pirate crew led by a man named Bikke was seeking a source of cash he could use in his war against the local Thieves guild, and thus tried to use the island as a foothold. A woman named Audrey was secretly pulling the strings behind the attack, and it had a second purpose that was paritcularly important to her, which was to kill Dave Mlinko over a previous slight.

The attack commenced during a hiatus in trading, and although Dave and a small group of defenders fought desperately, they were routed. In the fracas, Dave saw his love interest Erin being stabbed. Dave snapped, killed twenty pirates, and left the island on a homemade raft.

Stephen was also on the island, and had his son nearly killed by a friend of Audrey's disguised as Bikke, in an attempt to get him to reveal where Dave was. Stephen truthfully didn't know, although no one believed him.

Eventually, the island was pillaged of everything and burnt to a crisp. Most of the people were dead, although some survived and were rescueed by trade ships coming in. A trade ship coming in from Pravoka picked up Stephen and his family, and he went with the ship back there, secretly plotting revenge. Presumably, a Dwarven ship found Rick and brought him to the Caves, where he was healed.


Mysidia

Leadership: ???

Description: Location of the Mysidian Academy, a highly renowned academic institution for the study of magic. It is cut off from the world at large, lying beyond the Whisperwind Cove, which was sealed by the Fiend Tiamat 400 years ago. Currently, the only way to travel to and from Mysidia is teleportation.

This is based on the apochryphal town from FF: DoS, not FF2 or FF4.

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