Row refers to whether a character in battle is either in the back row or the front row. This effects the character's performance in battle. A character can either be in the front row or the back row. To date, most Final Fantasy games allow the player to change the rows of a party member freely. Party members can switch rows in battle, but switch back after the battle has ended. However, this is not the case in the NES/Famicom release of Final Fantasy and Final Fantasy II.
Being in the front row will allow characters to deal increased damage to enemies, but they will receive increased damage from enemies too. This would be best for characters with high HP and Defense, such as the Warrior or Paladin Classes. Being in the back row will mean characters inflict less damage, but receive less damage from enemies too. This would be best for characters with low HP and Defense, like White Mages or Summoners.
Monsters can also be in the back or front row, depending on the placement of their allies. They will experience the same increases/decreases to damage as the player's characters do, although killing the enemy's allies typically eliminates row altogether.
Typically, there are exceptions to the above rules. Magic of any kind almost universally is unaffected by row, with the exception of spells that activate based on row, such as R. Polarity in Final Fantasy VI that switches a player's row. Most games also have "long-range" weapons that inflict normal damage regardless of row. Bows, throwing items like Boomerangs and Stars, and Guns usually ignore row, along with other specialized weapons.
Some games also allow an ability known as Long Range or Reach that gives the equipped character the same power as if they were using a long-ranged weapon. This power was enhanced in Final Fantasy VII with enemies that were not in the back row, but were physically too far away for normal attacks to hit, requiring the Long Range Materia or a character with a long-ranged weapon to hit.
| Also known as? | Wealth ring, ROW |
|---|---|
| Release date | 20 April 2004 (Update) |
| Members only? | Yes |
| Quest item? | No |
| Tradeable? | Yes |
| Equipable? | Yes |
| Stacks? | No |
| High Alchemy | 10,575 coins |
| Low Alchemy | 7,050 coins |
| Destroy | Drop |
| Store price | Not sold |
| Exchange price | 15,500 coins update |
| GE Database | Look up price |
| Examine | An enchanted ring. |
| Weight | 0.1 kg |
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A Ring of wealth is a piece of enchanted jewellery that can be made by casting the spell Enchant Level 5 Jewellery, which requires level 68 Magic to cast, on a Dragonstone ring. The ring of wealth increases the chance of its wearer getting item drops from the rare drop table.
Monster drops are determined at random from a table. On many monsters, one of the slots on the drop table is the rare drop, which is not a single item. Instead, when this drop is randomly selected, the rare drop table drops another item at random from a separate list containing items like Gems and Half of a key. However, this second table normally contains many "empty" slots that, if landed on, cause the monster to drop nothing except for its 100% drops. The Ring of Wealth reduces the number of empty slots on the rare drop table, increasing the odds of receiving items such as Half of a key.[1]
| Standard rings |
Gold • Sapphire • Emerald • Ruby • Diamond • Dragonstone • Onyx |
| Enchanted rings | |
| Fremennik rings | |
| Other rings |
Beacon • Charos (activated) • Easter • Explorer's • Fire • Ferocious • Jennica's • Lunar • 'Perfect' • Slaying • Visibility |
| Imbued rings |
Gold • Sapphire • Emerald • Ruby • Diamond • Dragonstone • Onyx • Archers' • Seers' • Warrior • Berserker • Charos (activated) • Lunar |
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