SaGa Frontier FAQ Begun Apr 22, 1998 By Nefdar (nefdar@hotmail.com) Places to find this FAQ: members.spree.com/sip/nefdar www.gamefaqs.com Revision 1 - Got the idea to write the thing, started intro section. Revision 2 - Finished intro section, began character descriptions. Revision 3 - Added sword, gun, and fighting ability lists. Revision 4 - Added mecha and monster ability lists and monster forms. Revision 5 - Added magic lists and descriptions. Added combo section. Revision 6 - Added weapon/armor lists. Revision 7 - Added enemy lists and began walkthroughs. Revision 8 - Did T260G's walkthrough. Revision 9 - Did Lute, Asellus. Revision 10 - Did Red, Emelia, Riki, am finally done!!! Revision 11 - Fixed a mistake in Asellus section, added my site to places to find this faq list, added name to thanks First thing---if there are any mistakes in this FAQ then please pretty please with a cherry on top write to me at the address given and tell me. I typed this thing completely by myself and am responsible for 90% of the work that went into gathering this information(9% goes to my fiance and about 1% goes to various emails from readers). There are bound to be mistakes, so let me know about them. Hello, and welcome to my SaGa Frontier FAQ! Hopefully this document will be useful to the players of this game and will help out with any problem that the gaming public may have. Note that I intend for this document to be exhaustive and to cover as much as I can, but since I am doing all the work myself with a small amount of help from other writers(who will be duly commended and credited) there is a decent chance that I'll miss something. If so, notify me by email and you will be credited here for any useful info you supply. Note that anyone who uses this FAQ for personal gain other than personal enjoyment is not only violating the law, but incurring my wrath! You are free to use any information here for your page, but have the decency not to cut and paste this work and call it your own, give me due credit. Writing a FAQ for a game like this, which has so much to discover and to offer, is not easy - in fact, it's damn painstaking work which I'm sure will ruin my enjoyment of this game in the end. So please have the respect to not steal from me. This FAQ was written in MS-DOS editor for the US version of SaGa Frontier for the PSX. I am aware that there are differences between the Japanese and US versions, and I felt that(at least at the time I started writing) there were not many resources available for the American version and that this FAQ would be useful. Hopefully it still will be when I finish... SaGa Frontier is a RPG by Square, the makers of the ludicrously popular Final Fantasy series. It is unique in that it allows you to select from 7 different characters, each with their own storyline and different(though not COMPLETELY different) adventure. This game also contains something which Square has been leaving out of its RPG's lately - some challenge. You won't tear your hair out or anything, but you will probably get killed a few times over the course of the game, especially when you first start and don't understand how the hell the level-up's work. Some characters are easier than others, but none of them are a complete joke. Compared to the games that they have come out with recently, this is a decided improvement. Not including fighting the completely optional weapon monsters, I have never seen the Game Over screen in FF7. It may be because of the very slow pace that I play RPG's at, spending a lot of time exploring and level raising to take in the full experience of the setting, but that game was pretty much a piece of cake. Come on, there's a spell that can kill the last boss in one move. I remember back when you had to walk around and play patiently in order to have even the slightest chance of victory(remember the first Final Fantasy? Or the first Breath of Fire game? You'd get your ass kicked so bad the characters in your other games would feel it if you didn't spend a good bit of time leveling up). This game requires a good bit of patience if you don't want to be reloading your game every 10 minutes. Granted, you can win that way eventually, but is that really a victory? Hopefully the game designers are wrong in their assumption that game players(read: American game players) are impatient and do not want to spend time to learn a challenging game. How well this game sells will be a good indicator to me, since it is one of the most intriguing RPG's I've played in a while. Note that all the lists of weapons, armor, enemies, abilities, and general gameplay advice is given before the walkthroughs so that you do not have to scroll past the walkthroughs to read the lists, as the walkthroughs are big spoilers. I would not advise you to read any walkthrough for any game until you have already finished the game or you are irrevocably stuck, as these ruin the story's suspense completely. Playing the game Upon booting up your game and reaching the opening screen, you must select your character. Note that you'll be spending a lot of time with this character, so pick one that you like. Next you'll be asked to make system data for SaGa Frontier to use. This is just a way for the PSX to keep track of how many characters you have comp- leted. This is important so that you can get the special bonus room available if you complete all seven characters. These menus are fairly self-explanatory, so I won't go into detail, just remember to wait after the ending for your character for the screen that allows you to update this system data, or else you'll miss out on the semi-cool bonus. Oh yeah, this data requires 1 memory block on your card, and the actual game requires 2. The PSX controller is lain out(grammar...) like this: L2 R2 (on top) L1 R1 " T(riangle) D-Pad Select Start S(quare) O(circle) X(cross) Hope that makes sense(actually, hope you don't need it). You will have some cinematic scene, then you will be in control of your character. Holding down the X button allows you to dash(You'll be holding this down throughout the whole game. If I were in charge, I would have made you hold down the X button NOT to dash). The O button is for talking and picking up items, as well as investigating an area. The T button is not used on this screen except for the quicksave option, achieved by holding T and pressing R1. Don't use this, just save to the card, since pressing reset erases your quicksave. The S button allows you to access your subscreen. Start pauses the game, Select is useless. The D-pad moves your character. If you hold L1, R1, and select, then press start, you will perform the quick restart(faster than hitting reset on the console). Once on your subscreen, a plethora of options become available to you. You can see your current party's basic stats in the windows on the left. Pressing left and right will scroll through the stats until you reach the one you want. Pressing select will change the display format. Holding the T button will cause the windows on the right to disappear so you can see more clearly. On the lower right is a window containing your credits(money), and the name of the area that you currently occupy. On the upper and middle right is your list of options. From the top down, they are: Status Item Position Equip Weapon Equip Ability Config Save 1. Status This is an in-depth description of your character's abilities and equipment, as well as their stats. The screen shows the character's name, race, sex, HP, LP, WP, and JP, as well as their statistics. Each stat affects your characters in a different way. STRength: Affects the damage you do with physical attacks. QUIckness: Affects your ability to dodge attacks and your turn in battle. INTelligence: Affects speed at which you learn magic and effectiveness with mechanical equipment(cannons). Also affects how fast you learn techs. WILl: Affects accuracy and power of techniques. PSYchic: Affects resistance to abnormal status. VITality: Affects resistance to damage and sleep. CHArm: Affects resistance to and power of charm attacks. DEFense: Reduces amount of damage taken. 2. Item This screen allows you to view and use the items in your posession. The maximum number of any item that you can carry is 99. Pressing right on the D-pad or R1 allows you to page down, while left or L1 pages up. Double click on an item with the circle button to use it(if possible). Pointing at an item shows its basic function(def power, attack power, sometimes relevant abilites) at the bottom of the screen. Note that pressing select on this screen automatically sorts the items for you by type(gun, sword, armor, etc.). 3. Position This option allows you to move the characters in your posession around in your formation. The basic setup is three five man parties, represented by the three vertical columns on the subscreen. Place your characters in the three columns as desired. Note that the vulnerability of a character in your formation decreases the farther he is from the front, so place them from the top down in order of descending strength. Double clicking on a character will take you to the status screen. 4. Equip weapon This allows you to stick some equipment on your characters. Each type of character can wear different kinds of equipment. A human can wear 4 items at the top of the equipment list, which is used for weapons, items, and shields, and 4 items at the bottom, used for armor and accessories. A weapon can be a gun, sword, or cannon. Shields come in various types and are useful for defending against many attacks. Items can be for attack, or for curing the party in battle. Note that unless you have equipped the item "backpack" you will be unable to use items in stock unless you equip them. Armor can be helmets, gloves, boots, vests, suits, and shirts. Accessories have a variety of uses, described later. Note that a human can only wear 1 of each type of armor. If you are wearing an armor suit, you can only wear a shirt to go with it(the suit takes the place of vest, helmet, gloves, and boots). As many accessories can be equipped as there is room. If a piece of equipment on a character is shaded red, that means that it cannot be removed. Usually this is a permanent fixture that comes with a character. Certain items are cursed, and can only be removed by breaking them. Mystics follow the same rules as humans on equipping and de-equipping items. Their special mystic weapons are abilities, not weapons, so they are not covered here. A mystic can use any item that a human can. Monsters can only equip accessories. They are given four slots to use for any accessory that you wish to place on them. They can use no weapons, armor, or shields, nor can they use items. Mecha can use any equipment in the game, as well as being the only class to use circuit boards to upgrade their stats. When any item is equipped on a mech, it affects their stats. This includes weapons and armors. Normally, the better the equipment, the more positive the increase will be. I will provide a list of the stats gained from each piece of equipment later. Also, mecha do not follow conventional rules and can equip more than one of the same type of armor. This includes anything that they can equip. The best way to find the best equipment for a mech is through trial and error and a lot of money(or by reading my list..). 5. Equip Ability This option allows you to equip one of the abilities that your characters have learned. The current abilities are in the left window, and the right window contains the categories of abilities to choose from. Click on a space in your inventory, click on a category you wish to equip an ability from, and select what you will use. You can only use equipped abilities. The categories are as follows: Sword Gun Fighting Magic Special Dodge Seal Gun, fighting, and sword techniques are considered combat techs. This is important because if you equip 6 combat techs without any magic techs, then you will get a crown on your ability screen(that is what the bar at the top is for). This means that all techs take 1 less WP. If any magic is equipped, you lose that bonus. The same goes vice-versa: if you equip 6 magic techs without any combat techs, you get a crown for magic and all spells take 1 less JP to cast. If any combat techs are equipped, that bonus is also lost. Special techniques are comprised of mecha abilities, special mystic weapons, and other rare or race specific abilities. Basically, anything that doesn't fit into another category. Dodge techniques allow a character to be virtually immune to a certain form of attack. Sometimes a truly powerful opponent attacking a very weak character can nullify a dodge ability(this happens with the end boss at times if your levels are ridiculously low) but that is extremely rare. For all intensive purposes, you are immune to the attack that you learn to dodge. Note that you can only learn new sword, fighting, and dodge techs if there is an empty space on your equip ability screen for them to go in. Always leave an empty space or two until you are completely satisfied with your character's abilities. If you want to de-equip an ability, then double- click on it and then select "Seal". This returns it to its respective category to be re-equipped later(or usually, never seen again). 6. Config This allows you to customize some aspects of the game, such as selecting stereo and mono sound, or an opaque or transparent window format. It also provides in-game help on the screens and commands. Self-explanatory. 7. Save Here you can save your game. Saving is possible almost anywhere in the game and it is recommended that you do it often. Once you select this option, the screen will show the contents of the current memory card. Pressing left or right will allow you to select either memory card slot, or to select the quicksave option. Self explanatory as well. Combat As you walk about, you will see enemies from time to time. Bumping into one initiates a combat. You will be given a picture of the enemies and your first party. Pressing left and right allows you to switch out which party you want to use against the enemy. Try to use all your characters to give them equal strength. Having many good characters is important, since each time you complete a combat, all characters that were not used regain some LP, WP, and JP. This allows your unused party to rest, and allows you to have a lot of endurance in a dungeon. A mech does not gain LP from resting, but it does gain WP. By selecting an individual character's name and pressing T, you can switch him between the front and back row. This affects his vulnerability to the enemy. Physical attacks usually cannot reach characters who are hidden behind other characters. Pressing O initiates the combat. You give commands to each character at the start of the round. Press right and left to switch between the different categories of attacks available to each character, then select what you want to use. Pressing T at this time allows you to see your HP, WP, JP, and status. This is also shown to you between rounds. Pressing R1 allows you to select "defense" which reduces the damage done by the enemy instead of performing action. The attacks then take place based on a combination of random numbers and your quickness values. If your character's HP falls to 0, then you will lose 1 LP and fall unconscious. You can be healed through normal means, which returns you to combat. Each time a character falls, it loses 1 LP. Also, if the enemy hits the unconscious body then it is damaged 1 LP for each hit. If a character's LP falls to 0, then that character is dead and can only be revived by a Sanctuary Stone or a rest that refreshes all your LP. Use of techs other than magic decreases your WP, and the use of magic decreases your JP. When these become too low, you can no longer use the respective ability. When damage is done, then the number in white over the target shows the damage taken. If the number is green, then the target gains HP. If the number is red, then the target has lost that many LP. A "chink" sound indicated that the attack was blocked by a shield, whereas the word "miss!" appears if you, um, miss. After battle, your stats for each character may increase, any monsters or mecha you have may absorb the enemy abilites, and any gun or magic techs will be learnt and placed in the respective categories on the "Equip Ability" screen. Battle Strategies There are a few things that you should always keep in mind when engaging enemies. 1. Fight often It is often tempting to blast past the lethargic enemies and try to finish as soon as possible, but this will be slower in the long run when you spend 2 days trying to beat the end boss because your levels are so low. Fight whenever you get the chance unless you are in danger or your characters are already very powerful. 2. Walk, don't run Running around(holding the X button) is normally the thing to do, but never run into an enemy. When an enemy attacks you while you are running, then your party's formation will not be correct and the rear characters will be exposed to attack. If you are walking, then the rear characters will either be behind the front guys, or you will surround the enemy. Run close to the enemy to want to attack, then walk when you run into them. Note that the direction that you and the enemy are facing is not important so don't waste time trying to sneak up behind them. 3. Train when you can Don't fight with your techniques all the time or you will learn very slowly. Use your regular attacks unless you are trying to learn a specific attack. Don't take this too far and get killed though! Also, certain enemies are excellent training partners. Early in the game, you'll meet enemies called "Unknown". Punching them with your bare hand does almost no damage, so use them to learn the low level fighting techs. They have almost no offense except to stun you and blind you. Occasionally they will use DeathGaze, but that is rare. Punch them out and you'll learn most of the low-level fighting techs pretty easily. You might even get a few dodge techs while you're at it. Later in the game enemies like the Chimeras which are fairly weak but have high HP and power allow you to learn the really high power attacks. Certain hidden enemies(DemonGoat, Minotaur) are good for learning the mid-level techs. 4. Know your enemy If one of the enemies is much more powerful than the others, then you want to concentrate your attacks on it to combo it out of existence. However, if the enemies are of fairly even power, then you might want to spread out the wealth a little so you don't do a combo that wastes 2 or 3 attacks on a dead enemy. Learn what enemies are immune to certain attacks and use the appropriate moves. The Gelatin monsters are strong against punches but are hit by guns, while the undead are generally strong against guns but are damaged by swords and fighting. Learn what enemies are susceptible to your instant death moves and use them! Unlike most games, the death spells in Saga actually work most of the time. This is the easiest way to get rid of the giant squids called "Kraken". Learn who you can paralyze and who you can't, because those attacks are unusually useful in this game too. 5. Never underestimate your enemy In this game, you can die at any time. Save often. Any enemy, no matter how weak, that has a charm attack can kill you any time it wants. If one of your characters has MegaWindblast, Galeslash, Haze-to-Wheel, or a few other powerful big attacks and they get charmed, they WILL use it and kill every single person in your party. If you are in Riki's game and you have the RING/Merchant equipped(the one that charms all the enemies) and that person gets charmed, then they WILL use it and charm everybody else. That is not a pretty picture and you probably will not survive(I can't count the number of times that a charmed character has suddenly found it in their heart to learn 2Galeslash and kill my whole group). Many of the bosses in this game are genuinely hard, so remember your combos in order to speed up the process of whacking off their high HP. Get DSC on at least 1 or 2 characters before facing the end boss, it'll be a hell of a lot easier. Don't use close range attacks on an enemy with a barrier, especially the CounterFear barrier that turns you into a red mess. That is almost as bad as being charmed. 6. Fix status problems Don't be tempted to ignore the poison, blindness, or stone condition of a character in a long battle. They don't really affect you all that much in a short fight, but over ten or twelve rounds it adds up big. Use Grail, MagicHeal, your healing items, or StarlightHeal as soon as possible. The following problems may come up: Poison : lose about 1/8 total HP each round CURE: StarlightHeal, Cure items, MagicHeal, SnakeOil Charm : always attack other party members with the most inconvenient damn attack you have(maybe I'm just unlucky) CURE: StarlightHeal, Cure items, MagicHeal, SnakeOil Blind : hit rate decreases CURE: StarlightHeal, Cure items, MagicHeal, SnakeOil Stun : Lose rest of attacks in round CURE: none Angry : can only use basic attacks CURE: SnakeOil, MagicHeal Sleep : cannot act CURE: any of the above, getting hit Palsy : cannot act CURE: StarlightHeal, Cure items, MagicHeal, SnakeOil Mess : acts confused to 3 different degrees, depending on color: Blue: May not perform selected action Yellow: May perform selected action on either friends or enemy Red: Performs a random action on either friends or enemy CURE: StarlightHeal, Cure items, MagicHeal, SnakeOil Stone : cannot act or be damaged CURE: Antistone, SnakeOil Any of these except stun can also be healed with the Grail spell. 7. Equip before big battles Always equip the correct attacks against big bosses. The most useful ones are DSC, LifeSprinkler, Tower, and some attacks to link together your Towers and LifeSprinklers in combos. Don't forget the healing, especially MindHeal. This allows the characters to be self-sufficient. If they can each heal themselves, then that's less work for the Starlight- Healers to do. Don't mix healing and attacking unless you must. Heal with all characters for a round, then have them all attack so you maximize your combo possibilities. Against undead bosses, LightShift(that useless sunlight space spell) is invaluable to keep them from getting back 1000 HP every round. Think first. I try to give advice for the bosses in the walkthroughs but I probably have not seen all of the attacks in the game, and I doubt anyone who doesn't work for Square has, so follow rule #5 and don't play around unless you don't mind reloading the game. Kick ass, then take names, I suppose. 8. Notice the enemy's facing direction At the start of a combat round, while you are giving orders, take note of the direction that the enemy is facing. If the enemy is going to use a physical attack, then they will be attacking the character that they are facing. It is especially easy to tell who they will attack if you are surrounding them, but if you are in formation you can usually only tell between 2 or 3 people. However, it is easy to use this foresight to your advantage. If you know that the enemy will use a physical attack, and you have to decide who to heal, then heal the character that the enemy is facing first, since that is the likely point of attack. If you are in a situation where you surround the enemy and it has particularly strong attacks that focus on one character, then you may want to use "defense" for the character that is being faced by the enemy. This will halve the damage and allow the other characters to attack freely. This method provides no warning for attacks that hit all your characters, however, so against these enemies be careful. Races There are four basic races in the world of SaGa Frontier - humans, mystics, mecha, and monsters. Each type gains strength in a completely different way which forces you to vary your fighting stategies to strengthen all the members of your party. I will list them in order from most to least useful (in my opinion). Humans Humans are by far the most versatile and easiest characters to use in the world of SF. They level up through the most traditional means - fighting. Depending upon the method that they use in combat, a human character will gain certain attributes after every battle. They also have the capacity to learn sword, fist, gun, magic, and dodge techniques, and do fairly well at any of those abilities. The method by which these techniques are learned will be covered later. In order to increase certain stats, you must use a certain kind of attack during combat. The more you attack in a certain way, the more likely you are to gain an attribute increase. Note that the only way to gain JP is through the use of magic. Also, the stronger the enemy, the more likely you are to get an increase. HP: All except Magic WP: All except Magic JP: Magic(this is the only way to gain JP). STR: Fighting, Sword QUI: Guns, Fighting INT: Magic, Guns WIL: Sword, Guns, Magic PSY: Magic VIT: Fighting, Sword CHA: Magic, Guns These are just general guidelines, but if you stick to a certain pattern, your characters will develop a certain way. Note that a human with no magic will have 0 JP, and you can only gain JP by using JP, so it may seem that these characters can never use magic. However, if you buy them spells, they will gain 10 JP to use. Mecha Mecha are man-made machines used for research and combat. They gain strength in a completely different way than Humans or Mystics, in that the equipment that they wear determines their statistics. By equipping swords, guns, armor, circuit boards, and basically almost any other equipment, a mech gains attributes in each of the areas, including HP. Mecha cannot use techs other than Special. Mecha learn their special mech abilities by fighting and defeating other mecha and stealing their programming. If you pump enough money into your mech in order to give it the best equipment, it can become an extremely powerful warrior, due to its ability to equip multiple suits of armor. This allows it to have very high DEF ratings. Also, placing circuit boards on a mech increases the number of abilities it can equip. Overall not a bad class, but since cure items do not work on mecha and curative magic is not tremendously effective, repairing damage in long battles can become difficult. Also, the limited number of abilities availiable and the amount of money required to purchase armor causes mechs to fall second in my hierarchy of usefulness. Note that if you try to absorb a program that you already have, the message "Recharged" will appear and your mech will regain all its WP. Mystics Mystics are a lot like humans in that they also can gain certain attributes from battle, but unlike humans, Mystics only gain CHA, HP, WP, and JP from combat. Their other stats are increased by absorbing monsters into their three special abilities: their Mystic Sword, Glove, and Boots. Certain enemies give better stat increases than others, this will be covered later. Simply by finishing off an enemy's HP using one of these attacks will usually cause an absorption, but certain enemies cannot be absorbed(humans, mecha, certain powerful opponents). Also, all three of the Mystic weapons have an instant death effect, and any enemy killed by this is absorbed as well. As far as gaining the four attributes that they can gain from combat, these are gained the same as humans. Mystics cannot learn any techs other than Magic and Special(their Mystic weapons). They learn magics just like humans. Mystics can become powerful very quickly if you know what enemy to absorb, but since they cannot learn most techs, they are at a disadvantage to the humans, IMHO. If you absorb monsters and get a high VIT score, then a mystic can have very high resistance to attack as well, but not nearly as high as a powered up mech. Monsters Monsters are non-human creatures with intelligence. Monsters are unique in that they gain strength by absorbing other enemy monsters and stealing their abilities. After battle, a monster gains the opportunity to learn an ability from one of its opponents. Sometimes, based upon an ability absorbed, a monster will change form. Each form has completely different stats. In order to make a monster change into the desired form, you must absorb the abilities of the monster you wish to emulate until you have most or all of them. This usually works, if not, then either you cannot turn into that type of monster or you have not absorbed enough. Usually if you try to emulate a truly powerful monster, you will become a weaker version, symbolized by a "jr" after your race. Unbeknownst to most, monsters can gain HP through combat. Each time your monster absorbs an ability which it has never absorbed before, it gains 4 more HP. This is added to the base amount for the monster's race. If you absorb most of the abilities from each monster, then assume a fairly powerful form, your monster can have as many HP as your human characters. Some of the attacks that a monster can learn are very powerful, whereas most are pretty useless. Due to the unpredictable nature of the monster's transformations which often causes you to assume a weaker form, and due to the vast amount of time required to gain more HP max by fighting every single enemy type numerous times, monsters are usually more of a pain in the ass than an actual useful member. Once you get the hang of changing your monster into the form you want(takes some getting used to) and have absorbed the right enemies' abilities, a monster can become a valuable backup character which can attack all enemies and heal the party with its abilities, but this takes a while to achieve. I would advise against placing more than 1 or 2 monsters in your group. Note that if the monster tries to absorb an ability that it already has, you will get the "couldn't absorb anything" message. Also note that each time a monster absorbs an ability, all its WP and JP are restored. General Tips for Using the Various Races Each race has a certain thing that they can offer a party. For the most part, I like to spread out my characters among the three parties and not concentrate on any one race(although my lead party has been known to only contain humans). Usually, 3 humans, a mystic, and either a mecha or monster make a good 5 man combination. Humans When using human characters, it is important to spend the time to build their attributes and train them in their abilites as soon as possible. When you get a new human character, it is usually weak as piss and should be leveled up as soon as possible. Otherwise, this character will die in every other battle. Usually, I start training my human characters intensively as soon as I have built a 5 person group. Also, is is important to have 2 or 3 good parties, so your humans can regain their WP while resting. Without WP, a human loses its advantages over the other races. Mecha Save up enough money to buy them some good armor. The merchant in Koorong sells an armor called "Powered suit", placing two of these on your mecha not only gains you substantial HP and stats, but you also get an instant 99 DEF rating. A few circuit boards never hurt either. As a weapon, find the sword or gun which gives you the most important attribute increases. Weapons with innate special attacks are also useful, since this allows you to have another ability at your disposal which a mech sorely needs. Whenever there are mecha in the enemy party, try to use your mechs so you can absorb the enemy programs. Some of the mecha abilities are insanely useful, whereas others are virtually useless, so choose your equipped abilities with caution. Mystics As soon as possible, absorb the best monsters you can into the equipment of your mystic. With the high stats you can gain this way, a mystic's other abilities become much more powerful. Concentrate especially on the quickness, intelligence, and will scores, because mystics are best used as mages. You can get some cool attacks from each monster to use with your mystic weapons, but normally gaining the best stats is more important, IMHO. Each monster has 3 abilities you can gain on your weapons, 1 for each sword, glove, and boots. Some good enemies are the Suzaku(phoenix things), Dullahan (the headless horsemen) and any type of dragon. A complete list(almost) is provided. Monsters The best way to increase a monster's abilities over the long run is to absorb every enemy you can, especially newer ones or ones that have useful attacks. Even if a monster is very weak, it still may have an ability that you have never absorbed, and that is worth more HP to your monster. Often your monster will transform into a powerful creature, only to turn back into a slime the next battle, but in order to gain more HP in the long run you must absorb those new abilities. Make sure to move abilities you want to keep out of the bottom slot of your ability screen, since this is the spot that is replaced by new abilities. Some abilities should be actively sought out, since they make a monster very useful(such as Magicheal, the best monster ability I've seen). Usually you want to have one powerful single-enemy attack for bosses(such as Silf), one powerful multi-enemy attack to clear out large groups (Maelstrom, Heatwave), a protective barrier(Fire/Ice/Bolt barrier), a healing ability(Magicheal or Life Rain), and an instant death attack(Deathtouch, Deathgaze) for annoyingly powerful normal enemies. Once you've spent some time hunting down the right abilities, a monster becomes quite powerful(though still not able to take a beating nearly as well as any other race). As for equipment, try to equip accessories which protect against certain attack forms rather than for total defense power. Your monster will always have low DEF, live with it, and give it items that allow it to survive powerful water, death, fire, bolt, sonic, etc. attacks. This allows it to have a role in battles with powerful enemies(if a monster is immune to water and has Magicheal, it can save your ass in battle with a Kraken, same goes for a monster immune to sonic when fighting an enemy with Oscillation). Once you have your monster's HP and reportoire of attacks to the desired level, then find the enemy whose form you want to assume, and absorb the hell out of it until you have at least 3 of its abilites. Once you've done this long enough, you may become that monster. If not, you probably cannot assume that monster's form. Some good enemies to become are the Trisaurjr(strong), Chimera(very strong), the Gelatin(high resistance to attacks), and Suzakujr(flies, high HP, good attacks and strength). The best is probably the kraken, it has the highest HP and vitality. Note you must keep the abilities equipped in order to become the monster you want under normal circumstances(sometimes you get lucky). Learning Abilities The methods used to learn new abilities are different for each race. Monsters and mecha learn through absorption, and Mystics learn their mystic weapons by using the mystic weapons that they currently have. They learn magic the same way as humans. By far, the most difficult class to learn abilities for is humans. To learn a new sword or fighting tech, a human uses another sword or fighting tech that it already has, or uses the base attack(sword, punch). Occasionally a lightbulb will appear over the character's head, and voila! you perform a new attack. This attack costs no WP, and it is put on your Equip Ability screen so you can use it at the cost of WP from that point on. Usually the best way to learn a new ability is by using the basic attack, but some can only be learnt(or are learnt much more quickly) by using another attack that is related to it. For instance, to learn a new fighting tech, it is best to use Air Throw as your base attack to learn other throws, and Kick as your base attack to learn other kicks. With swords, to learn Galeslash quickly, use Swallowswing, etc. This is not an exact science, and there is some randomness involved. The more powerful the enemy, the more likely you will learn a technique, but there are no guarantees how long it may take. Also, having a crown in combat abilities makes learning sword and fighting techs easier. Here are some guidelines if you are having trouble learning techs: 1. Make sure there is free space on your inventory of abilities for the new ability to appear, or else you will learn nothing. 2. Fight more powerful enemies, since this makes learning much faster. 3. Equip two swords in order to learn the two sword techs. These are learned the same as any other tech, but you will never get them unless you have two swords equipped. 4. Equip a katana to learn the katana techs. Certain swords are labelled "Katana" or "can use sword technique". These weapons have a few attacks that the normal swords cannot do. If you want these, you must attack with the katana. 5. In fighting, use the base attack that matches what you want to learn. To learn a new throw, use Air Throw, or Kick to learn a new kick. 6. Try using a different attack as your base attack. I will provide a list of all the attacks that frequently lead into new techs, but if you discover something easier, let me know and you get full credit on this page. 7. To learn the very advanced sword techs, I have found that it helps to use a powerful sword. This seems to speed up the process slightly. 8. Your character must be at a certain level in order to learn the very powerful attacks. Don't expect to get LifeSprinkler if you only have 250 HP and a 15 strength. 9. Have all your human characters train together. This is best because if one character learns a new attack, the other characters are more likely to get the same attack in the same battle, often one right after the other. If you still can't learn the new attack, then you probably just need to keep trying. Eventually it will probably happen. The above tips speed it up, but the learning of specific techs is difficult and takes a while, usually. Sword Tech List --Stun Slash: 0 WP This does low damage and stuns one enemy. Not too useful, but you get it fast. --Double Slash: 1 WP You get this one soon too. Does double damage of a normal attack and combos easily with other low level attacks. --Hard Slash: 2 WP More useful against large bosses than Double slash, because it combos with itself. Have your whole party use it and this weak attack becomes moderately powerful. --Thrust: 2 WP Barely better than a normal attack, but is the base for learning more powerful techs. --Cross Slash: 2 WP---double sword tech Does good damage for a cheap attack. Use Double Slash with two swords equipped to learn this quickly. --Smash: 3 WP A little more powerful than Cross Slash. Use Double slash to learn this quickly. --Swallow Swing: 2 WP A long range attack that is good against enemies with barriers. Combos well. --Thunder Thrust: 2 WP Thrust, only more so. Use Thrust to learn this tech. --Heaven/Hell: 3 WP Powerful attack which may stun your opponent. --Wheel Slash: 4 WP A long range attack that hits a wedge-shaped area. More powerful than Swallow Swing. --Willow Branch: 4 WP Not as good as other mid-level attacks, but used to learn some powerful upper-level ones. --Deflect: 1 WP If this is equipped, your character will sometimes jump in front of enemy attacks and block them for himself and other characters. Very useful tech. --Bear Crush: 5 WP A powerful attack that is good at finishing combos. Use Smash to learn it quickly. --Dead End: 6 WP A 3-hit attack that sometimes causes instant death. Use Thunder Thrust to learn this quickly. --Head Wind: 5 WP Powerful single enemy attack. --Triple Thrust: 7 WP Very powerful single enemy attack. Fighting powerful enemies is the best way to learn it. --Kasumi: 4 WP In response to a physical attack, your character spins back and retaliates with a 2 hit combo. Extremely useful. A character with this and Deflect is almost immune to physical attack(esp. if they have a shield). --NoMoment: 7 WP High power single enemy attack. Causes them to be distracted(their back is turned). Use Head Wind to learn it quickly. This attack is unblockable. --Gale Slash: 5 WP Powerful attack that hits all enemies. Use Swallow Swing to learn it quickly. --2Gale Slash: 5 WP---double sword tech Just like Gale Slash, only with two swords and twice the damage. Use Gale Slash to learn this useful one. --Turbid Current: 7 WP You split into 5 replicas, then converge on your opponent for a powerful attack. Using a sword that is not a katana seems to make you learn this. If using a katana, then try using ShadowCounter. --Godless: 5 WP Just like Kasumi, except that you do a 5 hit counterattack and it is not automatic(you command your character to do it at the beginning of the round). Use Kasumi to learn this one. --Shadow Counter: 4 WP---Katana tech A powerful, cool-looking attack. --Blizzard: 6 WP---Katana tech A freezing snowstorm attack. Use Shadow Counter to get it. --Still Stream: 7 WP A good attack for combos. Decent power. --CrossDeflect: 1 WP---Double sword tech A very good defensive maneuver, making a character extremely difficult to hit. Not automatic like Deflect. Use Deflect w/ 2 swords to get this. --Moonlight Cut: 4 WP---Katana tech A pretty attack, with moderate usefulness. --RisingNova: 7 WP A very powerful attack which causes the enemy to explode into flame. Use Willow Branch to get this. --Rosario Impale: 8 WP A downward thrust in the shape of a cross. Extra damaging against undead. Use Triple Thrust to learn this. --Tres Flores: 9 WP---Katana tech The prettiest attack of all, but not useful enough to warrant the high WP cost. Use Blizzard to get this. --Haze-to-Wheel: 9 WP A bigger version of Wheel Slash that hits all enemies. Use Wheel Slash to learn this. --Life Sprinkler: 10 WP The ultimate sword attack in which you split into 4 forms and beat the crap out of your opponent. Not easy to learn, but Turbid Current may make it faster. Use a sword that is not a katana. Note that this attack cannot be blocked. --Kaiser Wing: 1 WP---Alkaiser only A moderately powerful strike, only to be used by Alkaiser. Long range. --Kaiser Smash: 4 WP---Alkaiser only A little better than Kaiser Wing at close range. Fighting Tech List --Kick: 0 WP No better than punch, but helps you learn better kicks. --Air Throw: 1 WP An attack that stuns. Good for learning powerful throws. --Sway Back: 1 WP You lean back to avoid attack. If this occurs before you attack, then your punch will immediately occur and cause extra damage. --Suplex: 4 WP A body-slam that stuns. Use Air Throw to get it. --Sliding: 2 WP An attack that stuns. Misses flying enemies. Combos with itself for big attacks. --Chop: 1 WP A weak attack that blinds enemies. Not too useful. --Rolling Cradle: 2 WP King's move from Tekken 3. Not nearly as powerful as in that game, though. Stuns opponent. Learn by using Air Throw. --Fist: 3 WP A good moderate attack that combos with itself. --Backfist: 2 WP Another moderately damaging move that causes your opponent to lose a lot of blood. --Crush Beat: 4 WP You run over to the opponent and punch them a few times. Not too great. Use Backfist to get it. --Rotation Kick: 3 WP A fairly powerful wheel kick. Use Kick to get it. --Babel Crumble: 5 WP A frankensteiner throw. Use Air throw to learn it. Stuns opponent. --Triangle Kick: 7 WP A kick that jumps off the wall. Good power attack. Use Kick to get it. --Ogre Run: 5 WP A wave is sent along the ground, throwing enemies. Misses flying enemies. --Scuffle: 4 WP You throw your opponent off the screen and commence to roughing them up. Pretty good attack. --Locomotion G: 5 WP Suplex your opponent 5-8 times, stunning them and causing a lot of damage. Use Air Throw or Suplex to get it. --Giant Swing: 6 WP A throw which sometimes causes instant death. Use Air Throw to get it. --KO Throw: 2 WP A counterattack in which you grab an enemy punch and reverse it. --Dragon Turn: 3 WP Just like KO Throw, only reverses kicks. --Corkscrew: 9 WP Makes a triangle around your opponent, where dragons come out and hit them. Use Triangle Kick to get this one. --Gold Hand: 6 WP Your Fist of the North Star tactics are upgraded to an attack which causes the enemy to explode into a ball of light. Use Fist to get this. --Last Shot: 9 WP A very pretty attack which is also very damaging. --DSC: 18 WP The most powerful attack in the game by far. Causes 10-20 thousand points of damage and makes those annoying end bosses a snap. Is not learned like a normal tech, however. First, you must learn Sliding, Suplex, Babel Crumble, and Giant Swing. Then equip them all. In battle, DSC will be available at the bottom of the tech list. Your character will slide, babel crumble, suplex, then randomly may giant swing, and if you're really lucky suplex again. --Bright Fist: 0 WP---Alkaiser only A decent free tech. --SparklingRoll: 2 WP---Alkaiser only Alkaiser backfists the enemy twice. Use Bright Fist to get it. --FlashTurn: 4 WP---Alkaiser only Looks a lot like the Fist attack. Use Bright Fist to get it. --AL-Blaster: 2 WP---Alkaiser only Alkaiser's long range attack. Does magic damage. Use Bright Fist to get it. --Shining Kick: 1 WP---Alkaiser only A kick that is powered by the Alkaiser armor. Use Bright Fist to get it. --DeflectLance: 5 WP---Alkaiser only Looks a lot like TriangleKick. Use ShiningKick to get it. --Final Crusade: 2 WP---Alkaiser only Get it after beating Shuzer. Heals the other party members. Costs 1 LP. --AL-Phoenix: 7 WP---Alkaiser only A powerful flaming attack. Use Bright Fist to get it. --Re-AL-Phoenix: 10 WP---Alkaiser only AL-Phoenix, only more so. The most powerful fighting tech other than DSC. Must be gotten in the battle with MBlackIII. Use Al-Phoenix on him after he uses his Dark Phoenix attack. To learn a new Gun or Magic Tech, the rules are different. These techs do not require a free space on the ability screen, because they go directly into the category and must be equipped. Unlike sword & fighting techs, these are learned after the battle is complete. To learn gun techs, you must use a normal gun(not a cannon-type gun), because if a gun cannot use the tech, then you will not learn it. Using more powerful attacks generally speeds up the learning process. Fight exclusively using the gun and you should quickly learn all the gun techs(there are not very many). Gun Tech List --Sharp Shot: 2 WP Slightly more powerful than a normal attack. --Focus Shot: 4 WP The most powerful single enemy attack outside of combos. --Total Shot: 4 WP Attacks all enemies for decent damage. --Trick Shot: 2 WP Damages enemies that are strong against guns by shooting rocks off the ceiling onto them. Not too great. --Reaction Shot: 3 WP Causes you to go on defense. You will immediately respond to any physical attack by firing a powerful counter. You take no damage from this. --Stun Shot: 1 WP Attempts to stun all enemies. --Cross Shot: 5 WP An attack that is good against undead. Easily combos with itself. If all 5 characters use this, it will almost certainly create a combo for over 10 thousand points of damage. --Bound Shot: 5 WP A powerful shot that rebounds off the wall. Combos well, good damage. If used in a combo, the most damaging gun tech. --Quick Draw: 0 WP If this is equipped, then the first time you use your gun in battle, you will automatically go first. --Twogun: 0 WP Allows you to equip two guns. All gun techs and attacks now do double damage. To learn new magic, you must first have the gift for the type of magic you are trying to learn. The methods to get these gifts will be covered later. If you have the gift, then a star will appear beside the type of magic that you have the gift for on your equip ability screen. If you don't have the gift, you can only buy magic, you will never learn it through battle. Once you have the gift, you simply use the spells of that magic type in combat. Using that type of magic exclusively speeds up the process, as well as having a crown for magic on your ability screen. There are not many spells in each category, and half of them can be bought, so learning magic shouldn't take long. The magic list will be done in the section dealing with magic. To learn a new dodge tech is probably the most inconvenient process of them all. In order to learn a certain dodge, you must be attacked by the enemy attack you wish to dodge. Occasionally, as the enemy attacks, a lightbulb appears and you dodge the attack. This requires you to have an empty space on your ability list, as it goes directly onto the list(like a sword or fighting tech). Now you are virtually immune to that type of attack. Note that even if you learn the dodge from a very weak enemy, it will work against the same type of attack from any enemy. Certain dodges are invaluable to your survival against some of the end-bosses, whereas others might as well not even exist since you are usually immune to that attack anyway. Note that the more often the enemy attacks the character in the same fashion, the more likely you will learn to dodge. Also, you are more likely to learn against powerful enemies. However, there is no way to control what the enemy will do to you or who he will do it to, so learning these techs is a matter of luck. If you really want a certain dodge, then find a relatively weak enemy who can perform the attack you wish to dodge, then put yourself on defense and heal yourself while it attacks. After a while, someone will probably get the dodge. The enemy "Unknown" is very good for learning DodgeFlash(sucks) and DodgeGaze(very useful). All the dodges that I have ever seen in my play are listed here. Note that trying to get all these for all your characters will cause you to lose a lot of sanity, so just get the important ones on a few guys and leave it at that. I think this list is done now, but tell me if you know of any more. Dodge Tech List --DodgeDrain Avoids Bloodsucker, HP Drain, and FireKiss. --DodgeNeedle Avoids Needle, Poison Needle. --DodgeFlash Avoids Flash. --DodgeSmash Avoids Trample attacks. --DodgeThunder Avoids Thunderbolts. --DodgeGale Avoids Gale Slash, Gale Attack. --DodgePowder Avoids Spore attacks. --DodgeTouch Avoids touch attacks(Ghosttouch, Gremlintouch). --DodgeWing Avoids Wing and Hellwing, as well as Gliderspike. --DodgeGaze Avoids all gaze attacks(Charmgaze, Stonegaze, Stungaze, Deathgaze). --DodgeNet Avoids all nets(Ectoplasnet, Spidernet, Bladenet). --DodgeTackle Avoids body attacks(Tackle, Dash). --DodgeTail Avoids Tail, Tailhit. --DodgeDeathGrip Avoids DeathGrip. --DodgeSeduction Avoids Seduction, Pheromone. --DodgeRock Avoids Rock. --DodgeTremor Avoids Quake, Tremor. Others Here I will list the monster abilities and mech abilities that I have seen, as well as the enemies that I got the monster abilities from. As far as I can tell, mecha learn random abilities not based upon the enemy that they absorb, but if I find differently I'll list that too. These are too numerous and my memory isn't good enough to describe them all, so I'll rate them with asterisks in order of usefulness. * - useless ** - useful in rare situations *** - useful often **** - always keep this one The only abilities that I know you can get every time from the same enemy are: Virus: from the viruses in the virtual reality world in HQ(T260G's chapter) DragonProgram: From MBlackII(Red's Chapter) or the BigDigger that uses Maelstrom in T260G's chapter(where you hit all the switches) TigerProgram: From MBlack(Red's Chapter) or the MecGod(in the Doomsday Machine, T260G's chapter) Mecha Ability List(Alphabetized) Combat Mastery: 0 WP----- ** Counter ECM: 0 WP-------- * Crosshair: 3 WP---------- ** DragonProgram: 0 WP------ ** --If you have this in combination with an OctopusBoard, your mech can use the Maelstrom special attack. EnergySupply: 0 WP------- *** Evasion Bullet: 0 WP----- ** Evasion Laser: 0 WP------ ** Evasion Rocket: 0 WP----- ** HypnoFlash: 2 WP--------- ** InterceptSystem: 0 WP---- ** --Your mech will counterattack a physical attack with missiles. Jammer: 1 WP------------- * KAMIKAZE-Crush: 4 WP----- *** --You use 1 LP to ram the enemy with a powerful attack. Logic Bomb: 4 WP--------- ** Magnify: 15 WP----------- **** --This causes any laser weapon to do tremendous damage, but the weapon will then be useless for the rest of the battle. Maxwell Program: 0 WP---- * MecSonata: 4 WP---------- ** Plural Slash: 5 WP------- **** Pop-Knight: 10 WP-------- **** RangeFire: 3 WP---------- ** Satellite Linker: 7 WP--- *** --After using the bit system, use this to make the bits fire a powerful (2000-3000 damage) laser at all enemies. Self Repair: 0 WP-------- *** Shock Soldier: 8 WP------ *** Shoot-All: 24 WP--------- ** --Your mech will fire all of the ammo out of its cannons and guns. Not as damaging as the WP cost and ammo consumption would indicate. Shooting Mastery: 0 WP--- ** TigerProgram: 0 WP------- *** --If you have this in combination with an OctopusBoard, you can use the TigerRampage attack. Virus: 0 WP-------------- ** --This allows you to use Jammer and LogicBomb if you have a SecretBoard. Monster Ability List(alphabetized) --Acid Breath: 3 WP-------- * From Slugger, Trapvine, Gaeatoad --Arctic Breath: 3 WP------ * From Banshee, Ettin, Genbu, Snowfolk, Iceworm --Assist: 2 WP------------- *** From Mellow --BattleSong: 3 WP--------- * From SpearValkyrie --Beak: 0 WP--------------- * From Axebeak, Pickbird, Platoonpus, Cockatrice, Platyking --Beat: 0 WP--------------- * From Gunfish, LivingGlove --Beetlejuice: 4 WP-------- * From Wormbrood, Manticore --Blade: 1 WP-------------- * From Giant, Harpy, SickleBug, Zyphon, FatDevil, Mystic, Living Sword, etc. --BladeNet: 3 WP----------- ** From LivingSword, KillerBee --Bloodsucker: 1 WP-------- * From Rabbat, Banshee --BoltBarrier: 0 WP-------- **** From Gelatin --BoltBlast: 5 WP---------- ** From Gelatin, Thundragon --BoltBreath: 2 WP--------- * From Gelatin, Thundragon, Minidragon --BrainCrush: 3 WP--------- * From Snakeman, Siren --CentipedeCrush: 4 WP----- ** From Nidheg --Charmgaze: 3 WP---------- ** From Mimic, Dullahan, Unknown, SwordValkyrie --Chop: 1 WP--------------- * From Zombie, Snakeman, Gremlin --Claw: 0 WP--------------- * From WonderDog, Snakeman, Red Dragon --Coils: 5 WP-------------- * From WhipJelly --CounterFear: 0 WP-------- *** From Lich --Da-Dum: 1 WP------------- * From Yeti, Rockbaboon --DaggerJaw: 3 WP---------- * From Ankheg, Gargoyle, LivingGlove --Dash: 2 WP--------------- * From LivingArmor, Wererhino, Razorback --DeadlyMoss: 6 WP--------- * From Lich --Deathgaze: 4 WP---------- **** From Unknown, LivingMirror, Demongoat --Deathsynthesis: 0 WP----- ** (This restores HP only without sunlight) From Lich, DeadKnight, Zombie, Ankheg, Skullasaurus, etc. --Deathtouch: 4 WP--------- **** From Lich --DoubleAxe: 2 WP---------- * From LivingAxe, Ogre, Minotaur, Rockbaboon --Ectoplasnet: 4 WP-------- **** From Gelatin, Ankheg --ElfShot: 1 WP------------ * From Wormbrood, Sprite, Darkfairy --Fang: 0 WP--------------- * From Minidragon, Wyvern, Gargoyle, Xeno, Razorback --FangCrush: 2 WP---------- * From Black Dragon, Genbu, Chimera, Dragonpup, Skullasaurus --Feeler: 5 WP------------- ** From Kraken, Mollasite, Treant --Feint: 4 WP-------------- * From Straysheep, Ogre, Frillneck --FireBarrier: 0 WP-------- **** From Suzaku --FireBreath: 3 WP--------- * From Ettin, Suzaku, Red Dragon, Flamefolk, Dragon Pup, Hellhound, etc. --FireKiss: 4 WP----------- *** From Succubus, Lamia --FlameBlast: 5 WP--------- ** From Red Dragon, Hellhound --Flash: 0 WP-------------- * From Unknown, Mystic, Sunflower --GaleAttack: 3 WP--------- ** From Zyphon, Mystic, SickleBug, CrystalTree, DeadKnight --GasFlame: 4 WP----------- *** From Chimera, FatDevil, EarthDragon --GhostTouch: 2 WP--------- * From Ghost --GliderSpike: 5 WP-------- ** From SpearValkyrie, Wyvern --Grasp: 3 WP-------------- * From Gaeatoad, EarthDragon --GremlinTouch: 2 WP------- * From Gremlin, Siren --GriffithScratch: 7 WP---- **** From Griffin, GriffinJr --GroundHit: 5 WP---------- **** From DeadKnight, Mystic, FatDevil, Scorpion --Heal: 0 WP--------------- *** From Butch, Razorback, KittyClawer, WonderDog --Heatsmash: 3 WP---------- ** From Giant, Flamefolk --Heatwave: 5 WP----------- ** From Suzaku, Zyphon --Horn: 1 WP--------------- * From Dragonpup, Basilisk, Trisaur, Unicorn, Armorpilla, etc. --HP Drain: 4 WP----------- ** From Ankheg, DeathLord, Tanzer, DeadKnight --Hypnotism: 0 WP---------- * From Aperider, Ghost --IceBarrier: 0 WP--------- **** From Snowfolk --IceSmash: 3 WP----------- ** From Snowfolk, LiquidMetal --IllStorm: 4 WP----------- ** From Furdo, Gelatin --Ink: 1 WP---------------- * From Kraken, Devilsquid --Kick: 0 WP--------------- * From Frillneck, Gekko, Aperider, PrimaBronza --Kusanagi: 3 WP----------- ** From DeathLord --Kylin's Song: 3 WP------- ** From Kylin --Life Rain: 4 WP---------- **** From Unicorn --LightBall: 2 WP---------- * From Darkfairy, SwordValkyrie, IceCrystal, SpearValkyrie --Lullaby: 2 WP------------ ** From Straysheep, Succubus --MadAttack: 3 WP---------- * From Butch --Maelstrom: 8 WP---------- *** From Kraken --MagicHeal: 5 WP---------- ****(*******) Get this, it'll save your life. From Wormbrood, Unicorn, Mellow --MagneticStorm: 7 WP------ **** From CrystalTree --MightyCyclone: 6 WP------ **** From Kraken, Iceworm --MinionStrike: 6 WP------- ** From DeathLord --Needles: 0 WP------------ * From Manticore, Cactus, CrystalTree, Gargoyle --Oscillation: 6 WP-------- *** From Living Sword, SickleBug, CrystalTree --PainPowder: 2 WP--------- * From Harpy, Battlefly, Nightshade --Petrify: 6 WP------------ *** From Zeroworm, Cockatrice --Pheromone: 4 WP---------- ** From Battlefly --Photosynthesis: 0 WP----- ** (This restores HP only with sunlight) From Sunflower, Treant --PoisonGas: 1 WP---------- * From FatDevil, Basilisk --PoisonGrip: 3 WP--------- * From SonicBat, Zombie --PoisonGun: 1 WP---------- * From HugeSlime, Wormbrood --PoisonMist: 5 WP--------- ** From Darkfairy, Furdo --PoisonNeedle: 5 WP------- ** From Scorpion, Wyvern --Powerbeat: 4 WP---------- *** From Chimera, Wererhino --Psychout: 0 WP----------- * From Rocky --Quake: 5 WP-------------- ** From Wererhino, Earth Dragon --Quicksand: 3 WP---------- *** From Slugger, Cockatrice --Rock: 2 WP--------------- * From Wererhino, Platoonpus --Sacred Song: 6 WP-------- ** From Suzaku, DeathLord, Sphinx --SadSong: 3 WP------------ * From Scorpion, Succubus --Scissors: 0 WP----------- * From Iceworm, Scorpion, Zeroworm --Scream: 4 WP------------- ** From SonicBat, Banshee, Skullasaurus --Seduction: 3 WP---------- ** From Lamia --SeedVulcan: 1 WP--------- * From LivingRifle, Sunflower, Fishman --Silf: 5 WP--------------- ** From SpearValkyrie, Airfolk --Siren: 7 WP-------------- **** From Siren, Ghostrider --SleepGas: 2 WP----------- * From Mandrake --Solvent: 0 WP------------ * From Slime, BigSlime, HugeSlime --SphinxRiddle: 7 WP------- *** From Sphinx --SpiderNet: 1 WP---------- * From Sporepile, Armorpilla --Spoil: 2 WP-------------- * From Slime, Butch, Zeroworm, Mollasite --Spore: 1 WP-------------- * From Shrieker, Sporepile --Stampede: 4 WP----------- ** From Dullahan, Frillneck, Chariot, Unicorn --Stinger: 3 WP------------ * From Butch, KillerBee --StinkGas: 2 WP----------- ** From Manticore, Slugger --StoneGas: 6 WP----------- *** From Black Dragon, CrystalTree --Stonegaze: 5 WP---------- *** From Basilisk --Stungaze: 1 WP----------- * From Unknown, Nightshade, Aperider --StunTouch: 0 WP---------- * From IceCrystal, FireCrystal, Airfolk --Supersonic: 2 WP--------- * From Quakeworm, Rabbat, Ghostrider, Sonicbat, Platoonpus, Ettin --Sweep: 1 WP-------------- * From WhipJelly, Trapvine, Platoonpus --Tackle: 1 WP------------- * From Straysheep, WhipJelly, LivingAxe --Tailhit: 3 WP------------ * From Trisaur, Lamia --Thrust: 0 WP------------- * From Mellow, Killerbee, Sprite, LivingLance --Thunderbolt: 3 WP-------- ** From OgreLord, Fishman, Siren, Genbu --TitasWave: 6 WP---------- ** From Zyphon, Black Dragon, Giant, SickleBug --Tornado: 5 WP------------ ** From Genbu --Trample: 4 WP------------ * From OgreLord, Trisaur, Chimera, Demongoat --Tremor: 5 WP------------- * From Shrieker, Zeroworm, Ankheg, Axebeak, Trisaur --TripGas: 4 WP------------ * From Shrieker --WaterCannon: 1 WP-------- * From Mellow, Undine, Gekko, Gunfish, Fishman --Windblast: 5 WP---------- ** From Wyvern, Airfolk, Sphinx --Wing: 1 WP--------------- * From Minidragon, Battlefly, Airfolk, Sphinx, Straysheep, etc. Monsters can change into several forms. All the forms that I have seen and their base HP(before adding the HP gained by absorbing new abilities) and their base stats before equipment is listed here. Monster Forms List(Alphabetized) Name HP LP WP JP STR QUI INT WIL PSY VIT CHA DEF Ankheg 305 4 94 52 57 51 19 46 29 57 13 42 Armorpilla 160 6 40 24 17 6 3 22 15 27 15 18 Axebeak 310 5 100 44 49 38 17 34 29 37 38 9 Battlefly 300 6 106 50 31 47 16 40 37 46 45 15 BigSlime 240 8 26 32 12 3 9 23 24 30 4 17 Butch 460 6 124 76 51 63 44 62 37 48 44 30 Cactus 100 6 14 18 4 2 7 13 8 11 7 8 Chimera 540 6 162 84 75 64 48 67 46 73 57 40 Cockatrice 405 5 132 76 55 61 28 47 67 39 55 27 CrystalTree 440 6 162 116 64 38 55 88 79 80 72 25 DeadKnight 250 4 98 48 42 34 24 41 24 40 41 42 DeathLord 280 4 98 58 41 34 34 40 34 44 40 54 DragonPup 210 5 64 36 21 28 19 20 26 17 32 25 FrillNeck 310 6 84 38 35 33 29 28 12 36 32 22 Gaeatoad 395 6 78 48 44 12 40 38 8 68 16 38 Gekko 125 6 20 6 6 8 3 1 1 12 7 8 Gelatin 430 8 110 84 32 36 16 74 68 99 28 12 Genbu 515 7 144 78 64 38 62 52 34 66 60 45 Ghost 130 4 28 30 14 16 13 22 16 12 8 24 Harpy 255 5 94 36 27 32 24 22 18 28 51 9 Hellhound 345 6 78 46 46 40 22 37 24 26 22 17 Iceworm 460 6 162 74 60 69 27 72 41 82 58 50 KillerBee 210 6 66 34 18 33 9 28 21 29 26 15 kraken 640 8 166 74 78 54 62 53 26 90 56 19 KylinJr. 540 6 150 128 52 71 90 48 70 41 82 41 LiquidMetal 350 8 100 64 40 40 40 40 40 40 40 37 LivingAxe 115 5 24 16 9 7 1 4 18 13 11 14 LivingLance 165 5 36 26 15 14 3 9 31 14 16 24 LivingSword 340 5 86 56 35 35 35 35 35 35 35 30 Lummox 60 10 16 12 8 8 8 8 8 8 8 6 Mandrake 200 10 32 0 17 15 25 32 29 23 25 20 Manticore 400 6 104 54 64 41 31 48 20 48 29 34 Nidheg 280 4 92 34 59 63 13 32 14 37 13 35 Nightshade 265 6 76 70 34 20 38 49 43 36 31 15 Ogre 220 10 40 28 27 11 16 12 20 24 9 16 OgreLord 430 10 122 66 69 41 48 37 39 78 29 47 Platoonpus 245 6 76 30 28 25 20 22 9 28 37 5 Rabbat 150 5 42 28 11 23 9 15 22 9 21 12 Razorback 230 6 70 28 25 22 14 24 11 33 31 14 Rocky 110 6 22 12 8 6 4 8 3 10 11 9 Scorpion 260 6 76 42 32 21 12 37 26 44 28 22 Shrieker 390 6 142 102 53 42 52 75 68 56 68 42 Skeleton 65 4 22 16 11 8 3 15 4 15 6 20 Skullasaurus 390 4 132 78 71 61 37 77 34 40 47 52 Slime 130 10 26 28 8 6 7 22 24 28 4 21 SonicBat 320 6 84 54 26 47 13 49 37 36 31 33 Sphinx 455 5 140 90 43 58 94 33 46 51 64 27 Sporepile 150 6 38 32 12 6 14 19 21 18 21 13 SunFlower 350 6 114 88 44 25 47 62 59 54 54 26 SuzakuJr. 495 5 182 80 56 78 45 51 57 66 82 41 Tidi 220 7 46 20 16 31 12 22 13 16 21 24 Trapvine 220 6 64 54 26 16 27 37 34 30 28 15 Treant * 300 6 108 88 41 23 50 55 62 50 52 27 TrisaurJr. 450 7 122 50 63 49 31 39 21 55 40 30 UnicornJr. 320 5 142 86 46 61 70 45 49 35 71 33 Unknown 300 8 56 82 22 24 62 48 46 32 17 9 WhipJelly 200 8 48 40 16 20 16 21 33 26 18 13 Wyvern 360 5 120 64 53 60 26 45 49 29 50 27 Zombie 185 4 40 22 28 6 2 34 1 44 1 16 * The Treant form has the item ShadeRobe(only in battle). It heals HP. Mystics get certain abilities based upon which weapon they absorbed the mon- ster into and what monster they absorb. This will be listed in the enemy list section. Magic Magic in the world of SF is classified into several schools. Almost all the schools of magic have an opposite school, and if you have magic from one school you must give it up to learn magic of the opposite school. In order to learn new spells and be a master of a particular school of magic, you must obtain the gift for that magic. This can normally be inquired about at the shop where you buy the magic. Some gifts are easy to get, some are hard, and some are annoying. Some of the character's main quests involve the earning of these gifts, and almost all characters are advised to do so as magic is a very helpful tool in SF. Here is each type of magic, where to get it, where to get the gift, and its opposite. The specifics about getting each gift will be dealt with in the walkthrough section. Magic Ability List(spells that require the gift are marked with *) Light Magic Buy at: Luminous Get gift at: Luminous Opposite: Shadow --StarlightHeal: 2 JP This spell restores HP to any one party member. It works on mecha, but to a lesser degree. Very useful, as healing spells usually are. The main advantage of Light Magic. --SunRay: 1 JP This spell attacks one enemy with a sunbeam. Does extra damage against undead opponents. If you have 6 magic abilities equipped then it is free to cast, but a pretty weak spell overall. --FlashFlood: 5 JP This spell attempts to instantly kill all your enemies by sweeping them away in a flood. The low success rate of this makes it less useful than it sounds. --FlashFire: 4 JP This spell damages all enemies with fire. Not very damaging, but clears out large groups of lower-level enemies. Also may blind the enemies. --Light Sword: 7 JP * This spell creates a sword with extremely high attacking power to use in battle. Not a very useful spell unless you don't have the money yet to buy the best swords for the character. In that case, this is good to deal out damage to large bosses. --MegaWindBlast: 9 JP * The other reason, besides StarlightHeal, to get Light magic. Probably the most powerful mass attack spell. Hits all enemies with 1000-3000 damage, depending on the power of the caster. Shadow Magic Buy at: Luminous Get gift at: Omble Opposite: Light --PowerGrab: 1 JP This spell steals a small amount of HP from the target. Allows you to regain a few lost HP, and is free if you have a crown in magic, but does too little damage to be extremely useful. --HideBehind: 1 JP This spell causes you to appear behind your opponent, tap their shoulder, and run away. They turn around to face that way. Characters who attack while the enemy's back is turned do slightly more damage and have a much higher hit rate. Pretty much completely useless. Combos with itself though. You should see that at least once, it's pretty comical. --ShadowNet: 3 JP This spell paralyzes all of the enemies. Actually pretty useful if used against the right enemies who are vulnerable to paralysis. Probably the best low level Shadow magic. --DarkSphere: 4 JP * This spell attacks one enemy with a large sphere of dark energy. Fairly powerful(500-1500 damage) and combos with itself. If two or three people cast it together, then the damage adds up. Still, there are much better sources of magic damage out there. --ShadowServant: 9 JP * The only real reason to bother with Shadow magic. This useful spell creates a shadow that overlays the caster. It repeats every action you perform, guaranteeing a level 2 combo with whatever attack you use. This is very useful against big bosses. In addition, the shadow servant will protect the caster from 1 attack, destroying the servant but keeping the caster safe from damage. If you always have a shadow servant active, then you can nullify any attacks toward that character while your JP lasts. You can only have 1 shadow servant at a time. A shadow servant will not mimic DSC, I guess they figured that would be too powerful. Note: Of these two, I consider Light magic to be superior in most cases. The healing ability and MegaWindBlast are very useful. However, in the case of characters who already have healing abilities(Dr. Nusakan, Measarthim, etc.) or in characters that can master Time Magic(Blue/Rouge, TimeLord) I recommend Shadow magic. Shadow Servant doubles the power of Overdrive, and without the healing advantage, the Shadow Servant spell is very useful in comparison to the MegaWindBlast(there are many other slightly less effective mass-kill spells). However, no matter who it is, if you don't get the gift don't bother with Shadow Magic. Shadow Servant is the only useful spell there. Arcane Magic Buy at: Devin Get gift at: Collect all 4 Arcana Tarot Opposite: Rune --Saber: 1 JP A decent, free spell(if you have a crown) to attack one enemy. Low damage, but is good for learning the upper level spells if you have the gift. --Shield: 3 JP This spell raises the DEF rating of your entire party. Note that if you use the spell more than once, the "DEF UP" signs will still show up but the spell only actually works once. This spell also automatically comes out before any enemies can attack. A useful spell for long battles. The effect lasts until the end of the battle. If a character is knocked un- conscious(loses all its HP) then it loses the benefits of Shield. --Grail: 3 JP This spell cures one party member of any status ailment. Useful against enemies with petrify or charm attacks. It is a good idea to always have at least 1 party member with this. --Gold: 3 JP This seemingly useless spell is actually not bad if used against enemies that are susceptible to instant death. It has one of two effects. The milder, useless one causes all the enemies to turn around, which is like a HideBehind spell that affects all the enemies. Attacks on an enemy's back have a slight damage and hit rate increase. Occasionally, however, the spell will utterly destroy the creature because it chases the gold coins that drop completely off the screen, and is never seen again. This happens most often against one lone enemy. This spell gets rid of Chimeras, Zeroworms, and other powerful monsters with ease. --Magician: 7 JP * This spell creates a shadow of the caster that appears randomly among your ranks. It has an infinity symbol over its head(to differentiate it from ones created by Mystic magic). If an enemy attacks it, then it is detroyed. If the attack used was a close range attack, then the destroyed shadow creates a vortex that sucks up and utterly destroys the unfortunate attacker. This will not work on bosses, but it is valuable nontheless against enemies that use powerful physical attacks. You can have up to 5 shadows on screen at once. --Death: 4 JP * This spell summons grim reapers(one for each enemy) to attempt to instantly kill all the enemies. Any enemy that is hit is destroyed, but for each enemy that fails to be killed, the reapers come back and take 1 LP from the caster. Moderately useful against single enemies, but don't use it against a large group or you risk losing all your LP. --Fool: 6 JP * Your character does a funny dance, and from that point on the enemies attack power is decreased. The spell's effect is lost if the caster is ever knocked unconscious. Don't waste your time with this. --Tower: All JP * This spell takes away all of your JP to create an immensely powerful attack. The more JP you have, the more damage is inflicted. This spell is your most powerful source of damage(other than DSC). Unlike DSC, though, this spell can go into combos for horrendous damage. If you plan to use a character in a boss battle as a fighter or swordsman, then equip them with this and let them blow all their JP first to soften up the target a bit. Rune Magic Buy at: Devin Get gift at: Collect all 4 Rune stones Opposite: Arcane --Victory Rune: 1 JP This rune causes one character in the party to gain more attacking power. All their attacks will do about 1.25 times the original damage for the remainder of the battle or until they are knocked unconscious(lose all their HP). Free to cast if you have a crown, but not too great except to learn better spells. --Vitality Rune: 2 JP This rune causes one character in the party to regenerate HP at the end of each round. The number of HP gained is equal to about 1/8 of the max HP of the affected character. Probably the most useful of the lower level runes. In long battles this is a good source of a little extra healing. The effect lasts until the end of the battle or until the affected character becomes unconscious(loses all HP). --Hide Rune: 2 JP This spell causes one character to disappear from battle. The character is immune to attack, but if it performs any action other than defense, then it comes out of hiding and the spell is broken. This spell may be good for keeping low level characters alive so they can gain power, but overall it is a waste of time. Heal the wounded character instead. Note that a hidden character may still be hit by attacks that hit all characters. A hidden character may affect itself without coming out of hiding(healing, Victory Rune, etc.). --Freedom Rune: 4 JP The character that this rune is inscribed over is protected from petrify, parlysis, and sleep until the end of the battle or until they are knocked unconscious. --Wall Rune: 8 JP * This spell erects a protective barrier around one character. Any long range attacks(bullets, lasers, rockets, etc.) fired on the character will destroy the barrier instead of hurting the character. If the shield could take more damage, or if it affected the whole party, this might be a good spell. As it is, it is forever condemned to rot in the unused ability list. I don't see why it is a higher level spell. --Dwarf Rune: 8 JP * This spell reduces the attack power of one enemy. Another spell that is a waste of time except against very powerful enemies. Even then, there is probably some better use of your time and JP. --Soul Rune: 7 JP * This spell raises all of the caster's abilities, making him/her faster, stronger, more intelligent, etc.. If the caster is knocked unconscious, the spell is broken. Handy in long battles, but this spell is not really that great normally. --Stasis Rune: All JP * This spell causes the caster and the affected enemy to go into stasis, a condition where neither can perform any action or be affected in any way. This lasts longer the more JP you use. If you are badly wounded against a boss, use this so the remaining characters can heal up, I suppose. That is one use for it, although I don't know if its worth the cost of all your JP to perform. The spell really only has one true use, and that is in combination with the Time magic Overdrive. Only 2 characters in the game (Blue/Rouge, and TimeLord) can have this spell, but once they do be sure to give them Rune magic so they can get StasisRune. If you Overdrive, then as the last command you give put the enemy and yourself in stasis, then you will not lose all your JP and WP from the Overdrive! This means you can just do it again once you come out of stasis. Also, after you come out of stasis, the game will still think you are in Overdrive. This means that the affected character can still attack 6-8 times every round. Note that magic and skills used will still deplete WP and JP. Also, you still must pay the 10 JP for the Overdrive. Any boss can be easily defeated using this technique. Note: Of these two, I consider Arcane magic to be vastly superior to Rune except in the case of TimeLord and Blue/Rouge. If a character has Overdrive, then it is much better to give them Rune magic due to the Stasis Rune trick. Mind Magic Buy at: Kyo Get gift at: Kyo Opposite: Evil --MindHeal: 2 JP This useful spell allows the caster to completely refill his/her HP. Give this to all the characters you can. It helps against enemies that can use mass attacks that hurt your whole party badly. The more characters that can heal themselves, the less work your healers have to do to prepare for the next big attack. Probably the best Mind magic spell. --Spellbound: 2 JP This spell paralyzes one enemy. Only good in specific situations, but can completely debilitate one enemy if used on the right enemy. --Evaporate: 2 JP This spell allows the caster to go into hiding. It has the same effect as the Rune spell Hide Rune, except it can only affect the caster. If the caster performs any action that affects another character, the spell is broken. Not one of my favorites at all. --LifeWave: 2 JP * This spell attacks one enemy with a large yellow spear. Does very good damage and ignores the defense level of the target. On the average, does 500-1500 damage to a single target. --Awakening: 2 JP * This spell causes all the stats of the caster to increase, making him/her stronger, faster, more intelligent, etc.. Just like the Rune magic Soul rune, except it can only affect the caster. Only good against large bosses where the effect will last long enough to be noticed. The spell ends if the affected character is knocked unconscious(loses all HP). Evil Magic Buy at: N/A(only Zozma can have this magic) Get gift at: N/A(the gift for this magic does not exist) Opposite: Mind --RavaShot: 1 JP A decent attack spell. Does little damage, though, and is probably not as powerful as Zozma's normal attacks. Hits one enemy. --PainDoubler: 1 JP This spell does damage to all enemies equal to the amount of damage that they have already suffered, up to a limit of 666. The spell can never do more than 666 damage, and that is what limits its usefulness significantly. I usually don't bother with this spell. --Deathcurse: 4 JP Just like the Arcane Death spell, except it only targets one enemy. --SharpPain: 1 JP This is by far the most powerful Evil spell and the reason that Zozma is one of the best characters in SF. This spell attempts to stun all the enemies. This does not sound useful, but the spell comes out before any enemies can attack automatically, and it is almost 100% effective against enemies that are vulnerable to stun! Having trouble with Dullahan? Crystal Trees oscillating and kicking your ass? If Zozma uses this spell each round, then these enemies will never get a chance to move and your other characters can leisurely beat them up. This spell even works on some bosses, making them completely harmless for the cost of only 1 JP each round. Note: Of these two, Evil magic is the best due to the SharpPain spell. However, since only one character can have it, Mind magic is the obvious choice for most characters. Note that only humans can get Mind magic, and that Blue/Rouge cannot get the gift for it until they fight near the end of Blue's chapter. Realm Magic Buy at: Magic Kingdom Get gift at: Only Blue/Rouge have the gift Opposite: Mystic --EnergyChain: 1 JP Probably the best low-level single enemy attack spell in the game. It does good damage at first. If it is used enough times, then the caster will "level-up" this spell and the chain will begin to swirl around the enemies after hitting them. At this point the spell will also paralyze the enemy. Also, if you have a crown in magic this spell is free of charge. It is un- known if other spells can "level-up" through use as this one does(some of them definitely need to), but if I find something out, rest assured that it will show up here. --Implosion: 3 JP Attacks a single enemy. More damaging than EnergyChain, and may cause instant death of the enemy. The increased JP use makes it less useful on the average, and the instant death effect is annoyingly rare. A good cheap attack to use on large enemies that are vulnerable to instant death. --PsychoArmor: 2 JP This spell increases the PSY and VIT points of one character, making them less vulnerable to magic and physical attack. This spell only works once, even though the "PSY up" message will continue to appear. Only useful against the end bosses where the battle will last long enough to see the effect of the spell. It ends if the target character is knocked unconscious. --Gate: 0 JP * This spell is not a battle spell, but is used in conjunction with the RegionMap item to allow Blue/Rouge to travel with ease. You do not need to ever have it equipped. --PsychicPrison: 7 JP * This spell seals the enemy in a shell. If they try to cast magic, then it will backfire on them and cause them damage. Since there are not very many magic-using enemies in the game, the effectiveness of this is fairly low. If you are facing a magic user, then by all means give this a try. It helps against some guys in Blue's game. After blocking one spell, then the shell is destroyed and must be renewed. --Vermilion Sand: 8 JP * This spell attacks all enemies for good damage(800-1800 points). It also may blind the enemies. The second best mass attack spell behind MegaWind- Blast. Make it a point to get this if you have Blue/Rouge in your party. Mystic Magic Buy at: Facinaturu Get gift at: Mystics and Asellus have this gift automatically, otherwise N/A Opposite: Realm --Fascination: 1 JP This spell attempts to charm one enemy. Charmed enemies will attack their friends, but they will not physically attack themselves(although they may hit themselves with mass attacks). This spell is more effective depending on your CHA score. --PhantasmShot: 3 JP This spell attacks one enemy with a random phantasm beast. It does good damage, and inflicts status problems as well. The phantasms are the same as the Mirage magic spells, so look there for a description of each effect. A very good single enemy attack spell, does 200-1000 points to an enemy as well as causing them various ailments. --Glass Shield: 5 JP This spell creates a glass shield in front of the caster. Any attack that targets the caster will break the shield instead of hurting the caster. In addition to this protection, if the attack that broke the glass was a close- range attack, then the broken glass shards will attack the enemy and do a good bit(500-1000) of damage. This spell is a good idea to cast at the beginning of long battles to protect your healing characters from attack. If it is broken, then refresh it and the healers will be difficult to damage. --MirrorShade: 7 JP * This spell creates 1-4 shadows of the caster in random locations among your characters' ranks. Enemies may target the mirrorshades instead of damaging your real party members. If a mirrorshade is hit, then it is detroyed. If you are fighting an enemy that uses mass attacks, then this is useless as 1 mass attack will destroy all the mirrorshades, but with enemies that kill you 1 man at a time or get to physically attack many times in a single round, this can save you a lot of damage. You cannot have more than 5 mirrorshades in existence at once. Note: Of these two, I prefer Mystic magic because of PhantasmShot and GlassShield. These spells are much better than the comparable Realm spells. Exceptions to this are Blue/Rouge, who can get the higher level Realm spells. Also, the inconveience of having to travel to Facinaturu to buy the Mystic magic may be a reason in itself to get the Realm spells. Time Magic Buy at: TimeLord's Region Get gift at: Kill TimeLord(only Blue/Rouge and TimeLord can get this gift) Opposite: Space --DelayOrder: 1 JP Lowers the enemy's QUI score. Whoopee. --TimeLeap: 3 JP This spell is like the poor man's Sharp Pain. If it hits an enemy, then that enemy will be stunned and lose its turn that round. However, unlike Sharp Pain, it only targets one enemy and it is not guaranteed to go off before the enemy moves. Therefore, unlike Sharp Pain, it is useless. --ChaosStream: 9 JP This spell attacks all the enemies by spinning them around on the arms of a huge clock. It does a small amount of damage and may paralyze them. Not a very good mass attack spell, despite the cool name. Doesn't do enough damage to compete with other spells, but the paralysis effect is actually pretty common. --TimeEclipse: 5 JP This spell attempts to petrify one enemy, instantly killing them. If it fails to do this, then the enemy's quickness is lowered and they take damage. A useful spell for destroying enemies that have high HP but are vulnerable to petrification. --TimeTwister: 5 JP * This spell allows one character to perform the action that they would normally perform in the round twice. Characters with DSC or LifeSprinkler are good candidates for this spell. Overall a very useful move if used wisely. Don't try to glitch out your Saga Frontier program by Time Twistering yourself, those guys over at Square thought of everything. You will not create an endless loop that way. --OverDrive: 10 JP *(depletes all JP, WP at the end of the spell) This powerful spell causes the caster to enter another dimension with a big clock on the floor. This spell automatically comes out before any enemy can move. In this dimension, the caster can perform any action(except another OverDrive) 5-8 times depending on the number of JP used. These actions cost 0 JP or WP. You can use Tower or DSC 5-8 times in a row-say goodbye to any boss. Also, if you cast a Shadow Servant first, each move in OverDrive is doubled! Better yet, if the last move of the OverDrive is the Rune spell StasisRune, then you can avoid losing all your JP/WP and also perform an interesting cheat which allows you to move 5-8 times for the rest of the battle! Just OverDrive again and repeat. Note that after subtracting the 10 JP for OverDrive, then you must have enough JP/WP left to perform the actions in OverDrive. It does not cost any points, but the points must be there. Space Magic Buy at: Kylin's Paradise Get gift at: Kill Kylin(Only Blue/Rouge and Kylin can get this gift) Opposite: Time --VaporBlast: 1 JP This spell attacks one enemy for 300-800 points of damage. One of the best attacking spells that cost no JP if you have a crown. --Vanish: 3 JP This spell attempts to instantly kill the target creature by making them vanish from existence. Useful against big strong monsters that are vulnerable to instant death. --ReverseGravity: 6 JP This spell attacks all enemies by reversing gravity and dumping them on their head. It does high damage and may also stun them. A high power mass attack spell that is fairly cheap to cast. --LightShift: 1 JP This spell causes the sun to shine on the battlefield. What the hell does that do, you ask? Well, nothing usually. However, when fighting undead that have DeathSynthesis(the ability to regenerate their HP), this spell causes their DeathSynthesis to stop working. Very helpful against some undead bosses who get back 1000 HP every round. Put a stop to that and the battle is much quicker. Also, any monster that has Photosynthesis will begin to regenerate HP while the sun is out. This could be helpful to your monster. This spell actually has its specific uses, but is not generally very good. --DarkShift: 1 JP * This spell is the opposite of LightShift. It causes the sun to go away. DeathSynthesis will begin working, and PhotoSynthesis will stop working. Since there are fewer big plant enemies than there are big undead enemies, this is less useful than LightShift, but if your monster has Deathsynthesis then it will allow it to take advantage of that ability. --Vortex: 3 JP * This spell opens a large vortex into which all status conditions, both positive and negative and from both friends and enemies, are drawn away. This spell can cure your entire party of status problems, but it will also remove from them positive spells like Reviva, Shield, and Vitality Rune. It will also remove the enemy's positive enhancements, but also any poison or paralysis you may have caused. A useful spell when fighting status affecting enemies. Note: Of these two, Space magic is preferable unless you are TimeLord or Blue/Rouge, in which case Time magic with OverDrive is the obvious choice. If one of these characters has Time, Shadow, and Rune magic they can Over- Drive, ShadowServant, and then Stasis Rune at the end and cause any boss to be destroyed without even an effort. If you cannot get the gift, however, the low level Space spells like ReverseGravity and Vanish are vastly superior to the Time spells, in my opinion. Life Magic Buy at: N/A(only Blue/Rouge can get it in Blue's chapter) Get gift at: N/A Opposite: N/A --Sacrifice: 2 JP This spell completely heals the entire party except the caster. The caster loses 1 LP from casting this spell. This is one of the only healing spells that can affect the whole party, and if kept in moderation it is very useful. Don't let Blue's LP get too low, or else you might abruptly end your game. --Reviva: 9 JP This spell works like the Reraise spell in FF Tactics. If a character under this spell is knocked unconscious, then this spell automatically revives them with full HP. The spell then ends. The character still loses LP. This spell is useful for many reasons, but can save your life against enemies with powerful mass kill attacks. It is great against Blue's final boss, as it keeps you from being killed instantly by some of his attacks. Mirage Magic Buy at: N/A(only the Mystic Rei can have this magic) Get gift at: N/A Opposite: N/A --Black Cat: 1 JP This spell causes a phantasmal panther to appear and attack 1 enemy. It does moderate damage and may cause the enemy to become a blue mess. Subsequent castings may make them a yellow or red mess. --NightMare: 2 JP This spell causes a ghostly horse to attack an enemy. It does a little more damage than Black Cat and may put the enemy to sleep. --Jackal: 4 JP This spell causes an illusory jackal to attack an enemy. It does about the same damage as the NightMare, but may poison the enemy. --Cockatrice: 6 JP This spell causes a little more damage than the Jackal, and may petrify the enemy. --Reaper: 7 JP The ultimate illusion spell causes more damage than Cockatrice and may cause instant death to the enemy. Note: All the spells of Mirage magic are available through the Mystic spell PhantasmShot. The advantage of Mirage magic is that you get to choose which phantasm you summon, but the disadvantage is the higher JP cost to summon the more powerful monsters. Combos One of the new features of SF is the combo system, which allows you to link several attacks together to increase the damage inflicted by the attacks. Attacks that are in combos are about twice as powerful as they would be seperately. At first, the combo system seems random, and to a certain extent it is, but there are ways to rig it in your favor. Combos happen when two characters who move one right after another perform attacks which can link together. Usually, these characters will link togther and perform a level 2 combo. If another character which moves directly before or after this performs an attack that can link with the first or second attack in the link(respectively) then he will and you get a level 3 combo. So on and so forth up to level 5, where all your characters link together. Not all attacks link with all other attacks, and certain ones link better than others. Only techs, magic, cannons, and monster skills may link, not regular attacks. When you find 2 attacks that link, then try to find something that goes before the first or after the second and then try to do a level 3. Eventually, a level 5 combo can be built this way. These are difficult, as if the enemy moves in the middle of your characters then the combo will be split in half(since the comboing characters must move in direct succession). Also, if your characters move in the wrong order then the combo will be foiled. The game seems to cheat for you with small combos and make your characters move in the right order, but this does not happen with large combos. Some pointers if you are having trouble linking: 1. Make a note of what attacks link together well. I have a list of attacks that I have noticed link, but this is not and will never be complete due to the high number of combinations possible. Make a personal note of what links and add it to useful ones from this list. 2. If a human character has a lightbulb and learns something, it breaks the combo. Make sure that you know enough techs so that learning is rare. 3. Attacks that link with themselves are your best friend. If all your characters perform the same attack that links with itself, then it does not matter what order they attack in and they will almost always link. They can only be broken by the enemy moving in between them. This is the easiest way to build level 4 and 5 combos. Good examples are CrossShot, DarkSphere, Fist, GiantSwing, and HardSlash. Have your whole party do the same attack and watch the damage rack up. 4. Target the same enemy with all your attacks. Combos will not work on multiple enemies(except in the case of mass attacks that link). 5. Take into account each character's QUI attribute. Try to have the combo occur in descending order of QUIckness, as that is the most likely order that the characters will attack. This is not 100% accurate, but it insures that the combo will occur as often as possible. Let's take an example. I'm fighting some boss and I want to do as much damage as possible. I don't have DSC, so the next best source of damage is linking. I notice that RosarioImpale - Triple Thrust occurs pretty often. Also, I know that RisingNova can link before Rosario Impale. If I do these three attacks on the same enemy, then I have a good chance of linking. I do this, but notice that Lute, who is doing the Rosario Impale, keeps moving after Fuse with Triple Thrust and the combo is failing. Since Lute is slower than Fuse, I have him do the 3rd attack in the link and have Fuse do the 2nd. Mei Ling is doing the Rising Nova, and she is the fastest, so that works fine and they link together(provided the enemy does not attack in between and ruin the link) about 75% of the time. Wow, there's 10,000+ damage right there. Well, I want to make it bigger so I look for something to put after the Triple Thrust. I remember that Asura combos after Triple Thrust so I get my slowest character, White Rose(she accidentally absorbed 2 Rockys and a Pickbird so she has 8 QUI) to use that Asura that I stuck on her way back in Facinaturu. Hmmm, that's 4, how can I make it 5? I don't know of anything that goes after Asura right off hand, so I look to see if anything links before RisingNova, the first move in the combo. I notice that Asellus, the quickest character on the team, has the Sunray spell that links before RisingNova. I do this, and I have set up a level 5 link that can do up to 20,000 points of damage! By having the attacks go off in order from the fastest to slowest party member, I increase the chance that the link will not be foiled by the characters moving out of order. If they do, or the enemy moves in the middle and splits it, I will still almost always get 1 or 2 level 2 links, and maybe a level 3 or 4. The damage on my attacks is increased dramatically this way, and the poor boss goes the way of all flesh due to the Sunray - RisingNova - RosarioImpale - Triple Thrust - Asura level 5 combo. I know this sounds unnecessarily complicated, but understanding this system is important in order to be able to use your attacks to their utmost. Following is a list of links that I have made note of through my gameplay. Note that this is far, far, far from all of them and contribution to this section is extremely appreciated(as is contribution to any other section). Only 2 part links are listed, as bigger ones are built by combining these. Combo List AcidBreath - Beak Air Throw - Kick Sliding Silf Trample MightyCyclone Missile Fist Saber HyperBlaster PluralSlash BeamSword RollingCradle BabelCrumble Suplex CrossSlash Triple Thrust Smash Thrust GiantSwing ShadowCounter Al-Phoenix - HyperBlaster TurbidCurrent ArcticBreath - HeatSmash Asura - Kusanagi Backfist - Fist Scuffle CrushBeat BattleSong - Needles HeadWind DoubleSlash Beak - Beak BeamSword - Graviton BearCrush - Still Stream Beetlejuice - ArcticBreath Blade - Fist BlasterSword - ThunderThrust Blizzard - MightyCyclone BearCrush ShadowCounter TurbidCurrent Thrust WheelSlash WillowBranch DeadEnd Kick NoMoment SwallowSwing Tornado AirThrow Bloodsucker - Scissors PainPowder WaterCannon PoisonGun BoltBlast - Silf BoltBreath - Blade Scream BoltThrower - EnergyChain MightyCyclone LifeSprinkler BoundShot - GroundHit BoundShot Missile ShadowCounter PluralSlash ArcticBreath SharpShot DarkSphere FocusShot GliderSpike BrightFist - Kusanagi CharmGaze - Smash Chop - MightyCyclone Fist Sliding Claw - WaterCannon Coils - Rock Corkscrew - Sky Twister CosmicRave - PluralSlash CrossShot - CrossShot PluralSlash GriffithScratch CrushBeat - Scuffle DarkSphere - DarkSphere Saber EnergyChain LifeWave GroundHit PluralSlash SunRay TrickShot FocusShot BoundShot DeadlyMoss - Missile DirtyFang - Asura DoubleAxe - WaterCannon Ectoplasnet - EnergyChain EnergyChain - EnergyChain LifeWave DarkSphere Implosion RavaShot FireBreath PoisonGas GliderSpike Silf TitasWave MightyCyclone GasFlame FireBreath - PhantasmShot Implosion Fist - Fist MightyCyclone SunRay FireBreath BoundShot AirThrow CentipedeCrush NoMoment FlameBlast - Wing TitasWave FlashFire - WheelSlash SwallowSwing Thrust PhantasmShot Saber DarkSphere Scream EnergyChain VaporBlast LifeWave GaleSlash - Still Stream (GaleSlash, 2GaleSlash, and GaleAttack are NoMoment interchangeable) MightyCyclone DoubleSlash Asura SwallowSwing Heaven/Hell BoundShot HyperBlaster Kick TurbidCurrent AirThrow Triple Thrust ShadowCounter GroundHit Smash CrossSlash DeadEnd GremlinTouch GasFlame - Saber Thrust WheelSlash GhostCannon - PhantasmShot GiantSwing - GiantSwing BabelCrumble Fist Suplex LifeSprinkler GliderSpike - FocusShot Asura ThunderThrust Gold - GasFlame MightyCyclone Beetlejuice ArcticBreath DarkSphere HideBehind LifeWave SunRay GrainCannon - HyperBlaster SonicBlaster Grasp - EnergyChain Graviton - Graviton GremlinTouch - Beak GroundHit - TitasWave EnergyChain Implosion LifeWave CrushBeat Fist HyperBlaster Kusanagi BearCrush CrossShot HardSlash - Dash HardSlash DoubleSlash CrossSlash Dead End Heaven/Hell SwallowSwing WaterCannon TripleThrust EnergyChain Haze-to-Wheel - TitasWave Rock ThunderThrust GroundHit TurbidCurrent CrossSlash StunSlash PluralSlash BoltThrower DoubleSlash HeadWind - ShadowCounter Claw Smash HeatSmash - QuickSand Asura EnergyChain HeatWave - StunSlash VaporBlast EnergyChain Implosion Heaven/Hell WheelSlash Missile HyperBlaster PhantasmShot HellWing - GroundHit Tower HE-Rocket - AirThrow RollingCradle HideBehind - HideBehind SunRay LifeWave DarkSphere SharpShot FocusShot MightyCyclone HP Drain - DoubleSlash HyperBlaster - Kusanagi DarkSphere Fist HyperionBazooka MightyCyclone FireKiss Al-Phoenix HyperionBazooka - HyperBlaster AirThrow Al-Phoenix IceSmash - Thunderbolt IllStorm - EnergyChain Implosion Implosion - Saber Supersonic LifeWave KAMIKAZE-Crush - SunRay Kick - Backfist HardSlash Kusanagi - RavaShot HyperionBazooka TigerRampage Laser - Kusanagi CrossSlash MachineVulcan HyperBlaster PluralSlash LifeSprinkler - Rising Nova CrossSlash TitasWave PluralSlash HyperBlaster LifeWave - GroundHit EnergyChain GhostCannon GasFlame FireBreath Implosion HandBlaster HyperBlaster LifeWave Beetlejuice ElfShot ThunderThrust BearCrush DoubleSlash MachineVulcan - HyperionBazooka Maelstrom - EnergyChain RavaShot GroundHit MightyCyclone MagicStone - FangCrush Asura RavaShot ArcticBreath CrossShot ThunderThrust PluralSlash MagneticStorm - HellWing Heaven/Hell TitasWave Kusanagi RailCannon HyperBlaster KAMIKAZE-Crush SunRay PluralSlash DarkSphere AirThrow WheelSlash ShadowCounter Triple Thrust MightyCyclone MecSonata - Air Throw PluralSlash HyperBlaster HyperionBazooka MegaWindblast - PhantasmShot Implosion GroundHit AirThrow GiantSwing LifeSprinkler MicroMissile - HyperBlaster MightyCyclone - MightyCyclone CrossShot MillionDollers - Horn GhostCannon HeatSmash RavaShot BoltThrower ShadowCounter HyperBlaster Missile - MightyCyclone AirThrow LastShot MoonlightCut - WillowBranch CrossSlash Tres Flores TurbidCurrent PhantasmShot MysteryTap - Thrust Needles - RavaShot EnergyChain GroundHit AcidBreath FireBreath NoMoment - Silf BearCrush Asura Kick OgreRun - Rotation Kick Backfist Oscillation - EnergyChain DarkSphere StoneGas Bloodsucker PainPowder - AcidBreath Phantasm Shot - Sliding (PhantasmShot/Mirage magic are interchangeable) SwallowSwing DoubleSlash Asura HeadWind DarkSphere BladeNet RavaShot SunRay FireBreath GroundHit PoisonGas Ectoplasnet Silf GasFlame LifeSprinkler Air Throw GiantSwing Tower LifeWave MightyCyclone PluralSlash ThunderThrust BearCrush GliderSpike RollingCradle Tornado CrossShot PluralSlash - BearCrush RisingNova PluralSlash GiantSwing AirThrow HyperBlaster GroundHit Sky Twister Fist HyperionBazooka SuperMissile Graviton MightyCyclone LifeSprinkler LastShot Sliding TurbidCurrent Laser Tower Pop-Knight - HyperBlaster Kusanagi PowerGrab - MightyCyclone RailCannon - HyperBlaster MachineVulcan BeamSword RavaShot - PhantasmShot HeatSmash Asura HandBlaster Supersonic Implosion RaySword - TigerRampage Kusanagi Re-Al-Phoenix - PluralSlash TigerRampage Laser ReverseGravity - Saber RavaShot EnergyChain Implosion GhostCannon Needles GliderSpike TitasWave LifeSprinkler GriffithScratch PluralSlash Silf MightyCyclone Rising Nova - Rosario Impale Triple Thrust LifeSprinkler MightyCyclone DeadEnd Rock - HardSlash RollingCradle - AirThrow RosarioImpale - Triple Thrust Rising Nova GroundHit BearCrush TurbidCurrent SkyTwister Rotation Kick - AirThrow CrushBeat Backfist Saber - Fist Phantasm Shot DarkSphere Implosion EnergyChain LifeWave FireBreath HyperBlaster SacredSong - RavaShot HyperBlaster DoubleSlash Scream - EnergyChain TitasWave HyperBlaster ShadowNet - EnergyChain Kusanagi HyperBlaster ShadowCounter - CrossSlash ShadowCounter Sharp Pain - PhantasmShot LifeWave LifeSprinkler ShockSoldier - PluralSlash HyperBlaster Silf Silf - Implosion PhantasmShot EnergyChain AirThrow BoltThrower HyperBlaster GroundHit Sky Twister - GoldHand Sliding PluralSlash PowerBeat Sliding - Sliding GiantSwing Backfist Kick GhostCannon Scuffle Smash - Fist Sliding SonicBlaster - Blade Spellbound - HyperBlaster EnergyChain Spoil - Claw Spore - ArcticBreath Stampede - Kick StoneGas - FireBreath StoneGas StunGaze - Bloodsucker StunSlash - Heaven/Hell HardSlash Still Stream DoubleSlash CrossSlash Smash SunRay - Rising Nova Triple Thrust Rosario Impale AirThrow Fist PhantasmShot RavaShot HyperBlaster Kusanagi Saber Thunderbolt ArcticBreath VaporBlast MightyCyclone Ink Beetlejuice LifeWave DarkSphere BoundShot TrickShot SuperMissile - HyperBlaster PluralSlash Supersonic - EnergyChain Implosion LifeWave Suplex - BabelCrumble GiantSwing RollingCradle SwallowSwing - Horn SwallowSwing Asura Heaven/Hell BoundShot Spoil StunSlash ThunderThrust LifeWave Tornado DoubleSlash Tackle - Tackle Thrust - CrossSlash DoubleSlash ShadowCounter MightyCyclone ThunderThrust Kick Tornado ThunderBall - GroundHit Thunderbolt - AirThrow SunRay Thunder Thrust - SwallowSwing Still Stream StunSlash TurbidCurrent DoubleSlash Thrust ThunderThrust TriangleKick TigerRampage - Kusanagi Al-Phoenix Tornado - Thrust SwallowSwing HyperBlaster Tower - PhantasmShot PluralSlash HyperBlaster Trample - Air Throw Kick Tremor - EnergyChain Triangle Kick - Beak AirThrow Triple Thrust - BearCrush Rising Nova Asura GasFlame ShadowCounter HardSlash TurbidCurrent - Smash BearCrush WheelSlash Thrust ShadowCounter HyperionBazooka Al-Phoenix Asura PluralSlash Laser Kick VaporBlast - EnergyChain HP Drain Beak ArcticBreath SunRay BoundShot PluralSlash VermilionSand - PhantasmShot GasFlame Saber WaterCannon - SwallowSwing WheelSlash - FireBreath Heaven/Hell SwallowSwing HeadWind Asura BearCrush DeadEnd NoMoment Smash Asassinate Horn TurbidCurrent GroundHit ShadowCounter StunSlash TripleThrust LifeSprinkler MightyCyclone CrossSlash HyperBlaster WillowBranch - Heaven/Hell HeadWind Rosario Impale SunRay Triple Thrust WheelSlash DeadEnd Asura BearCrush Silf DoubleSlash PluralSlash Thrust StunSlash MightyCyclone Thunder Thrust LifeSprinkler ShadowCounter TurbidCurrent AirThrow Sliding BabelCrumble WindBlast - GhostCannon BoltThrower Missile Kusanagi BoltBreath Wing - Horn Suplex Laser Dash FangCrush Weapons There are many weapons in the world of SF. They are classified by type in this list. The types of weapons are: Swords: cannot use katana techs Katanas: can use katana techs Guns: can use gun techs Cannons: cannot use gun techs Shields: block incoming attacks(listed with weapons, since they are put on the hands) Outfitting your characters is a matter of personal opinion. I usually give humans 2 swords, one powerful one and one katana to learn the katana and double sword techs. I then put on a shield and a gun. Another approach is to equip 2 guns once you get the Twogun technique to add more power to your long range fighting. You may also want to drop the extra sword for a cannon or a backpack. For armor I usually prefer individual pieces to the suits because I like to have JetBoots at all times to defend myself from ground attacks. If you use the suits, then you have more room to equip protective accessories, however. On any of the swords that are powerful but have no regular attack, you can save WP and still get the powerful weapon by using free sword techs such as StunSlash or DoubleSlash. This costs the same as with any normal sword. This makes Asura and Kusanagi much more useful. Weapon List Non-technique swords Name AT power Other Asura 70 Asura(powerful sword tech) AsuraRevenge(counters with death attack) STR, QUI, INT, WIL, PSY, VIT, CHA+7 --Note: This weapon has no regular attack. You must use Asura. BroadSword 11 CeramicSword 22 DragonSword 72 FiendRod 13 FinalStrike(breaks weapon for big attack) Glirandly 42 FinalStrike(breaks weapon for big attack) STR, QUI, INT, WIL, PSY, VIT, CHA+10 --Note: This weapon can only be removed by using FinalStrike. Golden Lion 75 Iron Pipe ? --Note: Gen gets it for a moment in T260G's chapter. JackalSword 33 DirtyFang(rarely causes poison) Knife 7 Kusanagi 66 Kusanagi(powerful holy attack) --Note: This weapon has no regular attack. You must use Kusanagi. LaserKnife 15 LordStar 51 Braveheart(increases attack power) Murakumo 33 Obsidian 64 Osc-Sword 30 RuneSword 50 VictoryRune(just like the rune spell) Shadow Dagger 9 PSY+3, ShadowHold(paralyzes an enemy) SilverSpread 22 PSY+22 SplashSword 49 ElementDissolve(attempts to destroy an enemy) TwiggyRod 52 FinalStrike(breaks weapon for a big attack) TwinSword 20 ZeroSword 60 Technique swords(katanas) Name AT power Other Comet Blade 55 MillionDollers(attacks all enemies w/ meteors) Katana 34 Kukri Blade 10 Samurai Sword 19 SilverMoon 69 Twin Dragon 41 Guns Name AT power Ammo Other AGUNI-CP1 12 13 AGUNI-MBX 36 20 AGUNI-SSP 9 15 BehemothRifle 47 7 BrokenRifle 1 - --Note: Get it in arena w/ T260G DuelGun 55 1 EagleGun 28 6 EasyRifle 13 8 KillerRifle 25 5 Lethal Gun 60 5 Living Rifle 42 4 WIL+9 SniperRifle 31 6 TroopRifle 22 8 ZenGun 45 16 LightRifle 88 1 PSY+20 Cannons Name AT Power Ammo Other Beam Cannon 20 6 Hits all enemies on a line BigMissile 44 4 Never misses if it attacks enemy that was originally selected(at the start of the round). Bolt Thrower 33 3 Hits wedge shaped area DOBBY Bazooka 10 3 Attacks all enemies, low hit rate Flame Thrower 33 3 Hits wedge shaped area GhostCannon 5 12 Effective against undead, pushes target Grain Cannon 45 8 Hand Blaster 15 10 Hits all enemies on a line Paralyzer(paralyzes all enemies) BlasterSword(close range attack) HEAT Bazooka 55 2 Low hit rate H-G Cannon 60 5 HyperBlaster 50 7 Hits all enemies on a line HyperionBazooka 85 2 Hits large circular area Ion Cannon 27 10 Junk Bazooka 10 1 LaserCarbine 25 10 Hits all enemies on a line LightBazooka 20 4 Lightning Cannon 20 6 Hits all enemies on a line LightVulcan 15 60 Hits wedge shaped area MachineVulcan 30 40 Hits wedge shaped area MissilePod 12 8 Never misses if it attacks enemy that was originally selected(at the start of the round). Sonic Cannon 25 16 SuperMissile 70 3 Never misses if it attacks enemy that was originally selected(at the start of the round). Thunderbolt 25 4 Hits all enemies on a line WaterCannon 20 N/A Pushes target Shields Name Blocks Is immune to Other Buckler Weapon ShellShield Physical WonderBangle Bullets ExcelShield Physical Better than ShellShield GenbuShield Physical Water Mizukagami Physical Water, Heat Dragon Shield All Durahan Shield All STR, VIT+5, DeathGaze attack Armor Like weapons, armor is classified into several categories: Helmets: worn on the head Boots: worn on the feet Gloves: worn on the hands Armor: worn on the body Shirts: can be worn on the body underneath armor or suits Suits: worn on the body, cannot have any other armor besides a shirt Armor List Helmets(all helmets defend against blind, so it is not noted) Name DEF power Other Mirror Glass 8 MagiHat 6 Egg Hat 5 CHA+5 LaserScope 7 WIL+10 FiberHood 6 Yolk Hat 5 Junk Helm 4 InfraScope 6 Allows you to see lasers in Despair(Did you ever wonder why Emelia could see them and no one else could?) Boots DEF power Other Jet Boots 7 QUI+5, allows you to float SH-Anklet 10 Iron Clogs 8 VIT+10, Defend push IronClogShot(physical attack) FeatherBoots 7 RubberShoes 5 QUI+2 LeatherBoots 3 Catsocks 6 Defend stun Gloves DEF power Other CyberGlove 9 HarmoniumBangle 7 Defend sonic attacks Armor Glove 8 Shell Bracer 6 Leather Glove 4 SH-Armlet 10 NornsBangle 7 PSY+10, Defend sleep OgreGlove 5 STR+10 Armor DEF power Other Pluto Armor 35 Defend faint Warlord Armor 32 Mystic Mail 23 Comes w/ most mystics, can't be removed Golden Fleece 28 Defend sleep Master Robe 10 PSY+5 HarmoniumArmor 24 Defend sonic attacks Bone Breast 13 Protector 10 Beast Leather 6 AngelArmor 27 QUI+10, allows you to float CelestialLeather 24 Stardust Robe 16 WIL, CHA, PSY+5, Defend faint Dark Robe 8 PSY+5, Defend Blind ElectroArmor 25 ArmorVest 18 Defend bullets FiberVest 8 Glow Robe 18 INT, WIL+7, Defend Petrify HardLeather 12 Shade Robe 9 WIL+9, restores non-mech's HP Blue Elf 20 Defend water attacks Hyper Scale 30 Moonlight Robe 17 PSY, CHA+8, Defend sleep FireLeather 16 LivingArmor 26 Shirts DEF power Other Hyperwear 10 Defendwear 8 Budowear 7 Magicwear 4 WIL+5 Silkshirt 3 Cottonshirt 3 Powerbelt 1 STR+20, Defend sleep Mysticwear 8 Restores non-mecha's HP Suits(all suits defend blind, so it is not stated) Name DEF power Other PoweredSuit 50 STR+10, QUI+10 RubberSuit 22 CyberSuit 36 STR, QUI, INT, WIL, PSY, VIT, CHA+5 JumpSuit 25 CombatSuit 15 GolemSuit 25 SprigganSuit 55 Accessories These devices can be equipped on any race, even monsters, to increase their resistance to certain kinds of attack. They usually don't provide much defense, but are invaluable against certain enemies with specific attacks. Accessories List Name DEFpower Other Harmonium Earring 1 Defend sonic attacks Sea Stone 3 PSY, VIT+7, Defend water attacks Uses Maelstrom if wearer has all 3 mystic weapons SandVessel 2 QuickSand, Defend Petrify BloodChalice 1 PSY+5, Defend faint PurpleEye 4 PSY+7, PhantasmShot, Defend gaze WindShell 5 QUI, WIL+5 Junk 2 BrokenBumper 1 UnicornTear 1 PSY+1, Defend poison KrisKnife 3 PearlHeart 2 Defend water attacks FeatherCharm 1 CHA+5 BoltCrystal 1 Use up in battle for BoltBarrier IceCrystal 1 Use up in battle for IceBarrier FireCrystal 1 Use up in battle for FireBarrier SteelAmulet 1 VIT+5 FlowerAmulet 1 PSY, CHA+5 WingAmulet 1 QUI+5 FangAmulet 1 STR+5 Magatama 1 SacredSong(holy attack all enemies) SleetCoin 1 AngelBroach 5 Defend Psychout EMES Tag 5 Defend Petrify Bumper 3 Tao-Tieh Pattern 3 Defend Psychout ThunderCharm 1 CharmNecklace 1 CHA+10, Uses Kylin's song if wearer has all 3 mystic weapons MellowRing 1 Defend water, LifeRain(restores rest of party at cost of own LP) Uses Maelstrom if wearer has all 3 mystic weapons RING/Guardian 1 Raises party's DEF RING/Merchant 1 CHA+10, Charms all enemies RING/Thief 1 QUI+10, Hides party RING/Healer 1 VIT+10, Heals party RING/Hero 1 WIL+10, Heals/prevents abnormal status RING/Schemer 1 INT+10, Confuses all enemies(red mess) RING/Hermit 1 Nullifies enemy magic RING/Fighter 1 STR+10, Raises party's attack power RING/Lord 1 PSY+10, Restores all WP/JP Items Items are used for a variety of purposes from healing to attack. Note that unless you have the item "Backpack" equipped, you must equip the items before they can be used in combat. Items List Name Effect StunNeedle Paralyzes an enemy Magic Stone PSY+1, attacks all enemies Arcana Tarot Get 4 to complete Arcane quest Rune Stone Get 4 to complete Rune quest Magi-Water Restores a little JP X-Magi Drink Restores a lot of JP SnakeOil Fixes all status problems Cure Restores 200 HP Power Cure Restores 400 HP Max Cure Restores all HP Unlucky Coin Reduces enemy attack power Repair Kit Restores mecha HP Sanctuary Stone Restores entire party RottenMeat Paralyzes enemy Backpack Allows use of unequipped items Life Candy Restores 1 LP Small stone Get them in Devin Card Get them in Devin Flash Bomb Blinds all enemies Gold Ingot Give to Gnomes for Gold card Antistone Cures petrification Lucky Coin Increases party's attack power Sand Vessel Get in Facinaturu RegionMap Use to travel between regions VirgilKey Get in Virgil Palace Mecha equipment When equipped on mecha, equipment has various effects on your statistics. The specifics for each item is below. Swords Lordstar HP+200, STR-QUI-WIL+20 Silver Moon HP+200, STR-QUI+25 Obsidian HP+200, STR-QUI+25 Zero Sword HP+100, STR-QUI+20 Comet Blade HP+250, STR-QUI+25 Twiggy Rod HP+80, STR-QUI+16 Splash Sword HP+100, STR-PSY+20 Twin Dragon HP+90, STR-QUI+18 Katana HP+65, STR-QUI+13 Osc-sword HP+60, STR-WIL+15 Silver Spread STR-QUI-INT-WIL-PSY-VIT-CHA+5 Shadow Dagger HP+30, STR-QUI-PSY+6 Glirandly STR-QUI-INT-WIL-PSY-VIT-CHA+9 Murakumo HP+150, STR-QUI+15 Fiend Rod HP+30, STR-WIL-PSY+6 Kusanagi HP+250, STR-QUI+25 Twin Sword HP+80, STR-WIL+10 Ceramic Sword HP+70, STR+13 Samurai Sword HP+50, STR-QUI+10 Laser Knife HP+40, STR-QUI-WIL+10 Kukri Blade HP+25, STR-QUI+5 Broadsword HP+35, STR+7 Knife HP+20, STR-QUI-WIL+4 Asura HP+150, STR-PSY+30 Runesword HP+100, STR-PSY+20 Dragon Sword HP+250, STR+30 Jackal Sword HP+50, STR-PSY+16 Guns MissilePod HP+90, STR-WIL+15 DOBBY Bazooka HP+60, STR-WIL-VIT+8 HEAT Bazooka HP+200, WIL+30 LightBazooka HP+70, WIL+15 GhostCannon HP+100, WIL+20, PSY+10 IonCannon HP+100, QUI-WIL+15 BoltThrower HP+125, WIL-VIT+20 ThunderBolt HP+125, WIL-VIT+20 LightVulcan HP+70, QUI-WIL-VIT+8 WaterCannon HP+70, WIL-VIT+10 SonicCannon HP+150, QUI-WIL+20 LightningCannon HP+80, WIL-VIT+15 BeamCannon HP+80, WIL-VIT+15 HandBlaster HP+40, QUI-WIL+7 LethalGun HP+150, QUI-WIL-VIT+20 LivingRifle STR-QUI-INT-WIL-PSY-VIT-CHA+13 AGUNI-MBX HP+100, QUI-WIL-VIT+16 SniperRifle HP+75, QUI-WIL+13 EagleGun HP+75, QUI-WIL+13 TroopRifle HP+50, QUI-WIL+10 KillerRifle HP+50, QUI+10, WIL+25 AGUNI-CP1 HP+50, QUI-WIL+10 EasyRifle HP+25, QUI-WIL-VIT+5 AGUNI-SSP HP+25, QUI-WIL-VIT+5 JunkBazooka HP+20, STR-WIL+5 LaserCarbine HP+90, QUI-WIL+13 GrainCannon HP+150, QUI-VIT+10, WIL+20 BehemothRifle HP+200, QUI-WIL-VIT+10 BigMissile HP+150, STR-WIL+20 MachineVulcan HP+150, QUI-WIL-VIT+18 HyperBlaster HP+175, QUI-WIL+25 FlameThrower HP+125, WIL-VIT+20 DuelGun HP+50, QUI-WIL-VIT+20 HyperionBazooka HP+250, WIL+40 SuperMissile HP+225, STR-WIL+25 BrokenRifle HP+5, QUI-WIL+1 ZenGun HP+150, QUI-WIL-PSY+20 HG-Cannon HP+250, QUI-WIL+30 Armor ECM System DEF+10, ECM(deflects incoming missiles) MecBody DEF+10 MiniPlant DEF+10 Accelerator DEF+10, Accelerator(increases speed) FortBody DEF+20, Graviton(Cannon attack) GoldenFleece HP+50, PSY-CHA+10 MasterRobe HP+20, VIT+4 HarmoniumArmor HP+75, QUI-VIT+15 BoneBreast HP+25, VIT+5 Protector HP+25, VIT+5 PlutoArmor HP+150, PSY-VIT+20 AngelArmor HP+100, QUI-VIT+20 StardustRobe HP+20 DarkRobe HP+20 WarlordArmor HP+100, STR-VIT+20 ElectroArmor HP+75, QUI-WIL+15 ArmorVest HP+65, VIT+5 FiberVest HP+35, VIT+7 GlowRobe HP+20 HardLeather HP+50, VIT+5 ShadeRobe HP+20 BlueElf HP+100, INT-PSY+15 HyperScale HP+75, VIT+15 MoonlightRobe HP+20 FireLeather HP+40, VIT+8 LivingArmor HP+65, PSY-VIT+13 Helmets MagiHat HP+75, INT+15 EggHat HP+50, INT-WIL+10 MirrorGlass HP+75, INT-WIL+25 LaserScope HP+100, INT-WIL+20 FiberHood HP+75, INT-WIL+15 YolkHat HP+25, INT-WIL+1 JunkHelm HP+25, INT-WIL+5 InfraScope HP+100, WIL+20 Gloves HarmoniumArmor HP+100, STR+20 CyberGlove HP+100, STR+20 ArmorGlove HP+75, STR-VIT+15 ShellBracer HP+50, STR-VIT+