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
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