Tactics Ogre Let Us Cling Together Battle Mechanics Guide This FAQ is intended to be the most complete and accurate resource on the system and inner workings of TO. Think of it as something like AeroStar's famous Battle Mechanics FAQ for Final Fantasy Tactics (which I, incidentally, helped to start). Most of the FAQs already available for TO, unfortunately, are not very complete and have some inaccuracies. What this FAQ will be: -The best English resource on the mechanics and system of TO -A compendium of general strategy and gameplay tips What this FAQ will NOT be: -A strategy guide to specific battles -A walkthrough Version History 0.5b Initial release 0.55b Miscellaneous small updates 0.7b Started on gameplay formulae, finished classes 0.9b Added formulas for magic, specials, and hit rates, and much more Acknowledgements -AstroKnight's site at www.luct.tacticsogre.com has helped serve as a general reference in writing this guide -Some of the technical knowledge exhibited in this guide has been gleaned from Japanese sites, choppily translated by Babelfish. So, thanks go out to www.ogre.org and http://homepage1.nifty.com/~yu/t_ogre/ -Quest, for making my all-time favorite game, which in my opinion has yet to be surpassed in its genre -Atlus, for being the only company cool enough to bring this game to the states -All the regulars at the GameFAQs TO board for input and commentary Table of Contents I. Game Flow A. The WT System B. Regeneration II. Statistical Attributes A. Main Stats B. Derived Stats III. Innate Attributes A. Character Attributes B. Class Attributes IV. Abnormal Status V. Classes VI. Items VII. Skills A. Spells B. Specials VIII. Gameplay Formulas: Definitions IX. Gameplay Formulas: Direct Attacks A. Damage B. Hit Rate X. Gameplay Formulas: Magic Attacks A. Damage B. Recovery C. Hit Rate XI. Gameplay Formulas: Special Attacks A. Standard Special Attack Damage B. Roslolian Secret Technique Damage C. King Roderick Secret Technique Damage D. Proportional Damage E. Proportional Recovery XII. Class Rankings I. Game Flow A. The WT System Each TO battle starts with WT counting down one point at a time for all characters beginning from their Max WT. Max WT for all characters is derived as follows: Max WT = 510 - AGI + WT of all equipment + class WT penalty The first character whose WT reaches zero, that is, the character with the lowest Max WT, will get the first turn. During a turn, a character can choose to move and/or act, in any order, or to do neither. If the player does both of these things, his WT will reset and start counting down again from its full value until his next turn. If he does only one, it will count down from 3/4 of its max value. If he chooses to wait and do neither, it will count down from 1/2 of its max value. WT countdown can be altered only by the spells Quick, SlowMove, Paradigm, Dominion, Revivify, and Necro, the Faerie special DeepKiss, and certain enemy-only actions. A character hit with Quick will first have 1/2 his max WT subtracted from his current WT. If his WT was already at less than half, he gets an instant turn. When he does get a turn, instant or otherwise, the character ends the turn and all subsequent turns within the duration of the spell at 1/2 max WT, further modified downward by whether he moved, acted, did both, or did neither. The effect lasts until 500 WT have been counted off. A character hit by SlowMove will have 1/2 his max WT added to his current WT, even if this goes over his max WT. When he does get a turn, the character ends the turn and all subsequent turns within the duration of the spell at 3/2 max WT, further modified downward by whether he moved, acted, did both, or did neither. The effect lasts until 500 WT have been counted off. A character hit by Paradigm has his WT immediately reduced to 0 and gets an instant turn. A character hit by Dominion has his WT count stopped until 500 WT have been counted off. A character who has just been revived or necromanced begins with his full max WT. A character who has just been summoned by an enemy Summoner, Bishop, Dark Element, Necromancer, or Lich (Nybbas), using the Summon-E special, always begins with 0 WT. A character who "arrives as a reinforcement" during certain story battles will begin with 0 WT. This is actually caused by an action of the CPU Leader. A character hit by DeepKiss has his WT immediately reduced to 0 and gets an instant turn. B. Regeneration In the beginning of each battle, each unit has 0 MP. Characters accrue MP as their WT counts down at the rate of 1 MP per 20 WT. This fact also means that slower characters recharge more MP per turn, and also that less MP per turn is generated in general as the game goes on, because characters level up and get faster. If a character's WT is not divisible by 20, the remainder will carry over to his next turn for regeneration purposes only. The rate of MP recharge can be doubled by equipping certain items (Holy Robe, Evil Robe), so that MP is gained at the rate of 2 per 20 WT. Certain items (Angel Armor, Angel Shield) also allow for HP to regenerate at 1 per 20 WT. This effect stacks if you have both items. In order to be able to use spells with high MP costs in the later stages of the game, characters can boost up their MP by using the Charge spell or using an MP restoring item at the beginning of battle. II. Statistical Attributes A. Main Stats Characters in TO are defined by nine main stats. These stats are unaffected by current class and equipment, although certain equipment can cause increased growth in any stat but HP or MP if worn during level-up. HP: Self-explanatory. The amount of damage you can take before dying Increases with level up and by 1-5 by picking up Life Cards. MP: Also self-explanatory. MP are spent to cast magic, and it recharges gradually as described in the game flow section. Increases with level up and by 1-5 by picking up Magic Cards. For most characters, once you have enough MP to cast the spells you want to cast, you need not worry about it anymore. For characters that must cast many expensive spells, like the Priest, the Exorcist, and the Warlock, having a high max MP comes in handy. For characters that don't use magic, MP is completely worthless. STR: Physical strength. Each point of STR is worth 1 direct and indirect attack point, 0.5 physical defense points, and 0.5 special skill points. Increases at level up, by 1-3 by picking up Strength Cards, and by 10 by using the Steak item. STR is an important stat for any fighting class, for obvious reasons. VIT: Vitality. Each point of VIT is worth 1 physical defense point and 1magic defense point. Increases at level up, by 1-3 by picking up Vitality Cards, and by 10 by using the Burger item. Only a few classes get good VIT growth, but it is a valuable luxury to have. Having high VIT is much more important for defense than wearing good armor, and even weak defensive classes like Ninjas can be noticeably more durable if their VIT is increased. INT: Intelligence. Each point of INT is worth 1 magic attack point. Increases at level-up, by 1-3 by picking up Mind Cards, and by 10 using the Chicken item. The most important stat for dedicated attack magic users, and a completely worthless stat for non-magic users. And no, this does not factor into magic defense at all. MEN: Mentality. Each point of MEN is worth 0.5 magic attack points, 0.5 magic defense points, and 1.5 special skill points. Increases at level-up, by 1-3 picking up Mentality Cards, and by 10 by using the Octoball item. An important all-purpose stat which is most important to special skill users or magic users. AGI: Agility. Each point of Agility decreases WT by one. It is also worth 1 accuracy/evasion point. Increases only at level-up. Agility Cards do exist in the game ROM, but they are dummied out and will never spawn in battle. The most valuable stat in the game, because it can only be increased by level-ups and because it affects so many parameters. DEX: Dexterity. Each point of DEX is worth 0.5 physical attack points and 0.25 accuracy/evasion points. Increases at level-up and by 1-3 by picking up Dexterity Cards. An important all-purpose stat for fighting classes. LUK: Luck. Each point of LUK a character has in excess of his target gives him a 1 point damage bonus on direct attacks. Each point of LUK a character has over all attackers reduces the damage he takes by 1 on most attacks. LUK also affects accuracy and evasion percentages in the same way. Upon killing an enemy, the percentage chance of his turning into an item rather than a tarot card is given by the killer's LUK/100. Items found by characters in battle are determined by LUK as well. LUK also determines the probability of a critical hit on a weapon attack as follows: Chance = .05 + (Attacker's LUK - Target's LUK)/100 LUK starts at 50 for all generic characters. It can only be increased by picking up LUK cards (which may increase or decrease LUK by 1 or 2 points) and by level-ups with certain items equipped. This is the only stat that won't increase on level up. Every class has a certain number of points it gains in each stat when it levels up. Each class may gain one or more less than its level up bonus in each stat. B. Derived Stats Characters also have a number of derived stats, most of which appear on the upper section of the screen in their profiles. These stats can be affected by equipment and/or class. For the purposes of these derived stats, "offense items" are defined as weapons, rings, or necklaces and "defense items" is defined as helmets, body armor, shields, gauntlets, boots, and bag items. Direct Attack: STR + DEX/2 + STR of direct weapon(s) + DEX of direct weapon(s)/2 Ranged Attack: STR + DEX/2 + STR of indirect weapon(s) + DEX of indirect weapon(s)/2 Magic Attack: INT + MEN/2 + INT of all offense items + MEN of all offense items/2 Physical Defense: VIT + STR/2 + VIT of all defense items + STR of all defense items/2 NOTE: The physical defense value shown on the character screen is the above value multiplied by [100/(class physical resistance - physical resistance of all equipped defense items)]. Though this value is a decent approximation of physical defense, it is actually not used in the calculation of damage. Magic Defense: VIT + MEN/2 + VIT of all defense items + MEN of all defense items/2 NOTE: The magical defense value shown on the character screen is the same as the physical defense value multiplied by [.9 * (class physical resistance - physical resistance of equipped armor)]. This value really has nothing to do with your character's magic defense and is not used in the calculation of magic damage, so don't pay any attention to it. Accuracy: AGI + DEX/4 - total equipment WT + AGI of offense items + DEX of offense items/4 Evasiveness: AGI + DEX/4 - total equipment WT + AGI of defense items + DEX of defense items/4 Special Attack: 3/2 * (MEN + MEN of offense items) + (STR + STR of offense items)/2 III. Innate Attributes A. Character Attributes Species: There are five species in TO. Every character is one of these: Human: Most characters are human, even Hawk Men. All S size. Beast: Only the Gryphon and Cockatrice, and their various palette swaps. affected by Beast Support. All L size. Dragon: Can be the any of the traditional L size dragon or the S size Lizard Man, as well as their various palette swaps. Affected by Dragon Support and the Anti-Dragon effect. Giant: Only the Golem and Cyclops, and their various palette swaps. Affected by Giant Support. All L Size. Aquatic: Only the Octopus and its various palette swaps. All L size. Receives a huge +30 bonus in attack and defense modifiers when in water. Level: Designates the overall power of a character in TO, and the number of times his stat growth has been added to his base stats to achieve his current stats. Level itself has little direct effect on a character's power. Its only effect in combat is that certain special skills that cause damage to their users base that damage on the user's level. Increases by 1 when the character's experience reaches 100. Experience: Designates how close the character is to increasing in level. Upon reaching 100, the character levels up. Characters gain some experience for each action in battle unless it misses or fails to alter the target's HP, MP, position, status, or WT count. Actions that have no target, such as the Storm spell, act as if the user has targeted himself. Experience gain is determined as follows: Exp = [(target's level - actor's level + 1) * RND (3..5)] + K K is a special bonus only applied when a kill is made on a non-undead character. It will apply if you take down all of an enemy leader's HP even if that character does not actually die afterwards in the story. K is determined as follows: K = 10 + (target's level - actor's level) * 50 When the action used is Attack+, experience is received for both swings. When multiple targets are hit by the same action, the experience for each target is cumulative. Any kill bonuses when multiple targets are killed are also cumulative. Only up to 100 experience can be gained at once. Any experience gained over 100 does not carry over to the next level. Alignment: Every character in the game is either Law, Neutral, or Chaos aligned. This does not change, except for a few story characters based on certain story events. Alignment's main effect is to determine which classes the character can change to. It also has other miscellaneous effects. L characters perform better in good weather, while C characters excel in bad weather. L characters have extra resistance to Virtue attacks and weakness to Bane attacks, and vice versa. L characters are also twice as susceptible to fear as N characters, while C characters are immune to fear. Lastly, L characters get a significant bonus to their Virtue elemental healing spells, while C characters get a significant penalty. Element: Every character in the game has affinity toward one of four elements: Wind, Fire, Earth, and Water. Element affects the bonuses given by the different kinds of terrain in the game. Also, Wind and Water characters perform better in stormy weather, while Fire and Earth characters perform better in clear weather. Characters have extra resistance to their own element, and a weakness to the opposing element (Fire and water oppose, while Wind and Earth oppose). Element is also an important consideration when choosing what weapons and spells to equip. A character gets a substantial attack modifier bonus (+10) to both damage and hit rate if he equips a weapon or attack spell of his own element, and he gets a substantial penalty from equipping a spell or weapon of the opposite element. It is possible using GameShark to make a character non-elemental, but this does not confer any real advantages. Loyalty: A hidden attribute of each character, on a scale of 0 to 100. You can get an idea of approximate loyalty by pressing select and clicking on the character's name and reading what he says. Loyalty has no real effect on gameplay other than the fact that characters will desert if their loyalty gets too low. L characters will warn you at 5 loyalty and desert at 0. N characters will warn at 10 and desert at 5. C characters will warn at 15 and desert at 10. Loyalty of new recruits depends on your Chaos Frame with their race. High Chaos Frame leads to high loyalty. You can raise loyalty by having your characters get kills in battles. If you tell a character to wait in battle without moving or acting, his loyalty may decrease. Enemy characters are easier to persuade if they have low loyalty, and their loyalty will rise after each failed attempt at persuasion. Union: The army, nation, or master served by a particular unit. A given unit's loyalty is relative to his union. May change for story purposes. Race: Each character in TO belongs to one of 5 races. A few story characters may have their race change due to story revelations. For other characters, this never changes. Indistinct: Belonging to no other race. Most L size units and demi- humans are indistinct. Walstanian: Hailing from Walsta, the southern region of Valeria. Gargastan: Hailing from Gargastan, the western region of Valeria. Bacrum: Hailing from Bacrum, the northern region of Valeria. Zenobian: Hailing from Zenobia, the kingdom east of Valeria and featured in the original Ogre Battle game. Only a few story characters are Zenobian. No generic characters may have this race. Lodis: Hailing from Lodis, a distant, powerful nation. All Templar Knights, Temple Commands, and the Death Templar are from Lodis. No generic characters may have this race. Chaos Frame: Only Denim has this attribute. It is a series of 1-100 scales that define his reputation with the three main races of Valeria: Walsta, Gargastan, and Bacrum. Certain decisions you make in the story affect Chaos Frame. Your Chaos Frame dictates the initial loyalty of troops you recruit in cities and affects your ending if Kachua is dead. The game also keeps Chaos Frame stats with respect to Zenobia and Lodis, but they do not seem to affect anything. Killing enemies in battle has chance of decreasing your Chaos Frame with their race, no matter which character actually does the killing. Size: Units in TO can be S size or L size. All humans and demi-humans are S size. Only S size characters can use equipment and magic spells, though L size characters can use bag items. Both S and L size characters are considered to be 3 steps tall, but L size characters can be used by S folks as stepping stones to higher ground. Lastly, you may only bring up to two L size characters to each battle. Leadership: This trait is shared by Denim and any enemy designated by the game as the leader. If a leader dies in battle, and is not immediately revived by a Blessing or Joystone, his side automatically loses the entire battle even if he subsequently could have been revived by Revivify. For CPU leaders, the trait also confers immunity to the status ailments Stun, Sleep, Poison, and Petrify. Targeting a leader with Stun, for example, will show a normal success rate, but the stun will never be achieved. Should you use a cheat device to change Denim's sprite to somebody else so that he is not present in the battle, you will discover you immediately lose because your leader is considered dead. B. Class Attributes Movement Range: The number of panels the character may move. This value ranges from 4-7 for any given class. Affected only by class. Certain terrain panels may cost more than one movement point to traverse, and this cost can vary with the weather. Movement Type: The rules governing the character's movement. Different rule sets may be combined, or imparted by equipment. The different movement types are as follows: Fast: Can climb up 2 panels and down 3. Can jump a one panel gap if the sides are at the same height. Fast (Acrobatic): Can climb up 3 panels and down 4. Only Ninja and Dark Stalkers have this. Can jump a one panel gap if both sides are at the same height. Slow: Can climb up 1 panel and down 2. Can jump a one panel gap if both sides are at the same height. On Water: Can walk on the surface of water with no movement penalty. Underwater: Can wade in water at the rate of 2 movement points per space moved. Lava: Can move or stop on lava with no penalty. Float: Can move or stop on any terrain type that is not an obstacle, with no movement penalty. Can climb up 2 spaces and down 3. Is always considered to be standing at 1 step higher than indicated by the game. Fly: Can fly over any terrain with no penalty. Unit still incurs penalties for any spaces landed on, and cannot land on water or lava unless it also has Float or the appropriate movement type. In the animation for his movement, the unit will only actually fly if the movement you attempt would be impossible using the movement type Fast. If a flyer is knocked down a bottomless pit, he automatically flies back up and counters his attacker. Warp: Character can teleport, moving through walls or obstacles, and cannot land on Water or Lava unless it also has Float or the appropriate movement type. Weather Tolerance: Each class has a specific Weather Tolerance rating, which in actuality is not related to the in-game weather at all. This is basically a flat bonus of 0, 2, or 4 that always applies to the character's attack and defense modifiers. WT Penalty: Innate WT bonus or penalty of the class. Does not affect the character's accuracy or evasiveness in battle, only his max WT and the delay between his turns. RES: Resistance to any of the game's seven elements (Physical, Wind (herein abbreviated as A for Air), Fire, Earth, Water, Virtue, and Bane. Each class has a resistance value to each element, which is in the format of a percentage that indicates how much damage it takes from that element. Note that a lower percentage means higher resistance. The effect of armor is generally to lower Physical RES and thus reduce damage taken from physical attacks. RES for the other elements can be affected by elemental armors or elemental weapons. A character has -10 RES (a damage reduction) to all attacks of his element and +10 RES (a damage increase) to all attacks of the opposite element. Also, L characters have -5 Light RES and +5 Dark RES, while C characters have the opposite effect. Unarmed Indirect Attack Type: The type of indirect attack each unit will execute when not equipped with an indirect attack weapon. Dictated only by class and varies between Stone, Accuse, and Shuriken. L size characters have no indirect attack. Only the Ninja and Dark Stalker throw Shuriken, and only the Sword Master and Lord use the Accuse. Weapon Preference: The type of weapon with which a class is especially skilled, and with which it gains a +3 attack modifier. Based only on class. Not all classes have a preference. Magic Slots: Number of spells a character can equip. Ranges from 0 to 3. If a spell a character can normally use is somehow force-equipped to a spell slot the character should not have access to (even the 4th spell slot), the spell will be usable as normal. Magic Set: Set of spells a class can equip. There are ten spell sets in TO: Valkyrie Set: Thunder, FireBurn, Meteor, AcidRain, and Incubus. Wizard Set: Valkyrie Set plus Ion Shot, Kaminari, Air Cry, MagmaGod, Nova, Nova+, Acid, Gnome, Quake, IceBlast, Fenril, IceCloud, Pain, Dark Law, and Death. Shaman Set: Valkyrie Set plus Ion Shot, Kaminari, Air Cry, Hahnela, MagmaGod, Nova, Nova+, Zoshonel, Acid, Gnome, Quake, Bartha, IceBlast, Fenril, IceCloud, Gurza, LightBow, Starion, and Vitalize. Lich Set: All Wind, Fire, Earth, Water, and Bane spells. Witch Set: Quick, Storm, Teleport, Hahnela, Stun, Heat, Melt, Zoshonel, Jump, Poison, Petrify, Clear, SlowMove, HealRain, Charm, Paradigm, and Charge. Warlock Set: Witch Set plus all Drakonite Magic. Exorcist Set: LightBow, Exorcism, Starion, and Heal. Cleric Set: Vitalize, Heal, Heal+, and Heal All. Priest Set: LightBow, Vitalize, Heal, Heal All, and Revivify. NOTE: All generic characters who can equip any magic at all can equip and use the Drakonite Magic spell SnapShot. All unique characters who can equip magic can equip this spell, but will refuse to use it in battle. Special: These are just miscellaneous special traits of particular classes, here described: Attack+: Replaces the Attack command. Character can make two direct attacks per turn if equipped with two direct attack weapons. Be advised that this is not the game-breaker it was in FFT, and there are limitations. Firstly, the opponent will counter in between your two attacks, meaning that the second will always be aimed at their front unless the enemy is incapacitated by a status effect or does not have the vertical range to hit you. In addition, you don't get two swings on your own counters. And thirdly, each swing's damage is cut 30%, making it so Attack+ is really only 40% more powerful than the normal Attack. This penalty, of course, does not apply to counters. When using two direct attack weapons, the game designates one as the primary weapon. This weapon will always be used for counters and will always be used in the first swing of an Attack+. This designation depends on which equipment slots on the character are occupied by which weapon. The top left slot is considered the first, the top right is the second, the bottom left is the third, and the bottom right is the fourth. The weapon equipped in the lowest-numbered slot is considered the primary weapon. Although the status screen displays the attack power of a character equipped with two direct weapons as incorporating the STR/DEX bonuses from both weapons, damage for each swing is only calculated using the sword used in that swing. Only the Ninja, the Sword Masters, the Lord, the Warrior, the Dark Stalker, and the Templar Command have this. Anti-Dragon: Unit receives a +8 attack modifier bonus when attacking and a +5 defense modifier bonus when being attacked by dragon species units. This attribute can be conferred by a weapon, conferred by a defense item, or innate to a class, and is stackable. If this ability is conferred by a weapon, it will only work on offense. If it is conferred by a defense item, it will only work on defense. If the character has it innately, it works on both offense and defense. You can go crazy with this by using Fire Elemental Dragoons like Forcas or Jenounes with Firedrake Sword, which has the attribute. Only the Dragoon has this innately. If this ability is conferred by a weapon, it will only work on attacks made with that weapon. If the character has it innately, it works on defense as well. Fear Effect: Enemy units around the character suffer attack and defense modifier penalties depending on alignment. L takes -8, N takes -4, and C is immune. The Terror Knight, the Tiamats, and a bunch of other evil stuff has this. This effect can be granted by the Evil Necklace, and will stack if class innately has it as well. Beast/Giant/Dragon Support: Allied units of the appropriate species within 3 spaces of the character get +5 attack and defense modifiers. The effect stacks with those of other characters and the Aileron Herb, WordRock, and Dragos Stone items. These abilities are used only by Beast Tamers/Beast Masters, Warlocks, and Dragon Tamers, respectively. Gunnery: The Unit can fire guns as well as directly attacking with them. Exclusive to the Gunner. Undead: Unit cannot be healed by any Virtue elemental healing spell. Can be S size or L size. When unit dies, its WT count continues and stays dead until WT reaches 0, at which point it revives with full health. Can only be completely destroyed by the spells Exorcism or Starion, the Special Skills Jihad, HolyBolt, Banish, RiotBurn, Summon-I or Radius, or by being knocked down a bottomless pit. IV. Abnormal Status Quick: Because I consider this a WT alteration rather than a status ailment,it is covered in the Game Flow section. Slow: See above. Dominion: See above. Paradigm: See above. Stun: Caused by the spell Stun, and the specials Thunder Breath, X-Zone, and Dark Cell, and an attack with the Star Bow. Target is immobilized and unable to evade any attacks. WT continues to count down, and when it reaches zero the unit has an unknown chance to recover, losing its turn in the process. Cured by the spell Vitalize, , the Faerie Special CuteKiss, and the items Pomme and Ambrosia. Guarded against by the Zenobia Sword, Isleberg, Blue Necklace, or Red Necklace. Poison: Caused by the spell Poison, the specials Poison Breath, Hazard, and Venom, and an attack with the Black Cat Claw. Causes target to randomly lose between 1 and Max HP/8 HP every 200 WT. Never wears off. Cured by the spells Clear and Vitalize, the Faerie Special CuteKiss, and the items Pomme and Antidote. Guarded against by the Zenobia Sword, Blue Necklace, and Red Necklace. Petrify: Caused by the spell Petrify, the specials Petrify, EvilEyes, and Relic, and an attack with the Chaos Bow. Target is immobilized and WT count stops. Never wears off. All of target's RES values change to 70. Cured by the spell Vitalize, the Faerie Special CuteKiss, and the items Pomme and LifeRock. Guarded against by the Desert Sword, Zenobia Sword, Faerie Armor, Blue Necklace, or Red Necklace. Sleep: Caused by the spell Incubus, the special Ice Breath, and an attack with the Paragun. Target is immobilized and WT count continues. Target has an unknown chance of recovering once WT count reaches 0, losing that turn in the process. Target has a 50% chance of recovering when stricken by any physical attack. Cured by the spell Vitalize, the Faerie special CuteKiss, and the items Pomme and Arise. Guarded against the by the Zenobia Sword, Blue Necklace, and Red Necklace. Charm: Caused by the spell Charm, the specials Toxic Breath and EvilRose, and an attack with the Dark Bow or Caldia Fan. Disables target from counterattacking. Upon target's turn, he has a 50% chance of recovering. If he recovers, he loses that turn. If he does not recover, he will take a turn as if he were a member of the enemy team, acting in their interest (read: attacking you). Being hit by a physical attack has a 50% chance of curing this ailment. Also cured by the spell Vitalize, the Faerie Special DeepKiss, and the the items Pomme and Arise. Guarded against by the Zenobia Sword, Faerie Armor, Blue Necklace, and Red Necklace. Power Up: Caused by the spell Heat Weapon. Increases the stat bonuses of the target's primary weapon by _ their original values. A subsequent casting will target the unit's secondary weapon, if any. If there is no secondary weapon, it will reset the timer for the effect, which runs for 500 WT. Power Down: Caused by the spells Melt Weapon and AcidRain, and the special Fire Breath. Decreases the stat bonuses of the target's primary weapon by _ their original calues. A subsequent casting will target the unit's secondary weapon, if any. If there is no secondary weapon, it will reset the timer for the effect, which runs for 500 WT. Cannot be cured or guarded against. Bonus: Whatever stat bonuses this character gets to base stats over the standard generic of its type. For example, generic mages often have slightly better magic stats than a generic Soldier or Amazon is raised up into their class. Unique portrait characters that use a generic class often have base stats that are higher than a generic version of that class by one level's worth. The better unique portrait characters even have extra bonuses over and above that. Check out Haborym. V. Classes Character ID: Who the character is recognized as by the game and whether he or she is unique or generic. The number given designates the game's own hexadecimal ID number for the class. Alignment: Alignment requirement to change into this class for generic character or preset alignment for unique characters. Element: Set element of character, if any. Lineage: The leveling path taken by all CPU units of this class. Stat Growth: Bonuses upon level-up in HP, MP, STR, VIT, INT, MEN, AGI, and DEX. Varies 1 point in either direction during in-game level ups. Base Stats: Stats at level 1 for that character. Generics recruited in shops at level 1 can have a +2 or -2 variance in each stat. Unique characters or computer-controlled characters do not have this variance and have no variance in any levels they've gained. Stat Requirements: For generic characters, stats required to change class to this character. CPU characters are never subject to these requirements. If a character is in a class for which he does not meet the requirements, and changes class, he will not be able to change back until he meets the requirements. Level: Minimum level at which the class can appear in random battles. Species: Designation between Human, Beast, Dragon, Giant, and Aquatic. Movement: Distance and type. Weather Tolerance: Varies between 0 (weak), 2 (medium), and 4 (strong). Weapon Preference: Self-explanatory. Magic users technically do not prefer staves. They actually have no preference. Magic: Number of slots and spell set. Indirect Attack: Designation between Stone, Accuse, and Shuriken. WT Penalty: Innate WT bonus or penalty of the class. A negative number here is a bonus, while a positive number is a penalty. 01 Soldier Generic, basic male Alignment: LNC Element: N/A Stat Requirements: None Lineage: N/A Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 8 60 92 172 252 332 452 MP 4 0 16 56 96 136 196 STR 6 21 45 105 165 225 315 VIT 5 20 40 90 140 190 265 INT 6 18 42 102 162 222 312 MEN 6 18 42 102 162 222 312 AGI 6 20 44 104 164 224 314 DEX 6 20 44 104 164 224 314 LUK 50 Bonus: None. +2 HP, +1 STR, +1 MEN, and -2 DEX vs. Amazon Attack: 9 Defense: 8 Magic: 9 Magic Def.: 8 Special: 12 Speed: 7.5 Level: 1 Species: Human Weather: +2 Indirect: Stone WT Penalty: +40 Weapon: None Movement: Fast, 5 panels Magic: None Special: None Resistances: P 115 A 100 F 100 E 100 W 100 V 100 B 100 Equipment: Sword, Shield, Armor, Helmet Notes: Not as bad as you'd think for the starting class, and definitely better than FFT's Squire in terms of stats. Their strongest point is their stat growth, which is good in every category and quite balanced. They are in fact the third best male class for AGI growth, and their STR, INT, and DEX are well rounded. Their weak points all come from the innate attributes of their class: no weapon preference, no magic, and mediocre resistances. Rating: C 02 Knight Generic, basic male Alignment: LN Element: N/A Stat Requirements: STR 45, VIT 44, DEX 46 Lineage: Soldier 4 -> Knight Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 9 56 92 182 272 362 497 MP 2 8 16 36 56 76 106 STR 7 17 45 115 185 255 360 VIT 5 20 40 90 140 190 265 INT 5 22 42 92 142 192 267 MEN 6 18 42 102 162 222 312 AGI 5 24 44 94 144 194 269 DEX 7 16 44 114 184 254 359 LUK 50 Bonus: None Attack: 10.5 Defense: 8.5 Magic: 8 Magic Def.: 8 Special: 12.5 Speed: 6.75 Level: 3 Species: Human Weather: +2 Indirect: Stone WT Penalty: +45 Weapon: Sword Movement: Fast, 5 panels Magic: None Special: None Resistances: P 110 A 100 F 100 E 100 W 100 V 95 B 105 Equipment: Sword, Shield, Armor, Helmet Notes: Your basic fighter for your more lawful aligned males. The best early game attacker, even better than the Berzerker. Most people think these guys pale in comparison to Berzerkers, and they do, but not by all that much. Berzerkers have the advantage in HP, VIT, and MEN, and P.RES, while Knights are better in DEX. Berzerkers' advantage is huge in the early game and diminishes somewhat as the game goes on, though they are always more useful. Knights have an advantage in that they use swords, which are almost all one handed and thus allow you to equip a shield, on top of being lighter than axes and having comparable power. They also make solid bowmen and inflict much more ranged damage than the Archer, as long as you don't weigh them down too much. Note that you are much better off if your Knights are N aligned. Not only will this make you half as vulnerable to terror, but it will also allow you to become a Dragoon, which is a much better unit for a Knight to grow up into than the Sword Master. The best element for a Knight is generally fire, as the Firedrake sword is available for Auction at Coritani and is a great weapon. Rating: B- 03 Berzerker Generic, basic male Alignment: NC Element: N/A Stat Requirements: STR 45, VIT 46, DEX 44 Lineage: Solider 4 -> Berzerker Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 10 52 92 192 292 392 542 MP 2 8 16 36 56 76 106 STR 7 17 45 115 185 255 360 VIT 6 16 40 100 160 220 310 INT 4 26 42 82 122 162 222 MEN 7 14 42 112 182 252 357 AGI 5 24 44 94 144 194 269 DEX 6 20 44 104 164 224 314 LUK 50 Bonus: None Attack: 10 Defense: 9.5 Magic: 7.5 Magic Def.: 9.5 Special: 14 Speed: 6.5 Level: 3 Species: Human Weather: +2 Indirect: Stone WT Penalty: +45 Weapon: Axe Movement: Fast, 5 panels Magic: None Special: None Resistances: P 105 A 100 F 100 E 100 W 100 V 105 B 95 Equipment: Axe, Armor, Helmet, Boots Notes: The basic fighter for your more chaotic males. Much meaner and tougher than the Knight, though he is a bit weaker in accuracy, evasiveness, and attack power. He more than makes up for it with his defense, however, as you'll find him to be very durable even with a little less armor. One small weakness is that he specializes in axes, which tend to be heavier than swords and two handed, preventing him from equipping a shield or gauntlet. Berzerkers are better off being C aligned, as they will be completely immune to terror and can become Terror Knights later on. The best element for them is Earth, since the Earth Axe is available in auctions, is the best elemental axe in terms of power to weight ratio, and has the Anti-Dragon effect. Rating: B 04 Terror Knight Generic, advanced male Alignment: C Element: N/A Stat Requirements: STR 117, VIT 114, DEX 104, KILLS 30 Lineage: Soldier 4 -> Berzerker 10 -> Terror Knight Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 10 52 92 192 292 392 542 MP 0 22 22 22 22 22 22 STR 7 17 45 115 185 255 360 VIT 7 2 30 100 170 240 345 INT 4 26 42 82 122 162 222 MEN 6 28 52 112 172 232 322 AGI 4 38 54 94 134 174 234 DEX 6 20 44 104 164 224 314 LUK 50 Bonus: -14 MP Attack: 10 Defense: 10.5 Magic: 7 Magic Def.: 10 Special: 12.5 Speed: 5.5 Level: 14 Species: Human Weather: +2 Indirect: Stone WT Penalty: +50 Weapon: Axe Movement: Fast, 5 panels Magic: None Special: Fear Effect Resistances: : P 100 A 100 F 100 E 100 W 100 V 115 B 95 Equipment: Axe, Armor, Helmet, Boots Notes: The toughest defensive normal class, and a pretty decent attacker as well. He especially shines against L characters, against whom he has the equivalent of the Anti-Dragon effect in both attack and defense. The Terror Effect is halved against N characters and ineffective against C characters. When the Terror Effect works (it can stack for multiple TK's), it is quite devastating. When it doesn't, the Terror Knight's offensive weaknesses can become apparent, as they have the worst accuracy of any fighter in the game, the worst evasiveness, and the worst WT. You might choose to raise these guys initially as Beast Tamers, for better VIT, or as Berzerkers, for better MEN and HP. Personally I like to go with Berzerkers, as it just seems more of a natural progression. Rating: A- 05 Sword Master Generic, advanced male Alignment: L Element: N/A Stat Requirements: STR 95, AGI 102, DEX 126 Lineage: Soldier 4 -> Ninja 10 -> Sword Master Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 8 60 92 172 252 332 452 MP 4 -10 6 46 86 126 186 STR 5 25 45 95 145 195 270 VIT 4 34 50 90 130 170 230 INT 6 8 32 92 152 212 302 MEN 7 4 32 102 172 242 347 AGI 7 26 54 124 194 264 369 DEX 9 -12 24 114 204 294 429 LUK 50 Bonus: None Attack: 9.5 Defense: 6.5 Magic: 9.5 Magic Def.: 7.5 Special: 13 Speed: 9.25 Level: 14 Species: Human Weather: +2 Indirect: Accuse WT Penalty: +45 Weapon: Sword Movement: Fast, 5 panels Magic: Equip 1, Witch Set Special: Attack+ Resistances: P 120 A 95 F 95 E 95 W 95 V 85 B 100 Equipment: Sword, Sword, Robe, Boots, Stun, Poison, Petrify, Charm Notes: Although some guides out there contend that these units suck, that's really just a function of not using them properly. If you're using a Sword Master as the next progression of the Knight class, raising one up as a Knight and arming him to the teeth with armor and a pair of heavy swords, you're bound to be disappointed. Raise one up as a Ninja rather than a Knight and you will have far better results. The SM's poor P.RES means armor is basically ineffective for him, so you're better off foregoing it entirely in order to maximize his speed. Watch as he smacks around heavy fighters with Attack+, and for decent damage I might add, as SM damage is only slightly worse than the Berzerker and equal to the Lizard Man. Your high AGI and insane DEX means you'll rarely take a hit from a heavy fighter unless you're attacked from behind, and with good tactics and formations that should rarely happen. Sword Masters will never miss their targets and are almost as evasive as Ninja. They're also much better with status magic than any of the mages are, since success rates for those spells are based on speed. A fire elemental Sword Master with two Firedrake Swords is a unit to be feared. Rating: A- 06 Dragoon Generic, advanced male Alignment: N Element: N/A Stat Requirements: STR 115, VIT 106, DEX 114 Lineage: Soldier 4 -> Knight 10 -> Dragoon Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 9 56 92 182 272 362 497 MP 0 22 22 22 22 22 22 STR 8 3 35 115 195 275 395 VIT 5 20 40 90 140 190 265 INT 4 36 52 92 132 172 232 MEN 5 32 52 102 152 202 277 AGI 4 38 54 94 134 174 234 DEX 8 2 34 114 194 274 394 LUK 50 Bonus: -14 MP Attack: 12 Defense: 9 Magic: 6.5 Magic Def.: 7.5 Special: 11.5 Speed: 6 Level: 14 Species: Human Weather: +2 Indirect: Stone WT Penalty: +45 Weapon: Sword Movement: Fast, 5 panels Magic: Equip 1, Valkyrie Set Special: Anti-Dragon Resistances: P 110 A 100 F 100 E 100 W 100 V 95 B 105 Equipment: Sword, Armor, Helmet, Boots, Incubus Notes: The strongest damage dealer among generic classes. Defense is decent, only slightly better than that of a Knight, but their attack power is just godly. For anything else they're not very good. They're slow and have awful WT, but their hit and evade rates aren't quite as bad as you'd expect thanks to their great DEX. They make incredible bowmen if lightly equipped as well, but they shine brightest with swords and when fighting dragons or lizard men, obviously, as the Anti-Dragon effect is quite strong. In fact, give a strong Dragoon like Jenounes the Firedrake Sword, and its Anti-Dragon effect will stack with his innate one. This combined with the matching element bonus, and the sword preference bonus will give you a preposterous +29 attack modifier bonus, which will often be enough to kill Blue Dragons with a single strike. Don't expect much out of their magic, however, as their INT is awful. I suggest giving them Incubus instead of elemental magic, as it will enable them to immobilize the occasional unit rather than just giving paltry damage. You're probably better off raising Dragoons as Knights, as this absolutely maximizes their attack power. Rating: B+ 07 Ninja Generic, basic male Alignment: LNC Element: N/A Stat Requirements: STR 45, AGI 46, DEX 44 Lineage: Soldier 4 -> Ninja Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 8 60 92 172 252 332 452 MP 3 4 16 46 76 106 151 STR 5 25 45 95 145 195 270 VIT 5 20 40 90 140 190 265 INT 5 22 42 92 142 192 267 MEN 6 18 42 102 162 222 312 AGI 8 12 44 124 204 284 404 DEX 7 16 44 114 184 254 359 LUK 50 Bonus: None Attack: 8.5 Defense: 7.5 Magic: 8 Magic Def.: 8 Special: 11.5 Speed: 9.75 Level: 3 Species: Human Weather: +2 Indirect: Shuriken WT Penalty: +35 Weapon: Claw Movement: Fast (Acrobatic) + On Water, 6 panels Magic: Equip 1, Wizard Set Special: Attack+ Resistances: P 130 A 100 F 100 E 100 W 100 V 100 B 100 Equipment: Claw, Claw, Robe, Boots, Pain, Dark Law Notes: A very interesting unit. Not the greatest damage dealer and horrible defensively, but very quick, evasive, and versatile. You don't want to go fighting heavy fighters with Ninja until you've got a few levels under your belt and have gotten your WT low, as one or two hits from a Knight or a Berzerker will make your Ninja hurt bad. What they are great at is getting behind enemy lines using their superior mobility and assassinating enemy mages. You want to avoid Archers at all costs, however, as they're accurate enough to reliably hit and easily kill your Ninja. The number one thing to remember for Ninja is minimize their WT. L Ninja are well suited to be future Sword Masters, but don't feel obligated to do this, as it's handy to have a Ninja around in the late game. Once they get past level 25 or so, they'll really start beating up on heavy fighters, who will have very little chance of hitting them. Don't count on their magic, but don't count it out either, as they can do a bit of damage with it-especially summons. Their best spells, however, are definitely Nova (success based on speed), Pain (success based on speed, max HP), and Dark Law (requires a good hit rate for max damage). Rating: B+ 08 Beast Tamer Generic, basic male Alignment: LNC Element: N/A Stat Requirements: STR 45, VIT 44, MEN 46 Lineage: Soldier 4 -> Beast Tamer Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 9 56 92 182 272 362 497 MP 0 12 12 12 12 12 12 STR 7 17 45 115 185 255 360 VIT 7 12 40 110 180 250 355 INT 4 26 42 82 122 162 222 MEN 6 28 42 102 162 222 312 AGI 5 38 44 94 144 194 269 DEX 6 20 44 104 164 224 314 LUK 50 Bonus: -4 MP Attack: 10 Defense: 10.5 Magic: 7 Magic Def.: 10 Special: 12.5 Speed: 6.5 Level: 3 Species: Human Weather: +2 Indirect: Stone WT Penalty: +45 Weapon: Whip Movement: Fast, 5 panels Magic: None Special: Beast Support Resistances: P 105 A 100 F 100 E 100 W 100 V 100 B 100 Equipment: Whip, Armor, Helmet, Boots Notes: Though they don't seem like it, these guys are very good fighters and are certainly on par with Knights and Berzerkers. They actually have better defense than even Berzerkers, though they have less HP. Their attack is solid as well, and Whips are good weapons that are powerful, lighter than spears, and keep you safe from counters. Unfortunately, they cannot skewer two adjacent enemies at once like spears can. Their Beast Support ability, while a nice bonus, is not really their main selling point, as beasts have too many limitations (extreme slowness, the fact that you can only bring up to two to any one battle) to be terribly useful. Note that the only beasts to receive his bonus are the Gryphon and the Cockatrice. Rating: B 09 Wizard Generic, basic male Alignment: NC Element: N/A Stat Requirements: MP 16, INT 44, MEN 42 Soldier 4 -> Wizard Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 6 68 92 152 212 272 362 MP 6 10 34 94 154 214 304 STR 4 29 45 85 125 165 225 VIT 3 28 40 70 100 130 175 INT 8 17 49 129 209 289 409 MEN 7 20 48 118 188 258 363 AGI 5 24 44 94 144 194 269 DEX 5 24 44 94 144 194 269 LUK 50 Bonus: +18 MP, +7 INT, +6 MEN Attack: 6.5 Defense: 5 Magic: 11.5 Magic Def.: 6.5 Special: 12.5 Speed: 6.25 Level: 3 Species: Human Weather: +2 Indirect: Stone WT Penalty: +50 Weapon: None Movement: Slow, 5 panels Magic: Equip 3, Wizard Set Special: None Resistances: P 125 A 95 F 95 E 95 W 95 V 95 B 95 Equipment: Staff, Staff, Ring, Robe, Attack Magic, Summons, Incubus Notes: The basic male offensive spellcaster. If you are serious about attack magic early in the game, they are the only real option. Solid INT growth, but not as great as the Siren, though they have better physical stats. As you'd expect, they're horrendous physical fighters and are very fragile, dying in one hit to the big time attackers later in the game. One strength that most people don't realize is that while their AGI and DEX growth is mediocre, their equipment is usually so light that they are reasonably quick and have a decent chance of dodging some attacks. As spells go, it's best to equip the attack spell of your element. AcidRain is my favorite, despite its high MP cost, because it causes an added effect and because you don't have to see it animate 78 billion times with every casting. If you're using high end attack spells or summons, it'd be wise to use an MP restoring item at the start of battle so you can cast it freely. For backup spells you should consider Incubus Rating: B- 0A Warlock Generic, advanced male Alignment: LN Element: N/A Stat Requirements: MP 84, INT 124, MEN 112 Lineage: Soldier 4 -> Wizard 10 -> Warlock Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 6 68 92 152 212 272 362 MP 8 -18 14 94 174 254 374 STR 4 29 45 85 125 165 225 VIT 2 42 50 70 90 110 140 INT 7 24 52 122 192 262 367 MEN 9 -14 22 112 202 292 427 AGI 4 38 54 94 134 174 234 DEX 4 38 54 94 134 174 234 LUK 50 Bonus: +18 MP Attack: 6 Defense: 4 Magic: 11 Magic Def.: 6.5 Special: 15.5 Speed: 6 Level: 14 Species: Human Weather: +2 Indirect: Stone WT Penalty: +55 Weapon: None
Movement: Slow, 5 panels Magic: Equip 3, Warlock Set Special: Golem Support Resistances: P 105 A 90 F 90 E 90 W 90 V 90 B 90 Equipment: Staff, Staff, Ring, Robe, Drakonite Magic, HealRain, Charge Notes: A strange class that must be used in a particular way to be effective. They have the worst stat growth of any class and their stat growth is horribly suited to what they do. They're supposed to be the elite support mage, but success rates for those spells are based on speed and the Warlock is the slowest support magic user in the game. They also have the ability to use Drakonite Magic, which makes them much more powerful and they are actually well suited to use it. They're also the best unit at using special attacks such as WindShot, Glowball, etc. Their main strength is that their class has insanely good innate attributes. Their P.RES is the same as a Berzerker, and their resistances to other elements are very good. They are thus ideal for leveling as another class and switching to Warlock for battle. Many people like to make Denim a Warlock in chapter 4, as he can take advantage of the class' innate attributes while keeping his permanent Lord stat growth, making him formidable indeed. Their Giant support ability is gravy, but not very useful since Golems are horrible and Cyclops are unavailable until late game. Also, you can only bring up to L sized units into any battle. Rating: C- 0B Exorcist Generic, advanced male Alignment: L Element: N/A Stat Requirements: VIT 44, INT 42, MEN 44 Lineage: Soldier 4 -> Exorcist Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 7 64 92 162 232 302 407 MP 7 -12 16 86 156 226 331 STR 4 29 45 85 125 165 225 VIT 5 20 40 90 140 190 265 INT 8 10 42 122 202 282 402 MEN 6 18 42 102 162 222 312 AGI 4 28 44 84 124 164 224 DEX 5 24 44 94 144 194 269 LUK 50 Bonus: None Attack: 6.5 Defense: 7 Magic: 11 Magic Def.: 8 Special: 11 Speed: 5.25 Level: 8 Species: Human Weather: +2 Indirect: Stone WT Penalty: +50 Weapon: None Movement: Slow, 5 panels Magic: Equip 3, Exorcist Set Special: None Resistances: P 120 A 100 F 100 E 100 W 100 V 60 B 115 Equipment: Staff, Ring, Robe, MP Item Notes: A specialist who is good at what he does. Actually has some nice little advantages, as he is more durable than any other mage and has a decent hit rate with his Exorcism spell, whose success rate is based on speed. The Exorcist spell set is quite versatile, featuring LightBow for attacking, Heal for defensive purposes, and Exorcism for the undead. They are also the only generic class that can use the awesome Starion spell. Note than you can do very good damage with LightBow to evil units like Terror Knights. Overall it's indispensable having one around, but more than one are not needed, so Presance should be enough to fulfill all your exorcising needs. Rating: B 0C Lich Generic, transmigrated male or female Alignment: LNC Element: N/A Stat Requirements: MP 114, INT 162, MEN 147 Lineage: Soldier 4 -> Wizard 15 -> LichGrowth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 5 87 107 157 207 257 332 MP 8 -38 -6 74 154 234 354 STR 2 67 75 95 115 135 165 VIT 2 47 55 75 95 115 145 INT 8 10 42 122 202 282 402 MEN 8 -5 27 107 187 267 387 AGI 4 43 59 99 139 179 239 DEX 4 43 59 99 139 179 239 LUK 50 Bonus: +8 MP Attack: 3 Defense: 3 Magic: 12 Magic Def.: 6 Special: 13 Speed: 5 Level: 20 Species: Human Weather: +2 Indirect: Stone WT Penalty: +50 Weapon: None Movement: Slow, 5 panels Magic: Equip 3, Lich Set Special: None Resistances: P 65 A 70 F 70 E 70 W 70 V 85 B 85 Equipment: Staff, Staff, Ring, Robe, Summons, HealRain, Charge Notes: The ultimate generic offensive spellcaster. Can't use Virtue magic and has slightly worse raw magic power than the Siren, but has some great fringe benefits. Note that they are not actually undead, as they can't be exorcised and can be healed by normal means. They have horrible physical stats, but they have good defense because their RES values are amazing. They also make decent warriors if you turn a fighter unit into a Lich, as you can skimp on the armor because of their P.RES and be very speedy as a result, plus you can equip spells, but you'll get worse as you level up due to the Lich's awful growth. Rating: A 0D Gunner Generic, advanced male Alignment: N Element: N/A Stat Requirements: STR 120, AGI 164, DEX 150 Lineage: Soldier 4 -> Ninja 15 -> Gunner Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 7 79 107 177 247 317 422 MP 0 0 0 0 0 0 0 STR 5 25 45 95 145 195 270 VIT 4 39 55 95 135 175 235 INT 5 22 42 92 142 192 267 MEN 5 37 57 107 157 207 282 AGI 7 31 59 129 199 269 374 DEX 7 16 44 114 184 254 359 LUK 50 Bonus: None Attack: 8.5 Defense: 6.5 Magic: 7.5 Magic Def.: 6.5 Special: 10 Speed: 8.75 Level: 20 Species: Human Weather: 0 Indirect: Stone WT Penalty: +75 Weapon: Gun Movement: Fast, 5 panels Magic: None Special: Gunnery Resistances: P 135 A 130 F 130 E 130 W 130 V 130 B 130 Bonus: -61 MP Equipment: Gun, Armor, Helmet, Boots Notes: Another very interesting unit. The worst RES values in the game, and horrible defense in general. Not that much an issue, since guns have infinite range and they never really need to be in harm's way. They also have the worst WT penalty in the game but their high AGI tends to mitigate that somewhat. Gun damage is good, and in idiotic RPG tradition it's based your physical attack power. For this reason, a Dragoon turned Gunner will rule the battlefield. If you're serious about creating generic Gunners though, I would advise you to use Ninja. Hit rate on guns is more important than raw damage IMO, since you'll almost always be shooting at the enemy's front. Rating: B 0E Amazon Generic, basic female Alignment: LNC Element: N/A Stat Requirements: None Lineage: N/A Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 8 58 90 170 250 330 450 MP 4 0 16 56 96 136 196 STR 6 20 44 104 164 224 314 VIT 5 20 40 90 140 190 265 INT 6 18 42 102 162 222 312 MEN 6 17 41 101 161 221 311 AGI 6 20 44 104 164 224 314 DEX 6 22 46 106 166 226 316 LUK 50 Bonus: None. -2 HP, -1 STR, -1 MEN, +2 DEX vs. Soldier Attack: 9 Defense: 8 Magic: 9 Magic Def.: 8 Special: 12 Speed: 7.5 Level: 1 Species: Human Weather: +4 Indirect: Stone WT Penalty: +40 Weapon: None Movement: Fast + Underwater, 5 panels Magic: NoneSpecial: None Resistances: P 115 A 100 F 100 E 100 W 100 V 100 B 100 Equipment: Bow, Armor, Helmet, Boots Notes: Like the Soldier, but ever so slightly better since they can enter Water and have better weather tolerance (which really always applies). They are actually a more viable option since there are fewer female classes to choose from, and they actually have the second best AGI growth, third best STR and DEX growth, and second best VIT growth among females. Rating: C+ 0F Valkyrie Generic, advanced female Alignment: LN Element: N/A Stat Requirements: STR 44, VIT 46, INT 42 Lineage: Amazon 4 -> Valkyrie Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 9 54 90 180 270 360 495 MP 3 0 16 46 76 106 151 STR 7 16 44 114 184 254 359 VIT 5 20 40 90 140 190 265 INT 7 14 42 112 182 252 357 MEN 6 17 41 101 161 221 311 AGI 5 24 44 94 144 194 269 DEX 6 22 46 106 166 226 316 LUK 50 Bonus: None Attack: 10 Defense: 8.5 Magic: 10 Magic Def.: 8 Special: 12.5 Speed: 6.5 Level: 3 Species: Human Weather: +4 Indirect: Stone WT Penalty: +45 Weapon: Spear Movement: Fast + Underwater, 5 panels Magic: Equip 2, Valkyrie Set Special: None Resistances: P 110 A 100 F 100 E 100 W 100 V 95 B 105 Equipment: Spear, Armor, Helmet, Ring, Attack Magic, Incubus Notes: A very versatile and strong class. They have the attack power and speed of Berzerkers with the defense of Knights (although the fact that all spears are two handed means they can't use shields). On top of that, they are pretty strong magic users and can equip two spells (I suggest your elemtental spell and Incubus). Spears are great weapons and will offset the Valk's mediocre defense by keeping you safe from most counters. Overall, a great unit with power and versatility. The best spear is the fire elemental Ignis spear, and the best alignment is N because there is no benefit to being L (other than the chance to turn into an Angel Knight) and being N reduces your susceptibility to terror. Rating: B+ 10 Archer Generic, basic female Alignment: NC Element: N/A Stat Requirements: None Lineage: Amazon 4 -> Archer Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 8 58 90 170 250 330 450 MP 3 4 16 46 76 106 151 STR 5 24 44 94 144 194 269 VIT 6 16 40 100 160 220 310 INT 5 22 42 92 142 192 267 MEN 6 17 41 101 161 221 311 AGI 7 16 44 114 184 254 359 DEX 8 15 47 127 207 287 407 LUK 50 Bonus: +1 DEX Attack: 9 Defense: 8.5 Magic: 8 Magic Def.: 9 Special: 11.5 Speed: 9 Level: 3 Species: Human Weather: +4 Indirect: Stone WT Penalty: +35 Weapon: Bow Movement: Fast + Underwater, 5 panels Magic: None Special: None Resistances: P 110 A 100 F 100 E 100 W 100 V 100 B 95 Equipment: Bow, Armor, Helmet, Boots Notes: The overpowered basic unit of TO. The Archer inexplicably has the best VIT growth of any female class, and has the physical defense of a Knight with even better magic defense (though they can't use shields with most of their bows). The fact that Archers don't need to be in the front lines, combined with their ludicrous defense and great evasion, means that they'll never die. Archers are also really fast, and their AGI and DEX keep their hit rates very high. Their attack power is average but good enough that they can do big damage with their bows and even kill some mages in one shot. Overall one of the most dominant and easy to acquire units in TO. Has a +1 DEX bonus over other generics. Rating: A 11 Dragon Tamer Generic, advanced female Alignment: LNC Element: N/A Stat Requirements: HP 180, STR 115, MEN 103 Lineage: Amazon 4 -> Valkyrie 10 -> Dragon Tamer Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 9 54 90 180 270 360 495 MP 2 18 26 46 66 86 116 STR 7 16 44 114 184 254 359 VIT 3 48 60 90 120 150 195 INT 6 28 52 112 172 232 322 MEN 7 3 31 101 171 241 346 AGI 5 24 44 94 144 194 269 DEX 7 8 36 106 176 246 351 LUK 50 Bonus: None Attack: 10.5 Defense: 6.5 Magic: 9.5 Magic Def.: 6.5 Special: 14 Speed: 6.75 Level: 14 Species: Human Weather: +4 Indirect: Stone WT Penalty: +45 Weapon: Sword Movement: Fast + Underwater, 5 panels Magic: Equip 1, Valkyrie Set Special: Dragon Support Resistances: P 110 A 100 F 100 E 100 W 100 V 100 B 100 Equipment: Sword, Armor, Helmet, Ring, Attack Magic Notes: This unit frustrates me. It has higher level requirements than the Valkyrie, but is pretty much worse in every way. They have 1 DEX point and 1 MEN point over the Valkyrie, but this comes at the cost of 1 MP, 1 INT, and a whopping 2 VIT. This means that while they hit a bit harder with their swords, they are much worse in close range fighting since they don't have spears to protect them from counters and they have horrific defense. They are also worse at casting spells than the Valkyrie and can equip one less. They are a wee bit more accurate and evasive than Valkyries, but this doesn't make up for their huge drawbacks. The only real strong point I can think of is that they're the best female unit at using special abilities. Their Dragon Support ability is actually handy, because dragons are the best monsters in general, but they suffer from the limitation that you can only bring 2 to a battle at once. You can remedy this, however, by using Lizard Men, who are pretty tough S size dragon units. A group of C aligned Lizard men with a Dragon Tamer can beat up Terror Knights good. An overall poorly designed unit that you'll rarely find reason to use. Rating: D 12 Siren Generic, advanced female Alignment: LN Element: N/A Stat Requirements: MP 36, INT 75, MEN 71 Lineage: Amazon 4 -> Cleric 10 -> Siren Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 5 85 105 155 205 255 330 MP 7 -17 11 81 151 221 326 STR 4 38 54 94 134 174 234 VIT 3 38 50 80 110 140 185 INT 9 -1 35 125 215 305 440 MEN 7 14 42 112 182 252 357 AGI 4 38 54 94 134 174 234 DEX 5 31 51 101 151 201 276 LUK 50 Bonus: -5 HP, +15 MP, +3 INT, +1 MEN, +15 DEX Attack: 6.5 Defense: 5 Magic: 12.5 Magic Def.: 6.5 Special: 12.5 Speed: 5.25 Level: 8 Species: Human Weather: +2 Indirect: Stone WT Penalty: +55 Weapon: Fan Movement: Slow, 5 panels Magic: Equip 3, Wizard Set Special: None Resistances: P 120 A 100 F 100 E 100 W 100 V 80 B 80 Equipment: Fan, Staff, Ring, Robe, Attack Magic, Summons, Incubus Notes: Identical to a Wizard except she trades 1 HP for 1 MP (bad), 1 AGI for 1 INT (probably good), has slightly worse RES values and a worse WT penalty. She is the most powerful generic attack mage, and she's the only mage with a weapon specialty. There is only one fan in the game, and it is pretty handy as it can charm the target and thus prevent a counter. Unfortunately it gives no INT boost, so you may want to go with a staff anyway. Rating: B 13 Witch Generic, basic female Alignment: NC Element: N/A Stat Requirements: MP 16, INT 45, MEN 41 Lineage: Amazon 4 -> Witch Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 6 66 90 150 210 270 360 MP 6 10 34 94 154 214 304 STR 4 28 44 84 124 164 224 VIT 4 24 40 80 120 160 220 INT 7 20 48 118 188 258 363 MEN 8 16 48 128 208 288 408 AGI 5 24 44 94 144 194 269 DEX 5 26 46 96 146 196 271 LUK 50 Bonus: +18 MP, +6 INT, +7 MEN Attack: 6.5 Defense: 6 Magic: 11 Magic Def.: 8 Special: 14 Speed: 6.25 Level: 3 Species: Human Weather: +2 Indirect: Stone WT Penalty: +50 Weapon: None Movement: Fast, 5 panels Magic: Equip 3, Witch Set Special: None Resistances: P 125 A 95 F 95 E 95 W 95 V 100 B 90 Equipment: Staff, Ring, Robe, MP Item, Support Magic Notes: A bit like the Warlock in that her class is better than her stats, though it's not as pronounced in this case. She is better than the Warlock at hitting with support magic, and in fact has the best physical stats of any mage except maybe the Exorcist, as well as being the only one with the Fast movement type. Note that a Witch raised with Archer level-ups is better than a normal Witch in almost every way, as it makes her spells much more accurate. Rating: B- 14 Cleric Generic, basic female Alignment: LN Element: N/A Stat Requirements: MP 16, INT 42, MEN 41 Lineage: Amazon 4 -> Cleric Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 7 66 90 160 230 300 405 MP 5 10 30 80 130 180 255 STR 5 28 44 94 144 194 269 VIT 4 24 40 80 120 160 220 INT 8 20 49 129 209 289 409 MEN 7 19 47 117 187 257 362 AGI 5 24 44 94 144 194 269 DEX 4 26 46 86 126 166 236 LUK 50 Bonus: +14 MP, +7 INT, +6 MEN Attack: 7 Defense: 6.5 Magic: 11.5 Magic Def.: 7.5 Special: 13 Speed: 6 Level: 3 Species: Human Weather: +2 Indirect: Stone WT Penalty: +5 Weapon: None Movement: Slow, 5 panels Magic: Equip 3, Cleric Set Special: None Resistances: P 125 A 95 F 95 E 95 W 95 V 90 B 100 Equipment: Staff, Staff, Robe, Ring, Heal+, Heal All, Vitalize Notes: An indispensable healing unit. If you don't use Revivify, like I don't, then she's pretty much better than the Priest in every way because she can use Heal+ as well as Heal All. Note that she's much better off being L aligned as this gives her a sizable bonus to her healing. For tough battles, you may want to have her use an MP restoring item as her first action to make sure her MP holds up. Rating: B+ 15 Priest Generic, advanced female Alignment: L Element: N/A Stat Requirements: MP 70, INT 125, MEN 110 Lineage: Amazon 4 -> Cleric 10 -> Priest Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 6 76 100 160 220 280 370 MP 7 -18 10 80 150 220 325 STR 4 38 54 94 134 174 234 VIT 3 38 50 80 110 140 185 INT 9 4 40 130 220 310 445 MEN 7 19 47 117 187 257 362 AGI 4 38 54 94 134 174 234 DEX 5 16 36 86 136 186 261 LUK 50 Bonus: +14 MP, +8 INT, +6 MEN Attack: 7 Defense: 6.5 Magic: 11.5 Magic Def.: 7.5 Special: 13 Speed: 6 Level: 3 Species: Human Weather: +2 Indirect: Stone WT Penalty: +55 Weapon: None Movement: Slow, 5 panels Magic: Equip 3, Cleric Set Special: None Resistances: P 130 A 90 F 90 E 90 W 90 V 70 B 115 Equipment: Staff, Robe, Ring, MP Item, Heal All, Vitalize, Revivify Notes: Basically a Cleric who for some reason can't use Heal+, but can use Revivify and LightBow. She has worse physical stats in exchange for better INT, which really only counts for Heal and LightBow. If you don't use Revivifiy, there's not much of a reason to use this unit, though LightBow can get really powerful is used on a dark enemy unit. +14 MP, -2 INT, and +6 MEN over other generics. Rating: B 16 Angel Knight Generic, transmigrated female Alignment: L Element: N/A Stat Requirements: MP 92, STR 135, VIT 122, INT 144, MEN 119, AGI 122, DEX 124 Lineage: Angel Knight Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 9 54 90 180 270 360 495 MP 6 0 24 84 144 204 294 STR 8 -1 31 111 191 271 391 VIT 5 20 40 90 140 190 265 INT 8 8 40 120 200 280 400 MEN 6 17 41 101 161 221 311 AGI 6 20 44 104 164 224 314 DEX 6 22 46 106 166 226 316 LUK 50 Bonus: None Attack: 11 Defense: 9 Magic: 11 Magic Def.: 8 Special: 13 Speed: 7.5 Level: 20 Species: Human Weather: 0 Indirect: Stone WT Penalty: +45 Weapon: Spear Movement: Fly, 6 panels Magic: Equip 1, Exorcist Set Special: SadSong, CalmSong Resistances: P 100 A 100 F 100 E 100 W 100 V 50 B 125 Equipment: Spear, Armor, Helmet, Ring, Heal, Exorcism, LightBow Notes: An outstanding and versatile fighter. Great attack power, great defense, pretty good speed for a fighter, and great magic and special skills. On top of that, you get 6 move and flight. Their attack power is between the Knight and Dragoon, and spear usage means you won't be countered. They're the only generic heavy fighter with 6 AGI growth, and their magic power is identical to that of an Exorcist. In fact, they could replace Exorcists completely if it weren't for the fact that they only have 1 spell slot. For most battles I recommend using Heal. Their special abilities are also handy, as they have the ability to heal undead (useless) and lower enemy MP (very useful). The best generic fighter in the game. Rating: A 17 Faerie Generic, demi-human female Alignment: LNC Element: N/A Stat Requirements: None Lineage: Faerie Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 6 72 96 156 216 276 366 MP 0 0 0 0 0 0 0 STR 4 34 50 90 130 170 230 VIT 3 34 46 76 106 136 181 INT 4 32 48 88 128 168 228 MEN 8 3 35 115 195 275 395 AGI 7 13 41 111 181 251 356 DEX 8 8 40 120 200 280 400 LUK 50 Bonus: None Attack: 8 Defense: 5 Magic: 8 Magic Def.: 7 Special: 14 Speed: 9 Level: 3 Species: Human Weather: 0 Indirect: Stone WT Penalty: +30 Weapon: None Movement: Fly + Float, 5 panels Magic: None Special: CuteKiss, DeepKiss (L10), HolyBolt (L20) Resistances: P 125 A 90 F 90 E 90 W 90 V 90 B 90 Equipment: Robe, Boots, Necklace, Orb Notes: Another interesting unit. Her attack and defense are poor, but she is One of the fastest units in the game and has great special abilities. CuteKiss heals a bit of HP and restores status, HolyBolt does holy damage and exorcises undead, and DeepKiss acts as a free casting of Paradigm. DeepKiss, if abused correctly by multiple Faeries, makes them game-breakingly powerful, especially combined with the Charge spell and Dragon Magic, as you can basically have a never-ending turn. My rating assumes you like fun and challenge in your SRPGs, and so doesn't account for abusing this trick. Rating: C+ 18 Gremlin Generic, demi-human male Alignment: LNC Element: N/A Stat Requirements: None Lineage: Gremlin Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 6 58 82 142 202 262 352 MP 0 0 0 0 0 0 0 STR 7 22 50 120 190 260 365 VIT 2 38 46 66 86 106 136 INT 4 32 48 88 128 168 228 MEN 3 23 35 65 95 125 170 AGI 8 9 41 121 201 281 401 DEX 9 4 40 130 220 310 445 LUK 50 Bonus: None Attack: 11.5 Defense: 5.5 Magic: 5.5 Magic Def.: 3.5 Special: 8 Speed: 10.25 Level: 3 Species: Human Weather: 0 Indirect: Stone WT Penalty: +45 Weapon: None Movement: Fly + Float, 5 panels Magic: None Special: CuteKiss, DeepKiss (L10), Abyss (L20) Resistances: P 115 A 100 F 100 E 100 W 100 V 125 B 75 Equipment: Spear, Robe, Boots, Necklace Notes: No unit in the game, barring maybe the Death Templar, matches the Gremlin's combination of power and speed. They are the single fastest class, and their attack ranks just under the Dragoon and Death Templar. Abyss is an incredibly powerful 2 panel attack, though it'll cost you half your HP upon use. CuteKiss and DeepKiss can also be used as uncounterable, though weak, clos range attacks that have a chance to Charm and Petrify. All this great stuff comes at the cost of horrific defense, and they'll die in one hit from any reasonably strong unit, provided said unit manages to actually hit them, which is no easy task. They're probably best off with a bow, resorting to CuteKiss and DeepKiss if a strong attacker gets too close. Fear mages as well, since Gremlins also have the worst magic defense in the game apart from maybe the Gunner. Luckily the Gremlin's mad attack power will down most mages in one shot, while his great mobility keeps him away from danger. In fact, lately I even find that Gremlins can be viable in melee combat. Try giving one a spear at high levels. Rating: A- 19 Hawk Man Generic, demi-human male Alignment: LNC Element: N/A Stat Requirements: None Lineage: Hawk Man Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 8 60 92 172 252 332 452 MP 4 0 16 56 96 136 196 STR 6 21 45 105 165 225 315 VIT 4 24 40 80 120 160 220 INT 6 18 42 102 162 222 312 MEN 6 18 42 102 162 222 312 AGI 7 20 48 118 188 258 363 DEX 7 16 44 116 186 256 361 LUK 50 Bonus: None Attack: 9.5 Defense: 7 Magic: 9 Magic Def.: 7 Special: 12 Speed: 8.75 Level: 3 Species: Human Weather: 0 Indirect: Stone WT Penalty: +40 Weapon: Axe Movement: Fly, 6 panels Magic: None Special: None Resistances: P 120 A 100 F 100 E 100 W 100 V 100 B 100 Equipment: Axe, Armor, Helmet, Boots Notes: A versatile unit which does not really specialize in any one thing. They make excellent bowmen with their flight, mobility, near-Archer speed, and solid attack power. They prefer axes however, which would suggest he is intended to be a melee unit. The Hawk Man is actually not as bad as you'd think in melee combat, though he is a somewhat risky unit to use. His defense is awful, but his attack is as powerful and much more accurate than that of the Lizard Man, while he is faster and more evasive as well. Keeping WT low is essential, so a melee Hawk Man should probably wear very light armor or forego it entirely. Really though any Hawk Man you have will be almost completely outclassed by Canopus. Suggested element is Earth for the melee Hawk Man, and Water for a ranged one (since you will almost always give the Light bow to Aloser or Sara). Rating: B 1A Lizard Man Generic, demi-human male Alignment: LNC Element: N/A Stat Requirements: None Lineage: Lizard Man Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 9 64 100 190 280 370 505 MP 0 0 0 0 0 0 0 STR 7 20 48 118 188 258 363 VIT 6 20 44 104 164 224 314 INT 3 22 34 64 94 124 169 MEN 6 18 42 102 162 222 312 AGI 6 24 48 108 168 228 318 DEX 5 16 36 86 136 186 261 LUK 50 Bonus: None Attack: 9.5 Defense: 9.5 Magic: 6 Magic Def.: 9 Special: 12.5 Speed: 7.25 Level: 3 Species: Dragon Weather: 4 Indirect: Stone WT Penalty: +45 Weapon: Hammer Movement: Fast + Underwater, 5 panels Magic: None Special: None Resistances: P 105 A 110 F 110 E 110 W 110 V 110 B 10 Equipment: Hammer, Armor, Helmet, Boots Notes: An overlooked but pretty good heavy fighter unit who can more than hold his own among the Knights and Berzerkers of the world. They are Dragon species, so they should fear Dragoons but hang out with any Dragon Tamers you're crazy enough to use. Attack power is actually not that great due to weak DEX, and is in fact only equivalent to that of a Sword Master using 1 sword. Defense, however, is equal to the Berzerker and coupled with more AGI for better evasiveness and hit rate. Lizard Man is the only generic unit other than the Angel Knight who has at least 7 STR and 6 AGI gain at level-up. Earth and Water are the best elements for this unit, as Barbas' Earth hammer is the best elemental hammer, while the Aqua Hammer is available earliest and is the lightest. Rating: B+ 1B Pumpkin Head Generic, demi-human male Alignment: LNC Element: N/A Stat Requirements: None Lineage: Pumpkin Head Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 5 76 96 146 196 246 321 MP 0 0 0 0 0 0 0 STR 4 34 50 90 130 170 210 VIT 8 14 46 126 206 286 406 INT 3 36 48 78 108 138 168 MEN 8 3 35 115 195 275 395 AGI 5 21 41 91 141 191 266 DEX 5 20 40 90 140 190 265 LUK 50 Bonus: None Attack: 6.5 Defense: 10 Magic: 7 Magic Def.: 12 Special: 14 Speed: 6.25 Level: 3 Species: Human Weather: 2 Indirect: Stone WT Penalty: +45 Weapon: None Movement: Fast, 5 panels Magic: None Special: Pumpkin, Squash-X, YasaiWar Resistances: P 110 A 95 F 95 E 95 W 95 V 95 B 84 Equipment: Shield, Shield, Armor, Helmet Notes: Rating: 1C Skeleton Generic, undead male or female Alignment: LNC Element: N/A Stat Requirements: None Lineage: Soldier 5 -> Skeleton Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 7 64 92 162 232 302 407 MP 0 0 0 0 0 0 0 STR 6 21 45 105 165 225 315 VIT 4 24 40 80 120 160 220 INT 5 22 42 92 142 192 267 MEN 5 22 42 92 142 192 267 AGI 7 16 44 114 184 254 359 DEX 5 24 44 94 144 194 269 LUK 50 Bonus: None Attack: 8.5 Defense: 7 Magic: 7.5 Magic Def.: 6.5 Special: 10.5 Speed: 8.25 Level: 3 Species: Human Weather: 2 Indirect: Stone WT Penalty: +40 Weapon: None Movement: Fast, 5 panels Magic: None Special: Undead Resistances: P 110 A 100 F 100 E 100 W 100 V 125 B 75 Equipment: Hammer, Armor, Helmet, Boots Notes: Rating: 1D Ghost Generic, undead male or female Alignment: LNC Element: N/A Stat Requirements: None Lineage: Soldier 5 -> Ghost Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 7 64 92 162 232 302 407 MP 5 10 30 80 130 180 255 STR 4 29 45 85 125 165 225 VIT 3 28 40 70 100 130 175 INT 7 20 48 118 188 258 363 MEN 7 20 48 118 188 258 363 AGI 5 24 44 94 144 194 269 DEX 5 24 44 94 144 194 269 LUK 50 Bonus: +14 MP, +6 INT, +6 INT Attack: 6.5 Defense: 5 Magic: 10.5 Magic Def.: 6.5 Special: 12.5 Speed: 6.25 Level: 3 Species: Human Weather: 4 Indirect: Stone WT Penalty: +45 Weapon: None Movement: Warp + Float, 5 panels Magic: Equip 1, Wizard Set Special: Undead Resistances: P 65 A 110 F 110 E 110 W 110 V 135 B 85 Equipment: Staff, Staff, Robe, Ring Notes: Rating: 1E Templar Knight Generic, enemy only male Alignment: LNC Element: N/A Stat Requirements: None Lineage: Soldier 5 -> Skeleton Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 10 52 92 192 292 392 542 MP 7 0 0 0 0 0 0 STR 6 31 55 115 175 235 325 VIT 5 28 48 98 148 198 273 INT 6 28 52 112 172 232 322 MEN 6 28 52 112 172 232 322 AGI 6 30 54 114 174 234 324 DEX 6 30 54 114 174 234 324 LUK 50 Bonus: None Attack: 9 Defense: 8 Magic: 9 Magic Def.: 8 Special: 12 Speed: 7.5 Level: 3 Species: Human Weather: 2 Indirect: Stone WT Penalty: +45 Weapon: Sword Movement: Fast, 5 panels Magic: Equip 3, Full Set Special: Undead Resistances: P 105 A 95 F 95 E 95 W 95 V 90 B 90 Equipment: Sword, Shield, Armor, Helmet Notes: Rating: 1F Thunder Dragon Generic, basic dragon Alignment: LNC Element: Wind Stat Requirements: None Lineage: Dragon Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 10 60 100 200 300 400 550 MP 0 0 0 0 0 0 0 STR 10 23 63 163 263 363 513 VIT 5 25 45 95 145 195 270 INT 4 26 42 82 122 162 222 MEN 7 23 51 121 191 261 366 AGI 3 28 40 70 100 130 175DEX 3 22 34 64 94 124 169 LUK 50 Bonus: None Attack: 11.5 Defense: 10 Magic: 7.5 Magic Def.: 8.5 Special: 15.5 Speed: 3.75 Level: 3 Species: Dragon Weather: 4 Indirect: None WT Penalty: +90 Weapon: None Movement: Slow, 5 panels Magic: None Special: Thunder Breath Resistances: P 100 A 75 F 105 E 105 W 105 V 105 B 105 Equipment: Bag Items Notes: Rating: 20 Red Dragon Generic, basic dragon Alignment: LNC Element: Fire Stat Requirements: None Lineage: Dragon Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 10 60 100 200 300 400 550 MP 0 0 0 0 0 0 0 STR 10 23 63 163 263 363 513 VIT 5 25 45 95 145 195 270 INT 4 26 42 82 122 162 222 MEN 7 23 51 121 191 261 366 AGI 3 28 40 70 100 130 175 DEX 3 22 34 64 94 124 169 LUK 50 Bonus: None Attack: 11.5 Defense: 10 Magic: 7.5 Magic Def.: 8.5 Special: 15.5 Speed: 3.75 Level: 3 Species: Dragon Weather: 4 Indirect: None WT Penalty: +90 Weapon: None Movement: Slow, 5 panels Magic: None Special: Fire Breath Resistances: P 100 A 105 F 75 E 105 W 105 V 105 B 105 Equipment: Bag Items Notes: Rating: 21 Earth Dragon Generic, basic dragon Alignment: LNC Element: Earth Stat Requirements: None Lineage: Dragon Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 10 60 100 200 300 400 550 MP 0 0 0 0 0 0 0 STR 10 23 63 163 263 363 513 VIT 5 25 45 95 145 195 270 INT 4 26 42 82 122 162 222 MEN 7 23 51 121 191 261 366 AGI 3 28 40 70 100 130 175 DEX 3 22 34 64 94 124 169 LUK 50 Bonus: None Attack: 11.5 Defense: 10 Magic: 7.5 Magic Def.: 8.5 Special: 15.5 Speed: 3.75 Level: 3 Species: Dragon Weather: 4 Indirect: None WT Penalty: +90 Weapon: None Movement: Slow, 5 panels Magic: None Special: Poison Breath Resistances: P 100 A 105 F 105 E 75 W 105 V 105 B 105 Equipment: Bag Items Notes: Rating: 22 Blue Dragon Generic, basic dragon Alignment: LNC Element: WaterStat Requirements: None Lineage: Dragon Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 10 60 100 200 300 400 550 MP 0 0 0 0 0 0 0 STR 10 23 63 163 263 363 513 VIT 5 25 45 95 145 195 270 INT 4 26 42 82 122 162 222 MEN 7 23 51 121 191 261 366 AGI 3 28 40 70 100 130 175 DEX 3 22 34 64 94 124 169 LUK 50 Bonus: None Attack: 11.5 Defense: 10 Magic: 7.5 Magic Def.: 8.5 Special: 15.5 Speed: 3.75 Level: 3 Species: Dragon Weather: 4 Indirect: None WT Penalty: +90 Weapon: None Movement: Slow, 5 panels Magic: None Special: Ice Breath Resistances: P 100 A 105 F 105 E 105 W 75 V 105 B 105 Equipment: Bag Items Notes: Rating: 23 White Dragon Generic, intermediate dragon Alignment: LN Element: N/A Stat Requirements: HP 170, STR 133, VIT 90, DEX 55 Lineage: Dragon 11 -> White Dragon Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 10 60 100 200 300 400 550 MP 0 0 0 0 0 0 0 STR 10 23 63 163 263 363 513 VIT 6 14 38 98 158 218 308 INT 4 26 42 82 122 162 222 MEN 6 347 58 118 178 238 328 AGI 3 28 40 70 100 130 175 DEX 4 11 27 67 107 147 207 LUK 50 Bonus: None Attack: 12 Defense: 11 Magic: 7 Magic Def.: 9 Special: 14 Speed: 4 Level: 8 Species: Dragon Weather: 4 Indirect: None WT Penalty: +100 Weapon: None Movement: Slow, 5 panels Magic: None Special: Breath of unit's own element Resistances: P 95 A 100 F 100 E 100 W 100 V 95 B 105 Equipment: Bag Items Notes: Rating: 24 Holy Dragon Generic, advanced dragon Alignment: L Element: N/A Stat Requirements: HP 270, STR 233, VIT 161, DEX 95 Lineage: Dragon 11 -> White Dragon 11 -> Holy Dragon Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 11 39 83 193 303 413 578 MP 0 0 0 0 0 0 0 STR 10 23 63 163 263 363 513 VIT 7 -7 21 91 161 231 336 INT 4 26 42 82 122 162 222 MEN 6 34 58 118 178 238 328 AGI 3 28 40 70 100 130 175 DEX 6 -31 -7 53 113 173 263 LUK 50 Bonus: None Attack: 13 Defense: 12 Magic: 7 Magic Def.: 10 Special: 14.5 Speed: 4.5 Level: 14 Species: Dragon Weather: 4 Indirect: None WT Penalty: +105 Weapon: None Movement: Slow, 5 panels Magic: None Special: Breath of unit's own element Resistances: P 90 A 95 F 95 E 95 W 95 V 90 B 110 Equipment: Bag Items Notes: Rating: 25 Black Dragon Generic, intermediate dragon Alignment: NC Element: N/A Stat Requirements: HP 170, STR 133, VIT 90, DEX 57, KILLS 30 Lineage: Dragon 11 -> Black Dragon Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 10 60 100 200 300 400 550 MP 0 0 0 0 0 0 0 STR 9 34 70 160 250 340 475 VIT 7 3 31 101 171 241 346 INT 4 26 42 82 122 162 222 MEN 6 34 58 118 178 238 328 AGI 3 28 40 70 100 130 175 DEX 5 0 20 70 120 170 245 LUK 50 Bonus: None Attack: 11.5 Defense: 11.5 Magic: 7 Magic Def.: 10 Special: 13.5 Speed: 4 Level: 8 Species: Dragon Weather: 4 Indirect: None WT Penalty: +100 Weapon: None Movement: Slow, 5 panels Magic: None Special: Toxic Breath Resistances: P 95 A 100 F 100 E 100 W 100 V 105 B 95 Equipment: Bag Items Notes: Rating: 26 Tiamat Generic, advanced dragon Alignment: C Element: N/A Stat Requirements: HP 270, STR 238, VIT 171, DEX 105, KILLS 40 Lineage: Dragon 11 -> White Dragon 11 -> Holy Dragon Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 11 39 83 193 303 413 578 MP 0 0 0 0 0 0 0 STR 9 34 70 160 250 340 475 VIT 8 -18 14 94 174 254 374 INT 4 26 42 82 122 162 222 MEN 6 34 58 118 178 238 328 AGI 3 28 40 70 100 130 175 DEX 7 -42 -14 56 126 196 301 LUK 50 Bonus: None Attack: 12.5 Defense: 12.5 Magic: 7 Magic Def.: 11 Special: 13.5 Speed: 4.75 Level: 14 Species: Dragon Weather: 4 Indirect: None WT Penalty: +105 Weapon: None Movement: Slow, 5 panels Magic: None Special: Toxic Breath, Fear Effect Resistances: P 90 A 95 F 95 E 95 W 95 V 110 B 90 Equipment: Bag Items Notes: Rating: 27 Gryphon Generic, monster Alignment: LNC Element: N/A Stat Requirements: None Lineage: Gryphon Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 9 64 100 190 280 370 505 MP 0 0 0 0 0 0 0 STR 9 27 63 153 243 333 468 VIT 5 34 54 104 154 204 279 INT 3 17 29 59 89 119 164 MEN 6 39 63 123 183 243 333 AGI 4 8 24 64 104 144 204 DEX 4 12 28 68 108 148 208 LUK 50 Bonus: None Attack: 11 Defense: 9.5 Magic: 6 Magic Def.: 8 Special: 13.5 Speed: 5 Level: 3 Species: Beast Weather: 0 Indirect: None WT Penalty: +85 Weapon: None Movement: Fly, 7 panels Magic: None Special: WindShot Resistances: P 110 A 105 F 105 E 105 W 105 V 105 B 105 Equipment: Bag Items Notes: Rating: 28 Cockatrice Generic, monster Alignment: LNC Element: N/A Stat Requirements: None Lineage: Cockatrice Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 10 60 100 200 300 400 550 MP 0 0 0 0 0 0 0 STR 8 31 63 143 223 303 423 VIT 5 34 54 104 154 204 279 INT 4 13 29 69 109 149 209 MEN 5 43 63 113 163 213 288 AGI 4 8 24 64 104 144 204 DEX 5 18 38 88 138 188 263 LUK 50 Bonus: None Attack: 10.5 Defense: 9 Magic: 6.5 Magic Def.: 7.5 Special: 11.5 Speed: 5.25 Level: 3 Species: Beast Weather: 0 Indirect: None WT Penalty: +80 Weapon: None Movement: Fly, 7 panels Magic: None Special: Petrify Breath Resistances: P 105 A 100 F 100 E 100 W 100 V 100 B 100 Equipment: Bag Items Notes: Rating: 29-2A Octopus Generic, monster Alignment: LNC Element: N/A Stat Requirements: None Lineage: Octopus Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 8 55 87 167 247 327 447 MP 0 0 0 0 0 0 0 STR 8 30 62 142 222 302 422 VIT 4 14 30 70 110 150 210 INT 3 15 27 57 87 117 162 MEN 9 8 44 134 224 314 449 AGI 4 7 23 63 103 143 203 DEX 4 8 24 64 104 144 204 LUK 50 Bonus: None Attack: 10 Defense: 8 Magic: 7.5 Magic Def.: 8.5 Special: 17.5 Speed: 5 Level: 3 Species: Aquatic Weather: 2 Indirect: None WT Penalty: +110 Weapon: None Movement: Slow + Underwater, 5 panels Magic: None Special: Eddy Resistances: Variation based on terrain On Land: P 120 A 125 F 125 E 125 W 125 V 125 B 125 In Water: P 65 A 85 F 85 E 85 W 85 V 85 B 85 Equipment: Bag Items Notes: Rating: 2B Golem Generic, monster Alignment: LNC Element: N/A Stat Requirements: None Lineage: GolemGrowth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 6 30 54 114 174 234 324 MP 0 0 0 0 0 0 0 STR 9 30 66 156 246 336 471 VIT 6 30 54 114 174 234 324 INT 4 17 33 73 113 153 213 MEN 7 12 40 110 180 250 355 AGI 3 10 22 52 82 112 157 DEX 3 15 27 57 87 117 162 LUK 50 Bonus: None Attack: 10.5 Defense: 10.5 Magic: 7.5 Magic Def.: 9.5 Special: 15 Speed: 3.75 Level: 3 Species: Giant Weather: 4 Indirect: None WT Penalty: +90 Weapon: None Movement: Slow, 5 panels Magic: None Special: None Resistances: P 65 A 90 F 90 E 90 W 90 V 90 B 90 Equipment: Bag Items Notes: Rating: 2C Hydra Generic, advanced dragon Alignment: LNC Element: N/A Stat Requirements: None Lineage: Hydra Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 10 60 100 200 300 400 550 MP 0 0 0 0 0 0 0 STR 10 30 70 170 270 370 520 VIT 7 0 28 98 168 238 343 INT 3 15 27 57 87 117 147 MEN 10 0 40 140 240 340 490 AGI 3 30 42 72 102 132 177 DEX 5 0 20 70 120 170 245 LUK 50 Bonus: None Attack: 12.5 Defense: 12 Magic: 8 Magic Def.: 12 Special: 20 Speed: 4.25 Level: 3 Species: Dragon Weather: 4 Indirect: None WT Penalty: +110 Weapon: None Movement: Slow, 5 panels Magic: None Special: Thunder Breath, Fire Breath, Poison Breath, Ice Breath Resistances: P 90 A 100 F 100 E 100 W 100 V 100 B 100 Equipment: Bag Items Notes: Rating: 2D Cyclops Generic, monster Alignment: LNC Element: N/A Stat Requirements: None Lineage: Cyclops Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 9 70 106 196 286 376 511 MP 0 0 0 0 0 0 0 STR 8 35 67 147 227 307 427 VIT 7 -5 23 93 163 233 338 INT 2 42 50 70 90 110 140 MEN 8 -4 28 108 188 268 388 AGI 4 5 21 61 101 141 201 DEX 4 25 41 81 121 161 221 LUK 50 Bonus: None Attack: 10 Defense: 11 Magic: 6 Magic Def.: 11 Special: 16 Speed: 5 Level: 3 Species: Giant Weather: 4 Indirect: None WT Penalty: +95 Weapon: None Movement: Fast, 5 panels Magic: None Special: Toxic Breath Resistances: P 100 A 110 F 110 E 110 W 110 V 110 B 110 Equipment: Bag Items Notes: Rating: 2E Gorgon Generic, demi-human female Alignment: LNC Element: N/A Stat Requirements: None Lineage: Gorgon Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 8 60 92 172 252 332 452 MP 0 0 0 0 0 0 0 STR 6 24 48 108 168 228 318 VIT 5 25 45 95 145 195 270 INT 6 23 47 107 167 227 317 MEN 6 22 46 106 166 226 316 AGI 7 21 49 119 189 259 364 DEX 7 23 51 121 191 261 366 LUK 50 Bonus: None Attack: 9.5 Defense: 8 Magic: 9 Magic Def.: 8 Special: 12 Speed: 8.75 Level: 3 Species: Human Weather: 4 Indirect: Stone WT Penalty: +35 Weapon: Bow Movement: Slow, 5 panels Magic: None Special: EvilEyes Resistances: P 115 A 100 F 100 E 100 W 100 V 110 B 90 Equipment: Bow, Armor, Helmet, Boots Notes: Rating: 2F Goblin Generic, demi-human male Alignment: LNC Element: N/A Stat Requirements: None Lineage: Goblin Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 8 65 97 177 257 337 457 MP 0 0 0 0 0 0 0 STR 6 26 50 110 170 230 320 VIT 5 25 45 95 145 195 270 INT 6 23 47 107 167 227 317 MEN 6 23 47 107 167 227 317 AGI 6 25 49 109 169 229 319 DEX 6 25 49 109 169 229 319 LUK 50 Bonus: None Attack: 9 Defense: 8 Magic: 9 Magic Def.: 8 Special: 12 Speed: 7.5 Level: 3 Species: Human Weather: 2 Indirect: Stone WT Penalty: +40 Weapon: Hammer Movement: Fast, 6 panels Magic: None Special: Resistances: P 105 A 95 F 95 E 95 W 95 V 110 B 90 Equipment: Hammer, Shield, Armor, Helmet Notes: Rating: 30 Beast Master Unique, Gilbert Alignment: N Element: N/A Stat Requirements: None Lineage: Soldier 5 -> Beast Master Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 9 65 101 191 281 371 506 MP 0 24 24 24 24 24 24 STR 7 24 52 122 192 262 367 VIT 7 19 47 117 187 257 362 INT 4 30 46 86 126 166 226 MEN 6 24 48 108 168 228 318 AGI 5 29 49 99 149 199 274 DEX 6 26 50 110 170 230 320 LUK 55 Bonus: +1 Level, +2 MP vs. Beast Tamer Attack: 10 Defense: 10.5 Magic: 7 Magic Def.: 10 Special: 12.5 Speed: 6.5 Level: 3 Species: Human Weather: 2 Indirect: Stone WT Penalty: +45 Weapon: Whip Movement: Fast, 5 panels Magic: None Special: Beast Support Resistances: P 105 A 100 F 100 E 100 W 100 V 100 B 100 Equipment: Whip, Armor, Helmet, Boots Notes: Rating: 31 Sorceress Generic, basic female Alignment: C Element: Fire Stat Requirements: None Lineage: Amazon 4 -> Sorceress Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 6 72 96 156 216 276 366 MP 6 16 40 100 160 220 310 STR 4 32 48 88 128 168 228 VIT 4 28 44 84 124 164 224 INT 7 21 49 119 189 259 364 MEN 8 17 49 129 209 289 409 AGI 5 29 49 99 149 199 274 DEX 5 31 51 101 151 201 276 LUK 70 Bonus: +1 Level, -6 INT, -7 MEN vs. Witch Attack: 6.5 Defense: 6 Magic: 11 Magic Def.: 8 Special: 14 Speed: 6.25 Level: 25 Species: Human Weather: +2 Indirect: Stone WT Penalty: +45 Weapon: None Movement: Fast, 5 panels Magic: Equip 3, Lich Set Special: None Resistances: P 125 A 90 F 90 E 90 W 90 V 100 B 85 Equipment: Staff, Staff, Ring, Robe, Summon Magic, Support Magic Notes: Rating: 32-33 Lord Unique, Denim Alignment: LNC Element: N/A Stat Requirements: None Lineage: Soldier -> Lord Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 9 68/65 104/101 194/191 284/281 374/371 509/506 MP 5 4/10 24/30 74/80 124/130 174/180 249/255 STR 7 27 55 125 195 265 370 VIT 6 25 49 109 169 229 319 INT 6 26 50 110 170 230 320 MEN 6 24 48 108 168 228 318 AGI 7 20 48 118 188 258 363 DEX 7 26 54 124 194 264 369 LUK 50 Bonus: None Attack: 10.5 Defense: 9.5 Magic: 9 Magic Def.: 9 Special: 12.5 Speed: 8.75 Level: 1 Species: Human Weather: +2 Indirect: Accuse WT Penalty: +35 Weapon: Sword Movement: Fast + On Water, 6 panels Magic: Equip 3, Cleric Set Special: Attack+ Resistances: P 105 A 100 F 100 E 100 W 100 V 100 B 100 Equipment: Sword, Sword, Armor, Necklace, Heal+, Heal All, Vitalize Notes: Rating: 34 Soldier Unique, Vice Alignment: N Element: N/A Stat Requirements: None Lineage: Soldier (Vice) Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 9 69 105 195 285 375 510 MP 4 5 21 71 111 151 191 STR 7 28 56 126 196 266 371 VIT 6 26 50 110 170 230 320 INT 7 27 55 125 195 265 370 MEN 7 25 53 123 193 263 368 AGI 6 23 47 107 167 227 317 DEX 7 27 55 125 195 265 370 LUK 50 Bonus: +3 AGI, +1 all other stats vs. SFC Denim Attack: 10.5 Defense: 9.5 Magic: 10.5 Magic Def.: 9.5 Special: 14 Speed: 7.75 Level: 2 Species: Human Weather: +2 Indirect: Stone WT Penalty: +50 Weapon: None Movement: Fast, 5 panels Magic: None Special: None Resistances: P 115 A 100 F 100 E 100 W 100 V 100 B 100 Equipment: Sword, Shield, Armor, Helmet Notes: Rating: 35 High Priest Unique, Kachua Alignment: N Element: N/A Stat Requirements: None Lineage: High Priest Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 8 68 100 180 260 340 460 MP 6 22 46 106 166 226 316 STR 6 28 52 112 172 232 322 VIT 5 27 47 97 147 197 272 INT 9 17 53 143 233 323 458 MEN 8 19 51 131 211 291 411 AGI 6 14 38 98 158 218 308 DEX 5 34 54 104 154 204 279 LUK 45 Bonus: None Attack: 8.5 Defense: 8 Magic: 13 Magic Def.: 9 Special: 15 Speed: 7.25 Level: 2 Species: Human Weather: +2 Indirect: Stone WT Penalty: +40 Weapon: None Movement: Slow, 5 panels Magic: Equip 3, Priest Set Special: None Resistances: P 125 A 95 F 95 E 95 W 95 V 90 B 100 Equipment: Staff, Staff, Ring, Robe, Heal, Lightbow, Vitalize Notes: Rating: 36 Dark Priest Unique, Kachua Alignment: C Element: N/A Stat Requirements: None Lineage: Dark Priest Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 8 69 101 181 261 341 461 MP 6 23 47 107 167 227 317 STR 6 29 53 113 173 233 323 VIT 5 28 48 98 148 198 273 INT 9 18 54 144 234 324 459 MEN 8 20 52 132 212 292 412 AGI 6 29 53 113 173 233 323 DEX 5 35 55 105 155 205 280 LUK 45 Bonus: +15 AGI, +1 in all other stats vs. High Priest Attack: 8.5 Defense: 8 Magic: 13 Magic Def.: 9 Special: 15 Speed: 7.25 Level: 28 Species: Human Weather: +2 Indirect: Stone WT Penalty: +40 Weapon: None Movement: Slow, 5 panels Magic: Equip 3, Full Set Special: None Resistances: P 130 A 90 F 90 E 90 W 90 V 115 B 70 Equipment: Staff, Staff, Ring, Robe, Heal, All Spells Notes: Rating: 37 Princess Unique, Kachua Alignment: L Element: N/A Stat Requirements: None Lineage: Princess Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 9 -2 34 124 214 304 439 MP 7 -2 26 96 166 236 341 STR 6 -2 22 82 142 202 292 VIT 5 -2 18 68 118 168 243 INT 9 -2 34 124 214 304 439 MEN 8 -2 30 110 190 270 390 AGI 6 -2 22 82 142 202 292 DEX 6 -2 22 82 142 202 292 LUK 45 Bonus: None Attack: 9 Defense: 8 Magic: 13 Magic Def.: 9 Special: 15 Speed: 7.5 Level: 28 Species: Human Weather: +2 Indirect: Stone WT Penalty: +40 Weapon: None Movement: Slow, 5 panels Magic: Equip 3, Full Set Special: None Resistances: P 120 A 95 F 95 E 95 W 95 V 95 B 100 Equipment: Staff, Staff, Ring, Robe, Heal, All Spells Notes: Rating: 38 Paladin Unique, Lans Hamilton Alignment: L Element: N/A Stat Requirements: None Lineage: Paladin Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 9 72 108 198 288 378 513 MP 7 30 58 128 198 268 373 STR 7 27 55 125 195 265 370 VIT 5 28 48 98 148 198 273 INT 6 27 51 111 171 231 321 MEN 7 26 54 124 194 264 369 AGI 7 35 63 133 203 273 378 DEX 8 23 55 135 215 295 415 LUK 57 Bonus: None Attack: 11 Defense: 8.5 Magic: 9.5 Magic Def.: 8.5 Special: 14 Speed: 9 Level: 3 Species: Human Weather: +2 Indirect: Stone WT Penalty: +35 Weapon: Sword Movement: Fast, 5 panels Magic: Equip 1, Cleric Set Special: None Resistances: P 105 A 100 F 100 E 100 W 100 V 95 B 105 Equipment: Zenobia Sword, Shield, Armor, Helmet, Heal Notes: Rating: 39 Lord Mancer Unique, Warren Alignment: L Element: N/A Stat Requirements: None Lineage: Lord Mancer Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 5 67 87 137 187 237 312 MP 9 45 81 171 261 351 486 STR 3 25 37 67 97 127 172 VIT 3 30 42 72 102 132 177 INT 9 43 79 169 259 349 484 MEN 9 47 83 173 263 353 488 AGI 4 11 27 67 107 147 207 DEX 4 35 51 91 131 171 231 LUK 62 Bonus: None Attack: 5 Defense: 4.5 Magic: 13.5 Magic Def.: 7.5 Special: 15 Speed: 5 Level: 3 Species: Human Weather: +2 Indirect: Stone WT Penalty: +35 Weapon: None Movement: Slow, 5 panels Magic: Equip 3, Lich SetSpecial: None Resistances: P 125 A 95 F 95 E 95 W 95 V 95 B 95 Equipment: Staff, Staff, Robe, Ring, Attack Magic Notes: Rating: 3A Eagle Man Unique, Canopus Alignment: L Element: Wind Stat Requirements: None Lineage: Eagle Man Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 8 75 107 187 267 347 467 MP 0 0 0 0 0 0 0 STR 7 25 53 123 193 263 368 VIT 5 25 45 95 145 195 270 INT 6 26 50 110 170 230 320 MEN 6 24 48 108 168 228 318 AGI 7 33 61 131 201 271 376 DEX 6 21 45 105 165 225 315 LUK 55 Bonus: None Attack: 10 Defense: 8.5 Magic: 9 Magic Def.: 8 Special: 12.5 Speed: 8.5 Level: 3 Species: Human Weather: 0 Indirect: Stone WT Penalty: +35 Weapon: Hammer Movement: Fly, 6 panels Magic: None Special: WindShot (L10), Tornado (L20) Resistances: P 115 A 90 F 100 E 100 W 100 V 100 B 100 Equipment: Hammer, Shield, Armor, Helmet Notes: Rating: 3B White Knight Unique, Mildain Alignment: L Element: N/A Stat Requirements: None Lineage: Soldier 4 -> White Knight (Mildain) Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 9 65 101 191 281 371 506 MP 0 0 0 0 0 0 0 STR 6 22 46 106 166 226 316 VIT 6 17 41 101 161 221 311 INT 6 19 43 103 163 223 313 MEN 7 15 43 113 183 253 368 AGI 7 34 62 132 202 272 372 DEX 7 20 48 118 188 258 363 LUK 52 Bonus: +9 HP, -16 MP, +18 AGI, +4 DEX, +1 to all other stats Attack: 9.5 Defense: 9 Magic: 9.5 Magic Def.: 9.5
Special: 13.5 Speed: 8.75 Level: 3 Species: Human Weather: +2 Indirect: Stone WT Penalty: +35 Weapon: Sword Movement: Fast, 5 panels Magic: None Special: None Resistances: P 110 A 100 F 100 E 100 W 100 V 100 B 100 Equipment: Desert Sword, Shield, Armor, Helmet Notes: Rating: 3C White Knight Unique, Guildus Alignment: L Element: N/A Stat Requirements: None Lineage: Soldier 4 -> White Knight (Guildus) Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 9 67 103 193 283 373 508 MP 0 0 0 0 0 0 0 STR 7 18 46 116 186 256 361 VIT 6 18 42 102 162 222 312 INT 5 24 43 93 143 193 267 MEN 7 15 43 113 183 253 368 AGI 6 39 63 123 183 243 333 DEX 8 16 48 128 208 288 408 LUK 53 Bonus: +11 HP, -16 MP, +2 VIT, +19 AGI, +4 DEX, +1 to all other stats Attack: 11 Defense: 9.5 Magic: 8.5 Magic Def.: 9.5 Special: 14 Speed: 8 Level: 3 Species: Human Weather: +2 Indirect: Stone WT Penalty: +35 Weapon: Sword Movement: Fast, 5 panelsMagic: None Special: None Resistances: P 110 A 100 F 100 E 100 W 100 V 100 B 100 Equipment: Isleberg Sword, Armor, Helmet, Boots Notes: Rating: 3D Shaman Unique, Sisteena Alignment: N Element: Wind Stat Requirements: None Lineage: None Growth HP 6 MP 7 STR 4 VIT 4 INT 8 MEN 8 AGI 5 DEX 5 Bonus: None Attack: 6.5 Defense: 6 Magic: 12 Magic Def.: 8 Special: 14 Speed: 6.25 Level: 1 Species: Human Weather: +2 Indirect: Stone WT Penalty: +50 Weapon: None Movement: Slow, 5 panels Magic: Equip 2, Shaman Set Special: Pray-H Resistances: P 125 A 80 F 100 E 120 W 100 V 95 B 95 Equipment: Staff, Staff, Robe, Ring, Summon Magic Notes: Rating: 3E Shaman Unique, Selye Alignment: N Element: Fire Stat Requirements: None Lineage: None Growth HP 6 MP 7 STR 4 VIT 4 INT 8 MEN 8 AGI 5 DEX 5 Bonus: None Attack: 6.5 Defense: 6 Magic: 12 Magic Def.: 8 Special: 14 Speed: 6.25 Level: 1 Species: Human Weather: +2 Indirect: Stone WT Penalty: +50 Weapon: None Movement: Slow, 5 panels Magic: Equip 2, Shaman Set Special: Pray-Z Resistances: P 125 A 100 F 80 E 100 W 120 V 95 B 95 Equipment: Staff, Staff, Robe, Ring, Summon Magic Notes: Rating: 3F Shaman Unique, Shelley Alignment: L Element: Earth Stat Requirements: None Lineage: None Growth HP 6 MP 7 STR 4 VIT 4 INT 8 MEN 8 AGI 5 DEX 5 Bonus: None Attack: 6.5 Defense: 6 Magic: 12 Magic Def.: 8 Special: 14 Speed: 6.25 Level: 1 Species: Human Weather: +2 Indirect: Stone WT Penalty: +50 Weapon: None Movement: Slow, 5 panels Magic: Equip 2, Shaman Set Special: Pray-B Resistances: P 125 A 120 F 100 E 80 W 100 V 95 B 95 Equipment: Staff, Staff, Robe, Ring, Summon Magic Notes: Rating: 40 Shaman Unique, Olivia Alignment: L Element: Water Stat Requirements: None Lineage: None Growth HP 6 MP 7 STR 4 VIT 4 INT 8 MEN 8 AGI 5 DEX 5 Bonus: None Attack: 6.5 Defense: 6 Magic: 12 Magic Def.: 8 Special: 14 Speed: 6.25 Level: 1 Species: Human Weather: +2 Indirect: Stone WT Penalty: +50 Weapon: None Movement: Slow, 5 panels Magic: Equip 2, Shaman Set Special: Pray-G Resistances: P 125 A 100 F 120 E 100 W 80 V 95 B 95 Equipment: Staff, Staff, Robe, Ring, Summon Magic Notes: Rating: 41 Death Templar Unique, Lans Tartare Alignment: L Element: N/A Stat Requirements: None Lineage: Death Templar Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 10 104 144 244 344 444 594 MP 9 18 54 144 234 324 459 STR 8 5 37 117 197 277 397 VIT 6 54 78 138 198 258 348 INT 7 47 75 145 215 285 390 MEN 8 25 57 137 217 297 417 AGI 7 46 74 144 214 284 389 DEX 8 30 62 142 222 302 422 LUK 70 Bonus: None Attack: 12 Defense: 10 Magic: 11 Magic Def.: 10 Special: 16 Speed: 9 Level: 28 Species: Human Weather: +2 Indirect: Stone WT Penalty: +30 Weapon: Sword Movement: Fast, 6 panels Magic: Equip 3, Full Set Special: Oracle Resistances: P 95 A 90 F 90 E 90 W 90 V 90 B 90 Equipment: Angel Sword, Gauntlet, Armor, Helmet Notes: Rating: 42 Bishop Unique, Branta Alignment: C Element: Water Stat Requirements: None Lineage: Soldier 4 -> Wizard 10 -> Bishop Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 6 88 112 172 232 292 382 MP 8 -18 14 94 174 254 374 STR 4 39 55 95 135 175 235 VIT 2 52 60 80 100 120 150 INT 7 34 62 132 202 272 377 MEN 9 -4 32 122 212 302 437 AGI 4 48 64 104 144 184 244 DEX 4 48 64 104 144 184 244 LUK 60 Bonus: +20 HP, +10 STR, VIT, INT, MEN, AGI, DEX Attack: 6 Defense: 4 Magic: 11 Magic Def.: 6.5 Special: 15.5 Speed: 6 Level: 14 Species: Human Weather: +2 Indirect: Stone WT Penalty: +55 Weapon: None Movement: Slow, 5 panels Magic: Equip 3, Full Set Special: Summon-E Resistances: P 130 A 90 F 90 E 90 W 90 V 70 B 110 Equipment: Staff, Staff, Ring, Robe, All Magic, Notes: Rating: 43 Dark Element Unique, Dolgare Alignment: C Element: N/A Stat Requirements: None Lineage: Dark Element Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 9 250 286 376 466 556 691 MP 4 10 26 66 106 146 206 STR 5 45 65 115 165 215 265 VIT 6 80 104 164 224 284 374 INT 6 28 52 112 172 232 322 MEN 6 25 49 109 169 229 319 AGI 7 46 74 144 214 284 389 DEX 9 8 44 134 224 314 449 LUK 50 Bonus: None Attack: 9.5 Defense: 8.5 Magic: 9 Magic Def.: 9 Special: 11.5 Speed: 9.25 Level: 34 Species: Human Weather: +2 Indirect: Stone WT Penalty: +40 Weapon: None Movement: Warp, & panels Magic: None Special: Correctio, Ex Dio, LifeSuck, Torutos/Derupt/Pondors/Kusogaki/Radius/Umbra Resistances: P 70 A 70 F 70 E 70 W 70 V 70 B 70 Equipment: Sword, Shield, Armor, Helmet Notes: Rating: 44 Temple Command Unique, Balzepho Alignment: L Element: Fire Stat Requirements: None Lineage: Temple Command Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 9 78 114 204 294 384 519 MP 7 16 44 114 184 254 359 STR 7 26 54 124 194 264 369 VIT 5 45 65 115 165 215 290 INT 7 36 64 134 204 274 379 MEN 8 13 45 125 205 285 405 AGI 6 40 64 124 184 244 334 DEX 7 24 52 122 192 262 367 LUK 67 Bonus: None Attack: 10.5 Defense: 10 Magic: 11 Magic Def.: 9 Special: 15.5 Speed: 7.75 Level: 1 Species: Human Weather: +2 Indirect: Stone WT Penalty: +35 Weapon: Spear Movement: Fast, 6 panels Magic: Equip 2, Full Set Special: Reaper, Attack+ Resistances: P 95 A 90 F 90 E 90 W 90 V 90 B 90 Equipment: Igunis Spear, Armor, Helmet, Ring Notes: Rating: 44 Temple Command Unique, Balzepho Alignment: L Element: Fire Stat Requirements: None Lineage: Temple Command Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 9 78 114 204 294 384 519 MP 7 16 44 114 184 254 359 STR 7 26 54 124 194 264 369 VIT 5 45 65 115 165 215 290 INT 7 36 64 134 204 274 379 MEN 8 13 45 125 205 285 405 AGI 6 40 64 124 184 244 334 DEX 7 24 52 122 192 262 367 LUK 67 Bonus: None Attack: 10.5 Defense: 8.5 Magic: 11 Magic Def.: 9 Special: 15.5 Speed: 7.75 Level: 1 Species: Human Weather: +2 Indirect: Stone WT Penalty: +35 Weapon: Spear Movement: Fast, 6 panels Magic: Equip 2, Full Set Special: Reaper, Attack+ Resistances: P 95 A 90 F 90 E 90 W 90 V 90 B 90 Equipment: Igunis Spear, Armor, Helmet, Ring Notes: Rating: 45 Temple Command Unique, Barbas Alignment: C Element: Earth Stat Requirements: None Lineage: Temple Command Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 10 88 128 228 328 428 578 MP 8 10 42 122 202 282 402 STR 8 6 38 118 198 278 398 VIT 6 32 56 116 176 236 326 INT 5 33 53 103 153 203 278 MEN 6 28 52 112 172 232 322 AGI 6 45 69 129 189 249 339 DEX 5 35 55 105 155 205 280 LUK 54 Bonus: None Attack: 10.5 Defense: 10 Magic: 8 Magic Def.: 9 Special: 13 Speed: 7.25 Level: 28 Species: Human Weather: +2 Indirect: Stone WT Penalty: +35 Weapon: Hammer Movement: Fast, 6 panels Magic: Equip 2, Full Set Special: Avenger, Attack+ Resistances: P 95 A 90 F 90 E 90 W 90 V 90 B 90 Equipment: Earth Hammer, Gauntlet, Armor, Helmet, Ring Notes: Rating: 46 Temple Command Unique, Martym Alignment: C Element: Water Stat Requirements: None Lineage: Temple Command Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 10 83 123 223 323 423 573 MP 7 14 42 112 182 252 357 STR 7 25 53 123 193 263 368 VIT 5 39 59 109 159 209 284 INT 6 38 62 122 182 242 332 MEN 7 19 47 117 187 257 362 AGI 6 43 67 127 187 247 337 DEX 6 28 52 112 172 232 322 LUK 65 Bonus: None Attack: 10 Defense: 8.5 Magic: 8.5 Magic Def.: 8.5 Special: 14 Speed: 7.5 Level: 29 Species: Human Weather: +2 Indirect: Stone WT Penalty: +35 Weapon: Sword Movement: Fast, 6 panels Magic: Equip 2, Full Set Special: Venom, Attack+ Resistances: P 95 A 90 F 90 E 90 W 90 V 90 B 90 Equipment: Nyfret Sword, Gauntlet, Armor, Helmet, Ring Notes: Rating: 47 Temple Command Unique, Volac Alignment: L Element: Fire Stat Requirements: None Lineage: Temple Command Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 9 73 109 199 289 379 514 MP 8 15 47 127 207 287 407 STR 7 24 52 122 192 262 367 VIT 5 36 56 106 156 206 281 INT 7 36 64 134 204 274 379 MEN 7 19 47 117 187 257 362 AGI 6 40 64 124 184 244 334 DEX 7 26 54 124 194 264 369 LUK 62 Bonus: None Attack: 10.5 Defense: 8.5 Magic: 10.5 Magic Def.: 8.5 Special: 14 Speed: 7.75 Level: 1 Species: Human Weather: +2 Indirect: Stone WT Penalty: +35 Weapon: Sword Movement: Fast, 6 panels Magic: Equip 2, Full Set Special: RiotBurn, Attack+ Resistances: P 95 A 90 F 90 E 90 W 90 V 90 B 90 Equipment: Penitent Sword, Shield, Armor, Helmet Notes: Rating: 48 Temple Command Unique, Andoras Alignment: N Element: Wind Stat Requirements: None Lineage: Temple Command Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 10 78 118 218 318 418 568 MP 7 11 39 109 179 249 354 STR 8 10 42 122 202 282 402 VIT 6 33 57 117 177 237 327 INT 5 35 55 105 155 205 280 MEN 7 21 49 119 189 259 364 AGI 7 32 60 130 200 270 375 DEX 6 27 51 111 171 231 321 LUK 58 Bonus: None Attack: 11 Defense: 10 Magic: 8.5 Magic Def.: 9.5 Special: 14 Speed: 8.5 Level: 34 Species: Human Weather: +2 Indirect: Stone WT Penalty: +35 Weapon: Claw Movement: Fast, 6 panels Magic: Equip 2, Full Set Special: Thundax, Attack+ Resistances: P 95 A 90 F 90 E 90 W 90 V 90 B 90 Equipment: Thunder Claw, Claw, Armor, Helmet Notes: Rating: 49 Temple Command Unique, Ozma Alignment: L Element: Earth Stat Requirements: None Lineage: Temple Command Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 10 72 112 212 312 412 562 MP 8 15 47 127 207 287 407 STR 7 19 47 117 187 257 362 VIT 5 33 53 103 153 203 278 INT 6 39 63 123 183 243 333 MEN 7 18 46 116 186 256 361 AGI 5 49 69 119 169 219 294 DEX 6 26 50 110 170 230 320 LUK 60 Bonus: None Attack: 10 Defense: 8.5 Magic: 9.5 Magic Def.: 8.5 Special: 14 Speed: 6.5 Level: 1 Species: Human Weather: +2 Indirect: Stone WT Penalty: +35 Weapon: Whip Movement: Fast, 6 panels Magic: Equip 2, Full Set Special: EvilRose, Attack+ Resistances: P 95 A 90 F 90 E 90 W 90 V 90 B 90 Equipment: RoseBud Whip, Armor, Helmet, Ring Notes: Rating: 4A Temple Command Unique, Oz Alignment: L Element: Fire Stat Requirements: None Lineage: Temple Command Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 10 83 123 223 323 423 573 MP 7 14 42 112 182 252 357 STR 8 4 36 116 196 276 396 VIT 5 39 59 109 159 209 284 INT 5 31 51 101 151 201 276 MEN 7 20 48 118 188 258 363 AGI 5 51 71 121 171 221 296 DEX 6 24 48 108 168 228 318 LUK 55 Bonus: None Attack: 1 Defense: 9 Magic: 8.5 Magic Def.: 8.5 Special: 14.5 Speed: 6.5 Level: 1 Species: Human Weather: +2 Indirect: Stone WT Penalty: +35 Weapon: Axe Movement: Fast, 6 panels Magic: Equip 2, Full Set Special: DarkCell, Attack+ Resistances: P 95 A 90 F 90 E 90 W 90 V 90 B 90 Equipment: Gramlock Axe, Armor, Helmet, Ring Notes: Rating: 4B Leonard Unique, Knight Alignment: L Element: Water Stat Requirements: STR 45, VIT 44, DEX 46 Lineage: Soldier 5 -> Knight Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 9 92 128 218 308 398 533 MP 2 10 18 38 58 78 108 STR 7 24 52 122 192 262 367 VIT 5 25 45 95 145 195 270 INT 5 27 47 97 147 197 272 MEN 6 24 48 108 168 228 318 AGI 5 39 59 109 159 209 284 DEX 7 23 51 121 191 261 366 LUK 57 Bonus: +1 Level, +27 HP, +10 AGI vs. Knight Attack: 10.5 Defense: 8.5 Magic: 8 Magic Def.: 8.5 Special: 12.5 Speed: 6.75 Level: 6 Species: Human Weather: +2 Indirect: Stone WT Penalty: +45 Weapon: Sword Movement: Fast, 5 panels Magic: None Special: Resistances: P 110 A 100 F 100 E 100 W 100 V 100 B 100 Equipment: Sword, Shield, Armor, Helmet Notes: Rating: 4C Sisteena Unique, Amazon Alignment: N Element: Wind Stat Requirements: None Lineage: N/A Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 8 73 105 185 265 345 465 MP 4 4 20 60 100 140 200 STR 6 26 50 110 170 230 320 VIT 5 25 45 95 145 195 270 INT 6 24 48 108 168 228 318 MEN 6 23 47 107 167 227 317 AGI 6 26 50 110 170 230 320 DEX 6 28 52 112 172 232 322 LUK 48 Bonus: +1 Level, +7 HP vs. Amazon Attack: 9 Defense: 8 Magic: 9 Magic Def.: 8 Special: 12 Speed: 7.5 Level: 6 Species: Human Weather: +4 Indirect: Stone WT Penalty: +40 Weapon: None Movement: Fast + Underwater, 5 panels Magic: None Special: None Resistances: P 115 A 100 F 100 E 100 W 100 V 100 B 100 Equipment: Bow, Armor, Helmet, Boots Notes: Rating: 4D Selye Unique, Valkyrie Alignment: N Element: Fire Stat Requirements: STR 44, VIT 46, INT 42 Lineage: Amazon 4 -> Valkyrie Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 9 70 106 196 286 376 511 MP 3 7 19 49 79 109 154 STR 7 23 51 121 191 261 366 VIT 5 25 45 95 145 195 270 INT 7 21 49 119 189 259 364 MEN 6 23 47 107 167 227 317 AGI 5 29 49 99 149 199 274 DEX 6 28 52 112 172 232 322 LUK 46 Bonus: +1 Level, +7 HP vs. Valkyrie Attack: 10 Defense: 8.5 Magic: 10 Magic Def.: 8 Special: 12.5 Speed: 6.5 Level: 18 Species: Human Weather: +4 Indirect: Stone WT Penalty: +45 Weapon: Spear Movement: Fast + Underwater, 5 panels Magic: Equip 2, Valkyrie Set Special: None Resistances: P 110 A 100 F 100 E 100 W 100 V 95 B 105 Equipment: Spear, Armor, Helmet, Ring, Attack Magic, Incubus Notes: Rating: 4E Shelley Unique, Siren Alignment: L Element: Earth Stat Requirements: MP 36, INT 75, MEN 71 Lineage: Amazon 4 -> Cleric 10 -> Siren Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 5 99 119 169 219 269 344 MP 7 -10 18 88 158 228 333 STR 4 42 58 98 138 178 238 VIT 3 41 53 83 113 143 188 INT 9 8 44 134 224 314 449 MEN 7 21 49 119 189 259 364 AGI 4 43 59 99 139 179 239 DEX 5 35 55 105 155 205 280 LUK 52 Bonus: +1 Level, +9 HP, +1 AGI -1 DEX vs. Siren Attack: 6.5 Defense: 5 Magic: 12.5 Magic Def.: 6.5 Special: 12.5 Speed: 5.25 Level: 28 Species: Human Weather: +2 Indirect: Stone WT Penalty: +55 Weapon: Fan Movement: Slow, 5 panels Magic: Equip 3, Wizard Set Special: None Resistances: P 120 A 100 F 100 E 100 W 100 V 80 B 80 Equipment: Fan, Staff, Ring, Robe, Attack Magic, Summons, Incubus Notes: Rating: 4F Olivia Unique, Priest Alignment: L Element: Water Stat Requirements: MP 70, INT 125, MEN 110 Lineage: Amazon 4 -> Cleric 10 -> Priest Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 6 90 114 174 234 294 384 MP 7 -11 17 87 157 227 332 STR 4 42 58 98 138 178 238 VIT 3 41 53 83 113 143 188 INT 9 13 49 139 229 319 454 MEN 7 27 55 125 195 265 370 AGI 4 42 58 98 138 178 238 DEX 5 21 41 91 141 191 266 LUK 55 Bonus: +1 Level, +8 HP, +1 MEN vs. Priest Attack: 7 Defense: 6.5 Magic: 11.5 Magic Def.: 7.5 Special: 13 Speed: 6 Level: 28 Species: Human Weather: +2 Indirect: Stone WT Penalty: +55 Weapon: None Movement: Slow, 5 panels Magic: Equip 3, Cleric Set Special: None Resistances: P 130 A 90 F 90 E 90 W 90 V 70 B 115 Equipment: Staff, Robe, Ring, MP Item, Heal All, Vitalize, Revivify Notes: Rating: 50 Presance Unique, Exorcist Alignment: L Element: Earth Stat Requirements: VIT 44, INT 42, MEN 44 Lineage: Soldier 4 -> Exorcist Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 7 71 99 169 239 309 414 MP 7 25 46 116 186 256 361 STR 4 33 49 89 129 169 229 VIT 5 29 49 99 149 199 269 INT 8 22 54 134 214 294 414 MEN 6 24 48 108 168 228 318 AGI 4 32 48 88 128 168 228 DEX 5 29 49 99 149 199 274 LUK 46 Bonus: +1 Level, +30 MP, +4 VIT, +4 INT vs. Exorcist Attack: 6.5 Defense: 7 Magic: 11 Magic Def.: 8 Special: 11 Speed: 5.25 Level: 4 Species: Human Weather: +2 Indirect: Stone WT Penalty: +50 Weapon: None Movement: Slow, 5 panels Magic: Equip 3, Exorcist Set Special: None Resistances: P 120 A 100 F 100 E 100 W 100 V 60 B 115 Equipment: Staff, Ring, Robe, MP Item Notes: Rating: 51 Haborym Unique, Sword Master Alignment: L Element: Fire Stat Requirements: STR 95, AGI 102, DEX 126 Lineage: Soldier 4 -> Ninja 10 -> Sword Master Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 8 75 107 187 267 347 467 MP 4 -6 10 50 90 130 190 STR 5 30 50 100 150 200 275 VIT 4 38 54 94 134 174 234 INT 6 14 38 98 158 218 308 MEN 7 11 39 109 179 249 354 AGI 7 48 76 146 216 286 391 DEX 9 18 54 144 234 324 459 LUK 51 Bonus: +1 Level, +7 HP, +15 AGI, +21 DEX vs. Sword Master Attack: 9.5 Defense: 6.5 Magic: 9.5 Magic Def.: 7.5 Special: 13 Speed: 9.25 Level: 17 Species: Human Weather: +2 Indirect: Accuse WT Penalty: +45 Weapon: Sword Movement: Fast, 5 panels Magic: Equip 1, Witch Set Special: Attack+ Resistances: P 120 A 95 F 95 E 95 W 95 V 85 B 100 Equipment: Rating: 52 Forcas Unique, Knight Alignment: N Element: Fire Stat Requirements: STR 45, VIT 44, DEX 46 Lineage: Soldier 5 -> Knight Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 9 72 108 198 288 378 513 MP 2 10 18 38 58 78 108 STR 7 26 54 124 194 264 369 VIT 5 25 45 95 145 195 270 INT 5 27 47 97 147 197 272 MEN 6 24 48 108 168 228 318 AGI 5 29 49 99 149 199 274 DEX 7 23 51 121 191 261 366 LUK 53 Bonus: +1 Level, +7 HP, +2 STR vs. Knight Attack: 10.5 Defense: 8.5 Magic: 8 Magic Def.: 8.5 Special: 12.5 Speed: 6.75 Level: 13 Species: Human Weather: +2 Indirect: Stone WT Penalty: +45 Weapon: Sword Movement: Fast, 5 panels Magic: None Special: Resistances: P 110 A 100 F 100 E 100 W 100 V 100 B 100 Equipment: Sword, Shield, Armor, Helmet Notes: Rating: 53 Byan Unique, Wizard Alignment: N Element: Earth Stat Requirements: MP 16, INT 44, MEN 42 Soldier 4 -> Wizard Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 6 80 104 164 224 284 374 MP 6 16 40 100 160 220 310 STR 4 33 49 89 129 169 229 VIT 3 31 43 73 103 133 178 INT 8 25 57 137 217 297 417 MEN 7 27 55 125 195 265 370 AGI 5 29 49 99 149 199 274 DEX 5 29 49 99 149 199 274 LUK 47 Bonus: +1 Level, +6 HP vs. Wizard Attack: 6.5 Defense: 5 Magic: 11.5 Magic Def.: 6.5 Special: 12.5 Speed: 6.25 Level: 13 Species: Human Weather: +2 Indirect: Stone WT Penalty: +50 Weapon: None Movement: Slow, 5 panels Magic: Equip 3, Wizard Set Special: None Resistances: P 125 A 95 F 95 E 95 W 95 V 95 B 95 Equipment: Staff, Staff, Ring, Robe, Attack Magic, Summons, Incubus Notes: Rating: 54 Aloser Unique, Archer Alignment: N Element: N/A Stat Requirements: None Lineage: Amazon 4 -> Archer Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 8 73 105 185 265 345 465 MP 3 7 19 49 79 109 154 STR 5 29 49 99 149 199 274 VIT 6 16 46 106 166 226 316 INT 5 27 47 97 147 197 272 MEN 6 23 47 107 167 227 317 AGI 7 23 51 121 191 261 366 DEX 8 25 57 137 217 297 417 LUK 53 Bonus: +1 Level, +7 HP, +2 DEX vs. Archer Attack: 9 Defense: 8.5 Magic: 8 Magic Def.: 9 Special: 11.5 Speed: 9 Level: 9 Species: Human Weather: +4 Indirect: Stone WT Penalty: +35 Weapon: Bow Movement: Fast + Underwater, 5 panels Magic: None Special: None Resistances: P 110 A 100 F 100 E 100 W 100 V 100 B 95 Equipment: Bow, Armor, Helmet, Boots Notes: Rating: 55 Oxyones Unique, Dragon Tamer Alignment: L Element: Water Stat Requirements: HP 180, STR 115, MEN 103 Lineage: Amazon 4 -> Valkyrie 10 -> Dragon Tamer Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 9 69 105 195 285 375 510 MP 2 20 28 48 68 88 118 STR 7 23 51 121 191 261 366 VIT 3 51 63 93 123 153 198 INT 6 34 58 118 178 238 328 MEN 7 10 38 108 178 248 353 AGI 5 29 49 99 149 199 274 DEX 7 15 43 113 183 253 358 LUK 56 Bonus: +1 Level, +6 HP vs. Dragon Tamer Attack: 10.5 Defense: 6.5 Magic: 9.5 Magic Def.: 6.5 Special: 14 Speed: 6.75 Level: 28 Species: Human Weather: +4 Indirect: Stone WT Penalty: +45 Weapon: Sword Movement: Fast + Underwater, 5 panels Magic: Equip 1, Valkyrie Set Special: Dragon Support Resistances: P 110 A 100 F 100 E 100 W 100 V 100 B 100 Equipment: Sword, Armor, Helmet, Ring, Attack Magic Notes: Rating: 56 Jenounes Unique, Dragoon Alignment: N Element: Fire Stat Requirements: STR 115, VIT 106, DEX 114 Lineage: Soldier 4 -> Knight 10 -> Dragoon Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 9 72 108 198 288 378 513 MP 0 25 25 25 25 25 25 STR 8 11 43 123 203 283 403 VIT 5 25 45 95 145 195 270 INT 4 40 56 96 136 176 236 MEN 5 37 57 107 157 207 282 AGI 4 46 58 98 138 178 238 DEX 8 10 42 122 202 282 402 LUK 52 Bonus: +1 Level, +7 HP, +3 MP vs. Dragoon Attack: 12 Defense: 9 Magic: 6.5 Magic Def.: 7.5 Special: 11.5 Speed: 6 Level: 18 Species: Human Weather: +2 Indirect: Stone WT Penalty: +45 Weapon: Sword Movement: Fast, 5 panels Magic: Equip 1, Valkyrie Set Special: Anti-Dragon Resistances: P 110 A 100 F 100 E 100 W 100 V 95 B 105 Equipment: Sword, Armor, Helmet, Boots, Incubus Notes: Rating: 57 Zapan Unique, Berzerker Alignment: C Element: Wind Stat Requirements: STR 45, VIT 46, DEX 44 Lineage: Solider 4 -> Berzerker Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 10 68 108 208 308 408 558 MP 2 10 18 38 58 78 108 STR 7 24 52 122 192 262 367 VIT 6 22 46 106 166 226 316 INT 4 30 46 86 126 166 226 MEN 7 21 49 119 189 259 364 AGI 5 29 49 99 149 199 274 DEX 6 26 50 110 170 230 320 LUK 59 Bonus: +1 Level, +6 HP vs. Berzerker Attack: 10 Defense: 9.5 Magic: 7.5 Magic Def.: 9.5 Special: 14 Speed: 6.5 Level: 10 Species: Human Weather: +2 Indirect: Stone WT Penalty: +45 Weapon: Axe Movement: Fast, 5 panels Magic: None Special: None Resistances: P 105 A 100 F 100 E 100 W 100 V 105 B 95 Equipment: Axe, Armor, Helmet, Boots Notes: Rating: 58 Debordes Unique, Terror Knight Alignment: C Element: Earth Stat Requirements: STR 117, VIT 114, DEX 104, KILLS 30 Lineage: Soldier 4 -> Berzerker 10 -> Terror Knight Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 10 72 112 212 312 412 562 MP 0 25 25 25 25 25 25 STR 7 24 52 122 192 262 367 VIT 7 9 37 107 177 247 352 INT 4 30 46 86 126 166 226 MEN 6 34 58 118 178 238 328 AGI 4 42 58 98 138 178 238 DEX 6 26 50 110 170 230 320 LUK 42 Bonus: +1 Level, +10 HP, +3 MP vs. Terror Knight Attack: 10 Defense: 10.5 Magic: 7 Magic Def.: 10 Special: 12.5 Speed: 5.5 Level: 17 Species: Human Weather: +2 Indirect: Stone WT Penalty: +50 Weapon: Axe Movement: Fast, 5 panels Magic: None Special: Fear Effect Resistances: : P 100 A 100 F 100 E 100 W 100 V 115 B 95 Equipment: Axe, Armor, Helmet, Boots Notes: Rating: 59 Orias Generic, Priest Alignment: L Element: Fire Stat Requirements: MP 70, INT 125, MEN 110 Lineage: Amazon 4 -> Cleric 10 -> Priest Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 6 82 106 166 226 286 376 MP 7 -11 17 87 157 227 332 STR 4 42 58 98 138 178 238 VIT 3 41 53 83 113 143 188 INT 9 5 41 131 221 311 446 MEN 7 20 48 118 188 258 363 AGI 4 42 58 98 138 178 238 DEX 5 21 41 91 141 191 266 LUK 50 Bonus: +1 Level, -8 INT, -6 MEN vs. Priest Attack: 7 Defense: 6.5 Magic: 11.5 Magic Def.: 7.5 Special: 13 Speed: 6 Level: 17 Species: Human Weather: +2 Indirect: Stone WT Penalty: +55 Weapon: None Movement: Slow, 5 panels Magic: Equip 3, Cleric Set Special: None Resistances: P 130 A 90 F 90 E 90 W 90 V 70 B 115 Equipment: Staff, Robe, Ring, MP Item, Heal All, Vitalize, Revivify Notes: Rating: 5A Radlum Unique, Warlock Alignment: N Element: Water Stat Requirements: MP 84, INT 124, MEN 112 Lineage: Soldier 4 -> Wizard 10 -> Warlock Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 6 74 98 158 218 278 368 MP 8 -10 22 102 182 262 382 STR 4 33 49 89 129 169 229 VIT 2 44 52 72 92 112 142 INT 7 31 59 129 199 269 374 MEN 9 -5 31 121 211 301 436 AGI 4 42 58 98 138 178 238 DEX 4 42 58 98 138 178 238 LUK 54 Bonus: +1 Level vs. Warlock Attack: 6 Defense: 4 Magic: 11 Magic Def.: 6.5 Special: 15.5 Speed: 6 Level: 28 Species: Human Weather: +2 Indirect: Stone WT Penalty: +55 Weapon: None Movement: Slow, 5 panels Magic: Equip 3, Warlock Set Special: Golem Support Resistances: P 105 A 90 F 90 E 90 W 90 V 90 B 90 Equipment: Staff, Staff, Ring, Robe, Drakonite Magic, HealRain, Charge Notes: Rating: 5B Rodrick Unique, Sword Master Alignment: L Element: N/A Stat Requirements: STR 95, AGI 102, DEX 126 Lineage: Soldier 4 -> Ninja 10 -> Sword Master Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 8 78 110 190 270 350 470 MP 4 -6 10 50 90 130 190 STR 5 30 50 100 150 200 275 VIT 4 38 54 94 134 174 234 INT 6 14 38 98 158 218 308 MEN 7 11 39 109 179 249 354 AGI 7 33 61 131 201 271 376 DEX 9 -3 33 123 213 303 438 LUK 50 Bonus: +1 Level, +10 HP, +15 vs. Sword Master Attack: 9.5 Defense: 6.5 Magic: 9.5 Magic Def.: 7.5 Special: 13 Speed: 9.25 Level: 1 Species: Human Weather: +2 Indirect: Accuse WT Penalty: +45 Weapon: Sword Movement: Fast, 5 panels Magic: Equip 1, Witch Set Special: Attack+ Resistances: P 120 A 95 F 95 E 95 W 95 V 85 B 100 Equipment: Rating: 5C Zaebos Unique, Knight Alignment: L Element: Wind Stat Requirements: STR 45, VIT 44, DEX 46 Lineage: Soldier 5 -> Knight Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 9 95 131 221 311 401 536 MP 2 10 18 38 58 78 108 STR 7 24 52 122 192 262 367 VIT 5 25 45 95 145 195 270 INT 5 27 47 97 147 197 272 MEN 6 24 48 108 168 228 318 AGI 5 37 57 107 157 207 282 DEX 7 23 51 121 191 261 366 LUK 55 Bonus: +1 Level, +30 HP, +8 AGI vs. Knight Attack: 10.5 Defense: 8.5 Magic: 8 Magic Def.: 8.5 Special: 12.5 Speed: 6.75 Level: 22 Species: Human Weather: +2 Indirect: Stone WT Penalty: +45 Weapon: Sword Movement: Fast, 5 panels Magic: None Special: Resistances: P 110 A 100 F 100 E 100 W 100 V 100 B 100 Equipment: Sword, Shield, Armor, Helmet Notes: None Rating: 5D Necromancer Unique, Nybbas Alignment: C Element: Earth Stat Requirements: None Lineage: Necromancer Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 6 86 110 170 230 290 380 MP 7 10 38 108 178 248 353 STR 4 35 51 91 131 171 231 VIT 3 31 43 73 103 133 178 INT 8 18 50 130 210 290 410 MEN 8 8 40 120 200 280 400 AGI 5 29 49 99 149 199 274 DEX 5 29 49 99 149 199 274 LUK 50 Bonus: None Attack: 6.5 Defense: 5 Magic: 12 Magic Def.: 7 Special: 13 Speed: 6.25 Level: 5 Species: Human Weather: +2 Indirect: Stone WT Penalty: +55 Weapon: None Movement: Slow, 5 panels Magic: Equip 2, Full Set Special: Summon-E Resistances: P 130 A 95 F 95 E 95 W 95 V 110 B 75 Equipment: Notes: Rating: 5E Demon Unique, Belzebute Alignment: C Element: Fire Stat Requirements: None Lineage: Demon Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 6 95 119 179 239 299 389 MP 7 -17 11 81 151 221 326 STR 4 48 64 104 144 184 244 VIT 3 48 60 -0 120 150 195 INT 8 1 33 113 193 273 393 MEN 8 18 50 130 210 290 410 AGI 5 48 68 118 168 218 293 DEX 5 41 61 111 161 211 286 LUK 60 Bonus: None Attack: 6.5 Defense: 5 Magic: 12 Magic Def.: 7 Special: 13 Speed: 6.25 Level: 30 Species: Human Weather: +2 Indirect: Stone WT Penalty: +55 Weapon: Fan Movement: Slow, 5 panels Magic: Equip 3, Full Set Special: None Resistances: P 110 A 95 F 95 E 95 W 95 V 115 B 75 Equipment: Notes: Rating: 5F Venefik Unique, Falfadet Alignment: C Element: Earth Stat Requirements: None Lineage: Venefik Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 6 83 107 167 227 287 377 MP 7 -23 15 85 155 225 330 STR 4 36 52 92 132 172 232 VIT 3 26 38 68 98 128 173 INT 8 3 35 115 195 275 395 MEN 8 10 42 122 202 282 402 AGI 5 26 46 96 146 196 271 DEX 5 31 51 101 151 201 276 LUK 45 Bonus: None Attack: 6.5 Defense: 5 Magic: 12 Magic Def.: 7 Special: 13 Speed: 6.25 Level: 30 Species: Human Weather: +2 Indirect: Stone WT Penalty: +55 Weapon: None Movement: Slow, 5 panels Magic: Equip 3, Full Set Special: Hazard Resistances: P 115 A 95 F 95 E 95 W 95 V 95 B 95 Equipment: Notes: Rating: 60 Searzist Unique, Vepar Alignment: C Element: Fire Stat Requirements: None Lineage: Searzist Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 6 82 106 166 226 286 376 MP 7 -17 11 81 151 221 326 STR 4 37 53 93 133 173 233 VIT 3 28 40 70 100 130 175 INT 8 11 43 123 203 283 403 MEN 8 17 49 129 209 289 409 AGI 5 29 49 99 149 199 274 DEX 5 33 53 103 153 203 278 LUK 48 Bonus: None Attack: 6.5 Defense: 5 Magic: 12 Magic Def.: 7 Special: 13 Speed: 6.25 Level: 30 Species: Human Weather: +2 Indirect: Stone WT Penalty: +55 Weapon: None Movement: Slow, 5 panels Magic: Equip 3, Full Set Special: Jihad Resistances: P 115 A 95 F 95 E 95 W 95 V 95 B 95 Equipment: Notes: Rating: 61 Ninja Unique, Vice Alignment: C Element: N/A Stat Requirements: STR 45, AGI 46, DEX 44 Lineage: Soldier 4 -> Ninja Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 8 52 84 164 244 324 444 MP 3 4 16 46 76 106 151 STR 5 23 43 93 143 193 268 VIT 5 15 35 85 135 185 260 INT 5 20 40 90 140 190 265 MEN 6 12 36 96 156 216 306 AGI 8 -2 30 110 190 270 390 DEX 7 6 34 104 174 244 349 LUK 55 Bonus: -8 HP, -2 STR, -5 VIT, -2 INT, -6 MEN, -14 AGI, -10 DEX Attack: 8.5 Defense: 7.5 Magic: 8 Magic Def.: 8 Special: 11.5 Speed: 9.75 Level: 3 Species: Human Weather: +2 Indirect: Shuriken WT Penalty: +35 Weapon: Claw Movement: Fast (Acrobatic) + On Water, 6 panels Magic: Equip 1, Wizard Set Special: Attack+ Resistances: P 130 A 100 F 100 E 100 W 100 V 100 B 100 Equipment: Claw, Claw, Robe, Boots, Pain, Dark Law Notes: Rating: 62 Summoner Unique, Ramidos Alignment: N Element: Fire Stat Requirements: None Lineage: Summoner Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 6 76 100 160 220 280 370 MP 7 -14 14 84 154 224 329 STR 4 33 49 89 129 169 229 VIT 4 24 40 80 120 160 220 INT 8 3 35 115 195 275 395 MEN 8 9 41 121 201 281 401 AGI 5 24 44 94 144 194 269 DEX 5 28 48 98 148 198 273 LUK 51 Bonus: None Attack: 6.5 Defense: 6 Magic: 12 Magic Def.: 8 Special: 13 Speed: 6.25 Level: 15 Species: Human Weather: +2 Indirect: Stone WT Penalty: +55 Weapon: None Movement: Slow, 5 panels Magic: Equip 3, Full Set Special: Summon-E Resistances: P 115 A 95 F 95 E 95 W 95 V 95 B 95 Equipment: Notes: Rating: 63 Knight Unique, Vice Alignment: L Element: N/A Stat Requirements: STR 45, VIT 44, DEX 46 Lineage: Soldier 5 -> Knight Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 9 65 101 191 281 371 506 MP 2 10 18 38 58 78 108 STR 7 24 52 122 192 262 367 VIT 5 25 45 95 145 195 270 INT 5 27 47 97 147 197 272 MEN 6 24 48 108 168 228 318 AGI 5 29 49 99 149 199 274 DEX 7 23 51 121 191 261 366 LUK 55 Bonus: +1 Level vs. Knight Attack: 10.5 Defense: 8.5 Magic: 8 Magic Def.: 8.5 Special: 12.5 Speed: 6.75 Level: 15 Species: Human Weather: +2 Indirect: Stone WT Penalty: +45 Weapon: Sword Movement: Fast, 5 panels Magic: None Special: Resistances: P 110 A 100 F 100 E 100 W 100 V 100 B 100 Equipment: Sword, Shield, Armor, Helmet Notes: Rating: 64 Sorceror Unique, Mordiart Alignment: N Element: Water Stat Requirements: None Lineage: Summoner Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 6 82 106 166 226 286 376 MP 7 -11 17 87 157 227 332 STR 4 35 51 91 131 171 231 VIT 3 34 46 76 106 136 181 INT 7 29 57 127 197 267 372 MEN 8 0 32 112 192 272 392 AGI 5 29 49 99 149 199 274 DEX 4 46 62 102 142 182 242 LUK 48 Bonus: None Attack: 6 Defense: 5 Magic: 11 Magic Def.: 7 Special: 14 Speed: 6 Level: 15 Species: Human Weather: +2 Indirect: Stone WT Penalty: +55 Weapon: None Movement: Slow, 5 panels Magic: Equip 0, Full Set Special: None Resistances: P 120 A 90 F 90 E 90 W 90 V 105 B 90 Equipment: Notes: Rating: 62 Summoner Unique, Mutsua Alignment: L Element: Earth Stat Requirements: None Lineage: Summoner Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 6 81 105 165 225 285 375 MP 7 -8 20 90 160 230 335 STR 4 36 52 92 132 172 232 VIT 4 27 43 83 123 163 223 INT 8 10 42 122 202 282 402 MEN 8 16 48 128 208 288 408 AGI 5 28 48 98 148 198 273 DEX 5 32 52 102 152 202 277 LUK 53 Bonus: None Attack: 6.5 Defense: 6 Magic: 12 Magic Def.: 8 Special: 13 Speed: 6.25 Level: 15 Species: Human Weather: +2 Indirect: Stone WT Penalty: +55 Weapon: None Movement: Slow, 5 panels Magic: Equip 3, Full Set Special: Summon-EResistances: P 115 A 95 F 95 E 95 W 95 V 95 B 95 Equipment: Notes: Rating: 67 Death Knight Unique, transmigrated Leonard Alignment: C Element: Water Stat Requirements: None Lineage: Death Knight Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 9 79 115 205 295 385 520 MP 2 2 10 30 50 70 100 STR 7 18 46 116 186 256 361 VIT 5 20 40 90 140 190 265 INT 5 22 42 92 142 192 267 MEN 6 19 43 103 163 223 313 AGI 5 25 45 95 145 195 270 DEX 7 18 46 116 186 256 361 LUK 57 Bonus: -14 HP, -8 MP, -6 STR, -5 VIT, -5 INT, -5 MEN, -14 AGI, -5 DEX vs. Leonard Attack: 10.5 Defense: 8.5 Magic: 8 Magic Def.: 8.5 Special: 12.5 Speed: 6.75 Level: 30 Species: Human Weather: +2 Indirect: Stone WT Penalty: +45 Weapon: Sword Movement: Fast, 5 panels Magic: None Special: None Resistances: P 110 A 100 F 100 E 100 W 100 V 120 B 85 Equipment: Sword, Shield, Armor, Helmet Notes: Rating: 68 Death Knight Unique, transmigrated Zaebos Alignment: C Element: Wind Stat Requirements: None Lineage: Death Knight Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 9 68 104 194 284 374 509 MP 2 2 10 30 50 70 100 STR 7 17 45 115 185 255 360 VIT 5 21 40 90 140 190 265 INT 5 23 42 92 142 192 267 MEN 6 19 43 103 163 223 313 AGI 5 26 45 95 145 195 270 DEX 7 18 46 116 186 256 361 LUK 55 Bonus: -27 HP, -8 MP, -7 STR, -4 VIT, -4 INT, -5 MEN, -11 AGI, -5 DEX vs. Zaebos Attack: 10.5 Defense: 8.5 Magic: 8 Magic Def.: 8.5 Special: 12.5 Speed: 6.75 Level: 30 Species: Human Weather: +2 Indirect: Stone WT Penalty: +45 Weapon: Sword Movement: Fast, 5 panels Magic: None Special: None Resistances: P 110 A 100 F 100 E 100 W 100 V 120 B 85 Equipment: Sword, Shield, Armor, Helmet Notes: Rating: 69 Death Knight Unique, transmigrated Guildus Alignment: C Element: N/A Stat Requirements: None Lineage: Death Knight Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 9 77 113 203 293 383 518 MP 0 0 0 0 0 0 0 STR 7 27 55 125 195 265 370 VIT 6 25 49 109 169 229 319 INT 5 23 43 93 143 193 268 MEN 7 25 53 123 193 263 368 AGI 6 48 72 132 192 252 342 DEX 8 28 60 140 220 300 420 LUK 60 Bonus: +10 HP, +9 STR, +7 VIT, -1 INT, +10 MEN, +9 AGI, +12 DEX, +7 LUK vs. White Knight (Guildus) Attack: 11 Defense: 9.5 Magic: 8.5 Magic Def.: 9.5 Special: 14 Speed: 8 Level: 20 Species: Human Weather: +2 Indirect: Stone WT Penalty: +45 Weapon: Sword Movement: Fast, 5 panels Magic: None Special: None Resistances: P 110 A 100 F 100 E 100 W 100 V 120 B 85 Equipment: Isleberg Sword, Armor, Helmet, Boots Notes: Rating: 6A Lich Unique, transmigrated Nybbas Alignment: C Element: Earth Stat Requirements: MP 114, INT 162, MEN 147 Lineage: Lich Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 5 94 114 164 214 264 339 MP 8 -8 24 104 184 264 384 STR 2 71 79 99 119 139 169 VIT 2 49 57 77 97 117 147 INT 8 18 50 130 210 290 410 MEN 8 8 40 120 200 280 400 AGI 4 47 63 103 143 183 243 DEX 4 47 63 103 143 183 243 LUK 55 Bonus: +1 Level, +2 HP, +30 MP, +2 STR, +5 MEN Attack: 3 Defense: 3 Magic: 12 Magic Def.: 6 Special: 13 Speed: 5 Level: 20 Species: Human Weather: +2 Indirect: Stone WT Penalty: +50 Weapon: None Movement: Slow, 5 panels Magic: Equip 3, Lich Set Special: None Resistances: P 65 A 70 F 70 E 70 W 70 V 85 B 85 6B Warrior Unique, Vice Alignment: N Element: N/A Stat Requirements: None Lineage: Warrior Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 8 69 101 181 261 341 461 MP 5 4 24 74 124 174 249 STR 7 27 55 125 195 265 370 VIT 5 25 45 95 145 195 270 INT 6 24 48 108 168 228 318 MEN 6 24 48 108 168 228 318 AGI 7 26 54 124 194 264 369 DEX 7 26 54 124 194 264 369 LUK 55 Bonus: None Attack: 10.5 Defense: 8.5 Magic: 9 Magic Def.: 8 Special: 12.5 Speed: 8.75 Level: 21 Species: Human Weather: +2 Indirect: Stone WT Penalty: +40 Weapon: Sword Movement: Fast, 5 panels Magic: Equip 1, Valkyrie Set Special: None Resistances: P 105 A 100 F 100 E 100 W 100 V 100 B 100 Equipment: Sword, Sword, Armor, Helmet, Attack Magic Notes: Rating: Equipment: Rating: 6C Beast Master Unique, Ganb Alignment: N Element: Water Stat Requirements: None Lineage: Soldier 5 -> Beast Master Growth Base Lv 5 Lv 15 Lv 25 Lv 35 Lv 50 HP 9 60 96 186 276 366 501 MP 0 20 20 20 20 20 20 STR 7 21 49 119 189 259 364 VIT 7 16 44 114 184 254 359 INT 4 29 45 85 125 165 225 MEN 6 22 46 106 166 226 316 AGI 5 58 78 128 178 228 303 DEX 6 24 48 108 168 228 318 LUK 55 Bonus: +4 HP, +8 MP, +4 STR, +4 VIT, +3 INT, +4 MEN, +34 AGI, +4 DEX Attack: 10 Defense: 10.5 Magic: 7 Magic Def.: 10 Special: 12.5 Speed: 6.5 Level: 3 Species: Human Weather: 2 Indirect: Stone WT Penalty: +45 Weapon: Whip Movement: Fast, 5 panels Magic: None Special: Beast Support Resistances: P 105 A 100 F 100 E 100 W 100 V 100 B 100 Equipment: Whip, Armor, Helmet, Boots Notes: Rating: VI. Items VII. Skills Wind Elemental Magic Ion Shot Range: 7 Effect: 1 Alignment: N Cost: 6 MP Formula: Standard attack magic Notes: Line-of-Sight Trajectory Thunder Range: 6 Effect: 1-13 Alignment: C Cost: 18 MP Formula: Standard attack magic Notes: Kaminari Range: 5 Effect: 1-13 Alignment: N Cost: 40 MP Formula: Standard attack magic Notes: Summon Air Cry Range: Inf Effect: All Alignment: N Cost: 60 MP Formula: Standard attack magic Notes: Forbidden Quick Range: 7 Effect: 1 Alignment: N Cost: 26 MP Formula: Always hits Notes: Add: Quick Storm Range: Inf Effect: All Alignment: N Cost: 26 MP Formula: Always hits Notes: Worsens weather Teleport Range: 7 Effect: 1 Alignment: N Cost: 45 MP Formula: Always hits Notes: Teleports target anywhere on map Hahnela Range: Inf Effect: All Alignment: N Cost: 10 MP Formula: Always hits Notes: +3 Wind Terrain Bonus, -2 Earth Terrain Bonus Fire Elemental Magic FireBurn Range: 6 Effect: 1-13 Alignment: L Cost: 14 MP Formula: Standard attack magic Notes: Burns terrain MagmaGod Range: 5 Effect: 1-13 Alignment: N Cost: 40 MP Formula: Standard attack magic Notes: Summon Nova Range: 5 Effect: 1 Alignment: N Cost: 50 MP Formula: Notes: Instantly kills enemy without leaving bag or card. Works on undead. Nova+ Range: Inf Effect: All Alignment: N Cost: 60 MP Formula: Standard attack magic Notes: Forbidden, more effective on higher targets Melt Range: 5 Effect: 1 Alignment: N Cost: 25 MP Formula: Always hits Notes: Add: Power Down Melt Range: 5 Effect: 1 Alignment: N Cost: 25 MP Formula: Always hits Notes: Add: Power Up Stun Range: 7 Effect: 1-13 Alignment: N Cost: 22 MP Formula: Notes: Add: Stun Zoshonel Range: All Effect: All Alignment: N Cost: 10 MP Formula: Always hits Notes: Fire Terrain Bonus + 3, Water Terrain Bonus - 2 Earth Elemental Magic Acid Range: 6 Effect: 1-13 Alignment: L Cost: 14 MP Formula: Standard Attack Magic Notes: Acid Range: 6 Effect: 1-13 Alignment: N Cost: 32 MP Formula: Standard Attack Magic Notes: More effective on lower targets Gnome Range: 5 Effect: 1-13 Alignment: N Cost: 40 MP Formula: Standard Attack Magic Notes: Summon Quake Range: Inf Effect: All Alignment: N Cost: 60 MP Formula: Standard Attack Magic Notes: Forbidden Jump Range: 7 Effect: 1 Alignment: N Cost: 30 MP Formula: Always hits Notes: Moves target 1 space in any direction regardless of height Poison Range: 7 Effect: 1-13 Alignment: N Cost: 32 MP Formula: Notes: Add: Poison Petrify Range: 7 Effect: 1-13 Alignment: N Cost: 32 MP Formula: Notes: Add: Petrify Bartha Range: Inf Effect: All Alignment: N Cost: 10 MP Formula: Always hits Notes: Earth Terrain Bonus +3, Wind Terrain Bonus -2 Water Elemental Magic IceBlast Range: 6 Effect: 1-13 Alignment: N Cost: 14 MP Formula: Standard Attack Spell Notes: AcidRain Range: 6 Effect: 1-13 Alignment: C Cost: 38 MP Formula: Standard Attack Spell Notes: Add: Power Down (50%) Fenril Range: 5 Effect: 1-13 Alignment: N Cost: 40 MP Formula: Standard Attack Spell Notes: Summon IceCloud Range: Inf Effect: All Alignment: N Cost: 60 MP Formula: Standard Attack Spell Notes: Forbidden Clear Range: 7 Effect: 1 Alignment: N Cost: 18 MP Formula: Always hits Notes: Remove: Poison SlowMove Range: 7 Effect: 1 Alignment: N Cost: 22 MP Formula: Always hits Notes: Add: Slow HealRain Range: 6 Effect: 1-13 Alignment: C Cost: 42 MP Formula: Standard Healing Spell Notes: Gurza Range: Inf Effect: All Alignment: N Cost: 10 MP Formula: Always hits Notes: +3 Water Terrain Bonus, -2 Fire Terrain Bonus Virtue Elemental Magic Lightbow Range: 7 Effect: 1 Alignment: N Cost: 20 MP Formula: Standard Attack Spell Notes: Line-of-Sight Trajectory Exorcism Range: 5 Effect: 1-13 Alignment: N Cost: 35 MP Formula: Notes: Exorcises undead IceBlast Range: Inf Effect: Enemy Alignment: N Cost: 60 MP Formula: Standard Attack Spell Notes: Exorcises undead Vitalize Range: 7 Effect: 1 Alignment: N Cost: 10 MP Formula: Always hits Notes: Remove: Stun, Poison, Petrify, Charm Heal Range: 7 Effect: 1 Alignment: N Cost: 10 MP Formula: Standard Healing Spell Notes: More effective when cast by L characters, less effective when cast by C characters, not affected by Terrain Bonus Heal Range: 6 Effect: 1-13 Alignment: N Cost: 25 MP Formula: Standard Healing Spell Notes: More effective when cast by L characters, less effective when cast by C characters, not affected by Terrain Bonus Heal Range: Inf Effect: 1 Alignment: N Cost: 40 MP Formula: Always hits Notes: Full healing Revivify Range: Inf Effect: 1 Alignment: N Cost: 55 MP Formula: Always hits Notes: Revives an ally. Cannot be used by AI. Bane Elemental Spells Incubus Range: 7 Effect: 1 Alignment: N Cost: 14 MP Formula: Standard Attack Spell Notes: Add: Sleep (50%) Pain Range: 5 Effect: 1 Alignment: N Cost: 20 MP Formula: D = Caster's Max HP Ð Caster's HP Notes: Dark Law Range: 5 Effect: 1-13 Alignment: N Cost: 40 MP Formula: D = Target's HP/5 Notes: Summon Death Range: Inf Effect: All Alignment: N Cost: 60 MP Formula: Standard Attack Spell Notes: Forbidden, less effective on closer targets Charm Range: 7 Effect: 1-13 Alignment: N Cost: 24 MP Formula: Notes: Add: Charm Paradigm Range: 5 Effect: 1 Alignment: N Cost: 35 MP Formula: Always hits Notes: Reduces target WT to 0 Charge Range: 7 Effect: 1 Alignment: N Cost: 10 MP Formula: MP-Restoring Healing Spell Notes: Recharges target MP based on healing spell formula, caster loses MP equal to half the amount recharged, not affected by terrain bonus Necro Range: Inf Effect: 1 Alignment: N Cost: 55 MP Formula: Always hits Notes: Revives a character as the undead. Physical fighters become Skeletons, mages become Ghosts. Drakonite Magic Tempest Range: All Effect: Enemy Alignment: C Cost: 80 MP Formula: Standard Attack Spell Element: Wind Notes: Forbidden, worsens weather Wipe Out Range: All Effect: Enemy Alignment: N Cost: 80 MP Formula: Standard Attack Spell Element: Fire Notes: Forbidden, burns terrain under targets Asteroid Range: All Effect: Enemy Alignment: N Cost: 80 MP Formula: Standard Attack Spell Element: Earth Notes: Forbidden, Add: Power Down, more effective on lower targets Mute Range: All Effect: Enemy Alignment: N Cost: 80 MP Formula: Standard Attack Spell Element: Water Notes: Forbidden, Add: Stun Dominion Range: All Effect: 1 Alignment: N Cost: 70 MP Formula: Always hits Element: None Notes: Stops target's WT until 500 WT are counted off Entify Range: All Effect: 1 Alignment: N Cost: 70 MP Formula: Always hits Element: None Notes: Revives one dead ally, killing caster Retissue Range: All Effect: 1 Alignment: N Cost: 70 MP Formula: Always hits Element: None Notes: Turns a friendly undead character into a level 1 Soldier or Amazon, halving all their stats. May change alignment. Snapshot Range: All Effect: Self Alignment: N Cost: 0 MP Formula: Always hits Element: None Notes: Turns character into a sword Tornado Range: 7 Effect: 1 Alignment: N Cost: (Level * 1) HP Formula: Standard special attack Element: Wind Notes: Randomly alters direction target is facing Thunder Breath Range: 1 Effect: 1 Alignment: N Cost: None Formula: Standard special attack Element: Wind Notes: Add: Stun (50%) Crimson Range: 7 Effect: 1 Alignment: L Cost: (Level * 1) HP Formula: Standard special attack Element: Fire Notes: Fire Breath Range: 1 Effect: 1 Alignment: N Cost: None Formula: Standard special attack Element: Fire Notes: Add: Power Down (50%) Dragos Range: 7 Effect: 1 Alignment: N Cost: (Level * 1) HP Formula: Standard special attack Element: Earth Notes: Poison Breath Range: 1 Effect: 1 Alignment: L Cost: None Formula: Standard special attack Element: Earth Notes: Add: Poison (50%) Petrify Breath Range: 1 Effect: 1 Alignment: L Cost: None Formula: Standard special attack Element: Earth Notes: Add: Petrify (50%) Spiral Range: 7 Effect: 1 Alignment: N Cost: (Level * 1) HP Formula: Standard special attack Element: Water Notes: Also reduces target's MP by 99% Ice Breath Range: 1 Effect: 1 Alignment: N Cost: None Formula: Standard special attack Element: Water Notes: Add: Sleep (50%) Banish Range: 7 Effect: 1 Alignment: N Cost: None Formula: Always Hits Element: Virtue Notes: Exorcises undead HolyBolt Range: 7 Effect: 1 Alignment: N Cost: (Level * 1) HP Formula: Standard special attack Element: Virtue Notes: Exorcises undead Jihad Range: 7 Effect: 1 Alignment: N Cost: (Level * 2) HP Formula: Standard special attack Element: Virtue Notes: Exorcises undead Abyss Range: 3 Effect: 1 Alignment: N Cost: (Level * 2) HP Formula: D = 3/4 Target's HP Element: Bane Notes: Toxic Breath Range: 1 Effect: 1 Alignment: N Cost: None Formula: Standard special attack Element: Bane Notes: Add: Charm (50%) EvilEyes Range: Inf Effect: All Alignment: N Cost: None Formula: Element: Physical Notes: Add: Petrify, must have line-of-sight to target, target must not have a shield Eddy Range: 2 Effect: 1 Alignment: N Cost: None
Formula: Standard special attack Element: Physical
Notes: Must be used in water
Typhoon
Range: Inf Effect: All Alignment: N Cost: None
Formula: Always hits Element: Physical
Notes: Worsens weather
Caliban
Range: Inf Effect: All Alignment: N Cost: None
Formula: Always hits Element: Physical
Notes: Improves weather
Summon-E
Range: 1 Effect: 1 Alignment: N Cost: None
Formula: Always hits Element: Physical
Notes: Creates an ally directly in front of the caster, who begins with 0 WT.
Can only be used by the AI.
Summon-H
Range: Inf Effect: Enemy Alignment: N Cost: None
Formula: Standard special attack Element: Wind
Notes: Forbidden
Summon-Z
Range: Inf Effect: Enemy Alignment: N Cost: None
Formula: Standard special attack Element: Fire
Notes: Forbidden
Summon-B
Range: Inf Effect: Enemy Alignment: N Cost: None
Formula: Standard special attack Element: Earth
Notes: Forbidden
Summon-G
Range: Inf Effect: Enemy Alignment: N Cost: None
Formula: Standard special attack Element: Water
Notes: Forbidden
Summon-I
Range: Inf Effect: Enemy Alignment: N Cost: None
Formula: Standard special attack Element: Virtue
Notes: Forbidden
Summon-A
Range: Inf Effect: Enemy Alignment: N Cost: None
Formula: Standard special attack Element: Virtue
Notes: Forbidden
Pray-H
Range: Inf Effect: All Alignment: N Cost: None
Formula: Always hits Element: Wind
Notes: Wind Terrain Bonus + 5
Pray-Z
Range: Inf Effect: All Alignment: N Cost: None
Formula: Always hits Element: Fire
Notes: Fire Terrain Bonus + 5
Pray-B
Range: Inf Effect: All Alignment: N Cost: None
Formula: Always hits Element: Earth
Notes: Earth Terrain Bonus + 5
Pray-G
Range: Inf Effect: All Alignment: N Cost: None
Formula: Always hits Element: Water
Notes: Water Terrain Bonus + 5
Fudo
Range: 2 Effect: 1 Alignment: N Cost: (D/5) HP
Formula: D = DEX Element: Physical
Notes: Cannot target diagonally, must be using sword
Agony
Range: 2 Effect: 1 Alignment: N Cost: (D/5) HP
Formula: D = Max HP - HP Element: Physical
Notes: Cannot target diagonally, must be using sword
Dracul
Range: 2 Effect: 1 Alignment: N Cost: (D/5) HP
Formula: D = 2(W.STR) Element: Physical
Notes: Cannot target diagonally, must be using sword
Relic
Range: 2 Effect: 1 Alignment: N Cost: (D/5) HP
Formula: Standard physical Element: Physical
Notes: Cannot target diagonally, Forbidden, must be using axe, hammer, spear,
or claw, Add: Petrify (50%)
RamPower
Range: 2 Effect: 1 Alignment: N Cost: (D/5) HP
Formula: Standard special attack Element: Physical
Notes: Cannot target diagonally, must be using axe, hammer, spear, or claw,
causes knockback
DevilCry
Range: 2 Effect: 1 Alignment: N Cost: (D/5) HP
Formula: D = HP Element: Physical
Notes: Cannot target diagonally, must be using axe, hammer, spear, or claw
SoulWave
Range: 2 Effect: 1 Alignment: N Cost: (D/5) HP
Formula: Standard physical attack Element: Physical
Notes: Cannot target diagonally, Forbidden, must be using axe, hammer, spear,
or claw, reduces target's max HP by D/10
FireWave
Range: 2 Effect: 1 Alignment: N Cost: (D/5) HP
Formula: Standard special attack Element: Fire
Notes: Cannot target diagonally, Forbidden, must be using axe, hammer, spear,
or claw
MegaBolt
Range: 2 Effect: 1 Alignment: N Cost: (D/5) HP
Formula: Standard special attack Element: Wind
Notes: Cannot target diagonally, Forbidden, must be using axe, hammer, spear,
or claw
Rage
Range: 2 Effect: 1 Alignment: N Cost: (D/5) HP
Formula: D = STR Element: Physical
Notes: Cannot target diagonally, must not be using a direct attack weapon
Reaper
Range: 2 Effect: 1 Alignment: N Cost: None
Formula: Standard physical attack Element: Fire
Notes: Cannot target diagonally, must be using a direct attack weapon, Add:
Power Down, Forbidden
Avenger
Range: 2 Effect: 1 Alignment: N Cost: None
Formula: Standard physical attack Element: Earth
Notes: Cannot target diagonally, must be using a direct attack weapon, causes
knockback, Forbidden
Venom
Range: 2 Effect: 1 Alignment: N Cost: None
Formula: Standard physical attack Element: Water
Notes: Cannot target diagonally, must be using a direct attack weapon, Add:
Poison, Forbidden
RiotBurn
Range: 2 Effect: 1 Alignment: N Cost: None
Formula: Standard physical attack Element: Virtue
Notes: Cannot target diagonally, must be using a direct attack weapon,
exorcises undead, Forbidden
Thundax
Range: 2 Effect: 1 Alignment: N Cost: None
Formula: Standard physical attack Element: Wind
Notes: Cannot target diagonally, must be using a direct attack weapon, randomly
alters direction target is facing, Forbidden
EvilRose
Range: 2 Effect: 1 Alignment: N Cost: None
Formula: Standard physical attack Element: Bane
Notes: Cannot target diagonally, must be using a direct attack weapon, Add:
Charm, Forbidden
DarkCell
Range: 2 Effect: 1 Alignment: N Cost: None
Formula: Standard physical attack Element: Bane
Notes: Cannot target diagonally, must be using a direct attack weapon, Add:
Stun, Forbidden
Oracle
Range: 2 Effect: 1 Alignment: N Cost: None
Formula: Standard physical attack Element: Bane
Notes: Cannot target diagonally, must be using a direct attack weapon, reduces
target's max HP by D/10, Forbidden
EvilRose
Range: 2 Effect: 1 Alignment: N Cost: None
Formula: Standard physical attack Element: Bane
Notes: Cannot target diagonally, must be using a direct attack weapon, Add:
Charm
50Heal
Range: 1 Effect: 1 Alignment: N Cost: None
Formula: -D = 50 Element: Physical
Notes:
100Heal
Range: 1 Effect: 1 Alignment: N Cost: None
Formula: -D = 100 Element: Physical
Notes:
150Heal
Range: 1 Effect: 1 Alignment: N Cost: None
Formula: -D = 150 Element: Physical
Notes:
Max Heal
Range: 1 Effect: 1 Alignment: N Cost: None
Formula: Full Healing Element: Physical
Notes:
25MP
Range: 1 Effect: 1 Alignment: N Cost: None
Formula: -D = 25 Element: Physical
Notes: Recovers MP
50MP
Range: 1 Effect: 1 Alignment: N Cost: None
Formula: -D = 50 Element: Physical
Notes: Recovers MP
100MP
Range: 1 Effect: 1 Alignment: N Cost: None
Formula: -D = 100 Element: Physical
Notes: Recovers MP
Max MP
Range: 1 Effect: 1 Alignment: N Cost: None
Formula: Full Healing Element: Physical
Notes: Recovers MP
Restore
Range: 1 Effect: 1 Alignment: N Cost: None
Formula: -D = 100 Element: Physical
Notes: Recovers MP as well as HP
100%
Range: 1 Effect: 1 Alignment: N Cost: None
Formula: Full Healing Element: Physical
Notes: Recovers MP as well as HP
Revive
Range: 1 Effect: 1 Alignment: N Cost: None
Formula: Always hits Element: Physical
Notes: Remove: Petrify
Antidote
Range: 1 Effect: 1 Alignment: N Cost: None
Formula: Always hits Element: Physical
Notes: Remove: Poison
Ambrosia
Range: 1 Effect: 1 Alignment: N Cost: None
Formula: Always hits Element: Physical
Notes: Remove: Stun
Awake
Range: 1 Effect: 1 Alignment: N Cost: None
Formula: Always hits Element: Physical
Notes: Remove: Sleep
Remedy
Range: 1 Effect: 1 Alignment: N Cost: None
Formula: Always hits Element: Physical
Notes: Remove: Stun, Sleep, Poison, Petrify
Double
Range: 0 Effect: Self Alignment: N Cost: None
Formula: Always hits Element: Physical
Notes: Resets WT to 0. Since it can only be cast on oneself, has no effect
BodyGrab
Range: Inf Effect: 1 Alignment: N Cost: None
Formula: Always hits Element: Bane
Notes: Swaps bodies with a random enemy character. Must be a character who
could have been persuaded. All stats and parameters are swapped except INT and
MEN.
WindShot
Range: 7 Effect: 1 Alignment: N Cost: (Level * 1) HP
Formula: Standard special attack Element: Wind
Notes: Line-of-sight trajectory
GlowBall
Range: 7 Effect: 1 Alignment: N Cost: (Level * 1) HP
Formula: Standard special attack Element: Fire
Notes: Line-of-sight trajectory
X-Zone
Range: 7 Effect: 1 Alignment: N Cost: (Level * 2) HP
Formula: Standard special attack Element: Earth
Notes: Add: Stun
Hazard
Range: 7 Effect: 1 Alignment: N Cost: (Level * 2) HP
Formula: Standard special attack Element: Water
Notes: Add: Poison
CalmSong
Range: 5 Effect: 13 Alignment: N Cost: (Level * 1) HP
Formula: D = 0.9 * Target's MP Element: Virtue
Notes: Damages MP
SadSong
Range: 5 Effect: 13 Alignment: N Cost: (Level * 1) HP
Formula: SadSong Formula Element: Virtue
Notes: Heals undead
CuteKiss (Faerie)
Range: 1 Effect: 1 Alignment: N Cost: (Level * 1) HP
Formula: -D = 0.1 * Caster's HP Element: Virtue
Notes: Remove: Stun, Poison, Petrify, Sleep
DeepKiss (Faerie)
Range: 1 Effect: 1 Alignment: N Cost: (Level * 1) HP
Formula: -D = 0.3 * Caster's HP Element: Virtue
Notes: Resets target's WT to 0 and grants an instant turn
CuteKiss (Gremlin)
Range: 1 Effect: 1 Alignment: N Cost: (Level * 1) HP
Formula: D = 0.1 * Caster's HP Element: Bane
Notes: Add: Charm
DeepKiss (Faerie)
Range: 1 Effect: 1 Alignment: N Cost: (Level * 1) HP
Formula: -D = 0.3 * Caster's HP Element: Bane
Notes: Add: Petrify
Prophecy
Range: Inf Effect: Allies Alignment: N Cost: (Max HP/2) HP
Formula: Full Healing Element: Virtue
Notes:
LifeSuck
Range: 3 Effect: 1 Alignment: N Cost: -D
Formula: D = Target's VIT / 4 Element: Bane
Notes: Adds damage inflicted to caster's HP
Pumpkin
Range: 3 Effect: 1 Alignment: N Cost: None
Formula: D = Caster's HP / 2 Element: Physical
Notes:
BrainFry
Range: 3 Effect: 1 Alignment: N Cost: None
Formula: Always hits Element: Bane
Notes: Add: Charm
YasaiWar
Range: 5 Effect: 13 Alignment: N Cost: None
Formula: D = MP/2 Element: Physical
Notes: Damages MP
Squash-X
Range: 0 Effect: 13 Alignment: N Cost: Caster's Current HP
Formula: D = (VIT + MEN)/4 Element: Physical
Notes: Kills user!
ColicDio
Range: 0 Effect: Self Alignment: N Cost: None
Formula: Always hits Element: Physical
Notes: Changes user's element to the element of last elemental attack he was
struck by
Torutos
Range: Inf Effect: All Alignment: N Cost: None
Formula: Standard special attack Element: Wind
Notes: Forbidden
Derupt
Range: Inf Effect: All Alignment: N Cost: None
Formula: Standard special attack Element: Fire
Notes: Forbidden
Pondors
Range: Inf Effect: All Alignment: N Cost: None
Formula: Standard special attack Element: Earth
Notes: Forbidden
Kusogaki
Range: Inf Effect: All Alignment: N Cost: None
Formula: Standard special attack Element: Water
Notes: Forbidden
Radius
Range: Inf Effect: All Alignment: N Cost: None
Formula: Standard special attack Element: Virtue
Notes: Forbidden
Umbra
Range: Inf Effect: All Alignment: N Cost: None
Formula: Standard special attack Element: Bane
Notes: Forbidden
STR Up
Range: 1 Effect: 1 Alignment: N Cost: None
Formula: Always hits Element: Physical
Notes: Target's STR +10
VIT Up
Range: 1 Effect: 1 Alignment: N Cost: None
Formula: Always hits Element: Physical
Notes: Target's VIT +10
INT Up
Range: 1 Effect: 1 Alignment: N Cost: None
Formula: Always hits Element: Physical
Notes: Target's INT +10
MEN Up
Range: 1 Effect: 1 Alignment: N Cost: None
Formula: Always hits Element: Physical
Notes: Target's MEN +10
VIII. Gameplay Formulas: Definitions
These equations were obtained using the Japanese Super Famicom edition of TO.
I'm 99% sure they haven't changed in the PSX version.
Definitions:
Ppa: Total derived physical attack power, including all offense item
bonuses.
Ppd: Raw defense power against weapon attacks and special attacks,
modified by defense items but not resistance.
Mpa: Total derived magic attack power, including all offense item
bonuses.
Mpd: Raw magic defense power, modified by defense items but not
resistance.
Spa: Total derived special attack power for most special attacks,
including all offense item bonuses.
W.x: Attribute bonus from an offense item. W.STR would be STR bonus.
A.x: Attribute bonus from a defense item.
Ma: Attack modifier incorporating terrain bonus and other factors.
Cannot be lower than 0 or higher than 200. Generally,
Ma = 60 + To + E + C + Wb + Wt + Wm + Prf + F + ADa + S + H + FP
Md: Defense modifier incorporating terrain bonus and other factors.
Cannot be lower than 0 or higher than 200. Generally,
Md = 40 + Td + Wb + Wt + F + ADd + S + Sp1 + Sp2 + Sp3
RES: Resistance level of target applicable to the element of the
attacker's attack, dependent on class and adjusted by equipment.
Note that a direct attack with a fire sword, for example, is a fire
attack and not a physical attack, so for resistance would apply.
Also note that when an item says it adds to your RES for a certain
element, it really means it subtracts that amount, and vice versa.
Generally,
RES = Class RES Ð A.RES Ð E - A
Db: Base damage value not yet modified by LUK and other factors.
D: Final damage. What you get in the actual game.
To: Offensive terrain bonus modified by element.
Td: Defensive terrain bonus modified by element.
E: Elemental attribute of weapon or skill. If it is the same as
the user's element, this value is 10. if it is the opposite, it's
-10. Otherwise, it's 0. Only applies to damage-dealing skills.
A: Alignment modifier. If the weapon or skill being used is virtue
elemental, this value is 5 for L characters and -5 for C characters.
If the weapon or skill is bane elemental, the opposite modifiers
apply.
C: Critical hit bonus. If attack was a critical hit, this bonus is
+10 and knockback results from the attack. Otherwise, this
value is 0 and no knockback occurs.
Wb: Weather bonus based on alignment and weather conditions. Does not
apply indoors. Always 0 for N characters.
Clear Skies: L Characters +1, C Characters -3
Partly Cloudy: L Characters 0, C Characters -2
Light Rain: L Characters -1, C Characters -1
Heavy Rain: L Characters -2, C Characters 0
Snowfall: L Characters -3, C Characters +1
Wm: Weather modifier of spells or specials. Each spell actually has its
own internal alignment, which determines whether it works better in
good or bad weather. Does not apply indoors.
Clear Skies: L Skills +1, N Skills -1, C Skills -3
Partly Cloudy: L Skills 0, N Skills -1, C Skills -2
Light Rain: L Skills -1, N Skills -1, C Skills -1
Heavy Rain: L Skills -2, N Skills -1, C Skills 0
Snowfall: L Skills -3, N Skills -1, C Skills +1
Wt: Weather tolerance of class. Although the Warren Report says this
is based on weather, it really always applies, even in doors. Can
be 0 +2, or +4.
Prf: Weapon preference bonus. If the attacker is using his preferred
weapon, +3. Otherwise, 0.
FP: Forbidden Power bonus imparting +10 to attack modifier. Only applies
to certain skills, such as the Forbidden Powers, Orb attacks, and the
like.
H: Healing bonus. When a Virtue healing spell is being used, this is 10
for L characters and -10 for C characters.
F: Terror effect. If the character is L aligned and currently in the
radius of an enemy with the terror effect, -8. If the character
is N aligned, -4. Otherwise, 0.
ADa: Anti-Dragon effect for the attacker. If the attacker or his
weapon has this attribute, and the target is dragon species, +8.
Can stack if both the attacker and the weapon have the attribute,
to +16.
ADd: Anti-Dragon effect for the defender. if the defender has this
attribute, and the attacker is dragon species, a +5 bonus applies.
S: Ally support bonus. If attacker is beast, dragon, or giant
species and has or is within 3 panels of an ally who has the
support attribute for the appropriate species, attacker gets a +5
bonus. Stackable.
Si: Side modifier. When attacking from target's side, +25. When
attacking from target's back, +50.
Sp1: Skill-Specific Height-based Defense Modifier: Nova+
Sp1 = -(Defense unit height/4)
Sp2: Skill-Specific Height-based Modifier: Meteor and Asteroid
Sp2 = (Defense unit height - 33)/4
Sp3: Skill-Specific Distance-based Defense Modifier: Death
Sp3 = (Defense unit distance from attack unit Ð 65)/4
La: Attacker's LUK.
Ld: Defender's LUK.
R: Random factor applied to all attacks. Mechanism not fully
understood.
Mw: Weapon modifer.
Mw = 1 for all weapon attacks
Mw = 0.5 for all unarmed direct attacks or attack/healing spells
Mw = 0.25 for all unarmed indirect attacks or summon spells
Mw = 0.7 when the attacker has Attack+, unless he is countering
Db: This is the expected damage as shown before the attack is made.
D: Damage actually given.
IX. Gameplay Formulas: Physical Attacks
A. Damage
Equations:
Physical Attack Power:
Ppa = STR + W.STR + (DEX + W.DEX)/2
Physical Defense:
Ppd = VIT + A.VIT + (STR + A.STR)/2
Base Damage:
Db = [(Ppa * Ma/100 - Ppd * Md/100) * RES/100 + La Ð Ld] * Mw
Final Damage:
D = Db + R
When the physical attack is made using a shield or gauntlet as the weapon the
damage will always equal 1/4 of the shield or gauntlet's weight plus R.
Note: Any decimals resulting from the above calculations are
truncated. Upon multiplication by Mw, however, the value is rounded.
Minimum damage is 1 and maximum is 999. Also, damage may never exceed the
current HP of the defense unit.
B. Hit Rate
Hit % = {[Attacker's AGI + Attacker's A.AGI + (Attacker's DEX + Attacker's
A.DEX)/4 Ð Weight] * Ma/100] Ð [Target's AGI + Target's A.AGI + (Target's DEX +
Target's A.DEX)/4 Ð Weight] * Md/100} + La - Ld + 50 + Si + R
IX. Gameplay Formuals: Magic
A. Attack Magic Damage
Equations:
Magic Attack Power:
Mpa = INT + W.INT + (MEN + W.MEN)/2
Magic Defense Power:
Mpd = VIT + A.VIT + (MEN + A.MEN)/2
Base Damage:
Db = [(Mpa * Ma/100 - Mpd * Md/100) * RES/100 + La - Ld] * Mw
Final Damage:
D = Db + R
Note: Any decimals resulting from the above calculations are
truncated. Upon multiplication by Mw, however, the value is rounded.
Minimum damage is 1 and maximum is 999. Also, damage may never exceed the
current HP of the defense unit. When applied to summon spells, these equations
determine damage per hit, not total damage.
B. Healing Magic Recovery
Magic Attack Power:
Mpa = INT + W.INT + (MEN + W.MEN)/2
Base Recovery
-Db = Mpa * 5/9 * Ma/100 * Mw
Final Recovery
-D = Db + R
Note: Note: Any decimals resulting from the above calculations are truncated.
Upon multiplication by Mw and upon multiplication by 5/9 in determining the base
recovery, however, the value is rounded. Minimum recovery is 1 and maximum is
999. Also, recovery may never exceed(Max HP - Current HP) of the defense unit.
C. Magic Hit Rate
Coming Soon!
X. Gameplay Formulas: Special Attack Damage
A. Standard Special Attack Damage
Equations:
Special Attack Power:
Spa = [3(MEN + W.MEN)/2 + (STR + W.STR)/2] * 2/3
Physical Defense Power
Ppd = VIT + A.VIT + (STR + A.STR)/2
Base Damage:
Db = [(Spa * Ma/100 - Ppd * Md/100) * RES/100 + La - Ld] * Mw
Final Damage:
D = Db + R
Note: Any decimals resulting from the above calculations are truncated. Upon
multiplication by Mw and upon multiplication by 2/3 in determining the attack
value, however, the value is rounded. Minimum damage is 1 and maximum is
999. Also, damage may never exceed the current HP of the defense unit.
B. Roslolian Secret Technique Damage
Physical Attack Power:
Ppa = STR + W.STR + (DEX + W.DEX)/2
Physical Defense:
Ppd = VIT + A.VIT + (STR + A.STR)/2
Base Damage:
Db = [(Ppa * Ma/100 - Ppd * Md/100) * RES/100 + La Ð Ld] * Mw
Final Damage:
D = Db + R
Note: Any decimals resulting from the above calculations are truncated. Upon
multiplication by Mw, however, the value is rounded. Minimum damage is 1 and
maximum is 999. Also, damage may never exceed the current HP of the defense
unit.
C. King Roderick Technique Damage
Relic, SoulWave, and RamPower
Physical Attack Power:
Ppa = STR + W.STR + (DEX + W.DEX)/2
Physical Defense:
Ppd = VIT + A.VIT + (STR + A.STR)/2
Base Damage:
Db = [(Spa * Ma/100 - Ppd * Md/100) * RES/100 + La - Ld] * Mw
Final Damage:
D = Db + R
FireWave and MegaBolt
Special Attack Power:
Spa = [3(MEN + W.MEN)/2 + (STR + W.STR)/2] * 2/3
Physical Defense Power
Ppd = VIT + A.VIT + (STR + A.STR)/2
Base Damage:
Db = [(Spa * Ma/100 - Ppd * Md/100) * RES/100 + La - Ld] * Mw
Final Damage:
D = Db + R
Note: Any decimals resulting from the above calculations are truncated. Upon
multiplication by Mw and upon multiplication by 2/3 in determining the attack
value, however, the value is rounded. Minimum damage is 1 and maximum is
999. Also, damage may never exceed the current HP of the defense unit.
Fudo
Final Damage:
D = Attacker DEX
Rage
Final Damage:
D = Attacker STR
Dracul
Final Damage:
D = (Attacker W.STR * 2)
Agony
Final Damage:
D = Attacker Max HP Ð Attacker Current HP
DevilCry
Final Damage:
D = Attacker Current HP
D. Proportional Damage Specials
Abyss
Final Damage:
D = 3/4 * Target's Current HP
CuteKiss (Gremlin)
Final Damage:
D = Target's Current HP /10
DeepKiss (Gremlin)
Final Damage:
D = Target's Current HP /3
LifeSuck
Final Damage:
D = Target's VIT / 4
Squash-X
Final Damage:
D = (Attacker's VIT + Attacker's MEN) / 4
YasaiWar
Final MP Damage:
D = Target's Current MP / 2
CalmSong
Final MP Damage:
D = Target's Current MP * 9/10
Pumpkin
Final Damage:
D = Target's Current HP / 2
Spiral
Final MP Damage:
S = Target's Current MP * 99/100
E. Proportional Recovery Specials
CuteKiss (Faerie)
Final Recovery:
-D = User's HP / 10
DeepKiss (Faerie)
Final Recovery:
-D = User's HP / 2
Sad Song
Final Recovery:
-D = INT + W.INT + MEN + W.MEN / 6
XI. Class Rankings
Humanoid, generic
Attack:
1. Dragoon (12)
2. Gremlin (11.5)
3. Angel Knight (11)
4. Knight (10.5)
Dragon Tamer (10.5)
5. Berzerker (10)
Beast Tamer (10)
Terror Knight (10)
Valkyrie (10)
10. Lizard Man (9.5)
Sword Master (9.5)
Hawk Man (9.5)
Defense:
1. Terror Knight (10.5)
Beast Tamer (10.5)
3. Berzerker (9.5)
Lizard Man
5. Dragoon (9)
Angel Knight (9)
7. Knight (8.5)
Archer (8.5)
Valkyrie (8.5)
10.Soldier (8)
Amazon (8)
Gorgon (8)
Goblin (8)
Magic:
1. Priest (12.5)
Siren (12.5)
3. Lich (12)
4. Wizard (11.5)
Cleric (11.5)
Warlock (11.5)
7. Exorcist (11)
Witch (11)
Angel Knight (11)
10.Ghost (10.5)
Magic Defense:
1. Pumpkin Head (12)
2. Terror Knight (10)
Beast Tamer (10)
4. Berzerker (9.5)
5. Lizard Man (9)
Archer (9)
7. Angel Knight (8)
Knight (8)
Soldier (8)
Amazon (8)
Gorgon (8)
Goblin (8)
Valkyrie (8)
Witch (8)
Ninja (8)
Exorcist (8)
Special:
1. Warlock (15.5)
2. Pumpkin Head (14)
Berzerker (14)
Faerie (14)
Witch (14)
Dragon Tamer (14)
7. Angel Knight (13)
Sword Master(13)
Cleric (13)
10.Ghost (12.5)
Wizard (12.5)
Priest (12.5)
Siren (12.5)
Speed:
1. Gremlin (10.25)
2. Ninja (9.75)
3. Sword Master (9.25)
4. Archer (9)
Faerie (9)
5. Hawk Man (8.75)
7. Soldier (7.5)
Amazon (7.5)
Angel Knight (7.5)
10.Lizard Man (7.25)