Final Fantasy Legend
Mutant FAQ
July 25, 2000
WonderLlama (
[email protected])
Updates
July 25, 2000 - This is the first version.
Contents
1) What is this FAQ about?
2) Improving your mutant.
3) Equipping your mutant.
4) Mutant Abilities.
5) Copyright notice
=======================What is this FAQ about?=========================
This is not a walkthrough. If you want a walkthrough, I would
recommend K. Megura's Mini-FAQ. This FAQ will address the mutant
character.
First, humans, mutants, and monsters are all fun and rewarding
characters in this game. You probably should not limit yourself. The
mutants main contribution is magic. The mutant is usually the
strongest and most flexible magic user on the team. Mutants progress
most like a traditional RPG character; they get better as a result of
fighting battles.
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========================Improving your mutant==========================
The mutant will improve at the end of nearly every battle. While
you can influence how the mutant improves, it is mostly random. And
while the mutant nearly always gets more powerful, it is also possible
to lose very powerful abilities. For this reason, if you have any
mutants in your party, you must save the game after every fight, unless
you lose a good ability, in which case you should reset the game and
reload. A + B + Start + Select resets the game quickly.
Strength: The mutant's strength may go up one point as a result
of battle. While it is somewhat random, it is far more likely if you
used a strength-based weapon in battle, such as the hammer.
Successfully hitting and swinging more times seem to help, but I'm not
sure.
Agility: The mutant's agility may go up one point as a result of
battle. It is more likely if you use an agility-based weapon. Agility
is an important stat for a mutant, if you want to use the psi-sword or
psi-knife. Both are very powerful. You should build up agility by
using agility-based weapons early in the game.
Defense: Mutants can gain defense from battle, but it is very
rare. I have never seen a mutant with more than 5 natural defense. I
don't know what causes this stat to go up. I would guess that getting
hit in combat helps, but I haven't observed enough cases to know. This
is probably the most valuable stat, so be happy when you get it.
Mana: Mutants gain mana from battle, especially if they used
magic, or a psi sword. Other than defense, this is probably the most
valuable stat. It will also go up the most. It can go over 99, and
probably will, so don't stop using magic just because it looks like
you've maxed it out.
HP: Mutants gain HP from battle. As far as I can tell, this is
completely random. I suspect that putting a mutant in the front row
will help this stat, but my tests have been hit and miss. A mutant can
easily get 300 HP early, and end the game with 600-700. There is
probably no limit other than your patience.
Abilities. Four of the mutant's slots are reserved for abilities.
One may randomly change as a result of battle. I can't find any
pattern to when they do. If you lose a good ability, I suggest you
reset.
The best thing you can do to improve your mutants is to get in a
lot of fights. It doesn't seem to make much difference if the fights
are easy or hard. I have had mutants with 600 HP on the first world,
so you can improve them as much as you want anywhere. The most
important thing is to get them good abilities. Try to get at least two
attack abilities (so you don't run out), a heal ability on one mutant,
and Armor or Kinesis. See the abilities section to help you choose.
=======================================================================
========================Equipping your mutant==========================
Mutants only get three slots for equipment. This means you have
to trade off between weapons and armor. However, they also have four
natural abilities, so they don't always need as many weapons as humans.
For most of the game, only three kinds of armor are available:
body, helmet, and gauntlet. I recommend equipping the best of all
three. That only leaves you one space. You could put a weapon,
shield, item, or spell here. Later in the game, you will get the
ParaSuit. This powerful armor only takes one slot, so you should give
it to the mutants to free up space for more weapons.
I never recommend giving a mutant a shield or item. Shields
should only ever be used by humans. They have more HP, so they are
more likely to be in front, and they have enough slots. I personally
almost never use shields at all. Items are not as good as healing
spells, so mutants should use spells instead.
Spells are very powerful. However, often the mutant will get
several spells for free from natural abilities. You should only equip
a spell if it you are having trouble getting the ability naturally.
The main problem with equipping a spell is that they don't get as many
uses as weapons. Mutants should usually rely on a weapon when their
natural abilities are in danger of running out.
For most of the game, I recommend giving your mutant a weapon.
Early on, give them an agility weapon. Rapiers and sabers are
available early on. Have them attack with these weapons as much as
possible to get agility up. Later on in the game, mutants will use
psi-weapons which are powered by mana, but in order to hit with them,
they will need high agility. Once a mutant gets to around 60 agility,
it is safe to switch to a mana weapon. If you haven't found any psi-
knives yet, stick with agility weapons until you do.
The psi-knife, psi-sword, and vampic sword all do damage based on
mana. In the hands of a human, they are useless, but a mutant can be
amazing with one. The psi-knife is weak, but you find it earlier. It
is probably still more powerful than anything else you can get, so use
it. Later on, you have to choose between the Vampic and Psi swords.
The Vampic does less damage, but it drains HP. The psi-sword is the
strongest sword in the hands of a mutant. I would use the Psi-Sword
most of the time. Usually, mutants will be in the back of the party,
and won't get attacked very often. The psi-sword will help insure that
you never take damage. Still, switch to the Vampic if you find your
mutant is taking damage a lot.
At the very end of the game, you will get the ParaSuit, and have
three slots open. At this point, I recommend having the Flare spell, a
psi-sword, and the Vampic sword if possible. That way, you can damage
all enemies, one enemy a whole lot, or heal yourself depending on the
situation. That means you have to bring the swords with you from the
fourth world, so plan ahead. If you can't use all three, mutants are
good candidates to carry the Nuke, as well as rockets. When a mutant
isn't using mana, he'll be overshadowed by the humans. So he may as
well be the one to use weapons that do constant damage.
=======================================================================
==========================Mutant Abilities=============================
Ability Uses Effect and Comments
ESP 50 Doesn't seem to do anything. Drives me crazy. If
anyone knows what this is supposed to do, tell me.
Flame 10 Attacks a group with the fire element.
Ice 10 Attacks a group with the ice element.
Thunder 10 Attacks a group with the electricity element.
Gas 10 Attacks a group with the earth element.
Leech 21 Does 10 damage to every enemy and other friendly
character. Restores that life to the user. I've
only ever seen this ability on recruited mutants.
P-Blast 10 Attacks all enemies. It's non-elemental too. Great
attack.
Quake 10 Attacks all enemies for big damage. Earth elemental.
This is extremely rare.
Flare ? The most powerful spell. Hits all enemies.
Heal 10 Heals one ally. Use this to heal everyone before you
stay in an inn, and you get a free stay.
Electro 10 Lowers one group's agility.
Stench 10 Lowers one group's strength.
Kinesis 10 Paralyzes one group of enemies.
Gaze 10 Claims to confuse a group of enemies. Seems to make
them get an extra attack instead.
D-Gaze 10 Kills a group of enemies. Very rare.
S-Gaze 10 Just like D-Gaze as far as I can see. Just as rare.
P-Fang 25 Paralyzes one enemy. Use Kinesis instead.
Power 3 Raises the mutant's strength by 99. Contrary to what
the ability claims, multiple uses can make you do
more damage, so I believe it adds 99 to strength, not
sets strength to 99.
Armor 3 Raises the mutant's defense by 99. This is a very
useful ability to use against bosses. It only gets
three uses tho'.
Mirror 10 Makes the mutant harder to hit. Not usually very
effective.
Barrier 10 Increases the defense of all characters. The benefit
is small, so this ability probably isn't as good as
armor.
Burning 25 If the mutant is attacked for the rest of the round,
some damage is dealt to the enemy.
P-Skin 25 Just like Burning, except it poisons the enemy.
My personal favorite combination is to have heal, kinesis, and two
attack abilities. Quake, P-Blast, and Nuke are great if you can get
them. Armor is great against bosses.
If anyone knows anything about mutant abilities that I don't,
please let me know.
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==============================Copyright================================
As usual, feel free to do whatever with this FAQ as long as you
don't change it, make money off it, or delete this notice. And it is,
of course, Copyright 2000 Justin Lyon.
I can be contacted with any questions at
[email protected].