v 1.0
June 26, 2011
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This FAQ contains detailed information on how reformations work, as well as a
list of all monsters' stats and the best sources of monster abilities and
reborn humans.
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TABLE OF CONTENTS
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[1] Reforming
[1.1] Determining Monster Race
[1.2] General Cases
[1.3] Special Cases
[2] Monster Stats
[3] Easy Monster Goodies
[3.1] Abilities
[3.2] Small Humans
[4] Acknowledgements & History
For most reformings, you can determine the race of the reformed monster by
consulting the tables in Chapter 2. However, there are some heart combinations
which will override the general charts:
1) SPECIAL CASES: Certain combinations have a special result programmed in.
These combinations will always result in a particular
monster, regardless of star level.
2) DOUBLE HEARTS: If you use two copies of the exact same monster heart, and it
is not a special case, the reformed monster will be the race
whose hearts you used, regardless of star level.
(The only monsters that have special cases for double hearts
are the 6 star monsters as well as the "unique" Elemental
monsters.)
3) PLAYER HEARTS: If you use at least one Player heart, the other heart is
ignored, and the monster will drop down one star level.
I'm not sure precisely how this one works.
4) HUMAN HEARTS: Any reforming involving one or more human hearts that are NOT
Player hearts will result in the same race you had before
reforming.
If none of these combinations are used, then a DOMINANT FAMILY and an
INFLUENCING FAMILY are determined by the base monster's family and the families
of the two monster hearts. They are determined as follows:
1) IF hearts are from the same family,
1a) AND base monster is elemental or from the same family, THEN:
DOMINANT = HEART FAMILY
INFLUENCING = HEART FAMILY
1b) AND base monster is from a different, non-elemental family, THEN:
DOMINANT = HEART FAMILY
INFLUENCING = BASE FAMILY
2) IF hearts are from different families,
2a) AND base monster shares a non-elemental family with one heart, THEN:
DOMINANT = BASE FAMILY
INFLUENCING = OTHER FAMILY
2b) AND base monster shares the elemental family with one heart, THEN:
DOMINANT = OTHER FAMILY
INFLUENCING = ELEMENTAL
2c) AND all three families are different, THEN:
DOMINANT = HIGHEST RANK FAMILY
INFLUENCING = NEXT HIGHEST FAMILY
Family Rank Order for 2c: 1. BEAST
2. DEMON
3. MATERIAL
4. ANIMAL
5. SLIME
6. NATURE
7. ELEMENTAL (never chosen this way)
Additionally, STAR LEVEL is determined. Normally, this will be the same as the
star level of the base monster. It will increase by 1 if at least one of the
hearts has a higher star level than the base monster does (up to a maximum of 5
stars). It will never increase by more than 1 with this type of reforming.
Finally, a special rank monster will drop down to 5 stars if reformed in this
way.
Based on the dominant and influencing families, and the star level, the
monster's race can be found in the tables listed in Chapter 2 below.
DISCLAIMER: I have not found any case where the above rules are inaccurate.
Indeed, they seem to work perfectly. However, I have not tested every possible
case. Therefore, it's possible there are mistakes. If you find any, please
post a message about it and I will update this guide and credit you. Thanks.
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[1.2] REFORMING -- GENERAL CASES
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HOW TO USE THESE CHARTS:
1. Determine the DOMINANT and Influencing family as in Chapter 1 above.
2. The DOMINANT family is listed on top, the Influencing family on the side.
3. There is a different chart for each star level. (I found it useful to see
all the options for a reformation at once, while it is not that useful to
know that Giant Worm and Wing Tree have similar heritages, etc.)
4 STARS # BEAST | DEMON | MATRL | ANIML | SLIME | NATUR | ELMNT
*********#*********************************************************************
Beast # Great | Jamirus | Dead | Dark | Dark | Pumpk' | Pimo
# Dragon | | Masker | Horn | Knight | night |
---------#---------+---------+---------+---------+---------+---------+---------
Demon # Andreal | Demon | Mad | Dark | Mage | Mad | Pimo
# | Monk | Mirror | Horn | Slime | Hornet |
---------#---------+---------+---------+---------+---------+---------+---------
Matrl # Skullgon| Dragon | Roboster| Iron | Dark | Big | Alue
# | Rider | | Hawk | Knight | Scorpion|
---------#---------+---------+---------+---------+---------+---------+---------
Animl # Battle | Boss | Stone | Walrus | Dark | Star | Pimo
# Rex | Troll | Man | Man | Knight | Fish |
---------#---------+---------+---------+---------+---------+---------+---------
Slime # Battle | Dragon | Mad | Walrus | Halo | Pod | Alue
# Rex | Rider | Mirror | Man | Slime | Hero |
---------#---------+---------+---------+---------+---------+---------+---------
Natur #Armorpion| Boss | Lava |Triwinder| Halo | Face | Alue
# | Troll | Djinn | | Slime | Tree |
---------#---------+---------+---------+---------+---------+---------+---------
Elmnt # Orochi | Lamp | Ice | King | Crystal | Face | Alue
# | Genie | Djinn | Squid | Slime | Tree |
5 STARS # BEAST | DEMON | MATRL | ANIML | SLIME | NATUR | ELMNT
*********#*********************************************************************
Beast # Giga | Grand | Gryphynx| Grand | Dark | Drolle. | Pural
# Draco | Shark | | Shark | King | |
---------#---------+---------+---------+---------+---------+---------+---------
Demon #Cergainas| High | Dark | Muscle | Dark | Drolle. | Pural
# | Wizard | Crystal | Kong | King | |
---------#---------+---------+---------+---------+---------+---------+---------
Matrl #Cergainas| Chain | Gryphynx| Muscle | Spin | Death | Pural
# | Djinn | | Kong | Slime | Sizer |
---------#---------+---------+---------+---------+---------+---------+---------
Animl # Chaos | Chain | Gryphynx|Trumpeter| Dark |Trumpeter| Pural
# Drake | Djinn | | | King | |
---------#---------+---------+---------+---------+---------+---------+---------
Slime # Rain | Grand | Dark |Trumpeter| Spin | Wing | Pural
# Hawk | Satan | Crystal | | Slime | Tree |
---------#---------+---------+---------+---------+---------+---------+---------
Natur # Rain | Grakos | Dark | Grand | Spin | Rosevine| Pural
# Hawk | | Crystal | Shark | Slime | |
---------#---------+---------+---------+---------+---------+---------+---------
Elmnt # Chaos | Grakos | Grand | King | Master | Rosevine| Pural
# Drake | | Shark | Leo | Slime | |
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[1.3] REFORMING -- SPECIAL CASES
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There are many hundreds of special cases programmed into the game, and most of
them are not interesting or useful. Here are some that are:
Result Base 1st Heart 2nd Heart + Needed
---------- ---------- ---------- ---------- --------
King Slime Slime Cloud King (Slime Family)
Metal King Metal Slime Metal Slime Metal Slime +8
Mage Slime Healer Cat Mage Cat Mage
Muscle Kong Wild Ape Wild Ape Wild Ape +4
Mage Slime allows you to jump straight to 4 star monsters at Samaltoria, and
Muscle Kong gets you to 5 star monsters at Moonbrooke. Muscle Kong is also one
normal reformation away from King Leo, which offers probably the best stat gain
outside of the hardest to create monsters. You can make 3 King Leos at
Moonbrooke and easily beat the entire game and postgame without changing your
race again. (You'll still want to reform using human hearts, to compound your
stat gains and learn new skills.)
Result Base 1st Heart 2nd Heart + Needed
---------- ---------- ---------- ---------- --------
Skeletor Dead Knight Dead Knight Dead Knight +8
White King Skeletor Skeletor Skeletor +8
Roboster Proto Mech Proto Mech Proto Mech +4
Roboster 2 Roboster Roboster Roboster +8
Golden Slime Crystal Slime Crystal Slime Crystal Slime +4
Jenodark Andreal (2 different hearts of:)
Orochi
Great Dragon
Giant Squid
Iron Hawk
White King
Pumpk'night
Roboster
These level 4 and 5 monsters cannot be created with normal reformations, and
you need them to make 6 star monsters. (King Leo and Death Sizer can be
created with normal reformations.) You can also use the double heart
method to make them, but hearts for White King, Roboster 2, Golden Slime, and
Jenodark are exceedingly difficult to come by.
Result Base 1st Heart 2nd Heart + Needed
---------- ---------- ---------- ---------- --------
Divinegon Jenodark Jenodark Jenodark
Night Lich White King White King White King
DrakMachine Roboster 2 Roboster 2 Roboster 2
Infergon King Leo King Leo King Leo
Gran Slime Golden Slime Golden Slime Golden Slime
Scarabator Death Sizer Death Sizer Death Sizer
The 6 star monsters cannot be created with normal reformations OR the double
heart method.
Result Base 1st Heart 2nd Heart + Needed
---------- ---------- ---------- ---------- --------
Wind Spirit Dreen Wind Spirit Cergainas
Earth Spirit Iiro Earth Spirit King Leo
Fire Spirit Pimo Fire Spirit Dragon Lord
Water Spirit Alue Water Spirit Grakos
Dark Spirit Pural Dark Spirit Rain Hawk
Light Spirit Dark Spirit Light Spirit Golden Slime
Kakalon Water Spirit Divinegon Drollerium
Kushalami Fire Spirit Infergon Jenodark
Barbaru Earth Spirit Night Lich Muscle Kong
Domedy Barbaru Durran Gryphynx
Durran Dark Spirit Scarabator Roboster 2
Dragon Lord Durran Divinegon Chaos Drake
Watabou Celestial B. Gran Slime Golden Slime +50
Warubou Durran Gran Slime Dark Slime +50
Celestial B. Light Spirit Celestial B. Watabou
Gisvarg Domedy DrakMachine Warubou
Master Dragon Celestial B. Master Dragon Gisvarg +99
The unique monsters include the spirits and illusions, which are mostly just
curiosities, as well as the most high-powered monsters in the game. However,
it will take a long time to make Master Dragon and the other elites: not only
do you have to do a bunch of reformations, but acquiring the hearts you need
for those reformations is a very time-consuming task. For reference, the
chains of reformations used here are:
Alue --> Water Spirit --> Kakalon
Pimo --> Fire Spirit --> Kushalami
Iiro --> Earth Spirit --> Barbaru --> Domedy --> Gisvarg
Pural --> Dark Spirit --> Durran --> Dragon Lord
Pural --> Dark Spirit --> Durran --> Warubou
Pural --> Dark Spirit --> Light Spirit --> Celestial Beast --> Watabou
Pural --> Dark Spirit --> Light Spirit --> Celestial Beast --> Master Dragon
LEGEND:
* = Star Level
Wt = Weight
XP = Experience required to reach level 10
X/Y = For each of the six stats, two numbers are listed. The first is the gain
you receive when you reach level 2, and the second is the sum of all
gains received between level 1 and level 99. These two numbers should
give you a fairly good idea of how the monster's gains are both early on
as well as when you're in it for the long haul.
Avg = The average for the above six stats. This is a great number to use when
looking for efficient stat-gainers. However, remember that you may care
more about some stats (ATK) than about others (MP, WIS).
D,S = Each race has 27 different resistance values! There wasn't room to show
all of those, so instead I've listed the average value for two sets of
resistances. 0 indicates no resistance while 7 indicates total immunity.
D = Direct Damage:
Blaze, Firebal, Bang, Infernos, Zap, IceBolt, Flame, Blizzard, Tsunami
I did not include the following resistances because they are less
important, in my experience (a few, I'm not sure the game ever uses):
RobMagic, Slow, Madante, Poison, Lick, No Dance, Joke, Call, GigaSlash
This section lists some easy sources of the abilities I find most essential.
This does not list all abilities, nor does it list all sources.
The simplest way to pick these up: use a heart with the ability you want, and
use a human heart. That way you don't have to worry about what you reform
into. In some cases, these may also be good monsters to reform into and pick
up the skill that way.
HEAL ALL Healer
HEAL US ALL Healer, King Slime, Rain Hawk
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[3.2] EASY MONSTER GOODIES -- SMALL HUMANS
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Human companions come in different sizes. Since the wagons can only carry so
much, finding the smallest humans is a big help. By far the best way to find
humans is with Rebirthers; their combination attack guarantees the last monster
killed will be reborn as a human, and it gives a 5% chance they will be a level
3 human. Those are the ones you want.
Conveniently, some monsters are always reborn as large humans and some are
always reborn as small humans. Using small humans, most classes can their
weight as low as 1, and almost all can get it down to at least 2. Note that
Fighters do not actually have a small form, but Gamblers do -- Gamblers are
just hulks, apparently.
The following list gives the easiest (IMHO) opportunity to rebirth small humans
of each class, along with the lowest weight possible. It does not list all
such opportunities:
WARRIOR 2 Slime (Lorasia)
FENCER 2 Proto Killer (Lupghana - Desert)
KNIGHT 1 Slime Knight (Slime Island - Plains)
FIGHTER 3 Killer Ape (Moonpeta)
WIZARD 1 Cat Mage (E of Laura's Gate)
PRIEST 1 Heal Slime (Lorasia)
DANCER 1 Reefer (S of Laura's Gate - Forest)
MERCHANT 1 Iiro, Pimo, Alou, Dreen, Pural (Slime Island - Plains)
THIEF 1 Vampire Rat (Liliza - Forest)
PLAYER 1 Confetti (Slime Island - Mountains)
FISHER 1 Aqua Slime (Slime Island Cave)
MAPPER 1 Gophecada (Del Quondal - Mountains)
SEER 1 Crystal Slime (Cave to Rondarukia)
SAGE 2 Angel Slime (Slime Island - Forest)
COOK 1 Bubble Slime (Slime Island - Plains)
MEDIC 1 Snome (Rhone)
HUNTER 1 Magma Slime (Slime Island - Desert)
BARD 1 Pompom Bomb (W of Laura's Gate - Mountains)
TAMER 1 Demonite (Samaltoria - Mountains)
METAL HUNT. 1 Metal Slime (Slime Island - Mountains)
GAMBLER 3 Spin Slime (Slime Island Cave)
REBIRTHER 1 Minon (Lofa)
In the postgame, you will probably want access to the following humans:
4x Rebirther (to use the rebirther combo)
1x True Mapper (to see map)
1x True Seer (to see orb locations)
1x True Sage (to cast Return)
3x True Warrior (Doubles monster attack in round 1; attacks with 1.5x ATK)
3x True Fencer (Monster attacks twice in round 1; 4 attacks with 0.8x ATK)
3x True Fighter (Next best offensive unit; 0.9x ATK and likely to crit)
The fourth wagon spot, for your offensive use, could go to a Magic Master, a
True Priest, or even a True Fisher. You may, or may not, also want:
1x Metal Master (to increase experience gain)
1x Magic Master (for infinite Tiptoe spells)
1x Master Tamer (to make it easier to get monster hearts)
1x Gambler/Player (for casino -- rebirthers get human hearts easier, imho)
Given the weight options available, I recommend spreading out your initial
wagon upgrades so that you have 3 wagons with a weight capacity of 12. This
will allow you to get a True Warrior and True Fencer in every wagon with room
for at least one other person, without too much fuss.
ACKNOWLEDGEMENTS & HISTORY
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Acknowledgements:
Thanks to the authors of the other FAQs for this game, which were very useful
in my initial playthroughs