THE LOST AGE BATTLE MECHANICS v1.05
============================= =====
by Terence Fergusson <
[email protected]>
Golden Sun is copyright 2001-2003 Nintendo / CAMELOT.
This document is entirely my work, and was written and is owned by me,
Terence Fergusson. All copyrights and trademarks are acknowledged where not
specifically mentioned. If you wish to reproduce this document AS IS, you
may do so without having to ask my permission, providing that the entire
document including this copyright notice is left intact, and preferably in
ASCII text format.
Please do not e-mail me asking questions about Golden Sun that this document
is not meant to address. If you have found this file, you likely also have
access to other FAQs on Golden Sun that could help you far more quickly than
I check my mail.
=====================
== VERSION HISTORY ==
=====================
v1.0 : 17/04/03 : Original Release
v1.01 : 22/04/03 : Fixed error with the Djinni Gale's damage (thanks to
Yadotian Spy for pointing it out)
Created extra Psynergy list for Tamer Upgrades to
reduce confusion
v1.05 : 16/05/03 : Few more updates to Djinni effects, courtesy of
Yadotian Spy
Fixed a couple of errors that crept in (thanks to
Cong Chen and Destruction Angel)
More information about Weapon Unleash chances
==============
== FOREWORD ==
==============
So, what's there to say? The Lost Age is by far a sequel in every way,
from the progression of plot, to the fact that everything about it is bigger
and arguably better. It's a more well rounded game than before. And since
nothing has changed (with the exception of a few retranslations of some
names), we are left with the new stuff. Each of which add their own simple
mechanisms to the whole and contrive to make the whole thing that much more
complicated.
I have to admit, I wasn't sure if I was going to write this or not. But
it was when I realised that I used my original guide as much for my own
benefit as for others that I knew I had to do it. How else would I be so
sure about what classes I really should be using?
Forgive me for copying and pasting some explanation sections from my
original guide. Most of what holds true in Golden Sun also holds true for
The Lost Age, so there really was no point in rewriting some of the old
stuff. The important changes are all in the data, which I *have* fully
updated.
Note: Fair warning. It is best to view this document in a non-proportional
font. Doing otherwise will severely mess up the tables to follow. By
default, your web browser will probably be using something like Courier New,
so this won't be a problem. But if the FAQ looks messed up, try messing with
your browser's font options.
And Fair Warning Part Two: Although I've tried my best to be as accurate as
possible, mistakes may have creeped in. There's only so much testing you can
do in so little time, and I have tried to get this out as fast as possible.
However, the calculations behind much of what happens in battle are
complicated, so before you decide you've found a mistake, be doubly sure that
you've done everything as noted in the guide.
=======================
== TABLE OF CONTENTS ==
=======================
Line
97 : The Class System
152 : Base Stats and Level Ups
433 : Djinni Bonuses
544 : Elemental Levels
587 : Class Bonuses And Reqs
1049 : Class Abilities
1381 : Damage Of Attacks
1627 : Weapon Abilities
1786 : Djinni Abilities
1932 : Summons and Combo Tablets
2075 : Psynergy Abilities
2953 : Item Usage
3055 : The End
======================
== THE CLASS SYSTEM ==
======================
With the introduction of the new max of 9 Djinn per character, as well as
the new Class Items, the rules for classes have got slightly more complex.
However, the basics behind this remain the same.
The primary force behind the class system is the allocation of the Djinn to
each character. Through combinations of anywhere up to 9 Djinn at once, it
is possible to unlock any of up to 34 classes per character. In addition,
with the various Class Items equipped, you can unlock a further 12 classes
(3 Class Items each with 4 levels). This leads to a total of 110 different
classes, since certain characters share classes with others.
Becoming a new class adjusts your stats quite radically, as we shall see in
the tables below. However, before moving on, it is vital that a few concepts
are explained.
First, each character has a hidden set of 'base stats'. These stats are
what are adjusted each time you gain a level or use a stat-enhancing item.
These base stats are then further adjusted by the class you're at and the
Djinni you have equipped.
The stat you actually see is worked out in the following manner:
(Base Stat + Djinni Bonuses + Equip Bonus) * Class Bonus
Your Base Stats can only be changed in the two ways already listed:
levelling up and using stat up items. Your current class will *NOT* affect
how you level up. We will look at how levelling up will affect your Base
Stats in the next section.
The Djinni Bonuses are hardcoded and are the same for everyone, but they
differ on the exact Djinni. Because of this, it is often worth experimenting
with which exact Djinni of the same element you should set on a character;
Mist, for example, is ill-suited for a spellcasting character when compared
to Fizz.
The Class Bonus is multiplied to all the other Bonuses applied to your
Base Stat, and this includes the Djinni Bonus, so you are unlikely to see the
exact bonuses shown below each time. A Class with a 150% HP Bonus will see
more benefit to HP from a Djinni than one with only a 100% HP Bonus. The
same follows with stat-enhancing items; since they affect the base stat only,
characters with high Class Bonuses will see a better effect.
You may have also noticed that the Details section of weapons and armor
doesn't seem to match the actual bonuses you receive. This is, again, due to
the Class Bonus. Because of this, you will note that it is vital in the
later stages of the game to pick the correct class, depending on your playing
style.
With these basics out of the way, it's time for some actual data. Let's
continue.
==============================
== BASE STATS AND LEVEL UPS ==
==============================
At the start of Lost Age, your characters are given the following base
stats:
HP PP Att Def Agi Lck
Isaac 30 20 13 6 8 3
Garet 33 18 11 8 6 2
Ivan 28 24 8 4 11 4
Mia 29 23 9 5 7 5
Felix 32 19 13 6 7 2
Jenna 29 21 10 5 8 4
Sheba 28 24 8 4 10 5
Piers 30 19 11 7 6 3
These are the characters' Level 0 stats. The very base they start from.
As soon as you hit New Game, they are then levelled up to the following
levels:
Isaac: L28 Felix: L 5
Garet: L28 Jenna: L 5
Ivan: L28 Sheba: L 5
Mia: L28 Piers: L18
The way characters' level up bears looking at at this point. It is done
via a Goal system; each character has a stat value at specified goal levels
that gives them a rough path to follow.
However, there is a slight random variation to it. Let us go through an
example.
An L0 Isaac's last goal was his base, which was 30 HP. His next goal
target is at L19 is 182. That's a difference of 152 HP. This 152 is the
magic number.
The game divides this difference over 20 levels (it doesn't matter that
you only get 19 levels between L0 and L19, it's still divided by 20). So,
152 divided by 20 gives us 7.6 per level.
This is where the random variance comes in. The fractional part of the
division we did just a second ago is your percentage chance that you will
actually round up instead of down. You have a 60% chance of getting 8 during
a level up during that period between L0 and L19. It follows, of course,
that you have a 40% chance of getting a 7 instead.
This goes for all the characters with all the stats. You always have a
percentage chance of either rounding up, or rounding down.
One slight technicality that should be mentioned is that although I said
a percentage chance, this is actually a chance out of 256. So it isn't
*exactly* 60%. Because of this, the chances are often slightly skewed one
way or another.
Let's summarise through some formulas:
Let x = Last Goal
Let y = Next Goal
Difference = d = (y - x)
Base Growth per Level = b = [d / 20]
Chance of gaining
additional +1 = c = (d - 20b) * 256 / 20, rounded to
out of 256 nearest integer
So, looking at our last example:
x = 30
y = 182
d = (182 - 30)
= 152
b = [152 / 20]
= [7.6]
= 7
c = ((152 - 20*7) * 256 / 20)
= (12 * 256 / 20)
= 153.6
= 154 after rounding to nearest integer
Thus, we discover there is exactly a 154/256 chance of getting a 8 rather
than a 7 when Isaac levels up between L0-L19.
We shall now move on to the important data. The first set of tables will
show the goal points for *each* stat for all characters. This could be said
to be the *average* stat that character should have at that level. (Note,
however, that because the first section only covers levelling up to levels
1-19, that the true average will be the goal value minus the average level
up value from L0-19)
The second set of tables will be more focused on the actual levelling up,
informing you of the minimum stat up and chance to hit the maximum for each
stat for each character.
Luck will be absent from both the first and second tables, since the L0
value was given above and it stays the same through all level ups.
The third and final set of tables will simply give the full range and
average stat each character will have at the start of Lost Age.
Let's begin.
GOAL VALUES
===========
__HP________L__0_______L_19_______L_39_______L_59_______L_79_______L_99___
Isaac 30 182 334 486 638 790
Garet 33 191 351 510 670 830
Ivan 28 166 304 442 581 719
Mia___________29________173________317________462________606________751___
Felix 32 187 342 498 654 810
Jenna 29 177 326 474 622 770
Sheba 28 169 311 452 593 735
Piers 30 184 337 491 644 798
==========================================================================
__PP________L__0_______L_19_______L_39_______L_59_______L_79_______L_99___
Isaac 20 80 130 170 210 250
Garet 18 76 124 162 200 238
Ivan 24 92 150 196 242 288
Mia___________23_________90________146________190________235________280___
Felix 19 78 127 166 205 244
Jenna 21 85 138 180 223 265
Sheba 24 91 148 193 238 284
Piers 19 79 129 168 208 248
==========================================================================
_Att________L__0_______L_19_______L_39_______L_59_______L_79_______L_99___
Isaac 13 86 162 237 313 388
Garet 11 83 156 228 301 373
Ivan 8 76 144 211 277 344
Mia____________9_________79________150________220________289________359___
Felix 13 87 164 240 316 392
Jenna 10 81 153 224 295 366
Sheba 8 78 147 215 283 351
Piers 11 82 155 226 298 370
==========================================================================
_Def________L__0_______L_19_______L_39_______L_59_______L_79_______L_99___
Isaac 6 38 69 102 134 166
Garet 8 41 75 110 144 179
Ivan 4 35 65 95 124 155
Mia____________5_________37_________68________100________131________163___
Felix 6 38 70 103 135 168
Jenna 5 37 69 101 132 165
Sheba 4 36 66 98 128 159
Piers 7 39 72 106 139 173
==========================================================================
_Agi________L__0_______L_19_______L_39_______L_59_______L_79_______L_99___
Isaac 8 86 163 241 318 396
Garet 6 76 144 212 281 349
Ivan 11 91 173 255 337 419
Mia____________7_________80________152________224________296________369___
Felix 7 83 158 232 307 382
Jenna 8 85 162 238 315 392
Sheba 10 88 168 248 328 407
Piers 6 78 148 218 289 359
==========================================================================
LEVEL UP TABLES
===============
Under each column, the leftmost number is the base growth (b), and the
rightmost number is the chance out of 256 (c) of getting 'b+1' in this level
range. A row of dashes ('---') means that the chance of getting a higher
value than the base growth is 0.
__HP___________L 0-19_____L 20-39_____L 40-59_____L 60-79_____L 80-99____
Isaac 7 (154) 7 (154) 7 (154) 7 (154) 7 (154)
Garet 7 (230) 8 --- 7 (243) 8 --- 8 ---
Ivan 6 (230) 6 (230) 6 (230) 6 (243) 6 (230)
Mia_____________7_( 51)_____7_( 51)_____7_( 64)_____7_( 51)_____7_( 64)___
Felix 7 (192) 7 (192) 7 (205) 7 (205) 7 (205)
Jenna 7 (102) 7 (115) 7 (102) 7 (102) 7 (102)
Sheba 7 ( 13) 7 ( 26) 7 ( 13) 7 ( 13) 7 ( 26)
Piers 7 (179) 7 (166) 7 (179) 7 (166) 7 (179)
==========================================================================
__PP___________L 0-19_____L 20-39_____L 40-59_____L 60-79_____L 80-99____
Isaac 3 --- 2 (128) 2 --- 2 --- 2 ---
Garet 2 (230) 2 (102) 1 (230) 1 (230) 1 (230)
Ivan 3 (102) 2 (230) 2 ( 77) 2 ( 77) 2 ( 77)
Mia_____________3_( 90)_____2_(205)_____2_( 51)_____2_( 64)_____2_( 64)___
Felix 2 (243) 2 (115) 1 (243) 1 (243) 1 (243)
Jenna 3 ( 51) 2 (166) 2 ( 26) 2 ( 38) 2 ( 26)
Sheba 3 ( 90) 2 (218) 2 ( 64) 2 ( 64) 2 ( 77)
Piers 3 --- 2 (128) 1 (243) 2 --- 2 ---
==========================================================================
_Att___________L 0-19_____L 20-39_____L 40-59_____L 60-79_____L 80-99____
Isaac 3 (166) 3 (205) 3 (192) 3 (205) 3 (192)
Garet 3 (154) 3 (166) 3 (154) 3 (166) 3 (154)
Ivan 3 (102) 3 (102) 3 ( 90) 3 ( 77) 3 ( 90)
Mia_____________3_(128)_____3_(141)_____3_(128)_____3_(115)_____3_(128)___
Felix 3 (179) 3 (218) 3 (205) 3 (205) 3 (205)
Jenna 3 (141) 3 (154) 3 (141) 3 (141) 3 (141)
Sheba 3 (128) 3 (115) 3 (102) 3 (102) 3 (102)
Piers 3 (141) 3 (166) 3 (141) 3 (154) 3 (154)
==========================================================================
_Def___________L 0-19_____L 20-39_____L 40-59_____L 60-79_____L 80-99____
Isaac 1 (154) 1 (141) 1 (166) 1 (154) 1 (154)
Garet 1 (166) 1 (179) 1 (192) 1 (179) 1 (192)
Ivan 1 (141) 1 (128) 1 (128) 1 (115) 1 (141)
Mia_____________1_(154)_____1_(141)_____1_(154)_____1_(141)_____1_(154)___
Felix 1 (154) 1 (154) 1 (166) 1 (154) 1 (166)
Jenna 1 (154) 1 (154) 1 (154) 1 (141) 1 (166)
Sheba 1 (154) 1 (128) 1 (154) 1 (128) 1 (141)
Piers 1 (154) 1 (166) 1 (179) 1 (166) 1 (179)
==========================================================================
_Agi___________L 0-19_____L 20-39_____L 40-59_____L 60-79_____L 80-99____
Isaac 3 (230) 3 (218) 3 (230) 3 (218) 3 (230)
Garet 3 (128) 3 (102) 3 (102) 3 (115) 3 (102)
Ivan 4 --- 4 ( 26) 4 ( 26) 4 ( 26) 4 ( 26)
Mia_____________3_(166)_____3_(154)_____3_(154)_____3_(154)_____3_(166)___
Felix 3 (205) 3 (192) 3 (179) 3 (192) 3 (192)
Jenna 3 (218) 3 (218) 3 (205) 3 (218) 3 (218)
Sheba 3 (230) 4 --- 4 --- 4 --- 3 (243)
Piers 3 (154) 3 (128) 3 (128) 3 (141) 3 (128)
==========================================================================
LOST AGE STARTING STATS
=======================
Start HP PP
_Name____Level_____Min_Max__Avg_____Min_Max__Avg________Luck______________
Isaac 28 226-254 (243) 95-104 (100) 3
Garet 28 238-257 (255) 74-102 ( 95) 2
Ivan 28 196-224 (221) 99-127 (115) 4
Mia________28______225-253_(231)_____98-126_(112)_________5_______________
Felix 5 67- 72 ( 71) 29- 34 ( 34) 2
Jenna 5 64- 69 ( 66) 36- 41 ( 37) 4
Sheba 5 63- 68 ( 63) 39- 44 ( 41) 5
Piers 18 156-174 (169) 73- 73 ( 73) 3
==========================================================================
Start Attack Defense Agility
_Name____Level_____Min_Max__Avg_____Min_Max__Avg_____Min_Max__Avg_________
Isaac 28 97-125 (117) 34- 62 ( 50) 92-120 (117)
Garet 28 95-123 (112) 36- 64 ( 55) 90-118 (103)
Ivan 28 92-120 (103) 32- 60 ( 47) 123-132 (124)
Mia________28_______93-121_(107)____ 33- 61_( 49)_____91-119_(109)________
Felix 5 28- 33 ( 31) 11- 16 ( 14) 22- 27 ( 26)
Jenna 5 25- 30 ( 28) 10- 15 ( 13) 23- 28 ( 27)
Sheba 5 23- 28 ( 26) 9- 14 ( 12) 25- 30 ( 29)
Piers 18 65- 83 ( 75) 25- 43 ( 36) 60- 78 ( 71)
==========================================================================
If you have transferred data from the original Golden Sun, then Isaac,
Garet, Ivan and Mia will have stats reflecting exactly what you transferred
over. However, if you used a Bronze Password, note that Isaac's party will
only have their *levels* updated. Their stats will instead be within the
ranges defined above. This can have advantages or disadvantages, depending
on what level your party was when you transferred.
====================
== DJINNI BONUSES ==
====================
This section lists the slight bonuses each individual Djinni gives when
set. Again, Class Bonuses are by far the easiest way to upgrade stats, but
with a full set of 9 Djinn on a character, these small bonuses can add up
pretty nicely.
For each element, I have listed the Djinn in the order they are placed in
the game: the original 7 first, followed by the new 11 in The Lost Age.
The following abbreviations are used both here and
throughout this document:
HP: Hit Points
PP: Psynergy Points
Att: Attack
Def: Defense
Agi: Agility
Lck: Luck
EARTH HP PP Att Def Agi Lck
Flint 8 4 3 -- -- --
Granite 9 -- -- 2 2 1
Quartz 10 3 -- -- 3 --
Vine 12 4 -- 3 -- 1
Sap 10 -- 3 -- -- 1
Ground 9 3 -- -- 3 --
Bane 12 -- 4 -- -- --
Echo 9 4 3 -- -- --
Iron 11 -- -- 2 3 --
Steel 9 -- 4 2 -- 1
Mud 10 4 -- -- 3 --
Flower 12 4 -- -- -- --
Meld 9 -- -- -- 4 1
Petra 11 -- -- 3 -- --
Salt 9 5 -- -- -- 1
Geode 12 -- 6 -- -- --
Mold 8 -- 4 -- 2 1
Crystal 10 5 -- 2 -- --
WATER HP PP Att Def Agi Lck
Fizz 9 4 -- 3 -- --
Sleet 12 -- 3 -- -- 1
Mist 11 -- 4 -- -- --
Spritz 8 4 -- -- 3 --
Hail 9 -- 4 -- -- 1
Tonic 8 3 -- 2 -- 2
Dew 13 4 -- -- 4 --
Fog 9 -- -- 2 2 1
Sour 8 4 3 -- -- --
Spring 11 5 -- -- -- --
Shade 9 -- -- 3 -- 2
Chill 10 3 -- 2 -- --
Steam 10 -- 5 -- -- --
Rime 10 6 -- -- -- --
Gel 9 -- 5 -- 2 --
Eddy 9 -- -- -- 3 2
Balm 13 4 -- -- -- --
Serac 12 -- 3 -- -- --
FIRE HP PP Att Def Agi Lck
Forge 10 -- 2 -- 2 2
Fever 8 -- 3 -- 2 --
Corona 12 3 -- 3 -- 1
Scorch 8 -- 3 -- -- --
Ember 9 4 -- 2 2 --
Flash 14 3 -- 2 -- --
Torch 9 -- 3 -- -- 1
Cannon 10 -- 3 -- -- --
Spark 11 6 -- -- -- --
Kindle 8 -- 5 -- -- 1
Char 9 -- 2 -- 2 1
Coal 11 3 -- -- 3 --
Reflux 9 -- -- 3 -- 2
Core 8 -- 4 2 -- --
Tinder 12 5 -- -- -- --
Shine 9 -- 3 3 2 --
Fury 12 4 -- -- -- --
Fugue 11 4 -- 2 -- --
WIND HP PP Att Def Agi Lck
Gust 9 -- 2 -- 2 --
Breeze 12 5 -- 2 -- 1
Zephyr 11 3 -- -- 2 1
Smog 9 -- 3 -- -- --
Kite 8 4 -- -- 3 --
Squall 10 -- 5 -- -- --
Luff 11 5 -- 2 -- 1
Breath 9 -- -- 3 4 --
Blitz 10 4 3 -- -- --
Ether 8 4 -- -- 3 2
Waft 11 -- 4 -- -- --
Haze 10 -- -- 2 3 2
Wheeze 9 3 5 -- -- --
Aroma 11 -- -- -- 3 2
Whorl 9 -- 4 2 -- --
Gasp 12 5 -- -- -- --
Lull 11 6 -- -- -- --
Gale 10 -- -- -- 5 3
======================
== ELEMENTAL LEVELS ==
======================
Setting Djinn on a character not only allows you to unleash their unique
effect in battle: it also changes your Elemental Levels.
Elemental Levels are a simple numerical representation of how aligned to a
particular element a character is. Each level in a particular element grants
you an extra +5 Power and +5 Resist to that element. In addition, elemental
levels are *required* to use the different classes in the game.
All the characters start off with 5 levels in a particular element, and 0
levels in all others. The characters and their respective elements are:
Name Element
Felix Earth
Piers Water
Jenna Fire
Sheba Wind
Isaac Earth
Mia Water
Garet Fire
Ivan Wind
The above table illustrates each character's *Primary* element, which will
become important when we look at classes later.
In addition to having starting elemental levels, each character has the
following base Power and Resist for each element, depending on their own
primary element. (Note that this does *not* include the +25 to Power and
Resist the character gets for the element they have L5 in.)
Earth Water Fire Wind
Primary Power Resist Power Resist Power Resist Power Resist
Earth 79 89 78 88 76 86 77 87
Water 78 88 79 89 77 87 76 86
Fire 76 86 77 87 79 89 78 88
Wind 77 87 76 86 78 88 79 89
============================
== CLASS BONUSES AND REQS ==
============================
A departure from my previous document. To start with, I'm going to work
to be slightly more accurate to the way the Lost Age actually works out
classes. This will have a major impact on the Class Requirements, but do
not fear; I shall also have a clearer list regarding Djinni requirements
afterwards. You will see what I mean shortly.
All Class Bonuses are portrayed as a percentage. 100% means that there is
no change to the Base Stats. 150% would indicate a multiplier of 1.5.
Higher bonuses are thus highly desirable. Keep in mind though that there are
two parts to each class; the bonuses they grant, and the abilities they give.
Sometimes, the abilities of one class can outweigh the bonuses of another
class.
The Class Requirements are listed to the right of the Bonus Stats of each
class in the following tables. All classes require a minimum *Element Level*
in one or more elements. Each character has a basic Element Level of 5 in
their primary element. You gain an additional Element Level for each Djinni
you equip of that element.
Furthermore, to achieve a class listed in any of the tables, an additional
requirement is needed. This requirement is usually Dominance: a measure of
which element the character is currently best at. We will discuss Dominance
after the tables.
Finally, certain classes of the same name are in fact different classes.
The following labels will be used to differentiate them:
(F): Fire Aligned
(E): Earth Aligned
(W): Water Aligned
(A): Wind(Air) Aligned
(D): Medium Upgrade Class Only
(I): Item Class Only
With those explanations out of the way, here are the actual stats.
===================================================================
== BASIC ELEMENT CLASSES ==
===================================================================
HP PP Att Def Agi Lck Eth Wtr Fre Wnd
-------------------------------------------------------------------
Squire 110% 80% 110% 100% 110% 100% 5 - - -
Knight 130% 90% 120% 110% 120% 100% 7 - - -
Gallant 150% 100% 130% 120% 130% 100% 9 - - -
Lord 170% 110% 140% 130% 140% 100% 11 - - -
Slayer 190% 120% 150% 140% 150% 100% 13 - - -
-------------------------------------------------------------------
Water Seer 90% 130% 90% 100% 80% 130% - 5 - -
Scribe 100% 140% 100% 110% 90% 130% - 7 - -
Cleric 120% 150% 110% 120% 100% 130% - 9 - -
Paragon 140% 160% 120% 130% 110% 130% - 11 - -
Angel 160% 170% 130% 140% 120% 130% - 13 - -
-------------------------------------------------------------------
Guard 110% 80% 100% 110% 70% 100% - - 5 -
Soldier 130% 90% 110% 120% 80% 100% - - 7 -
Warrior 150% 100% 120% 130% 90% 100% - - 9 -
Champion 170% 110% 130% 140% 100% 100% - - 11 -
Hero 190% 120% 140% 150% 110% 100% - - 13 -
-------------------------------------------------------------------
Wind Seer 80% 140% 80% 90% 130% 110% - - - 5
Magician 90% 150% 90% 100% 140% 110% - - - 7
Mage 110% 160% 100% 110% 150% 110% - - - 9
Magister 130% 170% 110% 120% 160% 110% - - - 11
Sorcerer 150% 180% 120% 130% 170% 110% - - - 13
===================================================================
===================================================================
== LOST AGE NEW CLASSES ==
===================================================================
HP PP Att Def Agi Lck Eth Wtr Fre Wnd
-------------------------------------------------------------------
Mariner 110% 90% 100% 100% 90% 120% - 5 - -
Privateer 130% 100% 110% 110% 100% 120% - 7 - -
Commander 150% 110% 120% 120% 110% 120% - 9 - -
Captain 170% 120% 130% 130% 120% 120% - 11 - -
Admiral 190% 130% 140% 140% 130% 120% - 13 - -
-------------------------------------------------------------------
Flame User 100% 120% 100% 100% 120% 90% - - 5 -
Witch 110% 130% 110% 110% 130% 90% - - 7 -
Hex 130% 140% 120% 120% 140% 90% - - 9 -
Fire Master 150% 150% 130% 130% 150% 90% - - 11 -
Justice 170% 160% 140% 140% 160% 90% - - 13 -
===================================================================
===================================================================
== WATER ALIGNED CLASSES ==
===================================================================
HP PP Att Def Agi Lck Eth Wtr Fre Wnd
-------------------------------------------------------------------
Swordsman (E) 100% 90% 110% 110% 90% 120% 5 0 - -
Defender (E) 120% 100% 120% 120% 100% 120% 5 2 - -
Cavalier (E) 140% 110% 130% 130% 110% 120% 5 4 - -
Guardian 170% 130% 140% 140% 130% 120% 6 6 - -
Protector 190% 140% 150% 150% 140% 120% 7 7 - -
-------------------------------------------------------------------
Swordsman (F) 100% 90% 110% 110% 90% 120% - 0 5 -
Defender (F) 120% 100% 120% 120% 100% 120% - 2 5 -
Cavalier (F) 140% 110% 130% 130% 110% 120% - 4 5 -
Luminier 170% 130% 140% 140% 130% 120% - 6 6 -
Radiant 190% 140% 150% 150% 140% 120% - 7 7 -
-------------------------------------------------------------------
Dragoon 160% 130% 140% 140% 110% 130% 3 3 3 -
Templar 180% 140% 150% 150% 120% 130% 4 4 4 -
Paladin 200% 150% 160% 160% 130% 130% 4 5 4 -
===================================================================
===================================================================
== WIND ALIGNED CLASSES ==
===================================================================
HP PP Att Def Agi Lck Eth Wtr Fre Wnd
-------------------------------------------------------------------
Apprentice 100% 120% 110% 100% 120% 90% 5 - - 0
Illusionist (E) 120% 130% 120% 110% 130% 90% 5 - - 2
Enchanter (E) 140% 140% 130% 120% 140% 90% 5 - - 4
Conjurer (E) 170% 160% 140% 130% 160% 90% 6 - - 6
War Adept (E) 190% 170% 150% 140% 170% 90% 7 - - 7
-------------------------------------------------------------------
Page 100% 120% 110% 100% 120% 90% - - 5 0
Illusionist (F) 120% 130% 120% 110% 130% 90% - - 5 2
Enchanter (F) 140% 140% 130% 120% 140% 90% - - 5 4
Conjurer (F) 170% 160% 140% 130% 160% 90% - - 6 6
War Adept (F) 190% 170% 150% 140% 170% 90% - - 7 7
-------------------------------------------------------------------
Ninja 160% 140% 150% 120% 170% 80% 3 - 3 3
Disciple 180% 150% 160% 130% 180% 80% 4 - 4 4
Master 200% 160% 170% 140% 190% 80% 4 - 4 5
===================================================================
===================================================================
== EARTH ALIGNED CLASSES ==
===================================================================
HP PP Att Def Agi Lck Eth Wtr Fre Wnd
-------------------------------------------------------------------
Seer (W) 90% 130% 90% 90% 110% 100% 0 5 - -
Diviner (W) 110% 140% 100% 100% 120% 100% 2 5 - -
Shaman (W) 120% 150% 110% 110% 130% 100% 4 5 - -
Druid (W) 150% 170% 130% 130% 150% 100% 6 6 - -
Oracle (W) 170% 180% 140% 140% 160% 100% 7 7 - -
-------------------------------------------------------------------
Seer (A) 90% 130% 90% 90% 110% 100% 0 - - 5
Diviner (A) 110% 140% 100% 100% 120% 100% 2 - - 5
Shaman (A) 120% 150% 110% 110% 130% 100% 4 - - 5
Druid (A) 150% 170% 130% 130% 150% 100% 6 - - 6
Oracle (A) 170% 180% 140% 140% 160% 100% 7 - - 7
-------------------------------------------------------------------
Medium 130% 170% 120% 120% 150% 90% 3 3 - 3
Conjurer (D) 150% 180% 130% 130% 160% 90% 4 4 - 4
Dark Mage (D) 170% 190% 140% 140% 170% 90% 5 4 - 4
===================================================================
===================================================================
== FIRE ALIGNED CLASSES ==
===================================================================
HP PP Att Def Agi Lck Eth Wtr Fre Wnd
-------------------------------------------------------------------
Pilgrim (W) 90% 120% 90% 100% 120% 120% - 5 0 -
Wanderer (W) 110% 130% 100% 110% 130% 120% - 5 2 -
Ascetic (W) 120% 140% 110% 120% 140% 120% - 5 4 -
Water Monk 150% 160% 130% 140% 160% 120% - 6 6 -
Guru (W) 170% 170% 140% 150% 170% 120% - 7 7 -
-------------------------------------------------------------------
Pilgrim (A) 90% 120% 90% 100% 120% 120% - - 0 5
Wanderer (A) 110% 130% 100% 110% 130% 120% - - 2 5
Ascetic (A) 120% 140% 110% 120% 140% 120% - - 4 5
Fire Monk 150% 160% 130% 140% 160% 120% - - 6 6
Guru (A) 170% 170% 140% 150% 170% 120% - - 7 7
-------------------------------------------------------------------
Ranger 130% 160% 120% 120% 160% 120% - 3 3 3
Bard 150% 170% 130% 130% 170% 120% - 4 4 4
Warlock 170% 180% 140% 140% 180% 120% - 4 5 4
===================================================================
===================================================================
== EARTH/FIRE ALIGNED CLASSES ==
===================================================================
HP PP Att Def Agi Lck Eth Wtr Fre Wnd
-------------------------------------------------------------------
Brute 100% 70% 120% 90% 110% 70% 1 - 1 -
Ruffian 120% 80% 130% 100% 120% 70% 2 - 2 -
Savage 140% 90% 140% 110% 130% 70% 4 - 4 -
Barbarian 160% 100% 150% 120% 140% 70% 5 - 5 -
Berserker 180% 110% 160% 130% 150% 70% 6 - 6 -
Chaos Lord 200% 120% 170% 140% 160% 70% 7 - 7 -
-------------------------------------------------------------------
Samurai 190% 130% 150% 140% 140% 90% 4 - 4 3
Ronin 210% 140% 160% 150% 150% 90% 5 - 5 4
===================================================================
===================================================================
== WATER/WIND ALIGNED CLASSES ==
===================================================================
HP PP Att Def Agi Lck Eth Wtr Fre Wnd
-------------------------------------------------------------------
Hermit 80% 140% 80% 90% 130% 120% - 1 - 1
Elder 90% 150% 90% 100% 140% 120% - 2 - 2
Scholar 110% 160% 100% 110% 150% 120% - 4 - 4
Savant 130% 170% 110% 120% 160% 120% - 5 - 5
Sage 150% 180% 120% 130% 170% 120% - 6 - 6
Wizard 170% 190% 130% 140% 180% 120% - 7 - 7
-------------------------------------------------------------------
White Mage 150% 180% 130% 130% 150% 130% 3 4 - 4
Pure Mage 170% 190% 140% 140% 160% 130% 4 5 - 5
===================================================================
===================================================================
== ITEM REQUIRED CLASSES ==
===================================================================
HP PP Att Def Agi Lck Eth Wtr Fre Wnd
-------------------------------------------------------------------
Pierrot 100% 80% 100% 110% 130% 120% 0 0 0 0
Harlequin 130% 100% 110% 120% 140% 120% 1 1 1 1
Punchinello 160% 110% 130% 130% 150% 120% 2 2 2 2
Acrobat 190% 120% 140% 140% 160% 120% 3 3 3 3
-------------------------------------------------------------------
Tamer 100% 70% 110% 120% 90% 80% 0 0 0 0
Trainer 130% 90% 120% 130% 100% 80% 1 1 1 1
Beastkeeper 160% 100% 140% 140% 110% 80% 2 2 2 2
Beast Lord 190% 110% 150% 150% 120% 80% 3 3 3 3
-------------------------------------------------------------------
Dark Mage (I) 80% 140% 80% 90% 140% 90% 0 0 0 0
Crypt Lord 100% 160% 100% 110% 150% 90% 1 1 1 1
Necrolyte 130% 170% 120% 120% 160% 90% 2 2 2 2
Necromage 160% 190% 130% 130% 170% 90% 3 3 3 3
===================================================================
Now for Dominance. First, we define each elements relationship with the
others. Please keep in mind though, that these are story-based
relationships; they don't really have that much to do with actual damage,
which we will be covering later:
Primary Neutral Weakness Affinity
Earth Water Wind Fire
Water Earth Fire Wind
Fire Wind Water Earth
Wind Fire Earth Water
Dominance is defined in the following order:
Primary dominates Neutral dominates Weakness dominates Affinity
You may notice that this is the same order your default Power and Resist
stats are in (Primary: 79/89, Neutral: 78/88, Weakness: 77/87,
Affinity: 76/86).
The above order means that if you have equal elemental level in two or more
elements, whichever is most dominant is what you're 'aligned' with. At any
time, you will have two dominant elements: First Dominant and Second
Dominant. The element in which you have the highest Elemental Level is your
First Dominant, and your second highest is your Second Dominant. Ties are,
of course, worked out by the above Dominance order.
With the above in mind, the tables that have been listed are used as such:
1. If you have only Primary Djinn set, you will receive a class from the
Basic Element Classes.
a. Jenna and Piers are exceptions, and instead receive their class from the
Lost Age New Classes table.
2. If the above doesn't hold (you have at least one non-Primary Djinni set)
then we check if your Affinity Element is either your First or Second
Dominant. If it is, you will receive a class from the Earth/Fire Table
or the Wind/Water Table, depending on which group your Affinity is
from.
3. Otherwise, we pick from the table aligned with your Secondary Dominant.
It is impossible for any character to be able to select a class from
the table aligned solely with their Affinity Element, as seen by the
rules above.
(Example: Felix with Wind as First Dominant and Earth as Second Dominant
would pick from the Earth Aligned Table)
There is one final exception: if you have an Class Item equipped, then
you will be forced into the relevant class from the Class Item Table.
Mysterious Card pushes you into the Pierrot group, Trainer's Whip into the
Tamer group, and Tomegathericon into the Dark Mage (I) group.
To summarise:
1. You will get an Item Required class if you have the relevant Class
Item equipped.
2. You will get a Basic Element class if you have only Primary Djinn set.
3. You will get a Primary/Affinity class if your Affinity is your First
or Second Dominant.
4. You will get a Second Dominant aligned class if all of the above is
false.
Once a table has been chosen, you will be assigned the one nearest the
bottom of the table whose Elemental Level requirements you meet. The lower
it is listed in the table, the higher these requirements are, obviously.
----------------------------------------------------------
While that clears up the different class paths available in the game, it
is not so clear when it comes to how many Djinn you should equip to any one
character. Fortunately, because of the way the requirements work, all
characters can change into only 46 of the 110 classes available, and the
formation of this can be defined via the following:
Using the Relationship table defined within the Dominance section, we can
list each Class in the game with regards to what the character's primary
element is, and how many of each type of Djinni they have equipped.
Thus, depending on how many of the above Djinni types a character has
equipped, they will earn the following classes:
Prm Aff Wek Neu
(Ert/Fre/Wnd/Wtr)...Earth
(Wnd/Wtr/Ert/Fre)..........................Wind
=================================================================
0-1 --- --- --- Squire Wind Seer
2-3 --- --- --- Knight Magician
4-5 --- --- --- Gallant Mage
6-7 --- --- --- Lord Magister
8-9 --- --- --- Slayer Sorcerer
=================================================================
0-8 1 --- --- Brute Hermit
0-7 2 0-1 0-1 Ruffian Elder
0-6 3 0-2 0-2 "" ""
0-5 4 0-2 0-3 Savage Scholar
0-4 5 0-2 0-4 Barbarian Savant
--- 6-9 0-2 0-3 "" ""
1-3 6,8 0-2 0-2 Berserker Sage
1 7 0-1 0-1 "" ""
2 7 --- --- Chaos Lord Wizard
=================================================================
0-8 0-1 1 --- Apprentice Seer (A)
0-7 0-2 2 0-1 Illusionist (E) Diviner (A)
0-6 0-2 3 0-2 "" ""
0-5 0-2 4 0-3 Enchanter (E) Shaman (A)
0-4 0-2 5 0-4 "" ""
1-3 0-2 6 0-2 Conjurer (E) Druid (A)
2 --- 7 --- War Adept (E) Oracle (A)
-----------------------------------------------------------------
--- 0-3 6 0-2 Shaman (A) Enchanter (E)
1 0-1 7-8 0-1 Druid (A) Conjurer (E)
=================================================================
0-8 0-1 0-1 1 Swordsman (E) Pilgrim (A)
0-7 0-2 0-2 2 Defender (E) Wanderer (A)
0-6 0-2 0-3 3 "" ""
0-5 0-2 0-4 4-5 Cavalier (E) Ascetic (A)
1-3 0-2 0-2 6 Guardian Fire Monk
2 --- --- 7 Protector Guru (A)
-----------------------------------------------------------------
--- 0-3 0-2 6-9 Shaman (W) Enchanter (F)
1 0-1 0-1 7-8 Druid (W) Conjurer (F)
=================================================================
0-3 3 0-3 3-5 Dragoon Ranger
0-1 4 0-1 4 Templar Bard
--- 4 --- 5 Paladin Warlock
-----------------------------------------------------------------
0-3 3 3-5 0-2 Ninja Medium
0-1 4 4 0-1 Disciple Conjurer (D)
--- 4 5 --- Master Dark Mage (D)
-----------------------------------------------------------------
0-2 4-6 3 0-2 Samurai White Mage
--- 5 4 --- Ronin Pure Mage
=================================================================
--- --- 6 3 Medium Ninja
--- --- 3 6 "" ""
=================================================================
Prm Aff Wek Neu
(Fre/Ert/Wtr/Wnd)...Fire
(Wtr/Wnd/Fre/Ert)..........................Water
=================================================================
0-1 --- --- --- Guard Water Seer
2-3 --- --- --- Soldier Scribe
4-5 --- --- --- Warrior Cleric
6-7 --- --- --- Champion Paragon
8-9 --- --- --- Hero Angel
=================================================================
0-8 1 --- --- Brute Hermit
0-7 2 0-1 0-1 Ruffian Elder
0-6 3 0-2 0-2 "" ""
0-5 4 0-3 0-2 Savage Scholar
0-4 5 0-4 0-2 Barbarian Savant
--- 6-9 0-3 0-2 "" ""
1-3 6,8 0-2 0-2 Berserker Sage
1 7 0-1 0-1 "" ""
2 7 --- --- Chaos Lord Wizard
=================================================================
0-8 0-1 1 --- Swordsman (F) Pilgrim (W)
0-7 0-2 2 0-1 Defender (F) Wanderer (W)
0-6 0-2 3 0-2 "" ""
0-5 0-2 4 0-3 Cavalier (F) Ascetic (W)
0-4 0-2 5 0-4 "" ""
1-3 0-2 6 0-2 Luminier Water Monk
2 --- 7 --- Radiant Guru (W)
-----------------------------------------------------------------
--- 0-3 6 0-2 Ascetic (W) Cavalier (F)
1 0-1 7-8 0-1 Water Monk Luminier
=================================================================
0-8 0-1 0-1 1 Page Seer (W)
0-7 0-2 0-2 2 Illusionist (F) Diviner (W)
0-6 0-2 0-3 3 "" ""
0-5 0-2 0-4 4-5 Enchanter (F) Shaman (W)
1-3 0-2 0-2 6 Conjurer (F) Druid (W)
2 --- --- 7 War Adept (F) Oracle (W)
-----------------------------------------------------------------
--- 0-3 0-2 6-9 Ascetic (A) Cavalier (E)
1 0-1 0-1 7-8 Fire Monk Guardian
=================================================================
0-3 3 0-3 3-5 Ninja Medium
0-1 4 0-1 4 Disciple Conjurer (D)
--- 4 --- 5 Master Dark Mage (D)
-----------------------------------------------------------------
0-3 3 3-5 0-2 Dragoon Ranger
0-1 4 4 0-1 Templar Bard
--- 4 5 --- Paladin Warlock
-----------------------------------------------------------------
0-2 4-6 0-2 3 Samurai White Mage
--- 5 --- 4 Ronin Pure Mage
=================================================================
--- --- 6 3 Ranger Dragoon
--- --- 3 6 "" ""
=================================================================
In addition, as noted previously, Jenna and Piers have unique
classes that are defined as such:
Prm Aff Wek Neu Fire Water
=================================================================
0-1 --- --- --- Flame User Mariner
2-3 --- --- --- Witch Privateer
4-5 --- --- --- Hex Commander
6-7 --- --- --- Fire Master Captain
8-9 --- --- --- Justice Admiral
=================================================================
Finally, each of the classes that require an item (Pierrot, Tamer and Dark
Mage (I)) will upgrade to:
2nd Level when you have 1 each of Affinity, Weakness and Neutral Djinn
3rd Level when you have 2 each of Affinity, Weakness and Neutral Djinn
4th Level when you have 3 each of Affinity, Weakness and Neutral Djinn
I apologise for the format of the tables and the moderate degree of working
out you will have to do to find out exactly what you want. However, it was
the only sensible way to keep this document from overflowing from size alone.
=====================
== CLASS ABILITIES ==
=====================
Class abilities work largely on the concept of inheritance. In addition to
inheritance, what abilities you can unlock is wholly dependant on your class
and your level.
The concept of inheritance is simple to explain. There are several
categories of classes, and each of these classes start from a basic class
which slowly upgrades through more advanced versions to a 'master' version.
As an example, Knight is an upgrade from Squire. Thus, Knight is considered
to inherit Squire's abilities. Knight thus learns everything Squire does at
the exact same level Squire does.
A special concept of inheritance, new to Lost Age, is called Upgrading.
This takes a previous lower level version of the spell from a lower level
class, and upgrades it to a more powerful form. Ragnarok, for instance, is
Upgraded to Odyssey upon attaining the Lord class. You thus gain the
Psynergy Odyssey, yet lose Ragnarok.
It is also possible for a class to add more abilities on top of what it
inherets. Gallant is a good example; it learns everything Knight does, but
adds Revive and the Gaia series of spells. In addition to this, the
characters themselves sometimes have Inherent Psynergies. These are Psynergy
that they know and learn regardless of which class they are in.
The other concept mentioned above was the place of level in learning
abilities. While your class unlocks the potential to learn better abilities,
you will be unable to see or use many of them until you reach the level
indicated by that ability. As an example, Gallant learns Gaia at level 7,
Revive at level 19, Mother Gaia at level 24 and Grand Gaia at level 54. Not
all classes learn the same ability at the same level either: Felix will learn
Gaia sooner if he's an Apprentice than if he's a Gallant. (We shall ignore
the fact that you'll probably be long past level 7 by the time you get 4
Earth Djinn....)
Note that you only require the level to have access to the ability. You do
not have to gain that level in any particular class. If you gained L54 in
Squire, for example, then you will still know all the spells in the game; it
is just that you can only use the spells that your current class allows.
This is why when you change classes, it will tell you what Psynergy you will
lose and what Psynergy you will gain.
Psynergy gained will be displayed in level order against the class in the
group that first earns it. Any Psynergy that upgrades will be shown as
[Old --> New] in the list. All classes in the same group are assumed to
inherit all the abilities from the previous classes in the group. (An
example group is Squire, Knight, Gallant, Lord, Slayer.)
In any case, on to the lists.
!!NOTE!! There are two abilities called Blast in the game, each with
different effects. The Blast in the Blast/Nova/Supernova series will be
identified as Blast(Nova).
INHERENT PSYNERGY
=================
Felix Retreat, Move, Sand (Learned in Gaia Rock)
Piers Douse, Parch (Learned in Aqua Rock)
Jenna Blaze (Learned in Magma Rock)
Sheba Mind Read, Reveal (Learned in Air's Rock)
Isaac Retreat, Move
Mia ---
Garet Move
Ivan Mind Read, Reveal
==========================================================================
BASIC ELEMENT CLASSES
=====================
Squire 1:Cure, 2:Quake, 4:Earthquake, 6:Spire, 10:Cure Well,
13:Ragnarok, 14:Quake Sphere, 20:Clay Spire,
26:Potent Cure, 42:Stone Spire
Knight ---
Gallant 7:Gaia, 19:Revive, 24:Mother Gaia, 54:Grand Gaia
Lord [Ragnarok --> Odyssey]
Slayer ---
--------------------------------------------------------------------------
Guard 1:Flare, 4:Fire, 6:Flare Wall, 8:Volcano, 12:Heat Wave,
14:Fireball, 18:Flare Storm, 22:Eruption, 36:Inferno,
48:Pyroclasm
Soldier ---
Warrior 3:Guard, 9:Impair, 15:Protect, 26:Debilitate
Champion [Heat Wave --> Liquifier]
Hero ---
--------------------------------------------------------------------------
Wind Seer 1:Whirlwind, 4:Ray, 8:Plasma, 12:Sleep, 14:Storm Ray,
17:Bind, 18:Tornado, 26:Shine Plasma, 36:Destruct Ray,
44:Tempest, 50:Spark Plasma
Magician 5:Impact, 21:High Impact
Mage 6:Ward, 22:Resist
Magister ---
Sorcerer ---
--------------------------------------------------------------------------
Water Seer 1:Ply, 2:Frost, 4:Ice, 5:Cure Poison, 9:Tundra, 13:Restore,
16:Ply Well, 17:Ice Horn, 24:Glacier, 30:Break,
34:Pure Ply, 42:Ice Missile
Scribe ---
Cleric 8:Wish, 22:Wish Well, 46:Pure Wish
Paragon ---
Angel ---
==========================================================================
LOST AGE NEW CLASSES
====================
Flame User 1:Flare, 5:Fume, 6:Flare Wall, 7:Beam, 10:Impair,
18:Flare Storm, 21:Cycle Beam, 23:Debilitate,
26:Serpent Fume, 41:Searing Beam, 47:Dragon Fume
Witch ---
Hex 9:Aura, 16:Healing Aura, 33:Cool Aura
Fire Master ---
Justice ---
--------------------------------------------------------------------------
Mariner 1:Frost, 2:Ply, 4:Cool, 5:Cure Poison, 8:Tundra,
12:Diamond Dust, 13:Restore, 17:Ply Well, 21:Supercool,
24:Glacier, 30:Break, 35:Pure Ply, 48:Megacool
Privateer 6:Avoid
Commander ---
Captain [Diamond Dust --> Diamond Berg]
Admiral ---
==========================================================================
WATER ALIGNED CLASSES
=====================
Swordsman (E) 4:Thorn, 5:Cure Poison, 11:Cutting Edge, 13:Restore,
14:Briar, 19:Revive, 30:Break, 36:Nettle
Defender (E) 1:Ply, 6:Avoid, 16:Ply Well, 34:Pure Ply
Cavalier (E) 8:Wish, 22:Wish Well, 46:Pure Wish
Guardian [Cutting Edge --> Plume Edge]
Protector ---
--------------------------------------------------------------------------
Swordsman (F) 2:Blast, 3:Guard, 5:Cure Poison, 10:Mad Blast,
11:Cutting Edge, 13:Restore, 15:Protect, 28:Fiery Blast,
30:Break
Defender (F) 1:Ply, 6:Avoid. 16:Ply Well, 34:Pure Ply
Cavalier (F) 8:Wish, 22:Wish Well, 46:Pure Wish
Luminier [Cutting Edge --> Plume Edge]
Radiant ---
--------------------------------------------------------------------------
Dragoon 1:Ply, 2:Blast, 4:Thorn, 5:Cure Poison, 6:Avoid, 8:Wish,
10:Mad Blast, 11:Cutting Edge, 13:Restore, 16:Ply Well,
17:Briar, 22:Wish Well, 27:Fiery Blast, 34:Pure Ply,
36:Nettle, 46:Pure Wish
Templar [Cutting Edge --> Plume Edge]
Paladin ---
==========================================================================
WIND ALIGNED CLASSES
====================
Apprentice 1:Delude, 6:Gaia, 9:Weaken, 11:Astral Blast, 14:Sleep,
17:Haunt, 20:Curse, 24:Mother Gaia, 25:Enfeeble, 31:Drain,
39:Psy Drain, 54:Grand Gaia
Illusionist (E) ---
Enchanter (E) 5:Impact, 6:Ward, 21:High Impact, 22:Resist
Conjurer (E) [Astral Blast --> Thunder Mine]
War Adept (E) ---
--------------------------------------------------------------------------
Page 1:Delude, 6:Ward, 8:Volcano, 9:Weaken, 11:Astral Blast,
14:Sleep, 22:Resist, 24:Eruption, 25:Enfeeble, 31:Drain,
39:Psy Drain, 48:Pyroclasm
Illusionist (F) ---
Enchanter (F) 3:Guard, 5:Impact, 15:Protect, 21:High Impact
Conjurer (F) [Astral Blast --> Thunder Mine]
War Adept (F) ---
--------------------------------------------------------------------------
Ninja 1:Gale, 4:Punji, 6:Fire Bomb, 7:Mist, 8:Thunderclap,
12:Death Plunge, 15:Punji Trap, 16:Cluster Bomb,
18:Typhoon, 21:Shuriken, 26:Thunderbolt, 31:Annihilation,
36:Punji Strike, 40:Carpet Bomb, 44:Hurricane,
50:Thunderhead
Disciple [Death Plunge --> Death Leap]
Master ---
==========================================================================
EARTH ALIGNED CLASSES
=====================
Seer (W) 1:Cure, 2:Froth, 3:Growth, 5:Cure Poison, 10:Cure Well,
12:Mad Growth, 13:Restore, 14:Froth Sphere,
26:Potent Cure, 29:Wild Growth, 30:Break, 40:Froth Spiral
Diviner (W) ---
Shaman (W) 8:Wish, 19:Revive, 22:Wish Well, 46:Pure Wish
Druid (W) ---
Oracle (W) ---
--------------------------------------------------------------------------
Seer (A) 1:Cure, 2:Bolt, 3:Growth, 6:Flash Bolt, 10:Cure Well,
12:Mad Growth, 18:Bind, 22:Blue Bolt, 26:Potent Cure,
29:Wild Growth, 31:Drain, 39:Psy Drain
Diviner (A) ---
Shaman (A) 7:Ward, 19:Revive, 23:Resist
Druid (A) ---
Oracle (A) ---
--------------------------------------------------------------------------
Medium 1:Bolt, 2:Froth, 3:Cure, 6:Flash Bolt, 10:Cure Well,
14:Froth Sphere, 17:Haunt, 19:Revive, 20:Curse,
22:Blue Bolt, 26:Potent Cure, 29:Condemn, 31:Drain,
36:Psy Drain, 40:Froth Spiral
Conjurer (D) ---
Dark Mage (D) ---
==========================================================================
FIRE ALIGNED CLASSES
====================
Pilgrim (W) 1:Douse, 5:Cure Poison, 6:Prism, 12:Drench, 13:Restore,
20:Hail Prism, 30:Deluge, 34:Break, 52:Freeze Prism
Wanderer (W) ---
Ascetic (W) 8:Volcano, 9:Wish, 22:Eruption, 24:Wish Well, 46:Pure Wish,
48:Pyroclasm
Water Monk ---
Guru (W) ---
--------------------------------------------------------------------------
Pilgrim (A) 1:Slash, 9:Plasma, 10:Wind Slash, 18:Bind, 26:Shine Plasma,
30:Sonic Slash, 33:Drain, 41:Psy Drain, 50:Spark Plasma
Wanderer (A) ---
Ascetic (A) 6:Ward, 8:Volcano, 22:Eruption, 24:Resist, 48:Pyroclasm
Fire Monk ---
Guru (A) ---
--------------------------------------------------------------------------
Ranger 1:Slash, 2:Douse, 6:Ward, 8:Volcano, 10:Wind Slash,
12:Drench, 18:Bind, 22:Eruption, 24:Resist,
30:Sonic Slash, 30:Deluge, 33:Drain, 34:Break,
41:Psy Drain, 48:Pyroclasm
Bard ---
Warlock ---
==========================================================================
EARTH/FIRE ALIGNED CLASSES
==========================
Brute 1:Growth, 6:Blast(Nova), 12:Mad Growth, 13:Planet Diver,
16:Nova, 17:Haunt, 24:Curse, 28:Wild Growth, 29:Condemn,
40:Supernova
Ruffian ---
Savage 7:Spire, 9:Impair, 19:Revive, 20:Clay Spire, 23:Debilitate,
42:Stone Spire
Barbarian ---
Berserker [Planet Diver --> Planetary]
Chaos Lord ---
--------------------------------------------------------------------------
Samurai 3:Guardian, 5:Demon Spear, 6:Rockfall, 8:Lava Shower,
10:Magic Shell, 12:Dragon Cloud, 15:Protector,
18:Demon Night, 21:Angel Spear, 24:Rockslide,
24:Molten Bath, 27:Magic Shield, 33:Helm Splitter,
40:Quick Strike, 48:Magma Storm, 54:Avalanche
Ronin [Dragon Cloud --> Epicenter],
[Demon Night --> Thorny Grave],
[Helm Splitter --> Skull Splitter]
==========================================================================
WATER/WIND ALIGNED CLASSES
==========================
Hermit 1:Impact, 6:Prism, 8:Plasma, 18:Bind, 21:High Impact,
22:Hail Prism, 26:Shine Plasma, 31:Drain, 30:Break,
39:Psy Drain, 50:Spark Plasma, 52:Freeze Prism
Elder ---
Scholar 12:Wish, 24:Wish Well, 46:Pure Wish
Savant ---
Sage ---
Wizard ---
--------------------------------------------------------------------------
White Mage 1:Cure Poison, 6:Prism, 8:Plasma, 9:Ward, 11:Dull, 12:Wish,
13:Restore, 17:Revive, 22:Hail Prism, 24:Wish Well,
26:Shine Plasma, 31:Resist, 37:Blunt, 46:Spark Plasma,
46:Pure Wish, 52:Freeze Prism
Pure Mage ---
==========================================================================
ITEM REQUIRED CLASSES
=====================
Pierrot 3:Baffle Card, 5:Juggle, 6:Avoid, 8:Sword Card,
10:Sabre Dance, 13:Flame Card, 15:Sleep Card,
17:Heat Juggle, 22:Fire Breath, 25:Thunder Card,
27:Death Card, 33:Bramble Card, 37:Fiery Juggle,
46:Frost Card
Harlequin ---
Punchinello 29:Backstab
Acrobat ---
--------------------------------------------------------------------------
Tamer 1:Wild Wolf, 5:Cure Poison, 6:Impact, 10:Whiplash,
10:Salamander, 13:Restore, 20:Emu, 22:High Impact, 45:Roc
Trainer [Wild Wolf --> Orc], [Salamander --> Cerberus],
[Emu --> Harpy], [Roc --> Wyvern], 7:Pixie, 32:Grand Golem
Beastkeeper [Orc --> Dinox], [Pixie --> Faery], [Cerberus --> Chimera],
[Harpy --> Gryphon], [Grand Golem --> Blue Dragon],
[Wyvern --> Living Armor],
15:Elder Wood, 28:Lich
Beast Lord [Dinox --> Troll], [Faery --> Weird Nymph],
[Chimera --> Macetail], [Elder Wood --> Estre Wood],
[Gryphon --> Minotaur], [Lich --> Phoenix],
[Blue Dragon --> Fire Dragon],
[Living Armor --> Ghost Soldier], 24:Succubus,
38:Manticore
--------------------------------------------------------------------------
Dark Mage (I) 1:Call Zombie, 9:Raging Heat, 17:Haunt, 19:Revive,
20:Fire Puppet, 22:Fiery Abyss, 24:Curse, 29:Condemn,
31:Drain, 33:Poison Flow, 39:Psy Drain, 53:Dire Inferno
Crypt Lord ---
Necrolyte 26:Call Demon
Necromage 47:Call Dullahan
==========================================================================
Because of the sheer number of upgrades, Tamer's superior classes are rather
confusing to work through. Because of this, I offer one final table that
shows the attacks and level they learn Psynergy *WITHOUT* using the
inheritance relations:
==========================================================================
Trainer 1:Orc, 5:Cure Poison, 6:Impact, 7:Pixie, 10:Whiplash,
10:Cerberus, 13:Restore, 20:Harpy, 22:High Impact,
32:Grand Golem, 45:Wyvern
--------------------------------------------------------------------------
Beastkeeper 1:Dinox, 5:Cure Poison, 6:Impact, 7:Faery, 10:Whiplash,
10:Chimera, 13:Restore, 15:Elder Wood, 20:Gryphon,
22:High Impact, 28:Lich, 32:Blue Dragon, 45:Living Armor
--------------------------------------------------------------------------
Beast Lord 1:Troll, 5:Cure Poison, 6:Impact, 7:Weird Nymph,
10:Whiplash, 10:Macetail, 13:Restore, 15:Estre Wood,
20:Minotaur, 22:High Impact, 24:Succubus, 28:Phoenix,
32:Fire Dragon, 38:Manticore, 45:Ghost Soldier
==========================================================================
=======================
== DAMAGE OF ATTACKS ==
=======================
Damage hasn't changed one bit from Golden Sun to Lost Age, so again, allow
me to just reiterate what has gone before.
The way damage works in Golden Sun is, again, relatively straightforward.
While this document focuses on Djinn and Psynergy, a brief exploration on
how normal damage work is useful for this section.
First, two variables must be defined: Relative Attack and Relative Power.
Relative Attack is equal to (User's Attack - Target's Defense). It has no
upper limit, but cannot be less than 0. Thus:
Relative Attack = (User's Attack - Target's Defense).
If (Relative Attack < 0), Relative Attack = 0.
Relative Power is equal to (User's Power - Target's Resist) for a specific
element. It cannot be greater than 200 and cannot be less than -200. Thus:
Relative Power = (User's Power - Target's Resist).
If (Relative Power < -200), Relative Power = -200.
If (Relative Power > 200), Relative Power = 200.
Physical attacks are based on Relative Attack. They have a Base Damage
which is equal to (Relative Attack / 2).
A short explanation of random damage is now necessary. In addition to any
base damage you do, an extra 0 to 3 damage is always done with each attack.
Thus, a base damage of 1000 will actually do between 1000 - 1003. Similarly,
a base damage of 0 will actually do between 0 - 3. (Note: Any attack that
ends up doing 0 damage will do 1 damage instead, unless the attack is
evaded.)
Special physical attacks take this Base Damage and modify it with two
variables: Mult Mod and Add Mod. The formula used is:
Base Damage * Mult Mod + Add Mod
Critical hits have an inherent Mult Mod of 1.25. In addition to this,
they have a variable Add Mod that depends on the target's Level: the formula
being Add Mod = Target's Level / 5 + 6.
As an example, if the Base Damage was 200, and the target's Level was 47,
then the Add Mod would be 15, and the Critical Hit damage would be:
200 * 1.25 + 15 = 265. The random damage would then be applied to this,
giving a final damage of 265 - 268.
Elemental Physical Attacks are dealt with in the same way, but have the
following extra rule; once the Add Mod and Mult Mod have been applied,
Relative Power is then used to determine the Elemental Damage. A Power
Multiplier is used for this, using the following formula:
Power Multiplier = 1 + Relative Power / 400
This Power Mutliplier is multiplied to the damage, giving a range of 50% to
150% for the final value. Weapon Specials, in addition to having their own
Mult Mod and Add Mod, always have an element to go with it. Also, some
weapons also have their normal attack considered as an Elemental Physical
Attack too; Gaia Blade and Crystal Rod being notable examples. Also, certain
spells are also considered to be Elemental Physical Attacks.
Naturally, any Elemental Physical Attack that does not have an attached
element is simply a Special physical attack, as described in the previous
section; they completely ignore Relative Power.
Psynergy or Magical attacks are based on Relative Power, but also have an
extra attribute: Base Damage.
The Base Damage is the most important value, and signifies the average
damage the spell can do. That spell is then modified according to the
Relative Power. Obviously, this Relative Power depends on the Element of the
Psynergy ability.
The formula behind this is simple; we create a Power Multiplier from:
1 + Relative Power / 200
This Power Multiplier obviously cannot be below 0 or above 2. The
Multiplier is then applied to the Base Damage of the attack, which gives the
final damage done to the target.
Psynergy Attacks are also subject to area attack reductions. See the last
part of this section for details of this. This only affects Psynergy spells
that use the Power Multiplier in their formulas, and it doesn't affect those
abilities that hit A(ll) targets.
Once again, remember that random damage also applies to Psynergy Attacks,
so a number between 0 - 3 is added to the final damage.
One more main category is Curative abilities. They work similarly to
Magical attacks, except that since the target's Resist isn't important, a
different Power Multiplier is used:
Power Multiplier = User's Power / 100
This Power Multiplier cannot be greater than 2. The amount healed is
always Base Damage * Power Multiplier, regardless of Resist. Random damage
applies, as always.
Note, however, that Curative abilities used outside of battle do not add
random damage and always have a Power Multiplier of 1.
Finally, as mentioned above, area spells have a damage reduction based on
target placement. The standard ratio is that the target chosen will take
full 100% damage before random variation, and then for each space away from
the centre of the blast, each target will take 20% less damage before random
damage is added. The minimum damage that will be taken is limited to 10%.
As a graphical example, here's the damage distribution for a Radius 6
attack that hits 7 targets:
Centre
10% 20% 40% 60% 80% 100% 80% 60% 40% 20% 10%
There are three exceptions to the above.
Attacks that I list as (D)iminishing have a different ratio which is as
follows:
Centre
10% 10% 10% 30% 50% 100% 50% 30% 10% 10% 10%
Summons use yet another diminishing ratio, using a Ratio 6 attack which is
as follows:
Centre
10% 20% 30% 40% 70% 100% 70% 40% 30% 20% 10%
And the final exception is that none of the area reduction formulas affect
any of the following:
1. Abilities that don't do normal damage. Example: Blunt.
2. Elemental Physical Attacks. Example: Shuriken.
3. A(ll) Target spells.
The three different reduction ratios can be graphically depicted like so:
100% : : :
80% : .:. :::
60% .:. ::: :::::
40% .:::. .:::::. :::::::
20% ...:::::... .:::::::::. .:::::::::.
Ý Ý Ý
Diminishing Summons Standard
One more thing, although this is seperate from the rest of what we've
covered, but there's nowhere else it will fit. There are three statuses in
the game that can cause you damage: Poison, Deadly Poison and Haunt.
Poison causes you to take [Max HP / 10] damage at the end of your action.
Deadly Poison is more powerful, and causes you to take [Max HP / 5] damage
at the end of your action. Be wary of these statuses.
And Haunt is difficult to get rid of, and although not as bad as Poison,
it can be annoying. It randomly takes effect when you damage an enemy, and
if it does, you will automatically be dealt 25% of the damage you hit the
enemy for.
Let's summarise now.
Relative Attack:
Relative Attack = (User's Attack - Target's Defense).
If (Relative Attack < 0), Relative Attack = 0.
Relative Power:
Relative Power = (User's Power - Target's Resist).
If (Relative Power < -200), Relative Power = -200.
If (Relative Power > 200), Relative Power = 200.
Basic Physical Attack:
Base Damage = Relative Attack
Critical Hits:
Damage = [Base Damage * 1.25] + [Target's Level / 5] + 6
Special Physical Attacks:
Damage = [Base Damage * Mult Mod] + Add Mod
If Elemental, Damage = [Damage * (1 + Relative Power / 400)]
Basic Psynergy Attacks:
Psynergy has own Base Damage
Damage = [Psynergy Base Damage * (1 + Relative Power / 200)]
Curative Psynergy:
Psynergy has own Base Healing
Healing = [Psynergy Base Healing * Caster's Power / 100]
Area Reduction:
Basic Area Psynergy is reduced by the ratio:
100%, 80%, 60%, 40%, 20%, 10%.
Diminishing Area Psynergy is reduced by the ratio:
100%, 50%, 30%, 10%, 10%, 10%.
Summons are reduced by the ratio:
100%, 70%, 40%, 30%, 20%, 10%.
Physical Attacks are never reduced.
A(ll) Target Psynergy is never reduced.
Abilities that don't do normal damage are never reduced.
Random Damage:
All attacks with Random Damage have a number between 0 to 3 added to them
Status Damage:
Poison deals 10% of Max HP in damage per turn
Deadly Poison deals 20% of Max HP in damage per turn
Haunt causes you to randomly take 25% of the damage you dealt an enemy
whenever you attack
IMPORTANT NOTE:
Some fractions in this game are not used exactly as listed. Instead,
Lost Age converts these fractions into one that has a denominator of 256.
As an example, 78/200 would be converted in this manner to:
[(78 * 256) / 200]
= [19968 / 200]
= [99.84]
= 99
Thus becoming 99/256. For most things, this difference is not noticable,
especially after random damage. However, for attacks like Summons against
high HP enemies, this small rounding error can become noticable if you're
bothering to try and estimate what you should be getting.
It's near impossible to list with certainty *all* the places the Lost Age
uses this rounding error. Thus, no attempt will be made by this guide to do
so. Power Multipliers seem to use it in particular.
You are thus warned to take this into account if you come across
inaccuracies.
======================
== WEAPON ABILITIES ==
======================
Lost Age adds quite a large number of new artifacts, and with them come
new unleashes. What follows is a list of every artifact weapon in the game,
complete with their unleashes.
Each unleash has a base additional damage. Damage listed in the form of
'xxx' are unleashes that use a Mult Mod of 1.00, and an Add Mod of xxx.
Damage listed in the form of 'mxxx%' are unleashes that use an Add Mod of 0
and a Mult Mod of xxx%. The Swift Sword is marked '---' in the Dam stat;
this just means it has a Mult Mod of 1.00 and an Add Mod of 0. All Weapon
Specials are considered to be Elemental Physical Attacks.
The Rate of an unleash is the percentage chance it has of going off. If
the Rate is listed as '---', then it has the default chance of 35%. This is
worked out *BEFORE* chances for critical hits and other things are worked
out. A few rare weapons have more than the default chance of unleash. In
addition, the following equipment will add varying amounts to the percentage
chance of an unleash:
Spiked Armor: 6% Lucky Cap: 8%
Erinyes Tunic: 10% Warrior's Helm: 10%
Mythril Clothes: 15% Mythril Helm: 12%
Valkyrie Mail: 20% Demon Circlet: 15%
Aegis Shield: 10% Hyper Boots: 12%
Mythril Armlet: 10% *Ninja Sandals: 15%
Riot Gloves: 20%
* Don't ask about where to get this. It's currently suspected to not be
accessible in the game without a cheat device.
It is indeed possible to reach 100% chance to unleash.
Finally, some unleashes have a Special Effect, which is a random additional
effect that *may* take place on top of the normal damage the attack does.
GOLDEN SUN WEAPONS
==================
Weapon Attack Name Elm Dam Rate Special Effect
Grievous Mace Terra Strike E 20 --- ---
Mystery Blade Life Nourish E 25 --- Heal 100% Damage as HP
Assassin Blade Mortal Danger E 28 --- Inflict 'Downed'
Demonic Staff Bad Omen E 43 --- Inflict 'Haunt'
Wicked Mace Poison Death E 53 --- Inflict 'Deadly Poison'
Demon Axe Poison Cloud E 55 --- Inflict 'Poison'
Gaia Blade Titan Blade E 70 --- ---
Arctic Blade Blizzard W 18 --- -25% Attack : 50% Max
Psynergy Rod Psy Leech W 22 --- Heal 10% Damage as PP
Frost Wand Frost Bite W 28 --- Inflict 'Stun'
Angelic Ankh Life Leech W 29 --- Heal 100% Damage as HP
Silver Blade Aqua Sock W 42 --- ---
Crystal Rod Drown W 47 --- Inflict 'Downed'
Vulcan Axe Barrage F 20 --- Inflict 'Stun'
Dragon Axe Heat Mirage F 21 --- Inflict 'Delusion'
Burning Axe Broil F 23 --- ---
Shamshir Acid Bath F 34 --- -25% Attack : 50% Max
Giant Axe Meltdown F 47 --- -25% Defense : 50% Max
Muramasa Demon Fire F 60 --- Inflict 'Haunt'
Magic Rod Murk A 10 --- Inflict 'Sleep'
Witch's Wand Stun Voltage A 12 --- Inflict 'Stun'
Blessed Ankh Psyphon Seal A 14 --- Inflict 'Psynergy Seal'
Elven Rapier Vorpal Slash A 16 --- ---
Ninja Blade Cyclone Slash A 38 --- -40 Resistance : 80 Max
Righteous Mace Blinding Smog A 49 --- Inflict 'Delusion'
Zodiac Wand Shining Star A 57 --- Inflict 'Delusion'
Kikuichimonji Asura A 64 --- Sometimes Pierces 50% Def
Bandit's Sword Rapid Smash A m 90% --- Sometimes Hits for 2x Dam
Swift Sword Sonic Smash A --- --- Sometimes Hits for 3x Dam
LOST AGE WEAPONS
================
Weapon Attack Name Elm Dam Rate Special Effect
Themis' Axe Stone Justice E 11 --- -50% Agility : 50% Max
Staff of Anubis Sarcophagus E 30 --- Inflict 'Haunt'
Demon Mace Evil Eye E 38 --- Inflict 'Delusion'
Hagbone Mace Wyrd Curse E 41 --- Inflict 'Haunt'
Thanatos Mace Heartbreak E 42 --- Inflict 'Downed'
Tartarus Axe Vein Tap E 43 --- Heal 100% Damage as HP
Tungsten Mace Hammersphere E 58 --- Sometimes Pierces 50% Def
Gaia's Axe Mother Earth E 59 --- Inflict 'Sleep'
Huge Sword Heavy Divide E 60 --- -25% Defense : 50% Max
Tisiphone Edge Vengeance E 71 --- Randomly does 1x/2x/3x Dam
Darksword Acheron's Grief E 76 --- Inflict 'Deadly Poison'
Sol Blade Megiddo E m300% --- ---
Pirate's Sword Dreamtide W 12 --- Inflict 'Sleep'
Storm Brand Hurricane W 21 --- -25% Attack : 50% Max
Cloud Wand Stun Cloud W 31 --- Inflict 'Stun'
Comet Mace Ice Crush W 34 --- -25% Defense : 50% Max
Mist Sabre Searing Fog W 36 --- Inflict 'Delusion'
Goblin's Rod Sargasso W 39 --- Inflict 'Downed'
Glower Staff Flash Force W 44 --- Inflict 'Psynergy Seal'
Mythril Blade Lethe Albion W 56 --- Inflict 'Psynergy Seal'
Nebula Wand Reverse Star W 58 --- Heal 10% Damage as PP
Masamune Rising Dragon W 62 40% Sometimes Hits for 2x Dam
Blow Mace Boost Hack F 17 --- ---
Disk Axe Power Drive F 24 --- ---
Robber's Blade Shred F 33 --- -25% Defense : 50% Max
Mighty Axe Heat Smash F 41 --- -40 Resistance : 80 Max
Pirate's Sabre Scorpionfish F 43 --- Inflict 'Deadly Poison'
Hestia Blade Crucible Fire F 48 --- -50% Agility : 50% Max
Soul Brand Soul Shatter F 50 --- Heal 10% Damage as PP
Salamander Rod Fire Dance F 51 --- -25% Attack : 50% Max
Burning Sword Blaze Rush F 54 --- -25% Defense : 50% Max
Apollo's Axe Flare Burst F 56 --- Heal 100% Damage as HP
Levatine Radiant Fire F 66 --- Sometimes Pierces 50% Def
Fire Brand Purgatory F 67 --- Inflict 'Sleep'
Atropos' Rod Life Shear F 114 40% Inflict 'Downed'
Hypnos' Sword Moon Air A 18 --- Inflict 'Sleep'
Corsair's Edge Lunar Slash A 25 --- -40 Resistance : 80 Max
Cloud Brand Raiden's Wrath A 39 40% ALWAYS Pierces 100% Def
Sylph Rapier Mad Zephyr A 40 --- Sometimes Hits for 2x Dam
Dracomace Aging Gas A 45 --- Heal 100% Damage as HP
Lightning Sword Flash Edge A 46 --- Inflict 'Delusion'
Viking Axe Stun Bolt A 47 --- Inflict 'Stun'
Meditation Rod Nirvana A 50 --- Heal 10% Damage as PP
Phaeton's Blade Light Surge A 51 --- Inflict 'Delusion'
Rising Mace High Vitals A 52 --- Heal 100% Damage as HP
Rune Blade Void Beam A 57 --- Inflict 'Psynergy Seal'
Stellar Axe Supernova A 63 --- Inflict 'Stun'
Excalibur Legend A 73 --- Sometimes Hits for 3x Dam
Lachesis' Rule Apocalypse A 125 40% Inflict 'Countdown'
Finally, the following weapons have an elemental normal attack. They have
a Mult Mod of 100% and an Add Mod of 0. The only thing that's applied is
the Power Multiplier of '1 + (Relative Power / 400)'.
Weapon Elm
Grevious Mace Earth
Gaia Blade Earth
Gaia's Axe Earth
Huge Sword Earth
Frost Wand Water
Vulcan Axe Fire
Burning Axe Fire
Burning Sword Fire
Apollo's Axe Fire
Fire Brand Fire
Elven Rapier Wind
Sylph Rapier Wind
======================
== DJINNI ABILITIES ==
======================
As well as opening up advanced Classes and granting increased stats, Djinn
can be unleashed for that little extra power. Each of the individual Djinni
abilities are listed here.
The following abbreviations are used in this section:
Elm: Element. F=Fire, E=Earth, A=Air (Wind), W=Water.
Dam: Damage of the attack. This was explained previously.
Range: Radius of the attack. A radius of 1 affects only the target it
hits; 2 affects one extra target either side, while 3 affects two
extra targets either side, or 5 targets altogether. A radius of A
means it has been coded to have no limit.
A graphical indicator will also be shown to accurately reflect how
the spells grow in power.
Special: Any special effects the power has.
Further explanation of the Dam codes are given here.
xxx : Damage follows normal Magical Attack rules.
axxx : The ability is considered to be an Elemental Physical Attack with
a Mult Mod of 1 and an Add Mod equal to the number in the Dam
column.
mxxx% : The ability is considered to be an Elemental Physical Attack with
an Add Mod of 0 and a Mult Mod equal to the number in the Dam
column divided by 100; thus, 180% would be a Mult Mod of 1.8.
Remember that Elemental Physical Attacks use Relative Attack as their Base
Damage, and have a range of 50% to 150%, instead of the 0% to 200% Magical
Attacks have.
Djinni Elm Dam Range Special
Flint E m160% 1 ---
Granite E --- ====A==== Shield Up : Damage -50% (except Curative)
Quartz E --- 1 Revive 'Downed' to 50% Max HP
Vine E --- ====A==== -50% Agility : 50% Max
Sap E a 50 1 Heal 50% Damage as HP
Ground E --- 1 Inflict 'Paralyse'
Bane E a 60 1 Inflict 'Deadly Poison'
Echo E m160% 1 ---
Iron E --- ====A==== +25% Defense : 50% Max
Steel E m130% 1 Heal 50% Damage as HP
Mud E --- ====A==== -50% Agility : 50% Max
Flower E --- ====A==== Restore 30% of Max HP
Meld E a 0 1 Aid Companion in Attack **See Below**
Petra E --- 1 Target cannot move for next Action
Salt E --- ====A==== Remove temporary Statuses
Geode E m190% 1 ---
Mold E a 80 1 Force Enemy to Attack Comrade **See Below**
Crystal E --- ====A==== Restore 50% of Max HP
Djinni Elm Dam Range Special
Fizz W --- 1 Restore 60% of Max HP
Sleet W a 30 1 -25% Attack : 50% Max
Mist W m130% 1 Inflict 'Sleep'
Spritz W --- ====A==== Restore 30% of Max HP
Hail W a 40 1 -25% Defense : 50% Max
Tonic W --- ====A==== Remove temporary Statuses
Dew W --- 1 Revive 'Downed' to 80% Max HP
Fog W a 30 1 Inflict 'Delusion'
Sour W m150% 1 -40 Resistance : 80 Max
Spring W --- 1 Restore 70% of Max HP
Shade W --- ====A==== Shield Up : Damage -60% (except Curative)
Chill W a 40 1 -25% Defense : 50% Max
Steam W --- ====A==== +40 Resistance : 80 Max
Rime W --- 1 Inflict 'Psynergy Seal'
Gel W m150% 1 -25% Attack : 50% Max
Eddy W --- ====A==== All Djinn Recover by 1 Turn immediately
Balm W --- ====A==== Revive 'Downed' to 60% Max HP
Serac W a 70 1 Inflict 'Downed'
Djinni Elm Dam Range Special
Forge F --- ====A==== +25% Attack : 50% Max
Fever F a 30 1 Inflict 'Delusion'
Corona F --- ====A==== +25% Defense : 50% Max
Scorch F a 50 1 Inflict 'Stun'
Ember F --- ====A==== Restore 7% of Max PP
Flash F --- ====A==== Shield Up : Damage -90% (except Curative)
Torch F a 30 1 Pierce 50% Defense
Cannon F a 40 1 ---
Spark F --- 1 Revive 'Downed' to 60% Max HP
Kindle F --- ====A==== +25% Attack : 50% Max
Char F a 50 1 Inflict 'Stun'
Coal F --- ====A==== +100% Agility : 100% Max
Reflux F --- 1 Counterattack with Fire EPA (0 Add, 1.0 Mult)
Core F a 40 1 Pierce 50% Defense
Tinder F --- 1 Revive 'Downed' to 100% Max HP
Shine F a 60 1 Inflict 'Delusion' to All Enemies
Fury F a 70 1 Inflict 'Haunt'
Fugue F 18 ====A==== Damage PP Instead : No Random Damage
Djinni Elm Dam Range Special
Gust A a 10 1 Sometimes Hits for 2x Damage
Breeze A --- ====A==== +40 Resistance : 80 Max
Zephyr A --- ====A==== +100% Agility : 100% Max
Smog A a 60 1 Inflict 'Delusion'
Kite A --- 1 Attacks Per Round Set to 2 for Next Turn
Squall A m140% 1 Inflict 'Stun'
Luff A --- 1 Inflict 'Psynergy Seal'
Breath A --- 1 Restore 40% of Max HP
Blitz A a 30 1 Inflict 'Stun'
Ether A --- 1 Restore 30% of Max PP
Waft A a 40 1 Inflict 'Sleep'
Haze A --- 1 Become Immune to all for Rest of Turn
Wheeze A a 50 1 Inflict 'Deadly Poison'
Aroma A --- ====A==== Restore 10% of Max PP
Whorl A a 40 1 Inflict 'Downed'
Gasp A --- ====A==== Inflict 'Countdown'
Lull A --- 1 End Current Turn Immediately
Gale A a 60 1 May Force Enemy to Escape
Before we finish this section, we should cover Meld in more detail.
Meld selects your strongest companion out of the current active party to join
you in a double attack. This attack is worked out as if it came from them,
not from the character unleashing Meld.
Their Attack is increased by 25% of the Meld Character's Attack, and they
then hit the target with an Elemental Physical Attack with 0 Add Mod and
1.0 Mult Mod. The chosen companion's Earth Power is used in elemental
calculations.
Other than the percentage of Attack, the character using Meld adds nothing
more to the damage calculations.
Mold is similar; instead, the target is an enemy, who is then forced to
attack a random member of its team. It uses an Earth Elemental Physical
Attack with 80 Add Mod and 1.0 Mult Mod, just as described above. The person
unleashing the Djinni does no damage.
To summarise, Meld is an Earth EPA coming from the strongest out of the three
companions you have in battle, with their Attack given a bonus of 25% of the
Meld Character's Attack. And Mold is an Earth EPA coming from the targeted
enemy, striking a random enemy.
===============================
== SUMMONS AND COMBO TABLETS ==
===============================
Summons are essentially advanced Psynergy. However, there's more to it
than that.
By utilising combinations of Djinn that are on standby, you can unleash
powerful attacks. These attacks draw on two things. The first is the exact
combination of Djinn, which creates a basic Psynergy effect that applies as a
bonus to the second more important property: the target's maximum HP.
The base damage of any Summon (with a few exceptions, as we'll see) can be
expressed like so:
Base Damage = Summon Base + [Target's Max HP * 3 * Djinn Used / 100]
In otherwords, for each Djinni used in the Summon, 3% of the target's Max
HP is added to the Base Damage. This can really add up.
Of course, this alone would fail to cause much damage, which is why we
return to the first factor: the actual Summon.
At the start of the game, you have access to four basic Summons of each
element. Naturally, you cannot use them until you have the Djinn to access
them, but they are there.
Scattered around the game, however, are several combo tablets that open up
advanced summons, which require Djinn from two elements at once. I will not
list their combinations and locations here; they are not really important for
this.
In any case, depending on which combination you use, you will get one of
the below Summons, each with their own added effect to the damage.
Once the Summon Base and element has been determined, we apply the
finishing touched: random variance and the Psynergy Power Multiplier factor
in, like all Magical damage. In addition, they are all (with two exceptions)
magical area attacks that use the *SUMMON* diminishing ratio. Since they do
not have a range of A(ll), they are subject to reduced damage against
off-centre targets.
Having mentioned exceptions twice, we should take careful note of
Coatlicue, which does not cause damage to the enemy, and instead heals you
like a normal healing spell. I have put the Damage Code of 'c' next to the
Summon Base for that summon to make that more clear. In addition, summoning
Daedalus is another special case. Although the actual Daedalus summon is a
normal summon in all respects, it also causes a second attack at the end of
the next turn, which I have, for the purposes of this guide, called
<Missile>. This attack cannot be gotten on its own, and has its own special
rules that will be covered in its entry in the below table.
And now, the summon effects themselves. Both Base (the additional damage)
and HP% are displayed next to each summon, since those few exceptions who
don't use the above HP% formula do exist.
EARTH ELEMENT SUMMONS
=====================
Elm Base HP% Range Special
Venus E 30 3 |||||6||||| ---
Ramses E 60 6 |||||6||||| ---
Cybele E 120 9 |||||6||||| ---
Judgement E 240 12 |||||6||||| ---
Zagan E 50 6 |||||6||||| -25% Defense : 50% Max
Haures E 270 15 |||||6||||| Inflict 'Deadly Poison'
Charon E 500 30 |||||6||||| Inflict 'Downed'
WATER ELEMENT SUMMONS
=====================
Elm Base HP% Range Special
Mercury W 30 3 |||||6||||| ---
Nereid W 60 6 |||||6||||| ---
Neptune W 120 9 |||||6||||| ---
Boreas W 240 12 |||||6||||| ---
Moloch W 100 9 |||||6||||| -50% Agility : 50% Max
Coatlicue W c 60 --- =====A===== *Curative Spell Only, Inflict 'Regen'
Azul W 330 21 |||||6||||| Inflict 'Stun'
* Until Regen wears off, you will regain 60% of your Max HP at the end of
each turn.
FIRE ELEMENT SUMMONS
====================
Elm Base HP% Range Special
Mars F 30 3 |||||6||||| ---
Kirin F 60 6 |||||6||||| ---
Tiamat F 120 9 |||||6||||| ---
Meteor F 240 12 |||||6||||| ---
Megaera F 40 6 |||||6||||| +12.5% Attack (Party Only) : 50% Max
Ulysses F 160 12 |||||6||||| Target cannot move for next Action
Daedalus F 100 7 |||||6||||| At End of Next Turn, Missile is used
<Missile> F 250 15 =====A===== *Character's Power not used : Use 78
Iris F 800 40 |||||6||||| **Revives all 'Downed' and Restores HP
* Missile is the second part of Daedalus' attack, which occurs at the end
of the turn *after* the one in which it was summoned. Although it is
actually listed in the code as a Radius 6 attack, it does not suffer from
Area Reduction. In addition, it uses its own Power of 78 in the Power
Multiplier.
** Iris' special affects all eight characters, even the four not in your
active party. It revives *any* 'Downed' members, restoring 100% Max HP
in the process. To everyone else, it restores 9999 HP using Fire Element
and standard Curative formula. The summoner's Fire Power applies to the
strength of this curative power as well, though you'll likely never
notice it unless you hack your Fire Power to something hideously low.
WIND ELEMENT SUMMONS
====================
Elm Base HP% Range Special
Jupiter A 30 3 |||||6||||| ---
Atalanta A 60 6 |||||6||||| ---
Procne A 120 9 |||||6||||| ---
Thor A 240 12 |||||6||||| ---
Flora A 80 9 |||||6||||| Inflict 'Sleep'
Eclipse A 300 15 |||||6||||| -25% Attack : 50% Max
Catastrophe A 400 24 |||||6||||| Reduce Target's PP by 10% of Max PP
Finally, after a Summon, your Element Power is raised by a certain amount
depending on the amount of Djinn of each type you used. Using a Fire+Earth
Combo Summon would, for example, raise your Fire Power and Earth Power by a
predetermined amount, depending on the number of Fire and Earth Djinn
respectively used. The below table details the amount and effect of using a
particular number of Djinn.
Number of Djinn Effect
1 Raises User's Power by 10 : 200 Max
2 Raises User's Power by 30 : 200 Max
3 Raises User's Power by 60 : 200 Max
4+ Raises User's Power by 100 : 200 Max
========================
== PSYNERGY ABILITIES ==
========================
The format of the following tables should be explained.
In this section, the abilities able to be learned are displayed along with
their elements, effects, type, and more importantly, who learns them and
when. It can be more useful to look through this list if you're looking for
a particular ability.
The first part of each list details the effects and statistics of each
ability. The abbreviations mean the following:
Elm: Element. F=Fire, E=Earth, A=Air (Wind), W=Water.
Dam: Damage of the attack. This was explained previously.
PP: Psynergy Point Cost.
Range: Radius of the Psynergy. A radius of 1 affects only the target
it hits; 2 affects one extra target either side, while 3 affects two
extra targets either side, or 5 targets altogether. A radius of A
means it has been coded to have no limit.
A graphical indicator will also be shown to accurately reflect how
the spells grow in power.
Used: Where the spell can be used. T=Town, D=Dungeons, B=Battle.
Special: Any additional effects the Psynergy may have.
Desc: Description of the spell (for the Misc Psynergy only)
Further explanation of the Dam codes are given here. If the figure in the
Dam column is just a straight number, then that is the Base Damage of a
Magical Attack. Otherwise, the following codes are used:
axxx : The spell is considered to be an Elemental Physical Attack with a
Mult Mod of 1 and an Add Mod equal to the number in the Dam
column.
mxxx% : The spell is considered to be an Elemental Physical Attack with an
Add Mod of 0 and a Mult Mod equal to the number in the Dam column
divided by 100; thus, 180% would be a Mult Mod of 1.8.
cxxx : The spell is Curative, and thus follows the Curative formula.
The amount healed is thus Base Damage * User's Power / 100,
plus Random Damage.
Note: Curative abilities used outside of battle do not add Random
Damage and always have a Power Multiplier of 1.
xxxD : The spell is a standard Psynergy area attack, but follows the
increased Diminishing formula, meaning it does far less damage to
anything that is not the primary target of the spell.
xxxs : The spell uses standard Magical Psynergy attack formula, but is
part of a status spell. As such, even the damage part may miss.
(This only applies to two Psynergy that are available to players
in the whole game, however)
Remember that Elemental Physical Attacks use Relative Attack as their Base
Damage, and have a range of 50% to 150%, instead of the 0% to 200% Magical
Attacks have.
In the second part of each ability list, the abilities will be listed one
by one, and who learns them will be displayed to the right. Let us take
Revive as an example.
According to the list, Revive is learnt at level 19 by Earth characters
(Isaac and Felix) as a Gallant, Savage, Shaman or Swordsman, or anything that
inherits those classes. Likewise, Fire characters (Garet and Jenna) learn it
at level 19 in Savage, as do Wind and Water characters in Shaman and Medium.
However, Wind/Water characters can also learn it at level 17 when in White
Mage.
The jobs that learn it are split into five categories: the four main
character elements, and Item. The elements refer to the primary element of
each character, so Earth means both Isaac and Felix, while Wind refers to
Sheba and Ivan. Item refers to classes that are only available through use
of the three class-changing items that exist in the game.
If I do not specify which version of a job (example: Swordsman (E)) can
learn an ability, then I mean all versions of that job within that primary
element can learn it. Earth characters, for example, cannot use
Swordsman (F), so Swordsman obviously refers to Swordsman (E). As another
example, Wind characters can change into both Enchanter (E) and
Enchanter (F), but some Psynergy are shared between these jobs and learnt at
the same level. For these, just Enchanter under the Wind category is enough
to refer to both.
A great number of spells run in series; in this case, the series will use
the name of the lowest spell in the series, and the levels required for all
three spells follow the respective classes. Taking Cure as an example, a
Earth character Squire learns Cure at level 1, Cure Well at level 10 and
Potent Cure at level 26.
Finally, abilities that are considered upgrades list which spell they
upgrade in place of when you learn them. The layout of the table should make
it reasonably easy to derive when you should have them, in any case.
Please take care to remember that only the base class will be indicated
when determining where a spell is found. Any class that inherits that base
class will not be shown in this list.
!!NOTE!! There are two abilities called Blast in the game, each with
different effects. The Blast in the Blast/Nova/Supernova series will be
identified as Blast(Nova).
RESTORATIVE ABILITIES
---------------------
Elm Dam PP Range Used Special
Aura F c 50 7 ====A==== TDB ---
Healing Aura F c100 11 ====A==== TDB ---
Cool Aura______F_c200__16_====A====_TDB___---
Cure E c 70 3 1 TDB ---
Cure Well E c150 7 1 TDB ---
Potent Cure____E_c300__10_____1_____TDB___---
Ply W c100 4 1 TDB ---
Ply Well W c200 8 1 TDB ---
Pure Ply_______Wc1000__12_____1_____TDB___---
Wish W c 80 9 ====A==== TDB ---
Wish Well W c160 13 ====A==== TDB ---
Pure Wish______W_c400__20_====A====_TDB___---
Cure Poison W 2 1 TDB Remove 'Poison/Deadly Poison'
Restore W 3 1 B Remove temporary Statuses
Revive E 15 1 TDB Revive 'Downed' to 100% Max HP
-----------------------------------------------------------
Aura Fire: Hex (9, 16, 33)
SERIES
---
Cure Earth: Squire/Shaman (1, 10, 26)
SERIES Medium (3, 10, 26)
Water: Seer (1, 10, 26)
Medium (3, 10, 26)
Wind: Seer (1, 10, 26)
Medium (3, 10, 26)
---
Ply Earth: Defender/Dragoon (1, 16, 34)
SERIES Water: Water Seer/Cavalier/Dragoon (1, 16, 34)
Mariner (2, 17, 35)
Fire: Defender/Dragoon (1, 16, 34)
---
Wish Earth: Cavalier/Shaman (W)/Dragoon (8, 22, 46)
SERIES Water: Cleric/Cavalier (8, 22, 46)
Shaman/Dragoon (8, 22, 46)
Ascetic (9, 24, 46)
Scholar/White Mage (12, 24, 46)
Fire: Cavalier/Dragoon (8, 22, 46)
Ascetic (W) (8, 24, 46)
Wind: Scholar/White Mage (12, 24, 46)
-----------------------------------------------------------
Cure Poison Earth: Swordsman/Shaman (W)/Dragoon (5)
Water: White Mage (1)
Water Seer/Pilgrim/Cavalier (5)
Seer/Mariner/Dragoon (5)
Fire: Swordsman/Ascetic (W)/Dragoon (5)
Wind: White Mage (1)
Item: Tamer (5)
---
Restore Earth: Swordsman/Shaman (W)/Dragoon (13)
Water: Water Seer/Pilgrim/Cavalier (13)
Seer/White Mage/Mariner/Dragoon(13)
Fire: Swordsman/Ascetic (W)/Dragoon (13)
Wind: White Mage (13)
Item: Tamer (13)
---
Revive Earth: Gallant/Savage/Shaman (19)
Swordsman/Medium (19)
Water: White Mage (17)
Shaman/Cavalier (E)/Medium (19)
Fire: Savage (19)
Wind: White Mage (17)
Shaman/Medium (19)
Item: Dark Mage (I) (19)
-----------------------------------------------------------
BASIC ATTACK ABILITIES
----------------------
Elm Dam PP Range Used Special
Quake E 12 4 /2\ B ---
Earthquake E 35 7 /|3|\ B ---
Quake Sphere___E___65__15__/||4||\____B___---
Growth E 25 4 1 TDB Puzzle Solving Psynergy
Mad Growth E 60 10 /2\ B ---
Wild Growth____E__110__19___/|3|\_____B___---
Thorn E 35 6 /2\ B ---
Briar E 70 11 |2| B ---
Nettle_________E__140__23___/|3|\_____B___---
Spire E 40 5 1 B ---
Clay Spire E 85 13 /2\ B ---
Stone Spire____E__160__22____|2|______B___---
Gaia E 40 7 /2\ B ---
Mother Gaia E 100 17 /|3|\ B ---
Grand Gaia E 200 32 ||3|| B ---
Frost W 20 5 /2\ TDB Puzzle Solving Psynergy
Tundra W 45 8 |2| B ---
Glacier________W__100__15____|2|______B___---
Douse W 25 5 /2\ TDB Puzzle Solving Psynergy
Drench W 60 10 |2| B ---
Deluge_________W__120__20___/|3|\_____B___---
Froth W 28 5 /2\ B ---
Froth Sphere W 65 12 /|3|\ B ---
Froth Spiral___W__150__31__/||4||\____B___---
Ice W 35 5 1 B ---
Ice Horn W 70 11 /2\ B ---
Ice Missile____W__160__23____|2|______B___---
Cool W 35 6 /2\ B ---
Supercool W 80 14 /|3|\ B ---
Megacool_______W__180__33__/||4||\____B___---
Prism W 40 7 /2\ B ---
Hail Prism W 90 16 /|3|\ B ---
Freeze Prism W 190 32 ||3|| B ---
Flare F 15 4 /2\ B ---
Flare Wall F 40 7 |2| B ---
Flare Storm____F___80__12____|2|______B___---
Blast F 25 5 /2\ B ---
Mad Blast F 50 9 |2| B ---
Fiery Blast____F__110__19___/|3|\_____B___---
Fire F 35 6 /2\ B ---
Fireball F 65 12 /|3|\ B ---
Inferno________F__140__23___||3||_____B___---
Blast(Nova) F 40 7 /2\ B ---
Nova F 70 13 /|3|\ B ---
Supernova______F__150__31__/||4||\____B___---
Beam F 45 7 /2\ B ---
Cycle Beam F 80 14 /|3|\ B ---
Searing Beam___F__170__36__/||4||\____B___---
Volcano F 45 6 1 B ---
Eruption F 90 14 /2\ B ---
Pyroclasm______F__180__29___/|3|\_____B___---
Fume F 50 6 1 B ---
Serpent Fume F 130 14 1 B ---
Dragon Fume F 230 35 1 B ---
Bolt A 20 4 1 B ---
Flash Bolt A 40 7 /2\ B ---
Blue Bolt______A___90__14____|2|______B___---
Slash A 25 4 1 B ---
Wind Slash A 50 9 /2\ B ---
Sonic Slash____A__120__20___/|3|\_____B___---
Ray A 35 6 /2\ B ---
Storm Ray A 65 10 |2| B ---
Destruct Ray___A__150__21____|2|______B___---
Whirlwind A 20 5 /2\ TDB Puzzle Solving Psynergy
Tornado A 80 14 /|3|\ B ---
Tempest________A__160__27___||3||_____B___---
Plasma A 45 8 /2\ B ---
Shine Plasma A 100 18 /|3|\ B ---
Spark Plasma A 180 37 /||4||\ B ---
-----------------------------------------------------------
Quake Earth: Squire (2, 4, 14)
SERIES
---
Growth Earth: Brute (1, 12, 28)
SERIES Shaman (3, 12, 29)
Water: Seer (3, 12, 29)
Fire: Brute (1, 12, 28)
Wind: Seer (3, 12, 29)
---
Thorn Earth: Swordsman (4, 14, 36)
SERIES Dragoon (4, 17, 36)
Water: Cavalier (E) (4, 14, 36)
Dragoon (4, 17, 36)
Fire: Dragoon (4, 17, 36)
---
Spire Earth: Squire (6, 20, 42)
SERIES Savage (7, 20, 42)
Fire: Savage (7, 20, 42)
---
Gaia Earth: Apprentice (6, 24, 54)
SERIES Gallant (7, 24, 54)
Wind: Enchanter (E) (6, 24, 54)
-----------------------------------------------------------
Frost Water: Mariner (1, 8, 24)
SERIES Water Seer (2, 9, 24)
Equip Frost Jewel for Frost only
---
Douse Water: Pilgrim/Ranger (1, 12, 30)
SERIES Fire: Ascetic (W)/Ranger (1, 12, 30)
Wind: Ranger (1, 12, 30)
Piers Inherent (Douse only)
Equip Douse Drop for Douse only
---
Froth Earth: Shaman (W)/Medium (2, 14, 40)
SERIES Water: Seer/Medium (2, 14, 40)
Wind: Medium (2, 14, 40)
---
Ice Water: Water Seer (4, 17, 42)
SERIES
---
Cool Water: Mariner (4, 21, 48)
SERIES
---
Prism Water: Pilgrim (6, 20, 52)
SERIES Hermit/White Mage (6, 22, 52)
Fire: Ascetic (W) (6, 20, 52)
Wind: Hermit/White Mage (6, 22, 52)
-----------------------------------------------------------
Flare Fire: Guard (1, 6, 18)
SERIES
---
Blast Earth: Dragoon (2, 10, 27)
SERIES Water: Dragoon (2, 10, 27)
Cavalier (F) (2, 10, 28)
Fire: Dragoon (2, 10, 27)
Swordsman (2, 10, 28)
---
Fire Fire: Guard (4, 14, 36)
SERIES
---
Blast(Nova) Earth: Brute (6, 16, 40)
SERIES Fire: Brute (6, 16, 40)
---
Beam Fire: Flame User (7, 21, 41)
SERIES
---
Volcano Water: Ascetic/Ranger (8, 22, 48)
SERIES Fire: Guard/Ascetic/Page/Ranger (8, 22, 48)
Wind: Ascetic/Enchanter (F)/Ranger(8, 22, 48)
---
Fume Fire: Flame User (5, 26, 47)
SERIES
-----------------------------------------------------------
Bolt Earth: Medium (1, 6, 22)
SERIES Shaman (A) (2, 6, 22)
Water: Medium (1, 6, 22)
Wind: Medium (1, 6, 22)
Seer (2, 6, 22)
---
Slash Water: Ranger (1, 10, 30)
SERIES Fire: Ascetic (A)/Ranger (1, 10, 30)
Wind: Pilgrim/Ranger (1, 10, 30)
---
Ray Wind: Wind Seer (4, 14, 36)
SERIES
---
Whirlwind Wind: Wind Seer (1, 18, 44)
SERIES
---
Plasma Water: White Mage (8, 26, 46)
SERIES Hermit (8, 26, 50)
Fire: Ascetic (A) (9, 26, 50)
Wind: White Mage (8, 26, 46)
Wind Seer/Hermit (8, 26, 50)
Pilgrim (9, 26, 50)
-----------------------------------------------------------
STATUS ABILITIES
----------------
Elm Dam PP Range Used Special
Impact A --- 7 1 B +25% Attack : 50% Max
High Impact____A__---__12_||||A||||___B___+12.5% Attack : 50% Max
Guard F --- 3 1 B +25% Defense : 50% Max
Protect________F__---___5_||||A||||___B___+12.5% Defense : 50% Max
Ward A --- 3 1 B +40 Resistance : 80 Max
Resist_________A__---___5_||||A||||___B___+20 Resistance : 80 Max
Dull A --- 6 1 B -25% Attack : 50% Max
Blunt__________A__---__11____/2\______B___-12.5% Attack : 50% Max
Impair F --- 4 1 B -25% Defense : 50% Max
Debilitate_____F__---___6____/2\______B___-12.5% Defense : 50% Max
Weaken A --- 4 1 B -40 Resistance : 80 Max
Enfeeble_______A__---___6____/2\______B___-20 Resistance : 80 Max
Drain A 50s 3 1 B Heal 100% Damage as HP
Psy Drain______A___15s__0_____1_______B___Drain 100% PP instead of HP
Haunt E --- 5 |2| B Inflict 'Haunt'
Curse E --- 6 1 B Inflict 'Countdown'
Condemn________E__---___8_____1_______B___Inflict 'Downed'
Bind A --- 4 1 B Inflict 'Psynergy Seal'
Delude A --- 4 |2| B Inflict 'Delusion'
Sleep A --- 5 |2| B Inflict 'Sleep'
Break W --- 5 ||||A|||| B Remove positive attributes
-----------------------------------------------------------
Impact Earth: Enchanter (5, 21)
SERIES Water: Hermit (1, 21)
Fire: Enchanter (5, 21)
Wind: Hermit (1, 21)
Magician/Enchanter (5, 21)
Item: Tamer (6, 22)
---
Guard Water: Cavalier (F) (3, 15)
SERIES Fire: Soldier/Swordsman/Enchanter (3, 15)
Wind: Enchanter (F) (3, 15)
---
Ward Earth: Enchanter (6, 22)
SERIES Shaman (A) (7, 23)
Water: Ranger (6, 24)
White Mage (9, 31)
Fire: Enchanter (6, 22)
Ascetic (A)/Ranger (6, 24)
Wind: Mage/Enchanter (6, 22)
Shaman (7, 23)
Ascetic (A)/Ranger (6, 24)
White Mage (9, 31)
---
Dull Water: White Mage (11, 37)
SERIES Wind: White Mage (11, 37)
---
Impair Earth: Savage (9, 23)
SERIES Fire: Savage (9, 23)
Warrior (9, 26)
Flame User (10, 23)
---
Weaken Earth: Apprentice (9, 25)
SERIES Fire: Page (9, 25)
Wind: Enchanter (9, 25)
---
Drain Earth: Medium (31, 36)
SERIES Apprentice/Shaman (A) (31, 39)
Water: Medium (31, 36)
Hermit (31, 39)
Ranger (33, 41)
Fire: Page (31, 39)
Ascetic (A)/Ranger (33, 41)
Wind: Medium (31, 36)
Hermit/Seer/Enchanter (31, 39)
Pilgrim/Ranger (33, 41)
Item: Dark Mage (I) (31, 39)
---
Haunt Earth: Apprentice (17, 20)
SERIES Medium (17, 20, 29)
Brute (17, 24, 29)
Water: Medium (17, 20, 29)
Fire: Enchanter (E) (17, 20)
Brute (17, 24, 29)
Wind: Medium (17, 20, 29)
Item: Dark Mage (I) (17, 24, 29)
-----------------------------------------------------------
Bind Earth: Shaman (A) (18)
Water: Hermit/Ranger (18)
Fire: Ascetic (A)/Ranger (18)
Wind: Wind Seer (17)
Hermit/Seer/Pilgrim/Ranger (18)
---
Delude Earth: Apprentice (1)
Fire: Page (1)
Wind: Enchanter (1)
---
Sleep Earth: Apprentice (14)
Fire: Page (14)
Wind: Wind Seer (12)
Enchanter (14)
---
Break Earth: Swordsman/Shaman (W) (30)
Water: Water Seer/Hermit/Cavalier (30)
Seer/Mariner (30)
Pilgrim/Ranger (34)
Fire: Swordsman (30)
Ascetic (W)/Ranger (34)
Wind: Hermit (30)
Ranger (34)
-----------------------------------------------------------
ADVANCED CLASS ABILITIES
------------------------
Elm Dam PP Range Used Special
Ragnarok E a 35 7 1 B ---
Cutting Edge W a 32 5 1 B ---
Diamond Dust W a 34 6 1 B ---
Heat Wave F a 33 6 1 B ---
Planet Diver F a 36 7 1 B ---
Astral Blast___A_a_32___5_____1_______B___---
Oddysey E a 95 18 1 B ---
Plume Edge W a 80 15 1 B ---
Diamond Berg W a 92 17 1 B ---
Liquifier F a 90 17 1 B ---
Planetary F a 98 19 1 B ---
Thunder Mine A a 85 16 1 B ---
Punji E 45 7 /2\ B ---
Punji Trap E 85 13 |2| B ---
Punji Strike___E__150__24___/|3|\_____B___---
Fire Bomb F 35 5 /2\ B ---
Cluster Bomb F 65 11 /|3|\ B ---
Carpet Bomb____F__130__29__/||4||\____B___---
Gale A 18 3 /2\ TDB Puzzle Solving Psynergy
Typhoon A 75 12 /|3|\ B ---
Hurricane______A__150__25___||3||_____B___---
Thunderclap A 50 9 /2\ B ---
Thunderbolt A 110 19 /|3|\ B ---
Thunderstorm___A__190__39__/||4||\____B___---
Mist A --- 4 |2| B Inflict 'Delusion'
Shuriken A m 80% 8 |2| B ---
Annihilation___E_m150%_18_____1_______B___Inflict 'Downed'
Death Plunge A a 40 14 1 B Inflict 'Stun'
Death Leap A a110 22 1 B Inflict 'Stun'
Lava Shower F 40 4 1 B ---
Molten Bath F 70 12 /2\ B ---
Magma Storm____F__120__27___/|3|\_____B___---
Rockfall E 30 5 /2\ B ---
Rockslide E 90 15 /|3|\ B ---
Avalanche______E__160__30___||3||_____B___---
Demon Spear A --- 7 1 B +25% Attack : 50% Max
Angel Spear____A__---__12_||||A||||___B___+12.5% Attack : 50% Max
Guardian F --- 3 1 B +25% Defense : 50% Max
Protector______F__---___5_||||A||||___B___+12.5% Defense : 50% Max
Magic Shell A --- 3 1 B +40 Resistance : 80 Max
Magic Shield___A__---___5_||||A||||___B___+20 Resistance : 80 Max
Quick Strike___A_m180%_12_____1_______B___---
Dragon Cloud F 80 6 1 B ---
Demon Night E 60 12 |2| B Inflict 'Haunt'
Helm Splitter__E_a_30___8_____1_______B___Inflict 'Downed'
Epicenter F 210 33 1 B ---
Thorny Grave E 170 24 |2| B Inflict 'Haunt'
Skull Splitter E a 30 8 1 B Inflict 'Downed'
-----------------------------------------------------------
Ragnarok Earth: Squire (13)
---
Cutting Edge Earth: Swordsman/Dragoon (11)
Water: Cavalier/Dragoon (11)
Fire: Swordsman/Dragoon (11)
---
Diamond Dust Water: Mariner (12)
---
Heat Wave Fire: Guard (12)
---
Planet Diver Earth: Brute (13)
Fire: Brute (13)
---
Astral Blast Earth: Apprentice (11)
Fire: Page (11)
Wind: Enchanter (11)
-----------------------------------------------------------
Odyssey Earth: Lord [Ragnarok]
---
Plume Edge Earth: Guardian/Templar [Cutting Edge]
Water: Guardian/Luminier [Cutting Edge]
Fire: Luminier/Templar [Cutting Edge]
---
Diamond Berg Water: Captain [Diamond Dust]
---
Liquifier Fire: Champion [Heat Wave]
---
Planetary Earth: Berserker [Planet Diver]
Fire: Berserker [Planet Diver]
---
Thunder Mine Earth: Conjurer (E) [Astral Blast]
Fire: Conjurer (F) [Astral Blast]
Wind: Conjurer (E)/Conjurer (F) [Astral Blast]
-----------------------------------------------------------
Punji Earth: Ninja ( 4, 15, 36)
SERIES Fire: Ninja ( 4, 15, 36)
Wind: Ninja ( 4, 15, 36)
---
Fire Bomb Earth: Ninja ( 6, 16, 40)
SERIES Fire: Ninja ( 6, 16, 40)
Wind: Ninja ( 6, 16, 40)
---
Gale Earth: Ninja ( 1, 18, 44)
SERIES Fire: Ninja ( 1, 18, 44)
Wind: Ninja ( 1, 18, 44)
---
Thunderclap Earth: Ninja ( 8, 26, 50)
SERIES Fire: Ninja ( 8, 26, 50)
Wind: Ninja ( 8, 26, 50)
---
Mist Earth: Ninja (7)
Fire: Ninja (7)
Wind: Ninja (7)
---
Shuriken Earth: Ninja (21)
Fire: Ninja (21)
Wind: Ninja (21)
---
Annihilation Earth: Ninja (31)
Fire: Ninja (31)
Wind: Ninja (31)
---
Death Plunge Earth: Ninja (12)
Fire: Ninja (12)
Wind: Ninja (12)
---
Death Leap Earth: Disciple [Death Plunge]
Fire: Disciple [Death Plunge]
-----------------------------------------------------------
Lava Shower Earth: Samurai (8, 22, 48)
SERIES Fire: Samurai (8, 22, 48)
---
Rockfall Earth: Samurai (6, 24, 54)
SERIES Fire: Samurai (6, 24, 54)
---
Demon Spear Earth: Samurai (5, 21)
SERIES Fire: Samurai (5, 21)
---
Guardian Earth: Samurai (3, 15)
SERIES Fire: Samurai (3, 15)
---
Magic Shell Earth: Samurai (10, 27)
SERIES Fire: Samurai (10, 27)
---
Quick Strike Earth: Samurai (40)
Fire: Samurai (40)
---
Dragon Cloud Earth: Samurai (12)
Fire: Samurai (12)
---
Demon Night Earth: Samurai (18)
Fire: Samurai (18)
---
Helm Splitter Earth: Samurai (33)
Fire: Samurai (33)
---
Epicenter Earth: Ronin [Dragon Cloud]
Fire: Ronin [Dragon Cloud]
---
Thorny Grave Earth: Ronin [Demon Night]
Fire: Ronin [Demon Night]
---
Skull Splitter Earth: Ronin [Helm Splitter]
Fire: Ronin [Helm Splitter]
-----------------------------------------------------------
MYSTERIOUS CARD UNIQUE ABILITIES
--------------------------------
Elm Dam PP Range Used Special
Sabre Dance E m150% 7 1 B ---
Backstab_______A_a_35__16_____1_______B___Inflict 'Downed'
Fire Breath____F___85D_13____|2|______B___---
Juggle F 40 7 /2\ B ---
Heat Juggle F 75 13 /|3|\ B ---
Fiery Juggle___F__150__25___||3||_____B___---
Flame Card F 60 11 /2\ B ---
Thunder Card A 100 17 |2| B ---
Bramble Card E 130 22 |2| B ---
Frost Card_____W__175__28____|2|______B___---
Baffle Card A --- 4 |2| B Inflict 'Delusion'
Sword Card F --- 6 1 B -25% Attack : 50% Max
Sleep Card A --- 5 |2| B Inflict 'Sleep'
Death Card E --- 8 1 B Inflict 'Downed'
-----------------------------------------------------------
Sabre Dance Item: Pierrot (10)
---
Backstab Item: Punchinello (29)
---
Fire Breath Item: Pierrot (22)
---
Juggle Item: Pierrot ( 5, 17, 37)
SERIES
---
Flame Card Item: Pierrot (13, 25, 33, 46)
SERIES
---
Baffle Card Item: Pierrot ( 3, 8, 15, 27)
SERIES
-----------------------------------------------------------
TRAINER'S WHIP UNIQUE ABILITIES
-------------------------------
Elm Dam PP Range Used Special
Whiplash A m140% 6 1 B ---
Wild Wolf ---a 30 3 1 B ---
Salamander F 45D 7 |2| B ---
Emu A a 75 10 1 B ---
Roc___________---a140__22_____1_______B___---
Orc ---a 35 3 1 B ---
Pixie W c115 5 1 B ---
Cerberus F 50D 7 |2| B ---
Harpy A a 80 10 1 B ---
Grand Golem F 120D 17 ||3|| B ---
Wyvern_________E_a150__22_____1_______B___---
Dinox E a 40 3 1 B ---
Faery W c120 5 1 B ---
Chimera F 55D 7 |2| B ---
Elder Wood W c170 14 ====A==== B ---
Gryphon A a 85 10 1 B Sometimes Hits for 2x Damage
Lich E --- 10 1 B Revive 'Downed' to 100% Max HP
Blue Dragon W 130D 17 ||3|| B ---
Living Armor___E_a130__17_____1_______B___---
Troll E a 45 3 1 B ---
Weird Nymph W c125 5 1 B ---
Macetail F 60D 7 |2| B ---
Estre Wood W c180 14 ====A==== B ---
Minotaur E a 90 10 1 B ---
Succubus W c250 9 1 B ---
Phoenix F --- 10 1 B Revive 'Downed' to 100% Max HP
Fire Dragon F 140D 17 ||3|| B ---
Manticore F c300 18 ====A==== B ---
Ghost Soldier A a170 22 1 B Pierce 50% Defense
-----------------------------------------------------------
Whiplash Item: Tamer (10)
---
Wild Wolf Item: Tamer ( 1)
---
Salamander Item: Tamer (10)
---
Emu Item: Tamer (20)
---
Roc Item: Tamer (45)
-----------------------------------------------------------
Orc Item: Trainer [Wild Wolf]
---
Pixie Item: Trainer ( 7)
---
Cerberus Item: Trainer [Salamander]
---
Harpy Item: Trainer [Emu]
---
Grand Golem Item: Trainer (32)
---
Wyvern Item: Trainer [Roc]
-----------------------------------------------------------
Dinox Item: Beastkeeper [Orc]
---
Faery Item: Beastkeeper [Pixie]
---
Chimera Item: Beastkeeper [Cerberus]
---
Elder Wood Item: Beastkeeper (15)
---
Gryphon Item: Beastkeeper [Harpy]
---
Lich Item: Beastkeeper (28)
---
Blue Dragon Item: Beastkeeper [Grand Golem]
---
Living Armor Item: Beastkeeper [Wyvern]
-----------------------------------------------------------
Troll Item: Beast Lord [Dinox]
---
Weird Nymph Item: Beast Lord [Faery]
---
Macetail Item: Beast Lord [Chimera
---
Estre Wood Item: Beast Lord [Elder Wood]
---
Minotaur Item: Beast Lord [Gryphon]
---
Succubus Item: Beast Lord (24)
---
Phoenix Item: Beast Lord [Lich]
---
Fire Dragon Item: Beast Lord [Blue Dragon]
---
Manticore Item: Beast Lord (38)
---
Ghost Soldier Item: Beast Lord [Living Armor]
-----------------------------------------------------------
TOMEGATHERICON UNIQUE ABILITIES
-------------------------------
Elm Dam PP Range Used Special
Call Zombie W a 40 5 1 B ---
Call Demon E m190% 13 1 B May do [Target's HP - 1] Dam instd.
Call Dullahan__A_m300%_21_____1_______B___---
Raging Heat F 45 9 /|3|\ B ---
Fiery Abyss F 90 18 ||3|| B ---
Dire Inferno___F__200__32__/||4||\____B___---
Poison Flow A 125 28 ||3|| B Inflict 'Deadly Poison'
Fire Puppet E --- 7 |2| B Inflict 'Stun'
-----------------------------------------------------------
Call Zombie Item: Dark Mage (I) ( 1)
Call Demon Item: Necrolyte (26)
Call Dullahan Item: Necromage (47)
---
Raging Heat Item: Dark Mage (I) ( 9, 22, 53)
SERIES
---
Poison Flow Item: Dark Mage (I) (33)
---
Fire Puppet Item: Dark Mage (I) (20)
-----------------------------------------------------------
MISCELLANEOUS ABILITIES
-----------------------
Elm PP Range Used Desc
Avoid W 5 1 TD Encounter fewer monsters.
Retreat E 6 1 TD Return to the dungeon's entrance.
Move F 2 1 TD Move an object on the ground.
Mind Read______A____1_____1_____TD____Read someone's mind.
Reveal A 1 1 TD Perceive hidden truths.
Parch W 2 1 TD Evaporate standing water.
Sand E 2 1 TD Melt into sand.
Blaze__________F____1_____1_____TD____Manipulate flames.
Lash A 1 1 TD Lift and move very light objects.
Pound F 2 1 TD Drive objects into the ground.
Scoop E 1 1 TD Dig in soft ground.
Tremor E 1 1 TD Shake objects left and right.
Cyclone A 2 1 TD Conjure wind to scatter weeds.
Burst F 2 1 TD Break cracked objects.
Grind E 2 1 TD Pulverise large objects.
Hover A 2 1 TD Hover in the air.
Teleport_______A____3_____1_____TD____Teleport at will.
Catch E 1 1 TD Grab light objects from afar.
Force --- 2 1 TD Strike a distant object.
Lift W 2 1 TD Lift an object vertically.
Halt A 2 1 TD Stop a moving object.
Cloak W 1 1 TD Hide away in shadows.
Carry E 2 1 TD Lift and move light objects.
-----------------------------------------------------------
Avoid Earth: Defender/Dragoon (6)
Water: Cavalier/Privateer/Dragoon (6)
Fire: Defender/Dragoon (6)
Item: Pierrot (6)
---
Retreat Felix Inherent
Isaac Inherent
---
Move Felix Inherent
Isaac Inherent
Garet Inherent
---
Mind Read Sheba Inherent
Ivan Inherent
---
Reveal Sheba Inherent (Learned in Air's Rock)
Ivan Inherent
---
Parch Piers Inherent (Learned in Aqua Rock)
---
Sand Felix Inherent (Learned in Gaia Rock)
---
Blaze Jenna Inherent (Learned in Magma Rock)
---
Lash Equip Lash Pebble
---
Pound Equip Pound Cube
---
Scoop Equip Scoop Gem
---
Tremor Equip Tremor Bit
---
Cyclone Equip Cyclone Chip
---
Burst Equip Burst Brooch
---
Grind Equip Grindstone (Only Felix and Isaac can equip)
---
Hover Equip Hover Jade
---
Teleport Equip Teleport Lapis
---
Catch Equip Catch Beads
---
Force Equip Orb of Force
---
Lift Equip Lifting Gem
---
Halt Equip Halt Gem
---
Cloak Equip Cloak Ball
---
Carry Equip Carry Stone
-----------------------------------------------------------
================
== ITEM USAGE ==
================
Certain items may be used in or outside battle to create an effect. Most
duplicate the effect of an already existing Psynergy. Some have unique
effects. Some items can only be used once before disappearing, while others
may be used until they randomly break. There are many differences between
the various items in the game. This section, however, will only focus on
the used items' *effect*.
Item usage has one large difference from Psynergy in terms of damage
mechanics. If the item has an elemental effect, it will *not* use the
character's Power in that element. For all respects and purposes, the Power
of the item is counted as 100. The target's Resist may or may not be taken
into account depending on the effect of the item.
Using the previous section's layout and codes, here are the details of all
the usable items in the game.
ONE USE ITEMS
============= Elm Dam Range Used Special
Herb --- c 50 1 TDB ---
Nut --- c 200 1 TDB ---
Vial --- c 500 1 TDB ---
Potion --- c9999 1 TDB ---
Hermes' Water --- c9999 1 TDB Leaves Empty Bottle after use
Psy Crystal --- c9999 1 TDB Restore PP instead
Antidote --- ---- 1 TDB Remove 'Poison/Deadly Poison'
Elixir --- ---- 1 TDB Remove temporary Statuses
Water of Life --- ---- 1 TDB Revive 'Downed' to 100% Max HP
Mist Potion --- c 300 ====A==== TDB ---
Smoke Bomb A ---- 1 B Inflict 'Delusion'
Sleep Bomb A ---- 1 B Inflict 'Sleep'
Corn --- c 100 1 TDB ---
Sacred Feather W ---- 1 TD Reduce Encounter Rate
Bramble Seed E 140 ||3|| B ---
Crystal Powder W 90 ||3|| B ---
Oil Drop F 80 |2| B ---
Weasel's Claw A 120 ||3|| B ---
Power Bread --- ---- 1 TD Increase Max HP by 7-9
Cookie --- ---- 1 TD Increase Max PP by 5-7
Apple --- ---- 1 TD Increase Attack by 4-6
Hard Nut --- ---- 1 TD Increase Defense by 2-4
Mint --- ---- 1 TD Increase Agility by 4-6
Lucky Pepper --- ---- 1 TD Increase Luck by 2
MULTI-USE ITEMS
=============== Elm Dam Range Used Special
Blessed Mace W c 200 1 TDB ---
Captain's Axe F ---- 1 B +25% Defense : 50% Max
Fireman's Pole A ---- ||||A|||| B +20 Resistance : 80 Max
Clotho's Distaff W c1000 1 TDB ---
Mirrored Shield A ---- |2| B Inflict 'Delusion'
Earth Shield E c 150 1 TDB ---
China Dress --- ---- 1 B -25% Attack : 50% Max
Phantasmal Mail A ---- |2| B Inflict 'Delusion'
Faery Vest W c 200 1 TDB ---
Floral Dress A ---- |2| B Inflict 'Sleep'
Aura Gloves A ---- 1 B +40 Resistance : 80 Max
Bone Armlet E ---- |2| B Inflict 'Haunt'
Spirit Armlet W ---- 1 B Remove temporary Statuses
Virtuous Armlet W c 100 1 TDB ---
Guardian Armlet F ---- 1 B +25% Defense : 50% Max
Prophet's Hat E ---- 1 B Inflict 'Countdown'
Glittering Tiara A ---- |2| B Inflict 'Delusion'
Nurse's Cap E c 70 1 TDB ---
Otafuku Mask W 50D |2| B ---
Hiotoko Mask F 85D |2| B ---
Alastor's Hood E ---- 1 B Inflict 'Downed'
*Herbed Shirt --- c 50 1 TDB ---
Adept Ring --- ---- 1 TDB Restore 7 PP
War Ring A ---- 1 B +25% Attack : 50% Max
Sleep Ring A ---- |2| B Inflict 'Sleep'
Healing Ring E c 70 1 TDB ---
Unicorn Ring W ---- 1 TDB Remove 'Poison/Deadly Poison'
Fairy Ring W ---- 1 B Remove temporary Statuses
Spirit Ring W c 160 ====A==== TDB ---
Stardust Ring A ---- 1 B Inflict 'Psynergy Seal'
*Aroma Ring F c 100 ====A==== TDB ---
*Rainbow Ring A ---- |2| B Inflict 'Delusion'
*Soul Ring E ---- 1 TDB Revive 'Downed' to 100% Max HP
Golden Ring A ---- ||||A|||| B +20 Resistance : 80 Max
Trident A m 120% 1 B Break Poseidon Forcefield
* Don't ask where to get the items marked with a star. It's currently
suspected that they are impossible to get without a cheat device.
=============
== THE END ==
=============
Sorry, no Further Analysis section for now. Most of what was said in the
previous Golden Sun guide still holds, of course, but I lack the time to
update it for Lost Age at the moment, and besides, anything I write about
strategy will soon be further refined and surpassed by the denizens of the
GameFAQs message boards.
Just remember. The important thing is not what the best setup ever is...
it's to figure out what the best setup for *you* is. Playing style is
everything, whether you rely on weapons, Psynergy, special classes, summons,
or sheer variety.
I hope this document's helped.
=============================================================================
The Lost Age Battle Mechanics, copyright 2001-2003 Terence Fergusson